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- setup
- {
- scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
- path models/weapons/mills_grenade
- skelmodel mills_grenade.skd
- surface mills_grenade shader mills_grenade
- surface grenade_pin shader mills_grenade
- }
-
- init
- {
- server
- {
- classname Weapon
- weapontype grenade
- name "Mills Grenade"
- rank 510 510
-
- pickupsound britgrenade_snd_pickup
- ammopickupsound britgrenade_snd_pickup_ammo
- noammosound m2frag_snd_noammo
-
- // Primary fire type info (fast, arcing throw)
- firetype projectile
- ammotype "grenade"
- projectile models/projectiles/mills_grenade_primary.tik
- semiauto
- clipsize 1
- startammo 1
- ammorequired 1
- firedelay 0.75
- // jsl-->changed to 5 per Brady
- maxchargetime 5.0
- minchargetime 0.6
- cooktime 5.5
-
- crosshair 1
- quiet // don't notify AI of it being fired
- autoputaway 1 // automatically put the weapon away when out of ammo
- usenoammo 0 // don't allow it to be used when it has no ammo
- movementspeed 1.0
-
- // Secondary fire type info (more controllable, straight throw)
- shareclip
- secondary firetype projectile
- secondary ammotype "grenade"
- secondary projectile models/projectiles/mills_grenade.tik
- secondary clipsize 1
- secondary ammorequired 1
- secondary firedelay 0.75
- secondary maxchargetime 1.5
- secondary minchargetime 0.5
-
- // AI animation group info
- weapongroup grenade
-
- // DM Attributes
- dm projectile models/projectiles/mills_grenade_primary.tik
- dm startammo 0
- dm ammorequired 1
- dm firedelay 0.75
- dm crosshair 1
- dm movementspeed 1.0
- secondary dm projectile models/projectiles/mills_grenade.tik
- secondary dm ammorequired 1
- secondary dm firedelay 0.75
- }
- client
- {
- cache models/projectiles/mills_grenade_primary.tik
- cache models/projectiles/mills_grenade.tik
- }
- }
-
- animations
- {
- raise mills_grenade.skc
- {
- // if we're pulling out grenades, we've definatly got 'em
- server
- {
- enter surface all -nodraw
- }
- }
- idle mills_grenade.skc
- {
- server
- {
- enter surface all -nodraw
- }
- }
-
- // this should make sure that it doesn't look like there's a grenade in hand when you don't have one
- idle_empty mills_grenade.skc
- {
- server
- {
- enter surface all +nodraw
- }
- }
-
- charge mills_grenade_charge.skc
- {
- server
- {
- 6 surface grenade_pin +nodraw
- }
- client
- {
- 0 sound britgrenade_snd_grenade_pull weapon
- 6 tagspawn pin
- (
- count 1
- model models/ammo/grenade_pin.tik
- life 1
- randvelaxis 0 -15 range 30 35
- accel 0 0 -330
- avelocity crandom 30 crandom 30 crandom 30
- )
- }
- }
- secondarycharge mills_grenade_charge.skc
- {
- server
- {
- 6 surface grenade_pin +nodraw
- }
- client
- {
- 6 sound britgrenade_snd_grenade_pull weapon
- 6 tagspawn pin
- (
- count 1
- model models/ammo/grenade_pin.tik
- life 1
- randvelaxis 0 -15 range 30 35
- accel 0 0 -330
- avelocity crandom 30 crandom 30 crandom 30
- )
- }
- }
- fire mills_grenade.skc
- {
- server
- {
- first shoot
- first surface all +nodraw
- }
- client
- {
- first sound britgrenade_snd_grenade_throw weapon
- }
- }
- secondaryfire mills_grenade.skc
- {
- server
- {
- first shoot secondary
- first surface all +nodraw
- }
- client
- {
- first sound britgrenade_snd_grenade_throw weapon
- }
- }
-
- reload mills_grenade.skc
- {
- server
- {
- first sound britgrenade_snd_reload weapon
- first surface all -nodraw
- }
- }
- }
-