Finished biorifle, began work on pulsegun.
Added some extra particle effects just for kicks. Made various actors freeze-aware. Tweaked a couple things here and there.
This commit is contained in:
parent
d718eb6a9c
commit
73e8e8ada9
96 changed files with 1437 additions and 133 deletions
431
modeldef.txt
431
modeldef.txt
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@ -20,7 +20,150 @@ Model "BioGel"
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Skin 0 "Jgreen.png"
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Scale 0.08 0.08 0.08
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RollOffset 90
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DONTCULLBACKFACES
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USEACTORPITCH
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USEACTORROLL
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// Flying
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FrameIndex GELF A 0 0
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FrameIndex GELF B 0 1
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FrameIndex GELF C 0 2
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FrameIndex GELF D 0 3
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FrameIndex GELF E 0 4
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FrameIndex GELF F 0 5
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FrameIndex GELF G 0 6
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FrameIndex GELF H 0 7
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FrameIndex GELF I 0 8
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FrameIndex GELF J 0 9
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FrameIndex GELF K 0 10
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FrameIndex GELF L 0 11
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FrameIndex GELF M 0 12
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// Hit
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FrameIndex GELH A 0 14
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FrameIndex GELH B 0 15
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FrameIndex GELH C 0 16
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FrameIndex GELH D 0 17
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FrameIndex GELH E 0 18
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FrameIndex GELH F 0 19
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FrameIndex GELH G 0 20
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FrameIndex GELH H 0 21
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FrameIndex GELH I 0 22
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FrameIndex GELH J 0 23
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// Drip
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FrameIndex GELD A 0 24
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FrameIndex GELD B 0 25
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FrameIndex GELD C 0 26
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FrameIndex GELD D 0 27
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FrameIndex GELD E 0 28
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FrameIndex GELD F 0 29
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FrameIndex GELD G 0 30
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FrameIndex GELD H 0 31
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FrameIndex GELD I 0 32
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FrameIndex GELD J 0 33
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FrameIndex GELD K 0 34
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FrameIndex GELD L 0 35
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FrameIndex GELD M 0 36
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// Slide
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FrameIndex GELS A 0 37
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FrameIndex GELS B 0 38
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FrameIndex GELS C 0 39
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FrameIndex GELS D 0 40
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FrameIndex GELS E 0 41
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FrameIndex GELS F 0 42
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FrameIndex GELS G 0 43
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// Shrivel
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FrameIndex GELX A 0 44
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FrameIndex GELX B 0 45
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FrameIndex GELX C 0 46
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FrameIndex GELX D 0 47
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FrameIndex GELX E 0 48
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FrameIndex GELX F 0 49
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FrameIndex GELX G 0 50
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FrameIndex GELX H 0 51
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FrameIndex GELX I 0 52
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FrameIndex GELX J 0 53
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FrameIndex GELX K 0 54
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FrameIndex GELX L 0 55
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}
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Model "BioSplash"
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{
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Path "models"
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Model 0 "BioGelm_d.3d"
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Skin 0 "Jgreen.png"
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Scale 0.08 0.08 0.08
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RollOffset 90
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USEACTORPITCH
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USEACTORROLL
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// Flying
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FrameIndex GELF A 0 0
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FrameIndex GELF B 0 1
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FrameIndex GELF C 0 2
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FrameIndex GELF D 0 3
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FrameIndex GELF E 0 4
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FrameIndex GELF F 0 5
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FrameIndex GELF G 0 6
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FrameIndex GELF H 0 7
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FrameIndex GELF I 0 8
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FrameIndex GELF J 0 9
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FrameIndex GELF K 0 10
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FrameIndex GELF L 0 11
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FrameIndex GELF M 0 12
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// Hit
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FrameIndex GELH A 0 14
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FrameIndex GELH B 0 15
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FrameIndex GELH C 0 16
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FrameIndex GELH D 0 17
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FrameIndex GELH E 0 18
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FrameIndex GELH F 0 19
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FrameIndex GELH G 0 20
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FrameIndex GELH H 0 21
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FrameIndex GELH I 0 22
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FrameIndex GELH J 0 23
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// Drip
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FrameIndex GELD A 0 24
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FrameIndex GELD B 0 25
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FrameIndex GELD C 0 26
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FrameIndex GELD D 0 27
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FrameIndex GELD E 0 28
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FrameIndex GELD F 0 29
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FrameIndex GELD G 0 30
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FrameIndex GELD H 0 31
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FrameIndex GELD I 0 32
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FrameIndex GELD J 0 33
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FrameIndex GELD K 0 34
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FrameIndex GELD L 0 35
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FrameIndex GELD M 0 36
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// Slide
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FrameIndex GELS A 0 37
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FrameIndex GELS B 0 38
