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doom3-bfg/base/def/monster_zsec_pistol.def
2022-08-27 13:19:29 +02:00

549 lines
22 KiB
Modula-2

/***********************************************************************
monster_zsec_pistol.def
***********************************************************************/
export fred {
options -prefix ZOMBIE_ -keep Rhand Lknee Rknee eject barrel flash Body Body2 headcontrol neckcontrol loneckcontrol SPINNER Lhand1 Rhand1 -parent headcontrol neckcontrol -parent neckcontrol loneckcontrol -parent loneckcontrol Shoulders -parent rshldrpad Shoulders -parent lshldrpad Shoulders -parent shield Lloarm -parent pistol Rhand1 -parent Body2 Body -parent Hips Body2 -parent SPINNER Body2 -parent Waist SPINNER -rename peject eject -rename pbarrel barrel -rename pflash flash -parent eject pistol -parent flash pistol -parent barrel pistol
addoptions -keepmesh securitybodymesh
addoptions -keepmesh sec_rshldrmesh
addoptions -keepmesh sec_lshldrmesh
addoptions -keepmesh w_pistolmesh
addoptions -keepmesh pflash1
addoptions -keepmesh pflash2
addoptions -keepmesh secsheild_outerglass
addoptions -keepmesh secsheild_innerglass
addoptions -keepmesh secsheild_innermesh
addoptions -keepmesh secsheild_outermesh
addoptions -keepmesh skeletonmesh
mesh models/monsters/zombie/cycles/zombie_mesh.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/zsecpistol
anim models/monsters/zombie/cycles/attacks/pistol_aim.mb -range 16 16 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/aim
anim models/monsters/zombie/cycles/attacks/pistol_raise.mb -range 1 16 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/raise
anim models/monsters/zombie/cycles/attacks/pistol_raise.mb -range 16 32 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/lower
anim models/monsters/zombie/cycles/idles/security_afpose.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/af_pose -prefix SUIT_
anim models/monsters/zombie/cycles/runs/shield_run.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_shield/shield_run
anim models/monsters/zombie/cycles/idles/pistol_stand.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/stand
anim models/monsters/zombie/cycles/walks/pistol_step_left.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/step_left
anim models/monsters/zombie/cycles/walks/pistol_step_right.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/step_right
anim models/monsters/zombie/cycles/idles/pistol_sight.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/sight
anim models/monsters/zombie/cycles/walks/pistol_walk2.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/walk2
anim models/monsters/zombie/cycles/attacks/pistol_crouch_aim.mb -rotate 90 -range 11 11 -dest models/md5/monsters/zombies/zsec_pistol/crouch_aim
anim models/monsters/zombie/cycles/attacks/pistol_crouch_aim_pain_lft.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/crouch_aim_pain_left
anim models/monsters/zombie/cycles/attacks/pistol_crouch_aim_pain_center.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/crouch_pain_center
anim models/monsters/zombie/cycles/attacks/pistol_crouch_aim_pain_rt.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/crouch_aim_pain_right
anim models/monsters/zombie/cycles/attacks/pistol_crouch_raise_fire_lower.mb -range 1 11 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/crouch_raise
anim models/monsters/zombie/cycles/attacks/pistol_crouch_raise_fire_lower.mb -range 11 37 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/crouch_fire
anim models/monsters/zombie/cycles/attacks/pistol_crouch_raise_fire_lower.mb -range 37 50 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/crouch_lower
anim models/monsters/zombie/cycles/attacks/pistol_fire1.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/fire1
anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 44 63 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/chestpain1
anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 65 83 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/leftarmpain1
anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 85 105 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/rightarmpain1
anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 108 125 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/chestpain2
anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 133 155 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/headpain1
anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 163 185 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/leftarmpain2
anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 187 215 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/leftarmpain3
anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 248 274 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/headpain2
anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 308 338 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/rightarmpain2
anim models/monsters/zombie/cycles/runs/pistol_run1.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/run1
anim models/monsters/zombie/cycles/runs/pistol_run2.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/run2
anim models/monsters/zombie/cycles/runs/evade_left.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/evade_left
anim models/monsters/zombie/cycles/runs/evade_right.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/evade_right
}
model model_monster_zsec_pistol {
mesh models/md5/monsters/zombies/zsec_pistol/zsecpistol.md5mesh
skin skins/monsters/zombies/zsecurity_pistol.skin
channel torso ( *Waist )
channel legs ( origin Body Body2 *Hips -*Waist SPINNER )
anim af_pose models/md5/monsters/zombies/zsec_pistol/af_pose.md5anim
anim ik_pose models/md5/monsters/zombies/zsec_pistol/af_pose.md5anim
anim idle models/md5/monsters/zombies/zsec_pistol/stand.md5anim
anim stand models/md5/monsters/zombies/zsec_pistol/stand.md5anim
anim sight models/md5/monsters/zombies/zsec_pistol/sight.md5anim {
frame 1 sound_voice monster_zombie_security_sight
}
anim walk models/md5/monsters/zombies/zsec_pistol/walk2.md5anim {
frame 4 sound_body monster_zombie_security_footstep
frame 12 sound_body monster_zombie_security_footstep
frame 22 sound_body monster_zombie_security_footstep
frame 34 sound_body monster_zombie_security_footstep
}
anim step_left models/md5/monsters/zombies/zsec_pistol/step_left.md5anim {
frame 7 sound_body monster_zombie_security_footstep
frame 16 sound_body monster_zombie_security_footstep
}
anim step_right models/md5/monsters/zombies/zsec_pistol/step_right.md5anim {
frame 7 sound_body monster_zombie_security_footstep
frame 12 sound_body monster_zombie_security_footstep
}
anim run1 models/md5/monsters/zombies/zsec_pistol/run1.md5anim {
frame 9 sound_body monster_zombie_security_footstep
frame 16 sound_body monster_zombie_security_footstep
}
anim run2 models/md5/monsters/zombies/zsec_pistol/run2.md5anim {
frame 1 sound_body monster_zombie_security_footstep
frame 10 sound_body monster_zombie_security_footstep
frame 19 sound_body monster_zombie_security_footstep
frame 28 sound_body monster_zombie_security_footstep
}
anim pain models/md5/monsters/zombies/zsec_pistol/chestpain1.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim pain_head1 models/md5/monsters/zombies/zsec_pistol/headpain1.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim pain_head2 models/md5/monsters/zombies/zsec_pistol/headpain2.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim pain_chest1 models/md5/monsters/zombies/zsec_pistol/chestpain1.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim pain_chest2 models/md5/monsters/zombies/zsec_pistol/chestpain2.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim pain_left_arm1 models/md5/monsters/zombies/zsec_pistol/leftarmpain1.md5anim {
frame 5 sound_voice monster_zombie_security_pain
}
