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//Adrenaline Item Pile for L4D2 2nd Community Update, by Lt. Rocky | ||
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//Purpose: a model of several adrenaline needles clumped together for The Passing footlocker, to vastly optimize map entity counts | ||
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$modelname "w_models\Weapons\ItemPile_Adrenaline_Reference.mdl" | ||
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$staticprop | ||
$mostlyopaque | ||
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$body "Body" "ItemPile_Adrenaline_Reference" | ||
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$cdmaterials models/v_models/Weapons/eq_adrenaline | ||
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$sequence idle "ItemPile_Adrenaline_Reference" | ||
$surfaceprop "plastic" | ||
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$collisionmodel "ItemPile_Adrenaline_Phys.dmx" | ||
{ | ||
$mass 150 | ||
$inertia 1 | ||
$damping 0 | ||
$rotdamping 0 | ||
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} |
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//Molotov Item Pile for L4D2 2nd Community Update, by Lt. Rocky | ||
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//Purpose: a model of several molotovs clumped together for The Passing footlocker, to vastly optimize map entity counts | ||
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$modelname "w_models\Weapons/itemPile_Molotov.mdl" | ||
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$staticprop | ||
$mostlyopaque | ||
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$body "Body" "ItemPile_Molotov_Reference" | ||
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$cdmaterials models\w_models\eq_molotov | ||
//$cdmaterials models\v_models\weapons\eq_molotov | ||
$sequence idle "ItemPile_Molotov_Reference" | ||
$surfaceprop "glass" | ||
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$collisionmodel "ItemPile_Molotov_Phys.dmx" | ||
{ | ||
$mass 150 | ||
$inertia 1 | ||
$damping 0 | ||
$rotdamping 0 | ||
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} |
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//Pain Pill Item Pile for L4D2 2nd Community Update, by Lt. Rocky | ||
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//Purpose: a model of several pain pills clumped together for The Passing footlocker, to vastly optimize map entity counts | ||
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$modelname "w_models\Weapons/itemPile_PainPills.mdl" | ||
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$staticprop | ||
$mostlyopaque | ||
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$body "Body" "ItemPile_PainPills_Reference" | ||
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$cdmaterials models\w_models\eq_painpills | ||
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$sequence idle "ItemPile_PainPills_Reference" | ||
$surfaceprop "plastic" | ||
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$collisionmodel "ItemPile_PainPills_Phys.dmx" | ||
{ | ||
$mass 150 | ||
$inertia 1 | ||
$damping 0 | ||
$rotdamping 0 | ||
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} |
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//Pipebomb Item Pile for L4D2 2nd Community Update, by Lt. Rocky | ||
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//Purpose: a model of several pipe bombs clumped together for The Passing footlocker, to vastly optimize map entity counts | ||
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$modelname "w_models\Weapons/itemPile_Pipebomb.mdl" | ||
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$staticprop | ||
$mostlyopaque | ||
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$body "Body" "ItemPile_Pipebomb_Reference" | ||
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$cdmaterials models\w_models\eq_pipebomb | ||
//$cdmaterials models\v_models\weapons\eq_molotov | ||
$sequence idle "ItemPile_Pipebomb_Reference" | ||
$surfaceprop "grenade" | ||
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$collisionmodel "ItemPile_Pipebomb_Phys.dmx" | ||
{ | ||
$mass 150 | ||
$inertia 1 | ||
$damping 0 | ||
$rotdamping 0 | ||
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} |
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//VomitJar Item Pile for L4D2 2nd Community Update, by Lt. Rocky | ||
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//Purpose: a model of several vomitjars clumped together for The Passing footlocker, to vastly optimize map entity counts | ||
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$modelname "w_models\Weapons/itemPile_Vomitjar.mdl" | ||
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$staticprop | ||
//$mostlyopaque | ||
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$body "Body" "ItemPile_VomitJar_Reference" | ||
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$cdmaterials models\v_models\Weapons\eq_bile_flask | ||
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$sequence idle "ItemPile_VomitJar_Reference" | ||
$surfaceprop "glass" | ||
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$collisionmodel "ItemPile_VomitJar_Phys.dmx" | ||
{ | ||
$mass 150 | ||
$inertia 1 | ||
$damping 0 | ||
$rotdamping 0 | ||
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} |