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https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-19 12:14:35 +02:00
Switched Doom 3 weapons to native.
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/***********************************************************************
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weapon_pistol.def
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anim fire2 models/md5/weapons/pistol_view/fire2.md5anim {
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frame 1 sound_weapon player_pistol_fire
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}
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anim fire3 models/md5/weapons/pistol_view/fire3.md5anim {
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frame 1 sound_weapon player_pistol_fire
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}
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anim fire4 models/md5/weapons/pistol_view/fire4.md5anim {
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frame 1 sound_weapon player_pistol_fire
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}
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***********************************************************************/
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export fred {
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// view model pistol
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options -prefix PISTOL_ -keep barrel eject flash -parent flash Bod -parent barrel Bar -parent Ext eject -parent Bar Bod -parent eject Bod -parent Bod Rhand1 -parent Luparm1 Rloarm1 -parent Cli Bod -parent Trig Bod -rename origin blah -sourcedir models/weapons/pistol/fred/cycles -destdir models/md5/weapons/pistol_view
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mesh idle.ma -dest viewpistol
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anim idle.ma
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anim idle_empty.ma
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anim fire1.ma
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anim fire2.ma
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anim fire3.ma
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anim fire4.ma
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anim put_away.ma
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//anim models/weapons/pistol/fred/cycles/raise3.ma -dest models/md5/weapons/pistol_view/raise3
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anim raise.ma
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anim reload_empty.ma
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anim reload_empty.ma -range 1 14 -dest empty_reload_start
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// world model pistol
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options -ignorescale -prefix PLAYER_PISTOL_ -keep pistolclip ATTACHER barrel flash eject -parent eject pbody -parent flash pbody -parent pistolclip pbody -rename pbarrel barrel -rename ATTACHER origin -clearorigin
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addoptions -skipmesh PLAYER_pistolBarrel
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addoptions -skipmesh PLAYER_pistolExtender
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addoptions -skipmesh PLAYER_pistolTrigger
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addoptions -skipmesh PLAYER_pistolBody
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addoptions -skipmesh PLAYER_pistolClip1
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mesh models/characters/player/mocap/pistol_idle.mb -dest models/md5/weapons/pistol_world/worldpistol
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anim models/characters/player/mocap/pistol_idle.mb -dest models/md5/weapons/pistol_world/pistol_idle
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}
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entityDef weapon_pistol {
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"editor_color" ".3 .3 1"
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"editor_mins" "-16 -16 0"
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"editor_maxs" "16 16 32"
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"editor_usage" "Pistol"
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"editor_rotatable" "1"
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"spawnclass" "idItem"
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"size" "32 32 32"
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"model" "models/weapons/pistol/w_pistol.lwo"
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"model_view" "viewmodel_pistol"
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"model_world" "worldmodel_pistol"
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"joint_attach" "PISTOL_ATTACHER"
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"def_dropItem" "moveable_item_pistol"
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"modelindex" "MODELINDEX_SHOTGUN"
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"inv_name" "Pistol"
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"inv_weapon" "weapon_pistol"
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"inv_item" "5"
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"inv_ammo_bullets" "12"
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"icon" "guis/assets/hud/wpn_1"
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"weapon_class" "rvmWeaponPistol"
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"def_projectile" "projectile_bullet_pistol"
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"ammoType" "ammo_bullets"
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"ammoRequired" "1"
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"clipSize" "12"
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"lowAmmo" "4"
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"mtr_flashShader" "muzzleflash"
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"flashColor" "1 0.8 0.4"
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"flashRadius" "120"
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"silent_fire" "0"
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"recoilTime" "125"
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"recoilAngles" "-1 0 0"
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"weaponAngleOffsetAverages" "10"
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"weaponAngleOffsetScale" ".25"
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"weaponAngleOffsetMax" "10"
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"weaponOffsetTime" "400"
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"weaponOffsetScale" "0.005"
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"hide_time" "0.3" // time to hide weapon when talking to npcs or looking at guis
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"hide_distance" "-15" // distance to offset weapon when talking to npcs or looking at guis
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"smoke_muzzle" "muzzlesmoke.prt"
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"def_ejectBrass" "debris_brass"
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"ejectBrassDelay" "10"
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"snd_acquire" "sound_weapon_acquire"
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"snd_respawn" "sound_weapon_respawn"
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"skin_invisible" "skins/pistol_invis"
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"spread" "0"
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}
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entityDef moveable_item_pistol {
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"inherit" "weapon_pistol"
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"spawnclass" "idMoveableItem"
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"density" "0.05"
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"friction" "0.2"
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"bouncyness" "0"
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}
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model worldmodel_pistol {
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mesh models/md5/weapons/pistol_world/worldpistol.md5mesh
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anim idle models/md5/weapons/pistol_world/pistol_idle.md5anim
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anim idle_empty models/md5/weapons/pistol_world/pistol_idle.md5anim
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anim aim models/md5/weapons/pistol_world/pistol_idle.md5anim
