170 lines
8.8 KiB
TeX
170 lines
8.8 KiB
TeX
;hud_fov 0.6------------------------------------------------------------------------------------------------
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![wpn_fn57]
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!hud_fov
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!shell_point
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!shell_dir
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!shell_particles
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snd_empty = weapons\fort\fort_new_empty
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snd_draw = weapons\fort\fort_new_draw
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snd_holster = weapons\fort\fort_new_holster
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snd_bore = weapons\fn57\fn57_inspect
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scripted_snd_ammo_check = weapons\fn57\fn57_magcheck
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scripted_snd_ammo_check_empty = weapons\fn57\fn57_magcheck
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scripted_snd_ammo_check_jammed = weapons\fn57\fn57_magcheck
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scripted_snd_ammo_check_empty_jammed = weapons\fn57\fn57_magcheck
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;scripted_snd_ammo_check_no_mag = $no_sound
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snd_reload = weapons\fn57\fn57_reload
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snd_reload_empty = weapons\fn57\fn57_reload_empty
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snd_reload_misfire = weapons\w99\w99_unjam
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scripted_snd_reload_misfire_empty = weapons\w99\w99_unjam_empty
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scripted_snd_sprint2walk = weapons\fort\fort_new_draw
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scripted_snd_walk2sprint = weapons\fort\fort_new_holster
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![wpn_fn57_hud]
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item_position = 0, 0, 0
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item_orientation = 0, 0, 0
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hands_position = 0.0, -0.0, 0.040786
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hands_position_16x9 = 0.0, -0.0, 0.040786
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hands_orientation = -0.043488, 0.006106, -0.050965
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hands_orientation_16x9 = -0.043488, 0.006106, -0.050965
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lowered_hud_offset_pos = 0.045, -0.27, 0
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lowered_hud_offset_pos_16x9 = 0.045, -0.27, 0
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lowered_hud_offset_rot = -0.91, -0.04, -0.08
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lowered_hud_offset_rot_16x9 = -0.91, -0.04, -0.08
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gl_hud_offset_pos = 0, 0, 0
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gl_hud_offset_pos_16x9 = 0, 0, 0
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gl_hud_offset_rot = 0, 0, 0
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gl_hud_offset_rot_16x9 = 0, 0, 0
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lean_hud_offset_pos = 0, 0, 0
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lean_hud_offset_rot = 0, 0, 0
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fire_bone = muzzle
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fire_point = 0, 0,0
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aim_hud_offset_pos = -0.0509, 0.0316, -0.03
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aim_hud_offset_pos_16x9 = -0.0509, 0.0316, -0.03
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aim_hud_offset_rot = 0.002192, -0.000156, -0.07749
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aim_hud_offset_rot_16x9 = 0.002192, -0.000156, -0.07749
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anm_bore = fn57_new_inspect, idle
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anm_show = fn57_new_draw, idle
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anm_hide = fn57_new_holster, idle
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anm_idle = fn57_new_idle, idle
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anm_idle_aim_moving = fn57_new_walk, idle
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anm_idle_aim_moving_crouch = fn57_new_walk, idle, 0.8
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anm_idle_moving = fn57_new_walk, idle
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anm_idle_moving_crouch = fn57_new_walk, idle
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anm_idle_sprint = fn57_new_sprint, idle, 1.2
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anm_reload = fn57_new_reload_dual, reload_dual
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anm_reload_empty = fn57_new_reload_empty_dual, reload_empty_dual
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; anm_switch_mode = fn57_new_switch_mode, switch_mode
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anm_shots = fn57_new_shoot_hip
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anm_shots_aim = fn57_new_shoot
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anm_shots_aim_l = fn57_new_shoot, shoot_empty
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anm_idle_aim = fn57_new_aim, idle
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anm_bore_empty = fn57_new_inspect, idle_empty
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anm_show_empty = fn57_new_draw, idle_empty
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anm_hide_empty = fn57_new_holster, idle_empty
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anm_shot_l = fn57_new_shoot_hip , shoot_empty
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anm_idle_empty = fn57_new_idle, idle_empty
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anm_idle_aim_moving_empty = fn57_new_walk, idle_empty
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anm_idle_aim_moving_crouch_empty = fn57_new_walk, idle_empty, 0.8
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anm_idle_moving_empty = fn57_new_walk, idle_empty
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anm_idle_moving_crouch_empty = fn57_new_walk, idle_empty, 0.9
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anm_idle_sprint_empty = fn57_new_sprint, idle_empty, 1.2
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; anm_switch_mode_empty = fn57_new_switch_mode, switch_mode_empty
