📄 sin.def
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choice "anim"
(
("aim","aim")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("readyfire","readyfire")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
);
default("anim","idle");
default("model","gruntcapt_ass.def");
default("scale","1.0");
}
Grunt Captain with Assault Rifle
*/
/*QUAKED Monster_GruntCapt_GrenadeLauncher (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("readyfire","readyfire")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
);
default("anim","idle");
default("model","gruntcapt_gren.def");
default("scale","1.0");
}
Grunt Captain with Grenade Launcher
*/
/*QUAKED Monster_GruntCapt_ChainGun (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("readyfire","readyfire")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
);
default("anim","idle");
default("model","gruntcapt_hv.def");
default("scale","1.0");
}
Grunt Captain with Chain Gun
*/
/*QUAKED Monster_GruntCapt_Magnum (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("readyfire","readyfire")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
);
default("anim","idle");
default("model","gruntcapt_mag.def");
default("scale","1.0");
}
Grunt Captain with Magnum
*/
/*QUAKED Monster_GruntCapt_NoWeapon (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("readyfire","readyfire")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
("standstiff1","standstiff1")
("standstiff2","standstiff2")
);
default("anim","idle");
default("model","gruntcapt_none.def");
default("scale","1.0");
}
Grunt Captain with No Weapon
*/
/*QUAKED Monster_GruntCapt_RocketLauncher (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("readyfire","readyfire")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
);
default("anim","idle");
default("model","gruntcapt_rckt.def");
default("scale","1.0");
}
Grunt Captain with Rocket Launcher
*/
/*QUAKED Monster_GruntCapt_Shotgun (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim","aim")
("fire","fire")
("walk","walk")
("run","run")
("idle","idle")
("crouch_down","crouch_down")
("crouch_idle","crouch_idle")
("readyfire","readyfire")
("melee1","melee1")
("melee2","melee2")
("jump1","jump1")
("land1","land1")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("alert","alert")
("use","use")
("movefire","movefire")
("uncrouch","uncrouch")
("crouch_fire","crouch_fire")
("crouch_aim","crouch_aim")
("step_left","step_left")
("step_right","step_right")
("sitting","sitting")
("salute","salute")
("patrol","patrol")
);
default("anim","idle");
default("model","gruntcapt_shtg.def");
default("scale","1.0");
}
Grunt Captain with Shotgun
*/
/*QUAKED Monster_Guerilla_AssaultRifle (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim1","aim1")
("alert","alert")
("idle1","idle1")
("twitch1","twitch1")
("walk1","walk1")
("run1","run1")
("fire1","fire1")
("jump1","jump1")
("land1","land1")
("melee1","melee1")
("melee2","melee2")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("runfire1","runfire1")
("crouch_down","crouch_down")
("crouch_idle1","crouch_idle1")
("crouch_pain1","crouch_pain1")
("crouch_pain2","crouch_pain2")
("crouch_death1","crouch_death1")
("crouch_death2","crouch_death2")
("crouch_death3","crouch_death3")
("use1","use1")
("open1","open1")
("punch1","punch1")
("kick1","kick1")
("sitting","sitting")
("repel1","repel1")
);
default("anim","idle1");
default("model","guerilla_ass.def");
default("scale","1.0");
}
Guerilla Soldier with Assault Rifle
*/
/*QUAKED Monster_Guerilla_ChainGun (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim1","aim1")
("alert","alert")
("idle1","idle1")
("twitch1","twitch1")
("walk1","walk1")
("run1","run1")
("fire1","fire1")
("jump1","jump1")
("land1","land1")
("melee1","melee1")
("melee2","melee2")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("runfire1","runfire1")
("crouch_down","crouch_down")
("crouch_idle1","crouch_idle1")
("crouch_pain1","crouch_pain1")
("crouch_pain2","crouch_pain2")
("crouch_death1","crouch_death1")
("crouch_death2","crouch_death2")
("crouch_death3","crouch_death3")
("use1","use1")
("open1","open1")
("punch1","punch1")
("kick1","kick1")
("sitting","sitting")
("repel1","repel1")
);
default("anim","idle1");
default("model","guerilla_hv.def");
default("scale","1.0");
}
Guerilla Soldier with a Chain Gun
*/
/*QUAKED Monster_Guerilla_Magnum (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim1","aim1")
