by Nash » Tue Oct 20, 2020 4:22 pm
Spoiler: Camera shake/motion sickness warning
Here's an ultra smooth, 35 FPS animation done entirely with A_OverlayOffset, A_OverlayRotate and A_OverlayScale. Unlike usual attempts at smooth animation that uses 10s/hundreds of sprites, this one uses only the vanilla sprites - just 5 in total. The smoothness comes completely from code, which is generated using my suite of animation tools for Blender called GZAnimTools:
Spoiler: Camera shake/motion sickness warning
And if you're curious - here's the script output. Warning: it's massive
Spoiler:
Code: Select all
States
{
ReadyOverlay:
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON, 117.0, 108.0); A_OverlayRotate(LAYER_WEAPON + 1, -0.0); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0); }
Stop;
FireOverlay:
// Generated by GZAnimTools (© 2018 - 2020 Nash Muhandes) on 2020-10-13 04:00:01
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 117.0, 108.0); A_OverlayRotate(LAYER_WEAPON + 1, -0.0); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 101.71, 96.58, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.37, 1.37, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 102.93, 97.49, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.34, 1.34, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 106.03, 99.8, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.26, 1.26, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 109.93, 102.72, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.17, 1.17, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 113.57, 105.44, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.08, 1.08, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 116.1, 107.32, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.02, 1.02, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 117.0, 108.0, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 72.04, 90.77); A_OverlayRotate(LAYER_WEAPON + 1, -0.0); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 58.97, 80.58, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 1.27, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.02, 1.02, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 45.9, 68.38, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 2.54, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 63.59, 32.07); A_OverlayRotate(LAYER_WEAPON + 1, -0.0); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 62.94, 32.1, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 0.34, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 60.73, 32.37, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 1.37, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 57.11, 33.16, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 2.75, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 52.89, 34.49, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 3.97, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 46.92, 41.21, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 5.26, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.02, 1.02, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 38.72, 56.1, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 6.79, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.06, 1.06, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 31.92, 70.47, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 7.98, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.1, 1.1, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 29.53, 75.9, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 8.38, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.12, 1.12, WOF_INTERPOLATE); }
SHTG D 1 { A_OverlayOffset(LAYER_WEAPON + 1, 37.82, 76.11); A_OverlayRotate(LAYER_WEAPON + 1, -0.0); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0); }
SHTG D 1 { A_OverlayOffset(LAYER_WEAPON + 1, 36.46, 76.38, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.01, 1.01, WOF_INTERPOLATE); }
SHTG D 1 { A_OverlayOffset(LAYER_WEAPON + 1, 32.89, 77.1, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.05, 1.05, WOF_INTERPOLATE); }
SHTG D 1 { A_OverlayOffset(LAYER_WEAPON + 1, 29.31, 77.82, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.09, 1.09, WOF_INTERPOLATE); }
SHTG D 1 { A_OverlayOffset(LAYER_WEAPON + 1, 27.95, 78.1, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.1, 1.1, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 29.53, 75.9); A_OverlayRotate(LAYER_WEAPON + 1, 8.38); A_OverlayScale(LAYER_WEAPON + 1, 1.12, 1.12); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 38.69, 69.77, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 7.29, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.12, 1.12, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 58.3, 56.67, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 4.97, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.12, 1.12, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 67.46, 50.54, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 3.88, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.12, 1.12, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 58.03, 54.96); A_OverlayRotate(LAYER_WEAPON + 1, 2.54); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 60.58, 56.62, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 2.14, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 64.82, 61.46, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 0.97, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 70.0, 68.41, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.72, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 74.81, 75.37, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -2.41, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 78.02, 80.21, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -3.58, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 79.1, 81.87, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -3.99, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 117.0, 108.0); A_OverlayRotate(LAYER_WEAPON + 1, -0.0); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0); }
Stop;
MuzzleFlashOverlay:
// Generated by GZAnimTools (© 2018 - 2020 Nash Muhandes) on 2020-10-13 04:00:01
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
SHTF B 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 121.48, 65.88); A_OverlayRotate(LAYER_MUZZLEFLASH, -0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 1.37, 1.37); }
SHTF B 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 123.5, 69.07, WOF_INTERPOLATE); A_OverlayRotate(LAYER_MUZZLEFLASH, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_MUZZLEFLASH, 1.29, 1.29, WOF_INTERPOLATE); }
SHTF B 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 127.84, 75.89, WOF_INTERPOLATE); A_OverlayRotate(LAYER_MUZZLEFLASH, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_MUZZLEFLASH, 1.14, 1.14, WOF_INTERPOLATE); }
SHTF B 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 129.86, 79.08, WOF_INTERPOLATE); A_OverlayRotate(LAYER_MUZZLEFLASH, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_MUZZLEFLASH, 1.06, 1.06, WOF_INTERPOLATE); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
}
[spoiler=Camera shake/motion sickness warning][img]https://cdn.discordapp.com/attachments/272003643471953939/765310276076961842/2020-10-13_04-19-20_1.gif[/img][/spoiler]
