// Slam WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Mac10" "viewmodel" "models/weapons/v_mac.mdl" "playermodel" "models/weapons/w_mac10.mdl" "anim_prefix" "mac" "bucket" "1" "bucket_position" "3" "clip_size" "30" "clip2_size" "-1" "primary_ammo" "MAC10" "secondary_ammo" "None" "weight" "3" "item_flags" "0" "damage" "10" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_SMG1.Reload" "empty" "Weapon_SMG1.Empty" "single_shot" "Weapon_Mac10.Single" "special1" "Weapon_SMG1.Special1" "special2" "Weapon_SMG1.Special2" "double_shot" "Weapon_SMG1.Double" "burst" "Weapon_SMG1.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "SourceForts2" "character" "a" } "weapon_s" { "font" "SourceForts2Blurred" "character" "a" } "ammo" { "font" "WeaponIcons" "character" "r" } "ammo2" { "font" "WeaponIcons" "character" "t" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }