First commit, all entities and weapons are here

This commit is contained in:
Xylemon 2025-02-01 03:15:55 -08:00
commit a6a0260cd2
72 changed files with 3185 additions and 0 deletions

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#include "ammo/base.def"
#include "ammo/1143mm.def"
#include "ammo/762mmbox.def"
#include "ammo/ak47clip.def"
#include "ammo/ARgrenades.def"
#include "ammo/buckshot.def"
#include "ammo/elephantshot.def"
#include "ammo/gas.def"
#include "ammo/m16clip.def"
#include "ammo/rpgclip.def"
// these have to be defined by the game.
entityDef ammo_types {
"ammo_none" "0"
"ammo_556mm" "1"
"ammo_1143mm" "2"
"ammo_buckshot" "3"
"ammo_elephantshot" "4"
"ammo_rocket" "5"
"ammo_762x39mm" "6"
"ammo_handgrenade" "7"
"ammo_762mm" "8"
"ammo_tripmine" "9"
"ammo_snark" "10"
"ammo_gas" "11"
"ammo_m203_grenade" "12"
}
entityDef ammo_names {
"ammo_none" "None"
"ammo_556mm" "5.56mm Bullets"
"ammo_1143mm" ".45 Bullets"
"ammo_buckshot" "Buckshot Shells"
"ammo_elephantshot" "Elephantshot Shells"
"ammo_rocket" "Rockets"
"ammo_762x39mm" "7.62x39mm Bullets"
"ammo_handgrenade" "Hand Grenades"
"ammo_762mm" "7.62mm Bullets"
"ammo_tripmine" "Tripmines"
"ammo_snark" "Squeak Grenades"
"ammo_gas" "Chainsaw Gas"
"ammo_m203_grenade" "M203 Grenades"
}
entityDef ammo_max {
"ammo_none" "0"
"ammo_556mm" "250"
"ammo_1143mm" "200"
"ammo_buckshot" "125"
"ammo_elephantshot" "40"
"ammo_rocket" "10"
"ammo_762x39mm" "250"
"ammo_handgrenade" "10"
"ammo_762mm" "250"
"ammo_tripmine" "10"
"ammo_snark" "10"
"ammo_gas" "80"
"ammo_m203_grenade" "10"
}

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entityDef ammo_1143mm
{
"inherit" "ammo_base"
"model" "models/w_1143mmclip.mdl"
"inv_ammo_1143mm" "7"
}
entityDef ammo_1143mm_40box
{
"inherit" "ammo_base"
"model" "models/w_1143mm_40box.mdl"
"inv_ammo_1143mm" "40"
}
entityDef ammo_1143mm_50box
{
"inherit" "ammo_base"
"model" "models/w_1143mm_50box.mdl"
"inv_ammo_1143mm" "50"
}

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entityDef ammo_762mmbox
{
"inherit" "ammo_base"
"model" "models/w_m60box.mdl"
"inv_ammo_762mm" "200"
}

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entityDef ammo_ARgrenades
{
"inherit" "ammo_base"
"model" "models/w_argrenade.mdl"
"inv_ammo_m203_grenade" "2"
}
entityDef ammo_m79vest
{
"inherit" "ammo_base"
"model" "models/w_m79vest.mdl"
"inv_ammo_m203_grenade" "20"
}

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entityDef ammo_ak47clip
{
"inherit" "ammo_base"
"model" "models/w_ak47clip.mdl"
"inv_ammo_762x39mm" "30"
}

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entityDef ammo_base
{
"spawnclass" "ncItem"
"mins" "-16 -16 0"
"maxs" "16 16 16"
"snd_acquire" "ammo.pickup"
"snd_respawn" "ammo.respawn"
}

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entityDef ammo_buckshot
{
"inherit" "ammo_base"
"model" "models/w_shot_10shells.mdl"
"inv_ammo_buckshot" "10"
}
entityDef ammo_buckshot_large
{
"inherit" "ammo_base"
"model" "models/w_shot_22shells.mdl"
"inv_ammo_buckshot" "22"
}

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entityDef ammo_elephantshot
{
"inherit" "ammo_base"
"model" "models/w_elephant_10shells.mdl"
"inv_ammo_elephantshot" "10"
}
entityDef ammo_elephantshot_large
{
"inherit" "ammo_base"
"model" "models/w_elephant_22shells.mdl"
"inv_ammo_elephantshot" "22"
}

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entityDef ammo_gas
{
"inherit" "ammo_base"
"snd_acquire" "Item.Gas"
"model" "models/w_gas.mdl"
"inv_ammo_gas" "20"
}

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entityDef ammo_m16clip
{
"inherit" "ammo_base"
"model" "models/w_m16clip.mdl"
"inv_ammo_556mm" "30"
}
entityDef ammo_m16box
{
"inherit" "ammo_base"
"model" "models/w_m16box.mdl"
"inv_ammo_556mm" "150"
}

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#include "env/bush.def"
#include "env/palm.def"

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zpak001.pk3dir/decls/def/env/bush.def vendored Normal file
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entityDef env_bush
{
"spawnclass" "prop_dynamic"
"netname" "Bush"
"mins" "-16 -16 -64"
"maxs" "16 16 16"
"propdata" "actor_bush"
"solid" "2"
// Bush Types
// TODO -1 Should be random
when "modelnum" equals "-1" {
"model" "sprites/bush1.spr"
}
when "modelnum" equals "0" {
"model" "sprites/bush1.spr"
}
when "modelnum" equals "1" {
"model" "sprites/bush2.spr"
}
when "modelnum" equals "2" {
"model" "sprites/bush3.spr"
}
}
// TODO origin needs offset by 64 for model
// TODO Bushes can only be damaged by bullets
// and can only be killed by explosions (and chainsaw)
// TODO bushes need to play gs_material_foliage sounds
// and spawn gibs when touched
// Mappers are able to override "health" and "model"

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zpak001.pk3dir/decls/def/env/palm.def vendored Normal file
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entityDef env_palm
{
"spawnclass" "prop_dynamic"
"model" "models/palm.mdl"
"netname" "Palm Tree"
"mins" "-6, -6, 0"
"maxs" "6, 6, 155"
"propdata" "actor_palm"
"solid" "2"
}
// TODO can only be gibbed by explosives (and chainsaw)

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#include "func/detail.def"
#include "func/jungle.def"

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entityDef func_detail
{
"editor_color" ".3 .3 1"
"editor_usage" "Detail Brushes"
"editor_usage1" ""
"editor_usage2" "A fake entity for level editors"
"editor_rotatable" "1"
"spawnclass" "func_wall" // Let's just get ingame
}
// TODO

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entityDef func_jungle
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Bush (Jungle) Solid"
"editor_usage1" ""
"editor_usage2" "Similar to env_bush, but this entity"
"editor_usage3" "controls the collision and gibs only."
"editor_usage4" "You must either use an env_sprite or"
"editor_usage5" "env_bush for the visual aspect."
"editor_rotatable" "1"
"spawnclass" "func_breakable"
"propdata" "actor_bush"
}
// TODO
// "leafgib" Sheds leaves when
// 0 - Never ; 1 - Touch ; 2 - Damage ; 3 - Damage or Touch
// "health"
// -1 - Inifinite
// "spawnflags"
// 1 - Is Solid
// 2 - Accept Damage from Bullets (Projectiles?)

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#include "items/suit.def"
#include "items/airtank.def"
#include "items/antidote.def"
#include "items/battery.def"
#include "items/healthkit.def"
#include "items/longjump.def"
#include "items/security.def"
#include "items/helmet.def"

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entityDef item_helmet
{
"spawnclass" "ncItem"
"model" "models/w_helmet.mdl"
"mins" "-16 -16 0"
"maxs" "16 16 16"
"snd_acquire" "item.battery"
"snd_respawn" "item.respawn"
"inv_armor" "skill:battery"
"requires" "item_suit"
}

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#include "monsters/base_grunt.def"
#include "monsters/alien_controller.def"
#include "monsters/alien_grunt.def"
#include "monsters/alien_slave.def"
#include "monsters/apache.def"
#include "monsters/archerfish.def"
#include "monsters/babycrab.def"
#include "monsters/barnacle.def"
#include "monsters/barney.def"
#include "monsters/barney_dead.def"
#include "monsters/barney_repel.def"
#include "monsters/barneyzombie.def"
#include "monsters/bigmomma.def"
#include "monsters/bloater.def"
#include "monsters/bullchicken.def"
#include "monsters/charger.def"
#include "monsters/charlie.def"
#include "monsters/charlie_dead.def"
#include "monsters/charlie_repel.def"
#include "monsters/chumtoad.def"
#include "monsters/cockroach.def"
#include "monsters/flyer_flock.def"
#include "monsters/gargantua.def"
#include "monsters/gman.def"
#include "monsters/gorilla.def"
#include "monsters/headcrab.def"
#include "monsters/hevsuit_dead.def"
#include "monsters/hgrunt_dead.def"
#include "monsters/houndeye.def"
#include "monsters/huey.def"
#include "monsters/human_assassin.def"
#include "monsters/human_assault.def"
#include "monsters/human_grunt.def"
#include "monsters/human_grunt_medic.def"
#include "monsters/grunt_medic_repel.def"
#include "monsters/grunt_repel.def"
#include "monsters/ichthyosaur.def"
#include "monsters/kingpin.def"
#include "monsters/kophyaeger.def"
#include "monsters/kophyaeger_adult.def"
#include "monsters/kurtz.def"
#include "monsters/leech.def"
#include "monsters/mikeforce.def"
#include "monsters/mikeforce_medic.def"
#include "monsters/mikeforce_medic_repel.def"
#include "monsters/mikeforce_dead.def"
#include "monsters/mikeforce_repel.def"
#include "monsters/miniturret.def"
#include "monsters/mrfriendly.def"
#include "monsters/nihilanth.def"
#include "monsters/osprey.def"
#include "monsters/panther.def"
#include "monsters/peasant.def"
#include "monsters/peasant_dead.def"
#include "monsters/rat.def"
#include "monsters/scientist.def"
#include "monsters/scientist_dead.def"
#include "monsters/sentry.def"
#include "monsters/sitting_scientist.def"
#include "monsters/skeleton_dead.def"
#include "monsters/snapbug.def"
#include "monsters/snark.def"
#include "monsters/sog.def"
#include "monsters/sog_dead.def"
#include "monsters/sog_repel.def"
#include "monsters/sphere.def"
#include "monsters/stukabat.def"
#include "monsters/superzombie.def"
#include "monsters/tentacle.def"
#include "monsters/tentaclemaw.def"
#include "monsters/tripmine.def"
#include "monsters/turret.def"
#include "monsters/xen_hair.def"
#include "monsters/xen_plantlight.def"
#include "monsters/xen_spore_large.def"
#include "monsters/xen_spore_medium.def"
#include "monsters/xen_spore_small.def"
#include "monsters/xen_tree.def"
#include "monsters/zombie.def"

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entityDef monster_alien_controller
{
"spawnclass" "ncTalkMonster"
"model" "models/spx_mature.mdl"
"netname" "Alien Controller"
"health" "skill:controller_health"
"mins" "-32 -32 0"
"maxs" "32 32 64"
"eye_height" "64"
"team" "2"
"propdata" "actor_alien"
"speed_walk" "100"
"speed_run" "500"
"flying" "1"
"fly_offset" "128"
"attack_ranged_range" "1024"
"snd_alert" "Controller.Alert"
"snd_idle" "Controller.Idle"
"snd_die" "Controller.Die"
"snd_pain" "Controller.Pain"
events {
// ranged attack
2 "SpawnProjectileOffset" "ranged_controller_ball 0 0 36"
3 "StartSoundDef" "Controller.Attack"
}
}
entityDef ranged_controller_ball
{
"spawnclass" "ncProjectile"
"model" "models/acidspit.mdl"
"mins" "-16 -16 -16"
"mins" "16 16 16"
"def_damage" "damage_spitDirect"
"health" "0"
"velocity" "900"
"fuse" "10"
"detonate_on_fuse" "0"
"detonate_on_death" "0"
"detonate_on_world" "1"
"detonate_on_actor" "1"
"impact_damage_effect" "1"
"impact_gib" "0"
"trackEnemy" "1"
}

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entityDef monster_alien_slave
{
"spawnclass" "ncMonster"
"model" "models/islave.mdl"
"netname" "Vortigaunt"
"health" "skill:islave_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "2"
"propdata" "actor_alien"
"speed_walk" "72"
"speed_run" "72"
"def_attack_melee" "melee_islave_claw"
"melee_range" "96"
"attack_ranged_range" "512"
"snd_idle" "Vortigaunt.Idle"
"snd_pain" "Vortigaunt.Pain"
"snd_death" "Vortigaunt.Die"
// animation event callbacks
events {
1 "SpawnProjectileDef" "melee_islave_claw"
1 "StartSoundDef" "Vortigaunt.AttackMiss"
2 "SpawnProjectileDef" "melee_islave_claw"
2 "StartSoundDef" "Vortigaunt.AttackMiss"
// beam powerup, both left and right hand
3 "SpawnDefAttachment" "islave_beampowerup 0"
3 "SpawnDefAttachment" "islave_beampowerup 1"
3 "StartSoundDef" "Vortigaunt.ZapPowerup"
// fire a beam towards the target
4 "SpawnDefAttachment" "islave_beamattack 0"
4 "SpawnDefAttachment" "islave_beamattack 0"
4 "SpawnDefAttachment" "islave_beamattack 1"
4 "SpawnDefAttachment" "islave_beamattack 1"
4 "SpawnProjectileDef" "ranged_islave_zap"
4 "StartSoundDef" "Vortigaunt.ZapShoot"
// kill anything parented to us
5 "KillChildClass" "islave_beampowerup"
}
}
entityDef islave_beampowerup
{
"spawnclass" "env_beam"
"texture" "sprites/lgtning.spr"
"rendercolor" "0 0 128"
"renderamt" "64"
"NoiseAmplitude" "80"
"life" "3"
"Radius" "512"
"BoltWidth" "16"
"RadiusScale" "0 1 1"
"spawnflags" "1"
"decal_detonate" "Impact.Shot"
}
entityDef islave_beamattack
{
"spawnclass" "env_beam"
"texture" "sprites/lgtning.spr"
"rendercolor" "0 0 128"
"renderamt" "255"
"NoiseAmplitude" "80"
"life" "0.5"
"Radius" "512"
"BoltWidth" "64"
"BeamDir" "512 0 0"
"spawnflags" "1"
"decal_detonate" "Impact.Shot"
}
entityDef damage_islave_zap
{
"damage" "skill:islave_dmg_zap"
}
entityDef ranged_islave_zap
{
"spawnclass" "ncProjectile"
"mins" "-16 -16 -32"
"maxs" "16 16 32"
"def_damage" "damage_islave_zap"
"health" "0"
"velocity" "9000"
"fuse" "10"
"detonate_on_fuse" "0"
"detonate_on_death" "0"
"detonate_on_world" "0"
"detonate_on_actor" "1"
"impact_damage_effect" "1"
"impact_gib" "0"
}
entityDef melee_islave_claw
{
"damage" "skill:islave_dmg_claw"
"delay" "0.25f"
"wait" "0.5"
"attempts" "2"
}

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entityDef monster_barney
{
"spawnclass" "ncTalkMonster"
"model" "models/barney.mdl"
"netname" "Barney"
"health" "skill:barney_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "0"
"propdata" "actor_human"
"def_attack_ranged" "ranged_barney_shot"
"attack_ranged_range" "1024"
"reload_count" "18"
"follow_on_use" "1"
"weapon_drawn" "0"
"body_on_draw" "1:2"
"speed_walk" "64"
"speed_run" "364"
"snd_pain" "Barney.Pain"
"snd_death" "Barney.Die"
"snd_ranged_attack" "Barney.FirePistol"
"snd_reload" "HGrunt.Reload"
"talk_answer" "!BA_ANSWER"
"talk_ask" "!BA_QUESTION"
"talk_ally_shoot" "!BA_SHOOT"
"talk_idle" "!BA_IDLE"
"talk_hearing" "!BA_HEAR"
"talk_smelling" "!BA_SMELL"
"talk_stare" "!BA_STARE"
"talk_survived" "!BA_WOUND"
"talk_wounded" "!BA_WOUND"
"talk_player_ask" "!BA_QUESTION"
"talk_player_greet" "!BA_HELLO"
"talk_player_idle" "!BA_IDLE"
"talk_player_wounded1" "!BA_CUREA"
"talk_player_wounded2" "!BA_CUREB"
"talk_player_wounded3" "!BA_CUREC"
"talk_unfollow" "!BA_WAIT"
"talk_follow" "!BA_OK"
"talk_stop_follow" "!BA_STOP"
"talk_deny_follow" "!BA_POK"
// pre-disaster
when "spawnflags" equals "256" {
"follow_on_use" "0"
}
}
entityDef ranged_barney_shot
{
"inherit" "projectile_bullet_base"
"damage" "skill:hgrunt_pellets"
"delay" "0.5"
}

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entityDef monster_barney_repel
{
"inherit" "monster_barney"
}

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entityDef monster_barneyzombie
{
"inherit" "monster_barney"
}

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entityDef monster_base_grunt
{
"spawnclass" "ncTalkMonster"
"model" "models/namGrunt.mdl"
"netname" "Grunt"
"health" "skill:hgrunt_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "1"
"propdata" "actor_human"
"speed_walk" "41"
"speed_run" "304"
// melee attack
"def_attack_melee" "melee_hgrunt_kick"
"attack_melee_range" "96"
"snd_melee_attack" "HGrunt.Kick"
// primary ranged attack
"def_attack_ranged" "ranged_hgrunt_mp5"
"snd_ranged_attack" "HGrunt.9MM"
"attack_ranged_range" "1024"
"reload_count" "30"
// special attack
"def_attack_special_1" "projectile_hgrunt_grenade"
"attack_special_range" "1024"
"projectile_delay" "1.0"
// TODO Unclear how these work
// TODO !HG_CHECK
// TODO !HG CLEAR
"talk_answer" "!HG_ANSWER"
"talk_ask" "!HG_QUEST"
"talk_idle" "!HG_IDLE"
"snd_pain" "HGrunt.Pain"
"snd_death" "HGrunt.Die"
"snd_reload" "HGrunt.Reload"
"weapons" "3"
"squad_leader_body" "1:2"
// grenade launcher
when "weapons" contains 4 {
"body1" "4"
"def_attack_special_1" "projectile_hgrunt_ARgrenade"
"skin" "1"
}
// shotgun grunt
when "weapons" contains 8 {
"body2" "2"
"reload_count" "8"
"snd_ranged_attack" "HGrunt.Shotgun"
"def_attack_ranged" "ranged_hgrunt_shot"
}
when "spawnflags" contains 32 {
"squad_leader" "1"
}
// animation event callbacks
events {
2 "StartSoundDef" "HGrunt.Reload"
}
}
entityDef melee_hgrunt_kick
{
"spawnclass" "ncProjectile"
"is_bullet" "1"
"damage" "skill:hgrunt_kick"
"delay" "0.25"
"range" "64"
}
entityDef ranged_hgrunt_mp5
{
"inherit" "projectile_bullet_base"
"damage" "skill:hgrunt_pellets"
"burst" "3"
"burst_delay" "0.5"
"delay" "0.1"
}
entityDef ranged_hgrunt_shot
{
"inherit" "projectile_bullet_base"
"damage" "skill:hgrunt_pellets"
"delay" "1.0"
}
entityDef projectile_hgrunt_ARgrenade
{
"spawnclass" "ncProjectile"
"model" "models/grenade.mdl"
"def_splash_damage" "damage_grenadeSplash"
"health" "0"
"velocity" "800 0 400"
"angular_velocity" "300 300 300"
"fuse" "4"
"bounce" "1"
"detonate_on_fuse" "1"
"detonate_on_death" "0"
"detonate_on_world" "1"
"detonate_on_actor" "1"
"impact_damage_effect" "1"
"impact_gib" "1"
"model_detonate" "fx_explosion.main"
"explode_light_color" "2 1.6 0.8"
"explode_light_radius" "320"
"explode_light_fadetime" "0.5"
"snd_explode" "weapon_handgrenade.explode"
"snd_bounce" "weapon_handgrenade.bounce"
}
entityDef projectile_hgrunt_grenade
{
"spawnclass" "ncProjectile"
"model" "models/w_grenade.mdl"
"def_splash_damage" "damage_grenadeSplash"
"health" "0"
"velocity" "600 0 200"
"angular_velocity" "300 300 300"
"fuse" "4"
"bounce" "1"
"detonate_on_fuse" "1"
"detonate_on_death" "0"
"detonate_on_world" "0"
"detonate_on_actor" "0"
"impact_damage_effect" "1"
"impact_gib" "1"
"model_detonate" "fx_explosion.main"
"explode_light_color" "2 1.6 0.8"
"explode_light_radius" "320"
"explode_light_fadetime" "0.5"
"snd_explode" "weapon_handgrenade.explode"
"snd_bounce" "weapon_handgrenade.bounce"
}
entityDef damage_grenadeSplash
{
"damage" "150"
"radius" "160"
}

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entityDef monster_charlie
{
"inherit" "monster_base_grunt"
"model" "models/charlie.mdl"
"netname" "Viet Cong Solider"
"health" "skill:charlie_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "3"
"propdata" "actor_human"
"speed_walk" "41"
"speed_run" "304"
"reload_count" "18" // TODO Needs to be per weapon
"talk_answer" "!CH_ANSWER"
"talk_ask" "!CH_QUESTION"
"talk_ally_shoot" "!CH_SHOOT"
"talk_idle" "!CH_IDLE"
"talk_hearing" "!CH_HEAR"
"talk_smelling" "!CH_SMELL"
"talk_stare" "!CH_STARE"
"talk_survived" "!CH_WOUND"
"talk_wounded" "!CH_WOUND"
"talk_player_ask" "!CH_QUESTION"
"talk_player_greet" "!CH_HELLO"
"talk_player_idle" "!CH_IDLE"
"talk_player_wounded1" "!CH_CUREA"
"talk_player_wounded2" "!CH_CUREB"
"talk_player_wounded3" "!CH_CUREC"
"talk_unfollow" "!CH_WAIT"
"talk_follow" "!CH_OK"
"talk_stop_follow" "!CH_STOP"
"talk_deny_follow" "!CH_POK"
}

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entityDef monster_charlie_dead
{
"spawnclass" "ncMonster"
"model" "models/charlie.mdl"
"netname" "Dead Viet Cong Soldier"
"health" "skill:hgrunt_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "0"
"propdata" "actor_human"
"dead" "1"
"frame" "44"
// Side
when "pose" equals "1" {
"frame" "45"
}
// Seated
when "pose" equals "1" {
"frame" "46"
}
when "body" equals "1" {
"body1" "1"
}
when "body" equals "2" {
"body1" "2"
}
when "body" equals "3" {
"skin" "1"
"body1" "3"
}
when "body" equals "4" {
"body1" "4"
}
}

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entityDef monster_charlie_repel
{
"inherit" "monster_charlie"
}

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entityDef monster_gorilla
{
"spawnclass" "ncMonster"
"model" "models/gorilla.mdl"
"netname" "Gorilla"
"health" "skill:gorilla_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "12"
"team" "2"
"propdata" "actor_alien"
"speed_walk" "32"
"speed_run" "256"
"attack_ranged_range" "512" // needs launch attack
"snd_idle" "Headcrab.Idle"
"snd_pain" "Headcrab.Pain"
"snd_death" "Headcrab.Die"
"snd_melee_attack_hit" "Headcrab.Bite"
"leap_damage" "skill:headcrab_dmg_bite"
events {
jump "AddVelocity" "512 0 250"
jump "StartSoundDef" "Headcrab.Attack"
jump_variation1 "AddVelocity" "512 0 350"
jump_variation1 "StartSoundDef" "Headcrab.Attack"
jump_variation2 "AddVelocity" "512 0 350"
jump_variation2 "StartSoundDef" "Headcrab.Attack"
}
}

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entityDef monster_grunt_medic_repel
{
"inherit" "monster_human_grunt_medic"
}

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entityDef monster_grunt_repel
{
"inherit" "monster_human_grunt"
}

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entityDef monster_headcrab
{
"spawnclass" "ncMonster"
"model" "models/spx_baby.mdl"
"netname" "Headcrab"
"health" "skill:headcrab_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "12"
"team" "2"
"propdata" "actor_alien"
"speed_walk" "32"
"speed_run" "72"
"attack_ranged_range" "180" // needs launch attack
"snd_idle" "Headcrab.Idle"
"snd_pain" "Headcrab.Pain"
"snd_death" "Headcrab.Die"
"snd_melee_attack_hit" "Headcrab.Bite"
"leap_damage" "skill:headcrab_dmg_bite"
events {
jump "AddVelocity" "512 0 250"
jump "StartSoundDef" "Headcrab.Attack"
jump_variation1 "AddVelocity" "512 0 350"
jump_variation1 "StartSoundDef" "Headcrab.Attack"
jump_variation2 "AddVelocity" "512 0 350"
jump_variation2 "StartSoundDef" "Headcrab.Attack"
}
}

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entityDef monster_hgrunt_dead
{
"spawnclass" "ncMonster"
"model" "models/namgrunt.mdl"
"netname" "Dead Human Grunt"
"health" "skill:hgrunt_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "0"
"propdata" "actor_human"
"dead" "1"
"frame" "44"
// Side
when "pose" equals "1" {
"frame" "45"
}
// Seated
when "pose" equals "1" {
"frame" "46"
}
when "body" equals "1" {
"body1" "1"
}
when "body" equals "2" {
"body1" "2"
}
when "body" equals "3" {
"skin" "1"
"body1" "3"
}
when "body" equals "4" {
"body1" "4"
}
}

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entityDef monster_huey
{
"spawnclass" "ncTalkMonster"
"model" "models/huey.mdl"
"netname" "Bell UH-1 Iroquois Helicopter"
"health" "0"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "2"
"propdata" "actor_robot"
"speed_walk" "0"
"speed_run" "0"
"flying" "1"
}

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entityDef monster_human_grunt
{
"inherit" "monster_base_grunt"
"model" "models/namgrunt.mdl"
"netname" "Grunt"
"health" "skill:hgrunt_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "1"
"propdata" "actor_human"
"speed_walk" "41"
"speed_run" "304"
}

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entityDef monster_human_grunt _medic
{
"inherit" "monster_base_grunt"
"model" "models/gruntmedic.mdl"
"netname" "Grunt"
"health" "skill:hgrunt_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "1"
"propdata" "actor_human"
"speed_walk" "41"
"speed_run" "304"
}

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entityDef monster_kophyaeger
{
"spawnclass" "ncMonster"
"model" "models/kophyaeger.mdl"
"netname" "Kophyaeger (Baby)"
"health" "skill:kophyaeger_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "12"
"team" "2"
"propdata" "actor_alien"
"speed_walk" "32"
"speed_run" "72"
"attack_ranged_range" "180" // needs launch attack
"snd_idle" "Headcrab.Idle"
"snd_pain" "Headcrab.Pain"
"snd_death" "Headcrab.Die"
"snd_melee_attack_hit" "Headcrab.Bite"
"leap_damage" "skill:headcrab_dmg_bite"
events {
jump "AddVelocity" "512 0 250"
jump "StartSoundDef" "Headcrab.Attack"
jump_variation1 "AddVelocity" "512 0 350"
jump_variation1 "StartSoundDef" "Headcrab.Attack"
jump_variation2 "AddVelocity" "512 0 350"
jump_variation2 "StartSoundDef" "Headcrab.Attack"
}
}

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entityDef monster_kophyaeger_adult
{
"spawnclass" "ncMonster"
"model" "models/kophadult.mdl"
"netname" "Kophyaeger"
"health" "skill:kophyaeger_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "12"
"team" "2"
"propdata" "actor_alien"
"speed_walk" "32"
"speed_run" "72"
"attack_ranged_range" "180" // needs launch attack
"snd_idle" "Headcrab.Idle"
"snd_pain" "Headcrab.Pain"
"snd_death" "Headcrab.Die"
"snd_melee_attack_hit" "Headcrab.Bite"
"leap_damage" "skill:headcrab_dmg_bite"
events {
jump "AddVelocity" "512 0 250"
jump "StartSoundDef" "Headcrab.Attack"
jump_variation1 "AddVelocity" "512 0 350"
jump_variation1 "StartSoundDef" "Headcrab.Attack"
jump_variation2 "AddVelocity" "512 0 350"
jump_variation2 "StartSoundDef" "Headcrab.Attack"
}
}

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entityDef monster_kurtz
{
"spawnclass" "ncTalkMonster"
"model" "models/kurtz.mdl"
"netname" "Kurtz"
"health" "skill:kurtz_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "0"
"propdata" "actor_human"
"speed_walk" "64"
"speed_run" ""
"snd_pain" ""
"snd_death" ""
"talk_answer" ""
"talk_ask" ""
"talk_ally_shoot" ""
"talk_idle" ""
"talk_hearing" ""
"talk_smelling" ""
"talk_stare" ""
"talk_survived" ""
"talk_wounded" ""
"talk_player_ask" ""
"talk_player_greet" ""
"talk_player_idle" ""
"talk_player_wounded1" ""
"talk_player_wounded2" ""
"talk_player_wounded3" ""
"talk_unfollow" ""
"talk_follow" ""
"talk_stop_follow" ""
"talk_deny_follow" ""
}

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entityDef monster_mikeforce
{
"inherit" "monster_base_grunt"
"model" "models/mikeforce.mdl"
"netname" "MIKE Force Solider"
"health" "skill:mikeforce_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "0"
"propdata" "actor_human"
"speed_walk" "41"
"speed_run" "304"
"reload_count" "18" // TODO Needs to be per weapon
"follow_on_use" "1"
"talk_answer" "!MF_ANSWER"
"talk_ask" "!MF_QUESTION"
"talk_ally_shoot" "!MF_SHOOT"
"talk_idle" "!MF_IDLE"
"talk_hearing" "!MF_HEAR"
"talk_smelling" "!MF_SMELL"
"talk_stare" "!MF_STARE"
"talk_survived" "!MF_WOUND"
"talk_wounded" "!MF_WOUND"
"talk_player_ask" "!MF_QUESTION"
"talk_player_greet" "!MF_HELLO"
"talk_player_idle" "!MF_IDLE"
"talk_player_wounded1" "!MF_CUREA"
"talk_player_wounded2" "!MF_CUREB"
"talk_player_wounded3" "!MF_CUREC"
"talk_unfollow" "!MF_WAIT"
"talk_follow" "!MF_OK"
"talk_stop_follow" "!MF_STOP"
"talk_deny_follow" "!MF_POK"
// pre-disaster
when "spawnflags" equals "256" {
"follow_on_use" "0"
}
}

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entityDef monster_mikeforce_dead
{
"spawnclass" "ncMonster"
"model" "models/mikeforce.mdl"
"netname" "Dead MIKE Force Solider"
"health" "skill:hgrunt_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "0"
"propdata" "actor_human"
"dead" "1"
"frame" "44"
// Side
when "pose" equals "1" {
"frame" "45"
}
// Seated
when "pose" equals "1" {
"frame" "46"
}
when "body" equals "1" {
"body1" "1"
}
when "body" equals "2" {
"body1" "2"
}
when "body" equals "3" {
"skin" "1"
"body1" "3"
}
when "body" equals "4" {
"body1" "4"
}
}

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entityDef monster_mikeforce_medic
{
"inherit" "monster_base_grunt"
"model" "models/armymedic.mdl"
"netname" "MIKE Force Medic"
"health" "skill:mikeforce_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "0"
"propdata" "actor_human"
"speed_walk" "41"
"speed_run" "304"
"reload_count" "18" // TODO Needs to be per weapon
"follow_on_use" "1"
"talk_answer" "!MF_ANSWER"
"talk_ask" "!MF_QUESTION"
"talk_ally_shoot" "!MF_SHOOT"
"talk_idle" "!MF_IDLE"
"talk_hearing" "!MF_HEAR"
"talk_smelling" "!MF_SMELL"
"talk_stare" "!MF_STARE"
"talk_survived" "!MF_WOUND"
"talk_wounded" "!MF_WOUND"
"talk_player_ask" "!MF_QUESTION"
"talk_player_greet" "!MF_HELLO"
"talk_player_idle" "!MF_IDLE"
"talk_player_wounded1" "!MF_CUREA"
"talk_player_wounded2" "!MF_CUREB"
"talk_player_wounded3" "!MF_CUREC"
"talk_unfollow" "!MF_WAIT"
"talk_follow" "!MF_OK"
"talk_stop_follow" "!MF_STOP"
"talk_deny_follow" "!MF_POK"
// pre-disaster
when "spawnflags" equals "256" {
"follow_on_use" "0"
}
}

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entityDef monster_mikeforce_medic_repel
{
"inherit" "monster_mikeforce_medic"
}

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entityDef monster_mikeforce_repel
{
"inherit" "monster_mikeforce"
}

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entityDef monster_peasant
{
"spawnclass" "ncTalkMonster"
"model" "models/peasant.mdl"
"netname" "Civilian"
"health" "skill:peasant_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "0"
"propdata" "actor_human"
// Until Randomization is functional
// we need to do this hack
"pitch" "105"
"netname" "Civilian Man"
"body1" "1"
"follow_on_use" "1"
"speed_walk" "64"
"speed_run" "364"
"snd_pain" "Scientist.Pain"
"snd_death" "Scientist.Die"
"talk_answer" "!PS_ANSWER"
"talk_ask" "!PS_QUESTION"
"talk_ally_shoot" "!PS_PLFEAR"
"talk_idle" "!PS_IDLE"
"talk_hearing" "!PS_HEAR"
"talk_smelling" "!PS_SMELL"
"talk_stare" "!PS_STARE"
"talk_survived" "!PS_WOUND"
"talk_wounded" "!PS_MORTAL"
"talk_player_ask" "!PS_QUESTION"
"talk_player_greet" "!PS_HELLO"
"talk_player_idle" "!PS_PIDLE"
"talk_player_wounded1" "!PS_CUREA"
"talk_player_wounded2" "!PS_CUREB"
"talk_player_wounded3" "!PS_CUREC"
"talk_unfollow" "!PS_WAIT"
"talk_follow" "!PS_OK"
"talk_stop_follow" "!PS_STOP"
"talk_deny_follow" "!PS_POK"
// Body Types
when "body" equals "0" {
"pitch" "105"
"netname" "Walter"
"body1" "1"
}
when "body" equals "1" {
"pitch" "100"
"netname" "Einstein"
"body1" "2"
}
when "body" equals "2" {
"pitch" "95"
"netname" "Luther"
"skin" "1"
"body1" "3"
}
when "body" equals "3" {
"pitch" "105"
"netname" "Slick"
"body1" "4"
}
// pre-disaster
when "spawnflags" contains "256" {
"talk_ask" ""
"talk_player_ask" "!PS_PQUEST"
"talk_player_greet" "!PS_PHELLO"
"talk_player_idle" "!PS_PIDLE"
"follow_on_use" "0"
}
}

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entityDef monster_peasant_dead
{
"spawnclass" "ncMonster"
"model" "models/peasant.mdl"
"netname" "Dead Civilian"
"health" "skill:peasant_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"team" "0"
"propdata" "actor_human"
"dead" "1"
"sequence" "37"
// Body Types
when "body" equals "0" {
"netname" "Dead Walter"
"body1" "1"
}
when "body" equals "1" {
"netname" "Dead Einstein"
"body1" "2"
}
when "body" equals "2" {
"netname" "Dead Luther"
"skin" "1"
"body1" "3"
}
when "body" equals "3" {
"netname" "Dead Slick"
"body1" "4"
}
// Poses
// Stomach
when "pose" equals "1" {
"sequence" "38"
}
// Sitting
when "pose" equals "2" {
"sequence" "39"
}
// Hanging
// Frozen walking animation in retail
// Cut from final?
when "pose" equals "3" {
"sequence" "0"
}
// Table1
when "pose" equals "4" {
"sequence" "40"
}
// Table2
when "pose" equals "5" {
"sequence" "41"
}
// Table3
when "pose" equals "6" {
"sequence" "42"
}
}

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entityDef monster_sog
{
"inherit" "monster_base_grunt"
"model" "models/sog.mdl"
"netname" "MACV-SOG Soldier"
"health" "skill:sog_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "1"
"propdata" "actor_human"
"speed_walk" "41"
"speed_run" "304"
}

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entityDef monster_sog_dead
{
"spawnclass" "ncMonster"
"model" "models/sog.mdl"
"netname" "Dead MACV-SOG Soldier"
"health" "skill:sog_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "0"
"propdata" "actor_human"
"dead" "1"
"frame" "44"
// Side
when "pose" equals "1" {
"frame" "45"
}
// Seated
when "pose" equals "1" {
"frame" "46"
}
when "body" equals "1" {
"body1" "1"
}
when "body" equals "2" {
"body1" "2"
}
when "body" equals "3" {
"skin" "1"
"body1" "3"
}
when "body" equals "4" {
"body1" "4"
}
}

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entityDef monster_sog_repel
{
"inherit" "monster_sog"
}

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entityDef monster_superzombie
{
"inherit" "monster_base_grunt"
"model" "models/superzombie.mdl"
"netname" "Grunt"
"health" "skill:superzombie_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "2"
"propdata" "actor_human"
"speed_walk" "41"
"speed_run" "0"
"reload_count" "18" // TODO Needs to be per weapon
// "follow_on_use" "1" // TODO Spawnflag
}

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entityDef monster_zombie
{
"spawnclass" "ncMonster"
"model" "models/spx_crossbreed.mdl"
"netname" "Zombie"
"health" "skill:zombie_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "2"
"propdata" "actor_alien"
"speed_walk" "72"
"speed_run" "72"
"act_smallFlinch" "3"
"act_bigFlinch" "5"
"act_flinchHead" "4"
"act_flinchChest" "4"
"act_flinchStomach" "4"
"act_flinchLeftArm" "11"
"act_flinchRightArm" "12"
"act_flinchLeftLeg" "13"
"act_flinchRightLeg" "14"
"def_attack_melee" "melee_zombie_stab"
"melee_range" "96"
"snd_sight" "Zombie.Alert"
"snd_idle" "Zombie.Idle"
"snd_pain" "Zombie.Pain"
"snd_death" ""
"snd_melee_attack" "Zombie.Attack"
"snd_melee_attack_hit" "Zombie.AttackHit"
"snd_melee_attack_miss" "Zombie.AttackMiss"
}
entityDef melee_zombie_stab
{
"damage" "skill:zombie_dmg_one_slash"
"delay" "0.5"
"wait" "0.5"
"attempts" "2"
}

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entityDef player
{
"spawnclass" "HLPlayer"
"health" "100"
"maxarmor" "100"
"bleeds" "1"
"propdata" "actor_human"
"armorProtection" "0.2"
"armorBonus" "0.5"
}
entityDef player_mp
{
"inherit" "player"
"item" "item_suit"
"weapon" "weapon_machete,weapon_colt1911a1"
"current_weapon" "1" // No weapons is accurate to the mod (bug?)
}

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#include "weapons/base.def"
#include "weapons/870.def"
#include "weapons/ak47.def"
#include "weapons/chainsaw.def"
#include "weapons/colt1911a1.def"
#include "weapons/handgrenade.def"
#include "weapons/m16.def"
#include "weapons/m21.def"
#include "weapons/m60.def"
#include "weapons/m79.def"
#include "weapons/machete.def"
#include "weapons/rpg7.def"
#include "weapons/snark.def"
#include "weapons/tripmine.def"

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#define 870_IDLE 0
#define 870_FIRE 1
#define 870_FIRE_ALT 2
#define 870_RELOAD 3
#define 870_RELOAD_END 4
#define 870_RELOAD_START 5
#define 870_DRAW 6
#define 870_HOLSTER 7
#define 870_IDLE_LONG 8
entityDef weapon_870
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#HOE_870" // Remington Model 870
"editor_rotatable" "1"
"inherit" "weapon_base"
"model" "models/w_870.mdl"
"model_view" "models/v_870.mdl"
// TODO eject "models/shotgunshell.mdl"
// TODO eject "models/elephantshell.mdl"
// weapon specific
"def_fireInfo" "fireInfo_870"
"def_altFireInfo" "fireInfo_870Elephant"
"inv_name" "#HOE_870"
"clipSize" "7"
// "inv_ammo_buckshot" "4"
"model_flash" "sprites/muzzleflash2.spr"
"ammoIcon" "weapon_870.ammo"
"ammo2Icon" "weapon_870.ammo2"
"crosshair" "weapon_870.crosshair"
"icon" "weapon_870.weapon"
"iconSelected" "weapon_870.weapon_s"
"act_holster" "$870_HOLSTER"
"act_reloadStart" "$870_RELOAD_START"
"act_reload" "$870_RELOAD"
"act_reloadEnd" "$870_RELOAD_END"
"act_draw" "$870_DRAW"
"act_idle" "$870_IDLE,$870_IDLE_LONG"
"snd_empty" "Weapons.Empty"
"snd_reload" "Weapon_Shotgun.Reload"
// "snd_reload_end" "Weapon_870.Pump"
// HLWeapon specific
"hudSlot" "2"
"hudSlotPos" "4"
"weight" "12"
}
entityDef projectile_870
{
"inherit" "projectile_bullet_base"
"damage" "skill:plr_buckshot"
"hitscans" "8"
"spread" "0.08716 0.08716"
}
entityDef projectile_870Elephant
{
"inherit" "projectile_bullet_base"
"damage" "skill:plr_buckshot"
"hitscans" "30"
"spread" "0.08716 0.08716"
}
entityDef fireInfo_870
{
"def_onFire" "projectile_870"
"ammoType" "ammo_buckshot"
"ammoRequired" "1"
"ammoPerShot" "1"
"act_fire" "$870_FIRE"
"snd_fire" "Weapon_870.Buckshot"
"fireRate" "1.0"
"fireUnderwater" "0"
"punchAngle" "0 0 0"
}
entityDef fireInfo_870Elephant
{
// TODO load Elephant Shot when clicked instead
// it works like an ammo queue, not a second attack
"def_onFire" "projectile_870Elephant"
"ammoType" "ammo_elephantshot"
"ammoRequired" "1"
"ammoPerShot" "1"
"act_fire" "$870_FIRE_ALT"
"snd_fire" "Weapon_870.Elephantshot"
"fireRate" "1.4"
"fireUnderwater" "0"
"knockback" "200"
"punchAngle" "20 0 0"
}

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#define AK47_IDLE_LONG 0
#define AK47_IDLE 1
#define AK47_RELOAD 2
#define AK47_RELOAD_EMPTY 3
#define AK47_DRAW 4
#define AK47_HOLSTER 5
#define AK47_FIRE 6
entityDef weapon_ak47
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#HOE_AK47" // AK-47 Assault Rifle
"editor_rotatable" "1"
"inherit" "weapon_base"
"model" "models/w_ak47.mdl"
"model_view" "models/v_ak47.mdl"
// NSWeapon specific
"def_fireInfo" "fireInfo_ak47"
"inv_name" "#HOE_AK47"
"ammoType" "ammo_762x39mm"
"ammoRequired" "1"
"ammoPerShot" "1"
"clipSize" "30"
"ammoIcon" "weapon_ak47.ammo"
"crosshair" "weapon_ak47.crosshair"
"icon" "weapon_ak47.weapon"
"iconSelected" "weapon_ak47.weapon_s"
"act_fire" "$AK47_FIRE"
"act_holster" "$AK47_HOLSTER"
"act_reload" "$AK47_RELOAD"
"act_reloadEmpty" "$AK47_RELOAD_EMPTY"
"act_draw" "$AK47_DRAW"
"act_idle" "$AK47_IDLE,$AK47_IDLE_LONG"
// TODO eject "models/shell.mdl"
"snd_empty" "Weapons.Empty"
// HLWeapon specific
"hudSlot" "2"
"hudSlotPos" "3"
"weight" "11"
// iron sight (from Source port)
// "origin" "-5.54 -8 1.4"
// "angles" "-0.8 0 0"
}
entityDef projectile_ak47
{
"inherit" "projectile_bullet_base"
"damage" "skill:plr_762x39_bullet"
"spread" "0.025 0.025"
}
entityDef fireInfo_ak47
{
"def_onFire" "projectile_ak47"
"fireRate" "0.1"
"fireUnderwater" "0"
"punchAngle" "0 0 0"
"model_flash" "sprites/muzzleflash1.spr"
"snd_fire" "Weapon_AK47.Single"
}

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entityDef weapon_base
{
"spawnclass" "ncWeapon"
"mins" "-16 -16 0"
"maxs" "16 16 16"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
}

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#define CHAINSAW_IDLE_OFF 0
#define CHAINSAW_IDLE_ON 1
#define CHAINSAW_DRAW 2
#define CHAINSAW_HOLSTER 3
#define CHAINSAW_IDLE_HIT 4
#define CHAINSAW_FIRE1 5
#define CHAINSAW_FIRE2 6
#define CHAINSAW_FIRE3 7
#define CHAINSAW_FIRE4 8
#define CHAINSAW_REV_START 9
#define CHAINSAW_REV_IDLE 10
#define CHAINSAW_REV_END_EMPTY 11
#define CHAINSAW_REV_END 12
entityDef weapon_chainsaw
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#HOE_Chainsaw"
"editor_rotatable" "1"
"inherit" "weapon_base"
"model" "models/w_chainsaw.mdl"
"model_view" "models/v_chainsaw.mdl"
// weapon specific
"def_fireInfo" "fireInfo_chainsaw"
"def_altFireInfo" "fireInfo_chainsawOn"
"inv_name" "#HOE_Chainsaw"
"ammoType" "ammo_gas"
"ammoRequired" "1"
"silent_fire" "0"
// "act_idle" "$CHAINSAW_IDLE_OFF"
// "act_idleOn" "$CHAINSAW_IDLE"
// "act_draw" "$CHAINSAW_DRAW"
// "act_holster" "$CHAINSAW_HOLSTER"
// "act_fireFailed" "$CHAINSAW_FIRE1,$CHAINSAW_FIRE2,$CHAINSAW_FIRE3,$CHAINSAW_FIRE4"
// "act_fire" "$CHAINSAW_FIRE1,$CHAINSAW_FIRE2,$CHAINSAW_FIRE3,$CHAINSAW_FIRE4"
// "act_fireIdle" "$CHAINSAW_IDLE_HIT"
// "act_modeStart" "$CHAINSAW_REV_START"
// "act_modeOn" "$CHAINSAW_REV_END"
// "act_modeIdle" "$CHAINSAW_REV_IDLE"
// "act_modeFailed" "$CHAINSAW_REV_END_EMPTY"
"altMode" "1"
"act_modeStart" "9"
"act_modeOn" "12"
"act_modeIdle" "10"
"act_modeFailed" "11"
"act_modeOff" ""
"act_draw" "2"
"act_holster" "3"
"act_fireFailed" "5,6,7,8"
"act_fire" "5,6,7,8"
"testDistance" "-32"
"failRate" "1.0"
"fireRate" "1.0"
"fireUnderwater" "0" // TODO Should turn off
// HLWeapon specific
"hudSlot" "0"
"hudSlotPos" "2"
"weight" "25"
"ammoIcon" "weapon_chainsaw.ammo"
"crosshair" "none"
"icon" "weapon_chainsaw.weapon"
"iconSelected" "weapon_chainsaw.weapon_s"
}
// TODO Turn Off / On State
// Damage is more when swinging
// TODO source sound shader names
// Weapon_Chainsaw.Attack
// weapons/cbar_miss1.wav
// weapons/chainsaw_screech1.wav
// weapons/chainsaw_screech2.wav
// weapons/chainsaw_full1.wav
// weapons/chainsaw_full2.wav
// weapons/chainsaw_full3.wav
// Weapon_Chainsaw.Start
// weapons/chainsaw_start.wav
// Weapon_Chainsaw.BadStart
// weapons/chainsaw_startfail.wav
// Weapon_Chainsaw.Idle
// weapons/chainsaw_idle1.wav
// weapons/chainsaw_idle2.wav
// weapons/chainsaw_idle3.wav
// Weapon_Chainsaw.Gibs
// weapons/chainsaw_gibs.wav
entityDef projectile_chainsaw
{
"spawnclass" "ncProjectile"
"damage" "skill:plr_chainsaw"
"is_bullet" "1"
"range" "32"
"decal_impact" "Impact.Spark"
"detonate_on_world" "1"
}
entityDef fireInfo_chainsaw
{
"def_onFire" ""
"ammoPerShot" "0"
"punchAngle" "0 0 0"
"act_idle" "0"
"snd_fireFailed" ""
"snd_hitBody" ""
"snd_hitWorld" ""
}
entityDef fireInfo_chainsawOn
{
"def_onFire" "projectile_m60"
"ammoPerShot" "1"
"punchAngle" "0 0 0"
"act_idle" "1"
"snd_fireFailed" "Weapon_Chainsaw.Attack"
"snd_hitBody" "Weapon_Machete.Melee_Hit"
"snd_hitWorld" "Weapon_Machete.Melee_HitWorld"
}

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#define COLT_IDLE 0
#define COLT_IDLE_EMPTY 1
#define COLT_RELOAD 2
#define COLT_RELOAD_EMPTY 3
#define COLT_DRAW 4
#define COLT_DRAW_EMPTY 5
#define COLT_HOLSTER 6
#define COLT_HOLSTER_EMPTY 7
#define COLT_FIRE 8
#define COLT_FIRE_LAST 9
#define COLT_FIRE_WHIP 10
entityDef weapon_colt1911a1
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#HOE_colt1911A1" // Colt 1911A1
"editor_rotatable" "1"
"inherit" "weapon_base"
"model" "models/w_colt1911a1.mdl"
"model_view" "models/v_colt1911a1.mdl"
// weapon specific
"def_fireInfo" "fireInfo_colt"
"def_altFireInfo" "fireInfo_coltWhip"
"inv_name" "#HOE_colt1911A1"
"ammoType" "ammo_1143mm"
"clipSize" "7"
"ammoIcon" "weapon_colt1911a1.ammo"
"crosshair" "weapon_colt1911a1.crosshair"
"icon" "weapon_colt1911a1.weapon"
"iconSelected" "weapon_colt1911a1.weapon_s"
"act_holster" "$COLT_HOLSTER"
"act_holsterEmpty" "$COLT_HOLSTER_EMPTY"
"act_reload" "$COLT_RELOAD"
"act_reloadEmpty" "$COLT_RELOAD_EMPTY"
"act_draw" "$COLT_DRAW"
"act_drawEmpty" "$COLT_DRAW_EMPTY"
"act_idle" "$COLT_IDLE"
"act_idleEmpty" "$COLT_IDLE_EMPTY"
"snd_empty" "Weapon_Colt1911A1.Empty"
// HLWeapon specific
"hudSlot" "1"
"hudSlotPos" "2"
"weight" "12"
// iron sight (from Source port)
// "origin" "-7.66 -4 4.7"
// "angles" "0 0 0"
}
entityDef projectile_colt
{
"inherit" "projectile_bullet_base"
"damage" "skill:plr_1143_bullet"
"spread" "0.1 0.1"
}
entityDef projectile_coltWhip
{
"spawnclass" "ncProjectile"
"damage" "skill:plr_pistolwhip"
"is_bullet" "1"
"range" "32"
"decal_impact" "Impact.Shot"
"detonate_on_world" "1"
}
entityDef fireInfo_colt
{
"def_onFire" "projectile_colt"
"ammoRequired" "1"
"ammoPerShot" "1"
"semiAuto" "1"
"fireRate" "0.1"
"fireUnderwater" "0"
"act_fire" "$COLT_FIRE"
"act_fireLast" "$COLT_FIRE_LAST"
"snd_fire" "Weapon_Colt1911A1.Single"
"punchAngle" "2 0 0"
"model_flash" "sprites/muzzleflash2.spr"
}
entityDef fireInfo_coltWhip
{
"def_onFire" "projectile_coltWhip"
"ammoRequired" "0"
"semiAuto" "0"
"failRate" "0.75"
"fireRate" "0.75"
"fireUnderwater" "1"
"act_fire" "$COLT_FIRE_WHIP"
"snd_fire" "Weapon_Colt1911A1.Swing"
"snd_hitBody" "Weapon_Crowbar.HitBody"
"snd_hitWorld" "Weapon_Colt1911A1.Smash"
"punchAngle" "0 0 0"
}

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#define M16_IDLE_LONG 0
#define M16_IDLE 1
#define M16_RELOAD 2
#define M16_RELOAD_EMPTY 3
#define M16_DRAW 4
#define M16_HOLSTER 5
#define M16_FIRE 6
entityDef weapon_m16
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#HOE_M16" // M16 5.56 mm Assault Rifle
"editor_rotatable" "1"
"inherit" "weapon_base"
"model" "models/w_m16.mdl"
"model_view" "models/v_m16.mdl"
// NSWeapon specific
"def_fireInfo" "fireInfo_m16"
"def_altFireInfo" "fireInfo_m16Burst"
"inv_name" "#HOE_M16"
"clipSize" "30"
"ammoIcon" "weapon_m16.ammo"
"crosshair" "weapon_m16.crosshair"
"icon" "weapon_m16.weapon"
"iconSelected" "weapon_m16.weapon_s"
"act_fire" "$M16_FIRE"
"act_holster" "$M16_HOLSTER"
"act_reload" "$M16_RELOAD"
"act_reloadEmpty" "$M16_RELOAD_EMPTY"
"act_draw" "$M16_DRAW"
"act_idle" "$M16_IDLE,$M16_IDLE_LONG"
"altMode" "1"
// TODO Delay of 0.5 after switching modes
// TODO eject "models/shell.mdl"
"snd_modeOn" "Weapon_M16.Special1"
"snd_modeOff" "Weapon_M16.Special1"
"snd_empty" "Weapons.Empty"
// HLWeapon specific
"hudSlot" "2"
"hudSlotPos" "2"
"weight" "15"
// iron sight (from Source port)
// "origin" "-6.921113 -6 1.0"
// "angles" "-1.0 0 0"
}
entityDef projectile_m16
{
"inherit" "projectile_bullet_base"
"damage" "skill:plr_m16_bullet"
"spread" "0.025 0.025"
}
entityDef fireInfo_m16
{
"def_onFire" "projectile_m16"
"ammoType" "ammo_556mm"
"ammoRequired" "1"
"ammoPerShot" "1"
"fireRate" "0.085"
"fireUnderwater" "0"
"semiAuto" "0"
"punchAngle" "0 0 0"
"model_flash" "sprites/muzzleflash1.spr"
"snd_fire" "Weapon_M16.Single"
}
// Cut Burst Fire
entityDef fireInfo_m16Burst
{
"def_onFire" "projectile_m16"
"ammoType" "ammo_556mm"
"ammoRequired" "3"
"ammoPerShot" "3"
"fireRate" "0.35"
"fireUnderwater" "0"
"semiAuto" "1"
"punchAngle" "-2 0 0"
"model_flash" "sprites/muzzleflash1.spr"
"snd_fire" "Weapon_M16.Burst"
}

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#define M21_IDLE 0
#define M21_FIRE 1
#define M21_RELOAD 2
#define M21_DRAW 3
#define M21_HOLSTER 4
entityDef weapon_m21
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#HOE_M21" // M21 Sniper Rifle
"editor_rotatable" "1"
"inherit" "weapon_base"
"model" "models/w_m21.mdl"
"model_view" "models/v_m21.mdl"
// NSWeapon specific
"def_fireInfo" "fireInfo_m21"
"inv_name" "#HOE_M21"
"ammoType" "ammo_762mm"
"ammoRequired" "1"
"ammoPerShot" "1"
"clipSize" "20"
"ammoIcon" "weapon_m21.ammo"
"crosshair" "weapon_m21.crosshair"
"icon" "weapon_m21.weapon"
"iconSelected" "weapon_m21.weapon_s"
"act_fire" "$M21_FIRE"
"act_holster" "$M21_HOLSTER"
"act_reload" "$M21_RELOAD"
"act_draw" "$M21_DRAW"
"act_idle" "$M21_IDLE"
// TODO eject "models/shell.mdl"
// TODO accuracy should be perfect when Zoomed
"snd_empty" "Weapons.Empty"
// HLWeapon specific
"hudSlot" "2"
"hudSlotPos" "5"
"weight" "6"
"zoomFov" "20"
// iron sight (from Source port)
// "origin" "-6.05 -8 -0.0"
// "angles" "-3 0 0"
}
entityDef projectile_m21
{
"inherit" "projectile_bullet_base"
"damage" "skill:plr_m21_bullet"
"spread" "0.025 0.025"
}
entityDef fireInfo_m21
{
"def_onFire" "projectile_m21"
"fireRate" "1.0"
"fireUnderwater" "0"
"semiAuto" "0"
"punchAngle" "0 0 0"
"model_flash" "sprites/muzzleflash1.spr"
"snd_fire" "Weapon_M21.Single"
}

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#define M60_IDLE_LONG 0
#define M60_IDLE 1
#define M60_RELOAD_START 2
#define M60_RELOAD_START_EMPTY 3
#define M60_RELOAD_END 4
#define M60_DRAW 5
#define M60_FIRE 6
#define M60_HOLSTER 7
entityDef weapon_m60
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#HOE_M60" // M60 7.62mm Machine Gun
"editor_rotatable" "1"
"inherit" "weapon_base"
"model" "models/w_m60.mdl"
"model_view" "models/v_m60.mdl"
// NSWeapon specific
"def_fireInfo" "fireInfo_m60"
"inv_name" "#HOE_M60"
"ammoType" "ammo_762mm"
"ammoRequired" "1"
"ammoPerShot" "1"
"clipSize" "50"
"ammoIcon" "weapon_m60.ammo"
"crosshair" "weapon_m60.crosshair"
"icon" "weapon_m60.weapon"
"iconSelected" "weapon_m60.weapon_s"
"act_fire" "$M60_FIRE"
"act_holster" "$M60_HOLSTER"
"act_reload" "$M60_RELOAD"
"act_reloadEmpty" "$M60_RELOAD_EMPTY"
"act_draw" "$M60_DRAW"
"act_idle" "$M60_IDLE,$M60_IDLE_LONG"
"view_geomset" "geomset 1 19\n"
// TODO eject "models/shell.mdl"
"snd_empty" "Weapons.Empty"
// HLWeapon specific
"hudSlot" "3"
"hudSlotPos" "1"
"weight" "10"
// iron sight (from Source port)
// "origin" "-5.54 -8 1.4"
// "angles" "-0.8 0 0"
}
entityDef projectile_m60
{
"inherit" "projectile_bullet_base"
"damage" "skill:plr_762_bullet"
"spread" "0.025 0.025"
}
entityDef fireInfo_m60
{
"def_onFire" "projectile_m60"
"fireRate" "0.1"
"fireUnderwater" "0"
"punchAngle" "-2 0 0"
"knockback" "40"
"model_flash" "sprites/muzzleflash1.spr"
"snd_fire" "Weapon_M60.Single"
}

