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" } } }