Added view-space effects to Enforcer and Biorifle, others will follow soon. Added smoke particles to spent casings. Added green smoke particles to biorifle sludge explosions. Touched up how rockets and grenades are fired. Fixed a VM abort when the game is loaded while there's a Redeemer blast active.
301 lines
5.5 KiB
Text
301 lines
5.5 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 "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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