WeaponData { // particle muzzle flash effect to play when fired MuzzleFlashEffect_1stPerson weapon_muzzle_flash_pistol MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_pistol HeatEffect weapon_muzzle_smoke HeatPerShot 0.3 // 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 1 MaxPlayerSpeed 240 WeaponType Pistol FullAuto 0 WeaponPrice 200 WeaponArmorRatio 0.94 CrosshairMinDistance 8 CrosshairDeltaDistance 3 Team TERRORIST BuiltRightHanded 1 PlayerAnimationExtension pistol CanEquipWithShield 1 // Weapon characteristics: Penetration 1 Damage 28 Range 4096 RangeModifier 0.9 Bullets 1 CycleTime 0.15 FlinchVelocityModifierLarge 0.50 FlinchVelocityModifierSmall 0.65 // accuracy model parameters Spread 2.00 InaccuracyCrouch 4.20 InaccuracyStand 5.60 InaccuracyJump 0.616 InaccuracyLand 0.185 InaccuracyLadder 137.00 InaccuracyFire 56.00 InaccuracyMove 24.00 // 12.00 SpreadAlt 15.00 InaccuracyCrouchAlt 3.00 InaccuracyStandAlt 5.60 InaccuracyJumpAlt 0.15 InaccuracyLandAlt 0.185 InaccuracyLadderAlt 119.25 InaccuracyFireAlt 45.00 InaccuracyMoveAlt 12.95 RecoveryTimeCrouch 0.276310 RecoveryTimeStand 0.331572 RecoilAngle 0 RecoilAngleVariance 20 RecoilMagnitude 18 RecoilMagnitudeVariance 0 RecoilSeed 4484 RecoilAngleAlt 0 RecoilAngleVarianceAlt 20 RecoilMagnitudeAlt 30 RecoilMagnitudeVarianceAlt 5 // Weapon data is loaded by both the Game and Client DLLs. printname #SFUI_WPNHUD_Glock18 viewmodel models/weapons/v_pist_glock18.mdl playermodel models/weapons/w_pist_glock18.mdl shieldviewmodel models/weapons/v_shield_glock18_r.mdl anim_prefix anim bucket 1 bucket_position 1 clip_size 20 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 { //reload Default.Reload //empty Default.ClipEmpty_Rifle single_shot Weapon_Glock.Single } // Weapon Sprite data is loaded by the Client DLL. TextureData { weapon { font CSweaponsSmall character C } weapon_s { font CSweapons character C } 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 "-8 -4 -14" Maxs "17 9 -1" } World { Mins "-1 -3 -3" Maxs "11 4 4" } } }