clamptable muzzleflashtable{ 0.45, 1, 0.65, 0.88, 0.55, 0.88, 0.55, 1.0, 1.0, 1, 0.88, 0.75, 0.55, 0.30, 0 } table muzzleflashrandom{ 1.1, 0.9, 0.85, 1.2, 0.7, 1.02, 0.94 } table mgscaleTable {1, 5 } table mgTable {0, 1 } table emptyTable {0, .3, .7, 1, 1, 1, 1, 1 } table mguiTable {.5, 1,.5, 1,.6, 1,.5, .8,.5, 1,.5, .6 } models/weapons/mflash/f_shotgun1 { noShadows twosided { Blend add Map models/weapons/mflash/f_shotgun1.tga zeroclamp } } models/weapons/mflash/f_pistol1 { noShadows twosided { Blend add Map models/weapons/mflash/f_pistol1.tga zeroclamp } } models/weapons/shell1/sshell { noselfShadow renderbump -size 256 256 -trace 0.1 -colorMap -aa 2 models/weapons/shell1/sshell_local.tga models/weapons/shell1/sshell_hi.lwo diffusemap models/weapons/shell1/sshell.tga bumpmap models/weapons/shell1/sshell_local.tga specularmap models/weapons/shell1/sshell_s.tga } models/weapons/shotgun/gui { noselfShadow renderbump -size 256 256 -trace 0.1 -colorMap -aa 2 models/weapons/shotgun/shotgui_local.tga models/weapons/shotgun/shotgui_hi.lwo { Blend add Map models/weapons/shotgun/gui.tga zeroclamp rgb emptytable[ time * 2 ] } } models/weapons/shotgun/shotgui { noselfShadow renderbump -size 256 256 -trace 0.1 -colorMap -aa 2 models/weapons/shotgun/shotgui_local.tga models/weapons/shotgun/shotgui_hi.lwo diffusemap models/weapons/shotgun/shotgui.tga bumpmap models/weapons/shotgun/shotgui_local.tga specularmap models/weapons/shotgun/shotgui_s.tga } models/weapons/shotgun/shotgun { noselfShadow renderbump -size 1024 1024 -trace 0.02 -colorMap -aa 2 models/weapons/shotgun/shotgun_local.tga models/weapons/shotgun/shotgun_hi.lwo diffusemap models/weapons/shotgun/shotgun.tga { blend bumpmap map addnormals(models/weapons/shotgun/shotgun_local.tga, heightmap(models/weapons/shotgun/shotgun_h.tga, 5 ) ) highquality } specularmap models/weapons/shotgun/shotgun_s.tga } /*** models/weapons/plasmagun/plasmagun { noselfShadow renderbump -size 1024 1024 -aa 2 models/weapons/plasmagun/plasmagun_local.tga models/weapons/plasmagun/plasmagun_hi.lwo diffusemap models/weapons/plasmagun/plasmagun.tga bumpmap models/weapons/plasmagun/plasmagun_local.tga specularmap models/weapons/plasmagun/plasmagun_s.tga } ***/ models/weapons/plasmagun/plasmagun_gui_background { noShadows twosided { Blend add // Map models/weapons/plasmagun/m_gui.tga Map guis/assets/plasmagun/bg.tga zeroclamp rgb mguitable[ time *.3 ] } /* { Blend add Map models/weapons/plasmagun/plasmagun_gui2_empty.tga zeroclamp rgb emptytable[ time *.3 ] } */ } models/weapons/plasmagun/plasmagun_gui_empty { noShadows twosided { Blend add // Map models/weapons/plasmagun/plasmagun_gui2_empty.tga Map guis/assets/plasmagun/empty.tga zeroclamp rgb emptytable[ time * 2 ] } } models/weapons/plasmagun/plasmagun_gui_reload { noShadows twosided { Blend add // Map models/weapons/plasmagun/plasmagun_gui2_reload.tga Map guis/assets/plasmagun/reload.tga zeroclamp rgb emptytable[ time * 2 ] } } models/weapons/plasmagun_gui_lowammo { noShadows twosided { Blend add Map guis/assets/plasmagun/lowammo.tga zeroclamp rgb emptytable[ time * 2 ] } } models/weapons/plasmagun/m_gui_gridscroll { { blend blend map guis/assets/plasmagun/bg_mask.tga red mguitable[ time *.3 ] green mguitable[ time *.3 ] blue mguitable[ time *.3 ] alpha parm3 } { maskcolor map guis/assets/plasmagun/bg_mask.tga alpha parm3 } { blend GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA map guis/assets/plasmagun/grid.tga scale 3.8, 2 translate time * -0.01 , time * -0.3 red flickertable [ time * 0.3 ] green flickertable [ time * 0.3 ] blue flickertable [ time * 0.3 ] alpha parm3 } } models/weapons/plasmagun/plasmagun_gui { qer_editorimage models/weapons/plasmagun/plasmagun_gui.tga //guiSurf guis/weapons/plasmagun.gui guiSurf entity //translucent } models/weapons/plasmagun/plasmabolt { qer_editorimage models/weapons/plasmagun/plasmabolt.tga noShadows deform sprite noselfShadow translucent twosided { Blend add Map models/weapons/plasmagun/plasmabolt2.tga zeroclamp rotate time * 0.7 //centerscale mgscaleTable[time* .9], mgscaleTable[time*. 