// Alien Swarm Smart Bomb WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#asw_weapon_smart_bomb" "viewmodel" "models/items/itembox/itemboxsmall.mdl" "playermodel" "models/items/itembox/itemboxsmall.mdl" "playermodel_skin" "11" "anim_prefix" "ar2" "bucket" "0" "bucket_position" "0" "clip_size" "1" "default_clip" "1" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "ASW_MINES" "secondary_ammo" "None" "weight" "5" "item_flags" "0" // asw properties "reload_time" "2.2" "equipicon" "swarm/EquipIcons/EquipSmartBomb" "equiplongname" "#asw_weaponl_smart_bomb" "equipdescription1" "#asw_wdesc_smart_bomb" "attributestext" "#asw_weapon_smart_bomb_attributes" "ExtraItem" "1" "RequiresSapper" "0" "ShowCharges" "1" "OffhandActivate" "1" "OffhandOrderType" "ASW_OFFHAND_THROW" // flinching "FlinchChance" "0" "StoppingPowerFlinchBonus" "0" // which ammo elements this weapon should display on the hud "ShowBulletsOnHUD" "1" "ShowClipsOnHUD" "0" "ShowGrenadesOnHUD" "0" "HUDNumberOffsetX" "35" "HUDNumberOffsetY" "12" // 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_Hornet_Barrage.FireFP" // sound for locally controlled marine "single_shot_npc" "ASW_Hornet_Barrage.Fire" // sound for other marines } }