Oh boy, it begins.
Assigned all pickup models. Implemented all ammo types. Finished Flak Cannon. Additional cleanup. Slot reassignments and other adjustments to match known Unreal prototype info.
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71 changed files with 1949 additions and 73 deletions
76
modeldef.ubiorifle
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76
modeldef.ubiorifle
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Model "UBioAmmo"
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{
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Path "models"
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Model 0 "sludgemesh_d.3d"
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Skin 0 "JPickup1.png"
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Scale 0.08 -0.08 0.096
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ZOffset 7
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FrameIndex BIOA A 0 0
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FrameIndex BIOA B 0 1
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FrameIndex BIOA C 0 2
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FrameIndex BIOA D 0 3
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FrameIndex BIOA E 0 4
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FrameIndex BIOA F 0 5
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FrameIndex BIOA G 0 6
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FrameIndex BIOA H 0 7
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FrameIndex BIOA I 0 8
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FrameIndex BIOA J 0 9
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FrameIndex BIOA K 0 10
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FrameIndex BIOA L 0 11
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FrameIndex BIOA M 0 12
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FrameIndex BIOA N 0 13
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FrameIndex BIOA O 0 14
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FrameIndex BIOA P 0 15
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FrameIndex BIOA Q 0 16
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FrameIndex BIOA R 0 17
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FrameIndex BIOA S 0 18
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FrameIndex BIOA T 0 19
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FrameIndex BIOA U 0 20
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FrameIndex BIOA V 0 21
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FrameIndex BIOA W 0 22
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FrameIndex BIOA X 0 23
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FrameIndex BIOA Y 0 24
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FrameIndex BIOA Z 0 25
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FrameIndex BIA2 A 0 26
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FrameIndex BIA2 B 0 27
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FrameIndex BIA2 C 0 28
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FrameIndex BIA2 D 0 29
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}
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Model "UBioAmmo2"
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{
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Path "models"
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Model 0 "sludgemeshsmall_d.3d"
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Skin 0 "JPickup1.png"
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Scale 0.04 0.04 0.048
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ZOffset 1
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FrameIndex BIOA A 0 0
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FrameIndex BIOA B 0 1
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FrameIndex BIOA C 0 2
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FrameIndex BIOA D 0 3
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FrameIndex BIOA E 0 4
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FrameIndex BIOA F 0 5
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FrameIndex BIOA G 0 6
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FrameIndex BIOA H 0 7
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FrameIndex BIOA I 0 8
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FrameIndex BIOA J 0 9
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FrameIndex BIOA K 0 10
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FrameIndex BIOA L 0 11
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}
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Model "UBioRifle"
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{
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Path "models"
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Model 1 "BRiflePick_d.3d"
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Skin 1 "JBRifle1_.png"
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Scale 0.2 -0.2 0.24
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AngleOffset 180
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ZOffset 0
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FrameIndex BIOP B 1 0
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ZOffset 6
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ROTATING
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FrameIndex BIOP A 1 0
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}
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