WeaponData { // Weapon characteristics: "CycleTime" "0.7" // was .8 Rate of fire "CycleDecrement" "1" // Number of bullets fired per cycle "Damage" "102" // Damage per burst "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" } } }