"WeaponData" { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Flaregun" "viewmodel" "models/weapons/oc_back/v_hecuflaregun.mdl" "playermodel" "models/weapons/oc_back/w_hecuflaregun.mdl" "anim_prefix" "pistol" "bucket" "1" "bucket_position" "4" "clip_size" "1" "clip2_size" "0" "default_clip" "0" "default_clip2" "0" "primary_ammo" "flareammo" "secondary_ammo" "None" "weight" "3" "item_flags" "4" "BuiltRightHanded" "1" "AllowFlipping" "1" "csviewmodel" "0" "fov" "54" "ironsightoffset" //Coordinates for the ironsights { "x" "-10" "y" "-6.1" "z" "0" } // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) "SoundData" { "reload" "Weapon_Flare.Reload" "reload_npc" "Weapon_Pistol.NPC_Reload" "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_Flare.Single" "single_shot_npc" "Weapon_Flare.Single" } // Weapon Sprite data is loaded by the Client DLL. "TextureData" { "weapon" { "file" "sprites/w_icons1b" "x" "128" "y" "64" "width" "128" "height" "64" } "weapon_s" { "file" "sprites/w_icons1b" "x" "128" "y" "64" "width" "128" "height" "64" } "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "130" "width" "73" "height" "20" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } "Advanced" // only for Weapon_Scripted { // **Primary Attack** // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp "FireType1" "1" // Rate of Weapons Fire ( Not for laser or warp ) "FireRate1" "1" // Allow a refire as fast as the player can click, Basic Bullet Only. "FastFire1" "0" // Allow Fire Underwater? "FireUnderWater1" "0" // For Bullet accuracy "FireCone1" "2" // Starting Value ( 0-20 ) "FireConeLerp1" "4" // Bool "FireConeLerpto1" "3" // Value to lerp accuracy too ( 0-20 ) // **Secondary Attack** // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope "FireType2" "0" // **Global Weapon Settings** // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations. // ( Only if a weapon has recoil animations, Not for laser or warp ) "NumberOfRecoilAnims" "0" // Shots fired till next recoil animation. ( Only if a weapon has recoil animations ) "RecoilIncrementSpeed" "1" // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 // This is the player animation set that will be used on all players you view ingame. "PlayerAnimationSet" "1" } }