What i mean is this => the animation will get triggered automatically. So nothing has to be done in code, well, nothing unusual at least. I just thought too complicated. So forget everything.
Only question is: shooting animation will be in mdc, right? Then one could make a weapon.cfg like this:
///////////////////////
//
// Akimbo Colts
//
///////////////////////
newfmt
// config file for weapon animations
// barrel barrel
// first length fps looping anim bits animated weap draw bits
// / ___/ / / / / /
// / / ______/ / / / /
// / / / ________/ / / /
// / / / / ___________/ / /
// / / / / / ___________________/ /
/// / / / / / ______________________________/
// / / / / / /
6 1 20 1 0 0 0 // IDLE1
60 1 20 1 0 0 0 // IDLE2
7 6 20 1 0 0 0 // ATTACK1
14 6 20 1 0 0 0 // ATTACK2
1 3 20 1 0 0 0 // ATTACK3
70 7 20 0 0 0 0 // DROP
0 6 16 0 0 0 0 // RAISE
21 49 18 1 0 0 0 // RELOAD1
17 48 27 1 0 0 0 // RELOAD2
17 48 20 1 0 0 0 // RELOAD3
0 1 20 1 0 0 0 // ALTSWITCH (SA) new alt-mode switching anim
0 1 20 1 0 0 0 // ALTSWITCH (SA) new alt-mode switching anim
I really hope this works, would need just the model with animation in it so i can try 
Kirby will simply flup down the barrel and come out at front as missile. Then he will reappear again. Should not be too much of animation work, right?
Tags seem to connect via .weap files:
weaponDef
{
// This basically fills out weaponInfo_t
client {
//standModel "" // weapon pickup 'stand' (do we still use this?)
//pickupModel ""
//pickupSound "sound/misc/w_pkup.wav"
weaponConfig "models/weapons2/akimbo_colt/weapon.cfg"
handsModel "models/weapons2/akimbo_colt/v_akimbo_colt_hand.md3"
flashDlightColor 1.0 0.6 0.23
flashSound "sound/weapons/colt/colt_fire.wav" // supports up to 4 flash sounds
flashEchoSound "sound/weapons/colt/colt_far.wav" // supports up to 4 flash echo sounds
//lastShotSound "" // supports up to 4 last shot sounds
//readySound ""
//firingSound "" // no weapons seem to use this, basically it's a replacement hum for readysound, but then when firing
//overheatSound ""
reloadSound "sound/weapons/colt/colt_reload_akimbo.wav"
//reloadFastSound "" // some weapons have fast reloads due to the skill system
//spinupSound "" // sound started when fire button goes down, and stepped on when the first fire event happens
//spindownSound "" // sound called if the above is running but player doesn't follow through and fire
switchSound "sound/weapons/misc/silence_on.wav" // allow overriding of weaponswitch sound
//weaponIcon "icons/iconw_colt_1"
weaponSelectedIcon "icons/iconw_colt_1_select"
//missileModel ""
//missileSound ""
//missileTrailFunc "" // supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
//missileDlight 0
//missileDlightColor 0 0 0 // do we still use this?
ejectBrassFunc "MachineGunEjectBrass" // supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"
//modModel 1 ""
firstPerson {
model "models/weapons2/akimbo_colt/v_akimbo_colt.md3"
flashModel "models/weapons2/akimbo_colt/v_akimbo_colt_flash.mdc"
// weapon building
// the parts are numbered because there are some hardcoded references for some weapons to certain parts
[B] weaponLink
{
part 0
{
tag "tag_barrel"
model "models/weapons2/akimbo_colt/v_akimbo_colt_barrel.mdc"
}
part 1
{
tag "tag_barrel2"
model "models/weapons2/akimbo_colt/v_akimbo_colt_barrel2.mdc"
}
part 2
{
tag "tag_barrel3"
model "models/weapons2/akimbo_colt/v_akimbo_colt_barrel3.mdc"
}
part 3
{
tag "tag_barrel4"
model "models/weapons2/akimbo_colt/v_akimbo_colt_barrel4.mdc"
}
part 4
{
tag "tag_barrel5"
model "models/weapons2/akimbo_colt/v_akimbo_colt_barrel5.mdc"
}
}[/B]
}
thirdPerson {
model "models/weapons2/colt/ss_colt.mdc"
flashmodel "models/weapons2/colt/colt_flash.mdc"
}
}
}
Right? I think a tag is nothing but a point in the model with a name. Then you can attach parts to that tag via these weap files i guess. Correct me if im wrong. Never looked this up before.
I think this will be fairly easy once you manage to put animation in model. 