/*********************************************************************** weapons/pistol.def ***********************************************************************/ // ======================================================================== // Export // //===================================== // pistol standard //===================================== export hauser { options -prefix AKIMBO_ -sourcedir models/weapons/gdf_pistol/dev_sd -destdir models/weapons/gdf_pistol/ -keep muzzle_left silencer_muzzle_left muzzle_right silencer_muzzle_right -keepmesh left_arm_mesh left_hand_mesh gui_holder_mesh gui_mesh right_arm_mesh right_hand_mesh pistol pistol_trigger pistol_clip pistol_slide pistol_slide_catch pistol_left pistol_trigger_left pistol_clip_left pistol_slide_left pistol_slide_catch_left mesh akimbo_pistol_base_file.mb -dest models/weapons/gdf_pistol/akimbo_view.md5mesh anim akimbo_pistol_idle.mb -dest models/weapons/gdf_pistol/akimbo_idle.md5anim anim akimbo_pistol_raise.mb -dest models/weapons/gdf_pistol/akimbo_raise.md5anim anim akimbo_pistol_lower.mb -dest models/weapons/gdf_pistol/akimbo_lower.md5anim anim akimbo_pistol_fire.mb -dest models/weapons/gdf_pistol/akimbo_fire_left.md5anim -range 15 26 anim akimbo_pistol_fire.mb -dest models/weapons/gdf_pistol/akimbo_fire_right.md5anim -range 1 12 anim akimbo_pistol_reload.mb -dest models/weapons/gdf_pistol/akimbo_reload.md5anim anim akimbo_pistol_start_sprint.mb -dest models/weapons/gdf_pistol/akimbo_start_sprint.md5anim anim akimbo_pistol_leave_sprint.mb -dest models/weapons/gdf_pistol/akimbo_leave_sprint.md5anim anim akimbo_pistol_zoom_in.mb -dest models/weapons/gdf_pistol/akimbo_zoom_in.md5anim anim akimbo_pistol_zoom_out.mb -dest models/weapons/gdf_pistol/akimbo_zoom_out.md5anim anim akimbo_pistol_idle_zoom.mb -dest models/weapons/gdf_pistol/akimbo_idle_zoom.md5anim anim akimbo_pistol_fire_zoom.mb -dest models/weapons/gdf_pistol/akimbo_fire_zoom.md5anim //===================================== // pistol silenced //===================================== mesh akimbo_pistol_base_file.mb -dest models/weapons/n2_pistol/akimbo_silenced_view.md5mesh -keep muzzle_left silencer_muzzle_left muzzle_right silencer_muzzle_right -keepmesh left_arm_mesh left_hand_mesh gui_holder_mesh gui_mesh right_arm_mesh right_hand_mesh pistol pistol_trigger pistol_clip pistol_slide pistol_silencer pistol_slide_catch pistol_left pistol_trigger_left pistol_clip_left pistol_slide_left pistol_silencer_left pistol_slide_catch_left } // ======================================================================== // VIEW Models // model viewmodel_pistol_akimbo { mesh models/weapons/gdf_pistol/akimbo_view.md5mesh anim idle models/weapons/gdf_pistol/akimbo_idle.md5anim { } anim raise models/weapons/gdf_pistol/akimbo_raise.md5anim { frame begin sound_channel snd_weapon_raise snd_raise } anim putaway models/weapons/gdf_pistol/akimbo_lower.md5anim { } anim fire_right models/weapons/gdf_pistol/akimbo_fire_right.md5anim { frame begin sound_channel snd_weapon_mech snd_mech } anim fire_left models/weapons/gdf_pistol/akimbo_fire_left.md5anim { frame begin sound_channel snd_weapon_mech snd_mech } anim reload models/weapons/gdf_pistol/akimbo_reload.md5anim { frame 6 sound_channel snd_weapon_reload snd_mag_out frame 14 sound_channel snd_weapon_mech snd_mag_out frame 30 sound_channel snd_weapon_raise snd_raise frame 39 sound_channel snd_weapon_reload snd_mag_in frame 44 sound_channel snd_weapon_sig snd_release frame 53 sound_channel snd_weapon_mech snd_mag_in frame 56 sound_channel snd_weapon_sig snd_release } anim zoomin models/weapons/gdf_pistol/akimbo_zoom_in.md5anim { } anim zoomout models/weapons/gdf_pistol/akimbo_zoom_out.md5anim { } anim start_sprint models/weapons/gdf_pistol/akimbo_start_sprint.md5anim { } anim leave_sprint models/weapons/gdf_pistol/akimbo_leave_sprint.md5anim { } anim idle_zoom models/weapons/gdf_pistol/akimbo_idle_zoom.md5anim { } anim fire_zoom_left models/weapons/gdf_pistol/akimbo_fire_left.md5anim { } anim fire_zoom_right models/weapons/gdf_pistol/akimbo_fire_right.md5anim { } channel legs ( *right_upperight_arm ) channel torso ( *left_upper_arm ) } model viewmodel_pistol_akimbo_silenced { mesh models/weapons/gdf_pistol/akimbo_silenced_view.md5mesh anim idle models/weapons/gdf_pistol/akimbo_idle.md5anim { } anim raise models/weapons/gdf_pistol/akimbo_raise.md5anim { frame begin sound_channel snd_weapon_raise snd_raise } anim putaway models/weapons/gdf_pistol/akimbo_lower.md5anim { } anim fire_right models/weapons/gdf_pistol/akimbo_fire_right.md5anim { frame begin sound_channel snd_weapon_mech snd_mech } anim fire_left models/weapons/gdf_pistol/akimbo_fire_left.md5anim { frame begin sound_channel snd_weapon_mech snd_mech } anim reload models/weapons/gdf_pistol/akimbo_reload.md5anim { frame 6 sound_channel snd_weapon_reload snd_mag_out frame 14 sound_channel snd_weapon_mech snd_mag_out frame 30 sound_channel snd_weapon_raise snd_raise frame 39 sound_channel snd_weapon_reload snd_mag_in frame 44 sound_channel snd_weapon_sig snd_release frame 53 sound_channel snd_weapon_mech snd_mag_in frame 56 sound_channel snd_weapon_sig snd_release } anim zoomin models/weapons/gdf_pistol/akimbo_zoom_in.md5anim { } anim zoomout models/weapons/gdf_pistol/akimbo_zoom_out.md5anim { } anim start_sprint models/weapons/gdf_pistol/akimbo_start_sprint.md5anim { } anim leave_sprint models/weapons/gdf_pistol/akimbo_leave_sprint.md5anim { } anim idle_zoom models/weapons/gdf_pistol/akimbo_idle_zoom.md5anim { } anim fire_zoom models/weapons/gdf_pistol/akimbo_fire_zoom.md5anim { } } model worldmodel_pistol_right { mesh models/weapons/gdf_pistol/pistol_right_world.md5mesh anim raise models/weapons/gdf_pistol/pistol_right_world.md5anim anim idle models/weapons/gdf_pistol/pistol_right_world.md5anim anim aim models/weapons/gdf_pistol/pistol_right_world.md5anim anim fire models/weapons/gdf_pistol/pistol_right_world.md5anim anim fire1 models/weapons/gdf_pistol/pistol_right_world.md5anim anim reload models/weapons/gdf_pistol/pistol_right_world.md5anim anim noammo models/weapons/gdf_pistol/pistol_right_world.md5anim anim putaway models/weapons/gdf_pistol/pistol_right_world.md5anim } model worldmodel_pistol_right_silenced { mesh models/weapons/gdf_pistol/pistol_right_world_silenced.md5mesh anim raise models/weapons/gdf_pistol/pistol_right_world_silenced.md5anim anim idle models/weapons/gdf_pistol/pistol_right_world_silenced.md5anim anim aim models/weapons/gdf_pistol/pistol_right_world_silenced.md5anim anim fire models/weapons/gdf_pistol/pistol_right_world_silenced.md5anim anim fire1 models/weapons/gdf_pistol/pistol_right_world_silenced.md5anim anim reload models/weapons/gdf_pistol/pistol_right_world_silenced.md5anim anim noammo models/weapons/gdf_pistol/pistol_right_world_silenced.md5anim anim putaway models/weapons/gdf_pistol/pistol_right_world_silenced.md5anim } // ======================================================================== // Entity DEFS // template inventory/weapons/pistol_akimbo_template { parameters < STATNAME > text { data { "model_view" "viewmodel_pistol_akimbo" "model_world" "worldmodel_pistol" "model_world_2" "worldmodel_pistol_right" "view_offset" "-3 -1 -2" "view_foreshorten" "0.8" "joint_attach" "RightHand" "joint_attach_2" "LeftHand" "num_world_models" "2" "anim_prefix" "pistol_akimbo" "anim_prefix_class" "pistol" "speed_mod" "1.1" "weapon_scriptobject" "weapon_pistol_akimbo" "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_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" "akimbopistols_intro_1" "tt_intro_2" "generic_weapon_fire" "tt_intro_ironsights_1" "" "tt_intro_ironsights_2" "" "tt_intro_reload" "generic_weapon_reload" "climate_skin_key" "weapon_gdf" "crosshair" "small" "crosshair_spread_min" "-0.5" "crosshair_spread_max" "2.7" "crosshair_spread_scale" "2.7" "spread_min" "2" "spread_max" "10" "spread_inc" "2" "spread_viewrate_min" "2" "spread_viewrate_max" "10" "spread_viewrate_inc" "5" "spread_max_settle_time" "1200" "spread_crouch_min" "1.5" "spread_crouch_max" "8" "spread_crouch_inc" "1.25" "spread_crouch_viewrate_min" "1.5" "spread_crouch_viewrate_max" "8" "spread_crouch_viewrate_inc" "5" "spread_crouch_max_settle_time" "1000" "spread_prone_min" "1" "spread_prone_max" "4" "spread_prone_inc" "1.5" "spread_prone_viewrate_min" "1" "spread_prone_viewrate_max" "4" "spread_prone_viewrate_inc" "5" "spread_prone_max_settle_time" "800" "autoswitch_priority" "10" "player_weapon_num" "1" } } } toolTip akimbopistols_intro_1 { sound "sounds/ui/main/neutral" text "game/tt/intro/akimbopistols_1" } template inventory/weapons/pistol_akimbo_clip_template { parameters < PROJECTILE > text { clip { "projectile" "PROJECTILE" "client_projectile" "projectile_bullet" "type" "pistol" "ammo_per_shot" "1" "max_ammo" "20" } } } invItemDef inventory/weapons/pistol_akimbo { type "weapon" slot "sidearm" name "game/weapons/pistol_akimbo" model "models/weapons/gdf_pistol/pistol_player.lwo" joint "RightUpLeg" useTemplate inventory/weapons/pistol_akimbo_template< "pistol_akimbo" > useTemplate inventory/weapons/pistol_akimbo_clip_template< "projectile_pistol_akimbo" > data { "mtr_weaponmenu" "guis/assets/icons/weapons/akimbopistols" } } invItemDef inventory/weapons/pistol_akimbo/silenced { type "weapon" slot "sidearm" name "game/weapons/pistol_akimbo_silenced" model "models/weapons/gdf_pistol/pistol_player.lwo" joint "RightUpLeg" useTemplate inventory/weapons/pistol_akimbo_template< "pistol_akimbo_silenced" > data { "model_view" "viewmodel_pistol_akimbo_silenced" "model_world" "worldmodel_pistol_silenced" "model_world_2" "worldmodel_pistol_right_silenced" "view_offset" "-3 -1 -2" "view_foreshorten" "0.8" "snd_fire" "sounds/weapons/pistol/fire/silenced" "snd_fire_far" "silence" "snd_fire_local" "sounds/weapons/pistol/fire/silenced/local" "fx_muzzle_flash" "effects/weapons/pistol_muzzleflash_silenced_view" "fx_muzzle_flash_world" "effects/weapons/pistol_muzzleflash_silenced_world" "climate_skin_key" "weapon_gdf" "fire_rate" "0.15" "spread_max_settle_time" "1250" "spread_crouch_max_settle_time" "1000" "spread_prone_max_settle_time" "750" "mtr_weaponmenu" "guis/assets/icons/weapons/akimbosilencedpistols" } useTemplate inventory/weapons/pistol_akimbo_clip_template< "projectile_pistol_akimbo_silenced" > } entityDef projectile_pistol_akimbo { "spawnclass" "idProjectile" "inherit" "projectile_bullet_base" "range" "4096" "min_damage_percent" "10" "dmg_damage" "damage_pistol_akimbo" } entityDef projectile_pistol_akimbo_silenced { "spawnclass" "idProjectile" "inherit" "projectile_bullet_base" "range" "4096" "min_damage_percent" "10" "dmg_damage" "damage_pistol_akimbo_silenced" } damageDef damage_pistol_akimbo_silenced { damage "damage_pistol_akimbo" 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_akimbo_silenced" record_hit_stats prof_damage "pro_light_weapons_damage" tt_obituary "tooltips/killmsgs/weapons/pistol_akimbo_silenced" tt_obituary_team_kill "tooltips/killmsgs/weapons/pistol_akimbo_silenced/teamkill" } damageDef damage_pistol_akimbo { damage "damage_pistol_akimbo" 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_akimbo" record_hit_stats prof_damage "pro_light_weapons_damage" tt_obituary "tooltips/killmsgs/weapons/pistol_akimbo" tt_obituary_team_kill "tooltips/killmsgs/weapons/pistol_akimbo/teamkill" } damageFilter damage_pistol_akimbo { type { target "target_player_all" damage 15 } type { target "target_veh_all" damage 15 } type { target "target_deployables_all" damage 15 } }