WeaponData { // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_para_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_para" "HeatEffect" "weapon_muzzle_smoke" "HeatPerShot" "0.35" "AddonScale" "0.90" "AddonLocation" "primary_mg" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_rifle" // the tracer particle effect and frequency "TracerEffect" "weapon_tracers_mach" // 0 = never, 1 = every shot, 2 = every other, etc "TracerFrequency" "1" "MaxPlayerSpeed" 195 "WeaponType" "Machinegun" "FullAuto" 1 "WeaponPrice" "5200" "WeaponArmorRatio" "1.6" "CrosshairMinDistance" "6" "CrosshairDeltaDistance" "3" "Team" "ANY" "BuiltRightHanded" "1" "PlayerAnimationExtension" "m249" "CanEquipWithShield" "0" // Weapon characteristics: "Penetration" "2" "Damage" "32" "Range" "8192" "RangeModifier" "0.97" "Bullets" "1" "CycleTime" "0.08" "TimeToIdle" "1.6" "IdleInterval" "20" FlinchVelocityModifierLarge 0.40 FlinchVelocityModifierSmall 0.55 // accuracy model parameters "Spread" 2.00 "InaccuracyCrouch" 5.34 "InaccuracyStand" 7.70 "InaccuracyJump" 1.328 "InaccuracyLand" 0.398 "InaccuracyLadder" 132.81 "InaccuracyFire" 3.56 "InaccuracyMove" 156.25 "RecoveryTimeCrouch" 0.592093 "RecoveryTimeStand" 0.828931 "RecoilAngle" 0 "RecoilAngleVariance" 50 "RecoilMagnitude" 25 "RecoilMagnitudeVariance" 2 "RecoilSeed" 50310 // Weapon data is loaded by both the Game and Client DLLs. "printname" "#SFUI_WPNHUD_M249" "viewmodel" "models/weapons/v_mach_m249para.mdl" "playermodel" "models/weapons/w_mach_m249.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "100" "default_clip" "-1" "default_clip2" "-1" "primary_ammo" "BULLET_PLAYER_556MM_BOX" "secondary_ammo" "None" "weight" "25" "item_flags" "0" "rumble" "2" // 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_M249.Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "CSweaponsSmall" "character" "Z" } "weapon_s" { "font" "CSweapons" "character" "Z" } "ammo" { "font" "CSTypeDeath" "character" "N" } "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 -8 -15" Maxs "30 5 0" } World { Mins "-4 -8 -6" Maxs "31 8 10" } } }