flak_m/modeldef.shock
Marisa Kirisame cbb498378e Removal of all RNG damage (excluding minigun).
Enhanced Shock Rifle is now actually instakill as it's meant to be.
Enhanced Shock Rifle is disabled by default for deathmatch (toggleable).
Implemented Instagib Deathmatch through flak_instagib cvar.
Fixed a small typo in the modeldef entry of the enhanced shock ball shockwave.
2019-04-07 21:37:24 +02:00

309 lines
5.6 KiB
Text

Model "ShockAmmo"
{
Path "models"
Model 0 "ShockCoreM_d.3d"
Skin 0 "JShockCore.png"
Scale 0.11 0.11 0.132
ZOffset 12
FrameIndex SHOA A 0 0
}
Model "ShockAmmo2"
{
Path "models"
Model 0 "ShockCoreM_d.3d"
Skin 0 "JShockCore_2.png"
Scale 0.11 0.11 0.132
ZOffset 12
FrameIndex SHOA A 0 0
}
Model "EnhancedShockAmmo"
{
Path "models"
Model 0 "ShockCoreM_d.3d"
Skin 0 "JSShockCore.png"
Scale 0.11 0.11 0.132
ZOffset 12
FrameIndex SHOA A 0 0
}
Model "ShockRifleWave"
{
Path "models"
Model 0 "shockrwm_d.3d"
Skin 0 "shocktt1.png"
Scale 0.6 0.5 0.5
PitchOffset 90
FrameIndex SWAV A 0 0
FrameIndex SWAV B 0 1
}
Model "SuperShockRifleWave"
{
Path "models"
Model 0 "shockrwm_d.3d"
Skin 0 "sshocktt1.png"
Scale 0.6 0.5 0.5
PitchOffset 90
FrameIndex SWAV A 0 0
FrameIndex SWAV B 0 1
}
Model "ShockBeamRing"
{
Path "models"
Model 0 "utringex_d.3d"
Skin 0 "asaring.png"
Scale 1.2 1.0 1.0
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
FrameIndex SRNG A 0 0
FrameIndex SRNG B 0 1
FrameIndex SRNG C 0 2
FrameIndex SRNG D 0 3
FrameIndex SRNG E 0 4
FrameIndex SRNG F 0 5
FrameIndex SRNG G 0 6
FrameIndex SRNG H 0 7
FrameIndex SRNG I 0 8
}
Model "SuperShockBeamRing"
{
Path "models"
Model 0 "utringex_d.3d"
Skin 0 "ASasRing.png"
Scale 1.2 1.0 1.0
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
FrameIndex SRNG A 0 0
FrameIndex SRNG B 0 1
FrameIndex SRNG C 0 2
FrameIndex SRNG D 0 3
FrameIndex SRNG E 0 4
FrameIndex SRNG F 0 5
FrameIndex SRNG G 0 6
FrameIndex SRNG H 0 7
FrameIndex SRNG I 0 8
}
Model "ShockBlastRing"
{
Path "models"
Model 0 "utringex_d.3d"
Skin 0 "ppurplering.png"
Scale 1.2 1.0 1.0
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
FrameIndex SRNG A 0 0
FrameIndex SRNG B 0 1
FrameIndex SRNG C 0 2
FrameIndex SRNG D 0 3
FrameIndex SRNG E 0 4
FrameIndex SRNG F 0 5
FrameIndex SRNG G 0 6
FrameIndex SRNG H 0 7
FrameIndex SRNG I 0 8
}
Model "SuperShockBlastRing"
{
Path "models"
Model 0 "utringex_d.3d"
Skin 0 "ASasRing.png"
Scale 1.2 1.0 1.0
PitchOffset 90
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
FrameIndex SRNG A 0 0
FrameIndex SRNG B 0 1
FrameIndex SRNG C 0 2
FrameIndex SRNG D 0 3
FrameIndex SRNG E 0 4
FrameIndex SRNG F 0 5
FrameIndex SRNG G 0 6
FrameIndex SRNG H 0 7
FrameIndex SRNG I 0 8
}
Model "ShockRifle"
{
Path "models"
Model 1 "asmd2pick_d.3d"
Skin 1 "asmd_t.png"
AngleOffset 90
Scale 0.14 0.14 0.18
ZOffset 4
FrameIndex ASMP B 1 0
ZOffset 12
ROTATING
FrameIndex ASMP A 1 0
}
Model "ShockRifle"
{
Path "models"
Model 0 "asmd2m_d.3d"
SurfaceSkin 0 0 "asmd_t1.png"
SurfaceSkin 0 1 "asmd_t2.png"
SurfaceSkin 0 2 "asmd_t3.png"
SurfaceSkin 0 3 "asmd_t4.png"
AngleOffset 90
RollOffset 3 // subtly hide an ugly looking part of the model
Scale 0.15 -0.12 0.15
Offset 5.1 -18.4 -5.2
// select
FrameIndex ASMS A 0 0
FrameIndex ASMS B 0 1
FrameIndex ASMS C 0 2
FrameIndex ASMS D 0 3
FrameIndex ASMS E 0 4
FrameIndex ASMS F 0 5
FrameIndex ASMS G 0 6
FrameIndex ASMS H 0 7
FrameIndex ASMS I 0 8
FrameIndex ASMS J 0 9
FrameIndex ASMS K 0 10
FrameIndex ASMS L 0 11
FrameIndex ASMS M 0 12
FrameIndex ASMS N 0 13
FrameIndex ASMS O 0 14
// idle
FrameIndex ASMI A 0 15
// deselect
FrameIndex ASMD A 0 17
FrameIndex ASMD B 0 18
FrameIndex ASMD C 0 19
FrameIndex ASMD D 0 20
FrameIndex ASMD E 0 21
FrameIndex ASMD F 0 22
FrameIndex ASMD G 0 23
// fire
FrameIndex ASMF A 0 30
FrameIndex ASMF B 0 31
FrameIndex ASMF C 0 32
FrameIndex ASMF D 0 33
FrameIndex ASMF E 0 34
FrameIndex ASMF F 0 35
FrameIndex ASMF G 0 36
FrameIndex ASMF H 0 37
FrameIndex ASMF I 0 38
FrameIndex ASMF J 0 39
// altfire
FrameIndex ASMA A 0 40
FrameIndex ASMA B 0 41
FrameIndex ASMA C 0 42
FrameIndex ASMA D 0 43
FrameIndex ASMA E 0 44
FrameIndex ASMA F 0 45
FrameIndex ASMA G 0 46
FrameIndex ASMA H 0 47
FrameIndex ASMA I 0 48
FrameIndex ASMA J 0 49
}
Model "EnhancedShockRifle"
{
Path "models"
Model 1 "asmd2pick_d.3d"
Skin 1 "sasmd_t.png"
AngleOffset 90
Scale 0.14 0.14 0.18
ZOffset 12
ROTATING
FrameIndex ASMP A 1 0
}
Model "EnhancedShockRifle"
{
Path "models"
Model 1 "asmd2pick_d.3d"
Skin 1 "sasmd_t.png"
AngleOffset 90
Scale 0.14 0.14 0.18
ZOffset 4
FrameIndex ASMP B 1 0
}
Model "EnhancedShockRifle"
{
Path "models"
Model 0 "asmd2m_d.3d"
SurfaceSkin 0 0 "sasmd_t1.png"
SurfaceSkin 0 1 "sasmd_t2.png"
SurfaceSkin 0 2 "sasmd_t3.png"
SurfaceSkin 0 3 "sasmd_t4.png"
AngleOffset 90
RollOffset 3 // subtly hide an ugly looking part of the model
Scale 0.15 -0.12 0.15
Offset 5.1 -18.4 -5.2
// select
FrameIndex ASMS A 0 0
FrameIndex ASMS B 0 1
FrameIndex ASMS C 0 2
FrameIndex ASMS D 0 3
FrameIndex ASMS E 0 4
FrameIndex ASMS F 0 5
FrameIndex ASMS G 0 6
FrameIndex ASMS H 0 7
FrameIndex ASMS I 0 8
FrameIndex ASMS J 0 9
FrameIndex ASMS K 0 10
FrameIndex ASMS L 0 11
FrameIndex ASMS M 0 12
FrameIndex ASMS N 0 13
FrameIndex ASMS O 0 14
// idle
FrameIndex ASMI A 0 15
// deselect
FrameIndex ASMD A 0 17
FrameIndex ASMD B 0 18
FrameIndex ASMD C 0 19
FrameIndex ASMD D 0 20
FrameIndex ASMD E 0 21
FrameIndex ASMD F 0 22
FrameIndex ASMD G 0 23
// fire
FrameIndex ASMF A 0 30
FrameIndex ASMF B 0 31
FrameIndex ASMF C 0 32
FrameIndex ASMF D 0 33
FrameIndex ASMF E 0 34
FrameIndex ASMF F 0 35
FrameIndex ASMF G 0 36
FrameIndex ASMF H 0 37
FrameIndex ASMF I 0 38
FrameIndex ASMF J 0 39
// altfire
FrameIndex ASMA A 0 40
FrameIndex ASMA B 0 41
FrameIndex ASMA C 0 42
FrameIndex ASMA D 0 43
FrameIndex ASMA E 0 44
FrameIndex ASMA F 0 45
FrameIndex ASMA G 0 46
FrameIndex ASMA H 0 47
FrameIndex ASMA I 0 48
FrameIndex ASMA J 0 49
}