WeaponData { // Weapon characteristics: "CycleTime" "0.2" // Rate of fire "CycleDecrement" "1" // Number of bullets fired per cycle "Damage" "0" // Damage per burst "DamageRadius" "0" // 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" "-1" "default_clip2" "-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_JUMPGUN" "viewmodel" "models/weapons/railgun/v_railgun.mdl" "playermodel" "models/weapons/railgun/w_railgun.mdl" "anim_prefix" "anim" "PlayerAnimationExtension" "railgun" "bucket" "2" "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" "jumpgun.single_shot" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "t" } "weapon_s" { "font" "WeaponIconsSelected" "character" "t" } "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" } } }