OK, a whole lot of stuff has happened.
- Player and Explodium Gun are fully functional. - Added a crapton of sprites and muzzle flashes and whatnot from SWWM, Ultra Suite, and other mods I made. - The HUD is almost complete, and some things have been changed with the fuel/dash display. - Started adding some cvars and stuff, mod options menu will come later. - Made an alternate -noflat- just to make Kinsie's map more pleasing on the eyes.
39
README.md
|
|
@ -24,7 +24,7 @@ Additional features:
|
|||
quick and easy differentiation between multiple units (not available due to
|
||||
engine limitations™, so they're always green).
|
||||
- Lucky Collar: A little something that your creator gives to all of her
|
||||
creations. Reduces incoming damage by 75% when you're below 10% health.
|
||||
creations. Reduces incoming damage by 75% when you're below 25% health.
|
||||
- User Menu: With the press of a button, open a dedicated menu to see all your
|
||||
stats in detail, info on carried items and weapons, and (when it's done)
|
||||
accessing the store for buying stuff with your score points.
|
||||
|
|
@ -350,19 +350,19 @@ have a spare. Most powerups can be toggled, unless specified otherwise.
|
|||
|
||||
### Health Nugget, replaces Health Bonus, Crystal Vial
|
||||
|
||||
Health nuggets increase health by 5% up to a cap of 2000.
|
||||
Health nuggets increase health by 5% up to a cap of 200.
|
||||
|
||||
### Health Tetrahedron, replaces Stimpak, Crystal Vial (Heretic)
|
||||
|
||||
Health tetrahedrons provide a 50% health boost up to a cap of 1000.
|
||||
Health tetrahedrons provide a 15% health boost up to a cap of 100.
|
||||
|
||||
### Health Cube, replaces Medkit, Quartz Flask
|
||||
|
||||
Health cubes provide a 100% health boost up to a cap of 1000.
|
||||
Health cubes provide a 30% health boost up to a cap of 100.
|
||||
|
||||
### Refresher, replaces Soulsphere, Mystic Urn
|
||||
|
||||
This artifact provides a massive boost of health to 5000, plus a regeneration
|
||||
This artifact provides a massive boost of health to 500, plus a regeneration
|
||||
effect that heals 10% every 5 seconds, for up to 60 seconds, thus it doubles
|
||||
as a powerup. Like other health items, the Refresher is auto-activated if
|
||||
you're about to die, though it sometimes won't be enough to save you.
|
||||
|
|
@ -371,8 +371,8 @@ you're about to die, though it sometimes won't be enough to save you.
|
|||
|
||||
Cumulative armor items that can increase resistance to all damage by as much
|
||||
as you can find. Each nugget adds 5% to the total. Above 100%, damage gets
|
||||
turned into additional health (up to the standard 1000% cap).
|
||||
The upper cap for these is 500%.
|
||||
turned into additional health (up to the standard 100% cap).
|
||||
The upper cap for these is 200%.
|
||||
|
||||
Protection decreases by a 10% of absorbed damage.
|
||||
|
||||
|
|
@ -381,7 +381,7 @@ Protection decreases by a 10% of absorbed damage.
|
|||
The blast suit is a nice little light armor which provides a 75% reduction to
|
||||
damage and an additional 50% to splash damage.
|
||||
|
||||
Can handle a total of 5000 damage before breaking.
|
||||
Can handle a total of 500 damage before breaking.
|
||||
|
||||
### War Armor, replaces Blue Armor, Enchanged Shield, Falcon Shield
|
||||
|
||||
|
|
@ -391,11 +391,11 @@ follows:
|
|||
* 80% reduction to everything else
|
||||
* 70% reduction for all splash damage (multiplicative on top of the other two)
|
||||
|
||||
The armor can eat up a total of 10000 damage before breaking.
|
||||
The armor can eat up a total of 1000 damage before breaking.
|
||||
|
||||
### Grilled Cheese Sandwich, replaces Megasphere, Morph Ovum, Banishment Device
|
||||
|
||||
The ultimate meal. Grants a full 10000 health and magically gives you a full
|
||||
The ultimate meal. Grants a full 1000 health and magically gives you a full
|
||||
stack of armor nuggets, a blast suit and a war armor. In addition it prevents
|
||||
you from dying at all if it autoactivates on low health.
|
||||
|
||||
|
|
@ -472,19 +472,19 @@ configurable, along with their lifespan.
|
|||
Level stats and current score.
|
||||
|
||||
The scoring system is pretty straightforward. Each thing you kill (even if not
|
||||
an enemy) will give you points according to 5x of its base health, rounded up
|
||||
to the nearest multiple of 100 and capped to 20000, plus these bonuses (in
|
||||
order of application):
|
||||
an enemy) will give you points according to half of its base health, rounded up
|
||||
to the nearest multiple of 10 and capped to 2000, plus these bonuses (in order
|
||||
of application):
|
||||
* x1.25 for an overkill (enemy was gibbed or killed in one shot).
|
||||
* x1.5 for each combo level, up to x8 in steps of x0.5. Kills are considered
|
||||
combos if multiple enemies are killed within 5 seconds of each other.
|
||||
* +1000 for killing an enemy without having taken damage since player start,
|
||||
with extra +100 boosts for consecutive kills.
|
||||
* +20000 if the enemy killed is a boss.
|
||||
* +100 for killing an enemy without having taken damage since player start,
|
||||
with extra +50 boosts for consecutive kills.
|
||||
* +10000 if the enemy killed is a boss.
|
||||
* +5000 if you've killed the last enemy in the map.
|
||||
|
||||
You are also given +1000 points for each secret found, +5000 if it's the final
|
||||
secret. Countable items give +250 points each or +2500 if it's the final item.
|
||||
You are also given +500 points for each secret found, +5000 if it's the final
|
||||
secret. Countable items give +25 points each or +2500 if it's the final item.
|
||||
|
||||
Score is currently for show, but after first release it'll be used for the
|
||||
in-game store feature.
|
||||
|
|
@ -514,7 +514,8 @@ smoke clouds, a targeter has been implemented, which will show the following:
|
|||
take damage or get healed, a number (either negative or positive) will show
|
||||
up below the health bar indicating the cumulative increase/decrease. The
|
||||
targeter only picks up enemies in your direct line of sight and can only show
|
||||
up to 40 individual bars, giving priority to the nearest enemies.
|
||||
up to 40 individual bars, giving priority first to players, then the nearest
|
||||
enemies.
|
||||
* Keys and map exits: If you've picked up an Omnisight, key items and any exit
|
||||
lines will be marked and labeled, along with a little distance indicator in
|
||||
map units. Note that this doesn't work for script-triggered exits.
|
||||
|
|
|
|||
BIN
brightmaps/DemoFace.png
Normal file
|
After Width: | Height: | Size: 521 B |
BIN
brightmaps/DemoTags.png
Normal file
|
After Width: | Height: | Size: 7.9 KiB |
|
|
@ -1,8 +1,13 @@
|
|||
Most of the work here is original, but there are some notable exceptions:
|
||||
- Default player voices are edited from the Fallout 4 Japanese dub.
|
||||
* Special Thanks to Gargorias for Player Comments and Head Tracking, which was of great help for tracking down all these lines.
|
||||
- Many sounds have been mixed and matched and filtered and whatnot from the following games:
|
||||
* Fallout New Vegas
|
||||
* Fallout 4
|
||||
- This mod uses libeye, by KeksDose. Big thanks.
|
||||
- Title theme, "Traumatic State", by Teque (which a lot of people just know as "the AS-Golgotha music").
|
||||
- Intermission theme, "Dragony", also by Teque (very comfy music considering the rest of his repertoire).
|
||||
- Trailer theme, "Gateways Part II", also by Teque, and Cube (pretty cool track tbh).
|
||||
- The anti-BD feature uses art by IOSYS, edited into the Doom palette.
|
||||
- The crash handler uses a sound bit from Umineko and a short clip of the Curb Your Enthusiasm theme.
|
||||
- Tewi font by lucy (https://github.com/lucy/tewi-font). Modified to add gradients and drop shadow.
