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" 230 "WeaponType" "SubMachinegun" "FullAuto" 1 "WeaponPrice" "1200" "KillAward" "600" "WeaponArmorRatio" "1.3" "CrosshairMinDistance" "6" "CrosshairDeltaDistance" "3" "Team" "ANY" "BuiltRightHanded" "1" "PlayerAnimationExtension" "ump45" "CanEquipWithShield" "0" // Weapon characteristics: "Penetration" "1" "Damage" "35" "Range" "3700" "RangeModifier" "0.85" "Bullets" "1" "CycleTime" "0.090" "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" 1.00 "InaccuracyCrouch" 10.07 "InaccuracyStand" 13.43 "InaccuracyJump" 0.282 "InaccuracyLand" 0.085 "InaccuracyLadder" 42.35 "InaccuracyFire" 3.42 "InaccuracyMove" 28.76 "RecoveryTimeCrouch" 0.249995 "RecoveryTimeStand" 0.349993 "RecoilAngleVariance" 40 "RecoilMagnitude" 23 "RecoilMagnitudeVariance" 1 "RecoilSeed" 59299 // Weapon data is loaded by both the Game and Client DLLs. "printname" "#SFUI_WPNHUD_UMP45" "viewmodel" "models/weapons/v_smg_ump45.mdl" "playermodel" "models/weapons/w_smg_ump45.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "25" "default_clip" "-1" "default_clip2" "-1" "primary_ammo" "BULLET_PLAYER_45ACP" "secondary_ammo" "None" "weight" "25" "item_flags" "0" "rumble" "4" // 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_UMP45.Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "CSweaponsSmall" "character" "Q" } "weapon_s" { "font" "CSweapons" "character" "Q" } "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 "-7 -1 -15" Maxs "27 11 -2" } World { Mins "-10 -7 -8" Maxs "20 8 8" } } }