/*********************************************************************** monster_zsec_pistol.def ***********************************************************************/ export fred { options -prefix ZOMBIE_ -keep Rhand Lknee Rknee eject barrel flash Body Body2 headcontrol neckcontrol loneckcontrol SPINNER Lhand1 Rhand1 -parent headcontrol neckcontrol -parent neckcontrol loneckcontrol -parent loneckcontrol Shoulders -parent rshldrpad Shoulders -parent lshldrpad Shoulders -parent shield Lloarm -parent pistol Rhand1 -parent Body2 Body -parent Hips Body2 -parent SPINNER Body2 -parent Waist SPINNER -rename peject eject -rename pbarrel barrel -rename pflash flash -parent eject pistol -parent flash pistol -parent barrel pistol addoptions -keepmesh securitybodymesh addoptions -keepmesh sec_rshldrmesh addoptions -keepmesh sec_lshldrmesh addoptions -keepmesh w_pistolmesh addoptions -keepmesh pflash1 addoptions -keepmesh pflash2 addoptions -keepmesh secsheild_outerglass addoptions -keepmesh secsheild_innerglass addoptions -keepmesh secsheild_innermesh addoptions -keepmesh secsheild_outermesh addoptions -keepmesh skeletonmesh mesh models/monsters/zombie/cycles/zombie_mesh.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/zsecpistol anim models/monsters/zombie/cycles/attacks/pistol_aim.mb -range 16 16 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/aim anim models/monsters/zombie/cycles/attacks/pistol_raise.mb -range 1 16 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/raise anim models/monsters/zombie/cycles/attacks/pistol_raise.mb -range 16 32 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/lower anim models/monsters/zombie/cycles/idles/security_afpose.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/af_pose -prefix SUIT_ anim models/monsters/zombie/cycles/runs/shield_run.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_shield/shield_run anim models/monsters/zombie/cycles/idles/pistol_stand.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/stand anim models/monsters/zombie/cycles/walks/pistol_step_left.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/step_left anim models/monsters/zombie/cycles/walks/pistol_step_right.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/step_right anim models/monsters/zombie/cycles/idles/pistol_sight.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/sight anim models/monsters/zombie/cycles/walks/pistol_walk2.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/walk2 anim models/monsters/zombie/cycles/attacks/pistol_crouch_aim.mb -rotate 90 -range 11 11 -dest models/md5/monsters/zombies/zsec_pistol/crouch_aim anim models/monsters/zombie/cycles/attacks/pistol_crouch_aim_pain_lft.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/crouch_aim_pain_left anim models/monsters/zombie/cycles/attacks/pistol_crouch_aim_pain_center.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/crouch_pain_center anim models/monsters/zombie/cycles/attacks/pistol_crouch_aim_pain_rt.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/crouch_aim_pain_right anim models/monsters/zombie/cycles/attacks/pistol_crouch_raise_fire_lower.mb -range 1 11 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/crouch_raise anim models/monsters/zombie/cycles/attacks/pistol_crouch_raise_fire_lower.mb -range 11 37 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/crouch_fire anim models/monsters/zombie/cycles/attacks/pistol_crouch_raise_fire_lower.mb -range 37 50 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/crouch_lower anim models/monsters/zombie/cycles/attacks/pistol_fire1.