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FrameIndex GELS C 0 39
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FrameIndex GELS D 0 40
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FrameIndex GELS E 0 41
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FrameIndex GELS F 0 42
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FrameIndex GELS G 0 43
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// Shrivel
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FrameIndex GELX A 0 44
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FrameIndex GELX B 0 45
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FrameIndex GELX C 0 46
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FrameIndex GELX D 0 47
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FrameIndex GELX E 0 48
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FrameIndex GELX F 0 49
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FrameIndex GELX G 0 50
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FrameIndex GELX H 0 51
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FrameIndex GELX I 0 52
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FrameIndex GELX J 0 53
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FrameIndex GELX K 0 54
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FrameIndex GELX L 0 55
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}
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Model "BioGlob"
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{
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Path "models"
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Model 0 "BioGelm_d.3d"
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Skin 0 "Jgreen.png"
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Scale 0.08 0.08 0.08
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RollOffset 90
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USEACTORPITCH
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USEACTORROLL
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@ -123,6 +266,7 @@ Model "BioRifle"
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PitchOffset 94.21875
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Scale 0.125 0.06 0.125
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Offset 9.8 -17.6 -10.4
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INTERPOLATEDOUBLEDFRAMES
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// select
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FrameIndex BIOS A 0 0
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@ -229,7 +373,6 @@ Model "ShockRifleWave"
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Path "models"
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Model 0 "shockrwm_d.3d"
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Skin 0 "shocktt1.png"
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DONTCULLBACKFACES
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FrameIndex SWAV A 0 0
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FrameIndex SWAV B 0 1
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@ -284,7 +427,7 @@ Model "ShockRifle"
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Skin 1 "asmd_t.png"
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AngleOffset 270
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PitchOffset 90
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Scale -0.14 0.14 0.14
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Scale -0.14 0.18 0.14
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ZOffset 12
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ROTATING
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@ -297,7 +440,7 @@ Model "ShockRifle"
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Skin 1 "asmd_t.png"
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AngleOffset 270
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PitchOffset 90
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Scale -0.14 0.14 0.14
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Scale -0.14 0.18 0.14
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ZOffset 12
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FrameIndex ASMP B 1 0
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@ -366,6 +509,265 @@ Model "ShockRifle"
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FrameIndex ASMA J 0 49
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}
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//=============================================================================
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// PULSE GUN
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//=============================================================================
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Model "PulseAmmo"
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{
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Path "models"
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Model 0 "PAmmo_d.3d"
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Skin 0 "JPammo_01.png"
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Scale -0.08 0.06 0.06
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PitchOffset 90
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ZOffset 6
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FrameIndex PAMO A 0 0
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}
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Model "PulseGun"
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{
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Path "models"
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Model 1 "PulsePickup_d.3d"
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Skin 1 "JPulsePickup_01.png"
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AngleOffset 270
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PitchOffset 90
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Scale -0.16 0.2 0.16
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ZOffset 12
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ROTATING
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FrameIndex PGNP A 1 0
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}
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Model "PulseGun"
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{
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Path "models"
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Model 1 "PulsePickup_d.3d"
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Skin 1 "JPulsePickup_01.png"
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AngleOffset 270
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PitchOffset 90
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Scale -0.16 0.2 0.16
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ZOffset 12
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FrameIndex PGNP B 1 0
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}
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Model "PulseGun"
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{
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Path "models"
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Model 2 "Flat_d.3d"
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Skin 2 "MuzzyPulse.png"
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PitchOffset 90
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Scale 0.08 0.08 0.08
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Offset 8.5 -20.0 -4.5
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FrameIndex PMUZ A 0 0
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}
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Model "PulseGun"
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{
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Path "models"
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Model 0 "PulseGunR_d.3d"
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SurfaceSkin 0 0 "AmmoLedBase.png"
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SurfaceSkin 0 1 "JPulseGun_02.png"
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SurfaceSkin 0 2 "JPulseGun_03.png"
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PitchOffset 90
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Scale 0.26 0.13 0.26
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Offset 0.0 -10.5 -8.0
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// Select
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FrameIndex PGNS A 0 2
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FrameIndex PGNS B 0 3
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FrameIndex PGNS C 0 4
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FrameIndex PGNS D 0 5
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FrameIndex PGNS E 0 6
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FrameIndex PGNS F 0 7
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FrameIndex PGNS G 0 8
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FrameIndex PGNS H 0 9
