WeaponData { // Weapon characteristics: "CycleTime" "0.6" // Rate of fire "CycleDecrement" "1" // Number of bullets fired per cycle "DeployDelay" "0.2" // Delay before you can shoot when you first pull the weapon out "Damage" "65" // Damage per burst "DamageRadius" "110" // Radius of damage "RecoilAmount" "1" // 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" "0.1" // Time taken for the weapon to move to reload state "ReloadTime" "0.65" // Time taken to reload a shell/rocket/etc "PostReloadTime" "0.2" // Time taken to move weapon back to firing state "SpinTime" "-1" // For AC "clip_size" "5" "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" } } }