// Medpack WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Healer" "viewmodel" "models/weapons/v_healer.mdl" "playermodel" "models/weapons/w_healer.mdl" "anim_prefix" "healer" "bucket" "0" "bucket_position" "5" "autoswitchfrom" "0" "autoswitchto" "0" "clip_size" "-1" //100 "default_clip" "100" "primary_ammo" "MedkitHeal" "secondary_ammo" "None" "weight" "0" "item_flags" "0" "damage" "8" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_Pistol.Reload" "reload_npc" "Weapon_Pistol.NPC_Reload" "empty" "WallHealth.Deny" "single_shot" "Weapon_Pistol.Single" "single_shot_npc" "Weapon_Pistol.NPC_Single" "special1" "Weapon_Pistol.Special1" "special2" "Weapon_Pistol.Special2" "burst" "Weapon_Pistol.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "ObsidianWeaponIcons" "character" "A" } "weapon_s" { "font" "ObsidianWeaponIconsSelected" "character" "A" } "ammo" { "file" "sprites/a_icons1" "x" "34" "y" "30" "width" "21" "height" "21" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }