SDEF
//
// The file declaration section
//
path models/srifle
//origin -18 -15 -8
origin 0 15 2
scale 0.75
srifle_base.sbm
srifle_base.tga

//
// Declare the animation types and files
//
ready1	srifle_ready.SAM
open1		srifle_open.SAM
fire1		srifle_fire.SAM
idle1		srifle_idle1.SAM
putaway1	srifle_putaway.SAM
//
// Define model group areas
//
id 200 group weapon bone barrel 0 180 90

//
// The initialization section
//
!init:
//
// Define the aniamtion sound references
//
client aliasprefix SRifle_
//client aliascache snd_fire1    "weapons/magnum/fire3.wav"
//client aliascache snd_silfire1 "weapons/magnum/silshot.wav"

client aliascache snd_fire1   "weapons/srifle/metal1.wav"
client aliascache snd_fire2   "weapons/srifle/metal2.wav"
client aliascache snd_fire3   "weapons/srifle/metal3.wav"
client aliascache snd_fire4   "weapons/srifle/metal4.wav"
client aliascache snd_fire6   "weapons/srifle/metal6.wav"
client aliascache snd_fire7   "weapons/srifle/metal7.wav"

client aliascache snd_case1   "weapons/srifle/open/clsmix.wav"
client aliascache snd_rise1   "weapons/srifle/open/risemix.wav"
client aliascache snd_flip1   "weapons/srifle/open/flipmix1.wav"
client aliascache snd_xtnd1   "weapons/srifle/open/xtndmx1.wav"
client aliascache snd_lpstrt1 "weapons/srifle/open/loopstrt.wav"
client aliascache snd_lp1	"weapons/srifle/open/loop1.wav"
client aliascache snd_tube1	"weapons/srifle/open/tube1.wav"


client aliascache snd_rcase1  "weapons/srifle/close/clsrmix.wav"
client aliascache snd_rrise1  "weapons/srifle/close/lowrmix.wav"
client aliascache snd_rflip1  "weapons/srifle/close/fliprmix1.wav"
client aliascache snd_rxtnd1  "weapons/srifle/close/retract.wav"
client aliascache snd_lpend1  "weapons/srifle/close/loopend.wav"
client aliascache snd_rtube1	"weapons/srifle/close/tube1r.wav"

//client aliascache snd_loada1 "weapons/srifle/s1.wav"
//client aliascache snd_loadb1 "weapons/srifle/s2.wav"
client aliascache snd_super1 "weapons/srifle/reload1.wav"

// The main section
//
!main:
//
// Define the clinet/server animation references
//
 //server ready1 last nextanim open
client open1 first randomsound snd_case 1 1
client open1 3 randomsound snd_rise 1 1
client open1 6 randomsound snd_lpstrt 1 7
client open1 13 randomsound snd_flip .6 1
client open1 14 randomsound snd_tube 1 3
client open1 16 randomsound snd_lp .4 7
client open1 19 randomsound snd_xtnd 1 1
server open1 3 movementsound
server open1 6 movementsound
server open1 13 movementsound
server open1 19 movementsound

client fire1 first randomsound snd_fire 1 1
client fire1 first attach barrel sprites/gunblast.spr time 0.05 scale 0.2 randomroll
client fire1 first shootbullets 1 0 0 0
server fire1 first movementsound
server fire1 first shoot
client fire1 2 localsound snd_super .3 7

client putaway1 first randomsound snd_rxtnd 1 1
client putaway1 2 randomsound snd_rtube 1 1
client putaway1 2 randomsound snd_rflip 1 1
client putaway1 7 randomsound snd_rrise 1 1
client putaway1 8 randomsound snd_lpend 1 7
client putaway1 18 randomsound snd_rcase 1 1
server putaway1 2 movementsound
server putaway1 7 movementsound
server putaway1 18 movementsound

//client idle1 first randomsound snd_lp .4 2
// client putaway1 last putaway