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" "0.35" "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" 220 "WeaponType" "SubMachinegun" "FullAuto" 1 "WeaponPrice" "1700" "KillAward" "600" "WeaponArmorRatio" "1.25" "CrosshairMinDistance" "6" "CrosshairDeltaDistance" "2" "Team" "ANY" "BuiltRightHanded" "1" "PlayerAnimationExtension" "mp7" "CanEquipWithShield" "0" // Weapon characteristics: "Penetration" "1" "Damage" "29" "Range" "3600" "RangeModifier" "0.85" "Bullets" "1" "CycleTime" "0.08" "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" 5.92 "InaccuracyStand" 10.00 "InaccuracyJump" 0.384 "InaccuracyLand" 0.115 "InaccuracyLadder" 57.56 "InaccuracyFire" 2.18 "InaccuracyMove" 19.86 "RecoveryTimeCrouch" 0.312494 "RecoveryTimeStand" 0.437491 "RecoilAngle" 0 "RecoilAngleVariance" 70 "RecoilMagnitude" 16 "RecoilMagnitudeVariance" 1 "RecoilSeed" 61649 // Weapon data is loaded by both the Game and Client DLLs. "printname" "#SFUI_WPNHUD_MP7" "viewmodel" "models/weapons/v_smg_mp7.mdl" "playermodel" "models/weapons/w_smg_mp7.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "30" "default_clip" "-1" "default_clip2" "-1" "primary_ammo" "BULLET_PLAYER_9MM" "secondary_ammo" "BULLET_PLAYER_9MM" "weight" "25" "item_flags" "0" "rumble" "3" // 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_MP7.Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "CSweaponsSmall" "character" "X" } "weapon_s" { "font" "CSweapons" "character" "X" } "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 "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } }