// Small Machine Gun 1 WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_SMG1" "viewmodel" "models/weapons/v_smg1.mdl" "vrmodel" "models/weapons/vr_smg.mdl" "vrmodel_l" "models/weapons/left_handed/vr_smg_l.mdl" "playermodel" "models/weapons/w_smg1.mdl" "anim_prefix" "smg2" "bucket" "2" "bucket_position" "0" "hasHolosight" "1" "holosightMaterial" "models/weapons/vr_smg/vr_smg_holosight" "clip_size" "45" "clip2_size" "-1" "default_clip" "45" "default_clip2" "-1" "primary_ammo" "SMG1" "secondary_ammo" "SMG1_Grenade" "weight" "3" "item_flags" "0" "rumble" "3" Protube { "kickPower" "0.7" "rumblePower" "0" "rumbleSeconds" "0" "secondaryKickPower" "1" "secondaryRumblePower" "0.8" "secondaryRumbleSeconds" "1" } punchRanges { "horizontalMin" "-8" "horizontalMax" "8" "verticalMin" "10" "verticalMax" "10" "recoverSpeed" "3" "steadyMult" "10" } // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_SMG1.Reload" "reload_npc" "Weapon_SMG1.NPC_Reload" "empty" "Weapon_SMG1.Empty" "single_shot" "Weapon_SMG1.Single" "single_shot_npc" "Weapon_SMG1.NPC_Single" "special1" "Weapon_SMG1.Special1" "special2" "Weapon_SMG1.Special2" "double_shot" "Weapon_SMG1.Double" "burst" "Weapon_SMG1.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "a" } "weapon_s" { "font" "WeaponIconsSelected" "character" "a" } "ammo" { "font" "WeaponIcons" "character" "r" } "ammo2" { "font" "WeaponIcons" "character" "t" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }