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Quake_4_Alpha/q4xbase/def/weapons/grapplehook.def
T
2026-08-06 14:45:27 -07:00

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9.2 KiB
Modula-2

//----------------------------------------------------------------
// railgun.def
//
// Copyright 2002-2004 Raven Software
//----------------------------------------------------------------
export grapplehook
{
options -prefix SROCKET_ -scale .4 -parent lft_wrst srocket_body -keep lft_shldr lft_elbo lft_wrst lft_thmb_1 lft_ndx_1 lft_mddl_1 lft_ring_5 lft_pnky_1 lft_thmb_2 lft_ndx_2 lft_mddl_2 lft_ring_2 lft_pnky_2 lft_thmb_3 lft_ndx_3 lft_mddl_3 lft_ring_3 lft_pnky_3 lft_thmb_4 lft_ndx_4 lft_mddl_4 lft_ring_4 lft_pnky_4 rt_elbo rt_wrst rt_ring_1 rt_ndx_1 rt_thmb_1 rt_ring_2 rt_ndx_2 rt_thmb_2 rt_ring_3 rt_ndx_3 rt_thmb_3 rt_ring_4 rt_ndx_4 rt_thmb_4 srocket_muzzle_flash
//-keepmeshprefix srocket_
//-keepmesh rt_arm_mesh
//-keepmesh lft_arm_mesh
addoptions -skipmesh rt_strogg_arm_mesh
addoptions -skipmesh lft_strogg_arm_mesh
mesh work/models/weapons/railgun/animations/railgun_idle.ma -dest models/weapons/railgun/view
anim work/models/weapons/railgun/animations/railgun_idle.ma -dest models/weapons/railgun/idle
anim work/models/weapons/railgun/animations/railgun_raise.ma -dest models/weapons/railgun/raise
anim work/models/weapons/railgun/animations/railgun_lower.ma -dest models/weapons/railgun/lower
anim work/models/weapons/railgun/animations/railgun_reload_v2.ma -dest models/weapons/railgun/reload
// anim work/models/weapons/railgun/animations/railgun_reload_noArm.ma -dest models/weapons/railgun/reload
anim work/models/weapons/railgun/animations/railgun_fire_slow2.ma -dest models/weapons/railgun/fire_slow
anim work/models/weapons/railgun/animations/railgun_fire_slow2.ma -dest models/weapons/railgun/fire_fast
anim work/models/weapons/railgun/animations/railgun_fire_slow_vs01.ma -dest models/weapons/railgun/fire_fast_2
}
export grapplehoook_strogg
{
options -prefix SROCKET_ -scale .4 -parent lft_wrst srocket_body -keep lft_shldr lft_elbo lft_wrst lft_thmb_1 lft_ndx_1 lft_mddl_1 lft_ring_5 lft_pnky_1 lft_thmb_2 lft_ndx_2 lft_mddl_2 lft_ring_2 lft_pnky_2 lft_thmb_3 lft_ndx_3 lft_mddl_3 lft_ring_3 lft_pnky_3 lft_thmb_4 lft_ndx_4 lft_mddl_4 lft_ring_4 lft_pnky_4 rt_elbo rt_wrst rt_ring_1 rt_ndx_1 rt_thmb_1 rt_ring_2 rt_ndx_2 rt_thmb_2 rt_ring_3 rt_ndx_3 rt_thmb_3 rt_ring_4 rt_ndx_4 rt_thmb_4 srocket_muzzle_flash
addoptions -skipmesh rt_arm_mesh
addoptions -skipmesh lft_arm_mesh
mesh work/models/weapons/railgun/animations/railgun_idle.ma -dest models/weapons/railgun/view_strogg
}
export grapplehoook
{
options -prefix PLAYER_RG_ -scale .4 -keep ATTACHER -sourcedir work/models/characters/marine/animation_mocap_cinematics -destdir models/weapons/railgun/world -rename ATTACHER origin -clearorigin
mesh newMarine_oneframe_idle.ma -dest railgun
anim newMarine_oneframe_idle.ma -dest idle
}
entityDef viewStyle_shouldered_grapplehook {
"viewoffset" "0 3 0"
"viewangles" "-3.5 -6 3"
}
entityDef viewStyle_q3_grapplehook {
"viewoffset" "0 1.6 0"
"viewangles" "-3 -9.4 2.3"
}
//--------------------------------------------------------------------------------------------------------------------
// Weapon Defintion
//--------------------------------------------------------------------------------------------------------------------
entityDef weapon_grapplehook
{
"editor_menu" "pickup"
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 32"
"editor_usage" "GrappleHook"
"spawnclass" "idItem"
"weaponclass" "WeaponGrappleHook"
"size" "32 32 32"
"model_view" "weapon_grapplehook_view"
"model_world" "weapon_grapplehook_world"
"model" "models/weapons/railgun/world/w_rg.lwo"
"def_dropItem" "weapon_grapplehook"
"joint_attach" "RG_ATTACHER"
"joint_view_flash" "srocket_muzzle_flash"
"joint_view_barrel" "srocket_muzzle_flash"
"joint_world_flash" "muzzle_flash"
"fireRate" "0.10"
"spread" "0"
"inv_weapon" "weapon_grapplehook"
"inv_start_ammo_railgun" "10"
"inv_item" "1"
"inv_icon" "gfx/guis/hud/icons/item_railgun.tga"
"inv_name" "Grapple Hook"
//"def_hitscan" "hitscan_railgun"
"mtr_crosshair" "gfx/guis/crosshairs/crosshair_railgun"
"ammoType" "ammo_railgun"
"ammoRequired" "1"
"clipSize" "1"
"lowAmmo" "1"
"continuousFire" "1"
"dryFireReload" "1"
"switchWhenEmpty" "0"
"gui" "guis/weapons/railgun.gui"
"mtr_icon" "gfx/guis/hud/icons/gun_railgun"
"muzzle_kick_time" "0.2"
"muzzle_kick_maxtime" "0.6"