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FrameIndex PGNS I 0 10
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FrameIndex PGNS J 0 11
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FrameIndex PGNS K 0 12
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FrameIndex PGNS L 0 13
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FrameIndex PGNS M 0 14
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FrameIndex PGNS N 0 15
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FrameIndex PGNS O 0 16
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FrameIndex PGNS P 0 17
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FrameIndex PGNS Q 0 18
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FrameIndex PGNS R 0 19
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FrameIndex PGNS S 0 20
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FrameIndex PGNS T 0 21
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FrameIndex PGNS U 0 22
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FrameIndex PGNS V 0 23
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FrameIndex PGNS W 0 24
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// Cooldown
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FrameIndex PGNC A 0 40
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FrameIndex PGNC B 0 41
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FrameIndex PGNC C 0 42
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FrameIndex PGNC D 0 43
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FrameIndex PGNC E 0 44
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FrameIndex PGNC F 0 45
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FrameIndex PGNC G 0 46
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FrameIndex PGNC H 0 47
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FrameIndex PGNC I 0 48
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FrameIndex PGNC J 0 49
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FrameIndex PGNC K 0 50
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FrameIndex PGNC L 0 51
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FrameIndex PGNC M 0 52
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FrameIndex PGNC N 0 53
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FrameIndex PGNC O 0 54
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FrameIndex PGNC P 0 55
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FrameIndex PGNC Q 0 56
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FrameIndex PGNC R 0 57
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FrameIndex PGNC S 0 58
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FrameIndex PGNC T 0 59
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FrameIndex PGNC U 0 60
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FrameIndex PGNC V 0 61
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FrameIndex PGNC W 0 62
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FrameIndex PGNC X 0 63
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FrameIndex PGNC Y 0 64
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// Reload
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FrameIndex PGNR A 0 65
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FrameIndex PGNR B 0 66
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FrameIndex PGNR C 0 67
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FrameIndex PGNR D 0 68
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FrameIndex PGNR E 0 69
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FrameIndex PGNR F 0 70
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FrameIndex PGNR G 0 71
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FrameIndex PGNR H 0 72
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FrameIndex PGNR I 0 73
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FrameIndex PGNR J 0 74
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FrameIndex PGNR K 0 75
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FrameIndex PGNR L 0 76
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FrameIndex PGNR M 0 77
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FrameIndex PGNR N 0 78
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FrameIndex PGNR O 0 79
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FrameIndex PGNR P 0 80
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FrameIndex PGNR Q 0 81
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FrameIndex PGNR R 0 82
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FrameIndex PGNR S 0 83
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FrameIndex PGNR T 0 84
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FrameIndex PGNR U 0 85
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FrameIndex PGNR V 0 86
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FrameIndex PGNR W 0 87
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FrameIndex PGNR X 0 88
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FrameIndex PGNR Y 0 89
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FrameIndex PGNR Z 0 90
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FrameIndex PGR2 A 0 91
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FrameIndex PGR2 B 0 92
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FrameIndex PGR2 C 0 93
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FrameIndex PGR2 D 0 94
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FrameIndex PGR2 E 0 95
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FrameIndex PGR2 F 0 96
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FrameIndex PGR2 G 0 97
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FrameIndex PGR2 H 0 98
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FrameIndex PGR2 I 0 99
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FrameIndex PGR2 J 0 100
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FrameIndex PGR2 K 0 101
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FrameIndex PGR2 L 0 102
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FrameIndex PGR2 M 0 103
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FrameIndex PGR2 N 0 104
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FrameIndex PGR2 O 0 105
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FrameIndex PGR2 P 0 106
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FrameIndex PGR2 Q 0 107
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FrameIndex PGR2 R 0 108
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FrameIndex PGR2 S 0 109
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FrameIndex PGR2 T 0 110
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FrameIndex PGR2 U 0 111
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FrameIndex PGR2 V 0 112
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FrameIndex PGR2 W 0 113
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FrameIndex PGR2 X 0 114
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// Bolt Start
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FrameIndex PGBS A 0 115
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FrameIndex PGBS B 0 116
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FrameIndex PGBS C 0 117
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FrameIndex PGBS D 0 118
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FrameIndex PGBS E 0 119
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// Bolt Loop
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FrameIndex PGBL A 0 120
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FrameIndex PGBL B 0 121
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FrameIndex PGBL C 0 122
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FrameIndex PGBL D 0 123
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FrameIndex PGBL E 0 124
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FrameIndex PGBL F 0 125
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FrameIndex PGBL G 0 126
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FrameIndex PGBL H 0 127
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FrameIndex PGBL I 0 128
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FrameIndex PGBL J 0 129
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// Bolt End
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FrameIndex PGBE A 0 130
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FrameIndex PGBE B 0 131
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FrameIndex PGBE C 0 132
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FrameIndex PGBE D 0 133
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FrameIndex PGBE E 0 134
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// Idle
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FrameIndex PGNI A 0 135
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FrameIndex PGNI B 0 138
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FrameIndex PGNI C 0 141
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FrameIndex PGNI D 0 144
