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