("alert","alert")
("idle1","idle1")
("walk1","walk1")
("run1","run1")
("fire1","fire1")
("jump1","jump1")
("land1","land1")
("readyfire","readyfire")
("melee1","melee1")
("melee2","melee2")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("runfire1","runfire1")
("crouch_down","crouch_down")
("crouch_idle1","crouch_idle1")
("crouch_pain1","crouch_pain1")
("crouch_pain2","crouch_pain2")
("crouch_death1","crouch_death1")
("crouch_death2","crouch_death2")
("crouch_death3","crouch_death3")
("use1","use1")
("open1","open1")
("punch1","punch1")
("kick1","kick1")
("sitting","sitting")
("repel1","repel1")
);
default("anim","idle1");
default("model","guerilla_mag.def");
default("scale","1.0");
}
Guerilla Soldier with Magnum
*/
/*QUAKED Monster_Guerilla_NoWeapon (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim1","aim1")
("alert","alert")
("idle1","idle1")
("twitch1","twitch1")
("walk1","walk1")
("run1","run1")
("fire1","fire1")
("jump1","jump1")
("land1","land1")
("melee1","melee1")
("melee2","melee2")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("runfire1","runfire1")
("crouch_down","crouch_down")
("crouch_idle1","crouch_idle1")
("crouch_pain1","crouch_pain1")
("crouch_pain2","crouch_pain2")
("crouch_death1","crouch_death1")
("crouch_death2","crouch_death2")
("crouch_death3","crouch_death3")
("use1","use1")
("open1","open1")
("punch1","punch1")
("kick1","kick1")
("sitting","sitting")
("repel1","repel1")
("holdbladeleft","holdbladeleft")
("holdbladeright","holdbladeright")
);
default("anim","idle1");
default("model","guerilla_none.def");
default("scale","1.0");
}
Guerilla Soldier with No Weapon
*/
/*QUAKED Monster_Guerilla_RocketLauncher (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim1","aim1")
("alert","alert")
("idle1","idle1")
("twitch1","twitch1")
("walk1","walk1")
("run1","run1")
("fire1","fire1")
("jump1","jump1")
("land1","land1")
("melee1","melee1")
("melee2","melee2")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("runfire1","runfire1")
("crouch_down","crouch_down")
("crouch_idle1","crouch_idle1")
("crouch_pain1","crouch_pain1")
("crouch_pain2","crouch_pain2")
("crouch_death1","crouch_death1")
("crouch_death2","crouch_death2")
("crouch_death3","crouch_death3")
("use1","use1")
("open1","open1")
("punch1","punch1")
("kick1","kick1")
("sitting","sitting")
("repel1","repel1")
);
default("anim","idle1");
default("model","guerilla_rckt.def");
default("scale","1.0");
}
Guerilla Soldier with Rocket Launcher
*/
/*QUAKED Monster_Guerilla_Shotgun (1 0.5 0) (-16 -16 0) (16 16 80)
{
choice "skin"
(
("normal","normal")
("damage","damage")
);
choice "anim"
(
("aim1","aim1")
("alert","alert")
("idle1","idle1")
("twitch1","twitch1")
("walk1","walk1")
("run1","run1")
("fire1","fire1")
("jump1","jump1")
("land1","land1")
("melee1","melee1")
("melee2","melee2")
("gibdeath_upper","gibdeath_upper")
("gibdeath_lower","gibdeath_lower")
("runfire1","runfire1")
("crouch_down","crouch_down")
("crouch_idle1","crouch_idle1")
("crouch_pain1","crouch_pain1")
("crouch_pain2","crouch_pain2")
("crouch_death1","crouch_death1")
("crouch_death2","crouch_death2")
("crouch_death3","crouch_death3")
("use1","use1")
("open1","open1")
("punch1","punch1")
("kick1","kick1")
("sitting","sitting")
("repel1","repel1")
);
default("anim","idle1");
default("model","guerilla_shtg.def");
default("scale","1.0");
}
Guerilla Soldier with Shotgun
*/
/*QUAKED items_hammer1 (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Large Sledgehammer
*/
/*QUAKED items_hammer2 (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Hammer-Small ballpinned
*/
/*QUAKED Inventory_Hand (0.3 1 0.3) (-8 -8 0) (8 8 16) NOT_SOLID NOT_DAMAGABLE
{
choice "skin"
(
("normal","normal")
);
choice "anim"
(
("idle","idle")
("pose","pose")
);
default("anim","idle");
default("model","hand.def");
default("scale","1.0");
}
Hand
*/
/*QUAKED items_hanglite1_on (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Hanging light fixture
Wire with Light Bulb (White & Red)
*/
/*QUAKED items_hanglite1_off (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Hanging light fixture Off
Wire with Light Bulb
*/
/*QUAKED items_hanglite2_on (0.3 1 0.3) (-8 -8 -8) (8 8 8) NOT_SOLID NOT_DAMAGABLE
Hanging light fixture
Wire hanging down with square hooded light
*/
/*QUAKED items_hanglite2_off (0.3 1 0.3) (-8 -8 -8) (8 8 8) N
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