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{
addonSteamAppID "550"
addontitle "TSA's Realistic Weapon Scripts" 
addonversion "1"
addonauthor "TimeSweeperAdam"
addonauthorSteamID ""
addonURL0 ""
addonDescription "[h1]For separated, individual weapon scripts as well as scripts for non-vanilla weapons, check [url=https://steamcommunity.com/workshop/filedetails/?id=3681578630]the collection here[/url].

This mod edits the scripts of all vanilla firearms to more closely mirror their real-world counter parts.[/h1]

[h3]Nearly all weapons have had their ammo capacity [b](clip_size)[/b] reduced.

Nearly all weapons have had their rates of fire [b](CycleTime)[/b] edited to match their real-world counter parts.

Most weapons have had their damage slightly increased to compensate for their reduced ammo capacity, or reduced to cover their increased fire rate, though a handful have had a substantial damage buff to keep them viable for gameplay.

Several firearms have had their spread and or recoil [b](VerticalPunch, SpreadPerShot & MaxSpread)[/b] increased

Some have also had their reload speed [b](ReloadDuration)[/b] reduced.

All shotguns have had their spread [b](PelletScatterPitch & PelletScatterYaw)[/b] tightened significantly, with some having different amounts of pellets [b](bullets)[/b] per shot.

For a version of this mod that doesn't change their ammo capacity [b](clip_size)[/b] and reload speed [b](ReloadDuration)[/b], check [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3687115647]HERE[/url]

For a version of this mod that swaps the stats of the M16 and SCAR-L, check [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3697965713]HERE[/url][/h3]


[b]P226 (Pistol)[/b]
MaxSpread: reduced from 30 to 25
SpreadDecay: reduced from to 4
Damage: increased from 36 to 38
CycleTime: reduced from 0.175 to 0.085

[b]Desert Eagle (Magnum)[/b]
VerticalPunch: increased from 4.0 to 4.5
Damage: increased from 80 to 90
CycleTime: reduced from 0.3 to 0.17
clip_size: reduced from 8 to 7

[b]Uzi (SMG)[/b]
Damage: increased from 20 to 38
CycleTime: increased from 0.0625 to 0.1
clip_size: reduced from 50 to 32

[b]MAC-10 (Silenced SMG)[/b]
VerticalPunch: increased from 1 to 1.5
SpreadPerShot: increased from 0.4 to 0.6
MaxSpread: increased from 30 to 32
Damage: increased from 25 to 54.5
CycleTime: reduced from 0.0625 to 0.0550
clip_size: reduced from 50 to 30

[b]MP5[/b]
SpreadPerShot: reduced from 0.32 to 0.25
MaxSpread: reduced from 30 to 25
ReloadDuration: reduced from 3.067 to 2.7
Damage: increased from 24 to 38
clip_size: reduced from 50 to 30

[b]SG552[/b]
ReloadDuration: reduced from 3.4 to 2.7
Damage: increased from 33 to 45
CycleTime: increased from 0.0825 to 0.086
clip_size: reduced from 50 to 20
[b][i]Included is a version of [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3672669786]greenyoshiyt's Faster Scoped SG552 Fire rate[/url] script, modified to match it's new CycleTime[/i][/b]

[b]AK-47[/b]
VerticalPunch reduced from 2.0 to 1.5
SpreadPerShot reduced from 1.6 to 0.8
MaxSpread reduced from 35 to 25
Damage: increased from 58 to 60
CycleTime: reduced from 0.13 to 0.1
clip_size: reduced from 40 to 30

[b]M16[/b]
Damage: increased from 33 to 45
CycleTime: increased from 0.0875 to 0.0925
clip_size: reduced from 50 to 30

[b]SCAR-L[/b]
ReloadDuration: reduced from 3.3 to 2.5
Damage: reduced from 44 to 45
CycleTime: increased from 0.07 to 0.109
clip_size: reduced from 60 to 30

[b]AWP[/b]
Damage: increased from 115 to 95
clip_size: reduced from 20 to 10

[b]Scout[/b]
Damage: increased from 90 to 95
clip_size: reduced from 15 to 8

[b]Mini 14 (Hunting Rifle)[/b]
Damage: reduced from 90 to 45
CycleTime: reduced from 0.25 to 0.09
clip_size: increased from 15 to 20

[b]G3 (Military Sniper)[/b]
Damage: reduced from 90 to 95
CycleTime: reduced from 0.25 to 0.1
clip_size: reduced from 30 to 20

[b]SPAS-12[/b]
PelletScatterPitch: reduced from 3.5 to 0.8
PelletScatterYaw: reduced from 8.0 to 1.5
clip_size: reduced from 10 to 8

