WeaponData { // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_autoshotgun" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_autoshotgun" "HeatEffect" "weapon_muzzle_smoke" "HeatPerShot" "1.5" "AddonScale" "0.90" "AddonLocation" "primary_shotgun" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_shotgun" // the tracer particle effect and frequency "TracerEffect" "weapon_tracers_shot" // 0 = never, 1 = every shot, 2 = every other, etc "TracerFrequency" "1" "MaxPlayerSpeed" 215 "WeaponType" "Shotgun" "FullAuto" 1 "WeaponPrice" "2000" "KillAward" "900" "WeaponArmorRatio" "1.6" "CrosshairMinDistance" "9" "CrosshairDeltaDistance" "4" "Team" "ANY" "BuiltRightHanded" "1" "PlayerAnimationExtension" "xm1014" "CanEquipWithShield" "0" // Weapon characteristics: "Penetration" "1" "Damage" "20" "Range" "3000" "RangeModifier" "0.70" "Bullets" "6" "CycleTime" "0.35" FlinchVelocityModifierLarge 0.40 FlinchVelocityModifierSmall 0.45 // accuracy model parameters "Spread" 38.00 "InaccuracyCrouch" 5.25 "InaccuracyStand" 7.00 "InaccuracyJump" 0.772 "InaccuracyLand" 0.232 "InaccuracyLadder" 77.21 "InaccuracyFire" 8.83 "InaccuracyMove" 36.03 "RecoveryTimeCrouch" 0.361835 "RecoveryTimeStand" 0.506569 "RecoilAngle" 0 "RecoilAngleVariance" 20 "RecoilMagnitude" 80 "RecoilMagnitudeVariance" 20 "RecoilSeed" 24862 // Weapon data is loaded by both the Game and Client DLLs. "printname" "#SFUI_WPNHUD_xm1014" "viewmodel" "models/weapons/v_shot_xm1014.mdl" "playermodel" "models/weapons/w_shot_xm1014.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "7" "default_clip" "-1" "default_clip2" "-1" "primary_ammo" "BULLET_PLAYER_BUCKSHOT" "secondary_ammo" "None" "weight" "20" "item_flags" "0" "rumble" "5" // 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_XM1014.Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "CSweaponsSmall" "character" "]" } "weapon_s" { "font" "CSweapons" "character" "]" } "ammo" { "font" "CSTypeDeath" "character" "J" } "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 "-13 -3 -11" Maxs "29 10 0" } World { Mins "-4 -8 -4" Maxs "30 8 6" } } }