SDEF

//
// The file declaration section
//
path models/nuke2
//origin -20 0 5
origin 5 -10 -185
scale 0.5

// base model
view_base2.sbm
//view_base.sbm

//nuke_03g.tga
nuke_03h.tga

//
// Declare the animation types and files
//
ready1	bring_up.sam
fire1		fire.sam
idle1		idle1.sam
putaway1	put_away.sam
reload1	reload.sam
empty1	idle1.sam

//
// Define model group areas
//
id 100 group weapon bone barrel 0 180 110
id 50 group clip 
id 55 group clip_transparent translucent33
id 56 group clip_glow
id 60 group rod
id 70 group weapon bone vent 90 90 0 2015attach
id 80 group barrel_glow fullbright translucent33 translucent66


//
// The initialization section
//
!init:
//
// SERVER Initialization Commands

server actionincrement 100

// I wish this stuff didn't FUCKING CRASH THE GAME!!!!!
// It works just fine in normal models...
//server group clip +nodraw
//server group rod +nodraw
//server group clip_transparent +nodraw
//server group clip_glow +nodraw

// Class Setup

//
// Define the animation sound references
//
client aliascache snd_fire "weapons/nuke/badass.wav"
client aliascache snd_launch "weapons/nuke/firep1.wav"
client aliascache snd_loop "weapons/nuke/loop3.wav"
client aliascache snd_pnu "weapons/nuke/pnu2.wav"
client aliascache snd_two "weapons/nuke/pnu4.wav"
client aliascache snd_load "weapons/nuke/reload2.wav"
client aliascache snd_up "weapons/nuke/loop3up.wav"
client aliascache snd_on "weapons/nuke/loop3up2.wav"
client aliascache snd_off "weapons/nuke/loop3down.wav"
client aliascache snd_dip "weapons/nuke/loop3down.wav"
client aliascache snd_post "weapons/nuke/loop3down.wav"

client aliascache snd_power1 "weapons/nuke/loop5pow.wav"

//
// The main section
//
!main:

// Define tricky animation stuff

server fire1 0 groupalpha 0.100
server fire1 1 groupalpha 0.200
server fire1 2 groupalpha 0.300
server fire1 3 groupalpha 0.400
server fire1 4 groupalpha 0.500
server fire1 5 groupalpha 0.600
server fire1 6 groupalpha 0.700
server fire1 7 groupalpha 0.800
server fire1 8 groupalpha 1.000
server fire1 13 groupalpha 0.000
server fire1 13 shoot

//server fire1 first prevframe 34
server fire1 first weaponsound
// dlight <red> <rand_red_amount> <green> <rand_green_amount> <blue> <rand_blue_amount> <radius> <rand_radius_amount> <life> <decay>
//client fire1 first dlight 0.3 0 0.2 0 1.0 0 500 25 1.0 0.7
client fire1 first randomsound snd_power 1 1
//client fire1 first randomsound snd_fire 1 1
//client fire1 first randomsound snd_up 1 7
server fire1 11 weaponsound
client fire1 11 randomsound snd_launch 1 1
client fire1 11 randomsound snd_fire 1 2
client fire1 11 randomsound snd_post 1 7
server fire1 12 group clip_transparent -fullbright
server fire1 12 group clip_glow -fullbright
client fire1 13 attach barrel sprites/nukeflair.spr time 0.05 origin 10 0 0
client fire1 18 randomsound snd_two 1 1
// client fire1 19 attach vent sprites/nukesteam1.spr time 2.0 origin -0.5 10.5 -4 animateonce angles 0 180 0 fast
// client fire1 19 attach vent sprites/steam.spr scale 0.2 time 2.0 animate angles 0 0 90 fast
client fire1 23 randomsound snd_two 1 1
client fire1 30 randomsound snd_pnu 1 1
// client fire1 34 attach vent sprites/nukesteam2.spr time 3.2 origin -0.5 10.5 -4 animateonce angles 0 180 0
// client fire1 34 attach vent sprites/steam.spr scale 0.3 time 2.0 animate angles 0 0 90 
// client fire1 34 attach vent sprites/steam.spr scale 0.2 time 1.0 animate angles 0 0 90 fast
//client fire1 34 attach vent sprites/steam2.spr scale 0.2 time 3.2 animate angles 0 0 90
server fire1 last group clip +nodraw
server fire1 last group rod +nodraw
server fire1 last group clip_glow +nodraw
server fire1 last group clip_transparent +nodraw

//client ready1 first randomsound snd_on 1 7
server ready1 0 groupalpha 0.000
client ready1 5 randomsound snd_pnu 1 2
client ready1 6 randomsound snd_on 1 7
client ready1 12 randomsound snd_pnu .5 2
client ready1 15 randomsound snd_pnu .5 2
client ready1 last randomsound snd_loop 1 7

client putaway1 first randomsound snd_off 1 7
client putaway1 first randomsound snd_pnu .4 2
client putaway1 7 randomsound snd_pnu .5 2
client putaway1 10 randomsound snd_pnu .5 2

//server reload1 first prevframe 24
server reload1 1 group clip -nodraw
server reload1 1 group rod -nodraw
server reload1 1 group clip_glow -nodraw
server reload1 1 group clip_transparent -nodraw
server reload1 1 group clip_glow fullbright
server reload1 1 group clip_transparent fullbright

client reload1 8 randomsound snd_load 1 1
client reload1 10 randomsound snd_two 1 2
client reload1 12 randomsound snd_up 1 7
client reload1 18 randomsound snd_two 1 2
client reload1 last randomsound snd_loop 1 7

//client reload1 last randomsound snd_loop 1 7

//client fire1 0 attach barrel sprites/nukeball.spr time 0.1 scale 0.05 randomroll
//client fire1 1 attach barrel sprites/nukeball.spr time 0.1 scale 0.1 randomroll
//client fire1 2 attach barrel sprites/nukeball.spr time 0.1 scale 0.15 randomroll
//client fire1 3 attach barrel sprites/nukeball.spr time 0.1 scale 0.2 randomroll
//client fire1 4 attach barrel sprites/nukeball.spr time 0.1 scale 0.25 randomroll
//client fire1 5 attach barrel sprites/nukeball.spr time 0.1 scale 0.3 randomroll
//client fire1 6 attach barrel sprites/nukeball.spr time 0.1 scale 0.35 randomroll
//client fire1 7 attach barrel sprites/nukeball.spr time 0.1 scale 0.4 randomroll
//client fire1 8 attach barrel sprites/nukeball.spr time 0.1 scale 0.45 randomroll
//client fire1 9 attach barrel sprites/nukeball.spr time 0.1 scale 0.45 randomroll
