mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 23:21:35 +00:00
147 lines
6.5 KiB
Modula-2
147 lines
6.5 KiB
Modula-2
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entityDef weapon_shotgun_double_mp {
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"inherit" "weapon_shotgun_double"
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"model" "models/weapons/doublebarrel/doublebarrel_w.lwo"
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}
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model model_d3xp_mp_marine {
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inherit model_mp_marine
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offset ( 0 0 1 )
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// channel torso ( *Waist )
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// channel legs ( *origin -*Waist SPINNER eyecontrol)
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anim shotgun_double_raise models/md5/characters/npcs/playermoves/raisewep.md5anim
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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
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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
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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
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anim shotgun_double_reload models/md5/characters/npcs/playermoves/dbreload.md5anim
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anim shotgun_double_lower models/md5/characters/npcs/playermoves/lowerwep.md5anim
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anim bloodstone_passive_raise models/md5/characters/npcs/playermoves/raisewep.md5anim
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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
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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
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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
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anim bloodstone_passive_lower models/md5/characters/npcs/playermoves/lowerwep.md5anim
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anim grabber_raise models/md5/characters/npcs/playermoves/raisewep.md5anim
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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
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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
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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
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anim grabber_lower models/md5/characters/npcs/playermoves/lowerwep.md5anim
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}
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entityDef player_base_d3xp_mp {
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"inherit" "player_id_base"
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// weapon slots
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"def_weapon0" "weapon_fists"
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"weapon0_best" "0" // whether weapon should be chosen when out of ammo
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"weapon0_cycle" "0" // whether weapon should be selected when using next/prev weapon
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"weapon0_toggle" "0" // whether selecting weapon twice switches between current and previous weapons
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"weapon0_allowempty" "1"
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"weapon0_visible" "1" // whether you can see this weapon in the inventory or not
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"def_weapon1" ""
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"weapon1_best" "0"
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"weapon1_cycle" "0"
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"weapon1_toggle" "0"
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"weapon1_allowempty" "1"
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"weapon1_visible" "0" // whether you can see this weapon in the inventory or not
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"def_weapon2" "weapon_pistol"
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"weapon2_best" "1"
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"weapon2_cycle" "1"
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"weapon2_toggle" "0"
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"weapon2_allowempty" "1"
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"weapon2_visible" "1" // whether you can see this weapon in the inventory or not
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"def_weapon3" "weapon_shotgun"
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"weapon3_best" "1"
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"weapon3_cycle" "1"
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"weapon3_toggle" "0"
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"weapon3_allowempty" "1"
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"weapon3_visible" "1" // whether you can see this weapon in the inventory or not
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"def_weapon4" "weapon_shotgun_double"
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"weapon4_best" "1"
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"weapon4_cycle" "1"
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"weapon4_toggle" "0"
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"weapon4_allowempty" "1"
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"weapon4_visible" "1" // whether you can see this weapon in the inventory or not
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"def_weapon5" "weapon_machinegun"
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"weapon5_best" "1"
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"weapon5_cycle" "1"
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"weapon5_toggle" "0"
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"weapon5_allowempty" "1"
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"weapon5_visible" "1" // whether you can see this weapon in the inventory or not
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"def_weapon6" "weapon_chaingun"
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"weapon6_best" "1"
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"weapon6_cycle" "1"
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"weapon6_toggle" "0"
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"weapon6_allowempty" "1"
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"weapon6_visible" "1" // whether you can see this weapon in the inventory or not
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"def_weapon7" "weapon_handgrenade"
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"weapon7_best" "0"
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"weapon7_cycle" "1"
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"weapon7_toggle" "0"
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"weapon7_allowempty" "0"
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"weapon7_visible" "1" // whether you can see this weapon in the inventory or not
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"def_weapon8" "weapon_plasmagun"
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"weapon8_best" "1"
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"weapon8_cycle" "1"
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"weapon8_toggle" "0"
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"weapon8_allowempty" "1"
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"weapon8_visible" "1" // whether you can see this weapon in the inventory or not
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"def_weapon9" "weapon_rocketlauncher"
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"weapon9_best" "0"
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"weapon9_cycle" "1"
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"weapon9_toggle" "0"
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"weapon9_allowempty" "1"
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"weapon9_visible" "1" // whether you can see this weapon in the inventory or not
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"def_weapon10" "weapon_bfg"
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"weapon10_best" "0"
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"weapon10_cycle" "1"
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"weapon10_toggle" "0"
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"weapon10_allowempty" "1"
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"weapon10_visible" "1" // whether you can see this weapon in the inventory or not
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"def_weapon16" "weapon_flashlight"
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"weapon16_best" "0"
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"weapon16_cycle" "0"
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"weapon16_toggle" "1"
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"weapon16_allowempty" "1"
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"weapon16_visible" "0" // whether you can see this weapon in the inventory or not
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"def_weapon17" "weapon_flashlight_new"
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"weapon17_best" "0"
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"weapon17_cycle" "0"
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"weapon17_toggle" "0"
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"weapon17_allowempty" "0"
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"weapon17_visible" "0" // whether you can see this weapon in the inventory or not
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"def_weapon18" "weapon_pda"
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"weapon18_best" "0"
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"weapon18_cycle" "0"
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"weapon18_toggle" "0"
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"weapon18_allowempty" "1"
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"weapon18_visible" "0" // whether you can see this weapon in the inventory or not
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"current_weapon" "5"
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"weapontoggle3" "3,4"
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//D3XP Max ammo definitions
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"max_ammo_bloodstone" "3000"
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}
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