Move skill files around to the new conventions, tweak various sounds/particles and definitions.
This commit is contained in:
parent
a1638d3c65
commit
24a8c78367
16 changed files with 259 additions and 64 deletions
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@ -101,15 +101,17 @@ HUD_DrawWeaponSelect_Back(void)
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HUD_DrawWeaponSelect_Back();
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}
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void
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View_ForceChange(player pl, int targetWeapon);
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void
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HUD_DrawWeaponSelect_Trigger(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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if (pl.activeweapon != pSeat->m_iHUDWeaponSelected)
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sendevent("PlayerSwitchWeapon", "i", pSeat->m_iHUDWeaponSelected);
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View_ForceChange(pl, pSeat->m_iHUDWeaponSelected);
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pl.activeweapon = pSeat->m_iHUDWeaponSelected;
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Sound_Play(pSeat->m_ePlayer, CHAN_ITEM, "Player.WeaponSelected");
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pSeat->m_iHUDWeaponSelected = pSeat->m_flHUDWeaponSelectTime = 0;
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@ -120,8 +122,7 @@ HUD_DrawWeaponSelect_Last(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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if (pl.g_items & g_weapons[pSeat->m_iOldWeapon].id) {
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pl.activeweapon = pSeat->m_iOldWeapon;
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sendevent("PlayerSwitchWeapon", "i", pSeat->m_iOldWeapon);
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View_ForceChange(pl, pSeat->m_iOldWeapon);
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}
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}
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@ -172,9 +172,14 @@ Weapons_Draw(player pl)
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/* In case the previous weapon hid the model */
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Weapons_EnableModel();
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#ifdef CLIENT
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View_SetMuzzleflash(0);
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#endif
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pl.w_attack_next = 0.5f;
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pl.w_idle_next = 2.5f;
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pl.viewzoom = 1.0f;
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pl.weapontime = 0.0f;
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/* we're meant to respawn when we're dead, don't unset! */
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if (pl.health > 0) {
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1
zpak001.pk3dir/cfg/skill_manifest.cfg
Normal file
1
zpak001.pk3dir/cfg/skill_manifest.cfg
Normal file
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@ -0,0 +1 @@
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exec "skill.cfg"
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@ -35,6 +35,8 @@ entityDef projectile_ARgrenade
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"detonate_on_actor" "1"
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"snd_explode" "fx.explosion"
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"model_detonate" "fx_explosion.main"
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"decal_detonate" "ExplosionScorch"
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"smoke_fly" "weapon_9mmAR.nadetrail"
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"def_damage" "damage_ARgrneadeDirect"
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"def_splash_damage" "damage_ARgrneadeSplash"
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@ -52,5 +52,3 @@ seta gl_overbright 0
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seta gl_ldr 1
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seta r_lightmap_format rgb8
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seta rate 30000 // some HL configs set this to 2500 by default!
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exec skill_valve.cfg
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@ -17,7 +17,7 @@ r_part +ember
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count 1
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texture "particles/fteparticlefont.tga"
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tcoords 97 97 191 191 256
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rgb 255 128 76
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rgb 255 64 16
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alpha 0
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scale 20
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scalefactor 1
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@ -35,6 +35,47 @@ r_part +ember
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ramp 0 0 0 0.1 0
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}
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r_part +ember
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{
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count 1
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texture "particles/fteparticlefont.tga"
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tcoords 97 97 191 191 256
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rgb 255 64 16
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alpha 0
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scale 8
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scalefactor 1
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die 2
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friction 2.5
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blend add
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randomvel 512
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spawnorg 32 32
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rampmode delta
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gravity 100
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ramp 0 0 0 -0.5 0
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ramp 0 0 0 0.1 0
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ramp 0 0 0 0.1 0
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ramp 0 0 0 0.1 0
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ramp 0 0 0 0.1 0
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ramp 0 0 0 0.1 0
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}
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r_part hotbits
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{
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count 1
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texture "particles/fteparticlefont.tga"
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tcoords 97 97 191 191 256
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rgb 255 255 200
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alpha 1
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scale 4
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scalefactor 1
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die 2
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friction 2.5
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randomvel 512
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spawnorg 32 32
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gravity 800
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cliptype bounce
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}
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r_part +main
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{
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lighttime 1
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@ -42,8 +83,10 @@ r_part +main
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lightradiusfade 300
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lightrgb 1.0 0.5 0.4
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lightrgbfade 0.36 0.19 0.19
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count 0 0 1
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model "sprites/fexplo.spr" framestart=0 framecount=29 framerate=20 additive
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count 0 0 2
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spawnorg 0 32
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orgadd 32
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model "sprites/fexplo.spr" framestart=0 framecount=29 framerate=20 additive scalemin=0.5 scalemax=2.5
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}
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r_part +main
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@ -82,16 +125,48 @@ r_part +main
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texture ball
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tcoords 1 65 31 95 256 8 32
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scale 1
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count 8
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count 16
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scalefactor 1
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alpha 0.5
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die 0.8
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rgb 255 115 0
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rgb 255 180 30
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blend add
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spawnmode ball
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spawnvel 100
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spawnvel 512
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spawnorg 48 48
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veladd 100
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friction 0.5
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gravity 800
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gravity 200
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cliptype spark
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emit hotbits
