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weapon_rpk.as
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class weapon_rpk : CBaseParanoiaWeapon{
weapon_rpk(){
szVModel = "models/paranoia/v_rpk.mdl";
szPModel = "models/paranoia/p_rpk.mdl";
szWModel = "models/paranoia/w_rpk.mdl";
szShellModel = "models/paranoia/rpk_shell.mdl";
szHUDModel = "sprites/paranoia/p_hud7.spr";
szAnimation = "saw";
flDeploy = 1.0f;
flShock = 1.0f;
flReloadTime = 4.5f;
flIronReloadTime = 4.5f;
flPrimaryTime = 0.1f;
flSccenaryTime = 0.6f;
flIdleTime = 1.0f;
iDamage = 30;
iDefaultGive = 300;
iMaxAmmo1 = 450;
iMaxClip = 150;
iSlot = 6;
iPosition = 22;
iFlag = 0;
iWeight = 4;
iFOV = 70;
iMoveSpeed = 140;
iUnderWater = 1;
vecEjectOrigin = Vector(6, 18, -6);
vecIronEjectOrigin = Vector(6, 18, -6);
vecAccurency = VECTOR_CONE_8DEGREES;
vecIronAccurency = VECTOR_CONE_2DEGREES;
vec2XPunch = Vector2D(-2, 2);
vec2YPunch = Vector2D(-2, 2);
iDrawAnimation = 8;
iReloadAnimation = 6;
iIronReloadAnimation = 7;
iChangeAnimation = 1;
iReChangeAnimation = 2;
aryFireAnimation = {4};
aryIronFireAnimation = {5};
aryIdleAnimation = {3};
aryIronIdleAnimation = {0};
aryFireSound = {"weapons/paranoia/rpk_fire1.wav", "weapons/paranoia/rpk_fire2.wav", "weapons/paranoia/rpk_fire3.wav"};
aryOtherSound = { "weapons/paranoia/pkm_coverup.wav", "weapons/paranoia/pkm_boxout.wav", "weapons/paranoia/pkm_chain.wav", "weapons/paranoia/pkm_boxin.wav", "weapons/paranoia/pkm_coverdown.wav"};
}
}