SDEF
// -----------------------------------------------------------------------------
//  $Logfile:: /Quake 2 Engine/Sin/Base Sin Data/Models/Weapon/hvgun.def      $
// $Revision:: 15                                                             $
//   $Author:: Joeske                                                         $
//     $Date:: 9/30/98 12:48p                                                 $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// This is a model definition file.  It is to be used in conjunction with Sin.
//
// -----------------------------------------------------------------------------
// MODEL DESCRIPTION:
// Weapon: High Velocity Chain Gun.
//
// MODEL AUTHOR:
// Michael
//
/*SINED weapon_highvelocitygun (.3 .3 1) (0 0 0) (0 0 0)
HV Chain Gun - World Model
*/

// -----------------------------------------------------------------------------
// FILE DECLARATIONS
//
// Model Commands
path models/hvgun_w
origin -4 0 0
scale 0.85
//scale 1.0

// Base Model
hvworld_base.sbm

// Skins
normal	   hvworldskin.tga

// Normal Animations
idle1      hvworld.sam

// Define model group areas
id  20 group weapon bone barrel 0 160 -70
id 800 group weapon bone eject

// -----------------------------------------------------------------------------
// INITIALIZATION SECTION
//
!init:

// Class Setup
server classname ChainGun
server kick 10

// Sound Aliases
server respawnsound
server aliascache snd_pickup "weapons/pkup/pkup3a.wav"

// Icon and Inventory Name
server iconname "w_hvgun"
server itemname "High Velocity Chain Gun"

// -----------------------------------------------------------------------------
// MAIN SECTION
//
!main:

// -----------------------------------------------------------------------------
// SOURCESAFE Update Log
//
// $Log:: /Quake 2 Engine/Sin/Base Sin Data/Models/Weapon/hvgun.def           $
// 
// 15    9/30/98 12:48p Joeske
// Added in formatting, added in respawn sound ref.
// 
// -----------------------------------------------------------------------------
