// Alien Swarm Stimpack WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#asw_weapon_stim" "viewmodel" "models/items/itembox/itemboxsmall.mdl" //"playermodel" "models/swarm/Stim/stim.mdl" "playermodel" "models/items/itembox/itemboxsmall.mdl" "playermodel_skin" "6" "anim_prefix" "ar2" "bucket" "0" "bucket_position" "1" "clip_size" "3" "default_clip" "3" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "ASW_STIM" "secondary_ammo" "None" "weight" "5" "item_flags" "0" // asw properties "reload_time" "2.2" "equipicon" "swarm/EquipIcons/EquipStims" "equiplongname" "#asw_weaponl_stim" "equipdescription1" "#asw_wdesc_stims" "attributestext" "#asw_weapon_stim_attributes" "ExtraItem" "1" "ShowCharges" "1" "OffhandActivate" "1" "OffhandOrderType" "ASW_OFFHAND_USE_IMMEDIATELY" // which ammo elements this weapon should display on the hud "ShowBulletsOnHUD" "1" "ShowClipsOnHUD" "0" "ShowGrenadesOnHUD" "0" "HUDNumberOffsetX" "30" "HUDNumberOffsetY" "20" // flinching "FlinchChance" "0" "StoppingPowerFlinchBonus" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "special1" "Weapon_CombineGuard.Special1" "empty" "ASW_Weapon.Empty" "double_shot" "ASW_Stim.StimInject" "single_shot" "ASW_Stim.StimInject" // weapon switch sound "special3" "ASW_Weapon.Reload3" // NPC SECTION "single_shot_npc" "ASW_Stim.StimInject" "double_shot_npc" "ASW_Stim.StimInject" } }