// Uzi WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_UZI" "viewmodel" "models/weapons/v_uzi.mdl" "playermodel" "models/weapons/w_uzi_r.mdl" "anim_prefix" "smg2" "bucket" "2" "bucket_position" "3" "clip_size" "30" "clip2_size" "-1" "default_clip" "30" "default_clip2" "-1" "primary_ammo" "SMG1" "secondary_ammo" "None" "weight" "3" "item_flags" "0" // "damage" "3" //5 // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { // "reload" "Weapon_SMG1.Reload" // "reload_npc" "Weapon_SMG1.NPC_Reload" "empty" "Weapon_SMG1.Empty" "single_shot" "Weapon_Uzi.Single" // "single_shot_npc" "Weapon_SMG1.NPC_Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "ObsidianWeaponIcons" "character" "B" } "weapon_s" { "font" "ObsidianWeaponIconsSelected" "character" "B" } "ammo" { "font" "WeaponIcons" "character" "r" } "ammo2" { "font" "WeaponIcons" "character" "t" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }