SDEF
//
// The file declaration section
//
path models/asrifle
origin -5 4 2
//scale 1.0
scale 1.5

asrifle_base.sbm
asrifle_base.tga

//
// Declare the animation types and files
//
ready1	        asrifle_ready.SAM
fire1		asrifle_fire.SAM
silfire1	asrifle_fire.SAM
idle1		asrifle_idle1.SAM
idle1		asrifle_idle2.SAM
idle1		asrifle_idle3.SAM
reload1		asrifle_reload.sam
empty1		asrifle_empty.sam
putaway1	asrifle_putaway.SAM
//
// Define model group areas
//
id 200 group weapon bone barrel 0 180 90
id 210 group weapon bone eject

//
// The initialization section
//
!init:
//
// Define the animation sound references
//
client aliasprefix AsRifle_
client aliascache snd_fire1    "weapons/asrifle/6.wav"
client aliascache snd_silfire1 "weapons/asrifle/silenced.wav"
//client aliascache snd_silfire "weapons/asrifle/silenced.wav"
client aliascache snd_reload1 "weapons/asrifle/reload1.wav"


//
// The main section
//
!main:
//
// Define the client/server animation references
//
client fire1 first randomsound snd_fire 1 1
client fire1 first attach barrel sprites/gunblast.spr time 0.05 scale 0.4 randomroll
client fire1 first bonespawn barrel sprites/tracer.spr detail physics vel 1500 0 0 time 10 touchdie randomspawn 0.7 invertpitch angles 90 0 0 lerp
client fire1 first shootbullets 1 120 120 120
// dlight <red> <rand_red_amount> <green> <rand_green_amount> <blue> <rand_blue_amount> <radius> <rand_radius_amount> <life> <decay>
client fire1 first dlight 1 0 0.2 0.5 0 0 240 50 0.6 0.8
client fire1 first bonespawn eject models/shell.def detail bounce vel 100 60 100 time 10 random 0.8 touchdie bouncesound impact_bulletcase
server fire1 first weaponsound
server fire1 first shoot
server fire1 first prevframe 1
server fire1 first endanim

// Silenced weapon fire
client silfire1 first randomsound snd_silfire 0.6 1
server silfire1 first movementsound
client silfire1 first shootbullets 1 120 120 120
server silfire1 first shoot
server silfire1 first prevframe 1
client silfire1 first bonespawn eject models/shell.def detail bounce vel 100 60 100 time 10 random 0.8 touchdie bouncesound impact_bulletcase
server silfire1 first prevframe 1
server silfire1 first endanim
//reload
client reload1 first randomsound snd_reload 1 7