Push some initial decl work

This commit is contained in:
Marco Cawthorne 2024-09-17 13:01:53 -07:00
commit 1fc3e3cf9c
57 changed files with 1489 additions and 0 deletions

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#include "ammo/base.def"
#include "ammo/shells.def"
#include "ammo/bullets.def"
#include "ammo/grenades.def"
#include "ammo/rockets.def"
#include "ammo/cells.def"
#include "ammo/slugs.def"
entityDef ammo_types {
"ammo_none" "0"
"ammo_shells" "1"
"ammo_bullets" "2"
"ammo_grenades" "3"
"ammo_rockets" "4"
"ammo_cells" "5"
"ammo_slugs" "6"
}
entityDef ammo_names {
"ammo_none" "None"
"ammo_shells" "Shells"
"ammo_bullets" "Bullets"
"ammo_grenades" "Grenades"
"ammo_rockets" "Rockets"
"ammo_cells" "Cells"
"ammo_slugs" "Slugs"
}
entityDef ammo_max {
"ammo_none" "0"
"ammo_shells" "50"
"ammo_bullets" "200"
"ammo_grenades" "50"
"ammo_rockets" "50"
"ammo_cells" "200"
"ammo_slugs" "50"
}

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entityDef ammo_base
{
"spawnclass" "NSItem"
"snd_acquire" "ammo.pickup"
"snd_respawn" "ammo.respawn"
"mins" "-16 -16 -16"
"maxs" "16 16 16"
"renderfx" "$RM_Q2PULSE"
"rendercolor" "255 255 255"
"renderamt" "255"
}

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entityDef ammo_bullets
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Ammo for the Machine Gun & Chain Gun."
"editor_usage4" "Gives players 50 Bullets."
"inherit" "ammo_base"
"model" "models/items/ammo/bullets/medium/tris.md2"
"inv_ammo_bullets" "50"
}

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entityDef ammo_cells
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Ammo for the Hyper Blaster, BFG10K, and Power Shield."
"editor_usage4" "Gives players 50 Cells."
"inherit" "ammo_base"
"model" "models/items/ammo/cells/medium/tris.md2"
"inv_ammo_cells" "50"
}

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entityDef ammo_grenades
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Ammo for the Hand Grenade or Grenade Launcher."
"editor_usage4" "Gives players 5 Grenades."
"inherit" "ammo_base"
"model" "models/items/ammo/grenades/medium/tris.md2"
"inv_ammo_grenades" "5"
}

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entityDef ammo_rockets
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Ammo for the Rocket Launcher."
"editor_usage4" "Gives players 5 Rockets."
"inherit" "ammo_base"
"model" "models/items/ammo/rockets/medium/tris.md2"
"inv_ammo_rockets" "5"
}

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entityDef ammo_shells
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Ammo for the Single & Double-Barrel Shotgun."
"editor_usage4" "Gives players 10 Shells."
"inherit" "ammo_base"
"model" "models/items/ammo/shells/medium/tris.md2"
"inv_ammo_shells" "10"
}

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entityDef ammo_slugs
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Ammo for the Rail Gun."
"editor_usage4" "Gives players 10 Depleted Uranium Slugs."
"inherit" "ammo_base"
"model" "models/items/ammo/slugs/medium/tris.md2"
"inv_ammo_slugs" "10"
}

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#include "items/base.def"
#include "items/invulnerability.def"
#include "items/armor_body.def"
#include "items/armor_jacket.def"
#include "items/armor_combat.def"
#include "items/armor_shard.def"
#include "items/bandolier.def"
#include "items/envirosuit.def"
#include "items/pack.def"
#include "items/quad.def"
#include "items/ancient_head.def"
#include "items/health.def"
#include "items/health_large.def"
#include "items/health_mega.def"
#include "items/health_small.def"
#include "items/adrenaline.def"
#include "items/breather.def"
// remove
#include "items/suit.def"

