// Pistol WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Pistol" "viewmodel" "models/weapons/v_pistol.mdl" "vrmodel" "models/weapons/vr_pistol.mdl" "vrmodel_l" "models/weapons/left_handed/vr_pistol_l.mdl" "playermodel" "models/weapons/w_pistol.mdl" "anim_prefix" "pistol" "bucket" "3" "bucket_position" "0" "clip_size" "18" "primary_ammo" "Pistol" "secondary_ammo" "None" "weight" "2" "item_flags" "0" "rumble" "1" Protube { "kickPower" "0.6" "rumblePower" "0" "rumbleSeconds" "0" } punchRanges { "horizontalMin" "0" "horizontalMax" "0" "verticalMin" "0" "verticalMax" "0" "recoverSpeed" "1" "steadyMult" "2" } // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_Pistol.Reload" "reload_npc" "Weapon_Pistol.NPC_Reload" "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_Pistol.Single" "single_shot_npc" "Weapon_Pistol.NPC_Single" "special1" "Weapon_Pistol.Special1" "special2" "Weapon_Pistol.Special2" "burst" "Weapon_Pistol.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "d" } "weapon_s" { "font" "WeaponIconsSelected" "character" "d" } "ammo" { "font" "WeaponIcons" "character" "p" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }