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- 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 230
- WeaponType Pistol
- FullAuto 0
- WeaponPrice 800
- WeaponArmorRatio 1.864
- CrosshairMinDistance 8
- CrosshairDeltaDistance 3
- Team ANY
- BuiltRightHanded 1
- PlayerAnimationExtension pistol
- CanEquipWithShield 1
- // Weapon characteristics:
- Penetration 2
- Damage 54 //current settings 84
- Range 4096
- RangeModifier 0.926
- Bullets 1
- CycleTime 0.225
- FlinchVelocityModifierLarge 0.40
- FlinchVelocityModifierSmall 0.55
- // accuracy model parameters
- Spread 2.00
- InaccuracyCrouch 2.78
- InaccuracyStand 5.50 //current settings 7.70
- InaccuracyJump 1.966
- InaccuracyLand 0.730
- InaccuracyLadder 152.00
- InaccuracyFire 84.23
- InaccuracyMove 58.10
- RecoveryTimeCrouch 0.209927
- RecoveryTimeStand 0.35912
- RecoilAngle 0.0
- RecoilAngleVariance 20 //current settings 60
- RecoilMagnitude 51 //current settings 48.20
- RecoilMagnitudeVariance 19 //current settings 18
- RecoilSeed 1454
- // Weapon data is loaded by both the Game and Client DLLs.
- printname #SFUI_WPNHUD_DesertEagle
- viewmodel models/weapons/v_pist_deagle.mdl
- playermodel models/weapons/w_pist_deagle.mdl
- shieldviewmodel models/weapons/v_shield_de_r.mdl
- anim_prefix anim
- bucket 1
- bucket_position 1
- clip_size 7
- primary_ammo BULLET_PLAYER_50AE
- secondary_ammo None
- weight 7
- item_flags 0
- rumble 2
- // 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_DEagle.Single
- }
- // Weapon Sprite data is loaded by the Client DLL.
- TextureData
- {
- weapon
- {
- font CSweaponsSmall
- character F
- }
- weapon_s
- {
- font CSweapons
- character F
- }
- ammo
- {
- font CSTypeDeath
- character U
- }
- 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 "-7 -3 -14"
- Maxs "19 10 -2"
- }
- World
- {
- Mins "-1 -3 -2"
- Maxs "13 4 6"
- }
- }
- }
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