/*********************************************************************** weapons/pistol.def ***********************************************************************/ // ======================================================================== // Export // /* export karateka { options -prefix PISTOL_ -sourcedir models/weapons/gdf_pistol/dev_sd -destdir models/weapons/gdf_pistol/ -keep muzzle silencer_muzzle -keepmesh left_arm left_hand left_arm_gui_holder pplane1 right_arm right_hand Pistol pistol_trigger pistol_clip pistol_slide pistol_slide_catch mesh pistol_base_file.mb -dest models/weapons/n2_pistol/view.md5mesh mesh pistol_base_file.mb -dest models/weapons/n2_pistol/silenced_view.md5mesh -keep muzzle silencer_muzzle -keepmesh m_l_arm m_l_hand m_l_gui_mount m_l_gui_cover r_arm r_hand Pistol pistol_trigger pistol_clip pistol_slide pistol_silencer pistol_slide_catch } */ //===================================== // pistol //===================================== export hauser { options -prefix PISTOL_ -sourcedir models/weapons/gdf_pistol/dev_sd -destdir models/weapons/gdf_pistol/ -keep muzzle silencer_muzzle -keepmesh left_arm_mesh left_hand_mesh right_arm_mesh right_hand_mesh Pistol pistol_trigger pistol_clip pistol_slide pistol_slide_catch slide_sight front_sight /* mesh pistol_base_file.mb -dest models/weapons/gdf_pistol/view.md5mesh anim pistol_idle.mb -dest models/weapons/gdf_pistol/idle.md5anim anim pistol_raise.mb -dest models/weapons/gdf_pistol/raise.md5anim anim pistol_lower.mb -dest models/weapons/gdf_pistol/lower.md5anim anim pistol_fire.mb -dest models/weapons/gdf_pistol/fire.md5anim -xyzprecision 0.001 anim pistol_fire2.mb -dest models/weapons/gdf_pistol/fire2.md5anim -xyzprecision 0.001 anim pistol_fire3.mb -dest models/weapons/gdf_pistol/fire3.md5anim -xyzprecision 0.001 anim pistol_zoom_in_outofammo.mb -dest models/weapons/gdf_pistol/zoom_in_outofammo.md5anim anim pistol_zoom_out_outofammo.mb -dest models/weapons/gdf_pistol/zoom_out_outofammo.md5anim anim pistol_idle_zoom_outofammo.mb -dest models/weapons/gdf_pistol/idle_zoom_outofammo.md5anim -xyzprecision 0.001 anim pistol_start_sprint_outofammo.mb -dest models/weapons/gdf_pistol/start_sprint_outofammo.md5anim anim pistol_leave_sprint_outofammo.mb -dest models/weapons/gdf_pistol/leave_sprint_outofammo.md5anim anim pistol_reload.mb -dest models/weapons/gdf_pistol/reload.md5anim anim pistol_start_sprint.mb -dest models/weapons/gdf_pistol/start_sprint.md5anim anim pistol_leave_sprint.mb -dest models/weapons/gdf_pistol/leave_sprint.md5anim anim pistol_zoom_in.mb -dest models/weapons/gdf_pistol/zoom_in.md5anim anim pistol_zoom_out.mb -dest models/weapons/gdf_pistol/zoom_out.md5anim anim pistol_idle_zoom.mb -dest models/weapons/gdf_pistol/idle_zoom.md5anim -xyzprecision 0.001 anim pistol_fire_zoom.mb -dest models/weapons/gdf_pistol/fire_zoom.md5anim anim pistol_fire_silenced.mb -dest models/weapons/n2_pistol/fire_silenced.md5anim anim pistol_fire_last.mb -dest models/weapons/gdf_pistol/fire_last.md5anim anim pistol_idle_outofammo.mb -dest models/weapons/gdf_pistol/idle_outofammo.md5anim */ anim pistol_fire_zoom_last.mb -dest models/weapons/gdf_pistol/fire_zoom_last.md5anim /* //===================================== // pistol silenced //===================================== mesh pistol_base_file.mb -dest models/weapons/n2_pistol/silenced_view.md5mesh -keep muzzle silencer_muzzle -keepmesh left_arm_mesh left_hand_mesh right_arm_mesh right_hand_mesh Pistol pistol_trigger pistol_clip pistol_slide pistol_silencer pistol_slide_catch slide_sight front_sight */ } // ======================================================================== // VIEW Models // model viewmodel_pistol { mesh models/weapons/gdf_pistol/view.md5mesh anim idle models/weapons/gdf_pistol/idle.md5anim { } anim raise models/weapons/gdf_pistol/raise.md5anim { frame begin sound_channel snd_weapon_raise snd_raise frame 7 sound_channel snd_weapon_cock snd_cock } anim putaway models/weapons/gdf_pistol/lower.md5anim { } anim fire1 models/weapons/gdf_pistol/fire.md5anim { frame begin sound_channel snd_weapon_mech snd_mech } anim fire2 models/weapons/gdf_pistol/fire2.md5anim { frame begin sound_channel snd_weapon_mech snd_mech } anim fire3 models/weapons/gdf_pistol/fire3.md5anim { frame begin sound_channel snd_weapon_mech snd_mech } anim reload models/weapons/gdf_pistol/reload.md5anim { frame 6 sound_channel snd_weapon_temp1 snd_mag_out frame 28 sound_channel snd_weapon_temp2 snd_mag_in frame 32 sound_channel snd_weapon_temp3 snd_release } anim zoomin models/weapons/gdf_pistol/zoom_in.md5anim { frame 1 sound_channel snd_weapon_foley snd_sights_up } anim zoomout models/weapons/gdf_pistol/zoom_out.md5anim { frame 1 sound_channel snd_weapon_foley snd_sights_down } anim start_sprint models/weapons/gdf_pistol/start_sprint.md5anim { } anim leave_sprint models/weapons/gdf_pistol/leave_sprint.md5anim { } anim idle_zoom models/weapons/gdf_pistol/idle_zoom.md5anim { } anim fire_zoom models/weapons/gdf_pistol/fire_zoom.md5anim { } anim fire_zoom_last models/weapons/gdf_pistol/fire_zoom_last.md5anim { } anim fire_last models/weapons/gdf_pistol/fire_last.md5anim { } anim idle_outofammo models/weapons/gdf_pistol/idle_outofammo.md5anim { } anim start_sprint_outofammo models/weapons/gdf_pistol/start_sprint_outofammo.md5anim { } anim leave_sprint_outofammo models/weapons/gdf_pistol/leave_sprint_outofammo.md5anim { } anim zoomin_outofammo models/weapons/gdf_pistol/zoom_in_outofammo.md5anim { frame begin sound_channel snd_weapon_foley snd_sights_up } anim zoomout_outofammo models/weapons/gdf_pistol/zoom_out_outofammo.md5anim { frame begin sound_channel snd_weapon_foley snd_sights_down } anim idle_zoom_outofammo models/weapons/gdf_pistol/idle_zoom_outofammo.md5anim { } } model viewmodel_pistol_silenced { mesh models/weapons/gdf_pistol/silenced_view.md5mesh anim idle models/weapons/gdf_pistol/idle.md5anim { } anim raise models/weapons/gdf_pistol/raise.md5anim { frame begin sound_channel snd_weapon_raise snd_raise frame 7 sound_channel snd_weapon_cock snd_cock } anim putaway models/weapons/gdf_pistol/lower.md5anim { } anim fire1 models/weapons/gdf_pistol/fire.md5anim { frame begin sound_channel snd_weapon_mech snd_mech } anim reload models/weapons/gdf_pistol/reload.md5anim { frame 6 sound_channel snd_weapon_temp1 snd_mag_out frame 28 sound_channel snd_weapon_temp2 snd_mag_in frame 32 sound_channel snd_weapon_temp3 snd_release } anim zoomin models/weapons/gdf_pistol/zoom_in.md5anim { frame 1 sound_channel snd_weapon_foley snd_sights_up } anim zoomout models/weapons/gdf_pistol/zoom_out.md5anim { frame 1 sound_channel snd_weapon_foley snd_sights_down } anim start_sprint models/weapons/gdf_pistol/start_sprint.md5anim { } anim leave_sprint models/weapons/gdf_pistol/leave_sprint.md5anim { } anim idle_zoom models/weapons/gdf_pistol/idle_zoom.md5anim { } anim fire_zoom models/weapons/gdf_pistol/fire_zoom.md5anim { } anim fire_zoom_last models/weapons/gdf_pistol/fire_zoom_last.md5anim { } anim fire_last models/weapons/gdf_pistol/fire_last.md5anim { } anim idle_outofammo models/weapons/gdf_pistol/idle_outofammo.md5anim { } anim start_sprint_outofammo models/weapons/gdf_pistol/start_sprint_outofammo.md5anim { } anim leave_sprint_outofammo models/weapons/gdf_pistol/leave_sprint_outofammo.md5anim { } anim zoomin_outofammo models/weapons/gdf_pistol/zoom_in_outofammo.md5anim { frame 1 sound_channel snd_weapon_foley snd_sights_up } anim zoomout_outofammo models/weapons/gdf_pistol/zoom_out_outofammo.md5anim { frame 1 sound_channel snd_weapon_foley snd_sights_down } anim idle_zoom_outofammo models/weapons/gdf_pistol/idle_zoom_outofammo.md5anim { } } // ======================================================================== // WORLD Models // model worldmodel_pistol { mesh models/weapons/gdf_pistol/pistol_world.md5mesh anim raise models/weapons/gdf_pistol/pistol_world.md5anim anim idle models/weapons/gdf_pistol/pistol_world.md5anim anim aim models/weapons/gdf_pistol/pistol_world.md5anim anim fire models/weapons/gdf_pistol/pistol_world.md5anim anim fire1 models/weapons/gdf_pistol/pistol_world.md5anim anim reload models/weapons/gdf_pistol/pistol_world.md5anim anim noammo models/weapons/gdf_pistol/pistol_world.md5anim anim putaway models/weapons/gdf_pistol/pistol_world.md5anim } model worldmodel_pistol_silenced { mesh models/weapons/gdf_pistol/pistol_world_silenced.md5mesh anim raise models/weapons/gdf_pistol/pistol_world_silenced.md5anim anim idle models/weapons/gdf_pistol/pistol_world_silenced.md5anim anim aim models/weapons/gdf_pistol/pistol_world_silenced.md5anim anim fire models/weapons/gdf_pistol/pistol_world_silenced.md5anim anim fire1 models/weapons/gdf_pistol/pistol_world_silenced.md5anim anim reload models/weapons/gdf_pistol/pistol_world_silenced.md5anim anim noammo models/weapons/gdf_pistol/pistol_world_silenced.md5anim anim putaway models/weapons/gdf_pistol/pistol_world_silenced.md5anim } // ======================================================================== // Entity DEFS // template inventory/weapons/pistol_template { parameters < STATNAME > text { data { "model_view" "viewmodel_pistol" "model_world" "worldmodel_pistol" "view_offset" "-2 2 -1" "view_foreshorten" "0.8" "joint_attach" "RightHand" "num_world_models" "2" "anim_prefix" "pistol" "anim_prefix_class" "onehanded" "speed_mod" "1.1" "weapon_scriptobject" "weapon_pistol" "recoilTime" "120" "recoilAngles" "-0.25 0 0" "kickback" "1" "kickback_prone" "0.5" "stat_name" "STATNAME" "snd_fire" "sounds/weapons/pistol/fire" "snd_fire_far" "sounds/weapons/pistol/fire/far" "snd_fire_local" "sounds/weapons/pistol/fire/local" "snd_cock" "sounds/weapons/pistol/cock" "snd_reload" "sounds/weapons/pistol/reload" "snd_mech" "sounds/weapons/pistol/mech" "snd_mag_out" "sounds/weapons/pistol/mag_out" "snd_mag_in" "sounds/weapons/pistol/mag_in" "snd_release" "sounds/weapons/pistol/release" "snd_raise" "sounds/weapons/pistol/raise" "snd_sights_up" "sounds/weapons/pistol/sights/up" "snd_sights_down" "sounds/weapons/pistol/sights/down" "snd_lowammo" "sounds/weapons/misc/ammo_warning" "snd_dryfire" "sounds/weapons/misc/dryfire" "fx_muzzle_flash" "effects/weapons/pistol_muzzleflash_view" "fx_muzzle_flash_world" "effects/weapons/pistol_muzzleflash_world" "fov_zoom" "60" "fov_time" "0.25" "fov_speed" "0.5" "fov_spread" "0.5" "fire_rate" "0.12" "low_ammo" "4" "tt_intro_1" "pistol_intro_1" "tt_intro_2" "generic_weapon_fire" "tt_intro_ironsights_1" "pistol_ironsights" "tt_intro_ironsights_2" "generic_weapon_ironsights" "tt_intro_reload" "generic_weapon_reload" "climate_skin_key" "weapon_gdf" "crosshair" "small" "crosshair_spread_min" "-0.5" "crosshair_spread_max" "4" "crosshair_spread_scale" "2" "spread_min" "1" "spread_max" "10" "spread_inc" "2" "spread_viewrate_min" "1" "spread_viewrate_max" "10" "spread_viewrate_inc" "5" "spread_max_settle_time" "1200" "spread_crouch_min" "0.75" "spread_crouch_max" "8" "spread_crouch_inc" "1.75" "spread_crouch_viewrate_min" "0.75" "spread_crouch_viewrate_max" "8" "spread_crouch_viewrate_inc" "5" "spread_crouch_max_settle_time" "1000" "spread_prone_min" "0.5" "spread_prone_max" "4" "spread_prone_inc" "1.5" "spread_prone_viewrate_min" "0.5" "spread_prone_viewrate_max" "4" "spread_prone_viewrate_inc" "5" "spread_prone_max_settle_time" "800" "autoswitch_priority" "10" "player_weapon_num" "1" } } } template