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emitinterval 0.04
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}
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r_part spark
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{
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type texturedspark
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texture ball
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tcoords 1 65 31 95 256 8 32
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scale 1
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count 5
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scalefactor 1
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alpha 0.5
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die 0.4
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rgb 255 180 30
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blend add
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spawnmode ball
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spawnvel 256
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veladd 200
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gravity 600
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}
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r_part +spark
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{
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lighttime 1
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lightradius 64
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lightradiusfade 300
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lightrgb 1.0 0.5 0.4
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lightrgbfade 0.36 0.19 0.19
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count 0 0 1
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model "sprites/muzzleflash.spr" framestart=0 framecount=2 framerate=20 additive scalemin=0.1 scalemax=0.5
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}
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@ -4,16 +4,25 @@ r_part main
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texture ball
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tcoords 1 65 31 95 256 8 32
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scale 1
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count 8
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count 5
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scalefactor 1
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alpha 0.5
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die 0.8
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rgb 255 115 0
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die 0.4
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rgb 255 180 30
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blend add
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spawnmode ball
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spawnorg 1
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spawnvel 100
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veladd 100
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friction 0.5
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gravity 800
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spawnvel 256
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veladd 200
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gravity 600
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}
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r_part +main
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{
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lighttime 1
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lightradius 64
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lightradiusfade 300
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lightrgb 1.0 0.5 0.4
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lightrgbfade 0.36 0.19 0.19
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count 0 0 1
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model "sprites/muzzleflash.spr" framestart=0 framecount=2 framerate=20 additive scalemin=0.1 scalemax=0.5
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}
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@ -5,7 +5,7 @@ r_part main
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texture ball
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tcoords 1 65 31 95 256 8 32
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scale 4
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count 18
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count 9
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scalefactor 1
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alpha 1
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die 0.8
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@ -13,46 +13,64 @@ r_part main
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spawnmode ball
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spawnorg 1
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spawnvel 100
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veladd 100
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friction 0.3
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gravity 800
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randomvel 100
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gravity 400
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}
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// smoke
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r_part +main
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{
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texture ball
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tcoords 1 65 31 95 256 8 32
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count 3
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scale 25
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scalefactor 1
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die 1
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alpha 0.5
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rgb 25 25 25
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blend add
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spawnmode ball
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spawnorg 2
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spawnvel 20
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veladd 20
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}
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// spark
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// sparks
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r_part +main
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{
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type texturedspark
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texture ball
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tcoords 1 65 31 95 256 8 32
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scale 1
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count 8
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count 2
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scalefactor 1
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alpha 0.5
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die 0.8
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rgb 255 115 0
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die 0.4
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rgb 255 180 30
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blend add
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spawnmode ball
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spawnvel 50
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randomvel 50
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veladd 200
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gravity 600
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}
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// unused ricochet sprite, reactivated
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r_part +main
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{
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count 0 0 1
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orgadd 8
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model "sprites/richo2.spr" framestart=0 framecount=15 framerate=20 additive scalemin=0.25 scalemax=0.55 alpha=0.65
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}
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// emitter for our bullet hole dust
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r_part +main
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{
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step 4
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die 0.5 1
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type beam
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emit dustparts
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emitinterval 0.1
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}
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// black bits falling out of the bullet hole
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r_part dustparts
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{
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type ball
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texture ball
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tcoords 1 65 31 95 256 8 32
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scale 2
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count 2
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scalefactor 1
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alpha 1
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die 2 4
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rgb 32 32 32
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spawnmode ball
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spawnorg 1
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spawnvel 100
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veladd 100
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friction 0.5
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randomvel 10
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veladd 50
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gravity 800
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}