"muzzle_kick_angles" "0 0 0"
"muzzle_kick_offset" "0.5 .15 .15" // 1 1 2" //"2.5 1 2"
"recoilTime" "600"
"recoilAngles" "-.10 0 0"
"barrelPressure" "250"
"weapon_scriptobject" "weapon_grapplehook"
"mtr_flashShader" "lights/muzzleflash"
"flashColor" "0.72 1 .9"
"flashRadius" "260"
"flashPointLight" "1"
"flashTime" "1"
"flashViewOffset" "15 -5 -5"
// "def_mod1" "wpmod_railgun_penetrate"
// "def_mod1" "wpmod_railgun_reflect_I"
// "def_mod2" "wpmod_railgun_reflect_II"
"snd_zoomIn" "weapon_railgun_scope_in"
"snd_zoomOut" "weapon_railgun_scope_out"
"snd_quaddamage" "weapon_quaddamage_fire"
"snd_acquire" "pickup_weapon"
"fx_muzzleflash" "effects/weapons/railgun/muzzleflash.fx"
"fx_muzzleflash_world" "effects/weapons/railgun/muzzleflash_world.fx"
"fx_respawn" "effects/mp/itemrespawn.fx"
"def_viewStyle" "viewStyle_shouldered_grapplehook"
"foreshorten" ".55"
"launchFromBarrel" "0"
"weaponAngleOffsetAverages" "10"
"weaponAngleOffsetScale" ".25"
"weaponAngleOffsetMax" "5"
"weaponOffsetTime" "600"
"weaponOffsetScale" "0.003"
"zoomFov" "40"
"zoomTime" ".1"
"zoomHideCrosshair" "0"
"gui_zoom" "guis/weapons/railgun_scope.gui"
"dbTitle" "Grappling Hook"
"dbText" "Description of the railgun goes here"
"dbFilter" "weapon"
}
entityDef moveable_item_grapplehoook
{
"inherit" "weapon_grapplehook"
"editor_rotatable" "1"
"spawnclass" "idMoveableItem"
"density" "0.05"
"friction" "0.2"
"bouncyness" "0"
}
//--------------------------------------------------------------------------------------------------------------------
// Models
//-------------------------------------------------------------------------------------------------------------------0
model weapon_grapplehook_view
{
mesh models/weapons/railgun/view.md5mesh
offset (-3 1.65 .75)
anim idle models/weapons/railgun/idle.md5anim
anim raise models/weapons/railgun/raise.md5anim
{
frame 1 sound weapon_grapple_raise
//frame 10 sound weapon_railgun_smallcharge
}
anim putaway models/weapons/railgun/lower.md5anim
{
frame 1 sound weapon_switch
frame 1 sound_body weapon_grapple_lower
}
anim fire models/weapons/railgun/fire_fast_2.md5anim
{
frame 1 sound_weapon weapon_grapple_fire_mono
frame 1 sound_voice weapon_grapple_fire
frame 1 sound_body weapon_grapple_fire_loop
//frame 3 sound weapon_railgun_charge
//frame 4 sound weapon_railgun_readjust
//frame 5 sound weapon_railgun_readjust3
//frame 21 sound weapon_railgun_readjust2
}
anim reload models/weapons/railgun/reload.md5anim
{
frame 1 sound weapon_grapple_reload
//frame 35 sound weapon_railgun_clipout
//frame 43 sound weapon_railgun_smallcharge
}
}
model weapon_grapplehook_world
{
mesh models/weapons/railgun/world/railgun.md5mesh
anim idle models/weapons/railgun/world/idle.md5anim
/*
mesh models/test/doom3/weapons/plasmagun_world/worldplasmagun.md5mesh
anim raise models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim
anim idle models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim
anim aim models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim
anim fire1 models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim
anim reload models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim
anim noammo models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim
anim putaway models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim
*/
}
//--------------------------------------------------------------------------------------------------------------------
// Hitscan
//--------------------------------------------------------------------------------------------------------------------
entityDef hitscan_grapplehook
{
"range" "40000"
"push" "40000"
//"def_damage" "damage_railgun"
"fx_impact" "effects/weapons/railgun/impact_default.fx"
"fx_impact_water" "effects/ambient/splash_med.fx"
"fx_path" "effects/weapons/railgun/trail.fx"
"fx_impact_bpglass" "effects/weapons/railgun/impact_bpglass.fx"
"fx_impact_glass" "effects/weapons/railgun/impact_glass.fx"
"fx_impact_concrete" "effects/weapons/railgun/impact_concrete.fx"
"fx_impact_electronics" "effects/weapons/railgun/impact_electronics.fx"
"fx_impact_flesh" "effects/weapons/railgun/impact_flesh.fx"
"fx_impact_monstermetal" "effects/weapons/railgun/impact_flesh.fx"
}
//--------------------------------------------------------------------------------------------------------------------
// Damage
//-------------------------------------------------------------------------------------------------------------------0