mirror of
https://github.com/jmarshall23/DoomRTX.git
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234 lines
8.6 KiB
Modula-2
234 lines
8.6 KiB
Modula-2
/***********************************************************************
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weapon_handgrenade.def
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***********************************************************************/
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export fred {
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// View Model Grenade
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options -prefix NADE_ -keep barrel -parent barrel Rhand -sourcedir models/weapons/grenades/cycles -destdir models/md5/weapons/grenade_view
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mesh idle1.mb -dest viewgrenade
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anim idle1.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_idle
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anim raise.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_raise
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anim lower.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_lower
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//anim fire1.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_fire1
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anim fire2.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_fire2
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anim start.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 20 130 -dest grenade_start
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anim start.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 152 180 -dest grenade_throw
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//anim models/weapons/grenades/cycles/fire2.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 99 132 -dest throw
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//anim models/weapons/grenades/cycles/fire3.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 98 132 -dest grenade_lowthrow
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anim fastthrow.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_fastthrow
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// World Model Grenade
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options -prefix PLAYER_NADE_ -keep ATTACHER barrel -parent barrel gbody -rename ATTACHER origin -clearorigin -sourcedir models/characters/player/mocap -destdir models/md5/weapons/grenade_world
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mesh grenade_idle.mb -dest worldgrenade
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anim grenade_idle.mb -dest grenade_idle
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anim grenade_throw.mb -dest grenade_throw
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}
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entityDef weapon_handgrenade {
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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" "Hand Grenade"
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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/items/grenade_ammo/grenade.lwo"
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"model_view" "viewmodel_grenade"
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"model_world" "worldmodel_handgrenade"
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"joint_attach" "NADE_ATTACHER"
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"def_dropItem" "moveable_item_grenades"
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"modelindex" "MODELINDEX_GRENADELAUNCHER"
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"inv_name" "#str_07013"
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"inv_weapon" "weapon_handgrenade"
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"inv_ammo_grenades" "5"
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"inv_item" "5"
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"inv_desc" "#str_02537"
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"display_name" "#str_02478"
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"icon" "guis/assets/hud/wpn_4"
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"pdaIcon" "guis/assets/hud/icons/grenade_new.tga"
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"hudIcon" "guis/assets/hud/icons/grenadew.tga"
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"weapon_class" "rvmWeaponHandgrenade"
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"def_projectile" "projectile_grenade"
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"def_explode_inhand" "env_grenade_explodeinhand"
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"def_damage_inhand" "damage_grenadeSplash_inhand"
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"ammoType" "ammo_grenades"
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"ammoRequired" "1"
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"clipSize" "0"
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"silent_fire" "1"
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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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"snd_acquire" "player_grenade_use"
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"snd_respawn" "sound_weapon_respawn"
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"snd_explode" "rocket_impact"
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// skin_invisible not defined, weapon code will call UpdateSkin on weapon script
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"skin_nade" "skins/models/weapons/nade"
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"skin_nade_invis" "skins/models/weapons/nade_invis"
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"skin_nonade" "skins/models/weapons/nonade"
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"skin_nonade_invis" "skins/models/weapons/nonade_invis"
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"spread" "0"
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"primed_fuse" "3"
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"controllerShakeHighMag" "0.3"
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"controllerShakeHighTime" "50"
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"controllerShakeLowMag" "0.6"
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"controllerShakeLowTime" "100"
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}
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entityDef env_grenade_explodeinhand {
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"spawnclass" "idAnimatedEntity"
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"model" "grenadeExplosion.prt"
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}
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entityDef moveable_item_grenades {
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"inherit" "weapon_handgrenade"
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"spawnclass" "idMoveableItem"
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"model" "models/weapons/grenades/grenades_world.lwo"
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"density" "0.05"
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"friction" "0.2"
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"bouncyness" "0"
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"snd_bounce" "smallbox"
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}
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model worldmodel_handgrenade {
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mesh models/md5/weapons/grenade_world/worldgrenade.md5mesh
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skin skins/models/weapons/nade.skin
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anim idle models/md5/weapons/grenade_world/grenade_idle.md5anim
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anim fire models/md5/weapons/grenade_world/grenade_throw.md5anim {
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frame 44 object_call GrenadeNoNade
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frame 69 object_call GrenadeNade
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}
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}
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model viewmodel_grenade {
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mesh models/md5/weapons/grenade_view/viewgrenade.md5mesh
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offset ( 6 3 -3 )
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anim raise models/md5/weapons/grenade_view/grenade_raise.md5anim {
