/*********************************************************************** weapon_pistol.def anim fire2 models/md5/weapons/pistol_view/fire2.md5anim { frame 1 sound_weapon player_pistol_fire } anim fire3 models/md5/weapons/pistol_view/fire3.md5anim { frame 1 sound_weapon player_pistol_fire } anim fire4 models/md5/weapons/pistol_view/fire4.md5anim { frame 1 sound_weapon player_pistol_fire } ***********************************************************************/ export fred { // view model pistol 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 mesh idle.ma -dest viewpistol anim idle.ma anim idle_empty.ma anim fire1.ma anim fire2.ma anim fire3.ma anim fire4.ma anim put_away.ma //anim models/weapons/pistol/fred/cycles/raise3.ma -dest models/md5/weapons/pistol_view/raise3 anim raise.ma anim reload_empty.ma anim reload_empty.ma -range 1 14 -dest empty_reload_start // world model pistol 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 addoptions -skipmesh PLAYER_pistolBarrel addoptions -skipmesh PLAYER_pistolExtender addoptions -skipmesh PLAYER_pistolTrigger addoptions -skipmesh PLAYER_pistolBody addoptions -skipmesh PLAYER_pistolClip1 mesh models/characters/player/mocap/pistol_idle.mb -dest models/md5/weapons/pistol_world/worldpistol anim models/characters/player/mocap/pistol_idle.mb -dest models/md5/weapons/pistol_world/pistol_idle } entityDef weapon_pistol { "editor_color" ".3 .3 1" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 32" "editor_usage" "Pistol" "editor_rotatable" "1" "spawnclass" "idItem" "size" "32 32 32" "model" "models/weapons/pistol/w_pistol.lwo" "model_view" "viewmodel_pistol" "model_world" "worldmodel_pistol" "joint_attach" "PISTOL_ATTACHER" "def_dropItem" "moveable_item_pistol" "modelindex" "MODELINDEX_SHOTGUN" "inv_name" "Pistol" "inv_weapon" "weapon_pistol" "inv_item" "5" "inv_ammo_bullets" "12" "icon" "guis/assets/hud/wpn_1" "weapon_class" "rvmWeaponPistol" "def_projectile" "projectile_bullet_pistol" "ammoType" "ammo_bullets" "ammoRequired" "1" "clipSize" "12" "lowAmmo" "4" "mtr_flashShader" "muzzleflash" "flashColor" "1 0.8 0.4" "flashRadius" "120" "silent_fire" "0" "recoilTime" "125" "recoilAngles" "-1 0 0" "weaponAngleOffsetAverages" "10" "weaponAngleOffsetScale" ".25" "weaponAngleOffsetMax" "10" "weaponOffsetTime" "400" "weaponOffsetScale" "0.005" "hide_time" "0.3" // time to hide weapon when talking to npcs or looking at guis "hide_distance" "-15" // distance to offset weapon when talking to npcs or looking at guis "smoke_muzzle" "muzzlesmoke.prt" "def_ejectBrass" "debris_brass" "ejectBrassDelay" "10" "snd_acquire" "sound_weapon_acquire" "snd_respawn" "sound_weapon_respawn" "skin_invisible" "skins/pistol_invis" "spread" "0" } entityDef moveable_item_pistol { "inherit" "weapon_pistol" "spawnclass" "idMoveableItem" "density" "0.05" "friction" "0.2" "bouncyness" "0" } model worldmodel_pistol { mesh models/md5/weapons/pistol_world/worldpistol.md5mesh anim idle models/md5/weapons/pistol_world/pistol_idle.md5anim anim idle_empty models/md5/weapons/pistol_world/pistol_idle.md5anim anim aim models/md5/weapons/pistol_world/pistol_idle.md5anim anim fire1 models/md5/weapons/pistol_world/pistol_idle.md5anim anim putaway models/md5/weapons/pistol_world/pistol_idle.md5anim anim raise models/md5/weapons/pistol_world/pistol_idle.md5anim anim reload models/md5/weapons/pistol_world/pistol_idle.md5anim anim noammo models/md5/weapons/pistol_world/pistol_idle.md5anim } model viewmodel_pistol { mesh models/md5/weapons/pistol_view/viewpistol.md5mesh anim raise models/md5/weapons/pistol_view/raise.md5anim { frame 7 sound_body player_pistol_raise_01 } anim idle models/md5/weapons/pistol_view/idle.md5anim anim idle_empty models/md5/weapons/pistol_view/idle_empty.md5anim anim fire1 models/md5/weapons/pistol_view/fire1.md5anim { frame 1 sound_weapon player_pistol_fire } anim reload models/md5/weapons/pistol_view/reload_empty.md5anim { frame 1 sound_weapon player_pistol_reload } anim noammo models/md5/weapons/pistol_view/empty_reload_start.md5anim { frame 1 sound_body player_pistol_empty } anim putaway models/md5/weapons/pistol_view/put_away.md5anim } entityDef damage_bullet_pistol { "minDamage" "9" "maxDamage" "14" "kickDir" "1 0 0" "mtr_blob" "genericDamage" "blob_time" "300" "blob_size" "400" "blob_offset_x" "400" "knockback" "1" "gib" "1" "smoke_wound_flesh" "burstysquirt.prt" "mtr_wound_flesh" "textures/decals/hurt02" "mtr_wound_metal" "textures/decals/hurtmetal" "mtr_wound_ricochet" "textures/decals/hurtmetal" "mtr_splat_flesh" "textures/decals/dsplat2" "mtr_splat_flesh2" "textures/decals/dsplat5" "mtr_splat_flesh3" "textures/decals/dsplat7" "mtr_splat_flesh4" "textures/decals/dsplat11" // the flesh impact is used in the damage so players hear it on their body // the other impacts are played on detonation "snd_flesh" "bullet_impact_flesh" "kick_time" "400" "kick_amplitude" "1" "dv_time" "100" } entityDef projectile_bullet_pistol { "spawnclass" "idProjectile" "mins" "-1 -1 -1" "maxs" "1 1 1" "cone" "3" "scale" "0.1" "noshadows" "1" "def_damage" "damage_bullet_pistol" "launchFromBarrel" "0" "health" "0" "velocity" "7200 0 0" // .38 Special 600 fps. Source: Petzal, David E. "How fast is a speeding bullet." Field and Stream. 97 (1992): 23 "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" "mtr_detonate_glass" "textures/decals/testbulletglass1" "decal_size" "10" "model_smokespark" "bulletsmokeandspark.prt" "model_ricochet" "bulletricochet.prt" // played on collision with non-damagable entities "snd_plastic" "bullet_impact_plastic" "snd_cardboard" "bullet_impact_cardboard" "snd_flesh" "bullet_impact_flesh" "snd_metal" "bullet_impact_metal" "snd_stone" "bullet_impact_stone" "snd_wood" "bullet_impact_wood" "snd_glass" "bullet_impact_glass" "snd_liquid" "bullet_impact_liquid" "snd_ricochet" "bullet_ricochet" //"snd_impact" "bullet_impact_metal" "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" }