|
||||
|
|
|
|||
14
cvarinfo.txt
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
// player
|
||||
user string swwm_voicetype = "default"; // voice for your demolitionist
|
||||
//user color swwm_tagcolor = "40 FF 00"; // color of your model tags, not available due to engine dickery
|
||||
user float swwm_flashstrength = 1.0; // strength of screen flashes
|
||||
user int swwm_hudmargin = 20; // margin around fullscreen hud elements
|
||||
user int swwm_maxshown = 4; // max messages to show normally
|
||||
user int swwm_maxshownbig = 10; // max messages to show when chatting
|
||||
user int swwm_maxpickup = 5; // total pickup messages visible
|
||||
user int swwm_mutevoice = 0; // mute demolitionist voice
|
||||
// 0 - none
|
||||
// 1 - combat comments
|
||||
// 2 - item/secret comments
|
||||
// 3 - map start comment
|
||||
// 4 - pain/death and grunts
|
||||
9
decaldef.txt
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
decal HugeScorch
|
||||
{
|
||||
pic SCORCH1
|
||||
shade "00 00 00"
|
||||
x-scale 1.25
|
||||
y-scale 1.25
|
||||
randomflipx
|
||||
randomflipy
|
||||
}
|
||||
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.4 KiB |
|
Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 2.8 KiB |
|
Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 2.8 KiB |
|
|
@ -1,56 +1,56 @@
|
|||
Brightmap Texture "models/DemoFace_Blank.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoFace_Blink.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoFace_Booty.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoFace_Dead.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoFace_Default.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoFace_Dizzy.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoFace_Evil.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoFace_Grin.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoFace_Hurt.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoFace_HurtLeft.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoFace_HurtRight.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoFace_Ouch.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoFace_Wink.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoFace.png"
|
||||
}
|
||||
Brightmap Texture "models/DemoTags.png"
|
||||
{
|
||||
Map "brightmaps/fullbright.png"
|
||||
Map "brightmaps/DemoTags.png"
|
||||
}
|
||||
|
|
|
|||
BIN
graphics/HUD/DashBar.png
Normal file
|
After Width: | Height: | Size: 83 B |
|
Before Width: | Height: | Size: 130 B |
BIN
graphics/HUD/ExplodiumDisplay.png
Normal file
|
After Width: | Height: | Size: 484 B |
|
Before Width: | Height: | Size: 174 B After Width: | Height: | Size: 115 B |
|
Before Width: | Height: | Size: 146 B After Width: | Height: | Size: 148 B |
|
Before Width: | Height: | Size: 231 B After Width: | Height: | Size: 231 B |
|
Before Width: | Height: | Size: 191 B After Width: | Height: | Size: 203 B |
|
Before Width: | Height: | Size: 157 B After Width: | Height: | Size: 157 B |
BIN
graphics/SBReticle.png
Normal file
|
After Width: | Height: | Size: 8.7 KiB |
22
keyconf.txt
|
|
@ -1,7 +1,15 @@
|
|||
addkeysection "$SWWM_KEYS" SWWM_GZ
|
||||
addmenukey "$SWWM_GESTURE1" gesture1
|
||||
addmenukey "$SWWM_GESTURE2" gesture2
|
||||
addmenukey "$SWWM_GESTURE3" gesture3
|
||||
alias gesture1 "netevent swwmgesture 0"
|
||||
alias gesture2 "netevent swwmgesture 1"
|
||||
alias gesture3 "netevent swwmgesture 2"
|
||||
addkeysection "$SWWM_KEYS" "SWWM_GZ"
|
||||
addmenukey "$SWWM_PRIMARYFIRE" "+attack"
|
||||
addmenukey "$SWWM_SECONDARYFIRE" "+altattack"
|
||||
addmenukey "$SWWM_TERTIARYFIRE" "+reload"
|
||||
addmenukey "$SWWM_QUATERNARYFIRE" "+zoom"
|
||||
addmenukey "$SWWM_MELEE" "+user1"
|
||||
addmenukey "$SWWM_DASH" "+user2"
|
||||
addmenukey "$SWWM_GESTURE1" "netevent swwmgesture 0"
|
||||
addmenukey "$SWWM_GESTURE2" "netevent swwmgesture 1"
|
||||
addmenukey "$SWWM_GESTURE3" "netevent swwmgesture 2"
|
||||
addmenukey "$SWWM_KBASE" "openmenu SWWMKnowledgeBaseMenu"
|
||||
defaultbind "j" "netevent swwmgesture 0"
|
||||
defaultbind "k" "netevent swwmgesture 1"
|
||||
defaultbind "l" "netevent swwmgesture 2"
|
||||
defaultbind "q" "openmenu SWWMKnowledgeBaseMenu"
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@ Manufacturer: Saya Miyamoto
|
|||
Summary: Looks cool, projects a contained protective field around the user that reduces damage received when in danger.
|
||||
|
||||
Protection:
|
||||
- 75% reduction to all damage when below 10% health.
|
||||
- 75% reduction to all damage when below 25% health.
|
||||
|
||||
Addendum: The collar cannot break no matter how much damage you receive.
|
||||
|
||||
|
|
|
|||
317
language.txt
|
|
@ -2,12 +2,20 @@
|
|||
/* MENU STUFF */
|
||||
// keybinds
|
||||
SWWM_KEYS = "SWWM GZ Bindings";
|
||||
SWWM_PRIMARYFIRE = "Primary Fire";
|
||||
SWWM_SECONDARYFIRE = "Secondary Fire";
|
||||
SWWM_TERTIARYFIRE = "Tertiary Fire / Reload";
|
||||
SWWM_QUATERNARYFIRE = "Quaternary Fire / Zoom";
|
||||
SWWM_MELEE = "Melee Attack";
|
||||
SWWM_DASH = "Dash";
|
||||
SWWM_GESTURE1 = "Point Down";
|
||||
SWWM_GESTURE2 = "Thumbs Up";
|
||||
SWWM_GESTURE3 = "Victory";
|
||||
SWWM_KBASE = "Knowledge Base";
|
||||
// mod menu
|
||||
// knowledge base
|
||||
|
||||
SWWM_TOOSMALL = "Your resolution is too small to fit this menu.\n640x400 or higher is required.";
|
||||
SWWM_COMINGSOON = "(coming soon)";
|
||||
/* GAME STUFF */
|
||||
// tags
|
||||
T_PUSHER = "\"Pusher\" Microfusion Rotary Hammer";
|
||||
|
|
@ -21,135 +29,214 @@ T_SPARKSTER = "Model S-5 Biospark Carbine";
|
|||
T_SILVERBULLET = "Silver Bullet JET";
|
||||
T_CANDYGUN = "\"Taste the Sweetness\" Candy Gun";
|
||||
T_YNYKRON = "Ynykron Artifact";
|
||||
T_REDSHELL = "Shells";
|
||||
T_GREENSHELL = "Slugs";
|
||||
T_WHITESHELL = "Dragon's Breath rounds";
|
||||
T_BLUESHELL = "Kinylum Saltshot rounds";
|
||||
T_BLACKSHELL = "Napalm rounds";
|
||||
T_PURPLESHELL = "Lead ball rounds";
|
||||
T_GOLDSHELL = "Golden shells";
|
||||
T_EVISHELLS = "Eviscerator shells";
|
||||
T_REDSHELL = "Shell";
|
||||
T_REDSHELLS = "Shells";
|
||||
T_GREENSHELL = "Slug";
|
||||
T_GREENSHELLS = "Slugs";
|
||||
T_WHITESHELL = "Dragon's Breath Round";
|
||||
T_WHITESHELLS = "Dragon's Breath Rounds";
|
||||
T_BLUESHELL = "Kinylum Saltshot Round";
|
||||
T_BLUESHELLS = "Kinylum Saltshot Rounds";
|
||||
T_BLACKSHELL = "Napalm Round";
|
||||
T_BLACKSHELLS = "Napalm Rounds";
|
||||
T_PURPLESHELL = "Lead Ball Round";
|
||||
T_PURPLESHELLS = "Lead Ball Rounds";
|
||||
T_GOLDSHELL = "Golden Shell";
|
||||
T_GOLDSHELLS = "Golden Shells";
|
||||
T_EVISHELL = "Eviscerator Shell";
|
||||
T_EVISHELLS = "Eviscerator Shells";
|
||||
T_HELLMISSILES = "Hellblazer Missiles";
|
||||
T_HELLCLUSTERS = "Hellblazer Crackshots";
|
||||
T_HELLBURNINATORS = "Hellblazer Ravagers";
|
||||
T_HELLNUKES = "Hellblazer Warheads";
|
||||
T_SPARKUNIT = "Sparkster charges";
|
||||
T_XSBBULLET = "1.150 XSB bullets";
|
||||
T_CANDYMAG = "Candy bullets";
|
||||
T_YNYKRONAMMO = "Exotic crystals";
|
||||
T_SPARKUNIT = "Sparkster Charge";
|
||||
T_XSBBULLET = "1.150 XSB Bullet";
|
||||
T_XSBMAG = "1.150 XSB Magazine";
|
||||
T_CANDYMAG = "Candygun Magazine";
|
||||
T_YNYKRONAMMO = "Exotic Crystal";
|
||||
T_BLASTSUIT = "Blast Suit";
|
||||
