It's in the download link lol
//item_PhoneABlue.cs
//////////
// item //
//////////
datablock ItemData(PhoneABlue)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./PhoneABlueDisplay.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "S: Fast Blue Smartphone";
iconName = "./PhoneABlue.png";
doColorShift = false;
colorShiftColor = "1.0 1.0 1.0 1.0";
// Dynamic properties defined by the scripts
image = PhoneABlueImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(PhoneABlueImage)
{
// Basic Item properties
shapeFile = "./PhoneABlue.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
eyeoffset = 0; //"0.7 1.0 0.0";
rotation = eulerToMatrix( "0 0 0" );
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = PhoneABlue;
ammo = " ";
projectile = gunProjectile;
projectileType = Projectile;
casing = gunShellDebris;
shellExitDir = "0.0 0.0 0.0";
shellExitOffset = "0 0 0";
shellExitVariance = 0.0;
shellVelocity = 0.0;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = PhoneABlue.colorShiftColor;//"0.400 0.196 0 1.000";
//casing = " ";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Activate";
stateSound[0] = weaponSwitchSound;
};