Here's an ultra smooth, 35 FPS animation done entirely with A_OverlayOffset, A_OverlayRotate and A_OverlayScale. Unlike usual attempts at smooth animation that uses 10s/hundreds of sprites, this one uses only the vanilla sprites - just 5 in total. The smoothness comes completely from code, which is generated using my suite of animation tools for Blender called GZAnimTools:
[spoiler=Camera shake/motion sickness warning][img]https://cdn.discordapp.com/attachments/272003643471953939/765315659667210260/2020-10-13_04-47-57.gif[/img][/spoiler]
And if you're curious - here's the script output. Warning: it's massive :mrgreen:
[spoiler][code=php]
States
{
ReadyOverlay:
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON, 117.0, 108.0); A_OverlayRotate(LAYER_WEAPON + 1, -0.0); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0); }
Stop;
FireOverlay:
// Generated by GZAnimTools (© 2018 - 2020 Nash Muhandes) on 2020-10-13 04:00:01
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 117.0, 108.0); A_OverlayRotate(LAYER_WEAPON + 1, -0.0); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 101.71, 96.58, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.37, 1.37, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 102.93, 97.49, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.34, 1.34, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 106.03, 99.8, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.26, 1.26, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 109.93, 102.72, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.17, 1.17, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 113.57, 105.44, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.08, 1.08, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 116.1, 107.32, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.02, 1.02, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 117.0, 108.0, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 72.04, 90.77); A_OverlayRotate(LAYER_WEAPON + 1, -0.0); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 58.97, 80.58, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 1.27, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.02, 1.02, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 45.9, 68.38, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 2.54, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 63.59, 32.07); A_OverlayRotate(LAYER_WEAPON + 1, -0.0); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 62.94, 32.1, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 0.34, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 60.73, 32.37, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 1.37, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 57.11, 33.16, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 2.75, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 52.89, 34.49, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 3.97, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 46.92, 41.21, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 5.26, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.02, 1.02, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 38.72, 56.1, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 6.79, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.06, 1.06, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 31.92, 70.47, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 7.98, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.1, 1.1, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 29.53, 75.9, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 8.38, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.12, 1.12, WOF_INTERPOLATE); }
SHTG D 1 { A_OverlayOffset(LAYER_WEAPON + 1, 37.82, 76.11); A_OverlayRotate(LAYER_WEAPON + 1, -0.0); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0); }
SHTG D 1 { A_OverlayOffset(LAYER_WEAPON + 1, 36.46, 76.38, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.01, 1.01, WOF_INTERPOLATE); }
SHTG D 1 { A_OverlayOffset(LAYER_WEAPON + 1, 32.89, 77.1, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.05, 1.05, WOF_INTERPOLATE); }
SHTG D 1 { A_OverlayOffset(LAYER_WEAPON + 1, 29.31, 77.82, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.09, 1.09, WOF_INTERPOLATE); }
SHTG D 1 { A_OverlayOffset(LAYER_WEAPON + 1, 27.95, 78.1, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.1, 1.1, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 29.53, 75.9); A_OverlayRotate(LAYER_WEAPON + 1, 8.38); A_OverlayScale(LAYER_WEAPON + 1, 1.12, 1.12); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 38.69, 69.77, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 7.29, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.12, 1.12, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 58.3, 56.67, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 4.97, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.12, 1.12, WOF_INTERPOLATE); }
SHTG C 1 { A_OverlayOffset(LAYER_WEAPON + 1, 67.46, 50.54, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 3.88, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.12, 1.12, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 58.03, 54.96); A_OverlayRotate(LAYER_WEAPON + 1, 2.54); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 60.58, 56.62, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 2.14, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 64.82, 61.46, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, 0.97, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 70.0, 68.41, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -0.72, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 74.81, 75.37, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -2.41, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 78.02, 80.21, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -3.58, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG B 1 { A_OverlayOffset(LAYER_WEAPON + 1, 79.1, 81.87, WOF_INTERPOLATE); A_OverlayRotate(LAYER_WEAPON + 1, -3.99, WOF_INTERPOLATE); A_OverlayScale(LAYER_WEAPON + 1, 1.04, 1.04, WOF_INTERPOLATE); }
SHTG A 1 { A_OverlayOffset(LAYER_WEAPON + 1, 117.0, 108.0); A_OverlayRotate(LAYER_WEAPON + 1, -0.0); A_OverlayScale(LAYER_WEAPON + 1, 1.0, 1.0); }
Stop;
MuzzleFlashOverlay:
// Generated by GZAnimTools (© 2018 - 2020 Nash Muhandes) on 2020-10-13 04:00:01
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
SHTF B 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 121.48, 65.88); A_OverlayRotate(LAYER_MUZZLEFLASH, -0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 1.37, 1.37); }
SHTF B 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 123.5, 69.07, WOF_INTERPOLATE); A_OverlayRotate(LAYER_MUZZLEFLASH, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_MUZZLEFLASH, 1.29, 1.29, WOF_INTERPOLATE); }
SHTF B 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 127.84, 75.89, WOF_INTERPOLATE); A_OverlayRotate(LAYER_MUZZLEFLASH, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_MUZZLEFLASH, 1.14, 1.14, WOF_INTERPOLATE); }
SHTF B 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 129.86, 79.08, WOF_INTERPOLATE); A_OverlayRotate(LAYER_MUZZLEFLASH, -0.0, WOF_INTERPOLATE); A_OverlayScale(LAYER_MUZZLEFLASH, 1.06, 1.06, WOF_INTERPOLATE); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
TNT1 A 1 { A_OverlayOffset(LAYER_MUZZLEFLASH, 0, 0); A_OverlayRotate(LAYER_MUZZLEFLASH, 0.0); A_OverlayScale(LAYER_MUZZLEFLASH, 0.0, 0.0); }
}
[/code][/spoiler]