First version of the SOurce SDK 2013
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// Assault Rifle 2
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WeaponData
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{
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// Weapon data is loaded by both the Game and Client DLLs.
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"printname" "#HL2_Pulse_Rifle"
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"viewmodel" "models/weapons/v_irifle.mdl"
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"playermodel" "models/weapons/w_irifle.mdl"
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"anim_prefix" "ar2"
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"bucket" "2"
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"bucket_position" "1"
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"clip_size" "30"
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"default_clip" "60"
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"clip2_size" "-1"
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"default_clip2" "-1"
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"primary_ammo" "AR2"
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"secondary_ammo" "AR2AltFire"
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"weight" "5"
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"item_flags" "0"
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"damage" "11"
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// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
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SoundData
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{
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"special1" "Weapon_CombineGuard.Special1"
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"empty" "Weapon_IRifle.Empty"
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"double_shot" "Weapon_IRifle.Single"
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"reload" "Weapon_AR2.Reload"
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"single_shot" "Weapon_AR2.Single"
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// NPC SECTION
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"single_shot_npc" "Weapon_AR2.NPC_Single"
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"reload_npc" "Weapon_AR2.NPC_Reload"
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"double_shot_npc" "Weapon_AR2.NPC_Double"
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}
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// Weapon Sprite data is loaded by the Client DLL.
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TextureData
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{
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"weapon"
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{
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"font" "WeaponIcons"
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"character" "l"
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}
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"weapon_s"
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{
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"font" "WeaponIconsSelected"
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"character" "l"
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}
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"ammo"
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{
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"font" "WeaponIcons"
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"character" "u"
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}
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"ammo2"
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{
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"font" "WeaponIcons"
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"character" "z"
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}
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"crosshair"
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{
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"font" "Crosshairs"
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"character" "Q"
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}
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"autoaim"
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{
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"file" "sprites/crosshairs"
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"x" "0"
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"y" "48"
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"width" "24"
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"height" "24"
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}
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}
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}
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