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#define M79_IDLE_LONG 0
#define M79_IDLE 1
#define M79_RELOAD 2
#define M79_DRAW 3
#define M79_HOLSTER 4
#define M79_FIRE 5
entityDef weapon_m79
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#HOE_M79"
"editor_rotatable" "1"
"inherit" "weapon_base"
"model" "models/w_m79.mdl"
"model_view" "models/v_m79.mdl"
// NSWeapon specific
"def_fireInfo" "fireInfo_m79"
"inv_name" "#HOE_M79"
"ammoType" "ammo_m203_grenade"
"ammoRequired" "1"
"ammoPerShot" "1"
"clipSize" "1"
"ammoIcon" "weapon_m79.ammo"
"crosshair" "weapon_m79.crosshair"
"icon" "weapon_m79.weapon"
"iconSelected" "weapon_m79.weapon_s"
"act_holster" "$M79_HOLSTER"
"act_reload" "$M79_RELOAD"
"act_draw" "$M79_DRAW"
"act_idle" "$M79_IDLE_LONG,$M79_IDLE"
"snd_empty" "Weapons.Empty"
// HLWeapon specific
"hudSlot" "3"
"hudSlotPos" "0"
"weight" "8"
// iron sight (from Source port)
// "origin" "-5.62 -10 1.75"
// "angles" "0 0 0"
}
entityDef projectile_ARgrenade
{
"spawnclass" "ncProjectile"
"model" "models/grenade.mdl"
"offset" "32 8 0"
"velocity" "800 0 0"
"angular_velocity" "-300 0 0"
"gravity" "0.5"
"bounce" "1"
"mins" "0 0 0"
"maxs" "0 0 0"
"detonate_on_fuse" "0"
"detonate_on_death" "1"
"detonate_on_world" "1"
"detonate_on_actor" "1"
"snd_explode" "fx.explosion"
"model_detonate" "fx_explosion.main"
"decal_detonate" "ExplosionScorch"
"smoke_fly" "weapon_9mmAR.nadetrail"
"def_damage" "damage_ARgrenadeDirect"
"def_splash_damage" "damage_ARgrenadeSplash"
"push" "10000"
}
entityDef damage_ARgrenadeDirect
{
"damage" "50"
}
entityDef damage_ARgrenadeSplash
{
"damage" "skill:plr_9mmAR_grenade"
"radius" "160"
}
entityDef fireInfo_m79
{
"def_onFire" "projectile_ARgrenade"
"fireRate" "1"
"fireUnderwater" "0"
"punchAngle" "-10 0 0"
"snd_fire" "Weapon_M79.Single"
"act_fire" "$M79_FIRE"
}

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#define MACHETE_IDLE 0
#define MACHETE_DRAW 1
#define MACHETE_HOLSTER 2
#define MACHETE_MISS1 3
#define MACHETE_HIT1 4
#define MACHETE_MISS2 5
#define MACHETE_HIT2 6
#define MACHETE_MISS3 7
#define MACHETE_HIT3 8
#define MACHETE_IDLE2 9
#define MACHETE_IDLE3 10
entityDef weapon_machete
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#HOE_Machete"
"editor_rotatable" "1"
"inherit" "weapon_base"
"model" "models/w_machete.mdl"
"model_view" "models/v_machete.mdl"
// weapon specific
"def_onFire" "projectile_machete"
"testDistance" "-32"
"inv_name" "#HOE_Machete"
"ammoRequired" "0"
"silent_fire" "1"
"act_idle" "$MACHETE_IDLE,$MACHETE_IDLE2,$MACHETE_IDLE3"
"act_draw" "$MACHETE_DRAW"
"act_holster" "$MACHETE_HOLSTER"
"act_fireFailed" "$MACHETE_MISS1,$MACHETE_MISS2,$MACHETE_MISS3"
"act_fire" "$MACHETE_HIT1,$MACHETE_HIT2,$MACHETE_HIT3"
// HLWeapon specific
"hudSlot" "0"
"hudSlotPos" "1"
"weight" "4"
"crosshair" "none"
"ammoIcon" "none"
}
// TODO Apparently only the first "attack" does full damage
// all subsequent hits when holding attack are half damage
entityDef projectile_machete
{
"spawnclass" "ncProjectile"
"damage" "skill:plr_machete"
"is_bullet" "1"
"range" "32"
"decal_impact" "Impact.Shot"
"detonate_on_world" "1"
"failRate" "0.5"
"fireRate" "0.25"
"snd_fireFailed" "Weapon_Machete.Single"
"snd_hitBody" "Weapon_Machete.Melee_Hit"
"snd_hitWorld" "Weapon_Machete.Melee_HitWorld"
}

View file

@ -0,0 +1,110 @@
#define RPG7_IDLE 0
#define RPG7_FIRE 1
#define RPG7_FIRE2 2
#define RPG7_RELOAD 3
#define RPG7_RELOAD2 4
#define RPG7_DRAW 5
#define RPG7_IDLE_EMPTY 6
#define RPG7_IDLE_LONG 7
entityDef weapon_rpg7
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Rocket Launcher"
"editor_rotatable" "1"
"inherit" "weapon_base"
"model" "models/w_rpg7.mdl"
"model_view" "models/v_rpg7.mdl"
"def_fireInfo" "fireInfo_rpg7"
"ammoType" "ammo_rocket"
"ammoRequired" "1"
"ammoPerShot" "1"
"clipSize" "1"
"inv_ammo_rocket" "1"
"snd_empty" "Weapons.Empty"
"act_idle" "$RPG7_IDLE,$RPG7_IDLE_LONG"
"act_idleEmpty" "$RPG7_IDLE_EMPTY"
"act_draw" "$RPG7_DRAW"
"act_drawEmpty" "$RPG7_IDLE_EMPTY"
"act_fire" "$RPG7_FIRE,$RPG7_FIRE2"
"act_reload" "$RPG7_RELOAD,$RPG7_RELOAD2"
// HLWeapon specific
"hudSlot" "3"
"hudSlotPos" "2"
"weight" "2"
// iron sight (from Source port)
// "origin" "-4.944 0 -1.7"
// "angles" "0 0 0"
}
entityDef projectile_rocket
{
"spawnclass" "ncProjectile"
"model" "models/rpg7rocket.mdl"
"def_damage" "damage_rocketDirect"
"def_splash_damage" "damage_rocketSplash"
"health" "0"
"velocity" "250"
"angular_velocity" "0 0 200"
"fuse" "10"
"detonate_on_fuse" "0"
"detonate_on_death" "1"
"detonate_on_world" "1"
"detonate_on_actor" "1"
"impact_damage_effect" "1"
"impact_gib" "1"
"thrust" "2000"
"thrust_start" "0.1"
"thrust_end" "2"
"smoke_fly" "weapon_rpg.trail"
"decal_detonate" "ExplosionScorch"
"model_detonate" "fx_explosion.main"
"light_color" "1 0.8 0.4"
"light_radius" "160"
"light_offset" "0 0 0"
"detonate_offset" "24"
"explode_light_color" "2 1.6 0.8"
"explode_light_radius" "320"
"explode_light_fadetime" "0.5"
"snd_fly" "RPG7.Fly"
"snd_explode" "fx.explosion"
"offset" "32 8 0"
}
entityDef damage_rocketDirect
{
"damage" "100" // TODO Apparently this is correct
// "damage" "skill:plr_rpg7"
}
entityDef damage_rocketSplash
{
"damage" "100" // TODO Apparently this is correct
// "damage" "skill:plr_rpg7"
"radius" "250"
"push" "10000"
}
entityDef fireInfo_rpg7
{
"def_onFire" "projectile_rocket"
"fireRate" "2.5"
"fireUnderwater" "0"
"snd_fire" "Weapon_RPG.Single"
"knockback" "200"
"punchAngle" "20 0 0"
}

View file

@ -0,0 +1,292 @@
step_default.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_default.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_alien.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_alien.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_computer.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_computer.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_concrete.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_concrete.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_dirt.left
{
attenuation static
footstep
sample player/pl_dirt1.wav
sample player/pl_dirt2.wav
}
step_dirt.right
{
attenuation static
footstep
sample player/pl_dirt3.wav
sample player/pl_dirt4.wav
}
step_flesh.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_flesh.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_foliage.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_foliage.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_glass.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_glass.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_grate.left
{
attenuation static
footstep
sample player/pl_grate1.wav
sample player/pl_grate2.wav
}
step_grate.right
{
attenuation static
footstep
sample player/pl_grate3.wav
sample player/pl_grate4.wav
}
step_metal.left
{
attenuation static
footstep
sample player/pl_metal1.wav
sample player/pl_metal2.wav
}
step_metal.right
{
attenuation static
footstep
sample player/pl_metal3.wav
sample player/pl_metal4.wav
}
step_mud.left
{
attenuation static
footstep
sample player/pl_mud1.wav
sample player/pl_mud2.wav
}
step_mud.right
{
attenuation static
footstep
sample player/pl_mud3.wav
sample player/pl_mud4.wav
}
step_slosh.left
{
attenuation static
footstep
sample player/pl_slosh1.wav
sample player/pl_slosh2.wav
}
step_slosh.right
{
attenuation static
footstep
sample player/pl_slosh3.wav
sample player/pl_slosh4.wav
}
step_sand.left
{
attenuation static
footstep
sample player/pl_sand1.wav
sample player/pl_sand2.wav
}
step_sand.right
{
attenuation static
footstep
sample player/pl_sand3.wav
sample player/pl_sand4.wav
}
step_snow.left
{
attenuation static
footstep
sample player/pl_snow1.wav
sample player/pl_snow2.wav
}
step_snow.right
{
attenuation static
footstep
sample player/pl_snow3.wav
sample player/pl_snow4.wav
}
step_tile.left
{
attenuation static
footstep
sample player/pl_tile1.wav
sample player/pl_tile2.wav
}
step_tile.right
{
attenuation static
footstep
sample player/pl_tile3.wav
sample player/pl_tile4.wav
}
step_vent.left
{
attenuation static
footstep
sample player/pl_duct1.wav
sample player/pl_duct2.wav
}
step_vent.right
{
attenuation static
footstep
sample player/pl_duct3.wav
sample player/pl_duct4.wav
}
step_wood.left
{
attenuation static
footstep
sample player/pl_step1.wav
sample player/pl_step2.wav
}
step_wood.right
{
attenuation static
footstep
sample player/pl_step3.wav
sample player/pl_step4.wav
}
step_ladder.left
{
attenuation static
footstep
sample player/pl_ladder1.wav
sample player/pl_ladder2.wav
}
step_ladder.right
{
attenuation static
footstep
sample player/pl_ladder3.wav
sample player/pl_ladder4.wav
}
step_wade.left
{
sample player/pl_wade1.wav
sample player/pl_wade2.wav
}
step_wade.right
{
sample player/pl_wade3.wav
sample player/pl_wade4.wav
}
step_swim.left
{
sample player/pl_swim1.wav
sample player/pl_swim2.wav
}
step_swim.right
{
sample player/pl_swim3.wav
sample player/pl_swim4.wav
}

