Bullet Casing Collision
gameresources_patch1\generated\decls\md6def\md6def\objects\weapons\heavy\chaingun.md6.decl
Bullet casings should not spawn because they have collision with the the hitscan tracers.
{
init {
mesh "md6/objects/weapons/heavy/chaingun/assets/mesh/chaingun.md6mesh"
offset ( 0 0 0 )
calcRefBoundsFromJoints 0
}
jointGroups {
}
events {
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/shootstate_into.md6anim" {
event "ae_fireWeaponRightPrimaryOnly" {
frame 0.0000
row 0
}
event "ae_fireWeaponRightPrimaryOnly" {
frame 4.0000
row 0
}
event "ae_fireWeaponRightPrimaryOnly" {
frame 8.0000
row 0
}
event "ae_fireWeaponRightPrimaryOnly" {
frame 12.0000
row 0
}
event "ae_fireWeaponRightPrimaryOnly" {
frame 16.0000
row 0
}
event "ae_fireWeaponRightPrimaryOnly" {
frame 20.0000
row 0
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/shootstate_01.md6anim" {
event "ae_fireWeaponRightPrimaryOnly" {
frame 0.0000
row 0
}
event "ae_fireWeaponRightPrimaryOnly" {
frame 4.0000
row 0
}
event "ae_fireWeaponRightPrimaryOnly" {
frame 8.0000
row 0
}
event "ae_fireWeaponRightPrimaryOnly" {
frame 12.0000
row 0
}
event "ae_fireWeaponRightPrimaryOnly" {
frame 16.0000
row 0
}
event "ae_fireWeaponRightPrimaryOnly" {
frame 20.0000
row 0
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/turretmode_shootstate_01.md6anim" {
event "ae_fireWeaponRightSecondaryOnly" {
frame 0.0000
row 0
}
event "ae_fireWeaponRightSecondaryOnly" {
frame 4.0000
row 0
}
event "ae_fireWeaponRightSecondaryOnly" {
frame 8.0000
row 0
}
event "ae_fireWeaponRightSecondaryOnly" {
frame 12.0000
row 0
}
event "ae_fireWeaponRightSecondaryOnly" {
frame 16.0000
row 0
}
event "ae_fireWeaponRightSecondaryOnly" {
frame 20.0000
row 0
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/reload.md6anim" {
event "ae_aIEvent" {
frame 19.0000
row 0
aiEvent "base/misc/reload"
}
event "ae_reloadWeaponRight" {
frame 50.0000
row 0
}
event "ae_sound" {
frame 1.0000
row 2
soundevent "play_foley_adjust_long"
}
event "ae_sound" {
frame 18.0000
row 1
soundevent "play_wpn_chaingun_reload"
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/reload_empty.md6anim" {
event "ae_aIEvent" {
frame 20.0000
row 2
aiEvent "base/misc/reload"
}
event "ae_reloadWeaponRight" {
frame 50.0000
row 0
}
event "ae_sound" {
frame 0.0000
row 1
soundevent "play_ar_clip_move"
}
event "ae_soundBody" {
frame 8.0000
row 0
soundevent "play_ar_clip_out"
}
event "ae_soundBody2" {
frame 17.0000
row 3
soundevent "play_ar_clip_in"
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/turretmode_into.md6anim" {
event "ae_sound" {
frame 0.0000
row 2
soundevent "play_chaingun_turret_open_01"
}
event "ae_sound" {
frame 8.5000
row 3
soundevent "play_chaingun_turret_open_02"
}
event "ae_sound" {
frame 15.0000
row 4
soundevent "play_chaingun_turret_open_03"
}
event "ae_startFX" {
frame 0.0000
row 1
fxCondition_t FX_CINEMATIC_15
}
event "ae_weaponClearCollapsibleJoints" {
frame 10.0000
row 0
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/turretmode_out.md6anim" {
event "ae_sound" {
frame 6.7454
row 2
soundevent "play_chaingun_turret_close"
}
event "ae_startFX" {
frame 0.0000
row 1
fxCondition_t FX_CINEMATIC_16
}
event "ae_weaponClearCollapsibleJoints" {
frame 10.0000
row 0
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/turretmode_idle.md6anim" {
event "ae_startFX" {
frame 28.0000
row 0
fxCondition_t FX_CINEMATIC_16
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/switch_to_turret.md6anim" {
event "ae_sound" {
frame 0.0000
row 1
soundevent "play_foley_bring_up"
}
event "ae_sound" {
frame 1.0134
row 3
soundevent "stop_chaingun_shield_recharge"
}
event "ae_sound" {
frame 1.4158
row 0
soundevent "play_chaingun_modswap_turret"
}
event "ae_sound" {
frame 11.0000
row 2
soundevent "play_chaingun_modswap_turret_impact"
}
event "ae_sound" {
frame 47.0000
row 2
soundevent "play_foley_heavy_npc"
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/dryfirestate.md6anim" {
event "ae_sound" {
frame 0.0000
row 1
soundevent "play_shotgun_dry_fire"
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/switch_to_gatling.md6anim" {
event "ae_sound" {
frame 0.0000
row 1
soundevent "play_foley_bring_up"
}
event "ae_sound" {
frame 10.0000
row 0
soundevent "play_chaingun_switchtoheatblast"
}
event "ae_sound" {
frame 44.0000
row 2
soundevent "play_foley_heavy_npc"
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/shoot_auger.md6anim" {
event "ae_fireWeaponRightSecondaryOnly" {
frame 0.0000
row 1
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/switch_to_energy.md6anim" {
event "ae_sound" {
frame 0.0010
row 0
soundevent "play_chaingun_modswap_shield"
}
event "ae_sound" {
frame 0.0010
row 1
soundevent "play_foley_bring_up"
}
event "ae_sound" {
frame 10.8103
row 2
soundevent "play_chaingun_modswap_shield_impact"
}
event "ae_sound" {
frame 26.1139
row 4
soundevent "play_chaingun_modswap_shield_vents"
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/intro.md6anim" {
event "ae_sound" {
frame 0.0000
row 1
soundevent "play_chaingun_pickup_stinger"
}
event "ae_sound" {
frame 24.0000
row 0
soundevent "play_chaingun_pickup"
}
}
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/additive/energy_shield_recharge.md6anim" {
event "ae_sound" {
frame 71.0000
row 0
soundevent "play_chaingun_shield_recharge_click"
}
event "ae_sound" {
frame 154.0000
row 0
soundevent "play_chaingun_shield_recharge_click_2"
}
event "ae_sound" {
frame 231.5895
row 0
soundevent "play_chaingun_shield_recharge_click"
}
}
}
aliases {
alias {
name "default"
anim "md6/objects/weapons/heavy/chaingun/motion/idle_pose.md6anim"
}
alias {
name "dryfire"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/dryfirestate.md6anim"
}
alias {
name "reload"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/reload.md6anim"
}
alias {
name "reload_empty"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/reload_empty.md6anim"
}
alias {
name "shoot"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/shootState_01.md6anim"
}
alias {
name "shootstate"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/shootState_01.md6anim"
}
alias {
name "turretmode_shootstate"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/turretmode_shootState_01.md6anim"
}
alias {
name "barrel_spin"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/additive/cylinder_spin.md6anim"
}
alias {
name "shootstate_recover"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/shootstate_recover.md6anim"
}
alias {
name "additiveJolt"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/additive/jolt.md6anim"
}
alias {
