ARC9_uplp_fesiug/.workfiles/g36/compile/compile.qc

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$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"