9] rgb fireballtable[ time * .7 ] } //{ // Blend add // Map models/weapons/plasmagun/plasmabolt2.tga // zeroclamp // rotate time * -0.6 // //centerscale mgscaleTable[time* .9], mgscaleTable[time* .9] // rgb fireballtable[ time * 1 ] // //} } models/weapons/impfireball/impfireball { qer_editorimage models/weapons/impfireball/impfireball.tga noShadows deform sprite noselfShadow translucent twosided { Blend add Map models/weapons/impfireball/impfireball.tga zeroclamp rotate time * 0.7 //centerscale mgscaleTable[time* .9], mgscaleTable[time*. 9] rgb fireballtable[ time * .7 ] } } models/weapons/impfireball/impfireball2 { qer_editorimage models/weapons/impfireball/impfireball2.tga noShadows deform sprite noselfShadow translucent twosided { Blend add Map models/weapons/impfireball/impfireball2.tga zeroclamp rotate time * -0.5 //centerscale mgscaleTable[time* .9], mgscaleTable[time*. 9] rgb fireballtable[ time * .4 ] } } models/weapons/impfireball/impfireball3 { qer_editorimage models/weapons/impfireball/impfireball3.tga noShadows deform sprite noselfShadow translucent twosided { Blend add Map models/weapons/impfireball/impfireball3.tga zeroclamp rotate time * -0.2 rgb fireballtable[ time * .4 ] } } models/weapons/bruiserfireball/bruiserfireball { qer_editorimage models/weapons/bruiserfireball/bruiserfireball.tga noShadows deform sprite noselfShadow translucent twosided { Blend add Map models/weapons/bruiserfireball/bruiserfireball2.tga zeroclamp rotate time * 0.7 //centerscale mgscaleTable[time* .9], mgscaleTable[time*. 9] rgb fireballtable[ time * .7 ] } //{ // Blend add // Map models/weapons/bruiserfireball/bruiserfireball2.tga // zeroclamp // rotate time * -0.6 // //centerscale mgscaleTable[time* .9], mgscaleTable[time* .9] // rgb fireballtable[ time * 1 ] // //} } models/weapons/shell1/mshell { noselfShadow renderbump -size 128 128 -aa 4 models/weapons/shell1/mshell_local.tga models/weapons/shell1/mshell_hi.lwo diffusemap models/weapons/shell1/mshell.tga bumpmap models/weapons/shell1/mshell_local.tga specularmap models/weapons/shell1/mshell_s.tga } models/weapons/mflash/f_machinegun { noShadows noselfShadow translucent twosided { Blend add Map models/weapons/mflash/f_machinegun.tga zeroclamp rotate time * 3.7 //centerscale mgscaleTable[time* 9], mgscaleTable[time* 9] rgb mgtable[ time * 5 ] } { Blend add Map models/weapons/mflash/f_machinegun2.tga zeroclamp rotate time * -2.1 //centerscale mgscaleTable[time* 9], mgscaleTable[time* 9] rgb mgtable[ time * 5 ] } } models/weapons/machinegun/m_strap { noShadows qer_editorimage models/weapons/machinegun/m_strap.tga { blend diffuseMap map models/weapons/machinegun/m_strap.tga alphaTest 0.5 } bumpmap models/weapons/machinegun/m_strap_local.tga specularmap models/weapons/machinegun/m_strap_s.tga } models/weapons/machinegun/m_gui_background { noShadows twosided { Blend add // Map models/weapons/machinegun/m_gui.tga Map guis/assets/machinegun/bg.tga zeroclamp rgb mguitable[ time *.3 ] } /* { Blend add Map models/weapons/machinegun/m_gui2_empty.tga zeroclamp rgb emptytable[ time *.3 ] } */ } models/weapons/machinegun/m_gui_empty { noShadows twosided { Blend add // Map models/weapons/machinegun/m_gui2_empty.tga Map guis/assets/machinegun/empty.tga zeroclamp rgb emptytable[ time * 2 ] } } models/weapons/machinegun/m_gui_reload { noShadows twosided { Blend add // Map models/weapons/machinegun/m_gui2_reload.tga Map guis/assets/machinegun/reload.tga zeroclamp rgb emptytable[ time * 2 ] } } models/weapons/machinegun/m_gui_lowammo { noShadows twosided { Blend add Map guis/assets/machinegun/lowammo.tga zeroclamp rgb emptytable[ time * 2 ] } } models/weapons/machinegun/m_gui_gridscroll { { blend blend map guis/assets/machinegun/bg_mask.tga red mguitable[ time *.3 ] green mguitable[ time *.3 ] blue mguitable[ time *.3 ] alpha parm3 } { maskcolor map guis/assets/machinegun/bg_mask.tga alpha parm3 } { blend GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA map guis/assets/machinegun/grid.tga scale 3.8, 2 translate time * -0.01 , time * -0.3 red flickertable [ time * 0.3 ] green flickertable [ time * 0.3 ] blue flickertable [ time * 0.3 ] alpha parm3 } } models/weapons/machinegun/m_gui { qer_editorimage models/weapons/machinegun/m_gui.tga //guiSurf guis/weapons/machinegun.gui guiSurf entity //translucent } models/weapons/machinegun/w_machinegun { noselfShadow renderbump -size 512 512 -aa 2 models/weapons/machinegun/w_machinegun_local.tga models/weapons/machinegun/w_machinegun_hi.lwo diffusemap models/weapons/machinegun/w_machinegun.tga bumpmap models/weapons/machinegun/w_machinegun_local.tga specularmap models/weapons/machinegun/w_machinegun_s.tga } models/weapons/machinegun/machinegun { noselfShadow renderbump -size 1024 1024 -aa 2 models/weapons/machinegun/machinegun_local.tga models/weapons/machinegun/machinegun_hi.lwo diffusemap models/weapons/machinegun/machinegun.tga { blend bumpmap map addnormals(models/weapons/machinegun/machinegun_local.tga, heightmap(models/weapons/machinegun/machinegun_h.tga, 6 ) ) highquality } specularmap models/weapons/machinegun/machinegun_s.tga } models/weapons/rocketlauncher/rocketfin { noselfShadow noshadows { blend diffuseMap map models/weapons/rocketlauncher/rocketfin.tga alphaTest 0.5 } bumpmap models/weapons/rocketlauncher/rocketfin_local.tga } models/weapons/rocketlauncher/rocket { noselfShadow noshadows renderbump -size 128 128 -aa 4 models/weapons/rocketlauncher/rocket_local.tga models/weapons/rocketlauncher/rocket_hi.lwo diffusemap models/weapons/rocketlauncher/rocket.tga bumpmap models/weapons/rocketlauncher/rocket_local.tga { blend Add map models/weapons/rocketlauncher/rocket_add.tga translate time * 6 , time * 0 rgb eyestable[ time * .7 ] } } models/weapons/ammobox1/ammobox1 { //noselfShadow renderbump -size 256 256 -aa 2 models/weapons/ammobox1/ammobox1_local.tga models/weapons/ammobox1/ammobox1_hi.lwo diffusemap models/weapons/ammobox1/ammobox1.tga bumpmap models/weapons/ammobox1/ammobox1_local.tga specularmap models/weapons/ammobox1/ammobox1_s.tga } models/weapons/ammobox1/ammobox2 { //noselfShadow renderbump -size 256 256 -aa 2 models/weapons/ammobox1/ammobox1_local.tga models/weapons/ammobox1/ammobox1_hi.lwo diffusemap models/weapons/ammobox1/ammobox2.tga bumpmap models/weapons/ammobox1/ammobox1_local.tga specularmap models/weapons/ammobox1/ammobox1_s.tga } models/weapons/pistol/w_pistol { //noselfShadow renderbump -size 128 128 -aa 4 models/weapons/pistol/w_pistol_local.tga models/weapons/pistol/w_pistol_hi.lwo diffusemap models/weapons/pistol/w_pistol.tga bumpmap models/weapons/pistol/w_pistol_local.tga specularmap models/weapons/pistol/w_pistol_s.tga } models/weapons/pistol/pistol { //noShadows noselfShadow renderbump -size 512 512 -aa 2 models/weapons/pistol/pistol_local.tga models/weapons/pistol/pistol_hi.lwo diffusemap models/weapons/pistol/pistol.tga { blend bumpmap map addnormals(models/weapons/pistol/pistol_local.tga, heightmap(models/weapons/pistol/pistol_h.tga, 5 ) ) highquality } specularmap models/weapons/pistol/pistol_s.tga } models/weapons/mflash/mflash2 { noShadows twosided { Blend add Map models/weapons/mflash/mflash2.tga zeroclamp } } models/weapons/mflash/mflash1 { noShadows twosided { Blend add Map models/weapons/mflash/mflash1.tga zeroclamp rotate time * -8 } } models/weapons/shell1/shell1 { noShadows bumpmap models/weapons/shell1/shell1_local.tga diffusemap models/weapons/shell1/shell1.tga specularmap models/weapons/shell1/shell1_s.tga } muzzleflash { { //map _spotlight map lights/round zeroClamp colored red muzzleflashrandom[ time * 3.33 ] * muzzleflashtable[ (time + parm4) * 4 * Parm3 ] * Parm0 green muzzleflashrandom[ time * 3.33 ] * muzzleflashtable[ (time + parm4) * 4 * Parm3 ] * Parm1 blue muzzleflashrandom[ time * 3.33 ] * muzzleflashtable[ (time + parm4) * 4 * Parm3 ] * Parm2 } } models/monsters/zombie/commando/cgun_mflash1 { noSelfShadow noshadows twosided translucent surfaceparm nonsolid surfaceparm noimpact qer_editorimage textures/sfx/muzzle_b2.TGA { if ( ( time * 9 ) % 9 == 0 ) blend add map models/monsters/zombie/commando/muz_flash/muzzle_b1.tga } { if ( ( time * 9 ) % 9 == 1 ) blend add map models/monsters/zombie/commando/muz_flash/muzzle1.tga } { if ( ( time * 9 ) % 9 == 2 ) blend add map models/monsters/zombie/commando/muz_flash/muzzle_b2.tga } { if ( ( time * 9 ) % 9 == 3 ) blend add map models/monsters/zombie/commando/muz_flash/muzzle2.tga } { if ( ( time * 9 ) % 9 == 4 ) blend add map models/monsters/zombie/commando/muz_flash/muzzle3.tga } { if ( ( time * 9 ) % 9 == 5 ) blend add map models/monsters/zombie/commando/muz_flash/muzzle_b3.tga } { if ( ( time * 9 ) % 9 == 6 ) blend add map models/monsters/zombie/commando/muz_flash/muzzle_b1.tga } { if ( ( time * 9 ) % 9 == 7 ) blend add map models/monsters/zombie/commando/muz_flash/muzzle3.tga } { if ( ( time * 9 ) % 9 == 8 ) blend add map models/monsters/zombie/commando/muz_flash/muzzle_b2.tga } } models/monsters/zombie/commando/cgun_mflash2 { noSelfShadow noshadows twosided translucent surfaceparm nonsolid surfaceparm noimpact qer_editorimage textures/sfx/fred_fire.tga { if ( ( time * 3 ) % 3 == 0 ) blend add map models/monsters/zombie/commando/muz_flash/fire1.tga } { if ( ( time * 3 ) % 3 == 1 ) blend add map models/monsters/zombie/commando/muz_flash/fire2.tga } { if ( ( time * 3 ) % 3 == 2 ) blend add map models/monsters/zombie/commando/muz_flash/fire3.tga } { if ( ( time * 4 ) % 4 == 3 ) blend add map models/monsters/zombie/commando/muz_flash/fire4.tga } } models/monsters/zombie/commando/cgun { // noSelfShadow bumpmap models/monsters/zombie/commando/cgun_local diffusemap models/monsters/zombie/commando/cgun_d.tga specularmap models/monsters/zombie/commando/cgun_s.tga } models/weapons/shotgun { // noSelfShadow bumpmap addnormals ( models/seneca/shotgun/shotgun_local.tga, heightmap ( models/seneca/shotgun/shotgun_bmp.tga, 5) ) diffusemap models/seneca/shotgun/shotgun_d.tga specularmap models/seneca/shotgun/shotgun_s.tga } models/weapons/hands/hand_stest { //noSelfShadow bumpmap addnormals( models/weapons/hands/hand_local.tga, heightmap( models/seneca/testshitmodels/testhandbmp.tga, 3 ) ) diffusemap models/seneca/testshitmodels/testhandspec.tga specularmap models/weapons/hands/hand_sp.tga } models/weapons/hands/hand { noSelfShadow diffusemap models/weapons/hands/hand_df.tga { blend bumpmap map addnormals( models/weapons/hands/hand_local.tga, heightmap( models/weapons/hands/hand_add.tga, 3 ) ) highquality } specularmap models/weapons/hands/hand_sp.tga }