WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "1.5" "SpreadPerShot" "1" "MaxSpread" "15" "SpreadDecay" "8" "MinDuckingSpread" "0" "MinStandingSpread" "0.1" "MinInAirSpread" "1.5" "MaxMovementSpread" "3" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "2" // valid entries are 0, 1, 2 "ResponseRulesName" "Sniper_Scout" "NewInL4D2" "1" "CSWeapon" "1" // particle muzzle flash effect to play when fired "MuzzleFlashEffect" "weapon_muzzle_flash_huntingrifle_FP" "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_huntingrifle_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_huntingrifle" // 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" "3.5" "DisplayName" "#L4D_Weapon_Sniper_Scout" "DisplayNameAllCaps" "#L4D_Weapon_Sniper_Scout_CAPS" // 360 Terror Data "MaxAutoAimDeflection1" "6.0" "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" "210" "WeaponType" "sniper_rifle" "WeaponPrice" "4200" "WeaponArmorRatio" "1.45" "CrosshairMinDistance" "5" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "0" "PlayerAnimationExtension" "scout" "CanEquipWithShield" "0" "Rumble" "2" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "50" "PenetrationMaxDistance" "0" // none "CharacterPenetrationMaxDistance" "8192" // Shooting through infected is doesn't count against penetration count out to this range "Damage" "90" "Range" "8192" "RangeModifier" "1.0" "Bullets" "1" "CycleTime" "0.9" "AccuracyDivisor" "-1" "AccuracyOffset" "0" "MaxInaccuracy" "0" "TimeToIdle" "1.8" "IdleInterval" "60" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Sniper Scout" "playermodel" "models/w_models/weapons/w_sniper_scout.mdl" "viewmodel" "models/v_models/v_snip_scout.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" "15" "primary_ammo" "AMMO_TYPE_SNIPERRIFLE" "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" "Weapon_Scout.Single" "special3" "CS_Default.Zoom" "shoot_incendiary" "Sniper_Military.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet3" "x" "0" "y" "64" "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 "-3 -3 -12" Maxs "40 14 -1" } World { Mins "-7 -8 -3" Maxs "32 9 9" } } }