SDEF
//
// The file declaration section
//
path models/flamethrower
scale 1.0

// base model
flame.sbm

//flame2.tga
normal flame_04e.tga


//
// Declare the animation types and files
//
idle1		idle1.sam
idle2		idle2.sam
ready		ready1.sam
putaway		putaway1.sam
fire		fire1.sam
fire_sound	fire1.sam

//
// Define model group areas
//
id 100 group weapon bone barrel
id 101 group shield twosided
id 5 group donotdraw nodraw

//
// The initialization section
//
!init:

server actionincrement 1

//
// Define the animation sound references
//
client aliascache snd_fire "weapons/flamethrower/burstb.wav"
client aliascache snd_null "misc/null.wav"
client aliascache snd_hi "weapons/flamethrower/hi.wav"
client aliascache snd_low "weapons/flamethrower/low.wav"
//client aliascache snd_low "weapons/flamethrower/low2.wav"

//
// The main section
//
!main:
//
// Define the client/server animation references
//
client ready first randomsound snd_low .3 7

client idle1 0 randomsound snd_low .3 7
server idle1 0 movementsound
server idle1 10 movementsound
client idle1 15 randomsound snd_low .3 7
server idle1 20 movementsound

client idle2 0 randomsound snd_low .3 7
server idle2 0 movementsound
server idle2 10 movementsound
client idle2 15 randomsound snd_low .3 7
server idle2 20 movementsound

client putaway last randomsound snd_null 1 7
//client putaway first randomsound snd_low .5 7

// dlight <red> <rand_red_amount> <green> <rand_green_amount> <blue> <rand_blue_amount> <radius> <rand_radius_amount> <life> <decay>
client fire first dlight 1 0 0.1 0 0 0 300 0 0.5 0.9
server fire first weaponsound
server fire first shoot
server fire first prevframe 2
server fire first endanim

client fire_sound first randomsound snd_fire 1 1
client fire_sound first randomsound snd_hi .4 7
// dlight <red> <rand_red_amount> <green> <rand_green_amount> <blue> <rand_blue_amount> <radius> <rand_radius_amount> <life> <decay>
client fire_sound first dlight 1 0 0.1 0 0 0 300 0 0.5 0.9
server fire_sound first weaponsound
server fire_sound first shoot
server fire_sound first prevframe 2
server fire_sound first endanim
