WeaponData { // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_pistol_elite_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_pistol_elite" "HeatEffect" "weapon_muzzle_smoke" "HeatPerShot" "0.5" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_9mm" // the tracer particle effect and frequency "TracerEffect" "weapon_tracers_pistol" // 0 = never, 1 = every shot, 2 = every other, etc "TracerFrequency" "0" MaxPlayerSpeed 240 WeaponType Pistol FullAuto 0 WeaponPrice 500 WeaponArmorRatio 1.15 CrosshairMinDistance 4 CrosshairDeltaDistance 3 Team ANY BuiltRightHanded 1 PlayerAnimationExtension elites CanEquipWithShield 0 // Weapon characteristics: Penetration 1 Damage 38 Range 4096 RangeModifier 0.79 Bullets 1 CycleTime 0.12 FlinchVelocityModifierLarge 0.50 FlinchVelocityModifierSmall 0.65 // accuracy model parameters Spread 2.00 InaccuracyCrouch 5.25 InaccuracyStand 7.00 InaccuracyJump 0.849 InaccuracyLand 0.255 InaccuracyLadder 102.00 InaccuracyFire 11.16 InaccuracyMove 35.7 // 17.85 SpreadAlt 2.00 InaccuracyCrouchAlt 7.50 InaccuracyStandAlt 10.00 InaccuracyJumpAlt 0.849 InaccuracyLandAlt 0.255 InaccuracyLadderAlt 102.00 InaccuracyFireAlt 11.96 InaccuracyMoveAlt 17.85 RecoveryTimeCrouch 0.437491 RecoveryTimeStand 0.524989 RecoilAngle 0.0 RecoilAngleVariance 20 RecoilMagnitude 27 RecoilMagnitudeVariance 4 RecoilSeed 24563 // Weapon data is loaded by both the Game and Client DLLs. printname #SFUI_WPNHUD_Elites viewmodel models/weapons/v_pist_elite.mdl playermodel models/weapons/w_pist_elite.mdl AddonModel models/weapons/w_pist_elite_single.mdl DroppedModel models/weapons/w_pist_elite_dropped.mdl anim_prefix anim bucket 1 bucket_position 1 clip_size 30 default_clip -1 default_clip2 -1 primary_ammo BULLET_PLAYER_9MM secondary_ammo None weight 5 item_flags 0 rumble 1 // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 single_shot sounds) SoundData { single_shot Weapon_Elite.Single } // Weapon Sprite data is loaded by the Client DLL. TextureData { weapon { font CSweaponsSmall character S } weapon_s { font CSweapons character S } ammo { font CSTypeDeath character R } 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 "-3 -12 -12" Maxs "18 11 2" } World { Mins "-1 -7 -4" Maxs "12 9 5" } } }