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entityDef item_adrenaline
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 2 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/adrenal/tris.md2"
"inv_health" "2"
"spin" "1"
}

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entityDef item_ancient_head
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 2 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/c_head/tris.md2"
"inv_health" "2"
"spin" "1"
}

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entityDef item_armor_body
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 100 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/armor/body/tris.md2"
"snd_acquire" "item_armor_body.pickup"
"inv_armor" "100"
"spin" "1"
}

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entityDef item_armor_combat
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 50 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/armor/combat/tris.md2"
"snd_acquire" "item_armor_combat.pickup"
"inv_armor" "50"
"spin" "1"
}

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entityDef item_armor_jacket
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 25 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/armor/jacket/tris.md2"
"snd_acquire" "item_armor_jacket.pickup"
"inv_armor" "25"
"spin" "1"
}

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entityDef item_armor_shard
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 2 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/armor/shard/tris.md2"
"snd_acquire" "item_armor_shard.pickup"
"inv_armor" "2"
"spin" "1"
}

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entityDef item_bandolier
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 2 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/band/tris.md2"
"inv_health" "2"
"spin" "1"
"inv_ammo_bullets" "50"
"inv_ammo_cells" "10"
}

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entityDef item_base
{
"spawnclass" "NSItem"
"mins" "-16 -16 -16"
"maxs" "16 16 16"
"snd_acquire" "item.pickup"
"snd_respawn" "item.respawn"
"renderfx" "$RM_Q2PULSE"
"rendercolor" "255 255 255"
"renderamt" "255"
}

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entityDef item_breather
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 2 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/breather/tris.md2"
"inv_health" "2"
"spin" "1"
}

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entityDef item_enviro
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 2 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/enviro/tris.md2"
"inv_health" "2"
"spin" "1"
}

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entityDef item_health
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 10 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/healing/medium/tris.md2"
"snd_acquire" "item_health.pickup"
"inv_health" "10"
}

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entityDef item_health_large
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 25 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/healing/large/tris.md2"
"snd_acquire" "item_health_large.pickup"
"inv_health" "25"
}

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entityDef item_health_mega
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 100 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/mega_h/tris.md2"
"snd_acquire" "item_health_mega.pickup"
"inv_health" "100"
}

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entityDef item_health_small
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 2 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/healing/stimpack/tris.md2"
"snd_acquire" "item_health_small.pickup"
"inv_health" "2"
}

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entityDef item_invulnerability
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 2 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/healing/stimpack/tris.md2"
"inv_health" "2"
"spin" "1"
}

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entityDef item_pack
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 2 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/pack/tris.md2"
"snd_acquire" "item_health_small.pickup"
"spin" "1"
"inv_ammo_shells" "10"
"inv_ammo_grenades" "5"
"inv_ammo_slugs" "10"
"inv_ammo_rockets" "5"
"inv_ammo_bullets" "50"
"inv_ammo_cells" "50"
}

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entityDef item_quad
{
"editor_usage" "QUAKE II (1997) ENTITY"
"editor_usage2" ""
"editor_usage3" "Gives players 2 Health Points."
"spawnclass" "NSItem"
"inherit" "item_base"
"model" "models/items/quaddama/tris.md2"
"snd_acquire" "item_quad.pickup"
"inv_carry" "1"
"spin" "1"
}

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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"
"ammo_9mm" "44"
"item" "item_suit"
"weapon" "weapon_blaster"
"current_weapon" "0"
}

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#include "weapons/base.def"
#include "weapons/bfg.def"
#include "weapons/shotgun.def"
#include "weapons/supershotgun.def"
#include "weapons/handgrenade.def"
#include "weapons/grenadelauncher.def"
#include "weapons/hyperblaster.def"
#include "weapons/machinegun.def"
#include "weapons/railgun.def"
#include "weapons/blaster.def"
#include "weapons/rocketlauncher.def"
#include "weapons/chaingun.def"

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entityDef weapon_base
{
"spawnclass" "NSWeapon"
"mins" "-16 -16 -16"
"maxs" "16 16 16"
"spin" "1"
"renderfx" "$RM_Q2PULSE"
"rendercolor" "255 255 255"
"renderamt" "255"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"crosshair" "weapon_9mmhandgun.crosshair"
"ammoIcon" "none"
"snd_empty" "weapon.empty"
}

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entityDef weapon_bfg
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "BFG10k"
"editor_rotatable" "1"
"spawnclass" "NSWeapon"
"inherit" "weapon_base"
"model" "models/weapons/g_bfg/tris.md2"
"model_view" "models/weapons/v_bfg/tris.md2"
// weapon specific
"def_onFire" "projectile_bfg"
"inv_name" "BFG10k"
"ammoType" "ammo_cells"
"ammoRequired" "50"
"ammoPerShot" "1"
"punchAngle" "-2 0 0"
"act_draw" "0"
"act_fire" "1"
"act_idle" "2"
"act_holster" "3"
"snd_fire" "weapon_bfg.fire"
// NSWeapon specific
"hudSlot" "9"
"weight" "10"
}
entityDef projectile_bfg
{
"spawnclass" "NSProjectile"
"model" "sprites/s_bfg1.sp2"
"offset" "24 0 -8"
"velocity" "1000"
"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"
"smoke_fly" "q2part.EF_BFGPARTICLES"
"decal_detonate" "ExplosionScorch"
"model_detonate" "q2part.teq2_bfg_explosion"
"light_color" "0 1 0"
"light_radius" "256"
"light_offset" "0 0 0"
"explode_light_color" "0.7 1 0.7"
"explode_light_radius" "320"
"explode_light_fadetime" "0.5"
"def_damage" "damage_bfgDirect"
"def_splash_damage" "damage_bfgSplash"
}
entityDef damage_bfgDirect
{
"damage" "200"
}
entityDef damage_bfgSplash
{
"damage" "200"
"radius" "512"
}

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entityDef weapon_blaster
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Blaster"
"editor_rotatable" "1"
"spawnclass" "NSWeapon"
"inherit" "weapon_base"
"model" "models/weapons/g_blast/tris.md2"
"model_view" "models/weapons/v_blast/tris.md2"
// weapon specific
"def_onFire" "projectile_blaster"
"inv_name" "Blaster"
"ammoRequired" "0"
"punchAngle" "-2 0 0"
"act_fire" "1"
"act_holster" "4"
"act_draw" "0"
"act_idle" "2,3"
"snd_fire" "weapon_blaster.fire"
// NSWeapon specific
"hudSlot" "0"
"weight" "10"
}
entityDef projectile_blaster
{
"spawnclass" "NSProjectile"
"model" "models/objects/laser/tris.md2"
"offset" "24 8 -8"
"velocity" "1000"
"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"
"smoke_fly" "q2part.TR_BLASTERTRAIL"
"decal_detonate" "ExplosionScorch"
"model_detonate" "q2part.teq2_blaster"
"light_color" "1 1 0"
"light_radius" "160"
"light_offset" "0 0 0"
"damage" "15"
}

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entityDef weapon_chaingun
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Chaingun"
"editor_rotatable" "1"
"spawnclass" "NSWeapon"
"inherit" "weapon_base"
"model" "models/weapons/g_chain/tris.md2"
"model_view" "models/weapons/v_chain/tris.md2"
// weapon specific
"def_onFire" "projectile_chaingun"
"inv_name" "Chaingun"
"ammoType" "ammo_bullets"
"ammoRequired" "1"
"ammoPerShot" "1"
"punchAngle" "-2 0 0"
"inv_ammo_bullets" "50"
"fireRate" "0.05"
"act_fire" "1"
"act_holster" "4"
"act_draw" "0"
"act_idle" "2,3"
"snd_fire" "weapon_chaingun.fire"
// NSWeapon specific
"hudSlot" "4"
"weight" "10"
}
entityDef projectile_chaingun
{
"inherit" "projectile_bullet_base"
"damage" "8"
"hitscans" "1"
"spread" "0.1220703125 0.06103515625"
}

