WeaponData { "MaxPlayerSpeed" "250" "WeaponType" "claw" "WeaponPrice" "0" "WeaponArmorRatio" "1.7" "CrosshairMinDistance" "7" "CrosshairDeltaDistance" "3" "Team" "Zombie" "BuiltRightHanded" "1" "PlayerAnimationExtension" "knife" "MuzzleFlashScale" "0" "MuzzleFlashStyle" "CS_MUZZLEFLASH_NONE" "CanEquipWithShield" "1" // Weapon characteristics: "Penetration" "1" "Damage" "50" "Range" "4096" "RangeModifier" "0.99" "Bullets" "1" "CycleTime" "1.0" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Claws" "viewmodel" "models/weapons/arms/v_charger_arms.mdl" "playermodel" "models/w_models/weapons/w_pistol_a.mdl" // need a valid playermodel, even though it'll never be shown "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "-1" "default_clip" "1" "primary_ammo" "None" "secondary_ammo" "None" "weight" "0" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Default.Reload" "single_shot" "Player.StopItem" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "DebugFixed" "character" "A" } "weapon_s" { "font" "DebugFixed" "character" "A" } "ammo" { "font" "DebugFixed" "character" "A" } "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 "-2 -16 -15" Maxs "18 11 5" } World { Mins "-2 -5 -5" Maxs "10 4 11" } } }