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- // Beretta
- WeaponData
- {
- // Weapon data is loaded by both the Game and Client DLLs.
- "printname" "Beretta"
- "viewmodel" "models/weapons/v_Beretta.mdl"
- "playermodel" "models/weapons/w_Beretta.mdl"
- "anim_prefix" "pistol"
- "bucket" "1"
- "bucket_position" "3"
- "clip_size" "15"
- "primary_ammo" "Nerv_9"
- "secondary_ammo" "None"
- "weight" "0"
- "item_flags" "0"
- "ironsightoffset"
- {
- "x" "-10"
- "y" "-3.7"
- "z" "2.2"
- }
- // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
- SoundData
- {
- "reload" "Weapon_Beretta.Reload"
- "reload_npc" "Weapon_Beretta.NPC_Reload"
- "empty" "Weapon_Pistol.Empty"
- "single_shot" "Weapon_Beretta.Single"
- "single_shot_npc" "Weapon_Beretta.NPC_Single"
- "special1" "Weapon_Beretta.Special1"
- "special2" "Weapon_Beretta.Special2"
- "burst" "Weapon_Beretta.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"
- }
- }
- "Advanced" // only for Weapon_Scripted
- {
- // **Primary Attack**
- // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
- "FireType1" "1"
- // Rate of Weapons Fire ( Not for laser or warp )
- "FireRate1" "0.2"
- // Allow a refire as fast as the player can click, Basic Bullet Only.
- "FastFire1" "0"
- // Allow Fire Underwater?
- "FireUnderWater1" "0"
- // For Bullet accuracy
- "FireCone1" "2" // Starting Value ( 0-20 )
- "FireConeLerp1" "0" // Bool
- "FireConeLerpto1" "3" // Value to lerp accuracy too ( 0-20 )
- // **Secondary Attack**
- // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
- "FireType2" "0"
- // **Global Weapon Settings**
- // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
- // ( Only if a weapon has recoil animations, Not for laser or warp )
- "NumberOfRecoilAnims" "0"
- // Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
- "RecoilIncrementSpeed" "1"
- // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
- // This is the player animation set that will be used on all players you view ingame.
- "PlayerAnimationSet" "1"
- }
- }
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