2021-09-20 13:07:41 -05:00

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// Created by Crowbar 0.68
//
// We need to remove the draw/holster animations so NPCs can holster them correctly
//
$modelname "weapons/w_shotgun.mdl"
$bodygroup "studio"
{
studio "shotgun_reference.smd"
}
$lod 25
{
replacemodel "shotgun_reference.smd" "shotgun_reference_lod1.smd"
nofacial
}
$surfaceprop "weapon"
$contents "solid"
$illumposition -0.312 -0.686 -0.323
$cdmaterials "models\weapons\w_shotgun\"
$attachment "muzzle" "ValveBiped.Weapon_bone" 26.15 0.69 -2.57 rotate 3.96 -0.39 -91.97
$attachment "1" "ValveBiped.Weapon_bone" 5.19 1.39 -0.1 rotate 2.17 88.95 -77.08
$cbox 0 0 0 0 0 0
$bbox -15.36 -2.146 -9.373 16.719 1.522 8.726
$definebone "ValveBiped.Bip01_R_Hand" "" 0.312503 -16.71932 0.282628 12.461602 88.326429 177.528802 0 0 0 0 0 0
$definebone "ValveBiped.Weapon_bone" "ValveBiped.Bip01_R_Hand" 5 -1.5 -5 -0.000001 0 0 0 0 0 0 0 0
$sequence "idle1" {
"w_shotgun_anims\idle1.smd"
activity "ACT_VM_IDLE" 1
fadein 0.2
fadeout 0.2
fps 30
loop
}
$sequence "fire" {
"w_shotgun_anims\fire.smd"
activity "ACT_RANGE_ATTACK_SHOTGUN" 1
{ event AE_NPC_MUZZLEFLASH 0 "SHOTGUN MUZZLE" }
{ event 6001 0 "2" }
{ event 3004 0 "" }
fadein 0.2
fadeout 0.2
fps 5
}
//$sequence "draw" {
// "w_shotgun_anims\draw.smd"
// activity "ACT_VM_DRAW" 1
// fadein 0.2
// fadeout 0.2
// fps 30
//}
//
//$sequence "holster" {
// "w_shotgun_anims\holster.smd"
// activity "ACT_VM_HOLSTER" 1
// fadein 0.2
// fadeout 0.2
// fps 30
//}
$collisionmodel "w_shotgun_physics.smd"
{
$mass 10
$inertia 1
$damping 0
$rotdamping 0
$rootbone " "
$concave
$maxconvexpieces 4
}