You are on page 1of 3

MeleeWeaponData

{
// Time before you can swing the weapon again
"refire_delay" "0.75"

// Model to show in firstperson


"viewmodel" "models/weapons/melee/v_frying_pan.mdl"

// Model to show in thirdperson


"playermodel" "models/weapons/melee/w_frying_pan.mdl"

// Animation prefix - not sure what this is used for just yet
"anim_prefix" "anim"

// Damage per hit


"damage" "70"

// Damage flag value


// right now you can enter the integer values, or logical OR them together
// supported damage types
//DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
//DMG_BURN (1 << 3) = 8 - lights zombies on fire
//DMG_CLUB (1 << 7) = 128 - knocks them back?
"damage_flags" "128"

// Rumble effect to play on 360 when we swing


// RUMBLE_CROWBAR_SWING = 9
// RUMBLE_L4D_PLAYER_MELEE_HIT = 42
"rumble_effect" "42"

// Third person animations


"activity_idle" "ACT_IDLE_FRYINGPAN"
"activity_walk" "ACT_WALK_FRYINGPAN"
"activity_run" "ACT_RUN_FRYINGPAN"
"activity_crouchidle" "ACT_CROUCHIDLE_FRYINGPAN"
"activity_crouchwalk" "ACT_RUN_CROUCH_FRYINGPAN" // there isn't a
crouched walk with an axe
"activity_crouchrun" "ACT_RUN_CROUCH_FRYINGPAN"
"activity_idleinjured" "ACT_IDLE_INJURED_FRYINGPAN"
"activity_walkinjured" "ACT_WALK_INJURED_FRYINGPAN"
"activity_runinjured" "ACT_RUN_INJURED_FRYINGPAN"
"activity_idlecalm" "ACT_IDLE_CALM_FRYINGPAN"
"activity_walkcalm" "ACT_WALK_FRYINGPAN" // there isn't a
calm walk with` an axe
"activity_runcalm" "ACT_RUN_FRYINGPAN" // there
isn't a calm run with an axe
"activity_pulled" "ACT_TERROR_PULLED_RUN_RIFLE"
"activity_jump" "ACT_JUMP_FRYINGPAN"

"activity_attackprimary" "ACT_VM_PRIMARY_ATTACK"

"activity_attacksecondary" "ACT_VM_SECONDARY_ATTACK"

"activity_deploy" "ACT_DEPLOY_GREN"

"activity_shove" "ACT_TERROR_SHOVED_FORWARD_MELEE"

"addon_attachment" "melee"
"addon_offset" "-8 0 2"
"addon_angles" "168 -270 90"

// Sound data
// define the hit and miss sounds
SoundData
{
"melee_miss" "Melee.Miss"
"melee_hit" "Pan.ImpactFlesh"
"melee_hit_world" "Pan.ImpactWorld"
}

// Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now


"player_anim_event" "0" // TODO - convert from string to
PlayerAnimEvent_t

// How long after attacking until the weapon enters its idle animation state
"weapon_idle_time" "1.6"

// Attack animations (primary and secondary)


"primaryattacks"
{
"bonk1"
{
"startdir" "E"
"enddir" "W"
"duration" "0.75"
"starttime" "0.15"
"endtime" "0.36"
"activity" "ACT_VM_PRIMARYATTACK"
"player_activity" "ACT_SHOOT_N2S_FRYINGPAN"
"player_activity_idle" "ACT_SHOOT_N2S_IDLE_FRYINGPAN"
"force_dir" "50 -30 0"
}
"bonk2"
{
"startdir" "W"
"enddir" "E"
"duration" "0.5"
"starttime" "0.1"
"endtime" "0.3"
"activity" "ACT_VM_HITLEFT"
"player_activity" "ACT_SHOOT_W2E_FRYINGPAN"
"player_activity_idle" "ACT_SHOOT_W2E_IDLE_FRYINGPAN"
"force_dir" "50 -30 0"
}
}
"strongattacks"
{
"strongattack1"
{
"startdir" "S"
"enddir" "N"
"duration" "1.24"
"starttime" "0.35"
"endtime" "0.60"
"activity" "ACT_VM_SWINGHARD"
"player_activity" "ACT_SHOOT_STRONG_FRYINGPAN"
"player_activity_idle" "ACT_SHOOT_STRONG_IDLE_FRYINGPAN"
"force_dir" "60 0 60"
}
}
"secondaryattacks"
{
"shove1"
{
"startdir" "W"
"enddir" "E"
"duration" "1.3"
"starttime" "0.15"
"endtime" "0.3"
"activity" "ACT_VM_SECONDARYATTACK"
"player_activity" "ACT_SHOOT_SECONDARY_FRYINGPAN"
"player_activity_idle" "ACT_SHOOT_SECONDARY_FRYINGPAN"
}
}

// hud textures
"sprite_active" "icon_frying_pan"
}

You might also like