Added "dropped ammo" properties to all weapons, also for balance. Silence warnings about floating point truncation.
311 lines
5.6 KiB
Text
311 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 1.2 1.0 1.0
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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 1.2 1.0 1.0
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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_t3.png"
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SurfaceSkin 0 4 "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_t3.png"
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SurfaceSkin 0 4 "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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