Merge pull request #16 from fortressforever/cleanup/encrypted-scripts

Unencrypt the player/weapon scripts
This commit is contained in:
Ryan Liptak 2015-03-08 23:49:26 -07:00
commit cf74cf20ba
69 changed files with 3163 additions and 0 deletions

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PlayerClassData
{
"slot" "10"
"classname" "civilian"
"ffencrypted" "1" // required for the script to load
// Text
"printname" "#FF_PLAYER_CIVILIAN"
"description" "#FF_HELP_CIVILIAN"
"role" "#FF_ROLE_CIVILIAN"
// Model
"model" "models/player/civilian/civilian.mdl"
// Health & Armour
"max_armour" "50"
"initial_armour" "25"
"armour_type" "3" // this means 0.3
"health" "75"
"speed" "230" //5% boosted was 241
"firepower" "10" // from 1 to 100
// Weapns to automatically equip the class with
ArmamentsData
{
//"weapon" "ff_weapon_tommygun"
"weapon" "ff_weapon_umbrella"
}
"primary_classname" "None"
"primary_initial" "-1"
"primary_max" "-1"
"secondary_classname" "None"
"secondary_initial" "-1"
"secondary_max" "-1"
// Ammo amounts for the player
AmmoData
{
"AMMO_SHELLS" "0"
"AMMO_NAILS" "0"
"AMMO_CELLS" "0"
"AMMO_ROCKETS" "0"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
MaxAmmoData
{
"AMMO_SHELLS" "150"
"AMMO_NAILS" "0"
"AMMO_CELLS" "0"
"AMMO_ROCKETS" "0"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
}

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PlayerClassData
{
"slot" "4"
"classname" "demoman"
"ffencrypted" "1" // required for the script to load
// Text
"printname" "#FF_PLAYER_DEMOMAN"
"description" "#FF_HELP_DEMOMAN"
"role" "#FF_ROLE_DEMOMAN"
// Model
"model" "models/player/demoman/demoman.mdl"
// Health & Armour
"max_armour" "120"
"initial_armour" "50"
"armour_type" "6" // this means 0.6
"health" "90"
"speed" "280" //5% was 294
"firepower" "100" // from 1 to 100
// Weapns to automatically equip the class with
ArmamentsData
{
"weapon" "ff_weapon_crowbar"
"weapon" "ff_weapon_shotgun"
"weapon" "ff_weapon_pipelauncher"
"weapon" "ff_weapon_grenadelauncher"
"weapon" "ff_weapon_deploydetpack"
"skill" "detpack"
"skill" "detpipes"
}
"primary_classname" "ff_grenade_normal"
"primary_initial" "2"
"primary_max" "4"
"secondary_classname" "ff_grenade_mirv"
"secondary_initial" "1"
"secondary_max" "2"
// Ammo amounts for the player
AmmoData
{
"AMMO_SHELLS" "30"
"AMMO_NAILS" "0"
"AMMO_CELLS" "0"
"AMMO_ROCKETS" "20"
"AMMO_DETPACK" "1"
"AMMO_MANCANNON" "0"
}
MaxAmmoData
{
"AMMO_SHELLS" "75"
"AMMO_NAILS" "50"
"AMMO_CELLS" "50"
"AMMO_ROCKETS" "50"
"AMMO_DETPACK" "1"
"AMMO_MANCANNON" "0"
}
}

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PlayerClassData
{
"slot" "9"
"classname" "engineer"
"ffencrypted" "1" // required for the script to load
// Text
"printname" "#FF_PLAYER_ENGINEER"
"description" "#FF_HELP_ENGINEER"
"role" "#FF_ROLE_ENGINEER"
// Model
"model" "models/player/engineer/engineer.mdl"
// Health & Armour
"max_armour" "50"
"initial_armour" "25"
"armour_type" "5" // this means 0.5
"health" "80"
"speed" "300" //315 was 5% boosted
"firepower" "55" // from 1 to 100
// Weapns to automatically equip the class with
ArmamentsData
{
"weapon" "ff_weapon_spanner"
"weapon" "ff_weapon_railgun"
"weapon" "ff_weapon_supershotgun"
"weapon" "ff_weapon_deploydispenser"
"weapon" "ff_weapon_deploysentrygun"
"skill" "dispenser"
"skill" "sentrygun"
}
"primary_classname" "ff_grenade_normal"
"primary_initial" "2"
"primary_max" "4"
"secondary_classname" "ff_grenade_emp"
"secondary_initial" "1"
"secondary_max" "2"
// Ammo amounts for the player
AmmoData
{
"AMMO_SHELLS" "20"
"AMMO_NAILS" "25"
"AMMO_CELLS" "100"
"AMMO_ROCKETS" "0"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
MaxAmmoData
{
"AMMO_SHELLS" "50"
"AMMO_NAILS" "50"
"AMMO_CELLS" "200"
"AMMO_ROCKETS" "30"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
}