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19
zpak001.pk3dir/particles/impact_glass.cfg
Normal file
19
zpak001.pk3dir/particles/impact_glass.cfg
Normal file
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@ -0,0 +1,19 @@
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// sparks
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r_part main
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{
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type texturedspark
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texture "particles/fteparticlefont.tga"
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tcoords 97 97 191 191 256
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scale 1
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count 2
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scalefactor 1
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alpha 0.5
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die 0.4
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rgb 255 180 30
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blend add
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spawnmode ball
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spawnvel 50
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randomvel 50
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veladd 200
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gravity 600
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}
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30
zpak001.pk3dir/particles/impact_unbreakable.cfg
Normal file
30
zpak001.pk3dir/particles/impact_unbreakable.cfg
Normal file
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@ -0,0 +1,30 @@
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// black bits
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r_part main
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{
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type ball
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texture ball
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tcoords 1 65 31 95 256 8 32
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scale 4
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count 9
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scalefactor 1
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alpha 1
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die 0.8
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rgb 64 64 64
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spawnmode ball
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spawnorg 1
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spawnvel 100
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randomvel 100
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gravity 400
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}
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r_part +main
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{
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count 0 0 1
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orgadd 8
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model "sprites/richo1.spr" framestart=0 framecount=3 framerate=20 additive scalemin=0.5 scalemax=0.5
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lighttime 1
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lightradius 64
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lightradiusfade 300
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lightrgb 1.0 0.5 0.4
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lightrgbfade 0.36 0.19 0.19
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}
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26
zpak001.pk3dir/particles/weapon_9mmAR.cfg
Normal file
26
zpak001.pk3dir/particles/weapon_9mmAR.cfg
Normal file
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@ -0,0 +1,26 @@
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r_part nadetrail
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{
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step 4
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die 1
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type beam
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emit smoke
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emitinterval 5
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}
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r_part smoke
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{
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texture "particles/fteparticlefont.tga"
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tcoords 97 97 191 191 256
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count 1
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scale 24
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scalefactor 1
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die 2
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alpha 0.02
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rgbf 0.45 0.45 0.45
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spawnmode ball
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randomvel 10
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gravity -25
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}
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@ -4,12 +4,14 @@ default
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bulletimpact "sfx_impact.default"
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stepleft "step_default.left"
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stepright "step_default.right"
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scraperough "scrape.default"
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scrapesmooth "scrape.default"
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}
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gs_material_glass
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{
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gamematerial Y
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part_bulletimpact "impact_default.main"
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part_bulletimpact "impact_glass.main"
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bulletimpact "sfx_impact.glass"
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stepleft "step_glass.left"
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stepright "step_glass.right"
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@ -29,7 +31,7 @@ gs_material_wood
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gs_material_metal
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{
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gamematerial M
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part_bulletimpact "impact_default.main"
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part_bulletimpact "impact_unbreakable.main"
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bulletimpact "sfx_impact.metal"
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stepleft "step_metal.left"
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stepright "step_metal.right"
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@ -85,7 +87,7 @@ gs_material_computer
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gs_material_unbreakableglass
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{
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part_bulletimpact "impact_default.main"
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part_bulletimpact "impact_unbreakable.main"
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bulletimpact "sfx_impact.glass"
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stepleft "step_glass.left"
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stepright "step_glass.right"
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@ -1,10 +0,0 @@
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env_spark.sfx
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{
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attenuation idle
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sample buttons/spark1.wav
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sample buttons/spark2.wav
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sample buttons/spark3.wav
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sample buttons/spark4.wav
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sample buttons/spark5.wav
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sample buttons/spark6.wav
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}
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8
zpak001.pk3dir/sound/func_pushable.sndshd
Normal file
8
zpak001.pk3dir/sound/func_pushable.sndshd
Normal file
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@ -0,0 +1,8 @@
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scrape.default
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{
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no_repeat
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follow
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sample debris/pushbox1.wav
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sample debris/pushbox2.wav
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sample debris/pushbox3.wav
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}
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@ -21,3 +21,14 @@ fx.gaussbeam
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sample weapons/electro5.wav
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sample weapons/electro6.wav
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}
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fx.spark
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{
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attenuation idle
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sample buttons/spark1.wav
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sample buttons/spark2.wav
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sample buttons/spark3.wav
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sample buttons/spark4.wav
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sample buttons/spark5.wav
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sample buttons/spark6.wav
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}
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Loading…
Reference in a new issue