SDEF
//
// The file declaration section
//
path models/shotgun
origin 20 -15 -55
scale 0.5
shotgun.sbm
shotgun.tga

//
// Declare the animation types and files
//
ready1	ready.sam
fire1		fire3.sam
idle1		idle1.sam
idle2		idle2.sam
putaway1	putaway.sam
//
// Define model group areas
//
id 30 group weapon bone barrel 0 180 90
id 120 group weapon bone eject

//
// The initialization section
//
!init:
client aliasprefix Shotgun_
client aliascache snd_fire1   "weapons/shotgun/s2.wav"
client aliascache snd_reload1 "weapons/shotgun/shotload.wav"

//client aliascache snd_fire1    "weapons/magnum/fire3.wav"
//client aliascache snd_silfire1 "weapons/magnum/silshot.wav"

//server aliascache snd_pickup "weapons/pkup/pkup3.wav"
//
// The main section
//
!main:
server fire1 first weaponsound
server fire1 first shoot
client fire1 first randomsound snd_fire 1 1
client fire1 first attach barrel sprites/gunblast.spr time 0.05 scale .45 origin 30 10 10
client fire1 first shootbullets 10 375 375 375
// 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 0 0 360 0 0.6 0.7
client fire1 3 randomsound snd_reload .6 7
client fire1 4 bonespawn eject models/sgshell.def detail bounce vel 100 60 100 time 10 bouncesound impact_shotguncase