WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "0.9" "SpreadPerShot" "0.32" "MaxSpread" "30" "SpreadDecay" "5" "MinDuckingSpread" "0.7" "MinStandingSpread" "1.0" "MinInAirSpread" "1.7" "MaxMovementSpread" "3" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "1" // valid entries are 0, 1, 2 "ResponseRulesName" "SMG" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_smg_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_smg" // 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" "0.3" "DisplayName" "#L4D_Weapon_SMG" "DisplayNameAllCaps" "#L4D_Weapon_SMG_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" "3" "MaxPlayerSpeed" "250" "WeaponType" "smg" "WeaponPrice" "1500" "WeaponArmorRatio" "1.0" "CrosshairMinDistance" "6" "CrosshairDeltaDistance" "2" "BuiltRightHanded" "1" "PlayerAnimationExtension" "mp5" "MuzzleFlashScale" "1.1" "CanEquipWithShield" "0" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "30" "PenetrationMaxDistance" "0" // none "Damage" "20" "Range" "2500" "RangeModifier" "0.84" "Bullets" "1" "CycleTime" "0.0625" "TimeToIdle" "2" "IdleInterval" "20" // Weapon data is loaded by both the Game and Client DLLs. "printname" "SMG" "playermodel" "models/w_models/weapons/w_smg_uzi.mdl" "viewmodel" "models/v_models/v_smg.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "50" "primary_ammo" "AMMO_TYPE_SMG" "secondary_ammo" "None" "weight" "25" "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" "SMG.Fire" "shoot_incendiary" "SMG.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet" "x" "0" "y" "384" "width" "128" "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 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }