
$modelname "weapons\v_repulsor.mdl"

$bodygroup "studio"
{
	studio "v_repulsor_ref.smd"
}
$bodygroup "studio"
{
	studio "v_repulsor_rig.smd"
}
$bodygroup "clamped1"
{
	studio "v_repulsor_body2_model0.smd"
}


$surfaceprop "default"

$contents "solid"

$illumposition 1.115 -9.893 -5.018

$cdmaterials "models\props_survival\repulsor\"

$cbox 0 0 0 0 0 0

$bbox -11.038 -13.789 -24.661 30.824 16.02 14.625

$definebone "repulsor" "" 0 0 0 0 0 0 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Clavicle" "" 1.764202 10.882 -5.775309 0.232277 -37.465138 36.519871 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_UpperArm" "v_weapon.Bip01_L_Clavicle" 5.773738 0 0 -8.273224 -33.061217 -60.414677 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Forearm" "v_weapon.Bip01_L_UpperArm" 11.57688 0.000003 -0.000002 0.000002 -54.230517 -0.000002 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Hand" "v_weapon.Bip01_L_Forearm" 10.295577 0.000009 -0.000008 -5.272355 -2.679038 -115.053472 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger0" "v_weapon.Bip01_L_Hand" 1.231166 0.348995 -1.249105 15.261127 46.791062 112.674387 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger01" "v_weapon.Bip01_L_Finger0" 1.611106 0.000001 -0.000002 0.000005 40.149734 -0.000004 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger02" "v_weapon.Bip01_L_Finger01" 1.188944 0.000001 -0.000001 0.037422 34.21125 -0.660161 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger1" "v_weapon.Bip01_L_Hand" 4.290788 0.11207 -0.897962 1.203033 107.632991 2.146298 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger11" "v_weapon.Bip01_L_Finger1" 1.433458 -0.000001 -0.000001 3.535033 79.80781 -1.226022 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger12" "v_weapon.Bip01_L_Finger11" 1.019161 -0.000001 -0.000002 1.541658 33.25264 -3.409399 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger2" "v_weapon.Bip01_L_Hand" 4.264505 0.004031 0.013415 5.472541 110.385188 2.652279 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger21" "v_weapon.Bip01_L_Finger2" 1.691285 0 -0.000001 2.719425 63.513294 -2.137596 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger22" "v_weapon.Bip01_L_Finger21" 1.039841 0.000001 -0.000002 1.259019 33.029754 -3.221459 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger3" "v_weapon.Bip01_L_Hand" 3.582007 0.056837 0.735425 9.89572 98.245305 -0.787127 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger31" "v_weapon.Bip01_L_Finger3" 1.583911 -0.000002 -0.000001 2.454608 85.741367 -3.702457 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger32" "v_weapon.Bip01_L_Finger31" 1.0067 0.000003 -0.000002 -2.609536 16.314291 -3.595085 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger4" "v_weapon.Bip01_L_Hand" 3.126526 0.227897 1.440081 12.58358 80.562396 -4.828312 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger41" "v_weapon.Bip01_L_Finger4" 1.246394 0.000003 0 4.69206 94.58571 -1.962331 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_Finger42" "v_weapon.Bip01_L_Finger41" 0.682894 0 -0.000001 -0.157623 25.540282 -5.082601 0 0 0 0 0 0
$definebone "v_weapon.Bip01_L_ForeTwist" "v_weapon.Bip01_L_UpperArm" 11.576879 0.000003 -0.000003 0.000001 -54.230456 -30.846729 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Clavicle" "" -0.534759 11.664671 -5.830542 12.532982 -146.119632 159.997647 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_UpperArm" "v_weapon.Bip01_R_Clavicle" 5.773741 -0.000002 0.000002 4.639813 -46.972803 77.557058 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Forearm" "v_weapon.Bip01_R_UpperArm" 11.576882 0.000001 0 0 -52.005655 -0.000002 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Hand" "v_weapon.Bip01_R_Forearm" 10.295572 0.000009 0.000003 -12.704879 -9.815044 88.515448 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger0" "v_weapon.Bip01_R_Hand" 1.231168 0.348997 1.249107 -3.932034 48.399175 -129.966371 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger01" "v_weapon.Bip01_R_Finger0" 1.611106 -0.000003 0.000001 0.072937 31.750299 11.8274 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger02" "v_weapon.Bip01_R_Finger01" 1.188944 0.000001 0.000001 -0.150057 47.809668 0.643947 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger1" "v_weapon.Bip01_R_Hand" 4.068594 0.143197 0.892413 8.514385 89.535086 10.986648 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger11" "v_weapon.Bip01_R_Finger1" 1.43346 -0.000001 0.000001 -6.042822 111.268864 -0.982168 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger12" "v_weapon.Bip01_R_Finger11" 1.019161 0 0.000001 -3.657937 48.925438 4.872941 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger2" "v_weapon.Bip01_R_Hand" 3.939284 0.02063 -0.014989 1.598094 88.672324 28.97649 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger21" "v_weapon.Bip01_R_Finger2" 1.691287 -0.000001 0.000001 -5.424539 106.199327 0.584759 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger22" "v_weapon.Bip01_R_Finger21" 1.039842 0.000002 0 -2.960877 55.149137 4.584634 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger3" "v_weapon.Bip01_R_Hand" 3.582009 0.056837 -0.735424 -5.050626 93.172626 29.800177 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger31" "v_weapon.Bip01_R_Finger3" 1.583911 0 0 -6.077828 96.277985 3.049453 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger32" "v_weapon.Bip01_R_Finger31" 1.0067 0 0 -2.142809 51.282294 6.452304 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger4" "v_weapon.Bip01_R_Hand" 3.126524 0.227896 -1.44008 -13.600473 88.771799 34.327172 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger41" "v_weapon.Bip01_R_Finger4" 1.246392 -0.000001 0 -3.530228 97.257913 3.530968 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_Finger42" "v_weapon.Bip01_R_Finger41" 0.682891 0.000002 0.000001 0.40834 21.891957 4.305546 0 0 0 0 0 0
$definebone "v_weapon.Bip01_R_ForeTwist" "v_weapon.Bip01_R_UpperArm" 11.576882 0.000003 0.000001 0 -52.005655 -27.461237 0 0 0 0 0 0

