// Physics Gun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Gravity Gun" "viewmodel" "models/weapons/v_physcannon.mdl" "playermodel" "models/weapons/w_Physics.mdl" "anim_prefix" "gauss" "bucket" "3" "bucket_position" "0" "clip_size" "0" "clip2_size" "0" "primary_ammo" "None" "secondary_ammo" "None" "default_clip" "0" "default_clip2" "0" "weight" "1" "autoswitchto" "0" "autoswitchfrom" "0" "item_flags" "2" // ITEM_FLAG_NOAUTORELOAD "fov" "54" 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" "freeze" "SourceForts.Freeze" "repair" "SourceForts.Repair" } // 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" "A" } "autoaim" { "font" "Crosshairs" "character" "D" } } }