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PlayerClassData
{
"slot" "6"
"classname" "hwguy"
"ffencrypted" "1" // required for the script to load
// Text
"printname" "#FF_PLAYER_HWGUY"
"description" "#FF_HELP_HWGUY"
"role" "#FF_ROLE_HWGUY"
// Model
"model" "models/player/hwguy/hwguy.mdl"
// Health & Armour
"max_armour" "300"
"initial_armour" "150"
"armour_type" "8" // this means 0.8
"health" "100"
"speed" "230" //5% add was 241
"firepower" "85" // from 1 to 100
// Weapns to automatically equip the class with
ArmamentsData
{
"weapon" "ff_weapon_crowbar"
"weapon" "ff_weapon_supershotgun"
"weapon" "ff_weapon_assaultcannon"
}
"primary_classname" "ff_grenade_normal"
"primary_initial" "2"
"primary_max" "4"
"secondary_classname" "ff_grenade_slowfield"
"secondary_initial" "1"
"secondary_max" "2"
// Ammo amounts for the player
AmmoData
{
"AMMO_SHELLS" "200"
"AMMO_NAILS" "0"
"AMMO_CELLS" "30"
"AMMO_ROCKETS" "0"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
MaxAmmoData
{
"AMMO_SHELLS" "200"
"AMMO_NAILS" "200"
"AMMO_CELLS" "50"
"AMMO_ROCKETS" "25"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
}

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PlayerClassData
{
"slot" "5"
"classname" "medic"
"ffencrypted" "1" // required for the script to load
// Text
"printname" "#FF_PLAYER_MEDIC"
"description" "#FF_HELP_MEDIC"
"role" "#FF_ROLE_MEDIC"
// Model
"model" "models/player/medic/medic.mdl"
// Health & Armour
"max_armour" "100"
"initial_armour" "50"
"armour_type" "6" // this means 0.6
"health" "90"
"speed" "320" //5% boosted was 336
"firepower" "50" // from 1 to 100
// Weapns to automatically equip the class with
ArmamentsData
{
"weapon" "ff_weapon_medkit"
"weapon" "ff_weapon_supershotgun"
"weapon" "ff_weapon_supernailgun"
}
"primary_classname" "ff_grenade_normal"
"primary_initial" "2"
"primary_max" "4"
"secondary_classname" "ff_grenade_concussion"
"secondary_initial" "2"
"secondary_max" "3"
// Ammo amounts for the player
AmmoData
{
"AMMO_SHELLS" "50"
"AMMO_NAILS" "50"
"AMMO_CELLS" "0"
"AMMO_ROCKETS" "0"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
MaxAmmoData
{
"AMMO_SHELLS" "75"
"AMMO_NAILS" "150"
"AMMO_CELLS" "50"
"AMMO_ROCKETS" "25"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
}

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PlayerClassData
{
"slot" "7"
"classname" "pyro"
"ffencrypted" "1" // required for the script to load
// Text
"printname" "#FF_PLAYER_PYRO"
"description" "#FF_HELP_PYRO"
"role" "#FF_ROLE_PYRO"
// Model
"model" "models/player/pyro/pyro.mdl"
// Health & Armour
"max_armour" "150"
"initial_armour" "50"
"armour_type" "6" // this means 0.6
"health" "100"
// Speed
"speed" "300" //5% boost was 315
"firepower" "65" // from 1 to 100
// Weapns to automatically equip the class with
ArmamentsData
{
"weapon" "ff_weapon_crowbar"
"weapon" "ff_weapon_ic"
"weapon" "ff_weapon_flamethrower"
}
"primary_classname" "ff_grenade_normal"
"primary_initial" "2"
"primary_max" "4"
"secondary_classname" "ff_grenade_napalm"
"secondary_initial" "2"
"secondary_max" "4"
// Ammo amounts for the player
AmmoData
{
"AMMO_SHELLS" "20"
"AMMO_NAILS" "0"
"AMMO_CELLS" "120"
"AMMO_ROCKETS" "5"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
MaxAmmoData
{
"AMMO_SHELLS" "40"
"AMMO_NAILS" "50"
"AMMO_CELLS" "200"
"AMMO_ROCKETS" "20"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
}

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PlayerClassData
{
"slot" "1"
"classname" "scout"
"ffencrypted" "1" // required for the script to load
// Text
"printname" "#FF_PLAYER_SCOUT"
"description" "#FF_HELP_SCOUT"
"role" "#FF_ROLE_SCOUT"
// Model
"model" "models/player/scout/scout.mdl"
// Health & Armour
"max_armour" "50"
"initial_armour" "25"
"armour_type" "3" // this means 0.3
"health" "75"
"speed" "400" //boosted 5% was 420
"firepower" "10" // from 1 to 100
// Weapns to automatically equip the class with
ArmamentsData
{
"weapon" "ff_weapon_crowbar"
"weapon" "ff_weapon_shotgun"
"weapon" "ff_weapon_nailgun"
"weapon" "ff_weapon_deploymancannon"
//"skill" "radar"
"skill" "mancannon"
}
//"primary_classname" "ff_grenade_caltrop"
//"primary_initial" "0"
//"primary_max" "0"
"secondary_classname" "ff_grenade_concussion"
"secondary_initial" "3"
"secondary_max" "3"
// Ammo amounts for the player
AmmoData
{
"AMMO_SHELLS" "25"
"AMMO_NAILS" "75" //changed from 100
"AMMO_CELLS" "30"
"AMMO_ROCKETS" "0"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "1"
}
MaxAmmoData
{
"AMMO_SHELLS" "50"
"AMMO_NAILS" "100" //changed from 200..
"AMMO_CELLS" "30"
"AMMO_ROCKETS" "25"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "1"
}
}

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PlayerClassData
{
"slot" "2"
"classname" "sniper"
"ffencrypted" "1" // required for the script to load
// Text
"printname" "#FF_PLAYER_SNIPER"
"description" "#FF_HELP_SNIPER"
"role" "#FF_ROLE_SNIPER"
// Model
"model" "models/player/sniper/sniper.mdl"
// Health & Armour
"max_armour" "50"
"initial_armour" "25"
"armour_type" "3" // this means 0.3
"health" "90"
"speed" "300" //boosted 5% was 315
"firepower" "90" // from 1 to 100
// Weapns to automatically equip the class with
ArmamentsData
{
"weapon" "ff_weapon_crowbar"
"weapon" "ff_weapon_nailgun"
"weapon" "ff_weapon_sniperrifle"
"weapon" "ff_weapon_autorifle"
}
"primary_classname" "ff_grenade_normal"
"primary_initial" "2"
"primary_max" "4"
"secondary_classname" "None"
"secondary_initial" "-1"
"secondary_max" "-1"
// Ammo amounts for the player
AmmoData
{
"AMMO_SHELLS" "60"
"AMMO_NAILS" "50"
"AMMO_CELLS" "0"
"AMMO_ROCKETS" "0"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
MaxAmmoData
{
"AMMO_SHELLS" "75"
"AMMO_NAILS" "100"
"AMMO_CELLS" "30"
"AMMO_ROCKETS" "25"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
}

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PlayerClassData
{
"slot" "3"
"classname" "soldier"
"ffencrypted" "1" // required for the script to load
// Text
"printname" "#FF_PLAYER_SOLDIER"
"description" "#FF_HELP_SOLDIER"
"role" "#FF_ROLE_SOLDIER"
// Model
"model" "models/player/soldier/soldier.mdl"
// Health & Armour
"max_armour" "200"
"initial_armour" "100"
"armour_type" "8" // this means 0.8
"health" "100"
"speed" "240" //boosted 5% was 252
"firepower" "75" // from 1 to 100
// Weapns to automatically equip the class with
ArmamentsData
{
"weapon" "ff_weapon_crowbar"
"weapon" "ff_weapon_supershotgun"
"weapon" "ff_weapon_rpg"
}
"primary_classname" "ff_grenade_normal"
"primary_initial" "2"
"primary_max" "4"
"secondary_classname" "ff_grenade_laser"
"secondary_initial" "1"
"secondary_max" "2"
// Ammo amounts for the player
AmmoData
{
"AMMO_SHELLS" "50"
"AMMO_NAILS" "0"
"AMMO_CELLS" "0"
"AMMO_ROCKETS" "10"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
MaxAmmoData
{
"AMMO_SHELLS" "100"
"AMMO_NAILS" "100"
"AMMO_CELLS" "50"
"AMMO_ROCKETS" "50"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
}

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PlayerClassData
{
"slot" "8"
"classname" "spy"
"ffencrypted" "1" // required for the script to load
// Text
"printname" "#FF_PLAYER_SPY"
"description" "#FF_HELP_SPY"
"role" "#FF_ROLE_SPY"
// Model
"model" "models/player/spy/spy.mdl"
// Health & Armour
"max_armour" "100"
"initial_armour" "25"
"armour_type" "6" // this means 0.6
"health" "90"
"speed" "300" //315 was 5% boosted
"firepower" "50" // from 1 to 100
// Weapns to automatically equip the class with
ArmamentsData
{
"weapon" "ff_weapon_knife"
"weapon" "ff_weapon_tranq"
"weapon" "ff_weapon_supershotgun"
"weapon" "ff_weapon_nailgun"
"skill" "cloak"
"skill" "scloak"
"skill" "smartcloak"
"skill" "disguise"
}
"primary_classname" "ff_grenade_normal"
"primary_initial" "2"
"primary_max" "4"
"secondary_classname" "None"
"secondary_initial" "0"
"secondary_max" "0"
// Ammo amounts for the player
AmmoData
{
"AMMO_SHELLS" "40"
"AMMO_NAILS" "50"
"AMMO_CELLS" "10"
"AMMO_ROCKETS" "0"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
MaxAmmoData
{
"AMMO_SHELLS" "40"
"AMMO_NAILS" "100"
"AMMO_CELLS" "30"
"AMMO_ROCKETS" "15"
"AMMO_DETPACK" "0"
"AMMO_MANCANNON" "0"
}
}

