mirror of
https://github.com/jmarshall23/DoomRTX.git
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286 lines
9.7 KiB
Modula-2
286 lines
9.7 KiB
Modula-2
/***********************************************************************
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monster_demon_mancubus.def
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***********************************************************************/
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export james {
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options -prefix MANC_ -keep Lknee Rknee -keep ROT Rmissile Lmissile -parent Rmissile Rloarm -parent Lmissile Lloarm -parent Waist ROT -parent ROT Body
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anim maps/james/recycling2.mb -dest models/md5/cinematics/recycling2/mancintro_manc
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options -prefix MANC_ -keep Lknee Rknee -align movement -keep ROT Rmissile Lmissile -parent Rmissile Rloarm -parent Lmissile Lloarm -parent Waist ROT -parent ROT Body -sourcedir models/monsters/mancubus/cycles -destdir models/md5/monsters/mancubus/james
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mesh mancubus_mesh.mb -dest mancubus
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anim af_pose.mb
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anim walk.mb
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anim idle.mb
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anim teleport.mb
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anim pain.mb
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anim pain_head.mb
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anim pain_chest.mb
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anim pain_ruparm.mb
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anim pain_luparm.mb
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anim sight1.mb
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anim multifire1.mb
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anim multifire1_start.mb
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anim multifire1_end.mb
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anim multifire2.mb
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anim multifire2.mb -dest multifire3
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anim fire1.mb
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anim fire2.mb
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anim fire3.mb
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anim fire4.mb
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anim attack1.mb
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}
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model monster_demon_mancubus {
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mesh models/md5/monsters/mancubus/james/mancubus.md5mesh
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channel torso ( *Waist )
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channel legs ( *origin Body ROT -*Waist )
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anim af_pose models/md5/monsters/mancubus/james/af_pose.md5anim
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anim ik_pose models/md5/monsters/mancubus/james/af_pose.md5anim
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anim idle models/md5/monsters/mancubus/james/idle.md5anim
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anim stand models/md5/monsters/mancubus/james/idle.md5anim
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anim teleport models/md5/monsters/mancubus/james/teleport.md5anim {
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frame 5 sound_body snd_footstep
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frame 15 sound_voice snd_sight
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}
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anim walk models/md5/monsters/mancubus/james/walk.md5anim {
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frame 11 sound_body snd_footstep
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frame 26 sound_body snd_footstep
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}
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anim pain models/md5/monsters/mancubus/james/pain.md5anim {
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frame 1 sound_voice snd_pain
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}
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anim pain_head models/md5/monsters/mancubus/james/pain_head.md5anim {
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frame 1 sound_voice snd_pain
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}
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/*
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anim turret_attack1 models/md5/monsters/mancubus/james/fire1.md5anim {
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frame 1 call overrideLegs
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frame 12 sound_weapon snd_attackmissile
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frame 12 launch_missile Lmissile
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}
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anim turret_attack2 models/md5/monsters/mancubus/james/fire2.md5anim {
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frame 1 call overrideLegs
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frame 12 sound_weapon snd_attackmissile
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frame 12 launch_missile Rmissile
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}
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anim turret_attack3 models/md5/monsters/mancubus/james/multifire2.md5anim {
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frame 1 call overrideLegs
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frame 12 launch_missile Lmissile
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frame 12 sound_weapon snd_attackmissile
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frame 23 launch_missile Rmissile
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frame 23 sound_weapon snd_attackmissile
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frame 38 launch_missile Lmissile
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frame 38 sound_weapon snd_attackmissile
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}
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anim turret_attack4 models/md5/monsters/mancubus/james/fire3.md5anim {
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frame 1 call overrideLegs
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frame 12 sound_weapon snd_attackmissile
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frame 12 launch_missile Lmissile
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}
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anim turret_attack5 models/md5/monsters/mancubus/james/fire4.md5anim {
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frame 1 call overrideLegs
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frame 12 sound_weapon snd_attackmissile
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frame 12 launch_missile Rmissile
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}
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*/
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anim pain_chest models/md5/monsters/mancubus/james/pain_chest.md5anim {
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frame 1 sound_voice snd_pain
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}
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anim pain_right_arm models/md5/monsters/mancubus/james/pain_ruparm.md5anim {
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frame 1 sound_voice snd_pain
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}
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anim pain_left_arm models/md5/monsters/mancubus/james/pain_luparm.md5anim {
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frame 1 sound_voice snd_pain
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}
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anim sight1 models/md5/monsters/mancubus/james/sight1.md5anim {
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frame 1 sound_voice snd_sight
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}
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anim range_attack_start models/md5/monsters/mancubus/james/multifire1_start.md5anim
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anim range_attack_loop models/md5/monsters/mancubus/james/multifire1.md5anim {
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frame 3 launch_missile Lmissile
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frame 3 sound_weapon snd_attackmissile
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frame 19 launch_missile Rmissile
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frame 19 sound_weapon snd_attackmissile
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}
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anim range_attack_end models/md5/monsters/mancubus/james/multifire1_end.md5anim
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anim melee_attack1 models/md5/monsters/mancubus/james/attack1.md5anim {
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frame 16 melee melee_mancubus_stomp
