$modelname "weapons/arc9/c_uplp-f_g36-8.mdl" // 0 $bodygroup "frame" { studio "frame_r.smd" studio "frame_s.smd" } // 1 $bodygroup "stock" { studio "stock_c.smd" studio "stock_r.smd" blank } // 2 $bodygroup "carryhandle" { studio "ch_c.smd" studio "ch_c_noirons.smd" studio "ch_r_optic.smd" studio "ch_s.smd" studio "ch_s_noirons.smd" blank } // 3 $bodygroup "handguard" { studio "hg_c.smd" studio "hg_k.smd" studio "hg_r.smd" studio "hg_s.smd" blank } // 4 $bodygroup "barrel" { studio "barrel_c.smd" studio "barrel_k.smd" studio "barrel_r.smd" studio "barrel_s.smd" blank } // 5 $bodygroup "barrelbreak" { studio "barrelbreak_c.smd" studio "barrelbreak_k.smd" studio "barrelbreak_r.smd" blank } // 6 $bodygroup "rails" { studio "hgrails_c.smd" studio "hgrails_k.smd" studio "hgrails_r.smd" blank } // 7 $bodygroup "mag" { studio "mag_r.smd" studio "mag_s.smd" blank } // 8 $bodygroup "magwell" { studio "magwell_r.smd" studio "magwell_s.smd" blank } $mostlyopaque $collisionmodel "frame_s.smd" // Using the sniper frame right now because it has a stock. // $surfaceprop "weapon" $contents "solid" $cdmaterials "models\weapons\arc9\uplp" $cdmaterials "models\weapons\arc9\uplp-f" $attachment "1" "barrel" 0 0 0 rotate -90 0 0 $attachment "2" "body" -0.7 -0.5 0 rotate -20 160 180 $attachment "3" "Camera" 0 0 0 rotate -90 0 0 $attachment "4" "mag" 0 0 0 rotate -90 0 0 $poseparameter "sights" 0 1 loop 0 $sequence "idle" { "anims\idle.smd" "anims\idle_iron.smd" fps 30 blend "sights" 0 1 loop fadein 0 fadeout 0.2 } $sequence "idle_empty" { "anims\idle_empty.smd" "anims\idle_empty_iron.smd" fps 30 blend "sights" 0 1 loop fadein 0 fadeout 0.2 } $sequence "fire" { "anims\fire.smd" "anims\fire_iron.smd" fps 30 blend "sights" 0 1 fadein 0.02 fadeout 0.08 } $sequence "ready" { "anims\ready.smd" fps 30 snap fadein 0 fadeout 0.2 } $sequence "reload" { "anims\reload.smd" "anims\reload_iron.smd" fps 30 blend "sights" 0 1 fadein 0.1 fadeout 0.2 } $sequence "reload_empty" { "anims\reload_empty.smd" "anims\reload_empty_iron.smd" fps 30 blend "sights" 0 1 fadein 0.1 fadeout 0.2 } $sequence "reload_10" { "anims\reload_10.smd" "anims\reload_iron.smd" fps 30 blend "sights" 0 1 fadein 0.1 fadeout 0.2 } $sequence "reload_empty_10" { "anims\reload_empty_10.smd" "anims\reload_empty_iron.smd" fps 30 blend "sights" 0 1 fadein 0.1 fadeout 0.2 } $bonemerge "ValveBiped.Bip01_Spine4" $bonemerge "ValveBiped.Bip01_L_Clavicle" $bonemerge "ValveBiped.Bip01_L_UpperArm" $bonemerge "ValveBiped.Bip01_L_Forearm" $bonemerge "ValveBiped.Bip01_L_Hand" $bonemerge "ValveBiped.Bip01_L_Finger4" $bonemerge "ValveBiped.Bip01_L_Finger41" $bonemerge "ValveBiped.Bip01_L_Finger42" $bonemerge "ValveBiped.Bip01_L_Finger3" $bonemerge "ValveBiped.Bip01_L_Finger31" $bonemerge "ValveBiped.Bip01_L_Finger32" $bonemerge "ValveBiped.Bip01_L_Finger2" $bonemerge "ValveBiped.Bip01_L_Finger21" $bonemerge "ValveBiped.Bip01_L_Finger22" $bonemerge "ValveBiped.Bip01_L_Finger1" $bonemerge "ValveBiped.Bip01_L_Finger11" $bonemerge "ValveBiped.Bip01_L_Finger12" $bonemerge "ValveBiped.Bip01_L_Finger0" $bonemerge "ValveBiped.Bip01_L_Finger01" $bonemerge "ValveBiped.Bip01_L_Finger02" $bonemerge "ValveBiped.Bip01_R_Clavicle" $bonemerge "ValveBiped.Bip01_R_UpperArm" $bonemerge "ValveBiped.Bip01_R_Forearm" $bonemerge "ValveBiped.Bip01_R_Hand" $bonemerge "ValveBiped.Bip01_R_Wrist" $bonemerge "ValveBiped.Bip01_R_Finger4" $bonemerge "ValveBiped.Bip01_R_Finger41" $bonemerge "ValveBiped.Bip01_R_Finger42" $bonemerge "ValveBiped.Bip01_R_Finger3" $bonemerge "ValveBiped.Bip01_R_Finger31" $bonemerge "ValveBiped.Bip01_R_Finger32" $bonemerge "ValveBiped.Bip01_R_Finger2" $bonemerge "ValveBiped.Bip01_R_Finger21" $bonemerge "ValveBiped.Bip01_R_Finger22" $bonemerge "ValveBiped.Bip01_R_Finger1" $bonemerge "ValveBiped.Bip01_R_Finger11" $bonemerge "ValveBiped.Bip01_R_Finger12" $bonemerge "ValveBiped.Bip01_R_Finger0" $bonemerge "ValveBiped.Bip01_R_Finger01" $bonemerge "ValveBiped.Bip01_R_Finger02"