[b]M4 (Auto Shotgun)[/b]
PelletScatterPitch: reduced from 4.0 to 0.5
PelletScatterYaw: reduced from 8.5 to 1
Damage: increased from 23 to 28
clip_size: reduced from 10 to 7

[b]870 Marine Magnum (Chrome Shotgun)[/b]
PelletScatterPitch: reduced from 3.0 to 0.9
PelletScatterYaw: reduced from 5.0 to 1.7
Damage: increased from 31 to 35
Bullets: increased from 8 to 9
clip_size: reduced from 8 to 7

[b]870 Police Magnum (Pump Shotgun)[/b]
PelletScatterPitch: reduced from 5.0 to 1
PelletScatterYaw: reduced from 7.5 to 1.8
Damage: increased from 25 to 35
Bullets: reduced from 10 to 9
clip_size: reduced from 8 to 6

[b]M60[/b]
VerticalPunch reduced from 2 to 1.8
SpreadPerShot reduced from 1.6 to 1
MaxSpread reduced from 35 to 30
Damage Increased from 50 to 95
CycleTime: reduced from 0.11 to 0.109
clip_size: reduced from 150 to 100

[b]Important Note:[/b]
In the case of the SG552, if you have previously used [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3672669786]greenyoshiyt's Faster Scoped SG552 Fire rate[/url] or a mod that utilizes it like this one, you'll have to modify the ems file, the file path for which is [i]Left 4 Dead 2/left4dead2/ems/scoped_sg552_firerate/cfg.txt[/i]
Once there, make sure the custom_aspd is set to the new CycleTime.
If it isn't, make it so.
For this mod, it should look like this: [b][i]custom_aspd = 0.086[/i][/b]
" 
}IncludeScript( "greenyoshiyt_boost_aspd" )
if(!IncludeScript( "greenyoshiyt_boost_aspd" ))
{
    printl("[SG-552 SCOPE ASPD BOOST] ERROR: FAILED TO LOAD SG-552 SCOPE FIRE SPEED BOOST SCRIPT");
}
else
{
    printl("[SG-552 SCOPE ASPD BOOST] Script loaded successfully")
}
::greenyoshiyt_sg552 <-
{
    Shooter = []
    default_aspd = 0.135
    custom_aspd = 0.086

    function createThinkTimer(){
        local timer = null
        while (timer = Entities.FindByName(null, "thinkTimer")){
            timer.Kill()
        }
        timer = SpawnEntityFromTable("logic_timer", { targetname = "thinkTimer", RefireTime = 0.01 })
        timer.ValidateScriptScope()
        timer.GetScriptScope()["scope"] <- this

        timer.GetScriptScope()["func"] <- function (){
            scope.Think()
        }
        timer.ConnectOutput("OnTimer", "func")
        EntFire("!self", "Enable", null, 0, timer)
    }
    function Think()
    {
        foreach(index, greenyoshiyt in greenyoshiyt_sg552.Shooter)
        {
            if(greenyoshiyt.GetActiveWeapon().GetClassname() == "weapon_rifle_sg552")
            {
                local NextAttack = NetProps.GetPropFloat(greenyoshiyt.GetActiveWeapon(), "m_flNextPrimaryAttack")
                local PreviousAttack = NextAttack - default_aspd
                NetProps.SetPropFloat(greenyoshiyt.GetActiveWeapon(), "m_flNextPrimaryAttack", PreviousAttack + custom_aspd);

                // ClientPrint(greenyoshiyt, DirectorScript.HUD_PRINTTALK, "Time on attack:" + Time())
                // ClientPrint(greenyoshiyt, DirectorScript.HUD_PRINTTALK, "Next attack:" + NetProps.GetPropFloat(greenyoshiyt.GetActiveWeapon(), "m_flNextPrimaryAttack"))
            }
            greenyoshiyt_sg552.Shooter.remove(index)
        }
    }

    function OnGameEvent_weapon_fire(params)
    {
        local greenyoshiyt = GetPlayerFromUserID(params.userid);
        local weapon = greenyoshiyt.GetActiveWeapon().GetClassname();
        if(greenyoshiyt.GetZombieType() == 9 && weapon == "weapon_rifle_sg552" && NetProps.GetPropInt(greenyoshiyt, "m_hZoomOwner") != -1 && greenyoshiyt_sg552.Shooter.find(greenyoshiyt) == null)
        {
            greenyoshiyt_sg552.Shooter.append(greenyoshiyt);
        }
    }
    function Init()
    {
        ::greenyoshiyt_sg552.createThinkTimer();
        ::greenyoshiyt_sg552.FileSetup();
    }

    //Setting File Setup
    function FileSetup()
    {
        local sg552_firerate = FileToString("scoped_SG552_firerate/cfg.txt");
        if(sg552_firerate == null)
        {
            printl("[Custom Scoped SG552 FireRate] Missing setting files, creating one...")
            local Data = "";
            //Const
            Data = "custom_aspd = " + custom_aspd
            StringToFile("scoped_SG552_firerate/cfg.txt", Data);
            ProcessFile();
        }
        else
        {
            ProcessFile();
        }
    }
        //Processing the file
    function ProcessFile()
    {
        local sg552_firerate = FileToString("scoped_SG552_firerate/cfg.txt");
        //Return them as List, also stripping comments
        sg552_firerate = StringReplace(sg552_firerate, "\\r", "\n");
        sg552_firerate = StringReplace(sg552_firerate, "\\n\\n", "\n");
        sg552_firerate = StringReplace(sg552_firerate, "\\t", "");
        local Value = split(sg552_firerate, "\n")
        //Loading
        foreach(setting in Value)
        {
            local compiledscript = compilestring("greenyoshiyt_sg552." + setting);
            compiledscript();
        }
        printl("[Custom Scoped SG552 FireRate] Weight data has loaded successfully");
    }
    //Replacing certain characters(I stole this from L4Lib, could have just used their Library as well but it seems like I only need this for now)
    function StringReplace(str, orig, replace)
    {
            local expr = regexp(orig);
            local ret = "";
            local pos = 0;
            local captures = null;
            
            while (captures = expr.capture(str, pos))
            {
                foreach (i, c in captures)
                {
                    ret += str.slice(pos, c.begin);
                    ret += replace;
                    pos = c.end;
                }
            }
            
            if (pos < str.len())
                ret += str.slice(pos);

            return ret;
    }
}
__CollectEventCallbacks(greenyoshiyt_sg552, "OnGameEvent_", "GameEventCallbacks", RegisterScriptGameEventListener);

::greenyoshiyt_sg552.Init();WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"3"
	"SpreadPerShot"			"20" //reduced from 30
	"MaxSpread"			"5"
	"SpreadDecay"			"5"
	"MinDuckingSpread"		"0"
	"MinStandingSpread"		"0.8"
	"MinInAirSpread"		"2.5"  //increased accuracy
	"MaxMovementSpread"		"1.5"  //increased accuracy
	"PelletScatterPitch"		"0.5"  //increased accuracy
	"PelletScatterYaw"		"1"  //decreased accuracy
	"ReloadDuration"		"0.396"
	"AddonAttachment"		"primary"
	"team"				"survivor"
	
	"Tier"					"2"		// valid entries are 0, 1, 2
	
	"ResponseRulesName"		"AutoShotgun"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_shotgun_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_autoshotgun"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_shotgun"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"1.5"
	
	"DisplayName"			"#L4D_Weapon_AutoShotgun"
	"DisplayNameAllCaps"	"#L4D_Weapon_AutoShotgun_CAPS"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"				"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"Rumble"			"5"

	"MaxPlayerSpeed" 		"240"
	"WeaponType" 			"shotgun"
	"WeaponPrice"			"3000"
	"WeaponArmorRatio"		"1.0"
	"CrosshairMinDistance"		"9"
	"CrosshairDeltaDistance"	"4"
	"Team"				"ANY"
	"BuiltRightHanded"		"1"
	"PlayerAnimationExtension"	"xm1014"
	"MuzzleFlashScale"		"1.3"
	
	"CanEquipWithShield"		"0"
	
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"30"
	"PenetrationMaxDistance"	"500"
	"CharacterPenetrationMaxDistance" "300" // Shooting through infected is doesn't count against penetration count out to this range

	"Damage"			"28"
	"Range"				"3000"
	"RangeModifier"			"0.7"
	"Bullets"			"11"
	"CycleTime"			"0.15"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Auto Shotgun"
	"playermodel"			"models/w_models/weapons/w_autoshot_m4super.mdl"
	
	"viewmodel"			"models/v_models/v_autoshotgun.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"
		
		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
	 	"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"			"models/weapons/arms/v_arms_bill.mdl"
	}
	
	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"7"  //increased from 9
	
	"primary_ammo"			"AMMO_TYPE_AUTOSHOTGUN"
	"secondary_ammo"		"None"

	"weight"			"20"
	"item_flags"			"0"

