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// Physics Gun
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_GravityGun"
"viewmodel" "models/weapons/v_physcannon.mdl"
"playermodel" "models/weapons/w_Physics.mdl"
"anim_prefix" "gauss"
"bucket" "0"
"bucket_position" "2"
"clip_size" "0"
"clip2_size" "0"
"primary_ammo" "None"
"secondary_ammo" "None"
"default_clip" "0"
"default_clip2" "0"
"weight" "0"
"autoswitchto" "0"
"autoswitchfrom" "0"
"item_flags" "2"
SoundData
{
// launch held object
"single_shot" "Weapon_PhysCannon.Launch"
// Ignore?
"reload" "Weapon_PhysCannon.Charge"
// dry fire - no target
"empty" "Weapon_PhysCannon.DryFire"
// pick up object
"special1" "Weapon_PhysCannon.Pickup"
// open claws, target object
"special2" "Weapon_PhysCannon.OpenClaws"
// close claws, target out of range/invalid
"melee_hit" "Weapon_PhysCannon.CloseClaws"
// drop object
"melee_miss" "Weapon_PhysCannon.Drop"
// too heavy
"special3" "Weapon_PhysCannon.TooHeavy"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "m"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "m"
}
"ammo"
{
"file" "sprites/a_icons1"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "48"
"y" "72"
"width" "24"
"height" "24"
}
}
}
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