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FrameIndex PGNI E 0 147
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FrameIndex PGNI F 0 150
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FrameIndex PGNI G 0 153
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FrameIndex PGNI H 0 156
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FrameIndex PGNI I 0 159
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FrameIndex PGNI J 0 162
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FrameIndex PGNI K 0 165
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FrameIndex PGNI L 0 168
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FrameIndex PGNI M 0 171
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FrameIndex PGNI N 0 174
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FrameIndex PGNI O 0 177
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FrameIndex PGNI P 0 180
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FrameIndex PGNI Q 0 183
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FrameIndex PGNI R 0 186
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FrameIndex PGNI S 0 189
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FrameIndex PGNI T 0 192
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FrameIndex PGNI U 0 195
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FrameIndex PGNI V 0 198
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FrameIndex PGNI W 0 201
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FrameIndex PGNI X 0 204
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FrameIndex PGNI Y 0 207
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FrameIndex PGNI Z 0 210
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// Fire Loop
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FrameIndex PGNF A 0 215
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FrameIndex PGNF B 0 216
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FrameIndex PGNF C 0 217
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FrameIndex PGNF D 0 218
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FrameIndex PGNF E 0 219
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FrameIndex PGNF F 0 220
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FrameIndex PGNF G 0 221
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FrameIndex PGNF H 0 222
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FrameIndex PGNF I 0 223
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FrameIndex PGNF J 0 224
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FrameIndex PGNF K 0 225
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FrameIndex PGNF L 0 226
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FrameIndex PGNF M 0 227
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FrameIndex PGNF N 0 228
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FrameIndex PGNF O 0 229
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FrameIndex PGNF P 0 230
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FrameIndex PGNF Q 0 231
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FrameIndex PGNF R 0 232
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FrameIndex PGNF S 0 233
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FrameIndex PGNF T 0 234
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FrameIndex PGNF U 0 235
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FrameIndex PGNF V 0 236
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FrameIndex PGNF W 0 237
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FrameIndex PGNF X 0 238
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FrameIndex PGNF Y 0 239
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FrameIndex PGNF Z 0 240
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FrameIndex PGF2 A 0 241
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FrameIndex PGF2 B 0 242
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FrameIndex PGF2 C 0 243
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FrameIndex PGF2 D 0 244
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FrameIndex PGF2 E 0 245
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FrameIndex PGF2 F 0 246
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FrameIndex PGF2 G 0 247
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FrameIndex PGF2 H 0 248
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FrameIndex PGF2 I 0 249
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FrameIndex PGF2 J 0 250
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FrameIndex PGF2 K 0 251
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FrameIndex PGF2 L 0 252
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FrameIndex PGF2 M 0 253
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FrameIndex PGF2 N 0 254
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}
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//=============================================================================
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// FLAK CANNON
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//=============================================================================
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@ -993,7 +1395,7 @@ Model "FlakCannon"
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Skin 1 "flak_t.png"
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AngleOffset 90
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PitchOffset 90
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Scale 0.14 0.14 0.14
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Scale 0.14 0.18 0.14
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Offset 0 -18.9 0
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ZOffset 12
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ROTATING
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@ -1007,13 +1409,25 @@ Model "FlakCannon"
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Skin 1 "flak_t.png"
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AngleOffset 90
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PitchOffset 90
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Scale 0.14 0.14 0.14
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Scale 0.14 0.18 0.14
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Offset 0 -18.9 0
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ZOffset 12
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FrameIndex FPCK B 1 0
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}
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Model "FlakCannon"
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{
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Path "models"
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Model 2 "Flat_d.3d"
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Skin 2 "Flakmuz.png"
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PitchOffset 90
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Scale 0.08 0.08 0.08
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Offset 4.0 -20.0 -7.5
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FrameIndex FMUZ A 0 0
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}
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Model "FlakCannon"
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{
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Path "models"
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@ -1133,7 +1547,6 @@ Model "ShockWave"
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Path "models"
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Model 0 "shockwavem_d.3d"
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Skin 0 "shockt1.png"
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DONTCULLBACKFACES
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FrameIndex RWAV A 0 0
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FrameIndex RWAV B 0 1
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@ -1171,7 +1584,7 @@ Model "WarheadLauncher"
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Path "models"
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Model 1 "whpick_d.3d"
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Skin 1 "jwhpick1.png"
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Scale -0.2 0.2 0.2
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Scale -0.2 0.24 0.24
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ZOffset 12
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AngleOffset 180
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ROTATING
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@ -1183,7 +1596,7 @@ Model "WarheadLauncher"
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Path "models"
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Model 1 "whpick_d.3d"
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Skin 1 "jwhpick1.png"
|
||||
Scale -0.2 0.2 0.2
|
||||
Scale -0.2 0.24 0.24
|
||||
AngleOffset 180
|
||||
ZOffset 12
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue