WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "2.0" "SpreadPerShot" "1" "MaxSpread" "30" "SpreadDecay" "5" "MinDuckingSpread" "0.5" "MinStandingSpread" "1.5" "MinInAirSpread" "3.0" "MaxMovementSpread" "3.0" "DeployDuration" "0.5" "DualDeployDuration" "0.65" "AddonAttachment" "pistol" "Team" "Survivor" "addon_offset" "0 0 0" "addon_angles" "0 0 0" "Tier" "0" // valid entries are 0, 1, 2 "ResponseRulesName" "SecondPistol" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_pistol_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_pistol" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_9mm" // Used in the music system when this weapon fires "MusicDynamicSpeed" "0.8" "DisplayName" "#L4D_Weapon_Pistol" "DisplayNameAllCaps" "#L4D_Weapon_Pistol_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 ---------------- "MaxPlayerSpeed" "250" "WeaponType" "pistol" "WeaponPrice" "500" "WeaponArmorRatio" "1.0" "CrosshairMinDistance" "8" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "1" "PlayerAnimationExtension" "pistol" "MuzzleFlashScale" "1" "CanEquipWithShield" "1" "Rumble" "1" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "30" "PenetrationMaxDistance" "0" // none "Damage" "36" "Range" "2500" "RangeModifier" "0.75" "Bullets" "1" //"CycleTime" "0.15" "CycleTime" "0.175" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Pistol" "playermodel" "models/w_models/weapons/w_pistol_A.mdl" "playermodel_dual" "models/w_models/weapons/w_pistol_A_dual.mdl" "worldmodel" "models/w_models/weapons/w_pistol_B.mdl" "viewmodel" "models/v_models/v_pistolA.mdl" "viewmodel_dual" "models/v_models/v_dual_pistolA.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" "1" "bucket_position" "0" "clip_size" "15" "primary_ammo" "AMMO_TYPE_PISTOL" "secondary_ammo" "None" "weight" "5" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Pistol.Fire" "double_shot" "Pistol.DualFire" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet" "x" "256" "y" "320" "width" "64" "height" "64" } "weapon_dual" { "file" "vgui/hud/iconsheet" "x" "192" "y" "320" "width" "64" "height" "64" } "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 "-7 -4 -14" Maxs "24 9 -2" } World { Mins "-1 -4 -3" Maxs "17 5 6" } } }