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Copy pathweapon_spitter_claw.txt
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weapon_spitter_claw.txt
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WeaponData
{
"MaxPlayerSpeed" "250"
"WeaponType" "claw"
"WeaponPrice" "0"
"WeaponArmorRatio" "1.7"
"CrosshairMinDistance" "7"
"CrosshairDeltaDistance" "3"
"Team" "Zombie"
"BuiltRightHanded" "1"
"PlayerAnimationExtension" "knife"
"MuzzleFlashScale" "0"
"MuzzleFlashStyle" "CS_MUZZLEFLASH_NONE"
"CanEquipWithShield" "1"
// Weapon characteristics:
"Penetration" "1"
"Damage" "50"
"Range" "4096"
"RangeModifier" "0.99"
"Bullets" "1"
"CycleTime" "1.0"
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "Claws"
"viewmodel" "models/weapons/arms/v_spitter_arms.mdl"
"playermodel" "models/w_models/weapons/w_pistol_a.mdl" // need a valid playermodel, even though it'll never be shown
"anim_prefix" "anim"
"bucket" "0"
"bucket_position" "0"
"clip_size" "-1"
"default_clip" "1"
"primary_ammo" "None"
"secondary_ammo" "None"
"weight" "0"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"reload" "Default.Reload"
"single_shot" "Player.StopItem"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "DebugFixed"
"character" "A"
}
"weapon_s"
{
"font" "DebugFixed"
"character" "A"
}
"ammo"
{
"font" "DebugFixed"
"character" "A"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
ModelBounds
{
Viewmodel
{
Mins "-2 -16 -15"
Maxs "18 11 5"
}
World
{
Mins "-2 -5 -5"
Maxs "10 4 11"
}
}
}