View file

@ -0,0 +1,183 @@
sfx_impact.default
{
attenuation normal
sample weapons/ric1.wav
sample weapons/ric2.wav
sample weapons/ric3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
}
sfx_impact.alien
{
pitch_min 1.5
pitch_max 2
attenuation normal
sample debris/flesh1.wav
sample debris/flesh2.wav
sample debris/flesh3.wav
sample debris/flesh5.wav
sample debris/flesh6.wav
sample debris/flesh7.wav
}
sfx_impact.flesh
{
attenuation normal
sample debris/flesh1.wav
sample debris/flesh2.wav
sample debris/flesh3.wav
sample debris/flesh5.wav
sample debris/flesh6.wav
sample debris/flesh7.wav
}
sfx_impact.foliage
{
attenuation normal
sample debris/flesh1.wav
sample debris/flesh2.wav
sample debris/flesh3.wav
sample debris/flesh5.wav
sample debris/flesh6.wav
sample debris/flesh7.wav
}
sfx_touch.foliage
{
attenuation normal
ambience/bush1.wav
ambience/bush2.wav
}
sfx_impact.computer
{
attenuation normal
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
sample buttons/spark1.wav
sample buttons/spark2.wav
sample buttons/spark3.wav
sample buttons/spark4.wav
sample buttons/spark5.wav
sample buttons/spark6.wav
}
sfx_impact.dirt
{
pitch 2
attenuation normal
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}
sfx_impact.mud
{
attenuation normal
sample debris/flesh1.wav
sample debris/flesh2.wav
sample debris/flesh3.wav
sample debris/flesh5.wav
sample debris/flesh6.wav
sample debris/flesh7.wav
}
sfx_impact.vent
{
attenuation normal
sample debris/metal1.wav
sample debris/metal2.wav
sample debris/metal3.wav
sample debris/metal4.wav
sample debris/metal5.wav
sample debris/metal6.wav
}
sfx_impact.grate
{
attenuation normal
sample debris/metal1.wav
sample debris/metal2.wav
sample debris/metal3.wav
sample debris/metal4.wav
sample debris/metal5.wav
sample debris/metal6.wav
}
sfx_impact.metal
{
attenuation normal
sample debris/metal1.wav
sample debris/metal2.wav
sample debris/metal3.wav
sample debris/metal4.wav
sample debris/metal5.wav
sample debris/metal6.wav
}
sfx_impact.glass
{
attenuation normal
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
}
sfx_impact.sand
{
pitch 2
attenuation normal
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}
sfx_impact.slosh
{
attenuation normal
sample weapons/ric1.wav
sample weapons/ric2.wav
sample weapons/ric3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
}
sfx_impact.snow
{
pitch 2
attenuation normal
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}
sfx_impact.tile
{
attenuation normal
sample weapons/ric1.wav
sample weapons/ric2.wav
sample weapons/ric3.wav
sample weapons/ric4.wav
sample weapons/ric5.wav
}
sfx_impact.wood
{
attenuation normal
sample debris/wood1.wav
sample debris/wood2.wav
sample debris/wood3.wav
sample debris/wood4.wav
}
sfx_impact.concrete
{
attenuation normal
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}

View file

@ -0,0 +1,10 @@
item.respawn
{
sample ambience/impact2.wav
}
Item.Gas
{
sample items/ammo_gas1.wav
sample items/ammo_gas2.wav
}

View file

@ -0,0 +1,207 @@
Weapons.Empty
{
sample weapons/357_cock1.wav
}
Weapon_870.Buckshot
{
alerts
sample weapons/870_buckshot.wav
distshader Weapon_870.BuckshotDistance
}
Weapon_870.Elephantshot
{
alerts
sample weapons/870_elephantshot.wav
distshader Weapon_870.ElephantshotDistance
}
distshader Weapon_870.BuckshotDistance
{
volume 0.1
sample ambience/rifle1.wav
}
distshader Weapon_870.ElephantshotDistance
{
volume 0.1
sample ambience/rifle1.wav
}
Weapon_AK47.Single
{
alerts
sample weapons/ak47_fire1.wav
sample weapons/ak47_fire2.wav
sample weapons/ak47_fire3.wav
distshader Weapon_AK47.SingleDistance
}
distshader Weapon_AK47.SingleDistance
{
volume 0.1
sample ambience/rifle1.wav
}
Weapon_Colt1911A1.Single
{
alerts
sample weapons/colt_fire1.wav
sample weapons/colt_fire2.wav
distshader Weapon_Colt1911A1.SingleDistance
}
Weapon_Colt1911A1.Smash
{
alerts
sample weapons/colt_smash1.wav
sample weapons/colt_smash2.wav
}
Weapon_Colt1911A1.Swing
{
sample weapons/colt_swing1.wav
sample weapons/colt_swing2.wav
}
distshader Weapon_Colt1911A1.SingleDistance
{
volume 0.1
sample ambience/rifle1.wav
}
Weapon_M16.Single
{
alerts
sample weapons/m16_fire1.wav
sample weapons/m16_fire2.wav
sample weapons/m16_fire3.wav
distshader Weapon_M16.SingleDistance
}
Weapon_M16.Burst
{
alerts
sample weapons/m16_burst.wav
distshader Weapon_M16.BurstDistance
}
Weapon_M16.Special1
{
sample weapons/m16_slide1.wav
}
distshader Weapon_M16.SingleDistance
{
volume 0.1
sample ambience/rifle1.wav
}
distshader Weapon_M16.BurstDistance
{
volume 0.1
sample ambience/rifle1.wav
}
Weapon_M21.Single
{
alerts
sample weapons/m21_shot1.wav
sample weapons/m21_shot2.wav
distshader Weapon_M21.SingleDistance
}
distshader Weapon_M21.SingleDistance
{
volume 0.1
sample ambience/rifle1.wav
}
Weapon_M60.Single
{
alerts
sample weapons/m60_fire.wav
distshader Weapon_M60.SingleDistance
}
distshader Weapon_M60.SingleDistance
{
volume 0.1
sample ambience/rifle1.wav
}
Weapon_M79.Single
{
alerts
sample weapons/m79_fire1.wav
sample weapons/m79_fire2.wav
distshader Weapon_M79.SingleDistance
}
distshader Weapon_M79.SingleDistance
{
volume 0.1
sample ambience/rifle1.wav
}
Weapon_Machete.Single
{
sample weapons/machete_miss1.wav
}
Weapon_Machete.Melee_Hit
{
alerts
sample weapons/machete_hitbod1.wav
sample weapons/machete_hitbod2.wav
sample weapons/machete_hitbod3.wav
}
Weapon_Machete.Melee_HitWorld
{
alerts
sample weapons/machete_hit1.wav
sample weapons/machete_hit2.wav
distshader Weapon_Machete.HitWorldDistance
}
Weapon_Machete.Melee_HitMetal
{
alerts
sample weapons/machete_metal1.wav
sample weapons/machete_metal2.wav
sample weapons/machete_metal3.wav
distshader Weapon_Machete.HitWorldDistance
}
distshader Weapon_Machete.HitWorldDistance
{
volume 0.1
sample ambience/rifle1.wav
}
Weapon_Shotgun.Reload
{
sample weapons/reload1.wav
sample weapons/reload2.wav
sample weapons/reload3.wav
}
RPG7.Fly
{
sample weapons/rocket1.wav
}
Weapon_RPG.Single
{
alerts
sample weapons/rpg7_fire1.wav
distshader Weapon_RPG.SingleDistance
}
distshader Weapon_RPG.SingleDistance
{
volume 0.1
sample ambience/rifle1.wav
}

View file

@ -0,0 +1,18 @@
typeInfo material
{
"C" "gs_material_concrete"
"D" "gs_material_dirt"
"F" "gs_material_flesh"
"G" "gs_material_grate"
"H" "gs_material_alien"
"M" "gs_material_metal"
"O" "gs_material_foliage"
"P" "gs_material_computer"
"R" "gs_material_rocks"
"S" "gs_material_slosh"
"T" "gs_material_tile"
"U" "gs_material_mud"
"V" "gs_material_vent"
"W" "gs_material_wood"
"Y" "gs_material_glass"
}

5
zpak001.pk3dir/quake.rc Normal file
View file

@ -0,0 +1,5 @@
exec default_controls.cfg
exec default_cvar.cfg
exec default_video.cfg
exec default_valve.cfg
set skill_manifest "skill.cfg"

View file

@ -0,0 +1,26 @@
"PropData.txt"
{
"actor_bush"
{
"breakable_model" "BushChunks"
"breakable_count" "4"
"surfaceprop" "gs_material_foliage"
}
"actor_palm"
{
"breakable_model" "PalmChunks"
"breakable_count" "4"
"surfaceprop" "gs_material_wood"
}
"BreakableModels"
{
"BushChunks"
{
"models/leafgibs.mdl#submodels=8#rendermode=5" "5.0"
}
"PalmChunks"
{
"models/palmgibs.mdl#submodels=8#rendermode=5" "5.0"
}
}
}

View file

@ -0,0 +1,16 @@
gs_material_mud
{
gamematerial U
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.mud"
stepleft "step_mud.left"
stepright "step_mud.right"
break "func_breakable.break_rocks"
}
gs_material_foliage
{
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.foliage"
touchimpact "sfx_touch.foliage"
}