//TAGAP_START
//=====================================================================
// PLAYER WEAPONS
//=====================================================================
//=====================================================================
// UZI
//=====================================================================
ENTITY uzi
DESCRIBE Uzis
THINK AI_MISSILE 0 AI_BLOW 0.1
SOUND STATIC S_ATTACK common/weapon_uzi
SOUND STATIC S_RESPAWN common/weapon_uzi_reload
AMMO 1 15
OFFSET WEAPON_CASING -4 4
OFFSET WEAPON_MISSILE 8 16
OFFSET WEAPON_ORIGIN 11 16
OFFSET WEAPON_OFFSET 32 1
STAT AI_SPREAD 6
STAT DAMAGE 1
STAT FX_BULLET
STAT FX_CASING 1
STAT FX_GRENADE_ANGLE 25
STAT FX_MUZZLE 10
STAT FX_PUSHUP
STAT FX_SPIN_RELOAD
END
//=====================================================================
// GRENADE
//=====================================================================
ENTITY grenadeb
SPRITE STATIC 0 NONE 0 0 weapons/grenade
SPRITE STATIC 1 NONE 0 0 weapons/grenade
SPRITE STATIC 0 NONE 0 10 weapons/grenade
SPRITE STATIC 0 NONE 0 -10 weapons/grenade
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 FRAME 2
SPRITEVAR 3 ANGLEOFFSET -180
LIGHT 0 0 12 255 0 0 30
SOUND STATIC S_ATTACK common/weapon_grenade
SOUND STATIC S_DIE world/explosion
SOUND STATIC S_PHYSICS common/weapon_grenade_hit
THINK AI_MISSILE 0 AI_BLOW 0.6
MOVETYPE WALK 5
OFFSET SIZE 12 0
OFFSET WEAPON_MISSILE 6 16
STAT DAMAGE 18
STAT DAMAGE_SPLASH 90
STAT FX_FULLANGLE_VEL
STAT FX_FULLMODEL
STAT FX_KEEP_EFFECTS
STAT TEMPMISSILE 1300
STAT MISSILE_OFFSETRADIUS 33
STAT NOLIST
EFFECT GIB EXPLOSION 0 0 90
END
//=====================================================================
ENTITY grenade
SPRITE STATIC 0 NONE 0 0 weapons/grenade
SPRITE STATIC 1 NONE 0 0 weapons/grenade
SPRITE STATIC 0 NONE 0 10 weapons/grenade
SPRITE STATIC 0 NONE 0 -10 weapons/grenade
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 HIDE_MOVE_Y 5
SPRITEVAR 3 ANGLEOFFSET -180
SPRITEVAR 3 HIDE_MOVE_Y -5
LIGHT 0 0 12 255 0 0 30
SOUND STATIC S_ATTACK common/weapon_grenade
SOUND STATIC S_DIE world/explosion
SOUND STATIC S_PHYSICS common/weapon_grenade_hit
THINK AI_MISSILE 0 AI_BLOW 0.6
MOVETYPE WALK 7
TRANSFORM grenadeb 250
OFFSET SIZE 12 0
OFFSET WEAPON_MISSILE 6 16
STAT DAMAGE 18
STAT DAMAGE_SPLASH 90
STAT FX_FULLANGLE_VEL
STAT FX_FULLMODEL
STAT FX_LIGHT_FADE 1
STAT TEMPMISSILE 1300
STAT MISSILE_OFFSETRADIUS 33
EFFECT GIB EXPLOSION 0 0 90
END

//=====================================================================
// SHOTGUN
//=====================================================================
//=====================================================================
// SHOTGUN: WEAPON ENTITY
//=====================================================================
ENTITY shotgun_gunent_a
SPRITE STATIC 0 ANIM_PANATTU 3 -16 weapons/shotgun
SPRITE STATIC 0 ANIM_PANATTU 3 -22 weapons/shotgun
SPRITE STATIC 0 ANIM_PANATTU 3 -25 weapons/shotgun
SPRITE STATIC 0 NONE 1 -10 weapons/shotgun
SPRITE STATIC 0 NONE 22 -15 weapons/shotgun
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 BOB -40
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 BOB -40
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 BOB -40
SPRITEVAR 3 BOB -40
SPRITEVAR 4 BOB -40
SPRITEVAR 4 FRAME 4
SPRITEVAR 4 FRAME_GREN 5
SPRITEVAR 4 RELOAD_X 3
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 9 18
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY shotgun_gunent_b
SPRITE STATIC 0 NONE 0 0 weapons/shotgun
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 6
SPRITEVAR 0 FRAME_GREN -2
SPRITEVAR 0 OFFS_X 9
SPRITEVAR 0 OFFS_Y -13
SPRITEVAR 0 RELOAD_X 3
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 11 16
STAT FX_FULLMODEL
END
//=====================================================================
// SHOTGUN: BUCKSHOT
//=====================================================================
ENTITY shotgun
DESCRIBE Shotgun
THINK AI_MISSILE 0 AI_BLOW 0.5
SOUND STATIC S_ATTACK common/weapon_shotgun
SOUND STATIC S_RESPAWN common/weapon_shotgun_reload
OFFSET WEAPON_CASING -4 4
OFFSET WEAPON_MISSILE 8 16
OFFSET WEAPON_OFFSET 30 1
OFFSET WEAPON_ORIGIN 11 16
STAT AI_SPREAD 6
STAT DAMAGE 2
STAT FX_BULLET
STAT FX_CASING 2
STAT FX_GRENADE_ANGLE 35
STAT FX_MUZZLE 15
STAT FX_PUSHUP
STAT FX_RELOAD
STAT MULTISHOT 6
GUNENTITY shotgun_gunent_a 0
GUNENTITY shotgun_gunent_b 1
END
//=====================================================================
// SHOTGUN: MINE
//=====================================================================
ENTITY mine_sg_obj
SPRITE STATIC 0 NONE 0 0 robots/minimine
SPRITE STATIC 1 NONE 0 0 robots/minimine
SPRITE STATIC 0 NONE -8 8 robots/minimine
SPRITE STATIC 0 NONE -8 -8 robots/minimine
SPRITE STATIC 0 NONE 8 8 robots/minimine
SPRITE STATIC 0 NONE 8 -8 robots/minimine
SPRITE STATIC 0 NONE -11 11 robots/minimine
SPRITE STATIC 0 NONE -11 -11 robots/minimine
SPRITE STATIC 0 NONE 11 11 robots/minimine
SPRITE STATIC 0 NONE 11 -11 robots/minimine
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 FRAME 4
SPRITEVAR 1 AIM
SPRITEVAR 2 EMP 2
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 HIDE_MOVE_X 5
SPRITEVAR 2 HIDE_MOVE_Y 5
SPRITEVAR 3 ANGLEOFFSET 90
SPRITEVAR 3 EMP 2
SPRITEVAR 3 FRAME 3
SPRITEVAR 3 HIDE_MOVE_X 5
SPRITEVAR 3 HIDE_MOVE_Y -5
SPRITEVAR 4 ANGLEOFFSET 270
SPRITEVAR 4 EMP 2
SPRITEVAR 4 FRAME 3
SPRITEVAR 4 HIDE_MOVE_X -5
SPRITEVAR 4 HIDE_MOVE_Y 5
SPRITEVAR 5 ANGLEOFFSET 180
SPRITEVAR 5 EMP 2
SPRITEVAR 5 FRAME 3
SPRITEVAR 5 HIDE_MOVE_X -5
SPRITEVAR 5 HIDE_MOVE_Y -5
SPRITEVAR 6 EMP 2
SPRITEVAR 6 HIDE_MOVE_X 5
SPRITEVAR 6 HIDE_MOVE_Y 5
SPRITEVAR 7 ANGLEOFFSET 90
SPRITEVAR 7 EMP 2
SPRITEVAR 7 HIDE_MOVE_X 5
SPRITEVAR 7 HIDE_MOVE_Y -5
SPRITEVAR 8 ANGLEOFFSET 270
SPRITEVAR 8 EMP 2
SPRITEVAR 8 HIDE_MOVE_X -5
SPRITEVAR 8 HIDE_MOVE_Y 5
SPRITEVAR 9 ANGLEOFFSET 180
SPRITEVAR 9 EMP 2
SPRITEVAR 9 HIDE_MOVE_X -5
SPRITEVAR 9 HIDE_MOVE_Y -5
LIGHT 0 0 12 255 50 0 40
SOUND STATIC S_DIE common/explosion_small
SOUND STATIC S_LOOP common/robot_minimine_move
SOUND STATIC S_WAKE common/robot_minimine_toggle
SOUND STATIC S_SLEEP common/robot_minimine_toggle
THINK AI_ZOMBIE 0 AI_BLOW 0.8
MOVETYPE FLY 0
//THINK AI_AIM 1.5 AI_BLOW 0.8
//MOVETYPE FLY 1
//STAT AI_AIM_INDEPENDENT 1
OFFSET SIZE 16 0
STAT DAMAGE 18
STAT DAMAGE_SPLASH 70
STAT FX_DIM 0
STAT FX_FLOAT
STAT FX_FULLANGLE_VEL
STAT FX_FULLMODEL
STAT FX_IDLEDISTANCE 40
STAT NOLIST
STAT TAKEDAMAGE_EMP
STAT TEMPMISSILE 5000
EFFECT GIB EXPLOSION 0 0 70
END
//=====================================================================
ENTITY mine_sg
SPRITE STATIC 0 NONE 0 0 robots/minimine
SPRITE STATIC 1 NONE 0 0 robots/minimine
SPRITE STATIC 0 NONE -6 6 robots/minimine
SPRITE STATIC 0 NONE -6 -6 robots/minimine
SPRITE STATIC 0 NONE 6 6 robots/minimine
SPRITE STATIC 0 NONE 6 -6 robots/minimine
SPRITEVAR 0 FRAME 1
SPRITEVAR 1 FRAME 4
SPRITEVAR 3 ANGLEOFFSET 90
SPRITEVAR 4 ANGLEOFFSET 270
SPRITEVAR 5 ANGLEOFFSET 180
SOUND STATIC S_ATTACK common/weapon_mine
SOUND STATIC S_DIE common/explosion_small
SOUND STATIC S_LOOP common/robot_minimine_move
SOUND STATIC S_RESPAWN common/weapon_shotgun_reload
THINK AI_MISSILE 0 AI_BLOW 1
MOVETYPE FLY 4
TRANSFORM mine_sg_obj 350
OFFSET SIZE 16 0
OFFSET WEAPON_CASING -4 4
OFFSET WEAPON_OFFSET 30 1
OFFSET WEAPON_ORIGIN 11 16
OFFSET WEAPON_MISSILE 9 18
STAT AI_AMMO_SPEND 2
STAT AI_IGNORE_VELOCITY
STAT AI_SPREAD 6
STAT DAMAGE 12
STAT DAMAGE_SPLASH 64
STAT FX_PUSHUP
STAT FX_DIM 0
STAT FX_FULLANGLE_VEL
STAT FX_FULLMODEL
STAT FX_GRENADE_ANGLE 35
STAT FX_MUZZLE 20
STAT FX_RELOAD
STAT MISSILE_OFFSETRADIUS 24
STAT TEMPMISSILE 5000
EFFECT GIB EXPLOSION 0 0 64
END
//=====================================================================
// PLASMAGUN
//=====================================================================
//=====================================================================
// PLASMAGUN: WEAPON ENTITY
//=====================================================================
ENTITY plasma_gunent
SPRITE STATIC 0 NONE 28 -6 weapons/plasmagun
SPRITE STATIC 1 NONE 7 0 weapons/plasmagun
SPRITE STATIC 1 NONE 9 -2 weapons/plasmagun
SPRITE STATIC 1 NONE 3 -4 weapons/plasmagun
SPRITE STATIC 0 NONE 4 -12 weapons/plasmagun
SPRITE STATIC 0 NONE 22 -23 weapons/plasmagun
SPRITE STATIC 1 NONE 10 -15 weapons/plasmagun_c
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 KICK_X 3
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FRAME 2
SPRITEVAR 2 BOB -40
SPRITEVAR 2 DIM
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 HARDLIGHT
SPRITEVAR 2 ROLL 100
SPRITEVAR 3 BOB -40
SPRITEVAR 3 FRAME 3
SPRITEVAR 3 HARDLIGHT
SPRITEVAR 3 INVERTFACE
SPRITEVAR 3 ROLL 80
SPRITEVAR 4 BOB -40
SPRITEVAR 5 BOB -40
SPRITEVAR 5 FRAME 4
SPRITEVAR 5 FRAME_GREN -2
SPRITEVAR 6 BOB -40
SPRITEVAR 6 FRAME 4
LIGHT 8 4 40 0 100 255 20
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 9 18
STAT FX_DIM 0
STAT FX_FULLMODEL
STAT FX_KEEP_EFFECTS
END
//=====================================================================
ENTITY plasma_gunent_b
CLONE plasma_gunent
SPRITEVAR 6 FRAME 0
SPRITEVAR 6 CHARGE_INV
END
//=====================================================================
// PLASMAGUN: EFFECTS
//=====================================================================
ENTITY w_kill_plasma
LIGHT 0 0 20 100 180 255 100
STAT NOLIST
STAT FX_SMOKE_SHOOT 100
END
//=====================================================================
ENTITY laser_rubble
LIGHT 0 0 10 100 180 255 100
STAT FX_EXPAND
STAT FX_FADE
STAT FX_NOENV_FX
STAT FX_SMOKE
STAT NOLIST
STAT TEMPMISSILE 400
END
//=====================================================================
// PLASMAGUN: LASER
//=====================================================================
ENTITY laser
SPRITE STATIC 1 NONE 0 0 weapons/plasma
SPRITEVAR 0 FACE_RANDOM
SPRITEVAR 0 ROLL 100
SPRITEVAR 0 HARDLIGHT
LIGHT 0 0 40 0 0 255 80
LIGHT 0 0 15 180 255 255 100
GIB laser_rubble 1
THINK AI_MISSILE 5 AI_BLOW 0.15
SOUND STATIC S_ATTACK common/weapon_plasma
SOUND STATIC S_DIE common/weapon_plasma_hit
SOUND STATIC S_DYING common/weapon_plasma_expire
KILLFX w_kill_plasma
OFFSET SIZE 8 0
STAT AI_IGNORE_VELOCITY
STAT AI_PHYS_IGNORE
STAT AI_REQUIRE_IMPACT
STAT AI_SPREAD 4
STAT DAMAGE 5
STAT FX_GRENADE_ANGLE 35
STAT FX_LIGHT_ON_OFF
STAT FX_NOENV_FX
STAT FX_MUZZLE 30
STAT FX_PLASMA_LENGTH 55
STAT FX_PLASMA_TRAIL 0
EFFECT GIB EXPIRE 0 0 0
EFFECT GIB IMPACT 0 0 0
END
//=====================================================================
ENTITY laser_pl
CLONE laser
DESCRIBE Plasmagun
GUNENTITY plasma_gunent 0
GUNENTITY shotgun_gunent_b 1
OFFSET WEAPON_MISSILE 13 12
OFFSET WEAPON_ORIGIN 13 12
OFFSET WEAPON_OFFSET 33 0
STAT MISSILE_OFFSETRADIUS 20
END
//=====================================================================
// PLASMAGUN: SHIELD
//=====================================================================
ENTITY laser_shield_obj
SOUND STATIC S_DIE world/forcewall_off
THINK NONE 0 NONE 0
MOVETYPE NONE 0
OFFSET FX_OFFSET 0 28
OFFSET SIZE 8 64
STAT AI_INHERIT_ANGLE
STAT AI_KEEPACTIVE
STAT AI_LINE
STAT AI_REPEL
STAT FX_FORCEWALL
STAT FX_NOENV_FX
STAT NOLIST
STAT S_HEALTH 22
STAT TAKEDAMAGE_EMP_FRAG
STAT TAKEDAMAGE_PLASMA
STAT TEMPMISSILE 5000
EFFECT GIB FORCEFIELD 0 0 0
END
//=====================================================================
ENTITY laser_shield
SPRITE STATIC 0 NONE 0 0 world/null
LIGHT 0 0 40 0 0 255 80
LIGHT 0 0 15 180 255 255 100
SOUND STATIC S_ATTACK common/weapon_shield
SOUND STATIC S_DIE world/forcewall_on
THINK AI_MISSILE 5 AI_BLOW 0.6
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 13 12
OFFSET WEAPON_ORIGIN 13 12
OFFSET WEAPON_OFFSET 33 0
GUNENTITY plasma_gunent_b 0
ITEM laser_shield_obj 0 16
STAT AI_AMMO_SPEND 2
STAT AI_PHYS_IGNORE
STAT DAMAGE_SPLASH 32
STAT FX_LIGHT_ON_OFF
STAT FX_MUZZLE 30
STAT FX_NOENV_FX
STAT FX_PUSHUP
STAT FX_PLASMA_LENGTH 55
STAT FX_PLASMA_TRAIL 0
STAT TAKEDAMAGE_PLASMA
STAT TEMPMISSILE 100
EFFECT GIB EXPIRE 0 0 0
EFFECT GIB EXPLOSION_PLASMA 0 0 32
END

//=====================================================================
// MAGNET RIFLE
//=====================================================================
//=====================================================================
// MAGNET RIFLE: WEAPON ENTITY
//=====================================================================
ENTITY emp_gunent_a
SPRITE STATIC 1 NONE 37 -10 weapons/magrifle
SPRITE STATIC 1 NONE 37 -3 weapons/magrifle
SPRITE STATIC 0 NONE 28 -7 weapons/magrifle
SPRITE STATIC 0 NONE 33 3 weapons/magrifle
SPRITE STATIC 0 NONE 33 -17 weapons/magrifle
SPRITE STATIC 0 NONE 1 -6 weapons/magrifle
SPRITE STATIC 0 NONE 16 -17 weapons/magrifle
SPRITEVAR 2 BOB -40
SPRITEVAR 2 FRAME 3
SPRITEVAR 0 BOB -40
SPRITEVAR 0 DIM
SPRITEVAR 0 FADE -1
SPRITEVAR 0 FRAME 6
SPRITEVAR 0 HARDLIGHT
SPRITEVAR 0 ROLL -100
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FADE -1
SPRITEVAR 1 FRAME 6
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 ROLL -200
SPRITEVAR 3 BOB -40
SPRITEVAR 3 FRAME 1
SPRITEVAR 3 RELOAD_SNAP
SPRITEVAR 3 RELOAD_Y -5
SPRITEVAR 4 BOB -40
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 RELOAD_SNAP
SPRITEVAR 4 RELOAD_Y 5
SPRITEVAR 5 BOB -40
SPRITEVAR 6 BOB -40
SPRITEVAR 6 FRAME 4
SPRITEVAR 6 FRAME_GREN -2
THINK AI_MISSILE 0 NONE 0
LIGHT 37 -7 25 120 30 255 20
OFFSET FX_OFFSET 37 -7
OFFSET MODEL_OFFSET 9 18
STAT FX_DIM 0
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY emp_gunent_b
SPRITE STATIC 1 NONE 37 -10 weapons/magrifle
SPRITE STATIC 1 NONE 37 -3 weapons/magrifle
SPRITE STATIC 0 NONE 28 -7 weapons/magrifle
SPRITE STATIC 1 NONE 29 -8 weapons/magrifle
SPRITE STATIC 0 NONE 33 3 weapons/magrifle
SPRITE STATIC 0 NONE 33 -17 weapons/magrifle
SPRITE STATIC 0 NONE 1 -6 weapons/magrifle
SPRITE STATIC 0 NONE 16 -17 weapons/magrifle
SPRITEVAR 0 BOB -40
SPRITEVAR 0 DIM
SPRITEVAR 0 FADE -1
SPRITEVAR 0 FRAME 6
SPRITEVAR 0 HARDLIGHT
SPRITEVAR 0 ROLL 100
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FADE -1
SPRITEVAR 1 FRAME 6
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 ROLL 200
SPRITEVAR 2 BOB -40
SPRITEVAR 2 FRAME 3
SPRITEVAR 3 FRAME 5
SPRITEVAR 3 BOB -40
SPRITEVAR 3 FADE 1
SPRITEVAR 4 BOB -40
SPRITEVAR 4 FRAME 1
SPRITEVAR 5 BOB -40
SPRITEVAR 5 FRAME 2
SPRITEVAR 6 BOB -40
SPRITEVAR 7 BOB -40
SPRITEVAR 7 FRAME 4
SPRITEVAR 7 FRAME_GREN -2
THINK AI_MISSILE 0 NONE 0
LIGHT 37 -7 25 120 30 255 20
OFFSET FX_OFFSET 37 -7
OFFSET MODEL_OFFSET 9 18
STAT FX_DIM 0
STAT FX_PLASMA
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY emp_gunent_c
SPRITE STATIC 0 NONE 0 0 weapons/shotgun
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 6
SPRITEVAR 0 FRAME_GREN -2
SPRITEVAR 0 OFFS_X 9
SPRITEVAR 0 OFFS_Y -13s
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 9 16
STAT FX_FULLMODEL
END
//=====================================================================
// MAGNET RIFLE: EMP BOLT
//=====================================================================
ENTITY emp
DESCRIBE EMP_rifle
SPRITEVAR 0 AIM
SPRITEVAR 0 HARDLIGHT
LIGHT 0 0 15 120 30 255 100
LIGHT 0 0 12 255 180 0 100
THINK AI_MISSILE 5 AI_BLOW 0.5
SOUND STATIC S_ATTACK common/weapon_magrifle
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 17 12
OFFSET WEAPON_ORIGIN 11 12
OFFSET WEAPON_OFFSET 33 0
GUNENTITY emp_gunent_a 0
GUNENTITY emp_gunent_c 1
STAT AI_PUSH 100
STAT DAMAGE 3
STAT DAMAGE_EMP 2500
STAT FX_BEAM_EFFECT 1
STAT FX_GRENADE_ANGLE 35
STAT FX_MUZZLE 30
STAT FX_NOENV_FX
STAT FX_RELOAD
EFFECT GIB IMPACT 0 0 0
EFFECT WEAPON EXPLOSION_PUSH 0 0 100
END
//=====================================================================
// MAGNET RIFLE: MAGNET
//=====================================================================
ENTITY magnet
SPRITE STATIC 0 NONE 0 0 world/null
SOUND STATIC S_ATTACK common/weapon_magnet
THINK AI_MISSILE 2 AI_BLOW 0.5
OFFSET SIZE 18 0
OFFSET WEAPON_MISSILE 17 12
OFFSET WEAPON_ORIGIN 11 12
OFFSET WEAPON_OFFSET 33 0
GUNENTITY emp_gunent_b 0
STAT AI_IGNORE_VELOCITY
STAT AI_MAGNETIZE 1000
STAT DAMAGE_NOT_PLAYER
STAT DAMAGE_SPLASH 200
STAT FX_ELECTRIC_LIT
STAT FX_NOENV_FX
STAT TEMPMISSILE 1
END

//=====================================================================
// FLAMETHROWER
//=====================================================================
ENTITY flame_gunent
SPRITE STATIC 0 NONE 3 -10 weapons/flamethrower
SPRITE STATIC 0 ANIM_ROLLATT -8 7 weapons/flamethrower
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME_GREN 2
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 ROLL -30
THINK AI_MISSILE 0 NONE 0
OFFSET FX_OFFSET 36 0
OFFSET MODEL_OFFSET 9 18
STAT FX_FULLMODEL
STAT FX_KEEP_EFFECTS
STAT FX_SMOKE
STAT NOLIST
END
//=====================================================================
// FLAMETHROWER: EFFECTS
//=====================================================================
ENTITY w_kill_burn
STAT NOLIST
LIGHT 0 0 30 255 180 0 80
STAT FX_NOENV_FX
STAT FX_SMOKE_SHOOT 220
END
//=====================================================================
ENTITY flame_rubble_lite
STAT NOLIST
LIGHT 0 0 30 255 180 0 80
STAT TEMPMISSILE 200
STAT FX_EXPAND
STAT FX_FADE
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY flame_rubble
THINK AI_AIM 0 NONE 0
STAT FX_SMOKE_SHOOT -200
STAT FX_NOENV_FX
STAT AI_KEEPANGLE 90
STAT NOLIST
STAT TEMPMISSILE 600
END
//=====================================================================
// FLAMETHROWER: FLAME
//=====================================================================
ENTITY flame
DESCRIBE Flamethrower
SPRITE STATIC 1 NONE 0 0 weapons/flame
SPRITE STATIC 1 NONE 0 0 weapons/flame
SPRITEVAR 0 HARDLIGHT
SPRITEVAR 0 OFFS_X -2
SPRITEVAR 0 OFFS_Y 2
SPRITEVAR 0 ROLL 100
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_X -2
SPRITEVAR 1 OFFS_Y 2
SPRITEVAR 1 ROLL -100
LIGHT 0 0 30 255 180 0 60
SOUND STATIC S_ATTACK common/weapon_flame
THINK AI_MISSILE 4 AI_BLOW 0.05
OFFSET SIZE 16 0
OFFSET WEAPON_MISSILE 9 14
OFFSET WEAPON_OFFSET 40 3
OFFSET WEAPON_ORIGIN 11 16
GUNENTITY flame_gunent 0
ITEM flame_rubble 0 0
ITEM flame_rubble_lite 0 0
KILLFX w_kill_burn
STAT AI_IGNORE_VELOCITY
STAT AI_PHYS_IGNORE
STAT AI_SPREAD 2
STAT DAMAGE 2
STAT FX_DISABLE
STAT FX_EXPAND
STAT FX_FADE
STAT FX_GRENADE_ANGLE 35
STAT FX_MUZZLE 20
STAT FX_NOENV_FX
STAT FX_NOFACE
STAT FX_PLASMA_LENGTH 70
STAT FX_PLASMA_TRAIL 1
STAT MISSILE_OFFSETRADIUS 28
STAT TEMPMISSILE 600
END
//=====================================================================
// FLAMETHROWER: LINGERING FLAME
//=====================================================================
ENTITY flame_linger
SPRITE STATIC 1 NONE 0 0 weapons/flame
SPRITE STATIC 1 NONE 0 -20 weapons/flame
SPRITEVAR 0 FACE_RANDOM
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 FRAME_RANDOM
SPRITEVAR 0 HARDLIGHT
SPRITEVAR 1 FACE_RANDOM
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 OFFS_X -2
SPRITEVAR 1 OFFS_Y 2
SPRITEVAR 1 ROLL -100
LIGHT 0 0 30 255 180 0 60
THINK AI_MISSILE 1 AI_BLOW 0
OFFSET SIZE 14 0
ITEM flame_rubble 0 0
ITEM flame_rubble_lite 0 0
KILLFX w_kill_burn
STAT AI_PHYS_IGNORE
STAT DAMAGE 1
STAT DAMAGE_OWNER
STAT FX_DISABLE
STAT FX_FADE
STAT FX_NOENV_FX
STAT FX_RANDOM_FACE
STAT FX_RANDOM_FRAME 2
STAT FX_EXPAND
STAT TEMPMISSILE 400
END
//=====================================================================
// FLAMETHROWER: STICKY BURN
//=====================================================================
ENTITY flame_stick_rubble
SPRITE STATIC 1 NONE 0 0 weapons/flame
SPRITE STATIC 1 NONE 0 0 weapons/flame
SPRITEVAR 0 HARDLIGHT
SPRITEVAR 0 OFFS_X -2
SPRITEVAR 0 OFFS_Y 2
SPRITEVAR 0 ROLL 100
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 INVERTFACE
SPRITEVAR 1 OFFS_X -2
SPRITEVAR 1 OFFS_Y 2
SPRITEVAR 1 ROLL -100
SOUND STATIC S_ATTACK common/weapon_flame_hit
LIGHT 0 0 30 255 180 0 100
THINK AI_CONSTANT 0 AI_FIRE 0.2
MOVETYPE WALK 0
OFFSET SIZE 15 0
MISSILE flame_linger
ITEM flame_rubble_lite 0 0
STAT AI_BURST 100
STAT AI_FIRE_ON_ACTIVE
STAT AI_KEEPACTIVE
STAT AI_KEEPANGLE 90
STAT AI_LIST_ALIAS 5
STAT FX_NOENV_FX
STAT AI_PHYS_IGNORE
STAT FX_FADE
STAT FX_EXPAND
STAT NOLIST
STAT FX_SOUND_ON_FIRST
STAT MISSILE_OFFSETRADIUS 1
STAT TEMPMISSILE 2500
END
//=====================================================================
// FLAMETHROWER: STICKY FLAME
//=====================================================================
ENTITY flame_stick
CLONE flame
ITEM flame_stick_rubble 0 0
KILLFX w_kill_burn
STAT AI_AMMO_SPEND 2
END

//=====================================================================
// NAILGUN
//=====================================================================
//=====================================================================
// NAILGUN: WEAPON ENTITY
//=====================================================================
ENTITY nailgun_gunent_a
SPRITE STATIC 0 ANIM_ROLLATT -17 -5 weapons/nailgun
SPRITE STATIC 0 ANIM_PANATTF -11 2 weapons/nailgun
SPRITE STATIC 0 NONE 2 -11 weapons/nailgun
SPRITE STATIC 0 NONE 20 -17 weapons/nailgun
SPRITE STATIC 0 NONE 19 -20 weapons/nailgun
SPRITE STATIC 0 NONE 23 2 weapons/nailgun
SPRITE STATIC 0 ANIM_ROLLATT -16 -4 weapons/nailgun
SPRITEVAR 0 ANGLEFACTOR 200
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 4
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FRAME 5
SPRITEVAR 2 BOB -40
SPRITEVAR 2 FRAME 1
SPRITEVAR 3 BOB -40
SPRITEVAR 3 FRAME 8
SPRITEVAR 4 BOB -40
SPRITEVAR 4 FRAME 6
SPRITEVAR 4 FRAME_GREN -2
SPRITEVAR 5 BOB -40
SPRITEVAR 5 FRAME 2
SPRITEVAR 5 KICK_X 4
SPRITEVAR 6 BOB -40
SPRITEVAR 6 FRAME 3
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 9 18
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY nailgun_gunent_b
CLONE nailgun_gunent_a
SPRITEVAR 3 RELOAD_X 4
SPRITEVAR 4 RELOAD_X 4
SPRITEVAR 5 KICK_X 7
END
//=====================================================================
// NAILGUN: PROJECTILE
//=====================================================================
ENTITY nailgun_obj2
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 1 NONE 0 0 weapons/nailgun
SPRITEVAR 0 AIM
SPRITEVAR 1 AIM
SPRITEVAR 1 ALPHA 66
SPRITEVAR 1 FADE_TOGGLE 150
SPRITEVAR 1 FRAME 7
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 OFFS_X -5
THINK AI_MISSILE 5 AI_BLOW 0.2
MOVETYPE WALK 6
SOUND STATIC S_DIE common/weapon_nailgun_impact
SOUND STATIC S_DYING common/weapon_nailgun_impact
SOUND STATIC S_PHYSICS common/weapon_nailgun_hit
OFFSET SIZE 8 0
STAT AI_AIM_VELOCITY
STAT AI_NOBOUNCE
STAT AI_REQUIRE_IMPACT
STAT DAMAGE 4
STAT FX_GRENADE_ANGLE 35
STAT TEMPMISSILE 1500
EFFECT GIB BULLET 0 0 0
END
//=====================================================================
ENTITY nailgun_obj1
DESCRIBE Nailgun
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 1 NONE 0 0 weapons/nailgun
SPRITE STATIC 1 NONE 0 0 weapons/nailgun
SPRITEVAR 0 AIM
SPRITEVAR 1 AIM
SPRITEVAR 1 ALPHA 66
