WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "1.2" "SpreadPerShot" "0.75" "MaxSpread" "30" "SpreadDecay" "5" "MinDuckingSpread" "0.05" "MinStandingSpread" "0.4" "MinInAirSpread" "1.5" "MaxMovementSpread" "5" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "2" // valid entries are 0, 1, 2 "ResponseRulesName" "Rifle" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_assaultrifle_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_assaultrifle" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_rifle" // Used in the music system when this weapon fires "MusicDynamicSpeed" "0.35" "DisplayName" "#L4D_Weapon_AssaultRifle" "DisplayNameAllCaps" "#L4D_Weapon_AssaultRifle_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" "4" "MaxPlayerSpeed" "230" "WeaponType" "rifle" "WeaponPrice" "3100" "WeaponArmorRatio" "1.4" "CrosshairMinDistance" "4" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "1" "PlayerAnimationExtension" "m4" "CanEquipWithShield" "0" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "50" "PenetrationMaxDistance" "0" // none "Damage" "33" "Range" "3000" "RangeModifier" "0.97" "GainRange" "1500" // range at which to use a gain curve to fall off to zero "Bullets" "1" "CycleTime" "0.0875" "TimeToIdle" "1.5" "IdleInterval" "60" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Assault Rifle" "playermodel" "models/w_models/weapons/w_rifle_m16a2.mdl" "viewmodel" "models/v_models/v_rifle.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" "50" "primary_ammo" "AMMO_TYPE_ASSAULTRIFLE" "secondary_ammo" "None" "weight" "25" "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" "Rifle.Fire" "shoot_incendiary" "Rifle.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet" "x" "128" "y" "384" "width" "192" "height" "64" } "ammo" { "file" "vgui/hud/iconsheet" "x" "384" "y" "448" "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 "-10 -2 -13" Maxs "30 10 0" } World { Mins "-8 -9 -6" Maxs "29 9 8" } } }