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" // 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" "Team" "CT" "BuiltRightHanded" "1" "PlayerAnimationExtension" "m4" "MuzzleFlashScale" "1.6" "MuzzleFlashStyle" "CS_MUZZLEFLASH_X" "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" { "NamVet" "models/v_models/v_arm_namvet.mdl" "TeenGirl" "models/v_models/v_arm_teengirl.mdl" "Manager" "models/v_models/v_arm_manager.mdl" "Biker" "models/v_models/v_arm_biker.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" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "L4D_WeaponsSmall" "character" "*" } "weapon_s" { "font" "L4D_Weapons" "character" "*" } "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 "-10 -2 -13" Maxs "30 10 0" } World { Mins "-8 -9 -6" Maxs "29 9 8" } } }