SPRITEVAR 1 FRAME 7
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 OFFS_X -5
SPRITEVAR 2 AIM
SPRITEVAR 2 FADE_TOGGLE 300
SPRITEVAR 2 FRAME 7
SPRITEVAR 2 HARDLIGHT
SPRITEVAR 2 OFFS_X -5
THINK AI_MISSILE 6 AI_BLOW 0.2
SOUND STATIC S_DIE common/weapon_nailgun_impact
SOUND STATIC S_DYING common/weapon_nailgun_impact
SOUND STATIC S_PHYSICS common/weapon_nailgun_hit
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 9 14
OFFSET WEAPON_ORIGIN 11 14
OFFSET WEAPON_OFFSET 33 0
STAT AI_IGNORE_VELOCITY
STAT AI_PHYS_IGNORE
STAT AI_REQUIRE_IMPACT
STAT AI_SPREAD 8
STAT DAMAGE 7
STAT FX_GRENADE_ANGLE 35
STAT FX_MUZZLE 30
STAT MISSILE_OFFSETRADIUS 24
STAT TEMPMISSILE 1500
EFFECT GIB BULLET 0 0 0
EFFECT GIB BULLET 0 0 0
TRANSFORM nailgun_obj2 300
END
//=====================================================================
ENTITY nailgun
DESCRIBE Nailgun
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 1 NONE 0 0 weapons/nailgun
SPRITE STATIC 1 NONE 0 0 weapons/nailgun
SPRITEVAR 0 AIM
SPRITEVAR 1 AIM
SPRITEVAR 1 ALPHA 66
SPRITEVAR 1 FRAME 7
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 OFFS_X -5
SPRITEVAR 2 AIM
SPRITEVAR 2 FRAME 7
SPRITEVAR 2 HARDLIGHT
SPRITEVAR 2 OFFS_X -5
THINK AI_MISSILE 6 AI_BLOW 0.2
SOUND STATIC S_ATTACK common/weapon_nailgun
SOUND STATIC S_DIE common/weapon_nailgun_impact
SOUND STATIC S_DYING common/weapon_nailgun_impact
SOUND STATIC S_PHYSICS common/weapon_nailgun_hit
GUNENTITY nailgun_gunent_a 0
GUNENTITY shotgun_gunent_b 1
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 9 14
OFFSET WEAPON_ORIGIN 11 14
OFFSET WEAPON_OFFSET 33 0
STAT AI_IGNORE_VELOCITY
STAT AI_PHYS_IGNORE
STAT AI_REQUIRE_IMPACT
STAT AI_SPREAD 8
STAT DAMAGE 9
STAT FX_GRENADE_ANGLE 35
STAT FX_MUZZLE 30
STAT MISSILE_OFFSETRADIUS 24
STAT TEMPMISSILE 1500
EFFECT GIB BULLET 0 0 0
EFFECT GIB BULLET 0 0 0
EFFECT GIB BULLET 0 0 0
TRANSFORM nailgun_obj1 50
END
//=====================================================================
// NAILGUN: NAIL BOT
//=====================================================================
ENTITY p_nailbot_b
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 0 NONE -4 -5 weapons/nailgun
SPRITE STATIC 0 NONE 4 -5 weapons/nailgun
SPRITE STATIC 0 NONE 0 -3 weapons/nailgun
SPRITE STATIC 0 NONE -8 -5 weapons/nailgun
SPRITE STATIC 0 NONE 8 -5 weapons/nailgun
SPRITE STATIC 0 NONE 0 3 weapons/nailgun
SPRITE STATIC 1 NONE 0 0 weapons/grenade
SPRITEVAR 0 HIDE_DELAY 100
SPRITEVAR 1 HIDE_DELAY 100
SPRITEVAR 2 HIDE_DELAY 100
SPRITEVAR 3 HIDE_DELAY 100
SPRITEVAR 4 HIDE_DELAY 100
SPRITEVAR 0 HIDE_TIME 200
SPRITEVAR 1 HIDE_TIME 200
SPRITEVAR 2 HIDE_TIME 200
SPRITEVAR 3 HIDE_TIME 200
SPRITEVAR 4 HIDE_TIME 200
SPRITEVAR 0 ANGLEOFFSET 162
SPRITEVAR 0 BOB 10
SPRITEVAR 0 HIDE_MOVE_X 12
SPRITEVAR 0 HIDE_MOVE_Y 5
SPRITEVAR 0 NOFACE
SPRITEVAR 0 OFFS_X 14
SPRITEVAR 1 ANGLEOFFSET 126
SPRITEVAR 1 BOB 10
SPRITEVAR 1 HIDE_MOVE_X 8
SPRITEVAR 1 HIDE_MOVE_Y 10
SPRITEVAR 1 NOFACE
SPRITEVAR 1 OFFS_X 14
SPRITEVAR 2 ANGLEOFFSET 90
SPRITEVAR 2 BOB 10
SPRITEVAR 2 HIDE_MOVE_Y 13
SPRITEVAR 2 NOFACE
SPRITEVAR 2 OFFS_X 14
SPRITEVAR 3 ANGLEOFFSET 54
SPRITEVAR 3 BOB 10
SPRITEVAR 3 HIDE_MOVE_X -8
SPRITEVAR 3 HIDE_MOVE_Y 10
SPRITEVAR 3 NOFACE
SPRITEVAR 3 OFFS_X 14
SPRITEVAR 4 ANGLEOFFSET 18
SPRITEVAR 4 HIDE_MOVE_X -12
SPRITEVAR 4 HIDE_MOVE_Y 5
SPRITEVAR 4 BOB 10
SPRITEVAR 4 NOFACE
SPRITEVAR 4 OFFS_X 14
SPRITEVAR 5 ANGLEOFFSET -45
SPRITEVAR 5 BIAS -50
SPRITEVAR 5 FRAME 10
SPRITEVAR 5 HIDE_ROLL 45
SPRITEVAR 5 HIDE_MOVE_X -4
SPRITEVAR 5 HIDE_MOVE_Y -6
SPRITEVAR 5 NOFACE
SPRITEVAR 5 OFFS_X 2
SPRITEVAR 5 OFFS_Y -5
SPRITEVAR 6 ANGLEOFFSET 45
SPRITEVAR 6 BIAS -50
SPRITEVAR 6 FRAME 10
SPRITEVAR 6 HIDE_ROLL -45
SPRITEVAR 6 HIDE_MOVE_X 4
SPRITEVAR 6 HIDE_MOVE_Y -6
SPRITEVAR 6 INVERTFACE
SPRITEVAR 6 NOFACE
SPRITEVAR 6 OFFS_X 2
SPRITEVAR 6 OFFS_Y -5
SPRITEVAR 7 BOB 10
SPRITEVAR 7 FRAME 11
SPRITEVAR 7 NOFACE
SPRITEVAR 8 ANGLEOFFSET -45
SPRITEVAR 8 BIAS 60
SPRITEVAR 8 FRAME 10
SPRITEVAR 8 HIDE_ROLL 45
SPRITEVAR 8 HIDE_MOVE_X 1
SPRITEVAR 8 HIDE_MOVE_Y -6
SPRITEVAR 8 NOFACE
SPRITEVAR 8 OFFS_X 2
SPRITEVAR 8 OFFS_Y -5
SPRITEVAR 9 ANGLEOFFSET 45
SPRITEVAR 9 BIAS 60
SPRITEVAR 9 FRAME 10
SPRITEVAR 9 HIDE_ROLL -45
SPRITEVAR 9 HIDE_MOVE_X -1
SPRITEVAR 9 HIDE_MOVE_Y -6
SPRITEVAR 9 INVERTFACE
SPRITEVAR 9 NOFACE
SPRITEVAR 9 OFFS_X 2
SPRITEVAR 9 OFFS_Y -5
SPRITEVAR 10 BOB 10
SPRITEVAR 10 FRAME 9
SPRITEVAR 10 NOFACE
SPRITEVAR 11 BOB 10
SPRITEVAR 11 FRAME 2
SPRITEVAR 11 NOFACE
LIGHT 0 0 12 255 0 0 30
SOUND STATIC S_DIE common/explosion_small
SOUND STATIC S_PHYSICS common/weapon_grenade_hit
SOUND STATIC S_LOOP common/robot_spikey_move
SOUND STATIC S_WAKE common/robot_minimine_toggle
THINK AI_ZOMBIE 0 AI_BLOW 1
MOVETYPE WALK 1
OFFSET SIZE 17 0
OFFSET WEAPON_MISSILE 6 16
GIB nailgun_obj1 8
STAT AI_NOBLOW
STAT DAMAGE 8
STAT DAMAGE_SPLASH 70
STAT FX_FULLANGLE_GROUND
STAT FX_FULLMODEL
STAT FX_LIGHT_FADE 1
STAT FX_MOVE_LOOP
STAT NOLIST
STAT TEMPMISSILE 5000
EFFECT GIB EXPLOSION 0 0 90
END
//=====================================================================
ENTITY p_nailbot
SPRITE STATIC 0 NONE 0 -3 weapons/nailgun
SPRITE STATIC 0 NONE -5 -5 weapons/nailgun
SPRITE STATIC 0 NONE 5 -5 weapons/nailgun
SPRITE STATIC 0 NONE 0 3 weapons/nailgun
SPRITE STATIC 1 NONE 0 0 weapons/grenade
SPRITEVAR 0 FRAME 11
SPRITEVAR 0 NOFACE
SPRITEVAR 1 FRAME 10
SPRITEVAR 1 NOFACE
SPRITEVAR 2 FRAME 10
SPRITEVAR 2 INVERTFACE
SPRITEVAR 2 NOFACE
SPRITEVAR 3 FRAME 9
SPRITEVAR 3 NOFACE
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 NOFACE
SOUND STATIC S_ATTACK common/weapon_mine
SOUND STATIC S_DIE common/explosion_small
SOUND STATIC S_RESPAWN common/weapon_nailgun_reload
THINK AI_MISSILE 3 NONE 1
GIB nailgun_obj1 8
GUNENTITY nailgun_gunent_b 0
GUNENTITY shotgun_gunent_b 1
OFFSET SIZE 20 0
OFFSET WEAPON_MISSILE 9 14
OFFSET WEAPON_ORIGIN 11 14
OFFSET WEAPON_OFFSET 33 0
STAT AI_AMMO_SPEND 6
STAT AI_INHERIT_FACE
STAT AI_NOBLOW
STAT DAMAGE 8
STAT DAMAGE_SPLASH 70
STAT FX_PUSHUP
STAT FX_RELOAD
STAT FX_MUZZLE 35
STAT MISSILE_OFFSETRADIUS 30
EFFECT GIB EXPLOSION 0 0 90
TRANSFORM p_nailbot_b 80
END

//=====================================================================
// ROCKET LAUNCHER
//=====================================================================
//=====================================================================
// ROCKET LAUNCHER: WEAPON ENTITY
//=====================================================================
ENTITY w_rocket_gunent
SPRITE STATIC 0 NONE 29 21 weapons/rocketlauncher
SPRITE STATIC 0 NONE -7 21 weapons/rocketlauncher
SPRITE STATIC 0 NONE 10 23 weapons/rocketlauncher
SPRITE STATIC 0 NONE 10 27 weapons/rocketlauncher
SPRITE STATIC 0 NONE 10 23 weapons/rocketlauncher
SPRITE STATIC 0 NONE 10 13 weapons/rocketlauncher
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 5
SPRITEVAR 0 KICK_X 3
SPRITEVAR 1 BOB -40
SPRITEVAR 2 BOB -40
SPRITEVAR 2 FRAME 3
SPRITEVAR 2 RELOAD_Y 7
SPRITEVAR 3 BOB -40
SPRITEVAR 3 FRAME 4
SPRITEVAR 3 KICK_Y 23
SPRITEVAR 4 BOB -40
SPRITEVAR 4 FRAME 2
SPRITEVAR 4 RELOAD_Y 7
SPRITEVAR 5 BOB -40
SPRITEVAR 5 FRAME 1
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 11 16
STAT FX_FULLMODEL
END
//=====================================================================
// ROCKET LAUNCHER: ROCKET
//=====================================================================
ENTITY rocket
DESCRIBE Rocket_launcher
SPRITE STATIC 0 NONE -13 8 weapons/rocket
SPRITE STATIC 0 NONE -13 -8 weapons/rocket
SPRITE STATIC 0 NONE 0 0 weapons/rocket
SPRITEVAR 0 ANGLEOFFSET -70
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 HIDE_MOVE_X -2
SPRITEVAR 0 HIDE_MOVE_Y 3
