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https://github.com/fortressforever/fortressforever-models.git
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101 lines
4.7 KiB
C++
101 lines
4.7 KiB
C++
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/*
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*****************************
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Rocket Propelled Grenade Launcher (v_model)
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Model - FooleyCooley
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Skin - Decs/FooleyCooley
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Anims - FooleyCooley
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-NOTES-
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Uses a special animation tree so that remaining ammo is reflected in the
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model itself, e.g. the amount of rockets left in the magazine. The name
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of each activity references the ammo at the START of each animation, and
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at the END of each animation.
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Animations with 0 and 1 ammo are shared because when ammo = 1 the rocket
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would be 'hidden' inside the RPG. These animations have been left open
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for future modification.
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*****************************
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*/
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$modelname "weapons/rpg/v_rpg.mdl"
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$cdmaterials "models/weapons/rpg"
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$cdmaterials "models/v_arms"
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$origin 0 0 0
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$scale 1.0
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$body "studio" "reference_RPG.smd"
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/*
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***Bodygroups for different arms (to be added later [maybe! :P])***
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$bodygroup heavyArms {"studio" "reference_RPG_heavyArms.smd"}
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$bodygroup scoutArms {"studio" "reference_RPG_scoutArms.smd"}
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$bodygroup engineerArms {"studio" "reference_RPG_engineerArms.smd"}
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$bodygroup civilianArms {"studio" "reference_RPG_civilianArms.smd"}
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*/
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$sequence Draw_with0 "anim_Draw_with0" ACT_VM_DRAW_WITH0 1 fps 30.00 fadein 0
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$sequence Draw_with1 "anim_Draw_with0" ACT_VM_DRAW_WITH1 1 fps 30.00 fadein 0
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$sequence Draw_with2 "anim_Draw_with2" ACT_VM_DRAW_WITH2 1 fps 30.00 fadein 0
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$sequence Draw_with3 "anim_Draw_with3" ACT_VM_DRAW_WITH3 1 fps 30.00 fadein 0
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$sequence Draw_with4 "anim_Draw_with4" ACT_VM_DRAW_WITH4 1 fps 30.00 fadein 0
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$sequence Idle_with0 "anim_Idle_with0" loop ACT_VM_IDLE_WITH0 8 fps 30.00
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$sequence Idle_with1 "anim_Idle_with0" loop ACT_VM_IDLE_WITH1 8 fps 30.00
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$sequence Idle_with2 "anim_Idle_with2" loop ACT_VM_IDLE_WITH2 8 fps 30.00
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$sequence Idle_with3 "anim_Idle_with3" loop ACT_VM_IDLE_WITH3 8 fps 30.00
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$sequence Idle_with4 "anim_Idle_with4" loop ACT_VM_IDLE_WITH4 8 fps 30.00
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$sequence DeepIdle_with0 "anim_DeepIdle_with0" loop ACT_VM_DEEPIDLE_WITH0 1 fps 30.00
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$sequence DeepIdle_with1 "anim_DeepIdle_with0" loop ACT_VM_DEEPIDLE_WITH1 1 fps 30.00
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$sequence DeepIdle_with2 "anim_DeepIdle_with2" loop ACT_VM_DEEPIDLE_WITH2 1 fps 30.00
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$sequence DeepIdle_with3 "anim_DeepIdle_with3" loop ACT_VM_DEEPIDLE_WITH3 1 fps 30.00
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$sequence DeepIdle_with4 "anim_DeepIdle_with4" loop ACT_VM_DEEPIDLE_WITH4 1 fps 30.00
