WeaponData { // particle muzzle flash effect to play when fired MuzzleFlashEffect_1stPerson weapon_muzzle_flash_pistol MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_pistol HeatEffect weapon_muzzle_smoke HeatPerShot 0.3 // 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 1 MaxPlayerSpeed 240 WeaponType Pistol FullAuto 0 WeaponPrice 200 WeaponArmorRatio 0.94 CrosshairMinDistance 8 CrosshairDeltaDistance 3 Team TERRORIST BuiltRightHanded 1 PlayerAnimationExtension pistol CanEquipWithShield 1 // Weapon characteristics: Penetration 1 Damage 28 Range 4096 RangeModifier 0.9 Bullets 1 CycleTime 0.15 FlinchVelocityModifierLarge 0.50 FlinchVelocityModifierSmall 0.65 // accuracy model parameters Spread 2.00 InaccuracyCrouch 4.20 InaccuracyStand 5.60 InaccuracyJump 0.616 InaccuracyLand 0.185 InaccuracyLadder 137.00 InaccuracyFire 56.00 InaccuracyMove 12.00 SpreadAlt 15.00 InaccuracyCrouchAlt 3.00 InaccuracyStandAlt 5.60 InaccuracyJumpAlt 0.15 InaccuracyLandAlt 0.185 InaccuracyLadderAlt 119.25 InaccuracyFireAlt 45.00 InaccuracyMoveAlt 12.95 RecoveryTimeCrouch 0.276310 RecoveryTimeStand 0.331572 RecoilAngle 0 RecoilAngleVariance 20 RecoilMagnitude 18 RecoilMagnitudeVariance 0 RecoilSeed 4484 RecoilAngleAlt 0 RecoilAngleVarianceAlt 20 RecoilMagnitudeAlt 30 RecoilMagnitudeVarianceAlt 5 // Weapon data is loaded by both the Game and Client DLLs. printname #SFUI_WPNHUD_Glock18 viewmodel models/weapons/v_pist_glock18.mdl playermodel models/weapons/w_pist_glock18.mdl shieldviewmodel models/weapons/v_shield_glock18_r.mdl anim_prefix anim bucket 1 bucket_position 1 clip_size 20 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 { //reload Default.Reload //empty Default.ClipEmpty_Rifle single_shot Weapon_Glock.Single } // Weapon Sprite data is loaded by the Client DLL. TextureData { weapon { font CSweaponsSmall character C } weapon_s { font CSweapons character C } 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 "-8 -4 -14" Maxs "17 9 -1" } World { Mins "-1 -3 -3" Maxs "11 4 4" } } }