SPRITEVAR 0 HIDE_ROLL 70
SPRITEVAR 0 HIDE_TIME 400
SPRITEVAR 1 ANGLEOFFSET -110
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HIDE_MOVE_X -2
SPRITEVAR 1 HIDE_MOVE_Y -3
SPRITEVAR 1 HIDE_ROLL -70
SPRITEVAR 1 HIDE_TIME 400
SPRITEVAR 1 INVERTFACE
LIGHT -16 0 25 255 180 0 80
SOUND STATIC S_ATTACK common/weapon_rocket
SOUND STATIC S_DIE world/explosion
SOUND STATIC S_RESPAWN common/weapon_rocket_reload
THINK AI_MISSILE 2.9 AI_BLOW 0.9
GUNENTITY w_rocket_gunent 1
OFFSET SIZE 10 0
OFFSET FX_OFFSET -16 0
OFFSET WEAPON_CASING -40 21
OFFSET WEAPON_MISSILE 16 37
OFFSET WEAPON_OFFSET 34 21
OFFSET WEAPON_ORIGIN 11 16
STAT AI_IGNORE_VELOCITY
STAT DAMAGE 25
STAT DAMAGE_SPLASH 120
STAT FX_BAZOOKA
STAT FX_FULLANGLE_AIM
STAT FX_FULLMODEL
STAT FX_GRENADE_ANGLE -15
STAT FX_LIGHT_FADE 1
STAT FX_MUZZLE 35
STAT FX_NOFACE
STAT FX_PLASMA_LENGTH 64
STAT FX_PLASMA_TRAIL 1
STAT FX_RELOAD
STAT FX_SMOKE
STAT FX_SPARKS_TRAIL
STAT MISSILE_OFFSETRADIUS 18
STAT TEMPMISSILE 1400
EFFECT GIB EXPLOSION 0 0 120
END
//=====================================================================
// ROCKET LAUNCHER: GUIDED ROCKET
//=====================================================================
ENTITY rocket_guided
SPRITE STATIC 0 NONE -13 8 weapons/rocket
SPRITE STATIC 0 NONE -13 -8 weapons/rocket
SPRITE STATIC 0 NONE -4 0 weapons/rocket
SPRITE STATIC 1 NONE 2 0 weapons/grenade
SPRITE STATIC 0 NONE 4 9 weapons/rocket
SPRITE STATIC 0 NONE 4 -9 weapons/rocket
SPRITE STATIC 0 NONE 11 0 weapons/rocket
SPRITEVAR 0 ANGLEOFFSET -70
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 HIDE_MOVE_X -2
SPRITEVAR 0 HIDE_MOVE_Y 3
SPRITEVAR 0 HIDE_ROLL 70
SPRITEVAR 0 HIDE_TIME 400
SPRITEVAR 1 ANGLEOFFSET -110
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HIDE_MOVE_X -2
SPRITEVAR 1 HIDE_MOVE_Y -3
SPRITEVAR 1 HIDE_ROLL -70
SPRITEVAR 1 HIDE_TIME 400
SPRITEVAR 1 INVERTFACE
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 SCALE 75
SPRITEVAR 4 ANGLEOFFSET -45
SPRITEVAR 4 FRAME 4
SPRITEVAR 4 HIDE_ROLL 45
SPRITEVAR 4 OFFS_X -4
SPRITEVAR 4 OFFS_Y -5
SPRITEVAR 4 HIDE_TIME 400
SPRITEVAR 5 ANGLEOFFSET 225
SPRITEVAR 5 FRAME 4
SPRITEVAR 5 INVERTFACE
SPRITEVAR 5 OFFS_X -4
SPRITEVAR 5 OFFS_Y -5
SPRITEVAR 5 HIDE_ROLL -45
SPRITEVAR 5 HIDE_TIME 400
SPRITEVAR 6 FRAME 3
SPRITEVAR 6 HIDE_MOVE_X -2
SPRITEVAR 6 HIDE_TIME 400
LIGHT 2 0 40 255 0 0 30
LIGHT -16 0 25 255 180 0 80
SOUND STATIC S_ATTACK common/weapon_rocket
SOUND STATIC S_DIE world/explosion
SOUND STATIC S_RESPAWN common/weapon_rocket_reload
THINK AI_AIM 1.5 AI_BLOW 0.9
MOVETYPE FLY 2.1
GUNENTITY w_rocket_gunent 1
OFFSET SIZE 10 0
OFFSET FX_OFFSET -16 0
OFFSET WEAPON_CASING -40 21
OFFSET WEAPON_MISSILE 16 37
OFFSET WEAPON_OFFSET 34 21
OFFSET WEAPON_ORIGIN 11 16
STAT AI_IGNORE_VELOCITY
STAT AI_LIST_ALIAS 5
STAT DAMAGE 25
STAT DAMAGE_SPLASH 120
STAT FX_BAZOOKA
STAT FX_DIM 4
STAT FX_FULLANGLE_AIM
STAT FX_FULLMODEL
STAT FX_GRENADE_ANGLE -15
STAT FX_LIGHT_FADE 1
STAT FX_MUZZLE 35
STAT FX_NOFACE
STAT FX_PLASMA_LENGTH 64
STAT FX_PLASMA_TRAIL 1
STAT FX_RELOAD
STAT FX_SMOKE
STAT FX_SPARKS_TRAIL
STAT NOLIST
STAT MISSILE_OFFSETRADIUS 18
STAT TEMPMISSILE 3000
EFFECT GIB EXPLOSION 0 0 120
END

//=====================================================================
// MINIGUN
//=====================================================================
//=====================================================================
// MINIGUN: WEAPON ENTITY
//=====================================================================
ENTITY minigun_gunent_a
SPRITE STATIC 0 NONE 27 3 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -5 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -21 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -7 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -19 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -13 weapons/minigun
SPRITE STATIC 0 ANIM_ROLLATT -13 -15 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTU 1 -14 weapons/minigun
SPRITE STATIC 0 NONE 10 -10 weapons/minigun
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 10
SPRITEVAR 0 FRAME_GREN -2
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FRAME 3
SPRITEVAR 2 BOB -40
SPRITEVAR 2 FRAME 3
SPRITEVAR 3 BOB -40
SPRITEVAR 3 FRAME 2
SPRITEVAR 4 BOB -40
SPRITEVAR 4 FRAME 2
SPRITEVAR 5 BOB -40
SPRITEVAR 5 FRAME 1
SPRITEVAR 6 BOB -40
SPRITEVAR 6 FRAME 5
SPRITEVAR 7 BOB -40
SPRITEVAR 7 FRAME 4
SPRITEVAR 8 BOB -40
SPRITEVAR 8 FRAME 0
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 0 16
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY minigun_gunent_b
SPRITE STATIC 0 NONE 0 0 weapons/minigun
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 9
SPRITEVAR 0 FRAME_GREN -2
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 11 16
STAT FX_FULLMODEL
END
//=====================================================================
// MINIGUN: PROJECTILE
//=====================================================================
ENTITY minigun
DESCRIBE Minigun
THINK AI_MISSILE 0 AI_BLOW 0.05
SOUND STATIC S_ATTACK common/weapon_minigun
GUNENTITY minigun_gunent_a 0
GUNENTITY minigun_gunent_b 1
OFFSET WEAPON_CASING 0 0
OFFSET WEAPON_MISSILE 0 0
OFFSET WEAPON_OFFSET 48 -12
OFFSET WEAPON_ORIGIN 0 16
STAT AI_SPREAD 6
STAT FX_BULLET
STAT FX_CASING 1
STAT FX_GRENADE_ANGLE 25
STAT FX_MUZZLE 20
STAT FX_NOENV_FX
STAT DAMAGE 1
STAT HIGHROF
END
//=====================================================================
// MINIGUN: SENTRY WEAPON ENTITY
//=====================================================================
ENTITY minigun_sentry_gunent
SPRITE STATIC 0 ANIM_PANATTD 29 -5 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -21 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -7 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -19 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTD 29 -13 weapons/minigun
SPRITE STATIC 0 ANIM_ROLLATT -13 -15 weapons/minigun
SPRITE STATIC 0 ANIM_PANATTU 1 -14 weapons/minigun
SPRITE STATIC 0 NONE 11 -10 weapons/minigun
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 3
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FRAME 3
SPRITEVAR 2 BOB -40
SPRITEVAR 2 FRAME 2
SPRITEVAR 3 BOB -40
SPRITEVAR 3 FRAME 2
SPRITEVAR 4 BOB -40
SPRITEVAR 4 FRAME 1
SPRITEVAR 5 BOB -40
SPRITEVAR 5 FRAME 5
SPRITEVAR 6 BOB -40
SPRITEVAR 6 FRAME 4
SPRITEVAR 7 BOB -40
SPRITEVAR 7 FRAME 6
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 0 16
STAT FX_FULLMODEL
END
//=====================================================================
// MINIGUN: SENTRY PROJECTILE
//=====================================================================
ENTITY minigun_sentry_round
THINK AI_MISSILE 0 AI_BLOW 0.05
SOUND STATIC S_ATTACK common/weapon_minigun
OFFSET WEAPON_CASING 0 0
OFFSET WEAPON_MISSILE 0 0
OFFSET WEAPON_OFFSET 48 -12
OFFSET WEAPON_ORIGIN 0 16
STAT AI_SPREAD 6
STAT DAMAGE 1
STAT FX_BULLET
STAT FX_MUZZLE 20
STAT FX_CASING 1
STAT HIGHROF
GUNENTITY minigun_sentry_gunent 0
END
//=====================================================================
// MINIGUN: SENTRY OBJECT
//=====================================================================
ENTITY minigun_sentry
SPRITE STATIC 0 NONE 0 -15 weapons/minigun
SPRITE STATIC 0 NONE 0 -15 weapons/minigun
SPRITEVAR 0 FRAME 7
SPRITEVAR 0 USEGROUND
SPRITEVAR 1 ANGLEFACTOR -10
SPRITEVAR 1 AIM
SPRITEVAR 1 FRAME 8
SPRITEVAR 1 OFFS_Y 9
SOUND STATIC S_ATTACK common/turret_toggle
SOUND STATIC S_DIE world/explosion
SOUND STATIC S_VOICEOVER1 AMMO
SOUND STATIC S_VOICEOVER2 AMMO_P2
SOUND STATIC S_WAKE common/item_ammo
THINK AI_AIM 1.1 AI_FIRE 1
MOVETYPE WALK 0
OFFSET SIZE 30 0
OFFSET WEAPON_MISSILE 0 30
STAT AI_AIM_INDEPENDENT 1
STAT AI_AMMO_ALL
STAT AI_AMMO_PICKUP 7
STAT AI_AMMOLIFE
STAT AI_BURST 10
STAT AI_BURST_TIME 1000
STAT AI_NUMB 1000
STAT AI_KEEPACTIVE
STAT AI_KEEPFACE
STAT DAMAGE 10
STAT DAMAGE_SPLASH 100
STAT FX_DISABLE
STAT S_WEAPON 11
STAT MISSILE_OFFSETRADIUS 17
STAT NOLIST
STAT TAKEDAMAGE_NONE
EFFECT GIB DEBRIS_METAL 0 0 0
EFFECT GIB EXPLOSION 0 0 100
END

//=====================================================================
// OMG-20k
//=====================================================================
//=====================================================================
// OMG-20k: WEAPON ENTITY
//=====================================================================
ENTITY w_omg_gunent
SPRITE STATIC 0 NONE 41 23 weapons/omg20k
SPRITE STATIC 0 NONE 36 23 weapons/omg20k
SPRITE STATIC 0 NONE 0 16 weapons/omg20k
SPRITE STATIC 0 NONE 15 23 weapons/omg20k
SPRITE STATIC 0 NONE 15 23 weapons/omg20k
SPRITE STATIC 0 NONE 2 31 weapons/omg20k
SPRITE STATIC 1 NONE 15 23 weapons/omg20k_c
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 5
SPRITEVAR 0 KICK_X 10
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FRAME 4
SPRITEVAR 1 KICK_X 6
SPRITEVAR 2 BOB -40
SPRITEVAR 2 OFFS_Y 5
SPRITEVAR 3 BOB -40
SPRITEVAR 3 FRAME 2
SPRITEVAR 3 RELOAD_ROLL 360
SPRITEVAR 4 BOB -40
SPRITEVAR 4 FRAME 3
SPRITEVAR 5 BOB -40
SPRITEVAR 5 FRAME 1
SPRITEVAR 5 RELOAD_SNAP
SPRITEVAR 5 RELOAD_X 8
SPRITEVAR 6 BOB -40
SPRITEVAR 6 FADE_CHARGE 1
SPRITEVAR 6 CHARGE
SPRITEVAR 6 RELOAD_ROLL 360
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 11 16
STAT FX_FULLMODEL
END
//=====================================================================
// OMG-20k: KILL EFFECT
//=====================================================================
ENTITY w_kill_omg
SOUND STATIC S_DIE common/weapon_omg20k_frag
LIGHT 0 0 60 50 180 50 30
STAT NOLIST
STAT DAMAGE_SPLASH 60
STAT FX_ELECTRIC_LIT
EFFECT GIB EXPLOSION_PLASMA 0 0 60
END
//=====================================================================
// OMG-20k: PLASMA BEAM
//=====================================================================
ENTITY omg
DESCRIBE OMG-20k
LIGHT 0 0 40 0 255 0 100
LIGHT 0 0 20 255 0 0 100
THINK AI_MISSILE 0 AI_BLOW 0.7
SOUND STATIC S_ATTACK common/weapon_omg20k
SOUND STATIC S_COUGH common/weapon_omg20k_charge
SOUND STATIC S_RESPAWN common/weapon_omg20k_reload
OFFSET WEAPON_CASING -34 22
OFFSET WEAPON_MISSILE 17 36
OFFSET WEAPON_OFFSET 45 22
OFFSET WEAPON_ORIGIN 11 16
GUNENTITY w_omg_gunent 1
KILLFX w_kill_omg
STAT CHARGE 500
STAT DAMAGE 20
STAT DAMAGE_SPLASH 100
STAT FX_BAZOOKA
STAT FX_BEAM_EFFECT 2
STAT FX_CHARGE
STAT FX_GRENADE_ANGLE -15
STAT FX_MUZZLE 30
STAT FX_NOENV_FX
STAT FX_PLASMA
STAT FX_RELOAD
STAT IMPALE 100
EFFECT GIB EXPLOSION_PLASMA 0 0 100
END
//=====================================================================
// OMG-20k: OVERCHARGE RUBBLE
//=====================================================================
ENTITY w_omg_rubble
LIGHT 0 0 100 0 255 0 100
OFFSET SIZE 100 0
STAT AI_LIST_ALIAS 5
STAT FX_360
STAT FX_EXPAND
STAT FX_FADE
STAT FX_NOENV_FX
STAT AI_FIRE_ON_ACTIVE
STAT NOLIST
STAT TEMPMISSILE 1500
END
//=====================================================================
// OMG-20k: OVERCHARGE DAMAGE
//=====================================================================
ENTITY omg_overcharge
SPRITE STATIC 0 NONE 0 0 world/null
LIGHT 0 0 40 0 255 0 100
SOUND STATIC S_DIE common/weapon_omg20k_explode
SOUND STATIC S_COUGH common/weapon_omg20k_overcharge
SOUND STATIC S_RESPAWN common/weapon_omg20k_reload
THINK AI_MISSILE 2 AI_BLOW 0.9
OFFSET SIZE 18 0
OFFSET WEAPON_CASING -34 22
OFFSET WEAPON_MISSILE 17 36
OFFSET WEAPON_OFFSET 45 22
OFFSET WEAPON_ORIGIN 11 16
GIB w_omg_rubble 1
KILLFX w_kill_omg
STAT AI_AMMO_SPEND 3
STAT AI_IGNORE_VELOCITY
STAT AI_PHYS_IGNORE
STAT CHARGE 1000
STAT DAMAGE 25
STAT DAMAGE_SPLASH 570
STAT FX_BAZOOKA
STAT FX_CHARGE
STAT FX_ELECTRIC_LIT
STAT FX_MUZZLE 30
STAT FX_NOENV_FX
STAT FX_PLASMA
STAT FX_RELOAD
STAT TEMPMISSILE 1
EFFECT GIB EXPLOSION_PLASMA 0 0 570
END

//=====================================================================
// ASSISTANCE
//=====================================================================
ENTITY obj_steam_a
STAT FX_SMOKE_SHOOT -120
STAT NOLIST
END
//=====================================================================
ENTITY obj_steam_ac
STAT FX_KEEP_EFFECTS
STAT FX_SMOKE_SHOOT -120
STAT NOLIST
END
//=====================================================================
ENTITY rocket_assist1
CLONE rocket
STAT AI_IGNORE_COLLISION 300
END
//=====================================================================
ENTITY assist1
SPRITE DYNAMIC 0 NONE -204 54 vehicles/chopper
SPRITE DYNAMIC 0 NONE -198 54 vehicles/chopper
SPRITE DYNAMIC 0 NONE -140 32 vehicles/chopper
SPRITE DYNAMIC 0 NONE -66 56 vehicles/chopper_shared
SPRITE DYNAMIC 0 NONE -61 34 vehicles/chopper_shared
SPRITE DYNAMIC 0 ANIM_PANFORWARD -40 94 vehicles/chopper_engine
SPRITE DYNAMIC 0 ANIM_PANFORWARD -52 94 vehicles/chopper_engine
SPRITE DYNAMIC 0 ANIM_PANFORWARD -28 94 vehicles/chopper_engine
SPRITE DYNAMIC 0 ANIM_PANFORWARD -58 94 vehicles/chopper_engine
SPRITE DYNAMIC 0 ANIM_PANFORWARD -22 94 vehicles/chopper_engine
SPRITE DYNAMIC 0 NONE 43 29 vehicles/chopper
SPRITE STATIC 0 NONE 32 -3 player/body
SPRITE STATIC 0 NONE 38 39 player/pedro
SPRITE DYNAMIC 0 NONE 43 2 vehicles/chopper_shared
SPRITE DYNAMIC 1 NONE 57 8 vehicles/general_light0
SPRITE DYNAMIC 0 NONE 10 25 vehicles/chopper
SPRITE DYNAMIC 0 NONE 32 -66 turrets/gun_rocket
SPRITE DYNAMIC 0 NONE 27 -60 turrets/gun_rocket
SPRITE STATIC 0 NONE 18 -45 turrets/base
SPRITE DYNAMIC 0 NONE 14 -32 vehicles/chopper
SPRITE DYNAMIC 1 NONE -218 76 vehicles/chopper_shared
SPRITE DYNAMIC 0 NONE -141 101 vehicles/chopper_rotor1
SPRITE DYNAMIC 0 NONE 59 101 vehicles/chopper_rotor1
SPRITEVAR 0 FRAME 4
SPRITEVAR 1 FRAME 5
SPRITEVAR 1 ROLL 250
SPRITEVAR 2 FRAME 1
SPRITEVAR 3 ROLL 180
SPRITEVAR 4 ROLL 180
SPRITEVAR 5 FRAME 2
SPRITEVAR 6 FRAME 1
SPRITEVAR 7 FRAME 1
SPRITEVAR 10 FRAME 2
SPRITEVAR 12 FRAME_FACE 1
SPRITEVAR 13 FRAME 1
SPRITEVAR 13 BIAS -40
SPRITEVAR 13 BIAS_MOVE_Y -3
SPRITEVAR 14 HARDLIGHT
SPRITEVAR 14 DIM
SPRITEVAR 16 ANGLEOFFSET -55
SPRITEVAR 16 KICK_X 3
SPRITEVAR 16 KICK_Y -2
SPRITEVAR 17 ANGLEOFFSET -55
SPRITEVAR 17 FRAME 1
SPRITEVAR 18 ANGLEOFFSET -55
SPRITEVAR 18 OFFS_X 3
SPRITEVAR 18 SCALE 86
SPRITEVAR 19 FRAME 3
SPRITEVAR 20 FRAME 2
SPRITEVAR 21 FLICKER
SPRITEVAR 22 FLICKER
SPRITEVAR 22 INVERTFACE
LIGHT -218 76 15 255 0 0 40
LIGHT 52 12 20 85 255 0 10
SOUND STATIC S_ATTACK common/weapon_rocket
SOUND DYNAMIC S_LOOP dynamic/vehicle_helicopter
THINK AI_ZOMBIE 1 AI_FIRE 0.2
MOVETYPE FLY 3
OFFSET SIZE 70 0
OFFSET WEAPON_MISSILE 42 -76
OFFSET WEAPON_ORIGIN 42 -76
MISSILE rocket_assist1
OBJECT 1 obj_steam_a -66 56 NONE 0 0 -190
OBJECT 1 obj_steam_a -61 34 NONE 0 0 -170
OBJECT 1 obj_steam_a -46 -17 NONE 0 0 -137
OBJECT 1 obj_steam_a -37 -25 NONE 0 0 -137
STAT AI_ASSIST
STAT AI_BURST 7
STAT AI_BURST_TIME 1000
STAT AI_KEEPANGLE -70
STAT AI_NUMB 350
STAT AI_KEEPACTIVE
STAT AI_PHYS_IGNORE
STAT FX_DIM 0
STAT FX_IDLEDISTANCE 80
STAT FX_FULLANGLE_TILT 15
STAT FX_FULLMODEL
STAT FX_MUZZLE 50
STAT FX_PANSPEED 500
STAT FX_SMOKE_FLOOR 200
STAT MISSILE_OFFSETRADIUS 1
STAT TEMPMISSILE 3350
STAT NOLIST
END
//=====================================================================
// ASSISTANCE: WEAPON ENTITY
//=====================================================================
ENTITY assist_gunent_a
SPRITE STATIC 0 NONE 0 0 weapons/remote
SPRITEVAR 0 AIM_HEAD
SPRITEVAR 0 ANGLEFACTOR -220
