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// Assault Rifle 2
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_Pulse_Rifle"
"viewmodel" "models/weapons/v_irifle.mdl"
"playermodel" "models/weapons/w_irifle.mdl"
"anim_prefix" "ar2"
"bucket" "2"
"bucket_position" "1"
"clip_size" "30"
"default_clip" "60"
"clip2_size" "-1"
"default_clip2" "-1"
"primary_ammo" "AR2"
"secondary_ammo" "AR2AltFire"
"weight" "5"
"item_flags" "0"
"damage" "11"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"special1" "Weapon_CombineGuard.Special1"
"empty" "Weapon_IRifle.Empty"
"double_shot" "Weapon_IRifle.Single"
"reload" "Weapon_AR2.Reload"
"single_shot" "Weapon_AR2.Single"
// NPC SECTION
"single_shot_npc" "Weapon_AR2.NPC_Single"
"reload_npc" "Weapon_AR2.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"
}
"ammo"
{
"font" "WeaponIcons"
"character" "u"
}
"ammo2"
{
"font" "WeaponIcons"
"character" "z"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
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