// 1911 WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Pistol" "viewmodel" "models/weapons/v_pist_92fs.mdl" "playermodel" "models/weapons/w_pist_92fs.mdl" "anim_prefix" "pistol" "bucket" "1" "bucket_position" "2" "clip_size" "8" "primary_ammo" "Nerv_45" "secondary_ammo" "None" "weight" "2" "item_flags" "0" "ironsightoffset" { "x" "-13" "y" "-5.5" "z" "4.2" } // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_1911.Reload" "reload_npc" "Weapon_1911.NPC_Reload" "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_1911.Single" "single_shot_npc" "Weapon_1911.NPC_Single" "special1" "Weapon_1911.Special1" "special2" "Weapon_1911.Special2" "burst" "Weapon_1911.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" } } }