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FADE_X 1
SPRITEVAR 0 FADE 1
SPRITEVAR 0 FRAME 5
SPRITEVAR 0 OFFS_X 11
SPRITEVAR 0 OFFS_Y -2
SPRITEVAR 0 ROLL_GRENADE
SPRITEVAR 0 FRAME_GREN 7
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 2 16
STAT FX_FULLMODEL
STAT FX_WEAPON_MOUNT
STAT NOLIST
END
//=====================================================================
ENTITY assist_gunent_b
SPRITE STATIC 0 NONE 0 0 weapons/remote
SPRITE STATIC 0 NONE 0 0 weapons/remote
SPRITE STATIC 0 NONE 0 0 weapons/remote
SPRITE STATIC 1 NONE 0 0 weapons/remote
SPRITE STATIC 1 NONE 0 0 weapons/remote
SPRITEVAR 0 AIM_HEAD
SPRITEVAR 0 ANGLEFACTOR -220
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME 6
SPRITEVAR 0 OFFS_X 16
SPRITEVAR 0 OFFS_Y 2
SPRITEVAR 1 AIM_HEAD
SPRITEVAR 1 ANGLEFACTOR -220
SPRITEVAR 1 BOB -40
SPRITEVAR 1 OFFS_X 31
SPRITEVAR 1 OFFS_Y 5
SPRITEVAR 2 AIM_HEAD
SPRITEVAR 2 ANGLEFACTOR -220
SPRITEVAR 2 FADE -1
SPRITEVAR 2 FRAME 1
SPRITEVAR 2 BOB -40
SPRITEVAR 2 OFFS_X 26
SPRITEVAR 2 OFFS_Y -1
SPRITEVAR 3 AIM_HEAD
SPRITEVAR 3 ANGLEFACTOR -220
SPRITEVAR 3 ASSIST_FRAME 2
SPRITEVAR 3 FRAME 3
SPRITEVAR 3 BOB -40
SPRITEVAR 3 OFFS_X 29
SPRITEVAR 3 OFFS_Y 4
SPRITEVAR 4 AIM_HEAD
SPRITEVAR 4 ANGLEFACTOR -220
SPRITEVAR 4 FADE 1
SPRITEVAR 4 FRAME 4
SPRITEVAR 4 BOB -40
SPRITEVAR 4 OFFS_X 40
SPRITEVAR 4 OFFS_Y 24
OFFSET MODEL_OFFSET 2 16
STAT FX_FULLMODEL
STAT FX_WEAPON_MOUNT
STAT NOLIST
END
//=====================================================================
ENTITY assistance
DESCRIBE Assistance
THINK AI_MISSILE 0 AI_BLOW 0.5
SOUND STATIC S_COUGH common/weapon_remote
SOUND STATIC S_RESPAWN common/weapon_remote_deny
SOUND STATIC S_WAKE common/weapon_remote_ready
OFFSET WEAPON_CASING -34 22
OFFSET WEAPON_MISSILE 17 36
OFFSET WEAPON_OFFSET 45 22
OFFSET WEAPON_ORIGIN 11 16
GUNENTITY assist_gunent_a 0
GUNENTITY assist_gunent_b 1
GUNENTITY uzi 2
STAT AI_AMMO_SPEND 0
STAT AI_SUMMON
STAT AI_WEAPON_COUNTER 30000
STAT CHARGE 300
STAT FX_GRENADE_ANGLE 45
END
//=====================================================================
// DEFENDER DRONE
//=====================================================================
ENTITY w_kill_drone_laser
LIGHT 0 0 20 128 110 0 100
STAT NOLIST
STAT FX_SMOKE_SHOOT 100
END
//=====================================================================
ENTITY drone_laser_rubble
LIGHT 0 0 8 180 255 120
STAT FX_EXPAND
STAT FX_FADE
STAT FX_NOENV_FX
STAT FX_SMOKE
STAT NOLIST
STAT TEMPMISSILE 200
END
//=====================================================================
ENTITY drone_laser
SPRITE STATIC 1 NONE 0 0 weapons/plasma
SPRITEVAR 0 FACE_RANDOM
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 ROLL 100
SPRITEVAR 0 SCALE 75
SPRITEVAR 0 HARDLIGHT
LIGHT 0 0 30 128 110 0 70
LIGHT 0 0 10 255 190 50 100
GIB drone_laser_rubble 1
THINK AI_MISSILE 5 AI_BLOW 0.15
SOUND STATIC S_ATTACK common/weapon_plasma
SOUND STATIC S_DIE common/weapon_plasma_hit
SOUND STATIC S_DYING common/weapon_plasma_expire
KILLFX w_kill_drone_laser
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 17 14
OFFSET WEAPON_ORIGIN 11 14
OFFSET WEAPON_OFFSET 33 0
STAT AI_PHYS_IGNORE
STAT AI_REQUIRE_IMPACT
STAT AI_SPREAD 4
STAT DAMAGE 3
STAT FX_LIGHT_ON_OFF
STAT FX_MUZZLE 30
STAT FX_NOENV_FX
STAT FX_PLASMA_LENGTH 35
STAT FX_PLASMA_TRAIL 0
EFFECT GIB EXPIRE 0 0 0
EFFECT GIB IMPACT 0 0 0
END
//=====================================================================
ENTITY drone_player_gib
SPRITE STATIC 3 ANIM_ROLLVEL 0 0 robots/drone
SPRITEVAR 0 FRAME 2
THINK AI_MISSILE 0 NONE 0
MOVETYPE WALK 5
STAT AI_INHERIT_ANGLE
STAT AI_INHERIT_FACE
STAT TEMPMISSILE 5000
EFFECT GIB DEBRIS_METAL 0 0 0
END
//=====================================================================
ENTITY drone_player_obj_b
SPRITE STATIC 0 NONE 0 15 robots/drone
SPRITE STATIC 0 NONE 0 -15 robots/drone
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 HIDE_MOVE_Y 10
SPRITEVAR 1 ANGLEOFFSET 180
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 HIDE_MOVE_Y -10
SPRITEVAR 1 INVERTFACE
STAT FX_FULLANGLE_VEL
STAT FX_FULLMODEL
STAT NOLIST
END
//=====================================================================
ENTITY drone_player_obj
SPRITE STATIC 0 NONE 18 0 turrets/gun_laser
SPRITE STATIC 0 NONE 0 0 robots/drone
SPRITE STATIC 0 NONE 0 0 robots/drone
SPRITE STATIC 1 NONE 0 0 robots/drone
SPRITE STATIC 1 NONE 0 0 robots/drone
SPRITE STATIC 1 NONE 0 0 robots/drone
SPRITEVAR 0 HIDE_MOVE_X -12
SPRITEVAR 0 KICK_X 6
SPRITEVAR 2 FRAME 1
SPRITEVAR 2 OFFS_X 11
SPRITEVAR 3 FRAME 3
SPRITEVAR 3 FADE_CHARGE -1
SPRITEVAR 4 FADE_HEALTH 1
SPRITEVAR 4 FRAME 4
SPRITEVAR 5 HARDLIGHT
SPRITEVAR 5 FADE_HEALTH -1
SPRITEVAR 5 FRAME 5
LIGHT 0 0 20 255 190 0 20
SOUND STATIC S_ATTACK common/robot_drone_fire
SOUND STATIC S_DIE common/explosion_small
SOUND STATIC S_LOOP common/robot_drone_move
SOUND STATIC S_WAKE common/robot_minimine_toggle
SOUND STATIC S_SLEEP common/robot_minimine_toggle
THINK AI_WANDER 2 AI_FIRE 0.4
MOVETYPE FLY 2
GIB drone_player_gib 2
MISSILE drone_laser
OBJECT 0 drone_player_obj_b 0 0 NONE 0 0 0
OFFSET SIZE 16 0
OFFSET WEAPON_OFFSET 20 0
AMMO 1 35
STAT AI_AIM_INDEPENDENT 1
STAT AI_AMMOLIFE
STAT AI_DISTANCE_OWNER 128
STAT AI_DRONE
STAT AI_IGNORE_VELOCITY
STAT AI_LINEOFSIGHT
STAT AI_NUMB 1000
STAT AI_RANGE 400
STAT DAMAGE_SPLASH 70
STAT FX_FLOAT
STAT FX_FULLANGLE_AIM
STAT FX_FULLMODEL
STAT FX_MUZZLE 30
STAT FX_NOFACE
STAT FX_IDLEDISTANCE 30
STAT MISSILE_OFFSETRADIUS 18
STAT NOLIST
STAT TAKEDAMAGE_EMP
EFFECT GIB EXPLOSION 0 0 70
END
//=====================================================================
ENTITY drone_player
SPRITE STATIC 0 NONE 0 5 robots/drone
SPRITE STATIC 0 NONE 0 -5 robots/drone
SPRITE STATIC 0 NONE 6 0 turrets/gun_laser
SPRITE STATIC 0 NONE 0 0 robots/drone
SPRITE STATIC 0 NONE 0 0 robots/drone
SPRITE STATIC 1 NONE 0 0 robots/drone
SPRITE STATIC 1 NONE 0 0 robots/drone
SPRITEVAR 0 FRAME 2
SPRITEVAR 1 ANGLEOFFSET 180
SPRITEVAR 1 FRAME 2
SPRITEVAR 1 INVERTFACE
SPRITEVAR 4 FRAME 1
SPRITEVAR 4 OFFS_X 11
SPRITEVAR 5 FRAME 3
SPRITEVAR 6 FRAME 4
LIGHT 0 0 20 255 190 0 20
SOUND STATIC S_ATTACK common/weapon_mine
SOUND STATIC S_DIE common/explosion_small
SOUND STATIC S_LOOP common/robot_drone_move
THINK AI_WANDER 0 NONE 0
MOVETYPE FLY 1
TRANSFORM drone_player_obj 200
UNLOCK wpn.ref.12
OFFSET SIZE 16 0
AMMO 1 35
STAT AI_AIM_INDEPENDENT 1
STAT AI_AMMOLIFE
STAT AI_DRONE
STAT AI_IGNORE_VELOCITY
STAT AI_LINEOFSIGHT
STAT AI_NUMB 1000
STAT AI_RANGE 400
STAT DAMAGE_SPLASH 64
STAT FX_FULLANGLE_AIM
STAT FX_FULLMODEL
STAT FX_NOFACE
STAT NOLIST
EFFECT GIB EXPLOSION 0 0 64
END
//=====================================================================
// DINGHY
//=====================================================================
ENTITY boat1_w
THINK AI_MISSILE 0 AI_BLOW 0.1
SOUND DYNAMIC S_ATTACK dynamic/weapon_machinegun
OFFSET WEAPON_CASING -7 10
OFFSET WEAPON_MISSILE 0 8
OFFSET WEAPON_OFFSET 42 8
OFFSET WEAPON_ORIGIN 23 13
STAT AI_SPREAD 8
STAT DAMAGE 3
STAT FX_BULLET
STAT FX_CASING 1
STAT FX_MUZZLE 15
END
//=====================================================================
// POWER TURRET
//=====================================================================
ENTITY powturret_w
CLONE drone_laser
THINK AI_MISSILE 5 AI_BLOW 0.1
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 0 54
OFFSET WEAPON_ORIGIN 0 54
OFFSET WEAPON_OFFSET 70 0
STAT MISSILE_OFFSETRADIUS 58
STAT MISSILE_OFFSETWADDLE 8
END
//=====================================================================
ENTITY powturret_w2
SPRITE STATIC 1 NONE 0 0 weapons/plasma
SPRITEVAR 0 FACE_RANDOM