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entityDef weapon_grenadelauncher
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Grenade launcher"
"editor_rotatable" "1"
"spawnclass" "NSWeapon"
"inherit" "weapon_base"
"model" "models/weapons/g_launch/tris.md2"
"model_view" "models/weapons/v_launch/tris.md2"
// weapon specific
"def_onFire" "projectile_grenade"
"inv_name" "Grenade launcher"
"ammoType" "ammo_grenades"
"ammoRequired" "1"
"ammoPerShot" "1"
"punchAngle" "-2 0 0"
"inv_ammo_grenades" "5"
"act_draw" "0"
"act_fire" "1"
"act_idle" "2"
"act_holster" "3"
"snd_fire" "weapon_grenadelauncher.fire"
// NSWeapon specific
"hudSlot" "5"
"weight" "10"
}
entityDef projectile_grenade
{
"spawnclass" "NSProjectile"
"model" "models/objects/grenade/tris.md2"
"offset" "24 0 -8"
"velocity" "600 0 200"
"angular_velocity" "300 300 300"
"fuse" "2.5"
"bounce" "1"
"detonate_on_fuse" "1"
"detonate_on_death" "0"
"detonate_on_world" "0"
"detonate_on_actor" "1"
"impact_damage_effect" "1"
"impact_gib" "1"
"smoke_fly" "q2part.trq2_grenade"
"decal_detonate" "ExplosionScorch"
"model_detonate" "q2part.teq2_grenade_explosion"
"explode_light_color" "2 1.6 0.8"
"explode_light_radius" "320"
"explode_light_fadetime" "0.5"
"snd_explode" "weapon_grenadelauncher.explode"
"snd_bounce" "weapon_grenadelauncher.bounce"
"def_splash_damage" "damage_grenadeSplash"
}

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entityDef weapon_grenade
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Hand grenade"
"editor_rotatable" "1"
"spawnclass" "NSWeapon"
"inherit" "weapon_base"
"model_view" "models/weapons/v_handgr/tris.md2"
// weapon specific
"def_onRelease" "projectile_grenade"
"inv_name" "Grenade launcher"
"ammoType" "ammo_grenades"
"ammoRequired" "1"
"ammoPerShot" "1"
"punchAngle" "-2 0 0"
"act_fire" "0"
"act_release" "1"
"act_idle" "2"
"chargeTime" "4"
"removeOnEmpty" "1"
"snd_fire" "weapon_grenadelauncher.fire"
// NSWeapon specific
"hudSlot" "5"
"weight" "10"
}
entityDef projectile_handgrenade
{
"spawnclass" "NSProjectile"
"model" "models/objects/grenade/tris.md2"
"offset" "24 0 -8"
"thrown" "1"
"fuse" "4"
"bounce" "1"
"detonate_on_fuse" "1"
"detonate_on_death" "0"
"detonate_on_world" "0"
"detonate_on_actor" "1"
"impact_damage_effect" "1"
"impact_gib" "1"
"smoke_fly" "q2part.trq2_grenade"
"decal_detonate" "ExplosionScorch"
"model_detonate" "q2part.teq2_grenade_explosion"
"explode_light_color" "2 1.6 0.8"
"explode_light_radius" "320"
"explode_light_fadetime" "0.5"
"snd_explode" "weapon_grenadelauncher.explode"
"snd_bounce" "weapon_grenadelauncher.bounce"
"def_splash_damage" "damage_grenadeSplash"
}

