WeaponData { // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_pistol_elite_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_pistol_elite" "HeatEffect" "weapon_muzzle_smoke" "HeatPerShot" "0.5" // 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_pistol" // 0 = never, 1 = every shot, 2 = every other, etc "TracerFrequency" "0" MaxPlayerSpeed 240 WeaponType Pistol FullAuto 0 WeaponPrice 500 WeaponArmorRatio 1.05 CrosshairMinDistance 4 CrosshairDeltaDistance 3 Team ANY BuiltRightHanded 1 PlayerAnimationExtension elites CanEquipWithShield 0 // Weapon characteristics: Penetration 1 Damage 38 Range 4096 RangeModifier 0.75 Bullets 1 CycleTime 0.12 FlinchVelocityModifierLarge 0.50 FlinchVelocityModifierSmall 0.65 // accuracy model parameters Spread 2.00 InaccuracyCrouch 5.25 InaccuracyStand 7.00 InaccuracyJump 0.849 InaccuracyLand 0.255 InaccuracyLadder 102.00 InaccuracyFire 11.16 InaccuracyMove 17.85 SpreadAlt 2.00 InaccuracyCrouchAlt 7.50 InaccuracyStandAlt 10.00 InaccuracyJumpAlt 0.849 InaccuracyLandAlt 0.255 InaccuracyLadderAlt 102.00 InaccuracyFireAlt 11.96 InaccuracyMoveAlt 17.85 RecoveryTimeCrouch 0.437491 RecoveryTimeStand 0.524989 RecoilAngle 0.0 RecoilAngleVariance 20 RecoilMagnitude 27 RecoilMagnitudeVariance 4 RecoilSeed 24563 // Weapon data is loaded by both the Game and Client DLLs. printname #SFUI_WPNHUD_Elites viewmodel models/weapons/v_pist_elite.mdl playermodel models/weapons/w_pist_elite.mdl AddonModel models/weapons/w_pist_elite_single.mdl DroppedModel models/weapons/w_pist_elite_dropped.mdl anim_prefix anim bucket 1 bucket_position 1 clip_size 30 default_clip -1 default_clip2 -1 primary_ammo BULLET_PLAYER_9MM secondary_ammo None weight 5 item_flags 0 rumble 1 // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 single_shot sounds) SoundData { single_shot Weapon_Elite.Single } // Weapon Sprite data is loaded by the Client DLL. TextureData { weapon { font CSweaponsSmall character S } weapon_s { font CSweapons character S } 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 "-3 -12 -12" Maxs "18 11 2" } World { Mins "-1 -7 -4" Maxs "12 9 5" } } }