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.1" // Rate of fire
"CycleDecrement" "2" // Number of bullets fired per cycle
"Damage" "12" // Damage from burst
"RecoilAmount" "0.4" // Amount of recoil
// Projectile weapons
"Speed" "-1" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "2" // Bullets to shoot
"BulletSpread" "0.08" // Spread of projectiles
"PreReloadTime" "-1" // Time taken for the weapon to move to reload state
"ReloadTime" "-1" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "-1" // Time taken to move weapon back to firing state
"SpinTime" "0.7" // For AC
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "200"
"default_clip2" "-1"
"primary_ammo" "AMMO_SHELLS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_ASSAULTCANNON"
"viewmodel" "models/weapons/assaultcannon/v_assaultcannon.mdl"
"playermodel" "models/weapons/assaultcannon/w_assaultcannon.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "assaultcannon"
"bucket" "4"
"bucket_position" "3"
// Misc
"weight" "60"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"special1" "Assaultcannon.Windup"
"special2" "Assaultcannon.Winddown"
"special3" "assaultcannon.overheat"
"double_shot" "Assaultcannon.loop_shot" // changing to double_shot so I can add the rotate sound
"single_shot" "assaultcannon.single_shot"
"burst" "assaultcannon.rotate" // going to play for all players
"stop" "Weapon.StopSound"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "r"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "r"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "4"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "r"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.1" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "7" // Damage per burst
"RecoilAmount" "0.4" // Amount of recoil
// Projectile weapons
"Speed" "-1" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "1" // Bullets to shoot
"BulletSpread" "0.07" // Spread of projectiles
"PreReloadTime" "-1" // Time taken for the weapon to move to reload state
"ReloadTime" "-1" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "-1" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "60"
"default_clip2" "-1"
"primary_ammo" "AMMO_SHELLS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_AUTORIFLE"
"viewmodel" "models/weapons/autorifle/v_autorifle.mdl"
"playermodel" "models/weapons/autorifle/w_autorifle.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "autorifle"
"bucket" "2"
"bucket_position" "1"
"weight" "40"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"single_shot" "autorifle.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "l"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "l"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "4"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "l"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics MELEE:
"CycleTime" "0.4" // Rate of fire
"Damage" "30" // Damage
"Range" "32.0" // Reach
"MeleeWeapon" "1"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_CROWBAR"
"viewmodel" "models/weapons/crowbar/v_crowbar.mdl"
"playermodel" "models/weapons/crowbar/w_crowbar.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "crowbar"
"bucket" "0"
"bucket_position" "0"
// Misc
"weight" "10"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "crowbar.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "a"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "a"
}
"ammo"
{
"font" "CSTypeDeath"
"character" "R"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "a"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "200"
"default_clip2" "-1"
"primary_ammo" "AMMO_DETPACK"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_DETPACK"
"viewmodel" "models/weapons/emptyhanded/v_emptyhanded.mdl"
"playermodel" "models/weapons/crowbar/w_crowbar.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "detpack"
"bucket" "5"
"bucket_position" "0"
// Misc
"weight" "0"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "X"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "X"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "X"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "X"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "200"
"default_clip2" "-1"
"primary_ammo" "AMMO_CELLS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_DISPENSER"
"viewmodel" "models/weapons/emptyhanded/v_emptyhanded.mdl"
"playermodel" "models/weapons/spanner/w_spanner.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "dispenser"
"bucket" "3"
"bucket_position" "0"
// Misc
"weight" "0"
"item_flags" "0"
"ITEM_FLAG_SELECTONEMPTY" "1"
"ITEM_FLAG_NOAUTOSWITCHEMPTY" "1"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "Y"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "Y"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "6"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "Y"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "200"
"default_clip2" "-1"
"primary_ammo" "AMMO_MANCANNON"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_MANCANNON"
"viewmodel" "models/weapons/emptyhanded/v_emptyhanded.mdl"
"playermodel" "models/weapons/crowbar/w_crowbar.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "detpack"
"bucket" "4"
"bucket_position" "0"
// Misc
"weight" "0"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "W"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "W"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "W"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "W"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "200"
"default_clip2" "-1"
"primary_ammo" "AMMO_CELLS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_SENTRYGUN"
"viewmodel" "models/weapons/emptyhanded/v_emptyhanded.mdl"
"playermodel" "models/weapons/spanner/w_spanner.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "sentrygun"
"bucket" "4"
"bucket_position" "0"
// Misc
"weight" "0"
"item_flags" "0"
"ITEM_FLAG_SELECTONEMPTY" "1"
"ITEM_FLAG_NOAUTOSWITCHEMPTY" "1"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "Z"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "Z"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "6"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "Z"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics MELEE:
"CycleTime" "0.4" // Rate of fire
"Damage" "60" // Damage
"Range" "32.0" // Reach
"MeleeWeapon" "1"
"primary_ammo" "None"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_SPANNER"
"viewmodel" "models/weapons/spanner/v_spanner.mdl"
"playermodel" "models/weapons/spanner/w_spanner.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "spanner"
"bucket" "0"
"bucket_position" "1"
// Misc
"weight" "0"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "spanner.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "CSweaponsSmall"
"character" "X"
}
"weapon_s"
{
"font" "CSweapons"
"character" "X"
}
"ammo"
{
"font" "CSTypeDeath"
"character" "R"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "X"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.2" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "16" // Damage per burst (used to be 9)
"RecoilAmount" "0" // Amount of recoil
// Projectile weapons
"Speed" "1000" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "-1" // Bullets to shoot
"BulletSpread" "-1" // Spread of projectiles
"PreReloadTime" "-1" // Time taken for the weapon to move to reload state
"ReloadTime" "-1" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "-1" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "60000"
"default_clip2" "-1"
"primary_ammo" "AMMO_CELLS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_FLAMETHROWER"
"viewmodel" "models/weapons/flamethrower/v_flamethrower.mdl"
// "playermodel" "models/weapons/flamethrower/w_flamethrower.mdl"
"playermodel" "models/weapons/flamethrower/w_flamethrower.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "flamethrower"
"bucket" "3"
"bucket_position" "3"
"weight" "50"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"special1" "flamethrower.deploy"
"single_shot" "flamethrower.single_shot"
"burst" "flamethrower.loop_shot"
"stop" "Weapon.StopSound"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "o"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "o"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "6"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "o"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.6" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "108" // Damage per burst, also controls radius of explosion
"DamageRadius" "100" // Radius, this is only used for truncating the outside of the damage range, it doesnt stretch the damage outwards
"RecoilAmount" "1" // Amount of recoil
// Projectile weapons
"Speed" "625" // Speed for projectile to travel at (630)
// Hitscan weapons
"Bullets" "-1" // Bullets to shoot
"BulletSpread" "-1" // Spread of projectiles
"PreReloadTime" "0.6" // Time taken for the weapon to move to reload state
"ReloadTime" "0.5" // was .6 Time taken to reload a shell/rocket/etc
"PostReloadTime" "1" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "6"
"primary_ammo" "AMMO_ROCKETS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_GRENADELAUNCHER"
"viewmodel" "models/weapons/grenadelauncher/v_grenadelauncher.mdl"
"playermodel" "models/weapons/grenadelauncher/w_grenadelauncher.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "grenadelauncher"
"bucket" "3"
"bucket_position" "2"
"weight" "50"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"reload" "GLPL.reload"
"single_shot" "grenadelauncher.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "m"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "m"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "0"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "m"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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scripts/ff_weapon_ic.txt Normal file
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WeaponData
{
// Weapon characteristics:
"CycleTime" "1.2" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "55" // Damage per burst
"DamageRadius" "125" // Radius of damage
"RecoilAmount" "4" // Amount of recoil
// Projectile weapons
"Speed" "1000" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "-1" // Bullets to shoot
"BulletSpread" "-1" // Spread of projectiles
"PreReloadTime" "0.4" // Time taken for the weapon to move to reload state
"ReloadTime" "1.2" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "0.4" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "-1"
"primary_ammo" "AMMO_ROCKETS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_IC"
"viewmodel" "models/weapons/incendiarycannon/v_incendiarycannon.mdl"
"playermodel" "models/weapons/incendiarycannon/w_incendiarycannon.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "shotgun"
"bucket" "4"
"bucket_position" "1"
"weight" "30"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"single_shot" "ic.single_shot"
"cocky" "ic.cocky"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "p"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "p"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "9"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "p"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics MELEE:
"CycleTime" "0.4" // Rate of fire
"Damage" "50" // Damage
"Range" "32.0" // Reach
"MeleeWeapon" "1"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_KNIFE"
"viewmodel" "models/weapons/knife/v_knife.mdl"
"playermodel" "models/weapons/knife/w_knife.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "knife"
"bucket" "0"
"bucket_position" "1"
// Misc
"weight" "10"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"special2" "knife.slash"
"special1" "knife.deploy"
"single_shot" "knife.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "b"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "b"
}
"ammo"
{
"font" "CSTypeDeath"
"character" "R"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "b"
}
"deathnotice_backstab"
{
"font" "StatusGlyphsSmall"
"character" "t"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics MELEE:
"CycleTime" "0.4" // Rate of fire
"Damage" "20" // Damage
"Range" "32.0" // Reach
"MeleeWeapon" "1"
"primary_ammo" "AMMO_CELLS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_MEDKIT"
"viewmodel" "models/weapons/medkit/v_medkit.mdl"
"playermodel" "models/weapons/medkit/w_medkit.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "medkit"
"bucket" "0"
"bucket_position" "2"
// Misc
"weight" "10"
"item_flags" "0"
"ITEM_FLAG_SELECTONEMPTY" "1"
"ITEM_FLAG_NOAUTOSWITCHEMPTY" "1"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "medkit.single_shot"
"special1" "medkit.hit"
"special2" "medkit.infect"
"button1" "medkit.button1"
"button2" "medkit.button2"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "c"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "c"
}
"ammo"
{
"font" "CSTypeDeath"
"character" "R"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "c"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.1" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
//"ReloadClip" "1" // Reload entire clip at once?
"Damage" "9" // Damage per burst
"RecoilAmount" "0.01" // Amount of recoil
// Projectile weapons
"Speed" "2000" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "-1" // Bullets to shoot
"BulletSpread" "-1" // Spread of projectiles
"PreReloadTime" "1.00" // Time taken for the weapon to move to reload state
"ReloadTime" "0.23" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "0.26" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "60"
"default_clip2" "-1"
"primary_ammo" "AMMO_NAILS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_NAILGUN"
"viewmodel" "models/weapons/nailgun/v_nailgun.mdl"
"playermodel" "models/weapons/nailgun/w_nailgun.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "nailgun"
"bucket" "3"
"bucket_position" "0"
"weight" "30"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"single_shot" "nailgun.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "i"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "i"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "7"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "i"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.6" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "108" // Damage per burst
"DamageRadius" "150" // Radius of damage
"RecoilAmount" "1" // Amount of recoil
// Projectile weapons
"Speed" "625" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "-1" // Bullets to shoot
"BulletSpread" "-1" // Spread of projectiles
"PreReloadTime" "0.6" // Time taken for the weapon to move to reload state
"ReloadTime" "0.5" // was .6 Time taken to reload a shell/rocket/etc
"PostReloadTime" "1" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "6"
"primary_ammo" "AMMO_ROCKETS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_PIPELAUNCHER"
"viewmodel" "models/weapons/pipelauncher/v_pipelauncher.mdl"
"playermodel" "models/weapons/pipelauncher/w_pipelauncher.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "pipelauncher"
"bucket" "4"
"bucket_position" "2"
"weight" "30"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"reload" "GLPL.reload"
"single_shot" "pipelauncher.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "n"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "n"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "0"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "n"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.2" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "25" // Damage per burst
"DamageRadius" "100" // Radius of damage
// Projectile weapons
"Speed" "1500" // Speed for projectile to travel at
"RecoilAmount" "2" // Amount of recoil
// Hitscan weapons
"Bullets" "-1" // Bullets to shoot
"BulletSpread" "-1" // Spread of projectiles
"PreReloadTime" "-1" // Time taken for the weapon to move to reload state
"ReloadTime" "-1" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "-1" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "50"
"default_clip2" "-1"
"primary_ammo" "AMMO_NAILS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_RAILGUN"
"viewmodel" "models/weapons/railgun/v_railgun.mdl"
"playermodel" "models/weapons/railgun/w_railgun.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "railgun"
"bucket" "1"
"bucket_position" "2"
"weight" "50"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"single_shot" "railgun.single_shot"
"double_shot" "railgun.charged_shot"
"special1" "railgun.chargeloop"
"special2" "railgun.halfcharge" // half charge notification
"special3" "railgun.fullcharge" // full charge notification
"burst" "railgun.overcharge" // overcharge
// "special2" "ambient.electrical_zap_8" // half charge notification
// "special3" "ambient.electrical_zap_9" // full charge notification
// "burst" "ambient.electrical_zap_5" // overcharge
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "t"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "t"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "7"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "u"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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scripts/ff_weapon_rpg.txt Normal file
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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.7" // was .8 Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "102" // Damage per burst
"DamageRadius" "125" // Radius of damage
"RecoilAmount" "1" // Amount of recoil
// Projectile weapons
"Speed" "1000" // 900 Speed for projectile to travel at, possibly wrong. Old FF value = 800.
// Hitscan weapons
"Bullets" "-1" // Bullets to shoot
"BulletSpread" "-1" // Spread of projectiles
"PreReloadTime" ".3" // was .4 Time taken for the weapon to move to reload state
"ReloadTime" "0.9" // was 1.3 Time taken to reload a shell/rocket/etc
"PostReloadTime" "1" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "4"
"primary_ammo" "AMMO_ROCKETS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_RPG"
"viewmodel" "models/weapons/rpg/v_rpg.mdl"
"playermodel" "models/weapons/rpg/w_rpg.mdl"
"anim_prefix" "rpg"
"PlayerAnimationExtension" "rpg"
"bucket" "4"
"bucket_position" "0"
"weight" "60"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"reload" "rpg.reload"
"single_shot" "rpg.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "q"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "q"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "8"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "q"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.5" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "24" // Damage per burst
"RecoilAmount" "0.5" // Amount of recoil
// Projectile weapons
"Speed" "-1" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "6" // Bullets to shoot
"BulletSpread" "0.03" // Spread of projectiles
"PreReloadTime" "0.4" // Time taken for the weapon to move to reload state
"ReloadTime" "0.25" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "1" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "8"
"primary_ammo" "AMMO_SHELLS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_SHOTGUN"
"viewmodel" "models/weapons/shotgun/v_shotgun.mdl"
"playermodel" "models/weapons/shotgun/w_shotgun.mdl"
"anim_prefix" "anim"
// This is the pose we want the model to be in for testin purposes
"PlayerAnimationExtension" "shotgun"
"bucket" "1"
"bucket_position" "0"
"weight" "20"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"single_shot" "shotgun.single_shot"
"reload" "shotgun.reload"
"cock" "shotgun.cock"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "g"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "g"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "1"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "g"
}
}
ModelBounds
{
Viewmodel
{
Mins "-13 -3 -13"
Maxs "26 10 -3"
}
World
{
Mins "-9 -8 -5"
Maxs "28 9 9"
}
}
}