inventory/weapons/pistol_clip_template { parameters < PROJECTILE > text { clip { "projectile" "PROJECTILE" "client_projectile" "projectile_bullet" "type" "pistol" "ammo_per_shot" "1" "max_ammo" "10" } } } invItemDef inventory/weapons/pistol { type "weapon" slot "sidearm" name "game/weapons/pistol" model "models/weapons/gdf_pistol/pistol_player.lwo" joint "RightUpLeg" useTemplate inventory/weapons/pistol_template< "pistol" > useTemplate inventory/weapons/pistol_clip_template< "projectile_pistol" > data { "mtr_weaponmenu" "guis/assets/icons/weapons/pistol" } } invItemDef inventory/weapons/pistol/silenced { type "weapon" slot "sidearm" name "game/weapons/pistol_silenced" model "models/weapons/gdf_pistol/pistol_player.lwo" joint "RightUpLeg" useTemplate inventory/weapons/pistol_template< "pistol_silenced" > data { "model_view" "viewmodel_pistol_silenced" "model_world" "worldmodel_pistol_silenced" "view_offset" "-2 2 -1" "view_foreshorten" "0.8" "snd_fire" "sounds/weapons/pistol/fire/silenced" "snd_fire_far" "silence" "snd_fire_local" "sounds/weapons/pistol/fire/silenced/local" "snd_mech" "sounds/weapons/pistol/mech" "fx_muzzle_flash" "effects/weapons/pistol_muzzleflash_silenced_view" "fx_muzzle_flash_world" "effects/weapons/pistol_muzzleflash_silenced_world" "mtr_weaponmenu" "guis/assets/icons/weapons/silencedpistol" "tt_intro_1" "silencedpistol_intro_1" "tt_intro_2" "generic_weapon_fire" "tt_intro_ironsights_1" "silencedpistol_ironsights" "tt_intro_ironsights_2" "generic_weapon_ironsights" "tt_intro_reload" "generic_weapon_reload" } useTemplate inventory/weapons/pistol_clip_template< "projectile_pistol_silenced" > } toolTip silencedpistol_intro_1 { sound "sounds/ui/main/neutral" text "game/tt/intro/silencedpistol_1" } toolTip silencedpistol_ironsights { sound "sounds/ui/main/neutral" text "game/tt/intro/generic/ironsights_1" } toolTip pistol_intro_1 { sound "sounds/ui/main/neutral" text "game/tt/intro/pistol_1" } toolTip pistol_ironsights { sound "sounds/ui/main/neutral" text "game/tt/intro/generic/ironsights_1" } entityDef projectile_pistol { "spawnclass" "idProjectile" "inherit" "projectile_bullet_base" "range" "4096" "min_damage_percent" "10" "dmg_damage" "damage_pistol" } damageDef damage_pistol { damage "damage_pistol" kickDir ( 1 0 0 ) mtr_blob "genericDamage" blob_time 300 blob_offset_x 400 knockback 1 push 5000 kick_time 400 kick_amplitude 0.25 stat_name "pistol" record_hit_stats prof_damage "pro_light_weapons_damage" tt_obituary "tooltips/killmsgs/weapons/pistol" tt_obituary_team_kill "tooltips/killmsgs/weapons/pistol/teamkill" } entityDef projectile_pistol_silenced { "spawnclass" "idProjectile" "inherit" "projectile_bullet_base" "range" "4096" "min_damage_percent" "10" "dmg_damage" "damage_pistol_silenced" } damageDef damage_pistol_silenced { damage "damage_pistol" kickDir ( 1 0 0 ) mtr_blob "genericDamage" blob_time 300 blob_offset_x 400 knockback 1 push 5000 kick_time 400 kick_amplitude 0.25 stat_name "pistol_silenced" record_hit_stats prof_damage "pro_light_weapons_damage" tt_obituary "tooltips/killmsgs/weapons/pistol/silenced" tt_obituary_team_kill "tooltips/killmsgs/weapons/pistol/silenced/teamkill" } damageFilter damage_pistol { type { target "target_player_all" damage 14 } type { target "target_veh_light_all" damage 14 } type { target "target_veh_heavy_all" damage 7 } type { target "target_deployables_all" damage 14 } }