// vim:ts=4:sw=4:cindent // // ======================== Blackjack ================================== // entityDef atdm:weapon_blackjack { "inherit" "atdm:weapon_base" "editor_usage" "The thief's best friend" "editor_displayFolder" "Weapons/Melee" "model_view" "viewmodel_blackjack" // a unique weapon name, used by ammunition entities "inv_weapon_name" "blackjack" // The display name of this weapon (for the HUD) "inv_name" "#str_02428" // Blackjack "inv_icon" "guis/assets/hud/weapon_icons/blackjack_icon" "model" "models/darkmod/weapons/blackjack.lwo" "spawnclass" "idMoveable" "frobable" "1" "is_weapon_melee" "1" "ammo_required" "0" // doesn't need no ammo "weapon_scriptobject" "weapon_blackjack" "def_melee" "melee_blackjack_ovr" "melee_distance" "56" "knockout_range" "28" "KO_box_size" "4" "anim_rate_hit" "2.0" // Collision test object for new melee system "def_attach1" "atdm:attachment_meleetest_blackjack" "name_attach1" "meleeweap_r" "attach_pos_name_test1" "mtest" "attach_pos_joint_test1" "r_wrist" "attach_pos_origin_test1" "10 0 0" "attach_pos_angles_test1" "0 0 0" "impact_damage_effect" "1" // Try always playing a swing sound when we swing, regardless of hit or not later "snd_swing" "blackjack_swing" "snd_acquire" "tool_pickup" "skin_invisible" "skins/blackjack_invis" } entityDef melee_blackjack_ovr { "inherit" "atdm:damage_base" "damage" "2" "knockout" "1" "kickDir" "-1 0 0" "mtr_blob" "genericDamage" "blob_time" "300" "blob_size" "400" "blob_offset_x" "400" "knockback" "10" "push" "2200" "gib" "0" "kick_time" "400" "kick_amplitude" "1" "dv_time" "100" // NOTE: This is moved from the weapon spawnargs to the damage spawnargs! "impact_damage_effect" "1" "no_pain_anim" "1" // default surface type if we cannot detect surface type hit "default_surface_inanimate" "wood" "default_surface_actor" "flesh" // default sound "snd_hit" "blackjack_hit_wood" "snd_metal" "blackjack_hit_helmet" "snd_liquid" "melee_hit_water" "snd_ice" "glass_bullethole" "snd_glass" "glass_bullethole" "snd_brokeglass" "glass_bullethole" "snd_stone" "blackjack_hit_wood" "snd_wood" "blackjack_hit_wood" "snd_tile" "blackjack_hit_wood" "snd_dirt" "blackjack_hit_wood" "snd_sand" "blackjack_hit_wood" "snd_gravel" "blackjack_hit_wood" "snd_paper" "blackjack_hit_wood" "snd_twigs" "blackjack_hit_wood" "snd_squeakboard" "blackjack_hit_wood" "snd_plastic" "blackjack_hit_wood" "snd_cardboard" "blackjack_hit_wood" "snd_grass" "blackjack_hit_flesh" "snd_foliage" "blackjack_hit_flesh" "snd_straw" "blackjack_hit_flesh" "snd_mud" "blackjack_hit_flesh" "snd_snow" "blackjack_hit_flesh" "snd_carpet" "blackjack_hit_flesh" "snd_moss" "blackjack_hit_flesh" "snd_ricochet" "blackjack_hit_flesh" "snd_flesh" "blackjack_hit_flesh" "snd_undeadflesh" "blackjack_hit_flesh" // probably don't want it to alert other AI // for successful hits on helmet AI "snd_armor_plate" "blackjack_hit_helmet" "snd_armor_chain" "blackjack_hit_flesh" "snd_armor_leath" "blackjack_hit_flesh" "snd_cloth" "blackjack_hit_flesh" // Propagated sounds for hitting objects other than flesh "sprS_metal" "blackjack_hit_hard" "sprS_ricochet" "blackjack_hit_hard" "sprS_stone" "blackjack_hit_hard" "sprS_wood" "blackjack_hit_hard" "sprS_glass" "blackjack_hit_hard" } model viewmodel_blackjack { mesh models/md5/weapons/blackjack_view/blackjack.md5mesh offset (-10 0 -6.5 ) anim raise models/md5/weapons/blackjack_view/get.md5anim { frame 1 sound_weapon blackjack_unsheath } anim idle models/md5/weapons/blackjack_view/idle.md5anim anim hit_start models/md5/weapons/blackjack_view/swing_start.md5anim anim hit models/md5/weapons/blackjack_view/swing_16frames.md5anim { frame 6 sound snd_swing //frame 9 melee_attack_start meleeweap_r overhead //frame 17 melee_attack_stop meleeweap_r frame 9 melee_knockout // release 1.0 and old animation values: // frame 3 sound snd_swing // frame 4 melee_attack_start meleeweap_r overhead // frame 7 melee_attack_stop meleeweap_r } anim putaway models/md5/weapons/blackjack_view/putaway.md5anim { frame 1 sound_weapon blackjack_sheath } anim ready models/md5/weapons/blackjack_view/ready10.md5anim anim unready models/md5/weapons/blackjack_view/unready10.md5anim } // new melee system entityDef atdm:attachment_meleetest_blackjack { "inherit" "atdm:moveable_longsword" "spawnclass" "CMeleeWeapon" "joint" "r_wrist" // release 1.0 values // "angles" "-90 0 -65" // attempted fix for hitting ceiling: "angles" "-75 0 -70" "origin" "16 0 0" "hide" "1" "solid" "0" "frobable" "0" "neverShow" "1" // grayman #2998 - never show this entity "noshadows" "1" // grayman #2998 // set this to swap in the larger AI head CMs for easier KOs "use_larger_ai_head_CMs" "1" "att_type_overhead" "0" "att_world_collide_overhead" "1" "def_damage_overhead" "melee_blackjack_ovr" "att_mod_cm_overhead" "1" // release 1.0 values: // "att_cm_maxs_overhead" "2.5 29 2.5" // fix for hitting the ceiling // (it got shorter to offset the tilt forward) "att_cm_maxs_overhead" "2.5 27 5" "att_cm_mins_overhead" "-2.5 5 -5" // Failsafe trace, going thru center pointing "down" // for fixing buggy trace when CM starts out intersecting "att_failsafe_trace_overhead" "1" "att_failsafe_trace_start_overhead" "-15 18 0" "att_failsafe_trace_end_overhead" "12 18 0" }