// Custom VScripted Weapon // This can be overridden on a map-by-map basis with %mapname%_weapon_custom_scripted#.txt. WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "CUSTOM WEAPON" "viewmodel" "models/weapons/v_irifle.mdl" "playermodel" "models/weapons/w_irifle.mdl" "anim_prefix" "ar2" "bucket" "5" "bucket_position" "2" "bucket_360" "0" "bucket_position_360" "1" "clip_size" "25" "default_clip" "25" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "AR2" "secondary_ammo" "AR2AltFire" "weight" "7" "rumble" "2" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_Crossbow.Single" "reload" "Weapon_AR2.Reload" "double_shot" "Weapon_IRifle.Single" "special1" "Weapon_CombineGuard.Special1" // NPC SECTION "single_shot_npc" "Weapon_Crossbow.Single" "reload_npc" "Weapon_SMG1.NPC_Reload" "double_shot_npc" "Weapon_AR2.NPC_Double" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "l" } "weapon_s" { "font" "WeaponIconsSelected" "character" "l" } "weapon_small" { "font" "WeaponIconsSmall" "character" "l" } "ammo" { "font" "WeaponIconsSmall" "character" "u" } "ammo2" { "font" "WeaponIconsSmall" "character" "z" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }