// Alien Swarm Autogun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#asw_weapon_autogun" "viewmodel" "models/weapons/autogun/autogun.mdl" "playermodel" "models/weapons/autogun/autogun.mdl" "anim_prefix" "ar2" "bucket" "0" "bucket_position" "0" "clip_size" "250" "default_clip" "250" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "ASW_AG" "secondary_ammo" "None" "weight" "5" "item_flags" "0" // asw properties "reload_time" "2.0" "base_damage" "7" "fire_rate" "0.1" "equipicon" "swarm/EquipIcons/EquipAutogun" "equiplongname" "#asw_weaponl_autogun" "equipdescription1" "#asw_wdesc_autogun" "attributestext" "#asw_weapon_autogun_attributes" "RequiresSpecialWeapons" "1" "Unique" "1" // flinching "FlinchChance" "0.20" // "StoppingPowerFlinchBonus" "0.20" "StoppingPowerFlinchBonus" "0.30" // which ammo elements this weapon should display on the hud "ShowBulletsOnHUD" "1" "ShowClipsOnHUD" "1" "ShowGrenadesOnHUD" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "ASW_Weapon.Empty" "special3" "ASW_Weapon.Reload3" // weapon switch "single_shot" "ASW_Weapon_Autogun.SingleFP" // sound for locally controlled marine "single_shot_npc" "ASW_Weapon_Autogun.Single" // sound for other marines } }