mirror of
https://github.com/jmarshall23/DoomRTX.git
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199 lines
7.5 KiB
Modula-2
199 lines
7.5 KiB
Modula-2
/***********************************************************************
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weapon_soulcube.def
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***********************************************************************/
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export fred {
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// view model soulCube
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options -prefix SOUL_ -keep guilight toplftnub toprtnub midnub botlftnub botrtnub -rename origin blah
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mesh models/weapons/soulcube/cycles/idle.mb -dest models/md5/weapons/soulcube_view/soulcube
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anim models/weapons/soulcube/cycles/raise.mb -dest models/md5/weapons/soulcube_view/raise
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anim models/weapons/soulcube/cycles/idle.mb -xyzprecision .01 -dest models/md5/weapons/soulcube_view/idle
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anim models/weapons/soulcube/cycles/idle2.mb -xyzprecision .01 -dest models/md5/weapons/soulcube_view/idle2
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anim models/weapons/soulcube/cycles/fire2.mb -dest models/md5/weapons/soulcube_view/fire
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anim models/weapons/soulcube/cycles/dryfire.mb -dest models/md5/weapons/soulcube_view/dryfire
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anim models/weapons/soulcube/cycles/lower.mb -dest models/md5/weapons/soulcube_view/lower
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}
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export fred {
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// world model soulCube
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options -ignorescale -prefix PLAYER_SOUL_ -rename ATTACHER origin -clearorigin -keepmesh soulfx1 -keepmesh soulfx2 -keepmesh soulfx3 -keepmesh soulfx4 -keepmesh soulfx5 -keepmesh soulknife -keepmesh soulcube
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mesh models/characters/male_npc/cycles/tweakedplayermoves/soulcube_idle.mb -dest models/md5/weapons/soulcube_world/worldsoulcube
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anim models/characters/male_npc/cycles/tweakedplayermoves/soulcube_idle.mb -dest models/md5/weapons/soulcube_world/soulcube_idle
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}
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entityDef weapon_soulcube {
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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" "Soul Cube"
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"editor_rotatable" "1"
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"weapon_class" "rvmWeaponSoulCube"
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"spawnclass" "idItem"
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"size" "32 32 32"
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"model" "models/weapons/soulcube/w_soulcube.lwo"
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"model_world" "worldmodel_soulcube"
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"model_view" "viewmodel_soulcube"
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"joint_attach" "SOUL_ATTACHER"
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"inv_name" "Soulcube"
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"inv_weapon" "weapon_soulcube"
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"inv_item" "5"
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"icon" "guis/assets/hud/wpn_11"
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"mtr_guiLightShader" "lights/viewWeaponGuiLight"
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"weapon_scriptobject" "weapon_soulcube"
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"def_projectile" "projectile_soulblast"
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"ammoType" "ammo_souls"
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"ammoRequired" "5"
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"clipSize" "0"
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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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"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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"spread" "0"
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"weaponAngleOffsetAverages" "10"
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"weaponAngleOffsetScale" ".5"
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"weaponAngleOffsetMax" "400"
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"weaponOffsetTime" "400"
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"weaponOffsetScale" "0.005"
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"snd_acquire" "sound_weapon_acquire"
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"snd_respawn" "sound_weapon_respawn"
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"snd_raise" "soulcube_raise"
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"snd_lower" "soulcube_putaway"
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"snd_hum" "soulcube_idle"
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"snd_fire_start" "soulcube_fire_start"
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}
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model viewmodel_soulcube {
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mesh models/md5/weapons/soulcube_view/soulcube.md5mesh
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offset ( 12 0 -63 )
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skin skins/models/weapons/soulcubeidle
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anim raise models/md5/weapons/soulcube_view/raise.md5anim {
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frame 1 skin skins/models/weapons/soulcubeidle
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frame 1 sound_weapon soulcube_raise
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}
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anim idle models/md5/weapons/soulcube_view/idle2.md5anim
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anim spin models/md5/weapons/soulcube_view/idle.md5anim {
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frame 95 sound_weapon soulcube_idlespin
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}
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anim fire models/md5/weapons/soulcube_view/fire.md5anim {
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frame 1 skin skins/models/weapons/soulcubeidle
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frame 1 sound_weapon soulcube_fire_start
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frame 23 skin skins/models/weapons/soulcubefire.skin
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frame 23 object_call Launch
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}
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anim putaway models/md5/weapons/soulcube_view/lower.md5anim
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}
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model worldmodel_soulcube {
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mesh models/md5/weapons/soulcube_world/worldsoulcube.md5mesh
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anim raise models/md5/weapons/soulcube_world/soulcube_idle.md5anim
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anim idle models/md5/weapons/soulcube_world/soulcube_idle.md5anim
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anim aim models/md5/weapons/soulcube_world/soulcube_idle.md5anim
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anim fire models/md5/weapons/soulcube_world/soulcube_idle.md5anim
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anim reload models/md5/weapons/soulcube_world/soulcube_idle.md5anim
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anim putaway models/md5/weapons/soulcube_world/soulcube_idle.md5anim
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}
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entityDef damage_soulSplash {
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"damage" "40"
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"radius" "100"
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"knockback" "80"
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"push" "10000"
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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_soulblast {
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"damage" "1000"
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"gib" "1"
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}
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entityDef projectile_soulblast {
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"spawnclass" "idSoulCubeMissile"
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"mins" "-4 -4 -4"
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"maxs" "4 4 4"
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"cone" "3"
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"model" "models/weapons/soulcube/w_soulcube3.lwo"
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"def_damage" "damage_soulblast"
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//"def_splash_damage" "damage_soulSplash"
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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" "55 0 0" // how fast the projectile leaves the gun (or distance if fuse is 0)
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"angular_velocity" "0 0 0" // 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" // "air" friction
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"angular_friction" "0"
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"contact_friction" "0"
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"bounce" "0" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
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"mass" "5"
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"gravity" "0" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
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"fuse" "30" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance).
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"random" "0 0 0"
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"clamp_dist" "64"
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"turn_max" "1000"
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"startingVelocity" "250"
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"endingVelocity" "700"
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"accelTime" "3"
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"special_damage" "1" // for bosses that only show pain for certain types of projectiles
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"launchDist" "30"
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"launchOffset" "0 0 -2"
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"detonate_on_fuse" "0" // 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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"model_detonate" "grenadeExplosion.prt" // parametric particles -- temp
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"model_dissolve" "soulcubedissolve.prt"
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"impact_damage_effect" "0" // 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" "" // decal to leave on world when detonates
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"smoke_kill" "soulcubedamage3.prt"
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"smoke_fly" "soulcubetrail.prt"
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"smoke_detonate" "" // particle effect when detonates
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"smoke_bounce" "" // particle effect when bounces
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"smoke_fuse" "" // particle effect when removed from fuse expiring
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"mtr_light_shader" ""
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"light_color" "0 0 0.8"
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"light_radius" "160"
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"light_offset" "-8 0 0"
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"snd_present" "soulcube_idlespin"
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"snd_fly" "soulcube_fire_loop" // sound effect while in the air
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"snd_explode" "soulcube_shred"
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"snd_return" "soulcube_fire_end"
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"mtr_explode_light_shader" "muzzleflash"
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"explode_light_color" "0 0 1"
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"explode_light_radius" "160"
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"explode_light_fadetime" "0.25"
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}
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