First version of the SOurce SDK 2013
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// Pistol
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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_Pistol"
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"viewmodel" "models/weapons/v_pistol.mdl"
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"playermodel" "models/weapons/w_pistol.mdl"
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"anim_prefix" "pistol"
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"bucket" "1"
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"bucket_position" "0"
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"clip_size" "18"
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"primary_ammo" "Pistol"
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"secondary_ammo" "None"
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"weight" "2"
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"item_flags" "0"
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"damage" "8"
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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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"reload" "Weapon_Pistol.Reload"
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"reload_npc" "Weapon_Pistol.NPC_Reload"
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"empty" "Weapon_Pistol.Empty"
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"single_shot" "Weapon_Pistol.Single"
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"single_shot_npc" "Weapon_Pistol.NPC_Single"
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"special1" "Weapon_Pistol.Special1"
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"special2" "Weapon_Pistol.Special2"
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"burst" "Weapon_Pistol.Burst"
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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" "d"
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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" "d"
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}
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"ammo"
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{
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"font" "WeaponIcons"
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"character" "p"
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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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