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- ITEM 1.0
-
- NAME bob
- FUNC NULL
- ANIM
- DATA 49
-
- #physics
- FLOAT AIR_ACCEL_X 160
- FLOAT AIR_ACCEL_Z 200
- FLOAT AIR_VEL_MAX 28
- FLOAT AIR_VEL_JUMP 20
- FLOAT AIR_YAWRATE 180
-
-
- FLOAT DAMAGE_MULTIPLIER .95
- FLOAT MASS 150.0
- # FLOAT HEIGHT 6.5 # which gets divide by scale factor
- FLOAT HEAD_HEIGHT 0.5
- FLOAT CROUCH_DIV 3.0 # ammount HEIGHT gets div'd by
- FLOAT RADIUS 1.5
- # energy usage
- FLOAT E_REST 10
- FLOAT E_MOVE -9
- FLOAT E_JUMP -6.0
- FLOAT E_TURN 0.0
- FLOAT E_CROUCH 2.0
- # sounds
- STR SND_JUMP jajump.wav
- STR SND_LAND land.wav
- STR SND_LANDLT landlite.wav
- STR SND_HITHEAD hithead.wav
- STR SND_CRUSH crush.wav
- STR SND_SPLAT splat.wav
- STR SND_CRUNCH crunch.wav
- STR SND_DIE bodie.wav
- STR SND_CHOKE choke.wav
- STR SND_WATERDIE waterdie.wav
- STR SND_LIGHTLAMP light.wav
- # start items
- STR START_ITEM_1 ibullit
- INT START_COUNT_1 24
- STR START_ITEM_2 ishells
- INT START_COUNT_2 8
- STR START_ITEM_3 ipistol
- INT START_COUNT_3 1
- STR START_ITEM_4 idbsgun
- INT START_COUNT_4 1
- STR START_ITEM_5 ioil
- INT START_COUNT_5 30
- INT START_WEAPON 5
- # costume chorographies
- STR PLAYER_WAX bobgrahm.nwx
- INT STAND_CHOR 0 # stand choreograpy
- INT WALK_CHOR 1 # walk choreograpy
- INT RUN_CHOR 1 # run choreograpy
- INT SHOOT_CHOR 10 # shoot choreograpy
- INT CROUCHSTAND_CHOR 3 # crouchstand choreograpy
- INT CROUCHWALK_CHOR 3 # crouchwalk choreograpy
- INT CROUCHRUN_CHOR 3 # crouchrun choreograpy
- INT HIT_CHOR 20 # hit choreograpy
- INT DIE_CHOR 21 # die choreograpy
- INT VOL_FEET 50 # footstep volume (0-127)
-