$cd "C:\Users\Max\Desktop\Deagul"

$modelname "v_models\v_desert_eagle.mdl"

$include "sharedbones.qci"

$model "v_pistol_magnum" "Ref.smd"

$poseparameter move_x -0.50 0.50

$cdmaterials "models\v_models\weapons\Toasty's_Deagle\"

$hboxset "default"

$hbox 0 "ValveBiped.weapon_bone" -0.356  -3.216  -2.833  1.349  4.887  15.603
$hbox 0 "ValveBiped.Bip01_Spine4" 0.000  0.000  -1.500  4.065  1.459  1.500
$hbox 0 "ValveBiped.Bip01_L_Hand" 0.000  -1.287  -1.477  3.684  0.203  1.419
$hbox 0 "ValveBiped.Bip01_R_Hand" 0.000  -1.284  -1.420  3.684  0.201  1.477
$hbox 0 "ValveBiped.weapon_charger_slide" -0.297  0.000  0.000  1.372  2.966  15.321
$hbox 0 "ValveBiped.weapon_clip" -0.841  -6.372  -0.898  0.376  0.000  3.023

$attachment "attach_shell_eject" "Reciever" 0.60 -0.60 2.60 rotate 0.00 0.00 0.00
$attachment "attach_muzzle" "Reciever" 0.00 8.00 2.40 rotate 0.00 90.00 0.00
$attachment "muzzle_flash" "Reciever" 0.00 8.00 2.40 rotate 0.00 90.00 0.00
$attachment "flashlight" "Reciever" 0.086 5.73 -0.275 rotate 0.00 90.00 0.00
$attachment "shell" "Reciever" 0.60 -0.60 2.60 rotate 0.00 0.00 0.00
$attachment "attach_camera" "ValveBiped.attach_camera" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "camera" "ValveBiped.Camera" 0.00 0.00 0.00 rotate 0.00 0.00 0.00

$include "bonesaver_attachments.qci"

$surfaceprop "weapon"

$illumposition 8.432 -0.855 -31.193

$animation idle_delta.smd "Idle" fps 30.00
$animation a_run "walk" loop fps 30.000000
$animation a_idle_1 "Idle" loop fps 30.000000
$sequence idle "Idle" loop ACT_VM_IDLE 1 fps 30.00 {
  blendwidth 3 
  blend move_x -1.000000 1.000000 
  a_idle_1 a_run
}

$sequence idle_layer "Idle" loop ACT_VM_IDLE_LAYER 1 fps 30.00

$sequence deploy "Draw" ACT_VM_DEPLOY 1 snap fps 40.00

$sequence deploy_layer "Draw" ACT_VM_DEPLOY_LAYER 1 snap fps 40.00 {
  { event 5004 1 "pistol.deploy" }
}
$sequence fire "shoot" ACT_VM_PRIMARYATTACK 1 snap fps 40.00 {
  { event AE_MUZZLEFLASH 1 "1" }
  { event AE_CL_CREATE_PARTICLE_BRASS 1 "weapon_shell_casing_9mm shell" }
}

$sequence fire_layer "shoot" ACT_VM_PRIMARYATTACK_LAYER 1 snap fps 40.00 {
  { event AE_MUZZLEFLASH 1 "1" }
  { event AE_CL_CREATE_PARTICLE_BRASS 1 "weapon_shell_casing_9mm shell" }
}

$sequence reload "Reload" ACT_VM_RELOAD 1 fps 30.00

$sequence reload_layer "Reload" ACT_VM_RELOAD_LAYER 1 fps 30.00 {
  { event 5004 10 "pistol.ClipOut" }
  { event 5004 32 "pistol.ClipIn" }
  { event 5004 35 "pistol.ClipLocked" }
}

$sequence reload_empty "Reload_empty" ACT_VM_RELOAD_EMPTY 1 fps 30.00

$sequence reload_empty_layer "Reload_empty" ACT_VM_RELOAD_EMPTY_LAYER 1 fps 30.00 {
  { event 5004 10 "pistol.ClipOut" }
  { event 5004 32 "pistol.ClipIn" }
  { event 5004 35 "pistol.ClipLocked" }
  { event 5004 47 "pistol.SlideForward" }
}

$sequence fire_last "shoot_empty" snap fps 40.00 {
  { event AE_MUZZLEFLASH 1 "1" }
  { event AE_CL_CREATE_PARTICLE_BRASS 1 "weapon_shell_casing_9mm shell" }
}

$sequence fire_last_layer "shoot_empty" ACT_VM_DRYFIRE 1 snap fps 40.00 {
  { event AE_MUZZLEFLASH 1 "1" }
  { event AE_CL_CREATE_PARTICLE_BRASS 1 "weapon_shell_casing_9mm shell" }
}

$sequence melee "Melee" ACT_VM_MELEE 1 fps 30.00

$sequence melee_layer "Melee" ACT_VM_MELEE_LAYER 1 fps 30.00
