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 1.01 CrosshairMinDistance 8 CrosshairDeltaDistance 3 Team CT BuiltRightHanded 1 PlayerAnimationExtension pistol CanEquipWithShield 1 // Weapon characteristics: Penetration 1 Damage 35 Range 4096 RangeModifier 0.91 Bullets 1 CycleTime 0.17 FlinchVelocityModifierLarge 0.50 FlinchVelocityModifierSmall 0.65 // accuracy model parameters Spread 2.00 InaccuracyCrouch 3.68 InaccuracyStand 4.90 InaccuracyJump 0.638 InaccuracyLand 0.191 InaccuracyLadder 138.32 InaccuracyFire 50.00 InaccuracyMove 13.00 SpreadAlt 1.50 InaccuracyCrouchAlt 3.68 InaccuracyStandAlt 4.90 InaccuracyJumpAlt 0.660 InaccuracyLandAlt 0.198 InaccuracyLadderAlt 119.90 InaccuracyFireAlt 13.15 InaccuracyMoveAlt 13.87 RecoveryTimeCrouch 0.291277 RecoveryTimeStand 0.349532 RecoilAngle 0 RecoilAngleVariance 0 RecoilMagnitude 26 RecoilMagnitudeVariance 0 RecoilSeed 5426 // Weapon data is loaded by both the Game and Client DLLs. printname #SFUI_WPNHUD_HKP2000 viewmodel models/weapons/v_pist_hkp2000.mdl playermodel models/weapons/w_pist_hkp2000.mdl anim_prefix anim bucket 1 bucket_position 1 clip_size 13 default_clip -1 default_clip2 -1 primary_ammo BULLET_PLAYER_357SIG 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_hkp2000.Single } // Weapon Sprite data is loaded by the Client DLL. TextureData { weapon { font CSweaponsSmall character Y } weapon_s { font CSweapons character Y } ammo { font CSTypeDeath character T } 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 -3 -14" Maxs "17 9 0" } World { Mins "-1 -3 -2" Maxs "10 3 5" } } }