anim pain_left_arm2 models/md5/monsters/zombies/zsec_pistol/leftarmpain2.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim pain_left_arm3 models/md5/monsters/zombies/zsec_pistol/leftarmpain3.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim pain_right_arm1 models/md5/monsters/zombies/zsec_pistol/rightarmpain1.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim pain_right_arm2 models/md5/monsters/zombies/zsec_pistol/rightarmpain2.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim stepoutleft_out models/md5/monsters/zombies/zsec_pistol/wallstepleftpistol_B.md5anim {
frame 13 sound_body monster_zombie_security_footstep
}
anim stepoutleft_fire models/md5/monsters/zombies/zsec_pistol/wallstepleftpistol_C.md5anim {
frame 2 launch_missile pistol
frame 2 sound_weapon monster_pistol_fire
}
anim stepoutleft_in models/md5/monsters/zombies/zsec_pistol/wallstepleftpistol_D.md5anim {
frame 11 sound_body monster_zombie_security_footstep
frame 18 sound_body monster_zombie_security_footstep
}
anim stepoutleft_wait models/md5/monsters/zombies/zsec_pistol/wallstepleftpistol_A.md5anim
anim stepoutright_out models/md5/monsters/zombies/zsec_pistol/wallsteprightpistol_B.md5anim {
frame 7 sound_body monster_zombie_security_footstep
frame 13 sound_body monster_zombie_security_footstep
}
anim stepoutright_fire models/md5/monsters/zombies/zsec_pistol/wallsteprightpistol_C.md5anim {
frame 2 launch_missile pistol
frame 2 sound_weapon monster_pistol_fire
}
anim stepoutright_in models/md5/monsters/zombies/zsec_pistol/wallsteprightpistol_D.md5anim {
frame 16 sound_body monster_zombie_security_footstep
}
anim stepoutright_wait models/md5/monsters/zombies/zsec_pistol/wallsteprightpistol_A.md5anim
anim rotoutleft1_out models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol_B.md5anim {
frame 11 sound_body monster_zombie_security_footstep
frame 13 sound_body monster_zombie_security_footstep
}
anim rotoutleft1_fire models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol_C.md5anim {
frame 2 launch_missile pistol
frame 2 sound_weapon monster_pistol_fire
}
anim rotoutleft1_in models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol_D.md5anim {
frame 12 sound_body monster_zombie_security_footstep
frame 16 sound_body monster_zombie_security_footstep
}
anim rotoutleft1_wait models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol_A.md5anim
anim rotoutleft2_out models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol2_B.md5anim {
frame 12 sound_body monster_zombie_security_footstep
}
anim rotoutleft2_fire models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol2_C.md5anim {
frame 2 launch_missile pistol
frame 2 sound_weapon monster_pistol_fire
}
anim rotoutleft2_in models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol2_D.md5anim {
frame 16 sound_body monster_zombie_security_footstep
}
anim rotoutleft2_wait models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol2_A.md5anim
anim rotoutright1_out models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol_B.md5anim {
frame 5 sound_body monster_zombie_security_footstep
frame 14 sound_body monster_zombie_security_footstep
}
anim rotoutright1_fire models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol_C.md5anim {
frame 2 launch_missile pistol
frame 2 sound_weapon monster_pistol_fire
}
anim rotoutright1_in models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol_D.md5anim {
frame 13 sound_body monster_zombie_security_footstep
frame 19 sound_body monster_zombie_security_footstep
}
anim rotoutright1_wait models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol_A.md5anim
anim rotoutright2_out models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol2_B.md5anim {
frame 13 sound_body monster_zombie_security_footstep
frame 15 sound_body monster_zombie_security_footstep
}
anim rotoutright2_fire models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol2_C.md5anim {
frame 2 launch_missile pistol
frame 2 sound_weapon monster_pistol_fire
}
anim rotoutright2_in models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol2_D.md5anim {
frame 3 sound_body monster_zombie_security_footstep
frame 12 sound_body monster_zombie_security_footstep
frame 15 sound_body monster_zombie_security_footstep
}
anim rotoutright2_wait models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol2_A.md5anim
anim craterotright_out models/md5/monsters/zombies/zsec_pistol/craterotrightpistol_B.md5anim {
frame 17 sound_body monster_zombie_security_footstep
}
anim craterotright_fire models/md5/monsters/zombies/zsec_pistol/craterotrightpistol_C.md5anim {
frame 1 sound_weapon monster_pistol_fire
frame 1 launch_missile pistol
}
anim craterotright_in models/md5/monsters/zombies/zsec_pistol/craterotrightpistol_D.md5anim {
frame 22 sound_body monster_zombie_security_footstep
}
anim craterotright_wait models/md5/monsters/zombies/zsec_pistol/craterotrightpistol_A.md5anim
anim cratestand_out models/md5/monsters/zombies/zsec_pistol/cratestandpistol_B.md5anim
anim cratestand_fire models/md5/monsters/zombies/zsec_pistol/cratestandpistol_C.md5anim {
frame 1 sound_weapon monster_pistol_fire
frame 1 launch_missile pistol
}
anim cratestand_in models/md5/monsters/zombies/zsec_pistol/cratestandpistol_D.md5anim
anim cratestand_wait models/md5/monsters/zombies/zsec_pistol/cratestandpistol_A.md5anim
anim crouch_out models/md5/monsters/zombies/zsec_pistol/crouch_raise.md5anim
anim crouch_fire models/md5/monsters/zombies/zsec_pistol/crouch_fire.md5anim {
frame 1 sound_weapon monster_pistol_fire
frame 1 launch_missile pistol
}
anim crouch_in models/md5/monsters/zombies/zsec_pistol/crouch_lower.md5anim {
frame 10 sound_body monster_zombie_security_footstep
}
anim crouch_wait models/md5/monsters/zombies/zsec_pistol/crouch_aim.md5anim
anim range_attack_aim models/md5/monsters/zombies/zsec_pistol/aim.md5anim
anim range_attack models/md5/monsters/zombies/zsec_pistol/raise.md5anim
anim range_attack_loop models/md5/monsters/zombies/zsec_pistol/fire1.md5anim {
frame 1 sound_weapon monster_pistol_fire
frame 1 launch_missile pistol
}
anim range_attack_end models/md5/monsters/zombies/zsec_pistol/lower.md5anim
anim crouch_range_attack_aim models/md5/monsters/zombies/zsec_pistol/crouch_aim.md5anim
anim crouch_range_attack models/md5/monsters/zombies/zsec_pistol/crouch_raise.md5anim
anim crouch_range_attack_loop models/md5/monsters/zombies/zsec_pistol/crouch_fire.md5anim {
frame 1 sound_weapon monster_pistol_fire
frame 1 launch_missile pistol
}
anim crouch_range_attack_end models/md5/monsters/zombies/zsec_pistol/crouch_lower.md5anim {
frame 10 sound_body monster_zombie_security_footstep
}
anim crouch_pain models/md5/monsters/zombies/zsec_pistol/crouch_pain_center.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim crouch_pain_head models/md5/monsters/zombies/zsec_pistol/crouch_pain_center.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim crouch_pain_chest models/md5/monsters/zombies/zsec_pistol/crouch_pain_center.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim crouch_pain_left_arm models/md5/monsters/zombies/zsec_pistol/crouch_aim_pain_left.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim crouch_pain_right_arm models/md5/monsters/zombies/zsec_pistol/crouch_aim_pain_right.md5anim {
frame 1 sound_voice monster_zombie_security_pain
}
anim evade_left models/md5/monsters/zombies/zsec_pistol/evade_left.md5anim {
frame 1 sound_voice monster_zombie_security_pain
frame 16 sound_body monster_zombie_security_footstep
frame 18 sound_body monster_zombie_security_footstep
frame 30 sound_body monster_zombie_security_footstep
}
anim evade_right models/md5/monsters/zombies/zsec_pistol/evade_right.md5anim {
frame 1 sound_voice monster_zombie_security_pain
frame 13 sound_body monster_zombie_security_footstep
frame 16 sound_body monster_zombie_security_footstep
frame 25 sound_body monster_zombie_security_footstep
}
}
entityDef monster_zsec_pistol {
"inherit" "zombie_default"
"scriptobject" "monster_zombie_security_pistol"
"size" "40 40 72"
"use_aas" "aas48"
"team" "1"
"rank" "1"
"health" "55"
"def_projectile" "projectile_bullet_zsec_pistol"
"attack_cone" "70"
"attack_accuracy" "3"
"projectile_spread" "2"
"smoke_weapon" "cgsmoke.smoke"
"smoke_wound_metal" "bulletricochet.prt"
"smoke_wound_ricochet" "bulletricochet.prt"
"turn_rate" "360"
"mass" "150"
"bone_focus" "headcontrol"
"bone_leftEye" "Leyeaim"
"bone_rightEye" "Reyeaim"
"look_min" "-90 -125 0"
"look_max" "25 125 0"
"look_joint Waist" "0.1333 0.1333 0"
"look_joint Chest" "0.1333 0.1333 0"
"look_joint Shoulders" "0.1333 0.1333 0"
"look_joint headcontrol" "0.6 0.6 0"
"look_joint Ruparm" "-0.4 0 0"
"look_joint Luparm" "-0.4 0 0"
"ragdoll" "monster_zombie_security_pistol"
"ik_numLegs" "2"
"ik_footSize" "4"
"ik_waist" "Body2"
"ik_hip1" "Lupleg"
"ik_hip2" "Rupleg"
"ik_knee1" "Lloleg"
"ik_knee2" "Rloleg"
"ik_ankle1" "Lankle_r"
"ik_ankle2" "Rankle_r"
"ik_dir1" "Lknee"
"ik_dir2" "Rknee"
"ik_foot1" "Lball_r"
"ik_foot2" "Rball_r"
"model" "model_monster_zsec_pistol"
"damage_zone head" "*loneckcontrol"
"damage_zone chest" "*Waist -*Rshldr -*Lshldr -*loneckcontrol"
"damage_zone left_arm" "*Lshldr"
"damage_zone right_arm" "*Rshldr"
"damage_zone legs" "*Hips"
"damage_scale head" "1.25"
"def_head" "head_zombie6"
"head_joint" "Shoulders"
"skin_dropGib" "skins/monsters/zombies/securitygib.skin"
"def_dropGibItem1" "moveable_item_head_pork"
"dropGibItem1Joint" "headcontrol"
"def_dropGibItem2" "moveable_item_torso_pork"
"dropGibItem2Joint" "Chest"
"def_dropGibItem3" "moveable_item_rup_arm_pork"
"dropGibItem3Joint" "Ruparm"
"def_dropGibItem4" "moveable_item_left_waist_pork"
"dropGibItem4Joint" "Waist"
"def_dropGibItem5" "moveable_item_lup_leg_pork"
"dropGibItem5Joint" "Lupleg"
"def_dropGibItem6" "moveable_item_rup_leg_pork"
"dropGibItem6Joint" "Rupleg"
"def_dropGibItem7" "moveable_item_rup2_leg_pork"
"dropGibItem7Joint" "Rloleg"
"def_dropGibItem8" "moveable_item_pelvis_pork"
"dropGibItem8Joint" "Hips"
"def_dropDeathItem9" "moveable_item_pistol"
"dropDeathItem9Joint" "pistol"
"skin_dropDeath" "skins/monsters/zombies/zsecurity.skin"
"snd_bounce" "ragdoll_impact"
"snd_footstep" "monster_zombie_security_footstep"
"snd_chatter" "monster_zombie_security_chatter"
"snd_chatter_combat" "monster_zombie_security_chatter_combat"
"snd_death" "monster_zombie_security_die"
"mtr_flashShader" "muzzleflash"
"flashTime" "0.15"
"flashColor" "1 0.8 0.4"
"flashRadius" "80"
}
model model_monster_zsec_pistol_slowfire {
inherit model_monster_zsec_pistol
anim range_attack_loop models/md5/monsters/zombies/zsec_pistol/fire1.md5anim {
frame 1 sound_weapon monster_pistol_fire
frame 1 launch_missile pistol
}
anim crouch_range_attack_loop models/md5/monsters/zombies/zsec_pistol/crouch_fire.md5anim {
frame 1 sound_weapon monster_pistol_fire
frame 1 launch_missile pistol
}
}
entityDef monster_zsec_pistol_slowfire {
"inherit" "monster_zsec_pistol"
"model" "model_monster_zsec_pistol_slowfire"
}
entityDef damage_bullet_zsec_pistol {
"damage" "4"
"kickDir" "1 0 0"
"mtr_blob" "genericDamage"
"blob_time" "300"
"blob_size" "400"
"blob_offset_x" "400"
"knockback" "1"
"smoke_wound_flesh" "bloodwound.smoke"
"mtr_wound_flesh" "textures/decals/hurt02"
"mtr_splat_flesh" "textures/decals/dsplat2"
"mtr_splat_flesh2" "textures/decals/dsplat5"
"mtr_splat_flesh3" "textures/decals/dsplat7"
"mtr_splat_flesh4" "textures/decals/dsplat11"
"snd_flesh" "bullet_impact_flesh"
"kick_time" "400"
"kick_amplitude" "1"
"dv_time" "100"
}
entityDef projectile_bullet_zsec_pistol {
"spawnclass" "idProjectile"
"mins" "-1 -1 -1"
"maxs" "1 1 1"
"cone" "3"
"scale" "0.1"
"noshadows" "1"
"snd_ricochet" "bullet_ricochet"
"snd_impact" "bullet_impact_metal"
"def_damage" "damage_bullet_zsec_pistol"
"launchFromBarrel" "0"
"health" "0"
"velocity" "2000 0 0" // slowed down for tracer effect
"angular_velocity" "0 0 0"
"thrust" "0"
"thrust_start" "0"
"thrust_end" "0"
"linear_friction" "0"
"angular_friction" "0"
"contact_friction" "0"
"bounce" "0.6"
"mass" "2"
"gravity" "0"
"fuse" "4"
"detonate_on_fuse" "0"
"detonate_on_death" "0"
"detonate_on_world" "1"
"detonate_on_actor" "1"
"impact_damage_effect" "1"
"impact_gib" "1"
"mtr_detonate" "textures/decals/bulleth02"
"decal_size" "10"
"smoke_fly" ""
"smoke_detonate" "smokeandspark.smoke"
"smoke_bounce" "" //particles/bullet_sparks.particle"
"smoke_fuse" ""
"mtr_light_shader" ""
"light_color" "0 0 0"
"light_radius" "0"
"light_offset" "0 0 0"
"mtr_explode_light_shader" ""
"explode_light_color" "0 0 0"
"explode_light_radius" "0"
"explode_light_fadetime" "0"
}