
/***********************************************************************

	reexportModels tools\spike_tank.def

***********************************************************************/

// ========================================================================
// Export
//

export hauser {
	options -prefix INJECTOR_ -sourcedir models/tools/spike_constructor/dev_sd -destdir models/tools/spike_constructor/

	mesh	stroyent_injector_base_file.mb		-dest models/tools/spike_constructor/spike_constructor_view.md5mesh

	anim	stroyent_injector_idle.mb			-dest models/tools/spike_constructor/spike_constructor_idle.md5anim

	anim	stroyent_injector_fire_loop.mb		-dest models/tools/spike_constructor/spike_constructor_start_fire.md5anim -range 20 26
  	anim	stroyent_injector_fire_loop.mb		-dest models/tools/spike_constructor/spike_constructor_fire.md5anim -range 27 71
 	anim	stroyent_injector_fire_loop.mb		-dest models/tools/spike_constructor/spike_constructor_end_fire.md5anim -range 72 78
 	anim	stroyent_injector_raise.mb			-dest models/tools/spike_constructor/spike_constructor_raise.md5anim
 	anim	stroyent_injector_lower.mb			-dest models/tools/spike_constructor/spike_constructor_lower.md5anim
}




// ========================================================================
// VIEW Models
//
model viewmodel_repair_tool {
	mesh	 						models/tools/spike_constructor/spike_constructor_view.md5mesh
	anim	idle					models/tools/spike_constructor/spike_constructor_idle.md5anim
 	anim raise						models/tools/spike_constructor/spike_constructor_raise.md5anim {
 		frame begin						sound_channel snd_weapon_raise snd_raise
	}
 	anim	putaway					models/tools/spike_constructor/spike_constructor_lower.md5anim


	anim fire_start 				models/tools/spike_constructor/spike_constructor_start_fire.md5anim {
		frame	1						sound_channel snd_weapon_cock snd_cock
	}


 	anim	fire					models/tools/spike_constructor/spike_constructor_fire.md5anim {
 		frame 1						effect fx_fire pasted__joint2
	}

		anim fire_end 					models/tools/spike_constructor/spike_constructor_end_fire.md5anim {
	}



}


// ========================================================================
// Entity DEFS
//
invItemDef inventory/tools/spike/charge {
	type							"tool"
	slot							"tool"
	name							"game/weapons/spike_arming_tool"

	data {
		"model_view" 				"viewmodel_repair_tool"
		"joint_attach"				"RightHand"

		"view_offset"				"-3.6 -2 -2.2"

		"anim_prefix"				"hands_construction_tool"
		"anim_prefix_class"			"hands"

		"weapon_scriptobject"		"tool_pliers"
		"use_hold_anims"			"1"

		"charge_per_use"			"2"
		"repair_count"				"30"
		"fire_rate"					"0.1"
		"show_charge"				"1"

		"has_startfire_anim"		"1"
		"has_endfire_anim"		"1"

		"snd_start"					"sounds/tools/plasmacharge/arm/start"
		"snd_stop"					"sounds/tools/plasmacharge/arm/stop"
		"snd_raise"					"sounds/tools/infiltrator/raise"

		"fx_repair"					"effects/tools/repair"
		"fx_sabotage"				"effects/tools/sabotage"

		"melee_distance"			"88"

		"can_arm_charge"			"1"
		"activate_attack"			"1"

		"mtr_weaponmenu"			"guis/assets/icons/weapons/armingtool_strogg"
		"crosshair"					"none"

		"crosshair_spread_min"			"0.1"
		"crosshair_spread_max"			"0.1"
		"crosshair_spread_scale"		"1"

		"spread_min"					"0"
		"spread_max"					"0"

		"spread_crouch_min"				"0"
		"spread_crouch_max"				"0"

		"spread_prone_min"				"0"
		"spread_prone_max"				"0"

		"spread_jump_min"				"0"
		"spread_jump_max"				"0"

		"player_weapon_num"				"12"

		"weapon_menu_ignore"		"0"
		"fx_fire"				"effects/tools/strogg_arming_fire"
	}
}