T_EMBIGGENER = "Hammerspace Embiggener";
|
||||
T_FABRICATOR = "Ammo Fabricator";
|
||||
T_FAB1 = "(Common Tier)";
|
||||
T_FAB2 = "(Rare Tier)";
|
||||
T_FAB3 = "(Very Rare Tier)";
|
||||
T_FAB4 = "(Gold Tier)";
|
||||
T_GHOSTARTI = "Ghost Artifact";
|
||||
T_GRAVITYS = "Gravity Suppressor";
|
||||
T_TETRAHEALTH = "Health Tetrahedron";
|
||||
T_CUBEHEALTH = "Health Cube";
|
||||
T_INVINCIBALL = "Fuckin' Invinciball";
|
||||
T_LAMP = "Lämp";
|
||||
T_NUGGETH = "Health Nugget";
|
||||
T_NUGGETA = "Armor Nugget";
|
||||
T_OMNISIGHT = "Omnisight";
|
||||
T_RAGEKIT = "Ragekit";
|
||||
T_REFRESHER = "Refresher";
|
||||
T_SANDWICH = "Grilled Cheese Sandwich";
|
||||
T_WARARMOR = "War Armor";
|
||||
// obituaries
|
||||
O_PUSHER = "%k opened some air holes into %o.";
|
||||
O_DEEPIMPACT = "%o was impacted deeply by %k.";
|
||||
O_EXPLODIUM = "%k inflicted severe knee explosions onto %o.";
|
||||
O_SPREADGUN_RED = "%k gave %o a mouthful of shot.";
|
||||
O_SPREADGUN_GREEN = "%o got slugged by %k.";
|
||||
O_SPREADGUN_WHITE = "%k burninated %o.";
|
||||
O_SPREADGUN_BLUE = "%k made %o very salty.";
|
||||
O_SPREADGUN_BLACK = "%k set %o on fire along with everything around %h.";
|
||||
O_SPREADGUN_PURPLE = "%o was conked by %k's lead ball.";
|
||||
O_SPREADGUN_GOLD = "%o ate up %k's golden blast.";
|
||||
O_WALLBUSTER = "%k gave %o a mighty busting.";
|
||||
O_EVISCERATOR = "%o was eviscerated by %o.";
|
||||
O_HELLRAZER = "%k blasted %o into burning bits.";
|
||||
O_SPARKSTER = "%o got sparked hard by %k.";
|
||||
O_SILVERBULLET = "%o could not ignore the girth of %k's bullets.";
|
||||
O_CANDYGUN = "%k made %o taste the sweetness (and death).";
|
||||
O_YNYKRON = "%o was instantly removed by %k.";
|
||||
O_YNYKRONALT = "%o was spaghettified by %k.";
|
||||
O_POUND = "%o was very impressed by %k's landing.";
|
||||
O_DASH = "%o was discombobulated by a very fast moving %k.";
|
||||
O_MELEE = "%o was K.O.'d by %k.";
|
||||
O_LAMP = "%o was assaulted by %k's moths.";
|
||||
// misc
|
||||
D_BLASTSUIT = "The Blast Suit broke down.";
|
||||
D_GHOSTARTI = "The Ghost Artifact ran out of energy.";
|
||||
D_GRAVITYS = "The Gravity Suppressor is out of power.";
|
||||
D_LAMP = "The Lamp ran out of oil.";
|
||||
D_RAGEKIT = "The Ragekit has ragequit.";
|
||||
D_REFRESHER = "The Refresher boost has ended.";
|
||||
D_WARARMOR = "The War Armor is no more.";
|
||||
// messages
|
||||
SWWM_FINDSECRET = "%s found a secret. +%d";
|
||||
|
||||
/* SUBTITLES */
|
||||
// new weapon received
|
||||
SWWM_SUBS_GETWEAPON1 = "Not bad... Not bad at all...";
|
||||
SWWM_SUBS_GETWEAPON2 = "Good find...";
|
||||
SWWM_SUBS_GETWEAPON3 = "Mine now...";
|
||||
SWWM_SUBS_GETWEAPON4 = "Nice...";
|
||||
SWWM_SUBS_GETWEAPON5 = "Bingo...";
|
||||
SWWM_SUBS_GETWEAPON6 = "Hell yeah...";
|
||||
SWWM_SUBS_GETWEAPON7 = "Excellent...";
|
||||
SWWM_SUBS_GETWEAPON8 = "Yes...";
|
||||
SWWM_SUBS_GETWEAPON9 = "There we go...";
|
||||
SWWM_SUBS_GETWEAPON10 = "Perfect...";
|
||||
SWWM_SUBS_GETWEAPON11 = "I like it...";
|
||||
SWWM_SUBS_GETWEAPON12 = "That looks nice...";
|
||||
SWWM_SUBS_GETWEAPON13 = "It's probably worth a fortune...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON1 = "Not bad... Not bad at all...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON2 = "Good find...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON3 = "Mine now...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON4 = "Nice...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON5 = "Bingo...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON6 = "Hell yeah...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON7 = "Excellent...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON8 = "Yes...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON9 = "There we go...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON10 = "Perfect...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON11 = "I like it...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON12 = "That looks nice...";
|
||||
SWWM_SUBS_DEFAULT_GETWEAPON13 = "It's probably worth a fortune...";
|
||||
// locked door
|
||||
SWWM_SUBS_LOCKED1 = "Don't have the key.";
|
||||
SWWM_SUBS_LOCKED2 = "Only opens with a key.";
|
||||
SWWM_SUBS_LOCKED3 = "Would need the key.";
|
||||
SWWM_SUBS_LOCKED4 = "Locked tight.";
|
||||
SWWM_SUBS_DEFAULT_LOCKED1 = "Don't have the key.";
|
||||
SWWM_SUBS_DEFAULT_LOCKED2 = "Only opens with a key.";
|
||||
SWWM_SUBS_DEFAULT_LOCKED3 = "Would need the key.";
|
||||
SWWM_SUBS_DEFAULT_LOCKED4 = "Locked tight.";
|
||||
// gacha failure in store
|
||||
SWWM_SUBS_PUZZFAIL1 = "Damn.";
|
||||
SWWM_SUBS_PUZZFAIL2 = "Damn it.";
|
||||
SWWM_SUBS_PUZZFAIL3 = "No good.";
|
||||
SWWM_SUBS_PUZZFAIL4 = "Nope.";
|
||||
SWWM_SUBS_PUZZFAIL5 = "Uh uh.";
|
||||
SWWM_SUBS_PUZZFAIL6 = "Hmmm.";
|
||||
SWWM_SUBS_DEFAULT_PUZZFAIL1 = "Damn.";
|
||||
SWWM_SUBS_DEFAULT_PUZZFAIL2 = "Damn it.";
|
||||
SWWM_SUBS_DEFAULT_PUZZFAIL3 = "No good.";
|
||||
SWWM_SUBS_DEFAULT_PUZZFAIL4 = "Nope.";
|
||||
SWWM_SUBS_DEFAULT_PUZZFAIL5 = "Uh uh.";
|
||||
SWWM_SUBS_DEFAULT_PUZZFAIL6 = "Hmmm.";
|
||||
// gacha success in store
|
||||
SWWM_SUBS_PUZZSUCC1 = "Nice.";
|
||||
SWWM_SUBS_PUZZSUCC2 = "That's it.";
|
||||
SWWM_SUBS_PUZZSUCC3 = "Got it.";
|
||||
SWWM_SUBS_PUZZSUCC4 = "Yes.";
|
||||
SWWM_SUBS_PUZZSUCC5 = "Sweet.";
|
||||
SWWM_SUBS_DEFAULT_PUZZSUCC1 = "Nice.";
|
||||
SWWM_SUBS_DEFAULT_PUZZSUCC2 = "That's it.";
|
||||
SWWM_SUBS_DEFAULT_PUZZSUCC3 = "Got it.";
|
||||
SWWM_SUBS_DEFAULT_PUZZSUCC4 = "Yes.";
|
||||
SWWM_SUBS_DEFAULT_PUZZSUCC5 = "Sweet.";
|
||||
// first enemy encounter (20 seconds cooldown since all enemies dead)
|
||||
SWWM_SUBS_FIGHTSTART1 = "Here we go again.";
|
||||
SWWM_SUBS_FIGHTSTART2 = "Let's get this show on the road.";
|
||||
SWWM_SUBS_FIGHTSTART3 = "Time to die.";
|
||||
SWWM_SUBS_FIGHTSTART4 = "Bring it on.";
|
||||
SWWM_SUBS_FIGHTSTART5 = "You are all going to die.";
|
||||
SWWM_SUBS_FIGHTSTART6 = "I've been spoiling for a fight.";
|
||||
SWWM_SUBS_FIGHTSTART7 = "Let's do this.";
|
||||
SWWM_SUBS_FIGHTSTART8 = "Time to get crazy! Kill 'em all!";
|
||||
SWWM_SUBS_FIGHTSTART9 = "You really don't want to start a fight with me.";
|
||||
SWWM_SUBS_FIGHTSTART10 = "Let's get on with it.";
|
||||
SWWM_SUBS_FIGHTSTART11 = "Kill!";
|
||||
SWWM_SUBS_FIGHTSTART12 = "This won't be hard.";
|
||||
SWWM_SUBS_FIGHTSTART13 = "Let's do it.";
|
||||
SWWM_SUBS_FIGHTSTART14 = "Let's do this.";
|
||||
SWWM_SUBS_FIGHTSTART15 = "Let's just get this over with.";
|
||||
SWWM_SUBS_FIGHTSTART16 = "Well, this will be an interesting challenge.";
|
||||
SWWM_SUBS_FIGHTSTART17 = "Okay. Let's get started.";
|
||||
SWWM_SUBS_FIGHTSTART18 = "Oh, this is just what I need right now...";
|
||||
SWWM_SUBS_FIGHTSTART19 = "Time to put on a show.";
|
||||
SWWM_SUBS_FIGHTSTART20 = "I'm putting you down.";
|
||||