name "default_empty"
anim "md6/objects/weapons/heavy/chaingun/motion/idle_pose_empty.md6anim"
}
alias {
name "turretmode_barrel_spin"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/additive/turretmode_cylinder_spin.md6anim"
}
alias {
name "turretmode_into"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/turretmode_into.md6anim"
}
alias {
name "turretmode_idle"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/turretmode_idle.md6anim"
}
alias {
name "turretmode_out"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/turretmode_out.md6anim"
}
alias {
name "player__human__base__core__heavy__chaingun/switch_to_turret"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/switch_to_turret.md6anim"
}
alias {
name "player__human__base__core__heavy__chaingun/switch_to_gatling"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/switch_to_gatling.md6anim"
}
alias {
name "player__human__base__core__heavy__chaingun/shootstate_01"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/shootstate_01.md6anim"
}
alias {
name "player__human__base__core__heavy__chaingun/turretmode_shootstate_01"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/turretmode_shootstate_01.md6anim"
}
alias {
name "shoot_auger"
anim "md6/objects/weapons/heavy/chaingun/motion/shoot_auger.md6anim"
}
alias {
name "additive/energy_shield_deplete"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/additive/energy_shield_deplete.md6anim"
}
alias {
name "additive/energy_shield_deplete_d1"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/doom1/core/additive/energy_shield_deplete.md6anim"
}
alias {
name "additive/energy_shield_engage"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/additive/energy_shield_engage.md6anim"
}
alias {
name "additive/energy_shield_recharge"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/additive/energy_shield_recharge.md6anim"
}
alias {
name "core/shootstate_into"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/shootstate_into.md6anim"
}
alias {
name "core/switch_to_energy"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/switch_to_energy.md6anim"
}
alias {
name "core/intro"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/intro.md6anim"
}
alias {
name "core/idle_pose"
anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/idle_pose.md6anim"
}
alias {
name "podium/biker_victory_chaingun_shoot_chaingun_3p"
flags {
forceLoad
}
anim "md6/characters/humans/doomslayer/base/motion/podium/biker_victory_chaingun_shoot_chaingun_3p.md6anim"
}
alias {
name "photo_mode/pose_biker_chaingun_chaingun_3p"
flags {
forceLoad
}
anim "md6/characters/humans/doomslayer/base/motion/photo_mode/pose_biker_chaingun_chaingun_3p.md6anim"
}
}
props {
prop "models/weapons/muzzleflash/muzzleflashmesh2.obj" {
visibleByDefault false
tag "muzzle" {
trans ( 0.689 0 0.042 )
rot ( 0 0 0 1 )
parent "origin"
}
}
prop "_info" {
visibleByDefault false
tag "muzzle" {
trans ( -0.4154 0.0035 0.0636 )
rot ( 0 0 0 1 )
parent "base_com_md"
}
tag "muzzle_123_1" {
trans ( 0.1322 0 0 )
rot ( 0 0 1 0 )
parent "tbupper_part02_rt"
}
tag "muzzle_123_2" {
trans ( -0.136 0 0 )
rot ( 0 0 0 1 )
parent "tbupper_part02_lf"
}
tag "muzzle_123_3" {
trans ( 0.1265 0 0 )
rot ( 0 0 1 0 )
parent "tblower_part02_rt"
}
tag "shell_eject" {
trans ( -0.29 -0.1728 0.0689 )
