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 1.01 CrosshairMinDistance 8 CrosshairDeltaDistance 3 Team CT BuiltRightHanded 1 PlayerAnimationExtension pistol CanEquipWithShield 1 // Weapon characteristics: Penetration 1 Damage 35 Range 4096 RangeModifier 0.91 Bullets 1 CycleTime 0.17 FlinchVelocityModifierLarge 0.50 FlinchVelocityModifierSmall 0.65 // accuracy model parameters Spread 2.00 InaccuracyCrouch 3.68 InaccuracyStand 4.90 InaccuracyJump 0.638 InaccuracyLand 0.191 InaccuracyLadder 138.32 InaccuracyFire 50.00 InaccuracyMove 26.00 // 13.00 SpreadAlt 1.50 InaccuracyCrouchAlt 3.68 InaccuracyStandAlt 4.90 InaccuracyJumpAlt 0.660 InaccuracyLandAlt 0.198 InaccuracyLadderAlt 119.90 InaccuracyFireAlt 13.15 InaccuracyMoveAlt 13.87 RecoveryTimeCrouch 0.291277 RecoveryTimeStand 0.349532 RecoilAngle 0 RecoilAngleVariance 0 RecoilMagnitude 26 RecoilMagnitudeVariance 0 RecoilSeed 5426 // Weapon data is loaded by both the Game and Client DLLs. printname #SFUI_WPNHUD_HKP2000 viewmodel models/weapons/v_pist_hkp2000.mdl playermodel models/weapons/w_pist_hkp2000.mdl anim_prefix anim bucket 1 bucket_position 1 clip_size 13 default_clip -1 default_clip2 -1 primary_ammo BULLET_PLAYER_357SIG 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_hkp2000.Single } // Weapon Sprite data is loaded by the Client DLL. TextureData { weapon { font CSweaponsSmall character Y } weapon_s { font CSweapons character Y } ammo { font CSTypeDeath character T } 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 -3 -14" Maxs "17 9 0" } World { Mins "-1 -3 -2" Maxs "10 3 5" } } }