SWWM_SUBS_FIGHTSTART21 = "Oh, good. Here I was afraid I'd have nothing to do.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART1 = "Here we go again.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART2 = "Let's get this show on the road.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART3 = "Time to die.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART4 = "Bring it on.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART5 = "You are all going to die.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART6 = "I've been spoiling for a fight.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART7 = "Let's do this.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART8 = "Time to get crazy! Kill 'em all!";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART9 = "You really don't want to start a fight with me.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART10 = "Let's get on with it.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART11 = "Kill!";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART12 = "This won't be hard.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART13 = "Let's do it.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART14 = "Let's do this.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART15 = "Let's just get this over with.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART16 = "Well, this will be an interesting challenge.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART17 = "Okay. Let's get started.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART18 = "Oh, this is just what I need right now...";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART19 = "Time to put on a show.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART20 = "I'm putting you down.";
|
||||
SWWM_SUBS_DEFAULT_FIGHTSTART21 = "Oh, good. Here I was afraid I'd have nothing to do.";
|
||||
// played at map start
|
||||
SWWM_SUBS_MAPSTART1 = "Ugh... this place smells horrible.";
|
||||
SWWM_SUBS_MAPSTART2 = "Okay, let's get to work.";
|
||||
SWWM_SUBS_MAPSTART3 = "Let's hurry this up.";
|
||||
SWWM_SUBS_MAPSTART4 = "This place is all kinds of strange.";
|
||||
SWWM_SUBS_MAPSTART5 = "I was born ready.";
|
||||
SWWM_SUBS_MAPSTART6 = "It's a hard world. I do what I have to.";
|
||||
SWWM_SUBS_MAPSTART7 = "No robot is superior to me.";
|
||||
SWWM_SUBS_MAPSTART8 = "I've seen better.";
|
||||
SWWM_SUBS_MAPSTART9 = "Okay. Let's head in.";
|
||||
SWWM_SUBS_MAPSTART10 = "I don't want any trouble. I'm just passing through.";
|
||||
SWWM_SUBS_MAPSTART11 = "Sorry to keep you waiting.";
|
||||
SWWM_SUBS_MAPSTART12 = "I'll do my best.";
|
||||
SWWM_SUBS_MAPSTART13 = "Just so we're clear: Anything good I find is mine.";
|
||||
SWWM_SUBS_MAPSTART14 = "I bet the food here is terrible.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART1 = "Ugh... this place smells horrible.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART2 = "Okay, let's get to work.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART3 = "Let's hurry this up.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART4 = "This place is all kinds of strange.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART5 = "I was born ready.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART6 = "It's a hard world. I do what I have to.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART7 = "No robot is superior to me.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART8 = "I've seen better.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART9 = "Okay. Let's head in.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART10 = "I don't want any trouble. I'm just passing through.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART11 = "Sorry to keep you waiting.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART12 = "I'll do my best.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART13 = "Just so we're clear: Anything good I find is mine.";
|
||||
SWWM_SUBS_DEFAULT_MAPSTART14 = "I bet the food here is terrible.";
|
||||
// every time a secret is found
|
||||
SWWM_SUBS_FINDSECRET1 = "Yeah, yeah, I'm the best.";
|
||||
SWWM_SUBS_FINDSECRET2 = "It's true. I do know my shit.";
|
||||
SWWM_SUBS_FINDSECRET3 = "What can I say? I'm good at what I do.";
|
||||
SWWM_SUBS_FINDSECRET4 = "It was no big deal.";
|
||||
SWWM_SUBS_FINDSECRET5 = "No trouble at all.";
|
||||
SWWM_SUBS_FINDSECRET6 = "It was easy.";
|
||||
SWWM_SUBS_FINDSECRET7 = "Thanks to me, yes.";
|
||||
SWWM_SUBS_FINDSECRET8 = "It was a walk in the park.";
|
||||
SWWM_SUBS_FINDSECRET9 = "It was a piece of cake.";
|
||||
SWWM_SUBS_FINDSECRET10 = "I still got it.";
|
||||
SWWM_SUBS_FINDSECRET11 = "I did good work, didn't I?";
|
||||
SWWM_SUBS_FINDSECRET12 = "Wow, that's pretty lucky!";
|
||||
SWWM_SUBS_DEFAULT_FINDSECRET1 = "Yeah, yeah, I'm the best.";
|
||||
SWWM_SUBS_DEFAULT_FINDSECRET2 = "It's true. I do know my shit.";
|
||||
SWWM_SUBS_DEFAULT_FINDSECRET3 = "What can I say? I'm good at what I do.";
|
||||
SWWM_SUBS_DEFAULT_FINDSECRET4 = "It was no big deal.";
|
||||
SWWM_SUBS_DEFAULT_FINDSECRET5 = "No trouble at all.";
|
||||
SWWM_SUBS_DEFAULT_FINDSECRET6 = "It was easy.";
|
||||
SWWM_SUBS_DEFAULT_FINDSECRET7 = "Thanks to me, yes.";
|
||||
SWWM_SUBS_DEFAULT_FINDSECRET8 = "It was a walk in the park.";
|
||||
SWWM_SUBS_DEFAULT_FINDSECRET9 = "It was a piece of cake.";
|
||||
SWWM_SUBS_DEFAULT_FINDSECRET10 = "I still got it.";
|
||||
SWWM_SUBS_DEFAULT_FINDSECRET11 = "I did good work, didn't I?";
|
||||
SWWM_SUBS_DEFAULT_FINDSECRET12 = "Wow, that's pretty lucky!";
|
||||
// frag taunts
|
||||
SWWM_SUBS_SCOREKILL1 = "Good riddance.";
|
||||
SWWM_SUBS_SCOREKILL2 = "One down.";
|
||||
SWWM_SUBS_SCOREKILL3 = "Goodbye.";
|
||||
SWWM_SUBS_SCOREKILL4 = "Heh! You can't stop me.";
|
||||
SWWM_SUBS_SCOREKILL5 = "What a loser.";
|
||||
SWWM_SUBS_SCOREKILL6 = "We're done.";
|
||||
SWWM_SUBS_SCOREKILL7 = "Bye.";
|
||||
SWWM_SUBS_SCOREKILL8 = "Dead as can be.";
|
||||
SWWM_SUBS_SCOREKILL9 = "Another job done.";
|
||||
SWWM_SUBS_SCOREKILL10 = "The pleasure was all mine.";
|
||||
SWWM_SUBS_SCOREKILL11 = "How about something a little more challenging next time?";
|
||||
SWWM_SUBS_SCOREKILL12 = "I'm glad that's over with.";
|
||||
SWWM_SUBS_SCOREKILL13 = "Well, it's over. That's that.";
|
||||
SWWM_SUBS_SCOREKILL14 = "Ugh. Just... go away.";
|
||||
SWWM_SUBS_SCOREKILL15 = "Get lost.";
|
||||
SWWM_SUBS_SCOREKILL16 = "Is that all?";
|
||||
SWWM_SUBS_SCOREKILL17 = "Is that the best you can do?";
|
||||
SWWM_SUBS_SCOREKILL18 = "You annoy me.";
|
||||
SWWM_SUBS_SCOREKILL19 = "Going to have to try harder than that.";
|
||||
SWWM_SUBS_SCOREKILL20 = "What? That it?";
|
||||
SWWM_SUBS_SCOREKILL21 = "Get outta here.";
|
||||
SWWM_SUBS_SCOREKILL22 = "My pleasure.";
|
||||
SWWM_SUBS_SCOREKILL23 = "Out of my way.";
|
||||
SWWM_SUBS_SCOREKILL24 = "Get outta my way.";
|
||||
SWWM_SUBS_SCOREKILL25 = "Want some more?";
|
||||
SWWM_SUBS_SCOREKILL26 = "Done and done.";
|
||||
