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- SDEF
- // -----------------------------------------------------------------------------
- // $Logfile:: /Quake 2 Engine/Sin/Base Sin Data/Models/Weapon/speargun.def $
- // $Revision:: 8 $
- // $Author:: Aldie $
- // $Date:: 10/27/98 3:49a $
- //
- // Copyright (C) 1998 by Ritual Entertainment, Inc.
- // All rights reserved.
- //
- // This source may not be distributed and/or modified without
- // expressly written permission by Ritual Entertainment, Inc.
- //
- // This is a model definition file. It is to be used in conjunction with Sin.
- //
- // -----------------------------------------------------------------------------
- // MODEL DESCRIPTION:
- // Weapon: Spear Gun.
- //
- // MODEL AUTHOR:
- // Beau
- //
- /*SINED weapon_speargun (.3 .3 1) (0 0 0) (0 0 0)
- Speargun - World Model
- */
-
- // -----------------------------------------------------------------------------
- // FILE DECLARATIONS
- //
- // Model Commands
- path models/spgun_w
- origin -3 -4 0
- scale 1.0
-
- // Base Model
- spgun_w_base.sbm
-
- // Skins
- normal spgun_w_base.tga
-
- // Normal Animations
- load1 spgun_w_load.sam
-
- // Define model group areas
- id 5 group dome translucent33
- id 10 group barbs twosided
- id 200 group weapon bone barrel 0 180 -90
-
- // -----------------------------------------------------------------------------
- // INITIALIZATION SECTION
- //
- !init:
-
- // Class Setup
- server classname SpearGun
- //server ammoclipsize 1
-
- // Sound Aliases
- server respawnsound
- server aliascache snd_pickup "weapons/pkup/pkup1.wav"
-
- // Icon and Inventory Name
- server iconname "w_speargun"
- server itemname "Spear Gun"
-
- // -----------------------------------------------------------------------------
- // MAIN SECTION
- //
- !main:
-
- // -----------------------------------------------------------------------------
- // SOURCESAFE Update Log
- //
- // $Log:: /Quake 2 Engine/Sin/Base Sin Data/Models/Weapon/speargun.def $
- //
- // 8 10/27/98 3:49a Aldie
- //
- // 7 9/30/98 12:48p Joeske
- // Added in formatting, added in respawn sound ref.
- //
- // -----------------------------------------------------------------------------
-