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entityDef weapon_hyperblaster
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Hyper Blaster"
"editor_rotatable" "1"
"spawnclass" "NSWeapon"
"inherit" "weapon_base"
"model" "models/weapons/g_hyperb/tris.md2"
"model_view" "models/weapons/v_hyperb/tris.md2"
"def_onFire" "projectile_blaster"
"inv_name" "Hyper Blaster"
"ammoType" "ammo_cells"
"ammoRequired" "1"
"ammoPerShot" "1"
"punchAngle" "-2 0 0"
"fireRate" "0.1"
"act_draw" "0"
"act_fire" "1"
"act_idle" "2"
"act_holster" "3"
"snd_fire" "weapon_hyperblaster.fire"
"hudSlot" "7"
"weight" "10"
}

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entityDef weapon_machinegun
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Machine Gun"
"editor_rotatable" "1"
"spawnclass" "NSWeapon"
"inherit" "weapon_base"
"model" "models/weapons/g_machn/tris.md2"
"model_view" "models/weapons/v_machn/tris.md2"
"def_onFire" "projectile_machinegun"
"inv_name" "Machine Gun"
"ammoType" "ammo_bullets"
"ammoRequired" "1"
"ammoPerShot" "1"
"punchAngle" "-2 0 0"
"fireRate" "0.1"
"act_draw" "0"
"act_fire" "1"
"act_idle" "2"
"act_holster" "3"
"inv_ammo_bullets" "50"
"snd_fire" "weapon_machinegun.fire"
"hudSlot" "3"
"weight" "10"
}
entityDef projectile_machinegun
{
"inherit" "projectile_bullet_base"
"damage" "8"
"hitscans" "1"
"spread" "0.1220703125 0.06103515625"
}

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entityDef weapon_railgun
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Railgun"
"editor_rotatable" "1"
"spawnclass" "NSWeapon"
"inherit" "weapon_base"
"model" "models/weapons/g_rail/tris.md2"
"model_view" "models/weapons/v_rail/tris.md2"
"def_onFire" "projectile_railgun"
"inv_name" "Railgun"
"ammoType" "ammo_slugs"
"ammoRequired" "1"
"ammoPerShot" "1"
"punchAngle" "-2 0 0"
"act_draw" "0"
"act_fire" "1"
"act_idle" "2"
"act_holster" "3"
"inv_ammo_slugs" "10"
"snd_fire" "weapon_railgun.fire"
"hudSlot" "8"
}
entityDef projectile_railgun
{
"inherit" "projectile_bullet_base"
"damage" "100"
"hitscans" "1"
"spread" "0 0"
"fx_path" "q2part.teq2_railtrail"
"offset" "0 7 -8"
}

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entityDef weapon_rocketlauncher
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Rocket launcher"
"editor_rotatable" "1"
"spawnclass" "NSWeapon"
"inherit" "weapon_base"
"model" "models/weapons/g_rocket/tris.md2"
"model_view" "models/weapons/v_rocket/tris.md2"
// weapon specific
"def_onFire" "projectile_rocket"
"inv_name" "Rocket launcher"
"ammoType" "ammo_rockets"
"ammoRequired" "1"
"ammoPerShot" "1"
"punchAngle" "-2 0 0"
"act_draw" "0"
"act_fire" "1"
"act_idle" "2"
"act_holster" "3"
"inv_ammo_rockets" "5"
"snd_fire" "weapon_rocketlauncher.fire"
// NSWeapon specific
"hudSlot" "6"
"weight" "10"
}
entityDef projectile_rocket
{
"spawnclass" "NSProjectile"
"model" "models/objects/rocket/tris.md2"
"offset" "24 0 -8"
"velocity" "1000"
"angular_velocity" "0 0 200"
"rendermode" "5"
"renderamt" "255"
"rendercolor" "255 255 255"
"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"
"smoke_fly" "q2part.trq2_rocket"
"decal_detonate" "ExplosionScorch"
"model_detonate" "q2part.teq2_rocket_explosion"
"light_color" "1 0.8 0.4"
"light_radius" "160"
"light_offset" "0 0 0"
"snd_explode" "weapon_rocketlauncher.explode"
"def_damage" "damage_rocketDirect"
"def_splash_damage" "damage_rocketSplash"
}