SWWM_SUBS_SCOREKILL27 = "It's done.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL1 = "Good riddance.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL2 = "One down.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL3 = "Goodbye.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL4 = "Heh! You can't stop me.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL5 = "What a loser.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL6 = "We're done.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL7 = "Bye.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL8 = "Dead as can be.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL9 = "Another job done.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL10 = "The pleasure was all mine.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL11 = "How about something a little more challenging next time?";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL12 = "I'm glad that's over with.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL13 = "Well, it's over. That's that.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL14 = "Ugh. Just... go away.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL15 = "Get lost.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL16 = "Is that all?";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL17 = "Is that the best you can do?";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL18 = "You annoy me.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL19 = "Going to have to try harder than that.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL20 = "What? That it?";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL21 = "Get outta here.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL22 = "My pleasure.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL23 = "Out of my way.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL24 = "Get outta my way.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL25 = "Want some more?";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL26 = "Done and done.";
|
||||
SWWM_SUBS_DEFAULT_SCOREKILL27 = "It's done.";
|
||||
// getting hurt by monsters
|
||||
SWWM_SUBS_DEFAULT_GETHIT1 = "Whatever...";
|
||||
SWWM_SUBS_DEFAULT_GETHIT2 = "*sigh*";
|
||||
SWWM_SUBS_DEFAULT_GETHIT3 = "Hm hmm.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT4 = "Bitch.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT5 = "Asshole...";
|
||||
SWWM_SUBS_DEFAULT_GETHIT6 = "You annoy me.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT7 = "Up yours.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT8 = "You got my attention.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT9 = "I'm ending this right now.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT10 = "You're a pain in the ass.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT11 = "That's bullshit.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT12 = "Are you serious?";
|
||||
SWWM_SUBS_DEFAULT_GETHIT13 = "Going to have to try harder than that.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT14 = "Get outta here.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT15 = "And now it's your turn.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT16 = "Time to shut you up for good.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT17 = "You're not leaving here in one piece.";
|
||||
SWWM_SUBS_DEFAULT_GETHIT18 = "You're obviously upset...";
|
||||
|
||||
[es]
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@ Model "Demolitionist"
|
|||
FrameIndex XZW1 B 0 2
|
||||
FrameIndex XZW1 C 0 3
|
||||
FrameIndex XZW1 D 0 4
|
||||
FrameIndex XZW1 E 0 5
|
||||
FrameIndex XZW1 E 0 5 // rstep
|
||||
FrameIndex XZW1 F 0 6
|
||||
FrameIndex XZW1 G 0 7
|
||||
FrameIndex XZW1 H 0 8
|
||||
|
|
@ -28,7 +28,7 @@ Model "Demolitionist"
|
|||
FrameIndex XZW1 J 0 10
|
||||
FrameIndex XZW1 K 0 11
|
||||
FrameIndex XZW1 L 0 12
|
||||
FrameIndex XZW1 M 0 13
|
||||
FrameIndex XZW1 M 0 13 // lstep
|
||||
FrameIndex XZW1 N 0 14
|
||||
FrameIndex XZW1 O 0 15
|
||||
FrameIndex XZW1 P 0 16
|
||||
|
|
@ -38,14 +38,14 @@ Model "Demolitionist"
|
|||
FrameIndex XZW1 S 0 20
|
||||
// RunLoop
|
||||
FrameIndex XZW1 T 0 21
|
||||
FrameIndex XZW1 U 0 22
|
||||
FrameIndex XZW1 U 0 22 // rstep
|
||||
FrameIndex XZW1 V 0 23
|
||||
FrameIndex XZW1 W 0 24
|
||||
FrameIndex XZW1 X 0 25
|
||||
FrameIndex XZW1 Y 0 26
|
||||
FrameIndex XZW1 Z 0 27
|
||||
FrameIndex XZW2 A 0 28
|
||||
FrameIndex XZW2 B 0 29
|
||||
FrameIndex XZW2 B 0 29 // lstep
|
||||
FrameIndex XZW2 C 0 30
|
||||
FrameIndex XZW2 D 0 31
|
||||
FrameIndex XZW2 E 0 32
|
||||
|
|
@ -226,11 +226,11 @@ Model "Demolitionist"
|
|||
FrameIndex XZW7 M 0 182
|
||||
FrameIndex XZW7 N 0 183
|
||||
FrameIndex XZW7 O 0 184
|
||||
FrameIndex XZW7 P 0 185
|
||||
FrameIndex XZW7 P 0 185 // slither1
|
||||
FrameIndex XZW7 Q 0 186
|
||||
FrameIndex XZW7 R 0 187
|
||||
FrameIndex XZW7 S 0 188
|
||||
FrameIndex XZW7 T 0 189
|
||||
FrameIndex XZW7 T 0 189 // slither2
|
||||
FrameIndex XZW7 U 0 190
|
||||
FrameIndex XZW7 V 0 191
|
||||
// Crouched Attack
|
||||
|
|
|
|||
|
|
@ -1,6 +1,60 @@
|
|||
Model "ExplodiumCasing"
|
||||
{
|
||||
Path "models"
|
||||
|
||||
Model 0 "ExplodiumCasing_d.3d"
|
||||
Skin 0 "ExplodiumCasing.png"
|
||||
Scale 0.03 0.03 0.03
|
||||
USEACTORPITCH
|
||||
USEACTORROLL
|
||||
ZOffset 1
|
||||
|
||||
FrameIndex XZW1 A 0 0
|
||||
}
|
||||
|
||||
Model "ExplodiumMag"
|
||||
{
|
||||
Path "models"
|
||||
|
||||
Model 0 "ExplodiumMag_d.3d"
|
||||
Scale 0.03 0.03 0.03
|
||||
USEACTORPITCH
|
||||
USEACTORROLL
|
||||
|
||||
Skin 0 "ExplodiumGun.png"
|
||||
FrameIndex XZW1 A 0 0
|
||||
}
|
||||
|
||||
Model "ExplodiumMagEmpty"
|
||||
{
|
||||
Path "models"
|
||||
|
||||
Model 0 "ExplodiumMag_d.3d"
|
||||
Scale 0.03 0.03 0.03
|
||||
USEACTORPITCH
|
||||
USEACTORROLL
|
||||
|
||||
Skin 0 "ExplodiumGun_EmptyMag.png"
|
||||
FrameIndex XZW1 A 0 0
|
||||
}
|
||||
|
||||
Model "ExplodiumMagProj"
|
||||
{
|
||||
Path "models"
|
||||
|
||||
Model 0 "ExplodiumMag_d.3d"
|
||||
Skin 0 "ExplodiumGun.png"
|
||||
Scale 0.03 0.03 0.03
|
||||
USEACTORPITCH
|
||||
USEACTORROLL
|
||||
|
||||
FrameIndex XZW1 A 0 1
|
||||
}
|
||||
|
||||
Model "ExplodiumGun"
|
||||
{
|
||||
Path "models"
|
||||
|
||||
Model 0 "ExplodiumGunPickup_d.3d"
|
||||
Skin 0 "ExplodiumGun.png"
|
||||
Scale 0.03 0.03 0.03
|
||||
|
|
@ -10,26 +64,58 @@ Model "ExplodiumGun"
|
|||
FrameIndex XZW1 A 0 0
|
||||
}
|
||||
|
||||
Model "ExplodiumGun"
|
||||
{
|
||||
Path "models/extra"
|
||||
|
||||
Model 2 "Flat_d.3d"
|
||||
Scale 0.1 0.1 0.1
|
||||
Offset 16 -60 -12
|
||||
PitchOffset 90
|
||||
|
||||
Skin 2 "ExploMuz0.png"
|
||||
FrameIndex XZWZ A 2 0
|
||||
Skin 2 "ExploMuz1.png"
|
||||
FrameIndex XZWZ B 2 0
|
||||
Skin 2 "ExploMuz2.png"
|
||||
FrameIndex XZWZ C 2 0
|
||||
Skin 2 "ExploMuz3.png"
|
||||
FrameIndex XZWZ D 2 0
|
||||
Skin 2 "ExploMuz4.png"
|
||||
FrameIndex XZWZ E 2 0
|
||||
Skin 2 "ExploMuz5.png"
|
||||
FrameIndex XZWZ F 2 0
|
||||
Skin 2 "ExploMuz6.png"
|
||||
FrameIndex XZWZ G 2 0
|
||||
Skin 2 "ExploMuz7.png"
|
||||
FrameIndex XZWZ H 2 0
|
||||
Skin 2 "ExploMuz8.png"
|
||||
FrameIndex XZWZ I 2 0
|
||||
Skin 2 "ExploMuz9.png"
|
||||
FrameIndex XZWZ J 2 0
|
||||
}
|
||||
|
||||
Model "ExplodiumGun"
|
||||
{
|
||||
Path "models"
|
||||
|
||||
Model 1 "ExplodiumGun1st_d.3d" // main
|
||||
// TODO separate the parts so some of them can be hidden when not
|
||||
// needed
|
||||
Model 1 "ExplodiumGun1st_d.3d"
|
||||
SurfaceSkin 1 0 "DemoTags.png"
|
||||
SurfaceSkin 1 1 "DemoArms.png"
|
||||
SurfaceSkin 1 2 "DemoSoft.png"
|
||||
SurfaceSkin 1 3 "ExplodiumGun.png"
|
||||
SurfaceSkin 1 4 "ExplodiumCasing.png"
|
||||
SurfaceSkin 1 5 "ExplodiumGun.png"
|
||||
SurfaceSkin 1 6 "ExplodiumGun.png"
|
||||
|
||||
Scale -0.01 0.005 0.01
|
||||
Offset 0 0 -4
|
||||
Scale -0.005 0.0025 0.005
|
||||
Offset 0 0 -2
|
||||
|
||||
// Still
|
||||
FrameIndex XZW2 A 1 0
|
||||
// Deselect
|
||||
FrameIndex XZWA T 1 1
|
||||
FrameIndex XZWA U 1 2
|
||||
FrameIndex XZWA V 1 3
|
||||
FrameIndex XZWA W 1 4
|
||||
// Select
|
||||
FrameIndex XZW2 B 1 5
|
||||
FrameIndex XZW2 C 1 6
|
||||
|
|
@ -39,6 +125,7 @@ Model "ExplodiumGun"
|
|||
FrameIndex XZW2 G 1 10
|
||||
FrameIndex XZW2 H 1 11
|
||||
// Fire
|
||||
SurfaceSkin 1 4 "ExplodiumCasing.png" // show casing
|
||||
FrameIndex XZW2 I 1 13
|
||||
FrameIndex XZW2 J 1 14
|
||||
FrameIndex XZW2 K 1 15
|
||||
|
|
@ -50,9 +137,210 @@ Model "ExplodiumGun"
|
|||
FrameIndex XZW2 Q 1 21
|
||||
FrameIndex XZW2 R 1 22
|
||||
FrameIndex XZW2 S 1 23
|
||||
// Deselect
|
||||
FrameIndex XZW2 T 1 1
|
||||
FrameIndex XZW2 U 1 2
|
||||
FrameIndex XZW2 V 1 3
|
||||
FrameIndex XZW2 W 1 4
|
||||
SurfaceSkin 1 4 "" // hide casing
|
||||
// Reload (Part 1)
|
||||
FrameIndex XZW2 T 1 25
|
||||
FrameIndex XZW2 U 1 26
|
||||
FrameIndex XZW2 V 1 27
|
||||
FrameIndex XZW2 W 1 28
|
||||
FrameIndex XZW2 X 1 29
|
||||
FrameIndex XZW2 Y 1 30
|
||||
FrameIndex XZW2 Z 1 31
|
||||
FrameIndex XZW3 A 1 32
|
||||
FrameIndex XZW3 B 1 33
|
||||
FrameIndex XZW3 C 1 34
|
||||
FrameIndex XZW3 D 1 35
|
||||
FrameIndex XZW3 E 1 36
|
||||
FrameIndex XZW3 F 1 37
|
||||
FrameIndex XZW3 G 1 38
|
||||
FrameIndex XZW3 H 1 39
|
||||
FrameIndex XZW3 I 1 40
|
||||
// Reload (Part 1 w/ Empty Mag)
|
||||
SurfaceSkin 1 5 "ExplodiumGun_EmptyMag.png" // empty mag
|
||||
FrameIndex XZW3 J 1 25
|
||||
FrameIndex XZW3 K 1 26
|
||||
FrameIndex XZW3 L 1 27
|
||||
FrameIndex XZW3 M 1 28
|
||||
FrameIndex XZW3 N 1 29
|
||||
FrameIndex XZW3 O 1 30
|
||||
FrameIndex XZW3 P 1 31
|
||||
FrameIndex XZW3 Q 1 32
|
||||
FrameIndex XZW3 R 1 33
|
||||
FrameIndex XZW3 S 1 34
|
||||
FrameIndex XZW3 T 1 35
|
||||
FrameIndex XZW3 U 1 36
|
||||
FrameIndex XZW3 V 1 37
|
||||
FrameIndex XZW3 W 1 38
|
||||
FrameIndex XZW3 X 1 39
|
||||
FrameIndex XZW3 Y 1 40
|
||||
// Reload (Part 2)
|
||||
SurfaceSkin 1 5 "" // hide mag
|
||||
SurfaceSkin 1 6 "ExplodiumGun.png" // show new mag
|
||||
FrameIndex XZW3 Z 1 41
|
||||
FrameIndex XZW4 A 1 42
|
||||
FrameIndex XZW4 B 1 43
|
||||
FrameIndex XZW4 C 1 44
|
||||
FrameIndex XZW4 D 1 45
|
||||
FrameIndex XZW4 E 1 46
|
||||
FrameIndex XZW4 F 1 47
|
||||
FrameIndex XZW4 G 1 48
|
||||
SurfaceSkin 1 6 "" // hide new mag
|
||||
FrameIndex XZW4 H 1 49
|
||||
FrameIndex XZW4 I 1 50
|
||||
FrameIndex XZW4 J 1 51
|
||||
SurfaceSkin 1 5 "ExplodiumGun.png" // show mag
|
||||
FrameIndex XZW4 K 1 52
|
||||
FrameIndex XZW4 L 1 53
|
||||
FrameIndex XZW4 M 1 54
|
||||
FrameIndex XZW4 N 1 55
|
||||
FrameIndex XZW4 O 1 56
|
||||
FrameIndex XZW4 P 1 57
|
||||
FrameIndex XZW4 Q 1 58
|
||||
FrameIndex XZW4 R 1 59
|
||||
FrameIndex XZW4 S 1 60
|
||||
FrameIndex XZW4 T 1 61
|
||||
FrameIndex XZW4 U 1 62
|
||||
FrameIndex XZW4 V 1 63
|
||||
// Slide
|
||||
FrameIndex XZW4 W 1 65
|
||||
FrameIndex XZW4 X 1 66
|
||||
FrameIndex XZW4 Y 1 67
|
||||
FrameIndex XZW4 Z 1 68
|
||||
FrameIndex XZW5 A 1 69
|
||||
FrameIndex XZW5 B 1 70
|
||||
FrameIndex XZW5 C 1 71
|
||||
FrameIndex XZW5 D 1 72
|
||||
FrameIndex XZW5 E 1 73
|
||||
FrameIndex XZW5 F 1 74
|
||||
FrameIndex XZW5 G 1 75
|
||||
FrameIndex XZW5 H 1 76
|
||||
FrameIndex XZW5 I 1 77
|
||||
FrameIndex XZW5 J 1 78
|
||||
FrameIndex XZW5 K 1 79
|
||||
FrameIndex XZW5 L 1 80
|
||||
FrameIndex XZW5 M 1 81
|
||||
// "Explosive" Reload
|
||||
FrameIndex XZW5 N 1 83
|
||||
FrameIndex XZW5 O 1 84
|
||||
FrameIndex XZW5 P 1 85
|
||||
FrameIndex XZW5 Q 1 86
|
||||
FrameIndex XZW5 R 1 87
|
||||
FrameIndex XZW5 S 1 88
|
||||
FrameIndex XZW5 T 1 89
|
||||
FrameIndex XZW5 U 1 90
|
||||
FrameIndex XZW5 V 1 91
|
||||
FrameIndex XZW5 W 1 92
|
||||
FrameIndex XZW5 X 1 93
|
||||
FrameIndex XZW5 Y 1 94
|
||||
FrameIndex XZW5 Z 1 95
|
||||
FrameIndex XZW6 A 1 96
|
||||
FrameIndex XZW6 B 1 97
|
||||
FrameIndex XZW6 C 1 98
|
||||
FrameIndex XZW6 D 1 99
|
||||
FrameIndex XZW6 E 1 100
|
||||
FrameIndex XZW6 F 1 101
|
||||
FrameIndex XZW6 G 1 102
|
||||
FrameIndex XZW6 H 1 103
|
||||
FrameIndex XZW6 I 1 104
|
||||
SurfaceSkin 1 5 "" // hide mag
|
||||
SurfaceSkin 1 6 "ExplodiumGun.png" // show new mag
|
||||
FrameIndex XZW6 J 1 105
|
||||
FrameIndex XZW6 K 1 106
|
||||
FrameIndex XZW6 L 1 107
|
||||
FrameIndex XZW6 M 1 108
|
||||
FrameIndex XZW6 N 1 109
|
||||
FrameIndex XZW6 O 1 110
|
||||
FrameIndex XZW6 P 1 111
|
||||
FrameIndex XZW6 Q 1 112
|
||||
FrameIndex XZW6 R 1 113
|
||||
FrameIndex XZW6 S 1 114
|
||||
SurfaceSkin 1 6 "" // hide new mag
|
||||
FrameIndex XZW6 T 1 115
|
||||
FrameIndex XZW6 U 1 116
|
||||
FrameIndex XZW6 V 1 117
|
||||
FrameIndex XZW6 W 1 118
|
||||
FrameIndex XZW6 X 1 119
|
||||
FrameIndex XZW6 Y 1 120
|
||||
FrameIndex XZW6 Z 1 121
|
||||
// Check Bullet
|
||||
SurfaceSkin 1 4 "ExplodiumCasing.png" // show casing
|
||||
FrameIndex XZW7 A 1 157
|
||||
FrameIndex XZW7 B 1 158
|
||||
FrameIndex XZW7 C 1 159
|
||||
FrameIndex XZW7 D 1 160
|
||||
FrameIndex XZW7 E 1 161
|
||||
FrameIndex XZW7 F 1 162
|
||||
FrameIndex XZW7 G 1 163
|
||||
FrameIndex XZW7 H 1 164
|
||||
FrameIndex XZW7 I 1 165
|
||||
FrameIndex XZW7 J 1 166
|
||||
FrameIndex XZW7 K 1 167
|
||||
FrameIndex XZW7 L 1 168
|
||||
FrameIndex XZW7 M 1 169
|
||||
FrameIndex XZW7 N 1 170
|
||||
FrameIndex XZW7 O 1 171
|
||||
FrameIndex XZW7 P 1 172
|
||||
FrameIndex XZW7 Q 1 173
|
||||
FrameIndex XZW7 R 1 174
|
||||
FrameIndex XZW7 S 1 175
|
||||
SurfaceSkin 1 4 "" // hide casing
|
||||
// Melee
|
||||
FrameIndex XZW7 T 1 177
|
||||
FrameIndex XZW7 U 1 178
|
||||
FrameIndex XZW7 V 1 179
|
||||
FrameIndex XZW7 W 1 180
|
||||
FrameIndex XZW7 X 1 181
|
||||
FrameIndex XZW7 Y 1 182
|
||||
FrameIndex XZW7 Z 1 183
|
||||
FrameIndex XZW8 A 1 184
|
||||
FrameIndex XZW8 B 1 185
|
||||
FrameIndex XZW8 C 1 186
|
||||
FrameIndex XZW8 D 1 187
|
||||
FrameIndex XZW8 E 1 188
|
||||
FrameIndex XZW8 F 1 189
|
||||
// Check Gun
|
||||
FrameIndex XZW8 G 1 192
|
||||
FrameIndex XZW8 H 1 193
|
||||
FrameIndex XZW8 I 1 194
|
||||
FrameIndex XZW8 J 1 195
|
||||
FrameIndex XZW8 K 1 196
|
||||
FrameIndex XZW8 L 1 197
|
||||
FrameIndex XZW8 M 1 198
|
||||
FrameIndex XZW8 N 1 199
|
||||
FrameIndex XZW8 O 1 200
|
||||
FrameIndex XZW8 P 1 201
|
||||
FrameIndex XZW8 Q 1 202
|
||||
FrameIndex XZW8 R 1 203
|
||||
FrameIndex XZW8 S 1 204
|
||||
FrameIndex XZW8 T 1 205
|
||||
FrameIndex XZW8 U 1 206
|
||||
FrameIndex XZW8 V 1 207
|
||||
FrameIndex XZW8 W 1 208
|
||||
FrameIndex XZW8 X 1 209
|
||||
FrameIndex XZW8 Y 1 210
|
||||
FrameIndex XZW8 Z 1 211
|
||||
// Spin Gun
|
||||
FrameIndex XZW9 A 1 213
|
||||
FrameIndex XZW9 B 1 214
|
||||
FrameIndex XZW9 C 1 215
|
||||
FrameIndex XZW9 D 1 216
|
||||
FrameIndex XZW9 E 1 217
|
||||
FrameIndex XZW9 F 1 218
|
||||
FrameIndex XZW9 G 1 219
|
||||
FrameIndex XZW9 H 1 220
|
||||
FrameIndex XZW9 I 1 221
|
||||
FrameIndex XZW9 J 1 222
|
||||
FrameIndex XZW9 K 1 223
|
||||
FrameIndex XZW9 L 1 224
|
||||
FrameIndex XZW9 M 1 225
|
||||
FrameIndex XZW9 N 1 226
|
||||
FrameIndex XZW9 O 1 227
|
||||
FrameIndex XZW9 P 1 228
|
||||
FrameIndex XZW9 Q 1 229
|
||||
FrameIndex XZW9 R 1 230
|
||||
FrameIndex XZW9 S 1 231
|
||||
FrameIndex XZW9 T 1 232
|
||||
FrameIndex XZW9 U 1 233
|
||||
FrameIndex XZW9 V 1 234
|
||||
FrameIndex XZW9 W 1 235
|
||||
}
|
||||
|
|
|
|||
|
Before Width: | Height: | Size: 9.1 KiB After Width: | Height: | Size: 7.9 KiB |
BIN
models/Flat_a.3d
BIN
models/Flat_d.3d
|
|
@ -6,8 +6,8 @@ X reload
|
|||
X cock
|
||||
