SDEF
//
// The file declaration section
//
path models/pulse2
origin 0 -25 -70
pulse.sbm
pulse.tga

//
// Declare the animation types and files
//
ready1    ready1.sam
fire1     fire2.sam
idle1     idle3.sam
idle2     idle4.sam
putaway1  putaway1.sam
//
// Define model group areas
//
id 5 group glass translucent66
id 10 group glow fullbright
id 15 group weapon bone barrel 0 180 150

//
// The initialization section
//
!init:
//
// Define the aniamtion sound references
//
client aliasprefix Pulse_
//client aliascache snd_fire1    "weapons/magnum/fire3.wav"
//client aliascache snd_silfire1 "weapons/magnum/silshot.wav"

client aliascache snd_fire1 "weapons/pulse/fire1.wav"
client aliascache snd_open1 "weapons/pulse/open1.wav"
client aliascache snd_loop1 "weapons/pulse/loop1.wav"
client aliascache snd_loopdip1 "weapons/pulse/loopdip2.wav"
client aliascache snd_close1 "weapons/pulse/close1.wav"

//
// The main section
//
!main:
//
// Define the clinet/server animation references
//
// server ready1 last ready
client ready1 9 randomsound snd_open 1 1
client ready1 10 randomsound snd_loop .3 7
server ready1 9 movementsound

client fire1 first randomsound snd_fire 1 1
server fire1 first weaponsound
server fire1 first shoot
//client fire1 first randomsound snd_loopdip .3 7
//client fire1 3 randomsound snd_loop .3 2

client putaway1 first randomsound snd_close 1 7
server putaway1 first movementsound

// server putaway1 last putaway