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 ROLL 100
SPRITEVAR 0 SCALE 155
SPRITEVAR 0 HARDLIGHT
LIGHT 0 0 40 128 110 0 70
LIGHT 0 0 30 255 190 50 100
GIB drone_laser_rubble 1
THINK AI_MISSILE 5 AI_BLOW 0.3
SOUND DYNAMIC S_ATTACK dynamic/weapon_photon
SOUND DYNAMIC S_COUGH dynamic/weapon_photon_charge
SOUND DYNAMIC S_DIE dynamic/weapon_photon_hit
KILLFX w_kill_drone_laser
OFFSET SIZE 12 0
OFFSET WEAPON_MISSILE 0 54
OFFSET WEAPON_ORIGIN 0 54
OFFSET WEAPON_OFFSET 78 0
STAT AI_PHYS_IGNORE
STAT AI_SPREAD 4
STAT CHARGE 200
STAT DAMAGE 9
STAT DAMAGE_SPLASH 80
STAT FX_CHARGE
STAT FX_LIGHT_ON_OFF
STAT FX_MUZZLE 60
STAT FX_PLASMA
STAT FX_PLASMA_LENGTH 65
STAT FX_PLASMA_TRAIL 0
STAT FX_NOENV_FX
STAT MISSILE_OFFSETRADIUS 58
STAT MULTISHOT 2
EFFECT GIB EXPLOSION_PLASMA 0 0 0
END
//=====================================================================
// SUBMARINE
//=====================================================================
ENTITY submarine_gunent1
SPRITE DYNAMIC 0 NONE 87 10 vehicles/submarine_details
SPRITE DYNAMIC 0 NONE 85 -6 vehicles/submarine_details
SPRITE DYNAMIC 0 NONE 71 0 vehicles/submarine_details
SPRITE DYNAMIC 0 NONE 73 0 vehicles/submarine_details
SPRITEVAR 0 FRAME 2
SPRITEVAR 0 KICK_X 4
SPRITEVAR 1 FRAME 3
SPRITEVAR 2 AIM_FACE
SPRITEVAR 2 ANGLEFACTOR 400
SPRITEVAR 2 FRAME 1
STAT FX_FULLMODEL
STAT FX_NOENV_FX
STAT FX_WEAPON_MOUNT
STAT NOLIST
END
//=====================================================================
ENTITY submarine_gunent2
CLONE submarine_gunent1
SPRITEVAR 0 KICK_X 0
SPRITEVAR 1 KICK_X 8
STAT NOLIST
END
//=====================================================================
ENTITY submarine_w
SPRITE STATIC 0 NONE 0 0 weapons/nailgun
SPRITE STATIC 1 NONE 0 0 weapons/nailgun
SPRITEVAR 0 AIM
SPRITEVAR 1 AIM
SPRITEVAR 1 FADE_TOGGLE 300
SPRITEVAR 1 FRAME 7
SPRITEVAR 1 HARDLIGHT
SPRITEVAR 1 OFFS_X -5
THINK AI_MISSILE 5 AI_BLOW 0.2
SOUND DYNAMIC S_ATTACK dynamic/weapon_harpoon
SOUND STATIC S_DIE common/weapon_nailgun_impact
SOUND STATIC S_DYING common/weapon_nailgun_impact
SOUND STATIC S_PHYSICS common/weapon_nailgun_hit
GUNENTITY submarine_gunent1 0
GUNENTITY NONE 1
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 0 8
OFFSET WEAPON_ORIGIN 0 0
OFFSET WEAPON_OFFSET 94 8
STAT AI_IGNORE_VELOCITY
STAT AI_PHYS_IGNORE
STAT AI_REQUIRE_IMPACT
STAT AI_SPREAD 8
STAT DAMAGE 6
STAT FX_SMOKE_SPEED 200
STAT FX_WATER_BUBBLES
STAT FX_MUZZLE 30
STAT MISSILE_OFFSETRADIUS 88
STAT TEMPMISSILE 1500
EFFECT GIB BULLET 0 0 0
EFFECT GIB BULLET 0 0 0
END
//=====================================================================
ENTITY submarine_w2
SPRITE STATIC 0 NONE -13 8 weapons/rocket
SPRITE STATIC 0 NONE -13 -8 weapons/rocket
SPRITE STATIC 0 NONE 0 0 weapons/rocket
SPRITEVAR 0 ANGLEOFFSET -70
SPRITEVAR 0 FRAME 1
SPRITEVAR 0 HIDE_MOVE_X -2
SPRITEVAR 0 HIDE_MOVE_Y 3
SPRITEVAR 0 HIDE_ROLL 70
SPRITEVAR 0 HIDE_TIME 400
SPRITEVAR 1 ANGLEOFFSET -110
SPRITEVAR 1 FRAME 1
SPRITEVAR 1 HIDE_MOVE_X -2
SPRITEVAR 1 HIDE_MOVE_Y -3
SPRITEVAR 1 HIDE_ROLL -70
SPRITEVAR 1 HIDE_TIME 400
SPRITEVAR 1 INVERTFACE
LIGHT -16 0 25 80 225 255 80
LIGHT -16 0 20 75 128 128 0
SOUND DYNAMIC S_ATTACK dynamic/weapon_torpedo
SOUND STATIC S_DIE world/explosion
THINK AI_MISSILE 3 AI_BLOW 1.5
GUNENTITY submarine_gunent2 0
OFFSET SIZE 10 0
OFFSET FX_OFFSET -16 0
OFFSET WEAPON_MISSILE 0 -8
OFFSET WEAPON_ORIGIN 0 0
OFFSET WEAPON_OFFSET 94 -8
STAT AI_IGNORE_VELOCITY
STAT AI_PHYS_IGNORE
STAT DAMAGE 25
STAT DAMAGE_SPLASH 120
STAT FX_FULLANGLE_AIM
STAT FX_FULLMODEL
STAT FX_LIGHT_FADE 1
STAT FX_MUZZLE 35
STAT FX_NOFACE
STAT FX_PLASMA_LENGTH 184
STAT FX_PLASMA_TRAIL 1
STAT FX_SMOKE
STAT MISSILE_OFFSETRADIUS 88
STAT TEMPMISSILE 1000
EFFECT GIB EXPLOSION 0 0 120
END
//=====================================================================
ENTITY submarine_w3
CLONE rocket
GUNENTITY submarine_gunent2 0
GUNENTITY NONE 1
OFFSET WEAPON_MISSILE 0 -8
OFFSET WEAPON_ORIGIN 0 0
OFFSET WEAPON_OFFSET 94 -8
STAT MISSILE_OFFSETRADIUS 88
STAT MISSILE_OFFSETWADDLE 8
END
//=====================================================================
ENTITY submarine_w4
CLONE submarine_w
THINK AI_MISSILE 3.5 AI_BLOW 0.2
STAT NOLIST
STAT TEMPMISSILE 2000
END
//=====================================================================
// ACID WAND
//=====================================================================
ENTITY wand_gunent_a
SPRITE DYNAMIC 0 NONE 8 0 dynamic/trip_wand
SPRITE DYNAMIC 1 NONE 31 1 dynamic/trip_wand
SPRITEVAR 0 BOB -40
SPRITEVAR 0 FRAME_GREN 1
SPRITEVAR 1 BOB -40
SPRITEVAR 1 FADE 1
SPRITEVAR 1 FRAME 4
SPRITEVAR 1 HARDLIGHT
LIGHT 31 1 30 255 255 0 10
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 10 10
STAT FX_DIM 0
STAT FX_FULLMODEL
STAT FX_KEEP_EFFECTS
STAT FX_NOENV_FX
END
//=====================================================================
ENTITY wand_gunent_b
SPRITE DYNAMIC 0 NONE 10 2 dynamic/trip_wand
SPRITEVAR 0 AIM_FACE
SPRITEVAR 0 ANGLEFACTOR -20
SPRITEVAR 0 FRAME 3
SPRITEVAR 0 FRAME_GREN -2
SPRITEVAR 0 BOB -40
SPRITEVAR 0 OFFS_X -5
SPRITEVAR 0 OFFS_Y 5
THINK AI_MISSILE 0 NONE 0
OFFSET MODEL_OFFSET 10 10
STAT FX_FULLMODEL
END
//=====================================================================
ENTITY wand_rubble1
SPRITE DYNAMIC 1 NONE 0 0 dynamic/trip_wand
SPRITEVAR 0 FADE_TOGGLE 150
SPRITEVAR 0 FRAME 5
SPRITEVAR 0 HARDLIGHT
SPRITEVAR 0 SCALE 125
LIGHT 0 0 30 255 255 0 100
OFFSET SIZE 8 0
STAT FX_EXPAND
STAT FX_FADE
STAT FX_GLITTER
STAT FX_NOENV_FX
STAT FX_PLASMA
STAT FX_SMOKE
STAT NOLIST
STAT TEMPMISSILE 400
END
//=====================================================================
ENTITY wand1
DESCRIBE Magic_wand
SPRITE DYNAMIC 1 NONE 0 0 dynamic/trip_wand
SPRITEVAR 0 AIM
SPRITEVAR 0 FRAME 5
SPRITEVAR 0 HARDLIGHT
SPRITEVAR 0 ROLL 100
LIGHT 0 0 40 255 255 0 40
SOUND DYNAMIC S_ATTACK dynamic/trip_wand_fire
SOUND DYNAMIC S_DIE dynamic/trip_wand_hit
SOUND DYNAMIC S_DYING dynamic/trip_wand_expire
THINK AI_MISSILE 5 AI_BLOW 0.25
GIB wand_rubble1
GUNENTITY wand_gunent_a 0
GUNENTITY wand_gunent_b 1
OFFSET SIZE 8 0
OFFSET WEAPON_MISSILE 2 8
OFFSET WEAPON_OFFSET 38 0
OFFSET WEAPON_ORIGIN 2 8
STAT AI_IGNORE_VELOCITY
STAT AI_PHYS_IGNORE
STAT AI_REQUIRE_IMPACT
STAT AI_SPREAD 5
STAT DAMAGE 4
STAT FX_GLITTER
STAT FX_GRENADE_ANGLE 35
STAT FX_NOENV_FX
STAT MISSILE_OFFSETRADIUS 38
STAT TEMPMISSILE 900
EFFECT GIB IMPACT 0 0 0
END
//=====================================================================
ENTITY wand2
CLONE wand1
SOUND DYNAMIC S_ATTACK dynamic/trip_wand_multishot
SOUND DYNAMIC S_COUGH dynamic/trip_wand_charge
THINK AI_MISSILE 5 AI_BLOW 0.5
STAT CHARGE 500
STAT FX_CHARGE
STAT MULTISHOT 4
END
//=====================================================================
// MOTORCYCLE
//=====================================================================
ENTITY motoboost
SOUND DYNAMIC S_ATTACK dynamic/vehicle_motorcycle_rev
THINK NONE 0 AI_BLOW 1.2
MOVETYPE WALK 4.5
OFFSET WEAPON_ORIGIN 11 16
STAT FX_NOFACE
STAT NOLIST
STAT SPECIAL_BOOST
END
//=====================================================================
// WEAPONS SLOTS
//=====================================================================
WEAPON 0 uzi uzi
WEAPON 1 shotgun mine_sg
WEAPON 2 laser_pl laser_shield
WEAPON 3 emp magnet
WEAPON 4 flame flame_stick
WEAPON 5 nailgun p_nailbot
WEAPON 6 rocket rocket_guided
WEAPON 7 minigun minigun_sentry
WEAPON 8 omg omg_overcharge
WEAPON 9 assistance assistance
WEAPON 11 minigun_sentry_round minigun_sentry_round
WEAPON 12 powturret_w powturret_w2
WEAPON 13 boat1_w boat1_w
WEAPON 14 submarine_w submarine_w2
WEAPON 15 wand1 wand2
WEAPON 80 motoboost motoboost
TAGAP_END