X explosive reload
|
||||
X "check the chamber" idle anim
|
||||
- "spin" idle anim
|
||||
- "check out gun" idle anim
|
||||
X "spin" idle anim
|
||||
X "check out gun" idle anim
|
||||
X melee punch
|
||||
X candygun tertiary
|
||||
|
||||
|
|
|
|||
BIN
models/extra/Black.png
Normal file
|
After Width: | Height: | Size: 67 B |
BIN
models/extra/CandyMuz0.png
Normal file
|
After Width: | Height: | Size: 33 KiB |
BIN
models/extra/CandyMuz1.png
Normal file
|
After Width: | Height: | Size: 35 KiB |
BIN
models/extra/CandyMuz2.png
Normal file
|
After Width: | Height: | Size: 35 KiB |
BIN
models/extra/CandyMuz3.png
Normal file
|
After Width: | Height: | Size: 36 KiB |
BIN
models/extra/CandyMuz4.png
Normal file
|
After Width: | Height: | Size: 34 KiB |
BIN
models/extra/CandyMuz5.png
Normal file
|
After Width: | Height: | Size: 33 KiB |
BIN
models/extra/CandyMuz6.png
Normal file
|
After Width: | Height: | Size: 35 KiB |
BIN
models/extra/CandyMuz7.png
Normal file
|
After Width: | Height: | Size: 34 KiB |
BIN
models/extra/CandyMuz8.png
Normal file
|
After Width: | Height: | Size: 36 KiB |
BIN
models/extra/CandyMuz9.png
Normal file
|
After Width: | Height: | Size: 35 KiB |
BIN
models/extra/CandyTrail.png
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
models/extra/DarkRays.png
Normal file
|
After Width: | Height: | Size: 228 B |
BIN
models/extra/DarkRaysEnd.png
Normal file
|
After Width: | Height: | Size: 2 KiB |
BIN
models/extra/DarkRaysStart.png
Normal file
|
After Width: | Height: | Size: 2 KiB |
BIN
models/extra/EvisceratorMuz0.png
Normal file
|
After Width: | Height: | Size: 10 KiB |
BIN
models/extra/EvisceratorMuz1.png
Normal file
|
After Width: | Height: | Size: 10 KiB |
BIN
models/extra/EvisceratorMuz2.png
Normal file
|
After Width: | Height: | Size: 12 KiB |
BIN
models/extra/EvisceratorMuz3.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
models/extra/ExploMuz0.png
Normal file
|
After Width: | Height: | Size: 32 KiB |
BIN
models/extra/ExploMuz1.png
Normal file
|
After Width: | Height: | Size: 33 KiB |
BIN
models/extra/ExploMuz2.png
Normal file
|
After Width: | Height: | Size: 34 KiB |
BIN
models/extra/ExploMuz3.png
Normal file
|
After Width: | Height: | Size: 34 KiB |
BIN
models/extra/ExploMuz4.png
Normal file
|
After Width: | Height: | Size: 32 KiB |
BIN
models/extra/ExploMuz5.png
Normal file
|
After Width: | Height: | Size: 32 KiB |
BIN
models/extra/ExploMuz6.png
Normal file
|
After Width: | Height: | Size: 34 KiB |
BIN
models/extra/ExploMuz7.png
Normal file
|
After Width: | Height: | Size: 33 KiB |
BIN
models/extra/ExploMuz8.png
Normal file
|
After Width: | Height: | Size: 34 KiB |
BIN
models/extra/ExploMuz9.png
Normal file
|
After Width: | Height: | Size: 34 KiB |
BIN
models/extra/Flat_a.3d
Normal file
BIN
models/extra/Flat_d.3d
Normal file
BIN
models/extra/GoldMuz.png
Normal file
|
After Width: | Height: | Size: 33 KiB |
BIN
models/extra/MortalMuz.png
Normal file
|
After Width: | Height: | Size: 21 KiB |
BIN
models/extra/ShotgMuz.png
Normal file
|
After Width: | Height: | Size: 6.8 KiB |
BIN
models/extra/ShotgMuzSalt.png
Normal file
|
After Width: | Height: | Size: 6.7 KiB |
BIN
models/extra/SparksterMuz.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
BIN
palettes/CandyExpl.pal
Normal file
BIN
palettes/Explosion.pal
Normal file
BIN
palettes/HellExpl.pal
Normal file
BIN
palettes/ImpactWav.pal
Normal file
BIN
palettes/SaltExpl.pal
Normal file
BIN
palettes/SparkExpl.pal
Normal file
138
sndinfo.txt
|
|
@ -133,22 +133,142 @@ voice/default/scorekill24 sounds/voice/default/scorekill24.ogg
|
|||
voice/default/scorekill25 sounds/voice/default/scorekill25.ogg
|
||||
voice/default/scorekill26 sounds/voice/default/scorekill26.ogg
|
||||
voice/default/scorekill27 sounds/voice/default/scorekill27.ogg
|
||||
voice/default/gethit1 sounds/voice/default/gethit1.ogg
|
||||
voice/default/gethit2 sounds/voice/default/gethit2.ogg
|
||||
voice/default/gethit3 sounds/voice/default/gethit3.ogg
|
||||
voice/default/gethit4 sounds/voice/default/gethit4.ogg
|
||||
voice/default/gethit5 sounds/voice/default/gethit5.ogg
|
||||
voice/default/gethit6 sounds/voice/default/gethit6.ogg
|
||||
voice/default/gethit7 sounds/voice/default/gethit7.ogg
|
||||
voice/default/gethit8 sounds/voice/default/gethit8.ogg
|
||||
voice/default/gethit9 sounds/voice/default/gethit9.ogg
|
||||
voice/default/gethit10 sounds/voice/default/gethit10.ogg
|
||||
voice/default/gethit11 sounds/voice/default/gethit11.ogg
|
||||
voice/default/gethit12 sounds/voice/default/gethit12.ogg
|
||||
voice/default/gethit13 sounds/voice/default/gethit13.ogg
|
||||
voice/default/gethit14 sounds/voice/default/gethit14.ogg
|
||||
voice/default/gethit15 sounds/voice/default/gethit15.ogg
|
||||
voice/default/gethit16 sounds/voice/default/gethit16.ogg
|
||||
voice/default/gethit17 sounds/voice/default/gethit17.ogg
|
||||
voice/default/gethit18 sounds/voice/default/gethit18.ogg
|
||||
|
||||
$random demolitionist/grunt { voice/default/grunt1 voice/default/grunt2 voice/default/grunt3 voice/default/grunt4 voice/default/grunt5 voice/default/grunt6 }
|
||||
$random demolitionist/lopain { voice/default/lopain1 voice/default/lopain2 voice/default/lopain3 voice/default/lopain4 voice/default/lopain5 }
|
||||
$random demolitionist/pain { voice/default/pain1 voice/default/pain2 voice/default/pain3 voice/default/pain4 voice/default/pain5 }
|
||||
$random demolitionist/hipain { voice/default/hipain1 voice/default/hipain2 voice/default/hipain3 voice/default/hipain4 voice/default/hipain5 }
|
||||
$random demolitionist/death { voice/default/death1 voice/default/death2 voice/default/death3 voice/default/death4 voice/default/death5 }
|
||||
$random voice/default/grunt { voice/default/grunt1 voice/default/grunt2 voice/default/grunt3 voice/default/grunt4 voice/default/grunt5 voice/default/grunt6 }
|
||||
$random voice/default/lopain { voice/default/lopain1 voice/default/lopain2 voice/default/lopain3 voice/default/lopain4 voice/default/lopain5 }
|
||||
$random voice/default/pain { voice/default/pain1 voice/default/pain2 voice/default/pain3 voice/default/pain4 voice/default/pain5 }
|
||||
$random voice/default/hipain { voice/default/hipain1 voice/default/hipain2 voice/default/hipain3 voice/default/hipain4 voice/default/hipain5 }
|
||||
$random voice/default/death { voice/default/death1 voice/default/death2 voice/default/death3 voice/default/death4 voice/default/death5 }
|
||||
|
||||
$playeralias demolitionist neutral *grunt demolitionist/grunt
|
||||
demolitionist/walk1 sounds/demolitionist/demowalk1.ogg
|
||||
demolitionist/walk2 sounds/demolitionist/demowalk2.ogg
|
||||
demolitionist/walk3 sounds/demolitionist/demowalk3.ogg
|
||||
demolitionist/walk4 sounds/demolitionist/demowalk4.ogg
|
||||
$random demolitionist/walk { demolitionist/walk1 demolitionist/walk2 demolitionist/walk3 demolitionist/walk4 }
|
||||
demolitionist/runstart1 sounds/demolitionist/demorunbeg1.ogg
|
||||
demolitionist/runstart2 sounds/demolitionist/demorunbeg2.ogg
|
||||
demolitionist/runstart3 sounds/demolitionist/demorunbeg3.ogg
|
||||
demolitionist/runstart4 sounds/demolitionist/demorunbeg4.ogg
|
||||
$random demolitionist/runstart { demolitionist/runstart1 demolitionist/runstart2 demolitionist/runstart3 demolitionist/runstart4 }
|
||||
