Weapon { name = Small Pistol; type = WEP_PISTOL; clipSize = 9999; reloadTime = 60; damage = 1; unlimited = 1; damageType = DAMAGE_CONVENTENIAL; flags = EF_WEIGHTLESS+EF_STATIC; model1 = gfx/rw2/gun.blend.raw; bbMins = -3 -3 -3; bbMaxs = 3 3 3; texture1 = textures/game/pistolTexture.png; blobColor = 1.0 1.0 1.0 1.0; bioMechColor = -1.0 -1.0 -1.0 -1.0; }; Weapon { name = Shotgun; type = WEP_SHOTGUN; firingSound = SND_RIFLE; clipSize = 20; reloadTime = 100; damage = 8; damageType = DAMAGE_CONVENTENIAL; flags = EF_WEIGHTLESS+EF_STATIC; model1 = gfx/rw2/rifle.blend.raw; bbMins = -3 -3 -3; bbMaxs = 3 3 3; texture1 = textures/game/rifle.png; blobColor = 1.0 1.0 1.0 1.0; bioMechColor = -1.0 -1.0 -1.0 -1.0; }; Weapon { name = Uzi; type = WEP_UZI; firingSound = SND_UZI; clipSize = 100; reloadTime = 8; damage = 1; damageType = DAMAGE_CONVENTENIAL; flags = EF_WEIGHTLESS+EF_STATIC; model1 = gfx/rw2/uzi.blend.raw; bbMins = -3 -3 -3; bbMaxs = 3 3 3; texture1 = textures/game/uzi.png; blobColor = 1.0 1.0 1.0 1.0; bioMechColor = -1.0 -1.0 -1.0 -1.0; }; Weapon { name = Plasma Pistol; type = WEP_PLASMA_PISTOL; firingSound = SND_PLASMA; clipSize = 36; reloadTime = 33; damage = 5; damageType = DAMAGE_ENERGY; flags = EF_WEIGHTLESS+EF_STATIC; model1 = gfx/rw2/plasmapistol.blend.raw; texture1 = textures/game/plasmaPistol.png; trailType = TRAIL_SMALL_PLASMA; bbMins = -3 -3 -3; bbMaxs = 3 3 3; scale = 2; blobColor = 0.5 1.0 0.0 1.0; bioMechColor = 0.0 1.0 0.5 1.0; }; Weapon { name = Grenades; type = WEP_GRENADE; firingSound = SND_THROW; clipSize = 8; reloadTime = 100; damage = 10; damageType = DAMAGE_EXPLOSION; flags = EF_BOUNCES+EF_EXPLODES; model1 = gfx/rw2/grenade.blend.raw; texture1 = textures/game/grenadeTexture.png; bbMins = -2 -2 -5; bbMaxs = 2 2 5; }; Weapon { name = Plasma Rifle; type = WEP_PLASMA_RIFLE; firingSound = SND_HEAVY_PLASMA; clipSize = 100; reloadTime = 8; damage = 3; damageType = DAMAGE_ENERGY; flags = EF_WEIGHTLESS+EF_STATIC; model1 = gfx/rw2/plasmarifle.blend.raw; texture1 = textures/game/plasmaRifle.png; trailType = TRAIL_SMALL_PLASMA; bbMins = -3 -3 -3; bbMaxs = 3 3 3; scale = 2; blobColor = 0.5 1.0 0.0 1.0; bioMechColor = 0.0 1.0 0.5 1.0; }; Weapon { name = Grenade Launcher; type = WEP_GRENADE_LAUNCHER; firingSound = SND_GRENADE_LAUNCHER; clipSize = 10; reloadTime = 50; damage = 20; damageType = DAMAGE_EXPLOSION; flags = EF_EXPLODES; model1 = gfx/rw2/rocketlauncher.blend.raw; texture1 = textures/game/grenadeLauncher.png; trailType = TRAIL_SMOKE; bbMins = -3 -3 -3; bbMaxs = 3 3 3; scale = 1.5; }; Weapon { name = Cluster Launcher; type = WEP_CLUSTER_LAUNCHER; firingSound = SND_GRENADE_LAUNCHER; clipSize = 5; reloadTime = 100; damage = 15; damageType = DAMAGE_EXPLOSION; flags = EF_EXPLODES; model1 = gfx/rw2/rocketlauncher.blend.raw; texture1 = textures/game/grenadeLauncher.png; trailType = TRAIL_SMOKE; bbMins = -3 -3 -3; bbMaxs = 3 3 3; scale = 1.5; }; Weapon { name = RPG Launcher; type = WEP_ROCKET_LAUNCHER; firingSound = SND_ROCKET_LAUNCHER; clipSize = 5; reloadTime = 100; damage = 25; damageType = DAMAGE_EXPLOSION; flags = EF_EXPLODES+EF_WEIGHTLESS+EF_STATIC; model1 = gfx/rw2/rocketlauncher.blend.raw; texture1 = textures/game/rocketLauncher.png; trailType = TRAIL_FIRE; bbMins = -3 -3 -3; bbMaxs = 3 3 3; }; // Used by SpiderBlobs Weapon { name = Web; type = WEP_WEB; firingSound = SND_ICE_GUN; clipSize = 255; reloadTime = 12; damage = 0; unlimited = 1; damageType = DAMAGE_SPECIAL; flags = EF_WEIGHTLESS+EF_STATIC; trailType = TRAIL_NONE; bbMins = -3 -3 -3; bbMaxs = 3 3 3; scale = 8; }; // Only available in boss missions.... Weapon { name = Ice Gun; type = WEP_ICE_GUN; firingSound = SND_ICE_GUN; clipSize = 255; reloadTime = 12; damage = 0; unlimited = 1; damageType = DAMAGE_SPECIAL; flags = EF_WEIGHTLESS; model1 = gfx/rw2/icegun.blend.raw; texture1 = textures/game/iceGun.png; trailType = TRAIL_ICE; bbMins = -3 -3 -3; bbMaxs = 3 3 3; scale = 0; blobColor = 0.0 0.0 1.0 1.0; bioMechColor = 0.0 1.0 1.0 1.0; }; Weapon { name = Flamethrower; type = WEP_FLAMETHROWER; firingSound = SND_FLAMETHROWER; clipSize = 255; reloadTime = 4; damage = 0; unlimited = 1; damageType = DAMAGE_SPECIAL; flags = EF_WEIGHTLESS; model1 = gfx/rw2/flamethrower.blend.raw; texture1 = textures/game/flameThrower.png; trailType = TRAIL_FLAMETHROWER; bbMins = -3 -3 -3; bbMaxs = 3 3 3; scale = 0; blobColor = 1.0 0.0 0.0 1.0; bioMechColor = 1.0 0.0 0.0 1.0; }; Weapon { name = Desimilator; type = WEP_DESIMILATOR; firingSound = SND_DESIMILATOR; clipSize = 500; reloadTime = 5; damage = 0; unlimited = 1; damageType = DAMAGE_SPECIAL; flags = EF_WEIGHTLESS; model1 = gfx/rw2/desimilator.blend.raw; texture1 = textures/game/desimilator.png; trailType = TRAIL_MULTI; bbMins = -3 -3 -3; bbMaxs = 3 3 3; scale = 0; blobColor = 1.0 0.0 1.0 1.0; bioMechColor = 1.0 0.0 1.0 1.0; }; // noone can have this weapon directly Weapon { type = WEP_BOMBLET; clipSize = 0; reloadTime = 200; damage = 10; damageType = DAMAGE_EXPLOSION; flags = EF_EXPLODES; model1 = gfx/primitive/weapon.primitive; trailType = TRAIL_SMALL_SMOKE; bbMins = -3 -3 -3; bbMaxs = 3 3 3; scale = 0.75; }; // Only enemies can have these weapons Weapon { type = WEP_MINI_GRENADES; firingSound = SND_THROW; clipSize = 8; reloadTime = 25; damage = 4; damageType = DAMAGE_EXPLOSION; flags = EF_BOUNCES+EF_EXPLODES; model1 = gfx/rw2/grenade.blend.raw; texture1 = textures/game/grenade.png; bbMins = -2 -2 -5; bbMaxs = 2 2 5; scale = 0.75; }; Weapon { type = WEP_MINI_ROCKET; firingSound = SND_ROCKET_LAUNCHER; clipSize = 10; reloadTime = 150; damage = 20; damageType = DAMAGE_EXPLOSION; flags = EF_EXPLODES+EF_WEIGHTLESS+EF_STATIC; model1 = gfx/primitive/weapon.primitive; trailType = TRAIL_FIRE; bbMins = -3 -3 -3; bbMaxs = 3 3 3; scale = 0.5; }; Weapon { type = WEP_MINI_MINE; clipSize = 0; reloadTime = 25; damage = 10; damageType = DAMAGE_EXPLOSION; flags = EF_EXPLODES+EF_STATIC; model1 = gfx/primitive/weapon.primitive; bbMins = -3 -3 -3; bbMaxs = 3 3 3; }; Weapon { type = WEP_GRAPPLING_HOOK; clipSize = 0; reloadTime = 0; damage = 0; damageType = DAMAGE_SPECIAL; flags = EF_WEIGHTLESS+EF_STATIC; model1 = gfx/rw2/hookfired.blend.raw; bbMins = -3 -3 -3; bbMaxs = 3 3 3; }; Weapon { type = WEP_HOMING_ENERGY; clipSize = 0; reloadTime = 0; damage = 0; damageType = DAMAGE_SPECIAL; model1 = gfx/rw2/hookfired.blend.raw; bbMins = -1 -1 -1; bbMaxs = 1 1 1; trailType = TRAIL_ENERGY; flags = EF_WEIGHTLESS; }; @END@