Migrate DLC1 first person models to IQM.
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bc3c242cd9
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43 changed files with 63 additions and 54 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r751 \cu(Fri 24 Feb 22:38:48 CET 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r751 \cu(2023-02-24 22:38:48)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r752 \cu(Tue 28 Feb 00:00:43 CET 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r752 \cu(2023-02-28 00:00:43)\c-";
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@ -32,14 +32,14 @@ Model "ItamexHammer"
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{
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Path "models"
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Model 1 "CombatHammer1st_d.3d"
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Model 1 "CombatHammer1st.iqm"
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SurfaceSkin 1 0 "DemoTags.png"
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SurfaceSkin 1 1 "DemoArms.png"
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SurfaceSkin 1 2 "DemoSoft.png"
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SurfaceSkin 1 3 "CombatHammer.png"
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AngleOffset -90
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Scale -0.01 0.005 0.01
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Scale -128 64 128
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// Still
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FrameIndex XZW2 A 1 0
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@ -134,8 +134,7 @@ Model "MisterRifle"
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DONTCULLBACKFACES
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FrameIndex XZW1 A 0 0
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Model 0 "MortalRiflePickupBoltLock.iqm"
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FrameIndex XZW1 B 0 0
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FrameIndex XZW1 B 0 1
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}
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Model "MisterRifle"
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@ -173,7 +172,7 @@ Model "MisterRifle"
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{
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Path "models"
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Model 1 "MortalRifle1st_d.3d"
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Model 1 "MortalRifle1st.iqm"
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SurfaceSkin 1 0 "DemoTags.png"
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SurfaceSkin 1 1 "DemoArms.png"
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SurfaceSkin 1 2 "DemoSoft.png"
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@ -182,7 +181,8 @@ Model "MisterRifle"
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SurfaceSkin 1 5 "MortalLED2.png"
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SurfaceSkin 1 6 "MortalSight.png"
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Scale -0.01 0.005 0.01
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AngleOffset -90
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Scale -128 64 128
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//// UNLOCKED
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// Still / Deselect
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@ -35,11 +35,11 @@ Model "Quadravol"
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Model "Quadravol"
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{
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Path "models"
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Model 2 "Quadravol1st_d.3d"
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SurfaceSkin 2 5 "QuadCell.png"
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Model 2 "Quadravol1st_Casing.iqm" // this was done very awkwardly
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SurfaceSkin 2 0 "QuadCell.png"
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AngleOffset -90
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Scale -0.01 0.005 0.01
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Scale -128 64 128
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// Eject
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FrameIndex XZWZ A 2 87
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@ -125,7 +125,7 @@ Model "Quadravol"
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Model "Quadravol"
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{
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Path "models"
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Model 1 "Quadravol1st_d.3d"
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Model 1 "Quadravol1st.iqm"
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SurfaceSkin 1 0 "DemoTags.png"
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SurfaceSkin 1 1 "DemoArms.png"
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SurfaceSkin 1 2 "DemoSoft.png"
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@ -133,7 +133,7 @@ Model "Quadravol"
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SurfaceSkin 1 4 "QuadLED.png"
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AngleOffset -90
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Scale -0.01 0.005 0.01
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Scale -128 64 128
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//// TWO HANDED
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// Still
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@ -518,6 +518,6 @@ Model "Quadravol"
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FrameIndex XZWF J 1 377
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FrameIndex XZWF K 1 378
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FrameIndex XZWF L 1 379
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// Spin Skip (needed if we migrate to skeletal animation)
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// Spin Skip (needed for skeletal animation)
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FrameIndex XZWF M 1 381 // Copy of frame 280 with rotation quat inverted
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}
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@ -85,69 +85,61 @@ Model "HeavyMahSheenGun"
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Offset 0 -60 -15
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PitchOffset 90
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Scale -24 24 24
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Skin 2 "SheenMuz0.png"
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RollOffset 0
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Scale -24 24 24
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FrameIndex XZW0 A 2 0
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RollOffset 120
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FrameIndex XZW0 B 2 0
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RollOffset 240
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FrameIndex XZW0 C 2 0
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Scale -22 22 22
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Skin 2 "SheenMuz1.png"
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RollOffset 0
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FrameIndex XZW0 D 2 0
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RollOffset 120
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FrameIndex XZW0 E 2 0
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RollOffset 240
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FrameIndex XZW0 F 2 0
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FrameIndex XZW0 B 2 0
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Scale -20 20 20
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FrameIndex XZW0 C 2 0
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Skin 2 "SheenMuz1.png"
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Scale -24 24 24
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FrameIndex XZW0 D 2 0
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Scale -22 22 22
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FrameIndex XZW0 E 2 0
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Scale -20 20 20
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FrameIndex XZW0 F 2 0
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Skin 2 "SheenMuz2.png"
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RollOffset 0
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Scale -24 24 24
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FrameIndex XZW0 G 2 0
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RollOffset 120
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Scale -22 22 22
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FrameIndex XZW0 H 2 0
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RollOffset 240
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Scale -20 20 20
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FrameIndex XZW0 I 2 0
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Scale -18 18 18
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Skin 2 "SheenMuz3.png"
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RollOffset 0
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Scale -24 24 24
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FrameIndex XZW0 J 2 0
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RollOffset 120
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Scale -22 22 22
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FrameIndex XZW0 K 2 0
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RollOffset 240
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Scale -20 20 20
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FrameIndex XZW0 L 2 0
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Scale -16 16 16
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Skin 2 "SheenMuz4.png"
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RollOffset 0
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Scale -24 24 24
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FrameIndex XZW0 M 2 0
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RollOffset 120
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Scale -22 22 22
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FrameIndex XZW0 N 2 0
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RollOffset 240
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Scale -20 20 20
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FrameIndex XZW0 O 2 0
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Scale -14 14 14
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Skin 2 "SheenMuz5.png"
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RollOffset 0
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Scale -24 24 24
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FrameIndex XZW0 P 2 0
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RollOffset 120
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Scale -22 22 22
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FrameIndex XZW0 Q 2 0
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RollOffset 240
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Scale -20 20 20
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FrameIndex XZW0 R 2 0
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Scale -12 12 12
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Skin 2 "SheenMuz6.png"
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RollOffset 0
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Scale -24 24 24
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FrameIndex XZW0 S 2 0
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RollOffset 120
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Scale -22 22 22
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FrameIndex XZW0 T 2 0
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RollOffset 240
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Scale -20 20 20
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FrameIndex XZW0 U 2 0
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Scale -10 10 10
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Skin 2 "SheenMuz7.png"
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RollOffset 0
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Scale -24 24 24
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FrameIndex XZW0 V 2 0
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RollOffset 120
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Scale -22 22 22
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FrameIndex XZW0 W 2 0
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RollOffset 240
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Scale -20 20 20
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FrameIndex XZW0 X 2 0
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}
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@ -155,14 +147,15 @@ Model "HeavyMahSheenGun"
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{
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Path "models"
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Model 1 "SheenHMG1st_d.3d"
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Model 1 "SheenHMG1st.iqm"
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SurfaceSkin 1 0 "DemoTags.png"
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SurfaceSkin 1 1 "DemoArms.png"
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SurfaceSkin 1 2 "DemoSoft.png"
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SurfaceSkin 1 3 "SheenHMG.png"
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SurfaceSkin 1 4 "SheenLED.png"
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Scale -0.01 0.005 0.01
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AngleOffset -90
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Scale -128 64 128
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Offset 0 -1 -2
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// Still
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@ -260,14 +260,14 @@ Model "MothPlushyGesture"
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Model "SayasMugGesture"
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{
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Path "models"
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Model 0 "SayasMug1st_d.3d"
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Model 0 "SayasMug1st.iqm"
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SurfaceSkin 0 0 "DemoTags.png"
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SurfaceSkin 0 1 "DemoArms.png"
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SurfaceSkin 0 2 "DemoSoft.png"
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SurfaceSkin 0 3 "SayasMug.png"
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AngleOffset -90
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Scale -0.005 0.0025 0.005
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Scale -64 32 64
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// Base
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FrameIndex XZW1 A 0 0
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BIN
models/CombatHammer1st.iqm
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models/CombatHammer1st.iqm
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models/MortalRifle1st.iqm
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models/MortalRifle1st.iqm
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models/Quadravol1st.iqm
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models/Quadravol1st.iqm
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models/Quadravol1st_Casing.iqm
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models/Quadravol1st_Casing.iqm
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models/SayasMug1st.iqm
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models/SayasMug1st.iqm
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models/SheenHMG1st.iqm
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models/SheenHMG1st.iqm