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/fire1 anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 44 63 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/chestpain1 anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 65 83 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/leftarmpain1 anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 85 105 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/rightarmpain1 anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 108 125 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/chestpain2 anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 133 155 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/headpain1 anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 163 185 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/leftarmpain2 anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 187 215 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/leftarmpain3 anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 248 274 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/headpain2 anim models/monsters/zombie/cycles/pains/zsec_pistol_pains.mb -range 308 338 -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/rightarmpain2 anim models/monsters/zombie/cycles/runs/pistol_run1.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/run1 anim models/monsters/zombie/cycles/runs/pistol_run2.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/run2 anim models/monsters/zombie/cycles/runs/evade_left.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/evade_left anim models/monsters/zombie/cycles/runs/evade_right.mb -rotate 90 -dest models/md5/monsters/zombies/zsec_pistol/evade_right } model model_monster_zsec_pistol { mesh models/md5/monsters/zombies/zsec_pistol/zsecpistol.md5mesh skin skins/monsters/zombies/zsecurity_pistol.skin channel torso ( *Waist ) channel legs ( origin Body Body2 *Hips -*Waist SPINNER ) anim af_pose models/md5/monsters/zombies/zsec_pistol/af_pose.md5anim anim ik_pose models/md5/monsters/zombies/zsec_pistol/af_pose.md5anim anim idle models/md5/monsters/zombies/zsec_pistol/stand.md5anim anim stand models/md5/monsters/zombies/zsec_pistol/stand.md5anim anim sight models/md5/monsters/zombies/zsec_pistol/sight.md5anim { frame 1 sound_voice monster_zombie_security_sight } anim walk models/md5/monsters/zombies/zsec_pistol/walk2.md5anim { frame 4 sound_body monster_zombie_security_footstep frame 12 sound_body monster_zombie_security_footstep frame 22 sound_body monster_zombie_security_footstep frame 34 sound_body monster_zombie_security_footstep } anim step_left models/md5/monsters/zombies/zsec_pistol/step_left.md5anim { frame 7 sound_body monster_zombie_security_footstep frame 16 sound_body monster_zombie_security_footstep } anim step_right models/md5/monsters/zombies/zsec_pistol/step_right.md5anim { frame 7 sound_body monster_zombie_security_footstep frame 12 sound_body monster_zombie_security_footstep } anim run1 models/md5/monsters/zombies/zsec_pistol/run1.md5anim { frame 9 sound_body monster_zombie_security_footstep frame 16 sound_body monster_zombie_security_footstep } anim run2 models/md5/monsters/zombies/zsec_pistol/run2.md5anim { frame 1 sound_body monster_zombie_security_footstep frame 10 sound_body monster_zombie_security_footstep frame 19 sound_body monster_zombie_security_footstep frame 28 sound_body monster_zombie_security_footstep } anim pain models/md5/monsters/zombies/zsec_pistol/chestpain1.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain_head1 models/md5/monsters/zombies/zsec_pistol/headpain1.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain_head2 models/md5/monsters/zombies/zsec_pistol/headpain2.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain_chest1 models/md5/monsters/zombies/zsec_pistol/chestpain1.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain_chest2 models/md5/monsters/zombies/zsec_pistol/chestpain2.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain_left_arm1 models/md5/monsters/zombies/zsec_pistol/leftarmpain1.md5anim { frame 5 sound_voice monster_zombie_security_pain } anim pain_left_arm2 models/md5/monsters/zombies/zsec_pistol/leftarmpain2.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain_left_arm3 models/md5/monsters/zombies/zsec_pistol/leftarmpain3.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain_right_arm1 models/md5/monsters/zombies/zsec_pistol/rightarmpain1.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain_right_arm2 models/md5/monsters/zombies/zsec_pistol/rightarmpain2.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim stepoutleft_out models/md5/monsters/zombies/zsec_pistol/wallstepleftpistol_B.md5anim { frame 13 sound_body monster_zombie_security_footstep } anim stepoutleft_fire models/md5/monsters/zombies/zsec_pistol/wallstepleftpistol_C.md5anim { frame 2 launch_missile pistol frame 2 sound_weapon monster_pistol_fire } anim stepoutleft_in models/md5/monsters/zombies/zsec_pistol/wallstepleftpistol_D.md5anim { frame 11 sound_body monster_zombie_security_footstep frame 18 sound_body monster_zombie_security_footstep } anim stepoutleft_wait models/md5/monsters/zombies/zsec_pistol/wallstepleftpistol_A.md5anim anim stepoutright_out models/md5/monsters/zombies/zsec_pistol/wallsteprightpistol_B.md5anim { frame 7 sound_body monster_zombie_security_footstep frame 13 sound_body monster_zombie_security_footstep } anim stepoutright_fire models/md5/monsters/zombies/zsec_pistol/wallsteprightpistol_C.md5anim { frame 2 launch_missile pistol frame 2 sound_weapon monster_pistol_fire } anim stepoutright_in models/md5/monsters/zombies/zsec_pistol/wallsteprightpistol_D.md5anim { frame 16 sound_body monster_zombie_security_footstep } anim stepoutright_wait models/md5/monsters/zombies/zsec_pistol/wallsteprightpistol_A.md5anim anim rotoutleft1_out models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol_B.md5anim { frame 11 sound_body monster_zombie_security_footstep frame 13 sound_body monster_zombie_security_footstep } anim rotoutleft1_fire models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol_C.md5anim { frame 2 launch_missile pistol frame 2 sound_weapon monster_pistol_fire } anim rotoutleft1_in models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol_D.md5anim { frame 12 sound_body monster_zombie_security_footstep frame 16 sound_body monster_zombie_security_footstep } anim rotoutleft1_wait models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol_A.md5anim anim rotoutleft2_out models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol2_B.md5anim { frame 12 sound_body monster_zombie_security_footstep } anim rotoutleft2_fire models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol2_C.md5anim { frame 2 launch_missile pistol frame 2 sound_weapon monster_pistol_fire } anim rotoutleft2_in models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol2_D.md5anim { frame 16 sound_body monster_zombie_security_footstep } anim rotoutleft2_wait models/md5/monsters/zombies/zsec_pistol/wallrotleftpistol2_A.md5anim anim rotoutright1_out models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol_B.md5anim { frame 5 sound_body monster_zombie_security_footstep frame 14 sound_body monster_zombie_security_footstep } anim rotoutright1_fire models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol_C.md5anim { frame 2 launch_missile pistol frame 2 sound_weapon monster_pistol_fire } anim rotoutright1_in models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol_D.md5anim { frame 13 sound_body monster_zombie_security_footstep frame 19 sound_body monster_zombie_security_footstep } anim rotoutright1_wait models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol_A.md5anim anim rotoutright2_out models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol2_B.md5anim { frame 13 sound_body monster_zombie_security_footstep frame 15 sound_body monster_zombie_security_footstep } anim rotoutright2_fire models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol2_C.md5anim { frame 2 launch_missile pistol frame 2 sound_weapon monster_pistol_fire } anim rotoutright2_in models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol2_D.md5anim { frame 3 sound_body monster_zombie_security_footstep frame 12 sound_body monster_zombie_security_footstep frame 15 sound_body monster_zombie_security_footstep } anim rotoutright2_wait models/md5/monsters/zombies/zsec_pistol/wallrotrightpistol2_A.md5anim anim craterotright_out models/md5/monsters/zombies/zsec_pistol/craterotrightpistol_B.md5anim { frame 17 sound_body monster_zombie_security_footstep } anim craterotright_fire models/md5/monsters/zombies/zsec_pistol/craterotrightpistol_C.md5anim { frame 1 sound_weapon monster_pistol_fire frame 1 launch_missile pistol } anim craterotright_in models/md5/monsters/zombies/zsec_pistol/craterotrightpistol_D.md5anim { frame 22 sound_body monster_zombie_security_footstep } anim craterotright_wait models/md5/monsters/zombies/zsec_pistol/craterotrightpistol_A.md5anim anim cratestand_out models/md5/monsters/zombies/zsec_pistol/cratestandpistol_B.md5anim anim cratestand_fire models/md5/monsters/zombies/zsec_pistol/cratestandpistol_C.md5anim { frame 1 sound_weapon monster_pistol_fire frame 1 launch_missile pistol } anim cratestand_in models/md5/monsters/zombies/zsec_pistol/cratestandpistol_D.md5anim anim cratestand_wait models/md5/monsters/zombies/zsec_pistol/cratestandpistol_A.md5anim anim crouch_out models/md5/monsters/zombies/zsec_pistol/crouch_raise.md5anim anim crouch_fire models/md5/monsters/zombies/zsec_pistol/crouch_fire.md5anim { frame 1 sound_weapon monster_pistol_fire frame 1 launch_missile pistol } anim crouch_in models/md5/monsters/zombies/zsec_pistol/crouch_lower.md5anim { frame 10 sound_body monster_zombie_security_footstep } anim crouch_wait models/md5/monsters/zombies/zsec_pistol/crouch_aim.md5anim anim range_attack_aim models/md5/monsters/zombies/zsec_pistol/aim.md5anim anim range_attack models/md5/monsters/zombies/zsec_pistol/raise.md5anim anim range_attack_loop models/md5/monsters/zombies/zsec_pistol/fire1.md5anim { frame 1 sound_weapon monster_pistol_fire frame 1 launch_missile pistol } anim range_attack_end models/md5/monsters/zombies/zsec_pistol/lower.md5anim anim crouch_range_attack_aim models/md5/monsters/zombies/zsec_pistol/crouch_aim.md5anim anim crouch_range_attack models/md5/monsters/zombies/zsec_pistol/crouch_raise.md5anim anim crouch_range_attack_loop models/md5/monsters/zombies/zsec_pistol/crouch_fire.md5anim { frame 1 sound_weapon monster_pistol_fire frame 1 launch_missile pistol } anim crouch_range_attack_end models/md5/monsters/zombies/zsec_pistol/crouch_lower.md5anim { frame 10 sound_body monster_zombie_security_footstep } anim crouch_pain models/md5/monsters/zombies/zsec_pistol/crouch_pain_center.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim crouch_pain_head models/md5/monsters/zombies/zsec_pistol/crouch_pain_center.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim crouch_pain_chest models/md5/monsters/zombies/zsec_pistol/crouch_pain_center.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim crouch_pain_left_arm models/md5/monsters/zombies/zsec_pistol/crouch_aim_pain_left.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim crouch_pain_right_arm models/md5/monsters/zombies/zsec_pistol/crouch_aim_pain_right.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim evade_left models/md5/monsters/zombies/zsec_pistol/evade_left.md5anim { frame 1 sound_voice monster_zombie_security_pain frame 16 sound_body monster_zombie_security_footstep frame 18 sound_body monster_zombie_security_footstep frame 30 sound_body monster_zombie_security_footstep } anim evade_right models/md5/monsters/zombies/zsec_pistol/evade_right.md5anim { frame 1 sound_voice monster_zombie_security_pain frame 13 sound_body monster_zombie_security_footstep frame 16 sound_body monster_zombie_security_footstep frame 25 sound_body monster_zombie_security_footstep } } entityDef monster_zsec_pistol { "inherit" "zombie_default" "scriptobject" "ai" "nativeobject" "rvmMonsterZombieSecurityPistol" "size" "40 40 72" "use_aas" "aas48" "team" "1" "rank" "1" "health" "55" "def_projectile" "projectile_bullet_zsec_pistol" "attack_cone" "70" "attack_accuracy" "3" "projectile_spread" "2" "smoke_weapon" "cgsmoke.smoke" "smoke_wound_metal" "bulletricochet.prt" "smoke_wound_ricochet" "bulletricochet.prt" "turn_rate" "360" "mass" "150" "bone_focus" "headcontrol" "bone_leftEye" "Leyeaim" "bone_rightEye" "Reyeaim" "look_min" "-90 -125 0" "look_max" "25 125 0" "look_joint Waist" "0.1333 0.1333 0" "look_joint Chest" "0.1333 0.1333 0" "look_joint Shoulders" "0.1333 0.1333 0" "look_joint headcontrol" "0.6 0.6 0" "look_joint Ruparm" "-0.4 0 0" "look_joint Luparm" "-0.4 0 0" "ragdoll" "monster_zombie_security_pistol" "ik_numLegs" "2" "ik_footSize" "4" "ik_waist" "Body2" "ik_hip1" "Lupleg" "ik_hip2" "Rupleg" "ik_knee1" "Lloleg" "ik_knee2" "Rloleg" "ik_ankle1" "Lankle_r" "ik_ankle2" "Rankle_r" "ik_dir1" "Lknee" "ik_dir2" "Rknee" "ik_foot1" "Lball_r" "ik_foot2" "Rball_r" "model" "model_monster_zsec_pistol" "damage_zone head" "*loneckcontrol" "damage_zone chest" "*Waist -*Rshldr -*Lshldr -*loneckcontrol" "damage_zone left_arm" "*Lshldr" "damage_zone right_arm" "*Rshldr" "damage_zone legs" "*Hips" "damage_scale head" "1.25" "def_head" "head_zombie6" "head_joint" "Shoulders" "skin_dropGib" "skins/monsters/zombies/securitygib.skin" "def_dropGibItem1" "moveable_item_head_pork" "dropGibItem1Joint" "headcontrol" "def_dropGibItem2" "moveable_item_torso_pork" "dropGibItem2Joint" "Chest" "def_dropGibItem3" "moveable_item_rup_arm_pork" "dropGibItem3Joint" "Ruparm" "def_dropGibItem4" "moveable_item_left_waist_pork" "dropGibItem4Joint" "Waist" "def_dropGibItem5" "moveable_item_lup_leg_pork" "dropGibItem5Joint" "Lupleg" "def_dropGibItem6" "moveable_item_rup_leg_pork" "dropGibItem6Joint" "Rupleg" "def_dropGibItem7" "moveable_item_rup2_leg_pork" "dropGibItem7Joint" "Rloleg" "def_dropGibItem8" "moveable_item_pelvis_pork" "dropGibItem8Joint" "Hips" "def_dropDeathItem9" "moveable_item_pistol" "dropDeathItem9Joint" "pistol" "skin_dropDeath" "skins/monsters/zombies/zsecurity.skin" "snd_bounce" "ragdoll_impact" "snd_footstep" "monster_zombie_security_footstep" "snd_chatter" "monster_zombie_security_chatter" "snd_chatter_combat" "monster_zombie_security_chatter_combat" "snd_death" "monster_zombie_security_die" "mtr_flashShader" "muzzleflash" "flashTime" "0.15" "flashColor" "1 0.8 0.4" "flashRadius" "120" } model model_monster_zsec_pistol_slowfire { inherit model_monster_zsec_pistol anim range_attack_loop models/md5/monsters/zombies/zsec_pistol/fire1.md5anim { frame 1 sound_weapon monster_pistol_fire frame 1 launch_missile pistol } anim crouch_range_attack_loop models/md5/monsters/zombies/zsec_pistol/crouch_fire.md5anim { frame 1 sound_weapon monster_pistol_fire frame 1 launch_missile pistol } } entityDef monster_zsec_pistol_slowfire { "inherit" "monster_zsec_pistol" "model" "model_monster_zsec_pistol_slowfire" } entityDef damage_bullet_zsec_pistol { "damage" "4" "kickDir" "1 0 0" "mtr_blob" "genericDamage" "blob_time" "300" "blob_size" "400" "blob_offset_x" "400" "knockback" "1" "smoke_wound_flesh" "bloodwound.smoke" "mtr_wound_flesh" "textures/decals/hurt02" "mtr_splat_flesh" "textures/decals/dsplat2" "mtr_splat_flesh2" "textures/decals/dsplat5" "mtr_splat_flesh3" "textures/decals/dsplat7" "mtr_splat_flesh4" "textures/decals/dsplat11" "snd_flesh" "bullet_impact_flesh" "kick_time" "400" "kick_amplitude" "1" "dv_time" "100" } entityDef projectile_bullet_zsec_pistol { "spawnclass" "idProjectile" "mins" "-1 -1 -1" "maxs" "1 1 1" "cone" "3" "scale" "0.1" "noshadows" "1" "snd_ricochet" "bullet_ricochet" "snd_impact" "bullet_impact_metal" "def_damage" "damage_bullet_zsec_pistol" "launchFromBarrel" "0" "health" "0" "velocity" "2000 0 0" // slowed down for tracer effect "angular_velocity" "0 0 0" "thrust" "0" "thrust_start" "0" "thrust_end" "0" "linear_friction" "0" "angular_friction" "0" "contact_friction" "0" "bounce" "0.6" "mass" "2" "gravity" "0" "fuse" "4" "detonate_on_fuse" "0" "detonate_on_death" "0" "detonate_on_world" "1" "detonate_on_actor" "1" "impact_damage_effect" "1" "impact_gib" "1" "mtr_detonate" "textures/decals/bulleth02" "decal_size" "10" "smoke_fly" "" "smoke_detonate" "smokeandspark.smoke" "smoke_bounce" "" //particles/bullet_sparks.particle" "smoke_fuse" "" "mtr_light_shader" "" "light_color" "0 0 0" "light_radius" "0" "light_offset" "0 0 0" "mtr_explode_light_shader" "" "explode_light_color" "0 0 0" "explode_light_radius" "0" "explode_light_fadetime" "0" }