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anm_idle_aim_empty = fn57_new_aim, idle_empty
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anm_ammo_check = fn57_new_magcheck, magcheck
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anm_ammo_check_empty = fn57_new_magcheck, magcheck_empty
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;anm_ammo_check_no_mag = fn57_new_magcheck_nomag, magcheck_nomag
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;anm_ammo_check_aim = fn57_new_magcheck_ads, magcheck_ads
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;anm_ammo_check_empty_aim = fn57_new_magcheck_ads, magcheck_empty_ads
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anm_ammo_check_jammed = fn57_new_magcheck, magcheck_jammed
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anm_ammo_check_empty_jammed = fn57_new_magcheck, magcheck_jammed_empty
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anm_walk2sprint = fn57_new_walk2sprint, idle
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anm_walk2sprint_empty = fn57_new_walk2sprint, idle_empty
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anm_sprint2walk = fn57_new_sprint2walk, idle
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anm_sprint2walk_empty = fn57_new_sprint2walk, idle_empty
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; Jammed Animation Variants
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anm_idle_jammed = fn57_new_idle, idle_jammed
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anm_show_jammed = fn57_new_draw, idle_jammed
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anm_hide_jammed = fn57_new_holster, idle_jammed
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anm_idle_aim_jammed = fn57_new_aim, idle_jammed
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anm_idle_sprint_jammed = fn57_new_sprint, idle_jammed, 1.2
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anm_idle_moving_jammed = fn57_new_walk, idle_jammed
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anm_idle_moving_crouch_jammed = fn57_new_walk, idle_jammed, 0.8
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anm_bore_jammed = fn57_new_inspect_jammed, inspect_jammed
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anm_reload_misfire = fn57_new_unjam, unjam
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anm_walk2sprint_jammed = fn57_new_walk2sprint, idle_jammed
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anm_sprint2walk_jammed = fn57_new_sprint2walk, idle_jammed
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; Empty Jammed Animation Variants
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anm_idle_empty_jammed = fn57_new_idle, idle_jammed
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anm_show_empty_jammed = fn57_new_draw, idle_jammed
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anm_hide_empty_jammed = fn57_new_holster, idle_jammed
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anm_idle_aim_empty_jammed = fn57_new_aim, idle_jammed
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anm_idle_sprint_empty_jammed = fn57_new_sprint, idle_jammed, 1.2
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anm_idle_moving_empty_jammed = fn57_new_walk, idle_jammed
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anm_idle_moving_crouch_empty_jammed = fn57_new_walk, idle_jammed, 0.8
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anm_bore_empty_jammed = fn57_new_inspect_jammed, inspect_jammed
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anm_reload_misfire_empty = fn57_new_unjam_empty, unjam_empty
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anm_shot_l_jammed = fn57_new_idle, idle_jammed
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anm_shots_jammed = fn57_new_idle, idle_jammed
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anm_walk2sprint_empty_jammed = fn57_new_walk2sprint, idle_jammed
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anm_sprint2walk_empty_jammed = fn57_new_sprint2walk, idle_jammed
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; Transition Definitions
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ts_pattern_walk2sprint = .+, anm_idle_sprint, anm_walk2sprint, 1
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ts_pattern_sprint2walk = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
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ts_pattern_sprint2walk_aim = anm_walk2sprint, ^anm_idle_aim.*, anm_sprint2walk, 1
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ts_strict_sprint2walk_idle = anm_walk2sprint, anm_idle, anm_sprint2walk
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ts_strict_sprint2walk_move = anm_walk2sprint, anm_idle_moving, anm_sprint2walk
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;ts_pattern_idle2aim = ^anm_idle.*, ^anm_idle_aim$, anm_idle2aim, 1
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ts_strict_sprint2aim = anm_idle_sprint, anm_idle_aim, anm_sprint2walk
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ts_strict_sprint2inspect = anm_idle_sprint, anm_bore, anm_sprint2walk
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ts_strict_walk2sprint_inspect = anm_walk2sprint, anm_bore, anm_sprint2walk
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;GunslingerPistolModOverwrites
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!anm_sprint_start
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!anm_sprint_end
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!anm_sprint_start_empty
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!anm_sprint_end_empty
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!anm_sprint_start_jammed
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!anm_sprint_end_jammed
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!anm_idle_aim_moving_jammed
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!anm_idle_aim_moving_crouch_jammed
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!anm_idle_aim_start_jammed
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!anm_idle_aim_end_jammed
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!anm_idle_aim_end_empty
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!anm_idle_aim_start_empty
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!anm_idle_aim_end
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!anm_idle_aim_start
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!ts_pattern_sprint_start
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!ts_pattern_sprint_end
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!ts_strict_sprint_end_move |