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@ -212,6 +212,7 @@ Class ItamexHammer : SWWMWeapon
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Obituary "$O_HAMMER";
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SWWMWeapon.Tooltip "$TT_HAMMER";
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SWWMWeapon.GetLine "getitamexhammer";
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SWWMWeapon.BobFactor 1., .0001;
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Weapon.SlotNumber 1;
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Weapon.SlotPriority 2.;
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Weapon.SelectionOrder 1200;
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@ -343,6 +343,7 @@ Class HeavyMahSheenGun : SWWMWeapon
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Obituary "$O_SHEENHMG";
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SWWMWeapon.Tooltip "$TT_SHEENHMG";
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SWWMWeapon.GetLine "getheavymahsheengun";
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SWWMWeapon.BobFactor 1., .0001;
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Weapon.UpSound "sheen/select";
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Weapon.SlotNumber 5;
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Weapon.SlotPriority 2.;
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@ -662,7 +663,7 @@ Class HeavyMahSheenGun : SWWMWeapon
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{
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let l = Spawn("SWWMWeaponLight",pos);
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l.target = self;
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l.Args[3] -= psp.frame*2;
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l.Args[3] -= (psp.frame%3)*20;
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}
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}
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Stop;
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@ -1205,6 +1205,7 @@ Class MisterRifle : SWWMWeapon
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Obituary "$O_MORTALRIFLE";
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SWWMWeapon.Tooltip "$TT_MORTALRIFLE";
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SWWMWeapon.GetLine "getmortalrifle";
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SWWMWeapon.BobFactor 1., .0001;
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Weapon.SlotNumber 9;
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Weapon.SlotPriority 2.;
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Weapon.SelectionOrder 850;
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@ -415,6 +415,7 @@ Class Quadravol : SWWMWeapon
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Obituary "$O_QUADRAVOL";
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SWWMWeapon.Tooltip "$TT_QUADRAVOL";
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SWWMWeapon.GetLine "getquadravol";
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SWWMWeapon.BobFactor 1., .0001;
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Weapon.SlotNumber 6;
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Weapon.SlotPriority 2.;
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Weapon.SelectionOrder 650;
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@ -510,10 +510,17 @@ Class Demolitionist : PlayerPawn
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int sgn = (diffz2>0)?1:-1;
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diffz2 = abs(diffz2)**.5*sgn;
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}
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Vector3 bobvec = (diffy,-diffz,diffx)*20. + (cur.x,-cur.y,0)*10.;
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Vector3 bobang = (diffang,diffpitch,diffroll)*.1 - (cur.x,cur.y,0)*.04 - (diffy2,diffz2,0)*.2;
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Vector3 bobvec = (diffy,-diffz,diffx*.5)*20. + (cur.x,-cur.y,cur.y)*15.;
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Vector3 bobang = (dangles.x,dangles.y,dangles.z)*.15 - (cur.x,cur.y,-cur.x*2.)*.05 - (diffy2,diffz2,0)*.02;
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double fready = SWWMUtility.Lerp(oldlagready,lagready,ticfrac);
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return bobvec*fready, bobang*fready;
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double rfact = 1., vfact = 1.;
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if ( player.ReadyWeapon is 'SWWMWeapon' )
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{
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let sw = SWWMWeapon(player.ReadyWeapon);
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rfact = sw.bobfactor_ang;
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vfact = sw.bobfactor_vec;
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}
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return bobvec*fready*vfact, bobang*fready*rfact;
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}
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// compatibility with 2D weapons
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@ -403,6 +403,7 @@ Class SWWMGesture : SWWMWeapon
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+INVENTORY.UNTOSSABLE;
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+INVENTORY.UNCLEARABLE;
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Weapon.SelectionOrder int.max;
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SWWMWeapon.BobFactor 0., 0.;
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}
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States
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{
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@ -742,6 +743,7 @@ Class SWWMItemGesture : SWWMWeapon abstract
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+INVENTORY.UNTOSSABLE;
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+INVENTORY.UNCLEARABLE;
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Weapon.SelectionOrder int.max;
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SWWMWeapon.BobFactor 0., 0.;
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}
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States
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{
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@ -11,10 +11,12 @@ Class SWWMWeapon : Weapon abstract
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meta Class<Actor> dropammotype;
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int dropamount;
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bool bInitialized;
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meta double bobfactor_ang, bobfactor_vec;
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Property Tooltip : tooltip;
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Property GetLine : getline;
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Property DropAmmoType : dropammotype;
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Property BobFactor : bobfactor_ang, bobfactor_vec;
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FlagDef NoFirstGive : SWeaponFlags, 0; // don't give ammo on first pickup (for weapons with a clip count)
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FlagDef HideInMenu : SWeaponFlags, 1; // don't show in inventory menu (usually for sister weapons)
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@ -704,6 +706,7 @@ Class SWWMWeapon : Weapon abstract
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Weapon.SlotPriority 1.;
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Inventory.RestrictedTo "Demolitionist";
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Inventory.PickupFlash "SWWMRedPickupFlash";
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SWWMWeapon.BobFactor 1., 1.;
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+INVENTORY.IGNORESKILL;
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+WEAPON.NOALERT;
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+WEAPON.NODEATHINPUT;
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