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$sequence Fire_1to0 "anim_Fire_1to0" ACT_VM_PRIMARYATTACK_1TO0 1 fps 30.00 fadein 0 fadeout 0
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$sequence Fire_2to1 "anim_Fire_2to1" ACT_VM_PRIMARYATTACK_2TO1 1 fps 30.00 fadein 0 fadeout 0
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$sequence Fire_3to2 "anim_Fire_3to2" ACT_VM_PRIMARYATTACK_3TO2 1 fps 30.00 fadein 0 fadeout 0
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$sequence Fire_4to3 "anim_Fire_4to3" ACT_VM_PRIMARYATTACK_4TO3 1 fps 30.00 fadein 0 fadeout 0
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$sequence StartReload_with0 "anim_StartReload_with0" ACT_VM_STARTRELOAD_WITH0 1 fps 30.00 fadein 0 fadeout 0
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$sequence StartReload_with1 "anim_StartReload_with0" ACT_VM_STARTRELOAD_WITH1 1 fps 30.00 fadein 0 fadeout 0
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$sequence StartReload_with2 "anim_StartReload_with2" ACT_VM_STARTRELOAD_WITH2 1 fps 30.00 fadein 0 fadeout 0
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$sequence StartReload_with3 "anim_StartReload_with3" ACT_VM_STARTRELOAD_WITH3 1 fps 30.00 fadein 0 fadeout 0
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$sequence InitReload_0to1 "anim_InitReload_0to1" ACT_VM_InitReload_0TO1 1 fps 30.00 fadein 0 fadeout 0 {
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{ event AE_CL_PLAYSOUND 17 "rpg.Reload1" }
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}
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$sequence InitReload_1to2 "anim_InitReload_1to2" ACT_VM_InitReload_1TO2 1 fps 30.00 fadein 0 fadeout 0 {
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{ event AE_CL_PLAYSOUND 17 "rpg.Reload2" }
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}
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$sequence InitReload_2to3 "anim_InitReload_2to3" ACT_VM_InitReload_2TO3 1 fps 30.00 fadein 0 fadeout 0 {
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{ event AE_CL_PLAYSOUND 17 "rpg.Reload3" }
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}
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$sequence InitReload_3to4 "anim_InitReload_3to4" ACT_VM_InitReload_3TO4 1 fps 30.00 fadein 0 fadeout 0 {
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{ event AE_CL_PLAYSOUND 17 "rpg.Reload4" }
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}
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$sequence Reload_1to2 "anim_Reload_1to2" ACT_VM_RELOAD_1TO2 1 fps 30.00 fadein 0 fadeout 0 {
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{ event AE_CL_PLAYSOUND 0 "rpg.slide1" }
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{ event AE_CL_PLAYSOUND 10 "rpg.reload2" }
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}
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$sequence Reload_2to3 "anim_Reload_2to3" ACT_VM_RELOAD_2TO3 1 fps 30.00 fadein 0 fadeout 0 {
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{ event AE_CL_PLAYSOUND 0 "rpg.slide2" }
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{ event AE_CL_PLAYSOUND 10 "rpg.reload3" }
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}
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$sequence Reload_3to4 "anim_Reload_3to4" ACT_VM_RELOAD_3TO4 1 fps 30.00 fadein 0 fadeout 0 {
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{ event AE_CL_PLAYSOUND 0 "rpg.slide3" }
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{ event AE_CL_PLAYSOUND 10 "rpg.reload4" }
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}
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$sequence FinishReload_with1 "anim_FinishReload_with1" ACT_VM_FINISHRELOAD_WITH1 1 fps 30.00 fadein 0 {
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{ event AE_CL_PLAYSOUND 0 "rpg.slide1" }
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}
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$sequence FinishReload_with2 "anim_FinishReload_with2" ACT_VM_FINISHRELOAD_WITH2 1 fps 30.00 fadein 0 {
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{ event AE_CL_PLAYSOUND 0 "rpg.slide2" }
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}
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$sequence FinishReload_with3 "anim_FinishReload_with3" ACT_VM_FINISHRELOAD_WITH3 1 fps 30.00 fadein 0 {
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{ event AE_CL_PLAYSOUND 0 "rpg.slide3" }
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}
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$sequence FinishReload_with4 "anim_FinishReload_with4" ACT_VM_FINISHRELOAD_WITH4 1 fps 30.00 fadein 0
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