$bonemerge "v_weapon.Bip01_L_Clavicle"
$bonemerge "v_weapon.Bip01_L_UpperArm"
$bonemerge "v_weapon.Bip01_L_Forearm"
$bonemerge "v_weapon.Bip01_L_Hand"
$bonemerge "v_weapon.Bip01_L_Finger0"
$bonemerge "v_weapon.Bip01_L_Finger01"
$bonemerge "v_weapon.Bip01_L_Finger02"
$bonemerge "v_weapon.Bip01_L_Finger1"
$bonemerge "v_weapon.Bip01_L_Finger11"
$bonemerge "v_weapon.Bip01_L_Finger12"
$bonemerge "v_weapon.Bip01_L_Finger2"
$bonemerge "v_weapon.Bip01_L_Finger21"
$bonemerge "v_weapon.Bip01_L_Finger22"
$bonemerge "v_weapon.Bip01_L_Finger3"
$bonemerge "v_weapon.Bip01_L_Finger31"
$bonemerge "v_weapon.Bip01_L_Finger32"
$bonemerge "v_weapon.Bip01_L_Finger4"
$bonemerge "v_weapon.Bip01_L_Finger41"
$bonemerge "v_weapon.Bip01_L_Finger42"
$bonemerge "v_weapon.Bip01_L_ForeTwist"
$bonemerge "v_weapon.Bip01_R_Clavicle"
$bonemerge "v_weapon.Bip01_R_UpperArm"
$bonemerge "v_weapon.Bip01_R_Forearm"
$bonemerge "v_weapon.Bip01_R_Hand"
$bonemerge "v_weapon.Bip01_R_Finger0"
$bonemerge "v_weapon.Bip01_R_Finger01"
$bonemerge "v_weapon.Bip01_R_Finger02"
$bonemerge "v_weapon.Bip01_R_Finger1"
$bonemerge "v_weapon.Bip01_R_Finger11"
$bonemerge "v_weapon.Bip01_R_Finger12"
$bonemerge "v_weapon.Bip01_R_Finger2"
$bonemerge "v_weapon.Bip01_R_Finger21"
$bonemerge "v_weapon.Bip01_R_Finger22"
$bonemerge "v_weapon.Bip01_R_Finger3"
$bonemerge "v_weapon.Bip01_R_Finger31"
$bonemerge "v_weapon.Bip01_R_Finger32"
$bonemerge "v_weapon.Bip01_R_Finger4"
$bonemerge "v_weapon.Bip01_R_Finger41"
$bonemerge "v_weapon.Bip01_R_Finger42"
$bonemerge "v_weapon.Bip01_R_ForeTwist"


// The 32 below is a guess until further is known about the format.
$animblocksize 32 nostall

$bonesaveframe "repulsor" position
$bonesaveframe "v_weapon.Bip01_L_Clavicle" position
$bonesaveframe "v_weapon.Bip01_R_Clavicle" position

$sectionframes 30 30

$poseparameter "pitch" -1 1 loop 0

$animation "idle_lookup" "v_repulsor_anims\idle_lookup.smd" {
	fps 30
	loop
}

$animation "idle_lookmid" "v_repulsor_anims\idle_lookmid.smd" {
	fps 30
}

$animation "idle_lookdown" "v_repulsor_anims\idle_lookdown.smd" {
	fps 30
}

$sequence "deploy" {
	"v_repulsor_anims\deploy.smd"
	activity "ACT_VM_DRAW" 1
	{ event 5004 0 "Survival.TabletDraw" }
	fadein 0.2
	fadeout 0.2
	blendlayer "idle" 25 30 31 31
	snap
	fps 30
}

$sequence "idle" {
	"idle_lookup"
	"idle_lookmid"
	"idle_lookdown"
	activity "ACT_VM_IDLE" 1
	blend "pitch" -1 1
	blendwidth 3
	fadein 0.2
	fadeout 0.2
}

$KeyValues
{
	qc_path 
	{
		"value" "models\props_survival\repulsor\v_repulsor.qc"
	}
}