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anim fire1 models/md5/weapons/pistol_world/pistol_idle.md5anim
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anim putaway models/md5/weapons/pistol_world/pistol_idle.md5anim
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anim raise models/md5/weapons/pistol_world/pistol_idle.md5anim
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anim reload models/md5/weapons/pistol_world/pistol_idle.md5anim
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anim noammo models/md5/weapons/pistol_world/pistol_idle.md5anim
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}
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model viewmodel_pistol {
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mesh models/md5/weapons/pistol_view/viewpistol.md5mesh
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anim raise models/md5/weapons/pistol_view/raise.md5anim {
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frame 7 sound_body player_pistol_raise_01
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}
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anim idle models/md5/weapons/pistol_view/idle.md5anim
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anim idle_empty models/md5/weapons/pistol_view/idle_empty.md5anim
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anim fire1 models/md5/weapons/pistol_view/fire1.md5anim {
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frame 1 sound_weapon player_pistol_fire
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}
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anim reload models/md5/weapons/pistol_view/reload_empty.md5anim {
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frame 1 sound_weapon player_pistol_reload
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}
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anim noammo models/md5/weapons/pistol_view/empty_reload_start.md5anim {
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frame 1 sound_body player_pistol_empty
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}
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anim putaway models/md5/weapons/pistol_view/put_away.md5anim
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}
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entityDef damage_bullet_pistol {
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"minDamage" "9"
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"maxDamage" "14"
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"kickDir" "1 0 0"
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"mtr_blob" "genericDamage"
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"blob_time" "300"
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"blob_size" "400"
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"blob_offset_x" "400"
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"knockback" "1"
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"gib" "1"
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"smoke_wound_flesh" "burstysquirt.prt"
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"mtr_wound_flesh" "textures/decals/hurt02"
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"mtr_wound_metal" "textures/decals/hurtmetal"
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"mtr_wound_ricochet" "textures/decals/hurtmetal"
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"mtr_splat_flesh" "textures/decals/dsplat2"
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"mtr_splat_flesh2" "textures/decals/dsplat5"
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"mtr_splat_flesh3" "textures/decals/dsplat7"
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"mtr_splat_flesh4" "textures/decals/dsplat11"
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// the flesh impact is used in the damage so players hear it on their body
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// the other impacts are played on detonation
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"snd_flesh" "bullet_impact_flesh"
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"kick_time" "400"
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"kick_amplitude" "1"
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"dv_time" "100"
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}
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entityDef projectile_bullet_pistol {
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"spawnclass" "idProjectile"
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"mins" "-1 -1 -1"
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"maxs" "1 1 1"
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"cone" "3"
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"scale" "0.1"
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"noshadows" "1"
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"def_damage" "damage_bullet_pistol"
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"launchFromBarrel" "0"
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"health" "0"
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"velocity" "7200 0 0" // .38 Special 600 fps. Source: Petzal, David E. "How fast is a speeding bullet." Field and Stream. 97 (1992): 23
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"angular_velocity" "0 0 0"
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"thrust" "0"
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"thrust_start" "0"
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"thrust_end" "0"
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"linear_friction" "0"
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"angular_friction" "0"
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"contact_friction" "0"
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"bounce" "0.6"
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"mass" "2"
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"gravity" "0"
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"fuse" "4"
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"detonate_on_fuse" "0"
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"detonate_on_death" "0"
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"detonate_on_world" "1"
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"detonate_on_actor" "1"
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"impact_damage_effect" "1"
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"impact_gib" "1"
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"mtr_detonate" "textures/decals/bulleth02"
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"mtr_detonate_glass" "textures/decals/testbulletglass1"
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"decal_size" "10"
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"model_smokespark" "bulletsmokeandspark.prt"
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"model_ricochet" "bulletricochet.prt"
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// played on collision with non-damagable entities
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"snd_plastic" "bullet_impact_plastic"
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"snd_cardboard" "bullet_impact_cardboard"
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"snd_flesh" "bullet_impact_flesh"
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"snd_metal" "bullet_impact_metal"
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"snd_stone" "bullet_impact_stone"
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"snd_wood" "bullet_impact_wood"
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"snd_glass" "bullet_impact_glass"
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"snd_liquid" "bullet_impact_liquid"
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"snd_ricochet" "bullet_ricochet"
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//"snd_impact" "bullet_impact_metal"
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"mtr_light_shader" ""
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"light_color" "0 0 0"
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"light_radius" "0"
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"light_offset" "0 0 0"
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"mtr_explode_light_shader" ""
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"explode_light_color" "0 0 0"
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"explode_light_radius" "0"
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"explode_light_fadetime" "0"
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}
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