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.8" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "45" // Damage per burst
// for the sniper rifle, this is multiplied by the charge time (1 to 7 seconds)
"RecoilAmount" "0" // Amount of recoil
// Projectile weapons
"Speed" "-1" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "1" // Bullets to shoot
"BulletSpread" "0" // Spread of projectiles
"PreReloadTime" "-1" // Time taken for the weapon to move to reload state
"ReloadTime" "-1" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "-1" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "60"
"default_clip2" "-1"
"primary_ammo" "AMMO_SHELLS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_SNIPERRIFLE"
"viewmodel" "models/weapons/sniperrifle/v_sniperrifle.mdl"
"playermodel" "models/weapons/sniperrifle/w_sniperrifle.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "sniperrifle"
"bucket" "1"
"bucket_position" "1"
"weight" "50"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"single_shot" "SniperRifle.single_shot"
"double_shot" "SniperRifle.charged_shot"
"special1" "SniperRifle.zoom_in"
"special2" "SniperRifle.zoom_out"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "k"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "k"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "3"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "k"
}
"deathnotice_headshot"
{
"font" "StatusGlyphsSmall"
"character" "e"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics MELEE:
"CycleTime" "0.4" // Rate of fire
"Damage" "30" // Damage
"Range" "32.0" // Reach
"DeployDelay" "0.15" // Delay before you can shoot when you first pull the weapon out
"MeleeWeapon" "1"
"primary_ammo" "AMMO_CELLS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_SPANNER"
"viewmodel" "models/weapons/spanner/v_spanner.mdl"
"playermodel" "models/weapons/spanner/w_spanner.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "spanner"
"bucket" "0"
"bucket_position" "3"
// Misc
"weight" "10"
"item_flags" "0"
"ITEM_FLAG_SELECTONEMPTY" "1"
"ITEM_FLAG_NOAUTOSWITCHEMPTY" "1"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"special1" "Spanner.HitSG"
"special2" "Spanner.HitDispenser"
"special3" "Spanner.SpecialHit"
"single_shot" "spanner.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "d"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "d"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "6"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "d"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.1" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"ReloadClip" "1" // Reload entire clip at once?
"Damage" "12" // Damage per burst
"RecoilAmount" "0.02" // Amount of recoil
// Projectile weapons
"Speed" "2000" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "-1" // Bullets to shoot
"BulletSpread" "-1" // Spread of projectiles
"PreReloadTime" "1.50" // Time taken for the weapon to move to reload state--minimum .66 Increase this one to make the reload take longer
"ReloadTime" "0.33" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "0.33" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "50"
"clip2_size" "-1"
"default_clip" "60"
"default_clip2" "-1"
"primary_ammo" "AMMO_NAILS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_SUPERNAILGUN"
"viewmodel" "models/weapons/supernailgun/v_supernailgun.mdl"
"playermodel" "models/weapons/supernailgun/w_supernailgun.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "supernailgun"
"bucket" "3"
"bucket_position" "1"
"weight" "50"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"single_shot" "supernailgun.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "j"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "j"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "5"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "j"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.7" // Rate of fire
"CycleDecrement" "2" // Number of bullets fired per cycle
"Damage" "54" // Damage per burst
"RecoilAmount" "0.8" // Amount of recoil
// Projectile weapons
"Speed" "-1" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "14" // Bullets to shoot
"BulletSpread" "0.06" // Spread of projectiles
"PreReloadTime" "0.5" // Time taken for the weapon to move to reload state
"ReloadTime" "0.35" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "0.7" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "16"
"primary_ammo" "AMMO_SHELLS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_SUPERSHOTGUN"
"viewmodel" "models/weapons/supershotgun/v_supershotgun.mdl"
"playermodel" "models/weapons/supershotgun/w_supershotgun.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "supershotgun"
"bucket" "2"
"bucket_position" "0"
"weight" "40"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"single_shot" "supershotgun.single_shot"
"reload" "supershotgun.reload"
"cock" "supershotgun.cock"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "h"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "h"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "2"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "h"
}
}
ModelBounds
{
Viewmodel
{
Mins "-13 -3 -13"
Maxs "26 10 -3"
}
World
{
Mins "-9 -8 -5"
Maxs "28 9 9"
}
}
}

