WeaponData { // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_smg" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_smg" "HeatEffect" "weapon_muzzle_smoke" "HeatPerShot" "0.3" "AddonLocation" "primary_smg" // 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_smg" // 0 = never, 1 = every shot, 2 = every other, etc "TracerFrequency" "3" "MaxPlayerSpeed" 240 "WeaponType" "SubMachinegun" "FullAuto" 1 "WeaponPrice" "1050" "KillAward" "600" "WeaponArmorRatio" "1.15" "CrosshairMinDistance" "9" "CrosshairDeltaDistance" "3" "Team" "TERRORIST" "BuiltRightHanded" "1" "PlayerAnimationExtension" "mac10" "CanEquipWithShield" "0" // Weapon characteristics: "Penetration" "1" "Damage" "29" "Range" "3600" "RangeModifier" "0.80" "Bullets" "1" "CycleTime" "0.075" "TimeToIdle" "2" "IdleInterval" "20" FlinchVelocityModifierLarge 0.0 // now defined in the weapon schema FlinchVelocityModifierSmall 0.0 // now defined in the weapon schema // accuracy model parameters "Spread" 0.6 "InaccuracyCrouch" 9.98 "InaccuracyStand" 13.30 "InaccuracyJump" 0.228 "InaccuracyLand" 0.069 "InaccuracyLadder" 34.26 "InaccuracyFire" 4.76 "InaccuracyMove" 13.99 "RecoveryTimeCrouch" 0.285521 "RecoveryTimeStand" 0.399729 "RecoilAngle" 0 "RecoilAngleVariance" 70 "RecoilMagnitude" 18 "RecoilMagnitudeVariance" 1 "RecoilSeed" 34079 // Weapon data is loaded by both the Game and Client DLLs. "printname" "#SFUI_WPNHUD_MAC10" "viewmodel" "models/weapons/v_smg_mac10.mdl" "playermodel" "models/weapons/w_smg_mac10.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "30" "default_clip" "-1" "default_clip2" "-1" "primary_ammo" "BULLET_PLAYER_45ACP" "secondary_ammo" "None" "rumble" "3" "weight" "25" "item_flags" "0" // 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_MAC10.Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "CSweaponsSmall" "character" "L" } "weapon_s" { "font" "CSweapons" "character" "L" } "ammo" { "font" "CSTypeDeath" "character" "M" } "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 "-4 -5 -14" Maxs "20 10 0" } World { Mins "-2 -4 -7" Maxs "13 4 7" } } }