// Alien Swarm Pistol WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#asw_weapon_pistol" "viewmodel" "models/weapons/pistol/pistol.mdl" "playermodel" "models/weapons/pistol/pistol.mdl" "anim_prefix" "ar2" "bucket" "0" "bucket_position" "0" "clip_size" "24" "default_clip" "24" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "ASW_P" "secondary_ammo" "None" "weight" "5" "item_flags" "0" // asw properties "reload_time" "1.0" "base_damage" "14" "fire_rate" "0.5" "equipicon" "swarm/EquipIcons/EquipPistol" "equiplongname" "#asw_weaponl_pistol" "equipdescription1" "#asw_wdesc_pistol" "attributestext" "#asw_weapon_pistol_attributes" "ExtraItem" "0" // flinching "FlinchChance" "0.10" "StoppingPowerFlinchBonus" "0.1" // which ammo elements this weapon should display on the hud "ShowBulletsOnHUD" "1" "ShowClipsOnHUD" "1" "ShowGrenadesOnHUD" "0" "ShowClipsDoubled" "0" "HUDIconOffsetX" "-10" // 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_Pistol.SingleFP" // sound for locally controlled marine "single_shot_npc" "ASW_Weapon_Pistol.Single" // sound for other marines } }