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TEXTURES
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TEXTURES
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//credits to a1337spy for helping fix my textures and sprites
//credits to El Doofer for making the new rifle sprites
//credits to ChopBlock223 for providing the Delta Elite sprites used for the 10mm pistol. (tysm :) )
// Texture definitions generated by SLADE3
// on Fri Feb 4 18:56:17 2022
// Space Pistol sprite credits:
// Mike12, JAM Software, PaulNWN
// Phazer and Micro-Cell sprites by Swampyrad
sprite phzpa0, 28, 18 {
offset 14, 18
patch phzpa0, 0, 0
}
// Phazer
sprite phz2a0, 68, 74 {
offset -125, -95
patch phzra0, 0, 0{flipx}
}
sprite phz2b0, 68, 74 {
offset -125, -95
patch phzrb0, 0, 0{flipx}
}
sprite phz2c0, 68, 74 {
offset -125, -95
patch phzrc0, 0, 0{flipx}
}
sprite phz2d0, 68, 74 {
offset -125, -95
patch phzrd0, 0, 0{flipx}
}
//Micro-Cell Battery
sprite mcllb0, 5, 11{
offset 3, 11
patch mclla0, 0, 0 {translation "112:120=160:167"}
}
sprite mcllc0, 5, 11{
offset 3, 11
patch mclla0, 0, 0 {translation "112:120=32:47"}
}
sprite mclld0, 5, 11{
offset 3, 11
patch mclla0, 0, 0 {translation "112:120=96:111"}
}
//custom quadburst symbol for Hacked ZM66
graphic STQBURST,6,3
{
patch PBRSC0G0,0,0 {}
patch PBRSC0G0,2,0 {}
patch PBRSC0G0,1,2 {}
patch PBRSC0G0,3,2 {}
}
//Dynamite
//pickup/hud sprite (unlit)
sprite DYNAA0, 11, 33{
offset 6, 33
patch DYNAA0,0,0
}
//thrown dynamite (unlit)
sprite DYNAB0D0, 60, 20{
offset 30, 20
patch DYNAB0D0,0,0
}
sprite DYNAC0, 40, 24{
offset 20, 20
patch DYNAC0,0,0
}
sprite DYNAE0, 28, 20{
offset 14, 20
patch DYNAE0,0,0
}
//hud sprite (lit)
sprite DYNAF0, 11, 33{
offset 6, 33
patch DYNAF0,0,0
}
//thrown dynamite (lit)
sprite DYNAG0I0, 100, 20{
offset 50, 20
patch DYNAG0I0,0,0
}
sprite DYNAH0, 44, 24{
offset 22, 20
patch DYNAH0,0,0
}
sprite DYNAJ0, 30, 24{
offset 15, 20
patch DYNAJ0,0,0
}
// FP-45 Liberator
//weapon sprites
sprite FP45A0, 65, 60{
offset -127, -108
patch FP45A0, 0, 0{}
}
sprite FP45B0, 65, 60{
offset -127, -109
patch FP45B0, 0, 0{}
}
sprite FP45C0, 65, 60{
offset -127, -110
patch FP45C0, 0, 0{}
}
sprite FP45D0, 65, 60{
offset -127, -108
patch FP45D0, 0, 0{}
}
//wronghand sprites
sprite F245A0, 65, 60{
offset -127, -108
patch FP45A0, 0, 0{flipx}
}
sprite F245B0, 65, 60{
offset -127, -109
patch FP45B0, 0, 0{flipx}
}
sprite F245C0, 65, 60{
offset -127, -110
patch FP45C0, 0, 0{flipx}
}
sprite F245D0, 65, 60{
offset -127, -108
patch FP45D0, 0, 0{flipx}
}
sprite FP45F0, 27, 21{
offset -146, -99
patch FP45F0, 0, 0{}
}
//pickup sprite
sprite LIBPA0, 20, 16{
offset 10, 16
patch LIBPA0, 0, 0{}
}
// C.O.P. .357
//pickup sprites
sprite COPPA0, 22, 14{
offset 11, 14
patch COPPA0, 0, 0
}
//muzzle flash
sprite COPFA0, 64, 64{
offset -128, -64
patch COPFA0, 0, 0