rot ( 0.287293 0.287293 0.646114 0.646114 )
parent "origin"
}
tag "shell_eject_classic" {
trans ( -0.108 -0.057 0.099 )
rot ( 0.287293 0.287293 0.646114 0.646114 )
parent "origin"
}
tag "shell_eject_smoke" {
trans ( -0.024 -0.139 0.0406 )
rot ( -0.224205 0 0 0.974542 )
parent "origin"
}
tag "muzzle_light" {
trans ( 0.835 0.155 0.12 )
rot ( 0 0 0 1 )
parent "origin"
}
tag "barrel_1_turret_light_1" {
trans ( 0.58 0 0.034 )
rot ( 0 0 0 1 )
parent "(null)"
}
tag "barrel_1_turret_light_2" {
trans ( 0.58 0.03 -0.018 )
rot ( 0.869119 0 0 0.494603 )
parent "(null)"
}
tag "barrel_1_turret_light_3" {
trans ( 0.58 -0.03 -0.018 )
rot ( -0.861225 0 0 0.508224 )
parent "(null)"
}
tag "barrel_2_turret_light_1" {
trans ( 0.58 0 0.034 )
rot ( 0 0 0 1 )
parent "(null)"
}
tag "barrel_2_turret_light_2" {
trans ( 0.58 0.03 -0.018 )
rot ( 0.869121 0 0 0.4946 )
parent "(null)"
}
tag "barrel_2_turret_light_3" {
trans ( 0.58 -0.03 -0.018 )
rot ( -0.861225 0 0 0.508223 )
parent "(null)"
}
tag "barrel_3_turret_light_1" {
trans ( 0.58 0 0.034 )
rot ( 0 0 0 1 )
parent "(null)"
}
tag "barrel_3_turret_light_2" {
trans ( 0.58 0.03 -0.018 )
rot ( 0.869121 0 0 0.4946 )
parent "(null)"
}
tag "barrel_3_turret_light_3" {
trans ( 0.58 -0.03 -0.018 )
rot ( -0.861225 0 0 0.508223 )
parent "(null)"
}
tag "turret_light_right_1" {
trans ( 0.011 0.051 -0.02 )
rot ( 0 0 -0.70558 0.70863 )
parent "(null)"
}
tag "turret_light_right_2" {
trans ( 0.011 0.053 -0.032 )
rot ( 0 0 -0.705578 0.708632 )
parent "(null)"
}
tag "turret_light_left_1" {
trans ( -0.011 -0.051 0.02 )
rot ( -0.0452769 -0.0447302 0.709947 0.701374 )
parent "(null)"
}
tag "turret_light_left_2" {
trans ( -0.011 -0.053 0.032 )
rot ( 0 0 0.711391 0.702797 )
parent "(null)"
}
tag "turret_light_center" {
trans ( -0.062 0.001 0.003 )
rot ( 0 0 0 1 )
parent "(null)"
}
tag "shell_eject_left" {
trans ( -0.323 0.244 0.091 )
rot ( 0.643298 0.643298 0.293544 0.293544 )
parent "origin"
}
tag "shell_eject_right" {
trans ( -0.328 -0.244 0.091 )
rot ( 0.29659 0.29659 0.641899 0.641899 )
parent "origin"
}
tag "shell_cam" {
trans ( 0.012 1.441 0.419 )
rot ( -0.0907727 -0.0891807 0.707535 0.695127 )
parent "origin"
}
tag "lightrig_0" {
trans ( -0.1841 0.8902 0.3103 )
rot ( 0 0 0 1 )
parent "origin"
}
tag "muzzle_123_4" {
trans ( -0.1394 0 0 )
rot ( 0 0 0 1 )
parent "tblower_part02_lf"
}
tag "fx_pistons_left" {
trans ( -0.04 -0 0 )
rot ( 0 0 0 1 )
parent "augerwing_part01_lf"
}
tag "fx_pistons_right" {
trans ( 0.0418 0 -0 )
rot ( 0 0 0 1 )
parent "augerwing_part01_rt"
}
tag "fx_muzzle" {
trans ( 1.0446 0.0035 0.0636 )
rot ( 0 0 0 1 )
parent "base_com_md"
}
tag "fx_muzzle_123_1" {
trans ( -0.916 -0 0 )
rot ( 0 0 1 0 )
parent "tbupper_part02_rt"
}
tag "fx_muzzle_123_2" {
trans ( 0.9065 0 -0 )
rot ( 0 0 0 1 )
parent "tbupper_part02_lf"
}
tag "fx_muzzle_123_3" {
trans ( -0.9188 -0 0 )
rot ( 0 0 1 0 )
parent "tblower_part02_rt"
}
tag "fx_muzzle_123_4" {
trans ( 0.9083 0 -0 )
rot ( 0 0 0 1 )
parent "tblower_part02_lf"
}
tag "shell_eject_smoke_left" {
trans ( -0.08 0.1784 0.0101 )
rot ( 0.300706 -0 -0 0.953717 )
parent "origin"
}
tag "shell_eject_smoke_right" {
trans ( -0.08 -0.1659 0.0068 )
rot ( -0.300706 -0 0 0.953717 )
parent "origin"
}
}
}
eyeInfoCollection 0 {
}
userChannelWeightGroupOverride {
"MD6_WEIGHTGROUP_ALL"
}
discreteCollection {
}
}