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frame 16 sound_body snd_footstep
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frame 17 sound_body snd_footstep
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}
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}
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entityDef monster_demon_mancubus {
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"editor_mins" "-61 -61 0"
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"editor_maxs" "61 61 96"
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"inherit" "monster_default"
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"scriptobject" "ai"
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"nativeobject" "rvmMonsterDemonMancubus"
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"model" "monster_demon_mancubus"
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"ragdoll" "monster_demon_mancubus2"
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"size" "122 122 96"
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"use_aas" "aas_mancubus"
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"team" "1"
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"rank" "2"
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"health" "1000"
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"melee_range" "90"
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"def_projectile" "projectile_mancubus_rocket"
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"smoke_weapon" "cgsmoke.smoke"
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"turn_rate" "120"
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"chatter_min" "3"
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"chatter_max" "3"
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"attack_cone" "30"
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"attack_accuracy" "0.5"
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"pain_threshold" "16"
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"on_activate_blend" "2"
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"damage_zone head" "*Loneck"
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"damage_zone chest" "*Waist -*Ruparm -*Luparm -*Loneck"
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"damage_zone left_arm" "*Luparm"
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"damage_zone right_arm" "*Ruparm"
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"damage_zone legs" "*Lupleg *Rupleg origin"
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"damage_scale head" "1.5"
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"mass" "800"
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"smoke_wound_metal" "bulletricochet.prt"
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"smoke_wound_ricochet" "bulletricochet.prt"
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"burnaway" "0.50"
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"smoke_burnParticleSystem" "burn_manc.prt-waist"
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"ik_numLegs" "2"
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"ik_footSize" "4"
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"ik_waist" "Body"
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"ik_hip1" "Lupleg"
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"ik_hip2" "Rupleg"
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"ik_knee1" "Lloleg"
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"ik_knee2" "Rloleg"
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"ik_ankle1" "Lfoot"
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"ik_ankle2" "Rfoot"
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"ik_dir1" "Lknee"
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"ik_dir2" "Rknee"
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"ik_foot1" "Lfoot"
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"ik_foot2" "Rfoot"
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"snd_sight" "monster_demon_mancubus_sight"
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"snd_chatter" "monster_demon_mancubus_chatter"
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"snd_chatter_combat" "monster_demon_mancubus_chatter_combat"
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"snd_pain" "monster_demon_mancubus_pain"
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"snd_attackmissile" "monster_demon_mancubus_attackmissle"
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"snd_death" "monster_demon_mancubus_die"
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"snd_footstep" "monster_demon_mancubus_step"
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"snd_burn" "monster_demon_mancubus_burn"
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}
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entityDef damage_mancubusblast {
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"damage" "20"
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"smoke_wound_flesh" "bloodwound.smoke"
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"snd_flesh" "bullet_impact_flesh"
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}
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entityDef damage_mancubusSplash {
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"damage" "20"
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"radius" "40"
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"knockback" "30"
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"push" "200"
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}
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entityDef projectile_mancubus_rocket {
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"spawnclass" "idProjectile"
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"mins" "-8 -8 -8"
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"maxs" "8 8 8"
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"cone" "3"
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"model" "manc_fireball.prt"
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"bindOnImpact" "0"
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"def_damage" "damage_mancubusblast"
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"def_splash_damage" "damage_mancubusSplash"
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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" "700 0 0" // how fast the projectile leaves the gun (or distance if fuse is 0)
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"random_shader_spin" "1" // sets shader parm 5 which if appropriate the projectile shader will use this as an alternating spin
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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" "100"
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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" "10" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance).
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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" "1" // whether projectile should detonate when it's "killed" (health runs out)
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"detonate_on_world" "1" // 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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"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" "70"
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//"smoke_fly" "plasmatrail.smoke" // 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_bounce" "" // particle effect when bounces
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"smoke_fuse" "" // particle effect when removed from fuse expiring
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"model_detonate" "manc_explosion.prt"
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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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// "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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"snd_fly" "monster_demon_imp_fireball_flight" // sound effect while in the air
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"snd_explode" "monster_demon_imp_fireball_explode"
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}
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entityDef melee_mancubus_stomp {
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"damage" "40"
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"kickDir" "1 0 -1"
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"blob_time" "600"
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//"blob_size" "600"
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//"blob_offset_x" "600"
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"mtr_blob" "leftSmack"
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"blob_x" "50"
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"blob_y" "-100"
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"blob_width" "600"
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"blob_height" "600"
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"knockback" "80"
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"kick_time" "400"
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"kick_amplitude" "1"
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"dv_time" "100"
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}
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