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entityDef weapon_shotgun
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Shotgun"
"editor_rotatable" "1"
"spawnclass" "NSWeapon"
"inherit" "weapon_base"
"model" "models/weapons/g_shotg/tris.md2"
"model_view" "models/weapons/v_shotg/tris.md2"
// weapon specific
"def_onFire" "projectile_shotgun"
"inv_name" "Shotgun"
"ammoType" "ammo_shells"
"ammoRequired" "1"
"ammoPerShot" "1"
"punchAngle" "-2 0 0"
"inv_ammo_shells" "10"
"act_draw" "0"
"act_fire" "1"
"act_idle" "2"
"act_holster" "3"
"snd_fire" "weapon_shotgun.fire"
// NSWeapon specific
"hudSlot" "1"
"weight" "10"
}
entityDef projectile_shotgun
{
"inherit" "projectile_bullet_base"
"damage" "4"
"hitscans" "12"
"spread" "0.1220703125 0.06103515625"
}

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entityDef weapon_supershotgun
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Super Shotgun"
"editor_rotatable" "1"
"spawnclass" "NSWeapon"
"inherit" "weapon_base"
"model" "models/weapons/g_shotg2/tris.md2"
"model_view" "models/weapons/v_shotg2/tris.md2"
// weapon specific
"def_onFire" "projectile_supershotgun"
"inv_name" "Super Shotgun"
"ammoType" "ammo_shells"
"ammoRequired" "1"
"ammoPerShot" "1"
"punchAngle" "-5 0 0"
"act_draw" "0"
"act_fire" "1"
"act_idle" "2"
"act_holster" "3"
"snd_fire" "weapon_supershotgun.fire"
"snd_empty" "weapon.empty"
// NSWeapon specific
"hudSlot" "2"
"weight" "10"
}
entityDef projectile_supershotgun
{
"inherit" "projectile_bullet_base"
"damage" "6"
"hitscans" "20"
"spread" "0.1220703125 0.06103515625"
}

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sfx_impact.bfg
{
alerts
sample "weapons/bfg__x1b.wav"
}
sfx_impact.laser
{
sample "weapons/lashit.wav"
}
sfx_impact.rocket
{
alerts
sample "weapons/rocklx1a.wav"
}

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ammo.pickup
{
sample "misc/am_pkup.wav"
}
ammo.respawn
{
sample "items/respawn1.wav"
}
item_armor_body.pickup
{
sample "misc/ar1_pkup.wav"
}
item_armor_combat.pickup
{
sample "misc/ar1_pkup.wav"
}
item_armor_jacket.pickup
{
sample "items/ar1_pkup.wav"
}
item_armor_shard.pickup
{
sample "misc/ar2_pkup.wav"
}
item_health.pickup
{
sample "items/n_health.wav"
}
item_health_large.pickup
{
sample "items/l_health.wav"
}
item_health_mega.pickup
{
sample "items/m_health.wav"
}
item_health_small.pickup
{
sample "items/s_health.wav"
}
item_quad.use
{
sample "items/protect.wav"
}
item_quad.pickup
{
sample "items/pkup.wav"
}
item_power_shield.pickup
{
sample "items/ar1_pkup.wav"
}
item.pickup
{
sample "items/pkup.wav"
}
item.respawn
{
sample "items/respawn1.wav"
}
weapon.pickup
{
sample "misc/w_pkup.wav"
}

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weapon.dryfire
{
sample "weapons/noammo.wav"
}
weapon_blaster.fire
{
alerts
sample "weapons/blastf1a.wav"
}
weapon_shotgun.fire
{
alerts
sample "weapons/shotgf1b.wav"
}
weapon_shotgun.cock
{
sample "weapons/shotgr1b.wav"
}
weapon_supershotgun.fire
{
alerts
sample "weapons/sshotf1b.wav"
}
weapon_supershotgun.reload
{
sample "weapons/sshotr1b.wav"
}
weapon_handgrenade.bounce
{
sample "weapons/hgrenb1a.wav"
sample "weapons/hgrenb2a.wav"
}
weapon_handgrenade.prime
{
sample "weapons/hgrenc1b.wav"
}
weapon_handgrenade.pull
{
sample "weapons/hgrena1b.wav"
}
weapon_handgrenade.throw
{
sample "weapons/hgrent1a.wav"
}
weapon_hyperblaster.fire
{
alerts
sample "weapons/hyprbf1a.wav"
}
weapon_hyperblaster.loop
{
sample "weapons/hyprbl1a.wav"
}
weapon_hyperblaster.start
{
sample "weapons/hyprbu1a.wav"
}
weapon_hyperblaster.stop
{
sample "weapons/hyprbd1a.wav"
}
weapon_machinegun.fire
{
alerts
sample "weapons/machgf1b.wav"
sample "weapons/machgf2b.wav"
sample "weapons/machgf3b.wav"
sample "weapons/machgf4b.wav"
sample "weapons/machgf5b.wav"
}
weapon_chaingun.start
{
sample "weapons/chgnu1a.wav"
}
weapon_chaingun.loop
{
alerts
sample "weapons/chgnl1a.wav"
}
weapon_chaingun.stop
{
alerts
sample "weapons/chgnd1a.wav"
}
weapon_chaingun.fire
{
alerts
sample "weapons/machgf3b.wav"
}
weapon_grenadelauncher.bounce
{
sample "weapons/grenlb1b.wav"
}
weapon_grenadelauncher.fire
{
alerts
sample "weapons/grenlf1a.wav"
}
weapon_grenadelauncher.reload
{
sample "weapons/grenlr1a.wav"
}
weapon_rocketlauncher.loop
{
sample "weapons/rockfly.wav"
}
weapon_rocketlauncher.fire
{
alerts
sample "weapons/rocklf1a.wav"
}
weapon_rocketlauncher.reload
{
sample "weapons/rocklr1a.wav"
}
weapon_railgun.idle
{
sample "weapons/rg_hum.wav"
}
weapon_railgun.fire
{
alerts
sample "weapons/railgf1a.wav"
}
weapon_railgun.reload
{
sample "weapons/railgr1a.wav"
}
weapon_bfg.idle
{
sample "weapons/bfg_hum.wav"
}
weapon_bfg.fire
{
alerts
sample "weapons/bfg__f1b.wav"
}
weapon_bfg.loop
{
sample "weapons/bfg__l1b.wav"
}

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0 9 10 0
9 23 10 0
32 23 10 1
55 4 10 0

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@ -0,0 +1,5 @@
0 5 10 0
5 4 10 0
9 24 10 1
33 20 10 1
53 3 10 0

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@ -0,0 +1,4 @@
0 5 10 0
5 27 10 0
32 30 10 1
62 3 10 0

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@ -0,0 +1,3 @@
0 13 10 0
13 3 10 0
16 33 10 1

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@ -0,0 +1,4 @@
0 6 10 0
6 25 10 0
21 29 10 1
50 4 10 0

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@ -0,0 +1,4 @@
0 7 10 0
7 11 10 0
18 43 10 1
61 5 10 0

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@ -0,0 +1,4 @@
0 4 10 0
4 2 10 0
6 40 10 1
46 4 10 0

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@ -0,0 +1,4 @@
0 4 10 0
4 15 10 0
19 38 10 1
57 5 10 0

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@ -0,0 +1,4 @@
0 5 10 0
5 8 10 0
13 38 10 1
51 4 10 0

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@ -0,0 +1,4 @@
0 8 10 0
8 11 10 0
19 18 10 1
37 3 10 0

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@ -0,0 +1,4 @@
0 7 10 0
7 11 10 0
18 40 10 1
58 4 10 0

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RM_Q2PULSE 21

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default
{
part_bulletimpact "q2part.teq2_gunshot"
bulletimpact "sfx_impact.default"
stepleft "step_default.left"
stepright "step_default.right"
scraperough "scrape.default"
scrapesmooth "scrape.default"
}
gs_material_glass
{
gamematerial Y
part_bulletimpact "impact_glass.main"
bulletimpact "sfx_impact.glass"
stepleft "step_glass.left"
stepright "step_glass.right"
break "func_breakable.break_glass"
}
gs_material_wood
{
gamematerial W
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.wood"
stepleft "step_wood.left"
stepright "step_wood.right"
break "func_breakable.break_wood"
}
gs_material_metal
{
gamematerial M
part_bulletimpact "impact_unbreakable.main"
bulletimpact "sfx_impact.metal"
stepleft "step_metal.left"
stepright "step_metal.right"
break "func_breakable.break_metal"
}
gs_material_ladder
{
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.metal"
stepleft "step_ladder.left"
stepright "step_ladder.right"
}
gs_material_flesh
{
gamematerial F
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.flesh"
stepleft "step_flesh.left"
stepright "step_flesh.right"
break "func_breakable.break_flesh"
}
gs_material_cinderblock
{
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.concrete"
stepleft "step_default.left"
stepright "step_default.right"
break "func_breakable.break_cinder"
}
gs_material_tile
{
gamematerial T
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.tile"
stepleft "step_tile.left"
stepright "step_tile.right"
break "func_breakable.break_cinder"
}
gs_material_computer
{
gamematerial P
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.computer"
stepleft "step_computer.left"
stepright "step_computer.right"
break "func_breakable.break_computer"
}
gs_material_unbreakableglass
{
part_bulletimpact "impact_unbreakable.main"
bulletimpact "sfx_impact.glass"
stepleft "step_glass.left"
stepright "step_glass.right"
break "func_breakable.break_glass"
}
gs_material_rocks
{
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.concrete"
stepleft "step_default.left"
stepright "step_default.right"
break "func_breakable.break_cinder"
}
gs_material_flesh
{
gamematerial F
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.flesh"
stepleft "step_flesh.left"
stepright "step_flesh.right"
break "func_breakable.break_flesh"
}
gs_material_concrete
{
gamematerial C
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.concrete"
stepleft "step_concrete.left"
stepright "step_concrete.right"
break "func_breakable.break_cinder"
}
gs_material_dirt
{
gamematerial D
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.dirt"
stepleft "step_dirt.left"
stepright "step_dirt.right"
break "func_breakable.break_rocks"
}
gs_material_grate
{
gamematerial G
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.grate"
stepleft "step_grate.left"
stepright "step_grate.right"
break "func_breakable.break_metal"
}
gs_material_alien
{
gamematerial H
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.alien"
stepleft "step_alien.left"
stepright "step_alien.right"
break "func_breakable.break_flesh"
}
gs_material_snow
{
gamematerial K
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.snow"
stepleft "step_snow.left"
stepright "step_snow.right"
}
gs_material_sand
{
gamematerial N
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.sand"
stepleft "step_sand.left"
stepright "step_sand.right"
}
gs_material_foliage
{
gamematerial O
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.foliage"
stepleft "step_foliage.left"
stepright "step_foliage.right"
}
gs_material_slosh
{
gamematerial S
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.slosh"
stepleft "step_slosh.left"
stepright "step_slosh.right"
}
gs_material_vent
{
gamematerial V
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.snow"
stepleft "step_vent.left"
stepright "step_vent.right"
break "func_breakable.break_metal"
}
water
{
part_bulletimpact "fx_impact.water"
bulletimpact "sfx_impact.slosh"
stepleft "step_slosh.left"
stepright "step_slosh.right"
}
lava
{
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.slosh"
stepleft "step_slosh.left"
stepright "step_slosh.right"
}
slime
{
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.slosh"
stepleft "step_slosh.left"
stepright "step_slosh.right"
}

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surfaceproperties_manifest
{
file "scripts/surfaceproperties.txt"
}