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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
- // scale 0.55 // Seems to work better than 0.52
- path models/weapons/nebelhandgranate
- skelmodel nebelhandgranate.skd
- surface germ_smoke_gren shader germ_smoke_gren
- surface pin shader germ_smoke_gren
- }
-
- init
- {
- server
- {
- classname Weapon
- weapontype grenade
- name "Nebelhandgranate"
- rank 540 540
- weaponsubtype 1 // differentiates smoke grenades from regular grenades
-
- pickupsound smokegrenade_snd_pickup
- ammopickupsound smokegrenade_snd_pickup_ammo
- noammosound m2frag_snd_noammo
-
- // Holstering info
- // holstertag "Bip01 Spine1"
- // holsteroffset "3.12 10.5 3.64"
- // holsterangles "20 -40 0"
- // holsterScale 1.0
-
- // Primary fire type info (fast, arcing throw)
- firetype projectile
- ammotype "smokegrenade"
- projectile models/projectiles/nebelhandgranate_primary.tik
- semiauto
- clipsize 1
- ammorequired 1
- firedelay 0.75
- maxchargetime 4.0
- minchargetime 0.6
- 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
-
- sp startammo 1
- dm startammo 0
- sprealism startammo 1
- dmrealism startammo 0
-
- // Secondary fire type info (more controllable, straight throw)
- shareclip
- secondary firetype projectile
- secondary ammotype "smokegrenade"
- secondary projectile models/projectiles/nebelhandgranate.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
- }
- client
- {
- cache models/projectiles/nebelhandgranate_primary.tik
- cache models/projectiles/nebelhandgranate.tik
- }
- }
-
- animations
- {
- raise nebelhandgranate.skc
- {
- // if we're pulling out grenades, we've definatly got 'em
- server
- {
- enter surface all -nodraw
- }
- }
- idle nebelhandgranate.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 nebelhandgranate.skc
- {
- server
- {
- enter surface all +nodraw
- }
- }
-
- charge nebelhandgranate_charge.skc
- {
- server
- {
- 8 surface pin +nodraw
- }
- client
- {
- enter sound smokegrenade_snd_grenade_pull weapon
-
- 8 tagspawn tag_pin
- (
- count 1
- scale 0.75
- model models/ammo/grenade_pin.tik
- life 1
- randvelaxis range 25 30 0 0
- accel 0 0 -330
- avelocity crandom 30 crandom 30 crandom 30
- )
- }
- }
-
- secondarycharge nebelhandgranate_charge.skc
- {
- server
- {
- 8 surface pin +nodraw
- }
- client
- {
- enter sound smokegrenade_snd_grenade_pull weapon
-
- 8 tagspawn tag_pin
- (
- count 1
- scale 0.75
- model models/ammo/grenade_pin.tik
- life 1
- randvelaxis range 25 30 0 0
- accel 0 0 -330
- avelocity crandom 30 crandom 30 crandom 30
- )
- }
- }
-
- fire nebelhandgranate.skc
- {
- server
- {
- first shoot
- first surface all +nodraw
- }
- client
- {
- first sound smokegrenade_snd_grenade_throw weapon
- }
- }
- secondaryfire nebelhandgranate.skc
- {
- server
- {
- first shoot secondary
- first surface all +nodraw
- }
- client
- {
- first sound smokegrenade_snd_grenade_throw weapon
- }
- }
-
- reload nebelhandgranate.skc
- {
- server
- {
- first sound smokegrenade_snd_reload weapon
- first surface all -nodraw
-
- }
- }
- }
-