}
//wronghand sprites
sprite COPVA0, 320, 240{
offset 0, 72
patch COPDA0, 0, 0{flipx}
}
sprite COPVB0, 320, 240{
offset 0, 72
patch COPDB0, 0, 0{flipx}
}
sprite COPVC0, 320, 240{
offset 0, 72
patch COPDC0, 0, 0{flipx}
}
sprite COPVD0, 320, 240{
offset 0, 70
patch COPDD0, 0, 0{flipx}
}
sprite COPVE0, 320, 240{
offset 0, 68
patch COPDE0, 0, 0{flipx}
}
//chambered round sprites
//used on E frame, when
//chamber fully open
sprite CPD1A0, 7, 6{
offset -152, -92
patch "coprnd1", 0, 0
}
sprite CPD2A0, 7, 6{
offset -161, -92
patch "coprnd1", 0, 0
}
sprite CPD3A0, 7, 6{
offset -161, -100
patch "coprnd1", 0, 0
}
sprite CPD4A0, 7, 6{
offset -152, -100
patch "coprnd1", 0, 0
}
//used on D frame, when
//chamber is half-open
sprite CPD1B0, 7, 6{
offset -152, -94
patch "coprnd1", 0, 0
}
sprite CPD2B0, 7, 6{
offset -161, -94
patch "coprnd1", 0, 0
}
sprite CPD3B0, 7, 5{
offset -161, -102
patch "coprnd3", 0, 0
}
sprite CPD4B0, 7, 5{
offset -152, -102
patch "coprnd4", 0, 0
}
// Savage 99
//scope graphic
graphic s99scope,128,128{
xscale 1.38
yscale 1.38
patch s99scope,0,0{}
}
// reloader
sprite SRLDA0, 15, 14{
offset 6, 14
patch SRLDA0, 0, 0
}
// pickup sprite
sprite SV39A0, 60, 14{
offset 30, 14
patch SV39A0, 0, 0
}
sprite SAVGA0, 164, 181{
offset -78, 12
patch SAVGA0, 0, 0
}
sprite SAVGB0, 164, 181{
offset -68, 12
patch SAVGB0, 0, 0
}
sprite SAVGC0, 164, 181{
offset -58, 12
patch SAVGC0, 0, 0
}
sprite SAVGD0, 164, 181{
offset -48, 12
patch SAVGD0, 0, 0
}
sprite SAVGE0, 164, 181{
offset -56, 2
patch SAVGD0, 0, 0
}
//muzzle flash
sprite SVGFA0, 164, 181{
offset -78, 12
patch SVGFA0, 0, 0
}
// Duck Hunter
// weapon sprites
sprite DHNTA0, 66, 12{
offset 33, 12
patch DHNTA0, 0, 0
}
sprite DHNTB0, 66, 12{
offset 33, 12
patch DHNTB0, 0, 0
}
sprite DHNTC0, 66, 12{
offset 33, 12
patch DHNTC0, 0, 0
}
sprite DHNTD0, 66, 12{
offset 33, 12
patch DHNTD0, 0, 0
}
sprite DHNTE0, 66, 12{
offset 33, 12
patch DHNTE0, 0, 0
}
sprite DHNTF0, 66, 12{
offset 33, 12
patch DHNTF0, 0, 0
}
sprite DHNTG0, 66, 12{
offset 33, 12
patch DHNTG0, 0, 0
}
//muzzle flash
sprite DKSFA0, 54, 44{
offset -133, -89
patch DKSFA0, 0, 0
}
//weapon sprites
sprite DKSGA0, 79, 60{
offset -118, -110
patch DKSGA0, 0, 0
}
sprite DKSGB0, 119, 121{
offset -50, -50
patch DKSGB0, 0, 0
}
sprite DKSGC0, 87, 151{
offset -30, -20
patch DKSGC0, 0, 0
}
sprite DKSGD0, 113, 131{
offset -20, -40
patch DKSGD0, 0, 0
}
sprite DKSGE0, 79, 60{
offset -118, -110
patch DKSGE0, 0, 0
}
sprite DKSGF0, 79, 60{
offset -118, -110
patch DKSGF0, 0, 0
}
// TT-33 Pistol sprites based off ChopBlock223's 1911 sprites
// Tokarev Reloader sprite based off 7mm Reloader sprite by mc776
sprite RDT7A0, 13, 14{
offset 7, 14
patch RDT7A0,0,0
}
sprite T7BXA0, 30, 14{
offset 15, 14
patch T7BXA0,0,0
}
sprite T762A0, 8, 20{
offset 4, 20
xscale 2.5
yscale 2.5
patch T762A0,0,0
}
sprite T710A0, 40, 23{
offset 20, 23
xscale 2.5
yscale 2.5
patch T710A0,0,0
}
sprite T7CSA0, 10, 16{
offset 5, 16
xscale 2
yscale 2
patch T7CSA0,0,0
}
sprite T7CSB0, 15, 15{
offset 7, 15
xscale 2
yscale 2
patch T7CSB0,0,0
}
// pistol pickup sprite
sprite TKRVA0,69,43{
xscale 3.5
yscale 3.5
offset 34,43
patch TKRVA0,0,0{}
}
// pistol pickup sprite, empty
sprite TKRVB0,77,43{
xscale 3.5
yscale 3.5
offset 38,43
patch TKRVB0,0,0{}
}
// pistol (selectfire) pickup sprite
sprite TKRVC0,69,43{
xscale 3.5
yscale 3.5
offset 34,43
patch TKRVA0,0,0{}
}
// pistol (selectfire) pickup sprite, empty
sprite TKRVD0,77,43{
xscale 3.5
yscale 3.5
offset 38,43
patch TKRVB0,0,0{}
}
//weapon sprites
sprite TT33A0,79,84{
offset -105,-96
patch TT33A0,0,0{}
}
sprite TT33B0,80,84{
offset -105,-96
patch TT33B0,0,0{}
}
sprite TT33C0,79,83{
offset -105,-96
patch TT33C0,0,0{}
}
//wronghand weapon sprites
sprite T233A0,79,84{
offset -136,-96
patch T233A0,0,0{}
}
sprite T233B0,80,84{
offset -136,-96
patch T233B0,0,0{}
}
sprite T233C0,79,83{
offset -136,-96
patch T233C0,0,0{}
}
// TT-33 magazine sprites
sprite TMG8A0,7,15{
offset 3,15
patch TMG8A0,0,0{}
}
sprite TMG8B0,7,15{
offset 3,15
patch TMG8B0,0,0{}
}
sprite TMG8C0,15,7{
offset 7,7
patch TMG8MPTY,0,0{}
}
sprite TMG8NORM,7,15{
offset 3,15
patch TMG8A0,0,0{}
}
sprite TMG8GREY,7,15{
offset 3,15
patch TMG8GREY,0,0{}
}
sprite TMG8MPTY,15,7{
offset 7,7
patch TMG8MPTY,0,0{}
}
//PPSh-41 sprites
// PPSh-41 weapon sprites by DenisBelmondo from ZDoom Forums
// drum/box magazines and PPSh-41 pickup sprites by Swampyrad
//ready
sprite PPSHA0, 84, 76{
offset -115, -94
patch PPSHA0, 0, 0
}
//flash
sprite PPSHB0, 84, 97{
offset -115, -73
patch PPSHB0, 0, 0
}
//unloaded
sprite PPSHC0, 84, 76{
offset -115, -94
patch PPSHC0, 0, 0
}
//box mag loaded
sprite PPSHD0, 84, 76{
offset -115, -94
patch PPSHD0, 0, 0
}
//pickup sprites
//drum mag loaded
sprite PS41A0, 53, 13{
offset 26, 13
patch PS41A0, 0, 0
}
//no mag loaded
sprite PS41B0, 53, 13{
offset 26, 11
patch PS41B0, 0, 0
}
//box mag loaded
sprite PS41C0, 53, 13{
offset 26, 13
patch PS41C0, 0, 0
}
//drum mag pickup
sprite PSDMA0, 18, 19{
offset 9, 19
patch PSDMA0, 0, 0
}
sprite PSDMB0, 18, 19{
offset 9, 19
patch PSDMB0, 0, 0
}
sprite PSDMC0, 18, 19{
offset 9, 19
patch PSDMC0, 0, 0
}
sprite PSDMD0, 19, 18{
offset 9, 18
patch PSDMD0, 0, 0
}
//box mag pickup
sprite PSHMA0, 9, 19{
offset 4, 19
patch PSHMA0, 0, 0
}
sprite PSHMB0, 9, 19{
offset 4, 19
patch PSHMB0, 0, 0
}
sprite PSHMC0, 9, 19{
offset 4, 19
patch PSHMC0, 0, 0
}
sprite PSHMD0, 19, 9{
offset 9, 9
patch PSHMD0, 0, 0
}
// Doomed Shotgun
// Weapon sprites
sprite DMSGA0, 105, 60{
offset -95, -108
patch SHTGA0, 0, 0
}
sprite DMSGB0, 119, 121{
offset -50, -50
patch SHTGB0, 0, 0
}
sprite DMSGC0, 87, 151{
offset -30, -20
patch SHTGC0, 0, 0
}
sprite DMSGD0, 113, 131{
offset -20, -40
patch SHTGD0, 0, 0
}
// Muzzleflash
sprite DSGFA0, 54, 44{
offset -138, -94
patch SHTFA0, 0, 0
}
// Pickup sprites
sprite DHUNA0,65,12{
offset 24,11
patch HUNTA0,0,0{}
}
sprite DHUNB0,65,12{
offset 24,11
patch HUNTB0,0,0{}
}
sprite DHUNC0,65,12{
offset 24,11
patch HUNTC0,0,0{}
}
sprite DHUND0,65,12{
offset 24,11
patch HUNTD0,0,0{}
}
sprite DHUNE0,65,12{
offset 24,11
patch HUNTE0,0,0{}
}
sprite DHUNF0,65,12{
offset 24,11
patch HUNTF0,0,0{}
}
sprite DHUNG0,65,12{
offset 24,11
patch HUNTG0,0,0{}
}
//Frag Cannon
sprite FCNNA0, 55, 70{
offset -132, -110
patch FCNNA0, 0, 0
}
sprite FGCNA0, 56, 18{
offset 28, 18
patch FGCNA0, 0, 0
}
//Hush Puppy
//Pistol sprite base by iD Software/Bethesda
//Silencer edits by Swampyrad
//pickup sprite
sprite HUSHA0, 39, 15{
offset 20, 15
xscale 1.5
yscale 1.5
patch HUSHA0, 0, 0
}
//muzzle flash
sprite PP2FA0, 41, 36{
offset -141,-76
patch PUPFA0, 0, 0{flipx}
}
// alternate hand
sprite PUP2A0, 79, 91{
offset -136, -97
patch PUPGA0, 0, 0{flipx}
}
sprite PUP2B0, 79, 93{
offset -136, -95
patch PUPGB0, 0, 0{flipx}
}
sprite PUP2C0, 79, 107{
offset -135, -81
patch PUPGC0, 0, 0{flipx}
}
sprite PUP2D0, 79, 133{
offset -140, -55
patch PUPGD0, 0, 0{flipx}
}
sprite PUP2E0, 79, 91{
offset -136, -97
patch PUPGE0, 0, 0{flipx}
}
//Colt 1911 sprites
//selectfire sprites
sprite M191C0,26,14{
offset 13,14
patch M191A0,0,0{}
patch FIRESEL,7,5{}
}
sprite M191D0,26,14{
offset 13,14
patch M191B0,0,0{}
patch FIRESEL,7,5{}
}
//Obrozz Pistol sprites
sprite BROZF0,115,138{
offset -86,-42
xscale 0.9
yscale 0.94
patch BROZA0,0,0{}
}
sprite BRZ2F0,115,138{
offset -86,-42
xscale 0.9
yscale 0.94
patch BRZ2A0,0,0{}
}
//10mm pistol pickup sprite
sprite DLTAA0,69,44{
xscale 3.5
yscale 3.5
offset 34,44
patch DLTAA0,0,0{}
}
//10mm pistol pickup sprite, empty
sprite DLTAB0,73,50{
xscale 3.5
yscale 3.5
offset 36,50
patch DLTAB0,0,0{}
}
//10mm pistol (selectfire) pickup sprite
sprite DLTAC0,69,44{
xscale 3.5
yscale 3.5
offset 34,44
patch DLTAA0,0,0{}
}
//10mm pistol (selectfire) pickup sprite, empty
sprite DLTAD0,73,50{
xscale 3.5
yscale 3.5
offset 36,50
patch DLTAB0,0,0{}
}
//snubnose sprites
sprite SNUBA0,53,89{
offset -130,-85
patch snbrhand,0,48{}
patch snbready,15,5{}
}
sprite SNUBB0,53,89{
offset -130,-87
patch SNUBA0,0,0{}
patch snbham2,15,20{}
}
sprite SNUBC0,53,89{
offset -130,-86
patch SNUBA0,0,0{}
patch snbham3,20,25{}
}
sprite SNUBD0,52,90{
offset -130,-85
patch snbrchnd,0,52{}
patch snbrcoil,14,5{}
}
// wronghand
sprite SNBGA0,53,89{
offset -137,-85
patch snbrhand,0,48{flipx}
patch snbready,7,5{}
}
sprite SNBGB0,53,89{
offset -137,-87
patch SNBGA0,0,0{}
patch snbham2,7,20{}
}
sprite SNBGC0,53,89{
offset -137,-86
patch SNBGA0,0,0{}
patch snbham3,12,25{}
}
sprite SNBGD0,52,90{
offset -138,-85
patch snbrchnd,0,52{flipx}
patch snbrcoil,7,5{}
}
// muzzle flash
sprite SBFLA0,36,53{
offset -143,-65
patch snbflash,0,4{}
}
// chamber open/reload
sprite SNUBE0,62,80{
offset -140,-100
patch snbcyl2,9,0{}
patch snbturn,0,3{}
}
sprite SNUBF0,93,75{
offset -120,-100
patch snbcyl1,43,0{}
patch snbopen,0,20{}
}
sprite SNUBG0,93,75{
offset -121,-101
patch snbcyl2,43,0{}
patch snbopen,0,20{}
}
sprite DTTSA0,24,16{
offset 12,16
patch DTTSA0,0,0{}
}
//Explosive Shotgun
//HUD weapon sprites
sprite XLSGE0,79,60{
offset -118,-118
patch XLSGA0,0,0{}
}
sprite XLSGF0,79,60{
offset -118,-122
patch XLSGA0,0,0{}
}
// Less-Lethal Hunter
sprite LLSGE0,79,60{
offset -118,-118
patch LLSGA0,0,0{}
}
sprite LLSGF0,79,60{
offset -118,-122
patch LLSGA0,0,0{}
}
// Flare Gun
// metal sights
sprite fbmsite, 5,13
{
patch fbmsite, 0, 0{}
}
// plastic sights
sprite fbpsite, 5,13
{
patch fbpsite, 0, 0{}
}
// Combat Shotgun
// Front Sight
sprite csgftsit, 5,13
{
patch sgfrntsit, 0, 0{}
}
// Invisible Back Sight
sprite csgbksit, 0,0
{
// There's no back sight on the weapon sprites
}
// Golden Single-Action Revolver
sprite C45GA0,11,17{
xscale 2
yscale 2
offset 5, 17
patch C45GA0,0,0{}
}
sprite C45GB0,15,16{
xscale 2
yscale 2
offset 7, 16
patch C45GB0,0,0{}
}
sprite GC45A0,9,22{
xscale 2
yscale 2
offset 5, 22
patch GC45A0,0,0{}
}
sprite GSIXA0,54,22{
xscale 2
yscale 2
offset 27, 22
patch GSIXA0,0,0{}
}
sprite GLBXA0,59,27{
xscale 2
yscale 2
offset 28, 27
patch GLBXA0,0,0{}
}
sprite GSALA0,31,15{
offset 15, 15
patch GSALA0,0,0{}
}
sprite GSAGA0,53,89{
offset -130,-85
patch gsarhand,0,48{}
patch gsaready,15,0{}
}
sprite GSAGB0,53,89{
offset -130,-87
patch GSAGA0,0,0{}
patch gsaham2,15,20{}
}
sprite GSAGC0,53,89{
offset -130,-86
patch GSAGA0,0,0{}
patch gsaham3,20,25{}
}
sprite GSAGD0,52,90{
offset -130,-85
patch gsarchnd,0,52{}
patch gsarcoil,14,0{}
}
sprite GRVGA0,53,89{
offset -137,-85
patch gsarhand,0,48{flipx}
patch gsaready,7,0{}
}
sprite GRVGB0,53,89{
offset -137,-87
patch GRVGA0,0,0{}
patch gsaham2,7,20{}
}
sprite GRVGC0,53,89{
offset -137,-86
patch GRVGA0,0,0{}
patch gsaham3,12,25{}
}
sprite GRVGD0,52,90{
offset -138,-85
patch gsarchnd,0,52{flipx}
patch gsarcoil,7,0{}
}
sprite GLDFA0,36,53{
offset -143,-65
patch gsaflash,0,0{}
}
sprite GSAGE0,62,80{
offset -140,-100
patch gsacyl2,9,0{}
patch gsaturn,0,3{}
}
sprite GSAGF0,93,75{
offset -120,-100
patch gsacyl1,43,0{}
patch gsaopen,0,20{}
}
sprite GSAGG0,93,75{
offset -121,-101
patch gsacyl2,43,0{}
patch gsaopen,0,20{}
}
//silver casing sprites
sprite GSR1A0,7,7{
offset -156,-110
patch gsaround,0,0{}
}
sprite GSR2A0,7,7{
offset -166,-110
patch gsaround,0,0{}
}
sprite GSR3A0,7,7{
offset -170,-117
patch revrnd6,0,0{}
}
sprite GSR4A0,7,7{
offset -166,-125
patch revrnd3,0,0{}
}
sprite GSR5A0,7,7{
offset -156,-125
patch gsaround,0,0{}
}
sprite GSR6A0,7,7{
offset -152,-117
patch gsaround,0,0{}
}