etqw-sdk/base/def/weapons/pistol.def

508 lines
17 KiB
Modula-2

/***********************************************************************
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
}
}