// Assault Rifle 2 GameFileWeaponInfo_t { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Pulse_Rifle" "viewmodel" "models/weapons/v_irifle.vmdl" "playermodel" "models/weapons/vr_irifle/vr_irifle.vmdl" "muzzleflash_particle" "particles/weapon_fx/muzzleflash_smgs.vpcf" "tracer_particle" "particles/tracer_fx/smg_tracer.vpcf" "anim_prefix" "ar2" "bucket" "2" "bucket_position" "1" "bucket_360" "1" "bucket_position_360" "2" "clip_size" "30" "default_clip" "30" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "AR2" "secondary_ammo" "AR2AltFire" "autoswitchto" "1" "weight" "5" "rumble" "4" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "special1" "Weapon_CombineGuard.Special1" "empty" "Weapon_IRifle.Empty" "double_shot" "Weapon_IRifle.Single" "reload" "Weapon_AR2.Reload" "single_shot" "Weapon_AR2.Single" // NPC SECTION "single_shot_npc" "CombineAR.Fire" "reload_npc" "Weapon_AR2.NPC_Reload" "double_shot_npc" "Weapon_AR2.NPC_Double" } }