* passing of extra damageDecl values from radiusDamage() calls * add fun cg_modelSpin/Bob cvars * NSActor::MaxAmmo(int) added * NSItem::ItemPickUpCheck(entity) added * base/ cleanup
118 lines
2.2 KiB
Modula-2
118 lines
2.2 KiB
Modula-2
// Baseball Bat
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entityDef weapon_bat
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{
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"spawnclass" "NSWeapon"
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"model_view" "models/weapons/v_bat.vvm"
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"model" "models/weapons/w_bat.vvm"
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"inv_name" "Baseball Bat"
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"inv_weapon" "weapon_bat"
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"ammoType" ""
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"ammoRequired" "0"
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"def_dropItem" "weapon_bat"
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"def_onFire" "damage_bat"
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"testDistance" "-32"
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"meleeRateMiss" "0.6"
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"meleeRateHit" "0.75"
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"act_idle" "0,2"
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"act_draw" "4"
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"act_holster" "6"
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"act_fireFailed" "9,11,13"
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"act_fire" "8,10,12"
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"snd_fire" "weapon_bat.hit"
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"snd_fireFailed" "weapon_bat.miss"
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}
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entityDef damage_bat
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{
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"spawnclass" "NSProjectile"
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"is_bullet" "1"
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"damage" "15"
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"gib" "1"
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}
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// Pistol
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entityDef weapon_pistol
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{
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"spawnclass" "NSWeapon"
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"model_view" "models/weapons/v_pistol.vvm"
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"model" "models/weapons/w_pistol.vvm"
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"inv_name" "Pistol"
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"inv_weapon" "weapon_pistol"
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"ammoType" ""
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"ammoRequired" "0"
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"def_dropItem" "weapon_pistol"
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"def_onFire" "projectile_pistol"
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"fireRate" ".2"
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"snd_fire" "weapon_pistol.fire"
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"act_fire" "14,16"
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"act_fireLast" "15,17"
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"act_reload" "8"
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"act_reloadEmpty" "9"
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"act_drawEmpty" "3"
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"act_draw" "2"
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"act_idleEmpty" "1"
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"act_idle" "0"
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}
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entityDef projectile_pistol
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{
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"spawnclass" "NSProjectile"
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"is_bullet" "1"
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"detonate_on_world" "1"
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"damage" "15"
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"spread" "0.01 0.01"
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}
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// Grenade
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entityDef weapon_frag
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{
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"spawnclass" "NSWeapon"
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"model_view" "models/weapons/v_frag.vvm"
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"model" "models/weapons/w_frag.vvm"
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"inv_name" "Grenade"
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"inv_weapon" "weapon_frag"
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"ammoType" ""
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"ammoRequired" "0"
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"def_dropItem" "weapon_frag"
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"def_onRelease" "projectile_frag"
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"act_idle" "0"
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"act_draw" "1"
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"act_holster" "2"
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"act_fire" "4"
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"act_release" "6"
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}
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entityDef projectile_frag
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{
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"spawnclass" "NSProjectile"
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"model" "models/weapons/w_frag.vvm"
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"frame" "1"
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"fuse" "4"
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"detonate_on_fuse" "1"
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"bounce" "1"
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"angular_velocity" "-350 0 0"
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"velocity" "300 0 40"
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"model_detonate" "fx_explosion.main"
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"snd_explode" "fx.explosion"
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"snd_bounce" "weapon_frag.bounce"
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"decal_detonate" "ExplosionScorch"
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"def_damage" "damage_fragDirect"
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"def_splash_damage" "damage_fragSplash"
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}
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entityDef damage_fragDirect
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{
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"damage" "1"
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}
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entityDef damage_fragSplash
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{
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"damage" "150"
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"radius" "250"
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}
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