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Jan 24th, 2013
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  1. WeaponData
  2. {
  3. // particle muzzle flash effect to play when fired
  4. MuzzleFlashEffect_1stPerson weapon_muzzle_flash_pistol
  5. MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_pistol
  6. HeatEffect weapon_muzzle_smoke
  7. HeatPerShot 0.3
  8.  
  9. // model for the shell casing to eject when we fire bullets
  10. EjectBrassEffect weapon_shell_casing_9mm
  11.  
  12. // the tracer particle effect and frequency
  13. TracerEffect weapon_tracers_pistol
  14. // 0 = never, 1 = every shot, 2 = every other, etc
  15. TracerFrequency 1
  16.  
  17. MaxPlayerSpeed 230
  18. WeaponType Pistol
  19. FullAuto 0
  20. WeaponPrice 800
  21. WeaponArmorRatio 1.864
  22. CrosshairMinDistance 8
  23. CrosshairDeltaDistance 3
  24. Team ANY
  25. BuiltRightHanded 1
  26. PlayerAnimationExtension pistol
  27.  
  28. CanEquipWithShield 1
  29.  
  30. // Weapon characteristics:
  31. Penetration 2
  32. Damage 54 //current settings 84
  33. Range 4096
  34. RangeModifier 0.926
  35. Bullets 1
  36. CycleTime 0.225
  37.  
  38. FlinchVelocityModifierLarge 0.40
  39. FlinchVelocityModifierSmall 0.55
  40.  
  41. // accuracy model parameters
  42. Spread 2.00
  43. InaccuracyCrouch 2.78
  44. InaccuracyStand 5.50 //current settings 7.70
  45. InaccuracyJump 1.966
  46. InaccuracyLand 0.730
  47. InaccuracyLadder 152.00
  48. InaccuracyFire 84.23
  49. InaccuracyMove 58.10
  50.  
  51. RecoveryTimeCrouch 0.209927
  52. RecoveryTimeStand 0.35912
  53.  
  54. RecoilAngle 0.0
  55. RecoilAngleVariance 20 //current settings 60
  56. RecoilMagnitude 51 //current settings 48.20
  57. RecoilMagnitudeVariance 19 //current settings 18
  58. RecoilSeed 1454
  59.  
  60. // Weapon data is loaded by both the Game and Client DLLs.
  61. printname #SFUI_WPNHUD_DesertEagle
  62. viewmodel models/weapons/v_pist_deagle.mdl
  63. playermodel models/weapons/w_pist_deagle.mdl
  64. shieldviewmodel models/weapons/v_shield_de_r.mdl
  65. anim_prefix anim
  66. bucket 1
  67. bucket_position 1
  68.  
  69. clip_size 7
  70.  
  71. primary_ammo BULLET_PLAYER_50AE
  72. secondary_ammo None
  73.  
  74. weight 7
  75. item_flags 0
  76.  
  77. rumble 2
  78.  
  79. // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 single_shot sounds)
  80. SoundData
  81. {
  82. //reload Default.Reload
  83. //empty Default.ClipEmpty_Rifle
  84. single_shot Weapon_DEagle.Single
  85. }
  86.  
  87. // Weapon Sprite data is loaded by the Client DLL.
  88. TextureData
  89. {
  90. weapon
  91. {
  92. font CSweaponsSmall
  93. character F
  94. }
  95. weapon_s
  96. {
  97. font CSweapons
  98. character F
  99. }
  100. ammo
  101. {
  102. font CSTypeDeath
  103. character U
  104. }
  105. crosshair
  106. {
  107. file sprites/crosshairs
  108. x 0
  109. y 48
  110. width 24
  111. height 24
  112. }
  113. autoaim
  114. {
  115. file sprites/crosshairs
  116. x 0
  117. y 48
  118. width 24
  119. height 24
  120. }
  121. }
  122. ModelBounds
  123. {
  124. Viewmodel
  125. {
  126. Mins "-7 -3 -14"
  127. Maxs "19 10 -2"
  128. }
  129. World
  130. {
  131. Mins "-1 -3 -2"
  132. Maxs "13 4 6"
  133. }
  134. }
  135. }
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