entityDef weapon_shotgun_double_mp { "inherit" "weapon_shotgun_double" "model" "models/weapons/doublebarrel/doublebarrel_w.lwo" } model model_d3xp_mp_marine { inherit model_mp_marine offset ( 0 0 1 ) // channel torso ( *Waist ) // channel legs ( *origin -*Waist SPINNER eyecontrol) anim shotgun_double_raise models/md5/characters/npcs/playermoves/raisewep.md5anim anim shotgun_double_idle models/md5/characters/npcs/playermoves/shotgun_idle_down.md5anim, models/md5/characters/npcs/playermoves/shotgun_idle.md5anim, models/md5/characters/npcs/playermoves/shotgun_idle_up.md5anim anim shotgun_double_aim models/md5/characters/npcs/playermoves/shotgun_aim_down.md5anim, models/md5/characters/npcs/playermoves/shotgun_aim.md5anim, models/md5/characters/npcs/playermoves/shotgun_aim_up.md5anim anim shotgun_double_fire1 models/md5/characters/npcs/playermoves/shotgun_fire_down.md5anim, models/md5/characters/npcs/playermoves/shotgun_fire1.md5anim, models/md5/characters/npcs/playermoves/shotgun_fire_up.md5anim anim shotgun_double_reload models/md5/characters/npcs/playermoves/dbreload.md5anim anim shotgun_double_lower models/md5/characters/npcs/playermoves/lowerwep.md5anim anim bloodstone_passive_raise models/md5/characters/npcs/playermoves/raisewep.md5anim anim bloodstone_passive_idle models/md5/characters/npcs/playermoves/soulcube_idle_down.md5anim, models/md5/characters/npcs/playermoves/soulcube_idle.md5anim, models/md5/characters/npcs/playermoves/soulcube_idle_up.md5anim anim bloodstone_passive_aim models/md5/characters/npcs/playermoves/soulcube_idle_down.md5anim, models/md5/characters/npcs/playermoves/soulcube_idle.md5anim, models/md5/characters/npcs/playermoves/soulcube_idle_up.md5anim anim bloodstone_passive_fire models/md5/characters/npcs/playermoves/soulcube_fire.md5anim, models/md5/characters/npcs/playermoves/soulcube_fire.md5anim, models/md5/characters/npcs/playermoves/soulcube_fire.md5anim anim bloodstone_passive_lower models/md5/characters/npcs/playermoves/lowerwep.md5anim anim grabber_raise models/md5/characters/npcs/playermoves/raisewep.md5anim anim grabber_idle models/md5/characters/npcs/playermoves/plasmagun_idle_down.md5anim, models/md5/characters/npcs/playermoves/plasmagun_idle.md5anim, models/md5/characters/npcs/playermoves/plasmagun_idle_up.md5anim anim grabber_aim models/md5/characters/npcs/playermoves/plasmagun_aim_down.md5anim, models/md5/characters/npcs/playermoves/plasmagun_aim.md5anim, models/md5/characters/npcs/playermoves/plasmagun_aim_up.md5anim anim grabber_fire1 models/md5/characters/npcs/playermoves/plasmagun_fire_down.md5anim, models/md5/characters/npcs/playermoves/plasmagun_fire1.md5anim, models/md5/characters/npcs/playermoves/plasmagun_fire_up.md5anim anim grabber_lower models/md5/characters/npcs/playermoves/lowerwep.md5anim } entityDef player_base_d3xp_mp { "inherit" "player_id_base" // weapon slots "def_weapon0" "weapon_fists" "weapon0_best" "0" // whether weapon should be chosen when out of ammo "weapon0_cycle" "0" // whether weapon should be selected when using next/prev weapon "weapon0_toggle" "0" // whether selecting weapon twice switches between current and previous weapons "weapon0_allowempty" "1" "weapon0_visible" "1" // whether you can see this weapon in the inventory or not "def_weapon1" "" "weapon1_best" "0" "weapon1_cycle" "0" "weapon1_toggle" "0" "weapon1_allowempty" "1" "weapon1_visible" "0" // whether you can see this weapon in the inventory or not "def_weapon2" "weapon_pistol" "weapon2_best" "1" "weapon2_cycle" "1" "weapon2_toggle" "0" "weapon2_allowempty" "1" "weapon2_visible" "1" // whether you can see this weapon in the inventory or not "def_weapon3" "weapon_shotgun" "weapon3_best" "1" "weapon3_cycle" "1" "weapon3_toggle" "0" "weapon3_allowempty" "1" "weapon3_visible" "1" // whether you can see this weapon in the inventory or not "def_weapon4" "weapon_shotgun_double" "weapon4_best" "1" "weapon4_cycle" "1" "weapon4_toggle" "0" "weapon4_allowempty" "1" "weapon4_visible" "1" // whether you can see this weapon in the inventory or not "def_weapon5" "weapon_machinegun" "weapon5_best" "1" "weapon5_cycle" "1" "weapon5_toggle" "0" "weapon5_allowempty" "1" "weapon5_visible" "1" // whether you can see this weapon in the inventory or not "def_weapon6" "weapon_chaingun" "weapon6_best" "1" "weapon6_cycle" "1" "weapon6_toggle" "0" "weapon6_allowempty" "1" "weapon6_visible" "1" // whether you can see this weapon in the inventory or not "def_weapon7" "weapon_handgrenade" "weapon7_best" "0" "weapon7_cycle" "1" "weapon7_toggle" "0" "weapon7_allowempty" "0" "weapon7_visible" "1" // whether you can see this weapon in the inventory or not "def_weapon8" "weapon_plasmagun" "weapon8_best" "1" "weapon8_cycle" "1" "weapon8_toggle" "0" "weapon8_allowempty" "1" "weapon8_visible" "1" // whether you can see this weapon in the inventory or not "def_weapon9" "weapon_rocketlauncher" "weapon9_best" "0" "weapon9_cycle" "1" "weapon9_toggle" "0" "weapon9_allowempty" "1" "weapon9_visible" "1" // whether you can see this weapon in the inventory or not "def_weapon10" "weapon_bfg" "weapon10_best" "0" "weapon10_cycle" "1" "weapon10_toggle" "0" "weapon10_allowempty" "1" "weapon10_visible" "1" // whether you can see this weapon in the inventory or not "def_weapon16" "weapon_flashlight" "weapon16_best" "0" "weapon16_cycle" "0" "weapon16_toggle" "1" "weapon16_allowempty" "1" "weapon16_visible" "0" // whether you can see this weapon in the inventory or not "def_weapon17" "weapon_flashlight_new" "weapon17_best" "0" "weapon17_cycle" "0" "weapon17_toggle" "0" "weapon17_allowempty" "0" "weapon17_visible" "0" // whether you can see this weapon in the inventory or not "def_weapon18" "weapon_pda" "weapon18_best" "0" "weapon18_cycle" "0" "weapon18_toggle" "0" "weapon18_allowempty" "1" "weapon18_visible" "0" // whether you can see this weapon in the inventory or not "current_weapon" "5" "weapontoggle3" "3,4" //D3XP Max ammo definitions "max_ammo_bloodstone" "3000" }