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frame 1 sound_weapon player_grenade_use
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}
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anim idle models/md5/weapons/grenade_view/grenade_idle.md5anim {
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frame 1 object_call GrenadeNade
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}
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anim putaway models/md5/weapons/grenade_view/grenade_lower.md5anim
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anim fire models/md5/weapons/grenade_view/grenade_fire2.md5anim
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anim throw_start models/md5/weapons/grenade_view/grenade_start.md5anim {
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// frame 1 sound_body player_handgrenade_throw
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// Was frame 6 -Xian
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}
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anim throw models/md5/weapons/grenade_view/grenade_throw.md5anim {
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frame 1 object_call GrenadeNade
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frame 8 object_call GrenadeNoNade
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}
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anim throw_quick models/md5/weapons/grenade_view/grenade_fastthrow.md5anim {
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frame 1 object_call GrenadeNade
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frame 14 object_call GrenadeNoNade
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}
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}
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entityDef damage_grenadeDirect {
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"damage" "150"
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"push" "1000"
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"mtr_wound_flesh" "textures/decals/hurt02"
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"mtr_splat_flesh" ""
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"gib" "1"
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"smoke_wound_flesh" "bloodwound.prt"
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}
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entityDef damage_grenadeSplash {
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"damage" "150"
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"radius" "175"
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"knockback" "80"
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"push" "10000"
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"attackerDamageScale" "0.2"
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"attackerPushScale" "0.2"
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"gib" "1"
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}
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entityDef damage_grenadeSplash_inhand {
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"inherit" "damage_grenadeSplash"
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"selfDamageScale" "20"
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}
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entityDef projectile_grenade {
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"spawnclass" "idProjectile"
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"mins" "-3 -3 0"
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"maxs" "3 3 11"
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"cylinder" "6"
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"model" "models/weapons/grenades/grenades_world.lwo"
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"offsetModel" "0 0 -5"
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"def_damage" "damage_grenadeDirect"
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"def_splash_damage" "damage_grenadeSplash"
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"launchFromBarrel" "1"
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"health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
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"velocity" "300 0 40" // how fast the projectile leaves the gun (or distance if fuse is 0)
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"angular_velocity" "10 -10 10" // how the projectile is rotating when it leaves the gun
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"thrust" "0" // the rate of acceleration (always in the direction of the projectiles model)
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"thrust_start" "0" // when to start accelerating
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"thrust_end" "0" // when to stop accelerating
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"linear_friction" "0.6" // "air" friction
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"angular_friction" "0.4"
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"contact_friction" "0.1"
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"bounce" "0.9" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
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"mass" "10"
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"gravity" "1066" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
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"fuse" "3" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance).
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"detonate_on_fuse" "1" // whether projectile should detonate when it's fuse runs out
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"detonate_on_death" "0" // whether projectile should detonate when it's "killed" (health runs out)
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"detonate_on_world" "0" // whether projectile should detonate when it hits an obstacle
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"detonate_on_actor" "1" // whether projectile should detonate when it hits a character in the game
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"detonate_on_trigger" "1" // whether projectile should detonate when triggered by a character in the game
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"impact_damage_effect" "1" // whether projectile causes blood splats from characters that bleed
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"impact_gib" "1" // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)
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"mtr_detonate" "textures/decals/ballburn01"
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"decal_size" "300"
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"model_detonate" "grenadeExplosion.prt" // parametric particles -- temp
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"smoke_fly" "grenadetrail.prt" // particle effect while in the air
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"smoke_detonate" "" // particle effect when detonates
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"smoke_residue" "" // particle effect while in the air
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"smoke_fuse" ""
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"smoke_bounce" "bulletricochet.prt"
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"debris_count" "6"
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"def_debris" "debris_largeshrapnel"
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"def_shrapnel" "debris_shrapnel"
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"mtr_light_shader" ""
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"light_color" ""
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"light_radius" ""
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"light_offset" ""
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"mtr_explode_light_shader" "muzzleflash"
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"explode_light_color" "1 0.8 0.4"
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"explode_light_radius" "200"
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"explode_light_fadetime" "0.25"
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"detonation_axis" "0 0 1"
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"snd_impact" "player_handgrenade_bounce"
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"snd_bounce" "player_handgrenade_bounce"
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"snd_explode" "rocket_impact"
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"snd_throw" "player_handgrenade_throw" // For precache -- referenced in the script
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}
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