Reduced the smoke on the minigun and casings for better performance. Corrected the number of chunks (was 6, should be 8) fired by the flak cannon. Reduced flak chunk spread (should be ~5.5 degrees, was double of that) on the weapon and slugs. Reduced the size of the shock rifle combo shockwave mesh to be closer to vanilla UT. Misc. tweaks to health item textures. Reduced the blur in the Redeemer view shader, it was too strong. Fix expiration messages on powerups appearing on level changes. Address complaints about how I change Kinsie's test map. Shouldn't be too dark now.
309 lines
5.6 KiB
Text
309 lines
5.6 KiB
Text
Model "ShockAmmo"
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{
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Path "models"
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Model 0 "ShockCoreM_d.3d"
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Skin 0 "JShockCore.png"
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Scale 0.11 0.11 0.132
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ZOffset 12
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FrameIndex SHOA A 0 0
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}
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Model "ShockAmmo2"
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{
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Path "models"
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Model 0 "ShockCoreM_d.3d"
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Skin 0 "JShockCore_2.png"
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Scale 0.11 0.11 0.132
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ZOffset 12
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FrameIndex SHOA A 0 0
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}
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Model "EnhancedShockAmmo"
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{
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Path "models"
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Model 0 "ShockCoreM_d.3d"
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Skin 0 "JSShockCore.png"
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Scale 0.11 0.11 0.132
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ZOffset 12
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FrameIndex SHOA A 0 0
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}
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Model "ShockRifleWave"
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{
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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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Scale 0.6 0.5 0.5
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PitchOffset 90
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FrameIndex SWAV A 0 0
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FrameIndex SWAV B 0 1
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}
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Model "SuperShockRifleWave"
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{
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Path "models"
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Model 0 "shockrwm_d.3d"
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Skin 0 "sshocktt1.png"
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Scale 0.6 0.5 1.5
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PitchOffset 90
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FrameIndex SWAV A 0 0
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FrameIndex SWAV B 0 1
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}
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Model "ShockBeamRing"
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{
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Path "models"
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Model 0 "utringex_d.3d"
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Skin 0 "asaring.png"
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Scale 1.2 1.0 1.0
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PitchOffset 90
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DONTCULLBACKFACES
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USEACTORPITCH
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USEACTORROLL
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FrameIndex SRNG A 0 0
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FrameIndex SRNG B 0 1
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FrameIndex SRNG C 0 2
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FrameIndex SRNG D 0 3
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FrameIndex SRNG E 0 4
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FrameIndex SRNG F 0 5
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FrameIndex SRNG G 0 6
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FrameIndex SRNG H 0 7
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FrameIndex SRNG I 0 8
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}
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Model "SuperShockBeamRing"
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{
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Path "models"
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Model 0 "utringex_d.3d"
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Skin 0 "ASasRing.png"
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Scale 1.2 1.0 1.0
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PitchOffset 90
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DONTCULLBACKFACES
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USEACTORPITCH
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USEACTORROLL
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FrameIndex SRNG A 0 0
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FrameIndex SRNG B 0 1
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FrameIndex SRNG C 0 2
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FrameIndex SRNG D 0 3
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FrameIndex SRNG E 0 4
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FrameIndex SRNG F 0 5
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FrameIndex SRNG G 0 6
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FrameIndex SRNG H 0 7
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FrameIndex SRNG I 0 8
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}
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Model "ShockBlastRing"
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{
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Path "models"
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Model 0 "utringex_d.3d"
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Skin 0 "ppurplering.png"
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Scale 1.2 1.0 1.0
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PitchOffset 90
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DONTCULLBACKFACES
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USEACTORPITCH
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USEACTORROLL
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FrameIndex SRNG A 0 0
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FrameIndex SRNG B 0 1
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FrameIndex SRNG C 0 2
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FrameIndex SRNG D 0 3
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FrameIndex SRNG E 0 4
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FrameIndex SRNG F 0 5
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FrameIndex SRNG G 0 6
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FrameIndex SRNG H 0 7
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FrameIndex SRNG I 0 8
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}
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Model "SuperShockBlastRing"
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{
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Path "models"
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Model 0 "utringex_d.3d"
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Skin 0 "ASasRing.png"
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Scale 1.2 1.0 1.0
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PitchOffset 90
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DONTCULLBACKFACES
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USEACTORPITCH
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USEACTORROLL
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FrameIndex SRNG A 0 0
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FrameIndex SRNG B 0 1
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FrameIndex SRNG C 0 2
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FrameIndex SRNG D 0 3
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FrameIndex SRNG E 0 4
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FrameIndex SRNG F 0 5
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FrameIndex SRNG G 0 6
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FrameIndex SRNG H 0 7
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FrameIndex SRNG I 0 8
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}
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Model "ShockRifle"
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{
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Path "models"
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Model 1 "asmd2pick_d.3d"
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Skin 1 "asmd_t.png"
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AngleOffset 90
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Scale 0.14 0.14 0.18
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ZOffset 4
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FrameIndex ASMP B 1 0
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ZOffset 12
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ROTATING
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FrameIndex ASMP A 1 0
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}
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Model "ShockRifle"
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{
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Path "models"
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Model 0 "asmd2m_d.3d"
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SurfaceSkin 0 0 "asmd_t1.png"
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SurfaceSkin 0 1 "asmd_t2.png"
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SurfaceSkin 0 2 "asmd_t3.png"
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SurfaceSkin 0 3 "asmd_t4.png"
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AngleOffset 90
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RollOffset 3 // subtly hide an ugly looking part of the model
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Scale 0.15 -0.12 0.15
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Offset 5.1 -18.4 -5.2
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// select
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FrameIndex ASMS A 0 0
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FrameIndex ASMS B 0 1
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FrameIndex ASMS C 0 2
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FrameIndex ASMS D 0 3
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FrameIndex ASMS E 0 4
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FrameIndex ASMS F 0 5
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FrameIndex ASMS G 0 6
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FrameIndex ASMS H 0 7
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FrameIndex ASMS I 0 8
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FrameIndex ASMS J 0 9
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FrameIndex ASMS K 0 10
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FrameIndex ASMS L 0 11
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FrameIndex ASMS M 0 12
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FrameIndex ASMS N 0 13
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FrameIndex ASMS O 0 14
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// idle
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FrameIndex ASMI A 0 15
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// deselect
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FrameIndex ASMD A 0 17
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FrameIndex ASMD B 0 18
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FrameIndex ASMD C 0 19
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FrameIndex ASMD D 0 20
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FrameIndex ASMD E 0 21
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FrameIndex ASMD F 0 22
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FrameIndex ASMD G 0 23
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// fire
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FrameIndex ASMF A 0 30
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FrameIndex ASMF B 0 31
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FrameIndex ASMF C 0 32
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FrameIndex ASMF D 0 33
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FrameIndex ASMF E 0 34
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FrameIndex ASMF F 0 35
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FrameIndex ASMF G 0 36
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FrameIndex ASMF H 0 37
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FrameIndex ASMF I 0 38
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FrameIndex ASMF J 0 39
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// altfire
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FrameIndex ASMA A 0 40
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FrameIndex ASMA B 0 41
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FrameIndex ASMA C 0 42
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FrameIndex ASMA D 0 43
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FrameIndex ASMA E 0 44
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FrameIndex ASMA F 0 45
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FrameIndex ASMA G 0 46
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FrameIndex ASMA H 0 47
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FrameIndex ASMA I 0 48
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FrameIndex ASMA J 0 49
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}
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Model "EnhancedShockRifle"
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{
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Path "models"
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Model 1 "asmd2pick_d.3d"
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Skin 1 "sasmd_t.png"
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AngleOffset 90
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Scale 0.14 0.14 0.18
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ZOffset 12
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ROTATING
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FrameIndex ASMP A 1 0
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}
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Model "EnhancedShockRifle"
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{
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Path "models"
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Model 1 "asmd2pick_d.3d"
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Skin 1 "sasmd_t.png"
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AngleOffset 90
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Scale 0.14 0.14 0.18
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ZOffset 4
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FrameIndex ASMP B 1 0
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}
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Model "EnhancedShockRifle"
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{
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Path "models"
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Model 0 "asmd2m_d.3d"
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SurfaceSkin 0 0 "sasmd_t1.png"
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SurfaceSkin 0 1 "sasmd_t2.png"
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SurfaceSkin 0 2 "sasmd_t3.png"
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SurfaceSkin 0 3 "sasmd_t4.png"
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AngleOffset 90
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RollOffset 3 // subtly hide an ugly looking part of the model
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Scale 0.15 -0.12 0.15
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Offset 5.1 -18.4 -5.2
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// select
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FrameIndex ASMS A 0 0
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FrameIndex ASMS B 0 1
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FrameIndex ASMS C 0 2
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FrameIndex ASMS D 0 3
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FrameIndex ASMS E 0 4
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FrameIndex ASMS F 0 5
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FrameIndex ASMS G 0 6
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FrameIndex ASMS H 0 7
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FrameIndex ASMS I 0 8
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FrameIndex ASMS J 0 9
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FrameIndex ASMS K 0 10
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FrameIndex ASMS L 0 11
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FrameIndex ASMS M 0 12
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FrameIndex ASMS N 0 13
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FrameIndex ASMS O 0 14
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// idle
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FrameIndex ASMI A 0 15
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// deselect
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FrameIndex ASMD A 0 17
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FrameIndex ASMD B 0 18
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FrameIndex ASMD C 0 19
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FrameIndex ASMD D 0 20
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FrameIndex ASMD E 0 21
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FrameIndex ASMD F 0 22
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FrameIndex ASMD G 0 23
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// fire
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FrameIndex ASMF A 0 30
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FrameIndex ASMF B 0 31
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FrameIndex ASMF C 0 32
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FrameIndex ASMF D 0 33
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FrameIndex ASMF E 0 34
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FrameIndex ASMF F 0 35
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FrameIndex ASMF G 0 36
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FrameIndex ASMF H 0 37
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FrameIndex ASMF I 0 38
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FrameIndex ASMF J 0 39
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// altfire
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FrameIndex ASMA A 0 40
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FrameIndex ASMA B 0 41
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FrameIndex ASMA C 0 42
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FrameIndex ASMA D 0 43
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FrameIndex ASMA E 0 44
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FrameIndex ASMA F 0 45
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FrameIndex ASMA G 0 46
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FrameIndex ASMA H 0 47
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FrameIndex ASMA I 0 48
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FrameIndex ASMA J 0 49
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}
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