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tf_weapon_mechanical_arm.txt
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90 lines (83 loc) · 1.55 KB
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WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_Mechanical_Arm"
"BuiltRightHanded" "0"
"weight" "2"
"WeaponType" "secondary"
"ITEM_FLAG_NOITEMPICKUP" "1"
// Attributes TF.
"Damage" "7"
"Range" "256"
"BulletsPerShot" "1"
"Spread" "0.04"
"TimeFireDelay" "0.15"
//"TimeIdle" "5.0"
//"TimeIdleEmpty" "0.25"
//"TimeReload" "0.5"
"primary_ammo" "TF_AMMO_METAL"
"ProjectileType" "projectile_bullet"
"HasTeamSkins_Viewmodel" "1"
// Secondary Attributes.
"secondary_ammo" "None"
// Buckets.
"bucket" "1"
"bucket_position" "0"
// Animation.
"anim_prefix" "ac"
// Muzzleflash
"MuzzleFlashParticleEffect" "muzzle_pistol"
// Sounds.
// Max of 16 per category (ie. max 16 "single_shot" sounds).
SoundData
{
"reload" "Weapon_Pistol.WorldReload"
"empty" "Weapon_Pistol.ClipEmpty"
"single_shot" "Weapon_Pistol.Single"
"burst" "Weapon_Pistol.SingleCrit"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_pistol"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_pistol"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"ammo"
{
"file" "sprites/a_icons1"
"x" "55"
"y" "60"
"width" "73"
"height" "15"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}