Recalculated all the model transforms in preparation for coelckers/gzdoom#495. Corrected some small mistakes in Dual Enforcers code.
127 lines
2.1 KiB
Text
127 lines
2.1 KiB
Text
Model "WarheadAmmo"
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{
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Path "models"
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Model 0 "missile_d.3d"
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Skin 0 "jmissile_01_.png"
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Scale 0.2 0.2 0.24
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ZOffset 21
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FrameIndex WMIS A 0 0
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}
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Model "ShockWave"
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{
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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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Scale 1.2 1.0 1.0
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PitchOffset 90
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FrameIndex RWAV A 0 0
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FrameIndex RWAV B 0 1
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}
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Model "WarShell"
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{
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Path "models"
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Model 0 "missile_d.3d"
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Skin 0 "jmissile_01.png"
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Scale 0.24 0.2 0.2
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Offset -13 0 0
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PitchOffset -90
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USEACTORPITCH
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USEACTORROLL
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FrameIndex WMIS A 0 0
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}
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Model "GuidedWarShell"
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{
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Path "models"
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Model 0 "missile_d.3d"
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Skin 0 "jmissile_01.png"
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Scale 0.24 0.2 0.2
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Offset -13 0 0
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PitchOffset -90
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USEACTORPITCH
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USEACTORROLL
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FrameIndex WMIS A 0 0
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}
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Model "WarheadLauncher"
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{
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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 0.24 0.2
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ZOffset 12
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RollOffset -90
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ROTATING
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FrameIndex RDMP A 1 0
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}
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Model "WarheadLauncher"
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{
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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 0.24 0.2
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RollOffset -90
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ZOffset 11
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FrameIndex RDMP B 1 0
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}
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Model "WarheadLauncher"
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{
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Path "models"
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Model 0 "warhead_d.3d"
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SurfaceSkin 0 0 "jwarhead1.png"
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SurfaceSkin 0 1 "jwarhead2.png"
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SurfaceSkin 0 2 "jwarhead3.png"
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SurfaceSkin 0 3 "jwarhead4.png"
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Scale 0.2 -0.12 0.2
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AngleOffset 90
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PitchOffset 22.5
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RollOffset -87.1875
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Offset 7.9 -15.6 -9.2
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// select
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FrameIndex WARS A 0 0
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FrameIndex WARS B 0 1
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FrameIndex WARS C 0 2
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FrameIndex WARS D 0 3
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FrameIndex WARS E 0 4
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FrameIndex WARS F 0 5
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FrameIndex WARS G 0 6
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FrameIndex WARS H 0 7
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FrameIndex WARS I 0 8
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FrameIndex WARS J 0 9
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FrameIndex WARS K 0 10
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FrameIndex WARS L 0 11
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FrameIndex WARS M 0 12
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FrameIndex WARS N 0 13
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FrameIndex WARS O 0 14
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// idle
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FrameIndex WARI A 0 15
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FrameIndex WARI B 0 16
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FrameIndex WARI C 0 17
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FrameIndex WARI D 0 18
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FrameIndex WARI E 0 19
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// deselect
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FrameIndex WARD A 0 20
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FrameIndex WARD B 0 21
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FrameIndex WARD C 0 22
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FrameIndex WARD D 0 23
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FrameIndex WARD E 0 24
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FrameIndex WARD F 0 25
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FrameIndex WARD G 0 26
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// fire
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FrameIndex WARF A 0 28
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FrameIndex WARF B 0 29
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FrameIndex WARF C 0 30
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FrameIndex WARF D 0 31
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FrameIndex WARF E 0 32
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FrameIndex WARF F 0 33
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FrameIndex WARF G 0 34
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}
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