Files
git 9cb257e7ae Add GameClients drops and keep current 1602 source work.
CN1602 is the local client. KR is the official tree with unpacked Data, System, and Sound. Packed .wpk files stay off git.
2026-08-30 23:24:31 +03:00

115 lines
2.8 KiBLFS
Plaintext

Version 0.0.2
Mesh "dark_skull_infantry.wzm", "dark_skull_infantry_1.wzm", "dark_skull_infantry_2.wzm" 0
BoundingVolume
{
BaseBoneIndex( 0 )
AABB( -0.529032, -0.502745, 0.000823597, 0.601657, 0.371691, 2.01165 )
SPHERE( -0.0949751, -0.0565152, 0.9519, 1.10417 )
BVExtra
{
AABB( 1, -0.319032, -0.272745, 0.555824, 0.316657, 0.136691, 1.84665, 0 )
}
}
Action
{
N001 "emotion2.wza" 1.2
SND( 37, 0, 6511, 6512 )
N002 "stand.wza" 1.2
N003 "attackstand.wza" 1.4
N004 "walk.wza" 1.2
SND( 19.25, 0, 6518, 6519 )
SND( 46.75, 0, 6519, 6518 )
N005 "run.wza" 1.2
SND( 11.1, 0, 6515, 6516 )
SND( 26.1, 0, 6516, 6515 )
N998 "[n998][skull_infantry][jump_spawn].wza" IPT( 0 )
N999 "live.wza" 1.2 IPT( 0 )
A001 "attack1.wza"
SND( 0, 0, 6500, 6501, 6502 )
SND( 15.6, 0, 3009, 3010 )
CUS( 19.6, 1, 1, 0, 0, 0, 0 )
A002 "attack2.wza"
SND( 0, 0, 6500, 6501, 6502 )
SND( 15.2, 0, 3009, 3010 )
CUS( 18.4, 1, 2, 0, 0, 0, 0 )
S504 "skill_assault.wza" 1.2
SND( 0, 0, 6500, 6501, 6502 )
SND( 25.5, 0, 3009, 3010 )
EFF( 3.57, 45, 0, 0, 0, 0, 0, 0, 0, 1, 0, J017, 1, 1, 1 )
EFF( 27.03, 45, 0, 0, 0, 0, 0, 0, 0, 1, 1, J017, 1, 1, 1 )
CUS( 27.03, 1, 2, 0, 0, 0, 0 )
S701 "skill_cutter.wza" 1.2
SND( 12, 0, 6500, 6501, 6502 )
SND( 36, 0, 3009, 3010 )
EFF( 1.2, 45, 0, 0, 0, 0, 0, 0, 0, 1, 0, J006, 1, 1, 1 )
EFF( 42, 45, 0, 0, 0, 0, 0, 0, 0, 1, 1, J006, 1, 1, 1 )
CUS( 40.8, 1, 1, 0, 0, 0, 0 )
S928 "skill_summonsoldier.wza" 1.2
SND( 4, 0, 6511, 6512 )
SND( 52.8, 0, 6500, 6501, 6502 )
EFF( 57.6, 19, 0, 0, 0, 0, 0, 0, 0, 1, 0, A005, 1, 1, 1 )
H0L1 "sdamage_left.wza"
H0R1 "sdamage_right.wza"
H0L2 "bdamage_right.wza"
H0R2 "bdamage_left.wza"
HS01 "damage_skill_1.wza"
HS02 "damage_skill_wait.wza"
HS03 "damage_skill_2_down.wza"
SND( 7.28, 0, 6503 )
SND( 2.6, 0, 6507, 6508 )
SND( 18.2, 0, 6504 )
HS04 "damage_skill_3_stand.wza"
M001 "defense.wza"
SND( 1.8, 0, 5306 )
EFF( 1.8, 23, 0, 0, 0, 0, 0, 0, 0, 1, 0, A006, 1, 1, 1 )
F001 "down_1_down.wza" 1.2
SND( 18.9, 0, 6507, 6508 )
SND( 33.6, 0, 6503 )
F002 "down_2_loop.wza"
F003 "down_3_stand.wza" 1.4
F004 "faint.wza" 1.2
EFF( 0, 6, 0, 0.3, -0.2, 0.1, 0, 0, 0, 1, 0, B001, 1, 1, 1 )
D001 "death1.wza" 1.2
SND( 0, 0, 6505 )
SND( 42.3, 0, 6504 )
SND( 68.4, 0, 6503 )
SND( 29.7, 0, 5721 )
D002 "death2.wza" 1.2
SND( 0, 0, 6506 )
SND( 14.4, 0, 6503 )
SND( 13.2, 0, 5721 )
}
Bone
{
CAM1 8
BODY 6
}
SubType 0
{
Scale 1.3
Render All Color( 255, 128, 64 )
Render All Lighting
Color( 132, 132, 132 )
AmbientColor( 0, 0, 0 )
LOD 5, 10, 15, 20, 10000, 10000
}
SubType 1
{
Render All
}
Texture
{
Normal 0 "m2221_no.dds"
Normal 1 "m2221_shield_no.dds"
Normal 2 "m2221_sword_no.dds"
}