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.1" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"ReloadClip" "1" // Reload entire clip at once?
"Damage" "8" // Damage per burst
"RecoilAmount" "0.4" // Amount of recoil
// Projectile weapons
"Speed" "-1" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "1" // Bullets to shoot
"BulletSpread" "0.01" // Spread of projectiles
"PreReloadTime" "0.6" // Time taken for the weapon to move to reload state
"ReloadTime" "0.5" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "1" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "50"
"primary_ammo" "AMMO_SHELLS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_TOMMYGUN"
"viewmodel" "models/weapons/tommygun/v_tommygun.mdl"
"playermodel" "models/weapons/tommygun/w_tommygun.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "autorifle"
"bucket" "2"
"bucket_position" "1"
"weight" "40"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"single_shot" "tommygun.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "u"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "u"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "4"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "v"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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scripts/ff_weapon_tranq.txt Normal file
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WeaponData
{
// Weapon characteristics:
"CycleTime" "1.5" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "18" // Damage per burst
"RecoilAmount" "0.3" // Amount of recoil
// Projectile weapons
"Speed" "1500" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "-1" // Bullets to shoot
"BulletSpread" "-1" // Spread of projectiles
"PreReloadTime" "-1" // Time taken for the weapon to move to reload state
"ReloadTime" "-1" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "-1" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "60"
"default_clip2" "-1"
"primary_ammo" "AMMO_NAILS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_TRANQUILISER"
"viewmodel" "models/weapons/tranq/v_tranq.mdl"
"playermodel" "models/weapons/tranq/w_tranq.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "tranq"
"bucket" "1"
"bucket_position" "3"
"weight" "60"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"single_shot" "Tranq.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "s"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "s"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "7"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "s"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}

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WeaponData
{
// Weapon characteristics MELEE:
"CycleTime" "0.4" // Rate of fire
"Damage" "30" // Damage
"Range" "32.0" // Reach
"MeleeWeapon" "1"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_UMBRELLA"
"viewmodel" "models/weapons/umbrella/v_umbrella.mdl"
"playermodel" "models/weapons/umbrella/w_umbrella.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "umbrella"
"bucket" "0"
"bucket_position" "4"
// Misc
"weight" "10"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "umbrella.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "e"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "e"
}
"ammo"
{
"font" "CSTypeDeath"
"character" "R"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "f"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}