// // EDGE WEAPONS.DDF -redefine or add new weapons. // For documentation, see http://edge.sourceforge.net/ // DDF Version 5.0 // #VERSION 1.29 [CHAINSAW] AMMOTYPE=NOAMMO; AUTOMATIC=TRUE; BINDKEY=1; PRIORITY=1; ATTACK=PLAYER_SAW; NOTHRUST=TRUE; START_SOUND=SAWUP; IDLE_SOUND=SAWIDL; ENGAGED_SOUND=SAWFUL; FEEDBACK=TRUE; STATES(UP)=SAWG:C:1:NORMAL:RAISE; STATES(DOWN)=SAWG:C:1:NORMAL:LOWER; STATES(READY)=SAWG:C:4:NORMAL:READY, SAWG:D:4:NORMAL:READY; STATES(ATTACK)=SAWG:A:4:NORMAL:SHOOT, SAWG:B:4:NORMAL:SHOOT, SAWG:B:0:NORMAL:REFIRE; [FIST] AMMOTYPE=NOAMMO; AUTOMATIC=TRUE; FREE=TRUE; BINDKEY=1; PRIORITY=0; ATTACK=PLAYER_PUNCH; STATES(UP)=PUNG:A:1:NORMAL:RAISE; STATES(DOWN)=PUNG:A:1:NORMAL:LOWER; STATES(READY)=PUNG:A:1:NORMAL:READY; STATES(ATTACK)=PUNG:B:4:NORMAL:NOTHING, PUNG:C:4:NORMAL:SHOOT, PUNG:D:5:NORMAL:NOTHING, PUNG:C:4:NORMAL:NOTHING, PUNG:B:5:NORMAL:REFIRE; [PISTOL] AMMOTYPE=BULLETS; AMMOPERSHOT=1; AUTOMATIC=TRUE; REFIRE_INACCURATE=TRUE; BINDKEY=2; PRIORITY=2; FREE=TRUE; ATTACK=PLAYER_PISTOL; KICK=0.002; STATES(UP)=PISG:A:1:NORMAL:RAISE; STATES(DOWN)=PISG:A:1:NORMAL:LOWER; STATES(READY)=PISG:A:1:NORMAL:READY; STATES(ATTACK)=PISG:A:4:NORMAL:NOTHING, PISG:B:6:NORMAL:SHOOT, PISG:C:4:NORMAL:NOTHING, PISG:B:5:NORMAL:REFIRE; STATES(FLASH)=PISF:A:0:BRIGHT:TRANS_SET(50%), PISF:A:7:BRIGHT:LIGHT1, PISF:A:0:NORMAL:LIGHT0, #REMOVE; [SUPERSHOTGUN] AMMOTYPE=SHELLS; AMMOPERSHOT=2; AUTOMATIC=TRUE; BINDKEY=3; PRIORITY=4; ATTACK=PLAYER_SHOTGUN2; KICK=0.1; STATES(UP)=SHT2:A:1:NORMAL:RAISE; STATES(DOWN)=SHT2:A:1:NORMAL:LOWER; STATES(READY)=SHT2:A:1:NORMAL:READY; STATES(ATTACK)=SHT2:A:3:NORMAL:NOTHING, SHT2:A:7:NORMAL:SHOOT, SHT2:B:7:NORMAL:NOTHING, SHT2:C:7:NORMAL:NOTHING, SHT2:C:0:NORMAL:CHECKRELOAD; STATES(RELOAD)=SHT2:D:7:NORMAL:PLAYSOUND(DBOPN), SHT2:E:7:NORMAL:NOTHING, SHT2:F:7:NORMAL:PLAYSOUND(DBLOAD), SHT2:G:6:NORMAL:NOTHING, SHT2:H:6:NORMAL:PLAYSOUND(DBCLS), SHT2:A:5:NORMAL:REFIRE; STATES(FLASH)=SHT2:I:0:BRIGHT:TRANS_SET(50%), SHT2:I:5:BRIGHT:LIGHT1, SHT2:J:4:BRIGHT:LIGHT2, SHT2:J:0:NORMAL:LIGHT0, #REMOVE; [SHOTGUN] AMMOTYPE=SHELLS; AMMOPERSHOT=1; AUTOMATIC=TRUE; BINDKEY=3; PRIORITY=3; ATTACK=PLAYER_SHOTGUN; KICK=0.05; STATES(UP)=SHTG:A:1:NORMAL:RAISE; STATES(DOWN)=SHTG:A:1:NORMAL:LOWER; STATES(READY)=SHTG:A:1:NORMAL:READY; STATES(ATTACK)=SHTG:A:3:NORMAL:NOTHING, SHTG:A:7:NORMAL:SHOOT, SHTG:B:5:NORMAL:NOTHING, SHTG:C:5:NORMAL:NOTHING, SHTG:D:4:NORMAL:NOTHING, SHTG:C:5:NORMAL:NOTHING, SHTG:B:5:NORMAL:NOTHING, SHTG:A:3:NORMAL:NOTHING, SHTG:A:7:NORMAL:REFIRE; STATES(FLASH)=SHTF:A:0:BRIGHT:TRANS_SET(50%), SHTF:A:4:BRIGHT:LIGHT1, SHTF:B:3:BRIGHT:LIGHT2, SHTF:A:0:NORMAL:LIGHT0, #REMOVE; [CHAINGUN] AMMOTYPE=BULLETS; AMMOPERSHOT=1; AUTOMATIC=TRUE; REFIRE_INACCURATE=TRUE; BINDKEY=4; PRIORITY=5; ATTACK=PLAYER_CHAINGUN; KICK=0.02; STATES(UP)=CHGG:A:1:NORMAL:RAISE; STATES(DOWN)=CHGG:A:1:NORMAL:LOWER; STATES(READY)=CHGG:A:1:NORMAL:READY; STATES(ATTACK)=CHGG:A:4:NORMAL:SHOOT, CHGG:B:4:NORMAL:SHOOT, CHGG:B:0:NORMAL:REFIRE; STATES(FLASH)=CHGF:A:0:BRIGHT:TRANS_SET(50%), CHGF:A:5:BRIGHT:LIGHT1, CHGF:B:5:BRIGHT:LIGHT2, CHGF:B:0:NORMAL:LIGHT0, #REMOVE; [ROCKET_LAUNCHER] AMMOTYPE=ROCKETS; AMMOPERSHOT=1; AUTOMATIC=TRUE; BINDKEY=5; PRIORITY=6; DANGEROUS=TRUE; ATTACK=PLAYER_MISSILE; KICK=0.15; STATES(UP)=MISG:A:1:NORMAL:RAISE; STATES(DOWN)=MISG:A:1:NORMAL:LOWER; STATES(READY)=MISG:A:1:NORMAL:READY; STATES(ATTACK)=MISG:B:8:NORMAL:FLASH, MISG:B:12:NORMAL:SHOOT, MISG:B:0:NORMAL:REFIRE; STATES(FLASH)=MISF:A:0:BRIGHT:TRANS_SET(50%), MISF:A:3:BRIGHT:LIGHT1, MISF:B:4:BRIGHT:NOTHING, MISF:C:4:BRIGHT:LIGHT2, MISF:D:4:BRIGHT:LIGHT2, MISF:D:0:NORMAL:LIGHT0, #REMOVE; [PLASMA_RIFLE] AMMOTYPE=CELLS; AMMOPERSHOT=1; AUTOMATIC=TRUE; BINDKEY=6; PRIORITY=7; ATTACK=PLAYER_PLASMA; KICK=0.005; STATES(UP)=PLSG:A:1:NORMAL:RAISE; STATES(DOWN)=PLSG:A:1:NORMAL:LOWER; STATES(READY)=PLSG:A:1:NORMAL:READY; STATES(ATTACK)=PLSG:A:3:NORMAL:SHOOT, PLSG:B:20:NORMAL:REFIRE; STATES(FLASH)=PLSF:A:0:BRIGHT:TRANS_SET(50%), PLSF:A:2:BRIGHT:LIGHT1, PLSF:B:2:BRIGHT:LIGHT2, PLSF:B:0:NORMAL:LIGHT0, #REMOVE; [BFG9000] AMMOTYPE=CELLS; AMMOPERSHOT=40; AUTOMATIC=TRUE; BINDKEY=7; PRIORITY=8; DANGEROUS=TRUE; ATTACK=PLAYER_BFG9000; KICK=0.2; STATES(UP)=BFGG:A:1:NORMAL:RAISE; STATES(DOWN)=BFGG:A:1:NORMAL:LOWER; STATES(READY)=BFGG:A:1:NORMAL:READY; STATES(ATTACK)=BFGG:A:20:NORMAL:PLAYSOUND(BFG), BFGG:B:10:NORMAL:FLASH, BFGG:B:10:NORMAL:SHOOT, BFGG:B:20:NORMAL:REFIRE; STATES(FLASH)=BFGF:A:0:BRIGHT:TRANS_SET(50%), BFGF:A:11:BRIGHT:LIGHT1, BFGF:B:6:BRIGHT:LIGHT2, BFGF:B:0:NORMAL:LIGHT0, #REMOVE;