demolitionist/run1 sounds/demolitionist/demorun1.ogg
|
||||
demolitionist/run2 sounds/demolitionist/demorun2.ogg
|
||||
demolitionist/run3 sounds/demolitionist/demorun3.ogg
|
||||
demolitionist/run4 sounds/demolitionist/demorun4.ogg
|
||||
$random demolitionist/run { demolitionist/run1 demolitionist/run2 demolitionist/run3 demolitionist/run4 }
|
||||
demolitionist/runstop1 sounds/demolitionist/demorunstp1.ogg
|
||||
demolitionist/runstop2 sounds/demolitionist/demorunstp2.ogg
|
||||
demolitionist/runstop3 sounds/demolitionist/demorunstp3.ogg
|
||||
demolitionist/runstop4 sounds/demolitionist/demorunstp4.ogg
|
||||
$random demolitionist/runstop { demolitionist/runstop1 demolitionist/runstop2 demolitionist/runstop3 demolitionist/runstop4 }
|
||||
demolitionist/jet sounds/demolitionist/demojet.ogg
|
||||
demolitionist/jetstop sounds/demolitionist/demojetstop.ogg
|
||||
demolitionist/death1 sounds/demolitionist/demodeath1.ogg
|
||||
demolitionist/death2 sounds/demolitionist/demodeath2.ogg
|
||||
demolitionist/death3 sounds/demolitionist/demodeath3.ogg
|
||||
$random demolitionist/death { demolitionist/death1 demolitionist/death2 demolitionist/death3 }
|
||||
demolitionist/xdeath1 sounds/demolitionist/demoxdeath1.ogg
|
||||
demolitionist/xdeath2 sounds/demolitionist/demoxdeath2.ogg
|
||||
demolitionist/xdeath3 sounds/demolitionist/demoxdeath3.ogg
|
||||
$random demolitionist/xdeath { demolitionist/xdeath1 demolitionist/xdeath2 demolitionist/xdeath3 }
|
||||
demolitionist/wdeath1 sounds/demolitionist/demowdeath1.ogg
|
||||
demolitionist/wdeath2 sounds/demolitionist/demowdeath2.ogg
|
||||
demolitionist/wdeath3 sounds/demolitionist/demowdeath3.ogg
|
||||
$random demolitionist/wdeath { demolitionist/wdeath1 demolitionist/wdeath2 demolitionist/wdeath3 }
|
||||
demolitionist/pain1 sounds/demolitionist/demopain1.ogg
|
||||
demolitionist/pain2 sounds/demolitionist/demopain2.ogg
|
||||
demolitionist/pain3 sounds/demolitionist/demopain3.ogg
|
||||
$random demolitionist/pain { demolitionist/pain1 demolitionist/pain2 demolitionist/pain3 }
|
||||
demolitionist/hipain1 sounds/demolitionist/demohipain1.ogg
|
||||
demolitionist/hipain2 sounds/demolitionist/demohipain2.ogg
|
||||
demolitionist/hipain3 sounds/demolitionist/demohipain3.ogg
|
||||
$random demolitionist/hipain { demolitionist/hipain1 demolitionist/hipain2 demolitionist/hipain3 }
|
||||
demolitionist/lopain1 sounds/demolitionist/demolopain1.ogg
|
||||
demolitionist/lopain2 sounds/demolitionist/demolopain2.ogg
|
||||
demolitionist/lopain3 sounds/demolitionist/demolopain3.ogg
|
||||
$random demolitionist/lopain { demolitionist/lopain1 demolitionist/lopain2 demolitionist/lopain3 }
|
||||
demolitionist/hardland1 sounds/demolitionist/demohland1.ogg
|
||||
demolitionist/hardland2 sounds/demolitionist/demohland2.ogg
|
||||
demolitionist/hardland3 sounds/demolitionist/demohland3.ogg
|
||||
$random demolitionist/hardland { demolitionist/hardland1 demolitionist/hardland2 demolitionist/hardland3 }
|
||||
demolitionist/swing1 sounds/demolitionist/demoswing1.ogg
|
||||
demolitionist/swing2 sounds/demolitionist/demoswing2.ogg
|
||||
demolitionist/swing3 sounds/demolitionist/demoswing3.ogg
|
||||
$random demolitionist/swing { demolitionist/swing1 demolitionist/swing2 demolitionist/swing3 }
|
||||
demolitionist/punch1 sounds/demolitionist/demopunch1.ogg
|
||||
demolitionist/punch2 sounds/demolitionist/demopunch2.ogg
|
||||
demolitionist/punch3 sounds/demolitionist/demopunch3.ogg
|
||||
$random demolitionist/punch { demolitionist/punch1 demolitionist/punch2 demolitionist/punch3 }
|
||||
demolitionist/punchf1 sounds/demolitionist/demopunchf1.ogg
|
||||
demolitionist/punchf2 sounds/demolitionist/demopunchf2.ogg
|
||||
demolitionist/punchf3 sounds/demolitionist/demopunchf3.ogg
|
||||
$random demolitionist/punchf { demolitionist/puncfh1 demolitionist/punchf2 demolitionist/punchf3 }
|
||||
demolitionist/bump1 sounds/demolitionist/demobump1.ogg
|
||||
demolitionist/bump2 sounds/demolitionist/demobump2.ogg
|
||||
demolitionist/bump3 sounds/demolitionist/demobump3.ogg
|
||||
$random demolitionist/bump { demolitionist/bump1 demolitionist/bump2 demolitionist/bump3 }
|
||||
|
||||
explodium/casing1 sounds/explodiumgun/expl_case1.ogg
|
||||
explodium/casing2 sounds/explodiumgun/expl_case2.ogg
|
||||
explodium/casing3 sounds/explodiumgun/expl_case3.ogg
|
||||
explodium/casing4 sounds/explodiumgun/expl_case4.ogg
|
||||
$random explodium/casing { explodium/casing1 explodium/casing2 explodium/casing3 explodium/casing4 }
|
||||
explodium/checkout sounds/explodiumgun/expl_checkout.ogg
|
||||
explodium/fire1 sounds/explodiumgun/expl_fire1.ogg
|
||||
explodium/fire2 sounds/explodiumgun/expl_fire2.ogg
|
||||
explodium/fire3 sounds/explodiumgun/expl_fire3.ogg
|
||||
$random explodium/fire { explodium/fire1 explodium/fire2 explodium/fire3 }
|
||||
explodium/hit1 sounds/explodiumgun/expl_hit1.ogg
|
||||
explodium/hit2 sounds/explodiumgun/expl_hit2.ogg
|
||||
explodium/hit3 sounds/explodiumgun/expl_hit3.ogg
|
||||
$random explodium/hit { explodium/hit1 explodium/hit2 explodium/hit3 }
|
||||
explodium/jamitin sounds/explodiumgun/expl_jamitin.ogg
|
||||
explodium/mag1 sounds/explodiumgun/expl_mag1.ogg
|
||||
explodium/mag2 sounds/explodiumgun/expl_mag2.ogg
|
||||
explodium/mag3 sounds/explodiumgun/expl_mag3.ogg
|
||||
$random explodium/mag { explodium/mag1 explodium/mag2 explodium/mag3 }
|
||||
explodium/maghit1 sounds/explodiumgun/expl_maghit1.ogg
|
||||
explodium/maghit2 sounds/explodiumgun/expl_maghit2.ogg
|
||||
$random explodium/maghit { explodium/maghit1 explodium/maghit2 }
|
||||
explodium/magin sounds/explodiumgun/expl_magin.ogg
|
||||
explodium/magout sounds/explodiumgun/expl_magout.ogg
|
||||
explodium/magpin sounds/explodiumgun/expl_magpin.ogg
|
||||
explodium/select sounds/explodiumgun/expl_select.ogg
|
||||
explodium/deselect sounds/explodiumgun/expl_deselect.ogg
|
||||
explodium/slideback sounds/explodiumgun/expl_slideback.ogg
|
||||
explodium/slideforward sounds/explodiumgun/expl_slideforward.ogg
|
||||
explodium/speen sounds/explodiumgun/expl_speen.ogg
|
||||
explodium/throwmag sounds/explodiumgun/expl_throwmag.ogg
|
||||
|
||||
$playersound demolitionist neutral *grunt DSEMPTY
|
||||
$playeralias demolitionist neutral *pain100 demolitionist/lopain
|
||||
$playeralias demolitionist neutral *pain75 demolitionist/pain
|
||||
$playeralias demolitionist neutral *pain50 demolitionist/pain
|
||||
$playeralias demolitionist neutral *pain25 demolitionist/hipain
|
||||
$playeralias demolitionist neutral *usefail demolitionist/grunt
|
||||
$playersound demolitionist neutral *usefail DSEMPTY
|
||||
$playeralias demolitionist neutral *death demolitionist/death
|
||||
$playeralias demolitionist neutral *xdeath demolitionist/death
|
||||
$playeralias demolitionist neutral *gibbed demolitionist/death
|
||||
$playeralias demolitionist neutral *xdeath demolitionist/xdeath
|
||||
$playeralias demolitionist neutral *gibbed demolitionist/xdeath
|
||||
$playeralias demolitionist neutral *wimpydeath demolitionist/wdeath
|
||||
$playersound demolitionist neutral *land DSEMPTY
|
||||
$playersound demolitionist neutral *falling DSEMPTY
|
||||
$playersound demolitionist neutral *puzzfail DSEMPTY
|
||||
|
||||
$alias misc/keytry DSEMPTY
|
||||
|
|
|
|||