// Heavy MG GameFileWeaponInfo_t { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Pulse_Rifle" "playermodel" "models/weapons/w_suppressor/suppressor_weapon.vmdl" "anim_prefix" "heavymg" "muzzleflash_particle" "particles/weapon_fx/muzzleflash_suppressor_fire.vpcf" "tracer_particle" "particles/tracer_fx/mg_heavy_tracer.vpcf" "clip_size" "120" "default_clip" "120" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "HeavyMG" "secondary_ammo" "None" "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 { "empty" "Weapon_IRifle.Empty" "double_shot" "CombineMG.Fire" "reload" "Weapon_AR2.Reload" "single_shot" "CombineMG.Fire" // NPC SECTION "single_shot_npc" "CombineMG.FireLp" // This isn't used, the NPC handles weapon sounds for this due to the windup/down "reload_npc" "Weapon_AR2.NPC_Reload" "double_shot_npc" "CombineMG.FireLp" // This isn't used, the NPC handles weapon sounds for this due to the windup/down } }