MeleeWeaponData { // Time before you can swing the weapon again "refire_delay" "1.0" // Model to show in firstperson "viewmodel" "models/weapons/melee/v_fireaxe.mdl" // Model to show in thirdperson "playermodel" "models/weapons/melee/w_fireaxe.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" "4" // Rumble effect to play on 360 when we swing // RUMBLE_CROWBAR_SWING = 9 // RUMBLE_L4D_PLAYER_MELEE_HIT = 42 "rumble_effect" "42" "decapitates" "1" // Third person animations "activity_idle" "ACT_IDLE_AXE" "activity_walk" "ACT_WALK_AXE" "activity_run" "ACT_RUN_AXE" "activity_crouchidle" "ACT_CROUCHIDLE_AXE" "activity_crouchwalk" "ACT_RUN_CROUCH_AXE" // there isn't a crouched walk with an axe "activity_crouchrun" "ACT_RUN_CROUCH_AXE" "activity_idleinjured" "ACT_IDLE_INJURED_AXE" "activity_walkinjured" "ACT_WALK_INJURED_AXE" "activity_runinjured" "ACT_RUN_INJURED_AXE" "activity_idlecalm" "ACT_IDLE_CALM_AXE" "activity_walkcalm" "ACT_WALK_AXE" // there isn't a calm walk with an axe "activity_runcalm" "ACT_RUN_AXE" // there isn't a calm run with an axe "activity_pulled" "ACT_TERROR_PULLED_RUN_RIFLE" "activity_jump" "ACT_JUMP_AXE" "activity_deploy" "ACT_DEPLOY_GREN" "activity_shove" "ACT_TERROR_SHOVED_FORWARD_BAT" "addon_attachment" "melee" "addon_offset" "20 -3 1" "addon_angles" "0 80 -90" // Sound data // define the hit and miss sounds SoundData { "melee_miss" "Axe.Miss" "melee_hit" "Axe.ImpactFlesh" "melee_hit_world" "Axe.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" { "slash1" { "startdir" "E" "enddir" "W" "duration" "1.23" "starttime" "0.1" "endtime" "0.33" "activity" "ACT_VM_PRIMARYATTACK" "player_activity" "ACT_SHOOT_E2W_AXE" "player_activity_idle" "ACT_SHOOT_E2W_IDLE_AXE" "force_dir" "5 -5 10" } "slash2" { "startdir" "W" "enddir" "E" "duration" "1.23" "starttime" "0.1" "endtime" "0.33" "activity" "ACT_VM_HITLEFT" "player_activity" "ACT_SHOOT_E2W_AXE" "player_activity_idle" "ACT_SHOOT_E2W_IDLE_AXE" "force_dir" "5 5 10" } } "strongattacks" { "strongattack1" { "startdir" "N" "enddir" "S" "duration" "1.24" "starttime" "0.35" "endtime" "0.60" "activity" "ACT_VM_SWINGHARD" "player_activity" "ACT_SHOOT_STRONG_AXE" "player_activity_idle" "ACT_SHOOT_STRONG_IDLE_AXE" "force_dir" "10 0 6" } } "secondaryattacks" { "shove1" { "startdir" "E" "enddir" "W" "duration" ".73" "starttime" "0.1" "endtime" "0.26" "activity" "ACT_VM_SECONDARYATTACK" "player_activity" "ACT_SHOOT_SECONDARY_AXE" "player_activity_idle" "ACT_SHOOT_SECONDARY_AXE" } } // hud textures "sprite_active" "icon_fireaxe" }