WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "3" "SpreadPerShot" "20" //reduced from 30 "MaxSpread" "5" "SpreadDecay" "5" "MinDuckingSpread" "0" "MinStandingSpread" "0.8" "MinInAirSpread" "2.5" //increased accuracy "MaxMovementSpread" "1.5" //increased accuracy "PelletScatterPitch" "4.0" //increased accuracy "PelletScatterYaw" "8.5" //decreased accuracy "ReloadDuration" "0.396" "AddonAttachment" "primary" "team" "survivor" "Tier" "2" // valid entries are 0, 1, 2 "ResponseRulesName" "AutoShotgun" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_shotgun_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_autoshotgun" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_shotgun" // Used in the music system when this weapon fires "MusicDynamicSpeed" "1.5" "DisplayName" "#L4D_Weapon_AutoShotgun" "DisplayNameAllCaps" "#L4D_Weapon_AutoShotgun_CAPS" // 360 Terror Data "MaxAutoAimDeflection1" "10.0" "MaxAutoAimRange1" "0" //This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale. //You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance. "WeaponAutoAimScale" "1.0" // End Terror-specific Data ---------------- "Rumble" "5" "MaxPlayerSpeed" "240" "WeaponType" "shotgun" "WeaponPrice" "3000" "WeaponArmorRatio" "1.0" "CrosshairMinDistance" "9" "CrosshairDeltaDistance" "4" "Team" "ANY" "BuiltRightHanded" "1" "PlayerAnimationExtension" "xm1014" "MuzzleFlashScale" "1.3" "CanEquipWithShield" "0" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "30" "PenetrationMaxDistance" "500" "CharacterPenetrationMaxDistance" "300" // Shooting through infected is doesn't count against penetration count out to this range "Damage" "23" "Range" "3000" "RangeModifier" "0.7" "Bullets" "11" "CycleTime" "0.15" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Auto Shotgun" "playermodel" "models/w_models/weapons/w_autoshot_m4super.mdl" "viewmodel" "models/v_models/v_autoshotgun.mdl" "CharacterViewmodelAddon" { "Coach" "models/weapons/arms/v_arms_coach_new.mdl" "Mechanic" "models/weapons/arms/v_arms_mechanic_new.mdl" "Producer" "models/weapons/arms/v_arms_producer_new.mdl" "Gambler" "models/weapons/arms/v_arms_gambler_new.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "10" //increased from 9 "primary_ammo" "AMMO_TYPE_AUTOSHOTGUN" "secondary_ammo" "None" "weight" "20" "item_flags" "0" "LoadoutSlots" "2" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "AutoShotgun.Fire" "shoot_incendiary" "AutoShotgun.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet" "x" "0" "y" "448" "width" "192" "height" "64" } "ammo" { "file" "vgui/hud/iconsheet2" "x" "0" "y" "128" "width" "64" "height" "64" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-13 -3 -11" Maxs "29 10 0" } World { Mins "-4 -8 -4" Maxs "30 8 6" } } }