	"LoadoutSlots"	"2"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"AutoShotgun.Fire"
		"shoot_incendiary"	"AutoShotgun.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_autoshotgun"
				"x"		"0"
				"width"		"256"
				"height"	"64"
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet2"
				"x"			"0"
				"y"			"128"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-13 -3 -11"
			Maxs	"29 10 0"
		}
		World
		{
			Mins	"-4 -8 -4"
			Maxs	"30 8 6"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"1.5"
	"SpreadPerShot"			"1"
	"MaxSpread"				"15"
	"SpreadDecay"			"8"
	"MinDuckingSpread"		"0"
	"MinStandingSpread"		"0.1"
	"MinInAirSpread"		"1.5"
	"MaxMovementSpread"		"3"
	"AddonAttachment"		"primary"
	"Team"					"Survivor"

	"Tier"					"2"		// valid entries are 0, 1, 2

	"ResponseRulesName"		"HuntingRifle"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_huntingrifle_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_huntingrifle"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_rifle"

	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"3.5"

	"DisplayName"				"#L4D_Weapon_HuntingRifle"
	"DisplayNameAllCaps"		"#L4D_Weapon_HuntingRifle_CAPS"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"6.0"
	"MaxAutoAimRange1"				"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"MaxPlayerSpeed"		"210"
	"WeaponType"			"sniper_rifle"
	"WeaponPrice"			"4200"
	"WeaponArmorRatio"		"1.45"
	"CrosshairMinDistance"		"5"
	"CrosshairDeltaDistance"	"3"
	"BuiltRightHanded"		"1"
	"PlayerAnimationExtension"	"sg550"
	"CanEquipWithShield"		"0"

	"Rumble"			"2"

	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"50"
	"PenetrationMaxDistance"	"0"	// none
	"CharacterPenetrationMaxDistance" "8192" // Shooting through infected is doesn't count against penetration count out to this range

	"Damage"			"45"
	"Range"				"8192"
	"RangeModifier"			"1.0"
	"Bullets"			"1"
	"CycleTime"			"0.09"
	"AccuracyDivisor"		"-1"
	"AccuracyOffset"		"0"
	"MaxInaccuracy"			"0"
	"TimeToIdle"			"1.8"
	"IdleInterval"			"60"

	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Hunting Rifle"
	"playermodel"		"models/w_models/weapons/w_sniper_mini14.mdl"

	"viewmodel"			"models/v_models/v_huntingrifle.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"
		
		"Manager"     			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"       			"models/weapons/arms/v_arms_francis.mdl"
	  	"TeenGirl"    			"models/weapons/arms/v_arms_zoey.mdl"
	  	"NamVet"      			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"20"

	"primary_ammo"			"AMMO_TYPE_HUNTINGRIFLE"
	"secondary_ammo"		"None"

	"weight"			"20"
	"item_flags"			"0"

	"LoadoutSlots"	"2"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"HuntingRifle.Fire"
		"special3"		"HuntingRifle.Zoom"
		"shoot_incendiary"	"HuntingRifle.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_hunting_rifle"
				"x"		"0"
				"width"		"256"
				"height"	"64"
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"384"
				"y"			"448"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-3 -3 -12"
			Maxs	"40 14 -1"
		}
		World
		{
			Mins	"-7 -8 -3"
			Maxs	"32 9 9"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"2.0"
	"SpreadPerShot"			"1"
	"MaxSpread"			"25"
	"SpreadDecay"			"4"
	"MinDuckingSpread"		"0.5"
	"MinStandingSpread"		"1.5"
	"MinInAirSpread"		"3.0"
	"MaxMovementSpread"		"3.0"
	"DeployDuration"		"0.5"
	"DualDeployDuration"		"0.65"
	"AddonAttachment"		"pistol"
	"Team" 				"Survivor"
	
	"addon_offset"			"0 0 0"
	"addon_angles"			"0 0 0"
	
	"Tier"					"0"		// valid entries are 0, 1, 2
	
	"ResponseRulesName"		"SecondPistol"

	// particle muzzle flash effect to play when fired	
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_pistol_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_pistol"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_9mm_L4D2"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"0.8"
	
	"DisplayName"				"#L4D_Weapon_Pistol"
	"DisplayNameAllCaps"		"#L4D_Weapon_Pistol_CAPS"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"				"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"MaxPlayerSpeed"		"250"
	"WeaponType"			"pistol"
	"WeaponPrice"			"500"
	"WeaponArmorRatio"		"1.0"
	"CrosshairMinDistance"		"8"
	"CrosshairDeltaDistance" 	"3"
	"BuiltRightHanded" 		"1"
	"PlayerAnimationExtension" 	"pistol"
	"MuzzleFlashScale"		"1"
	
	"CanEquipWithShield" 		"1"

	"Rumble"			"1"
	
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"30"
	"PenetrationMaxDistance"	"0"	// none

	"Damage"			"38"
	"Range"				"2500"
	"RangeModifier"			"0.75"
	"Bullets"			"1"
	//"CycleTime"			"0.15"
	"CycleTime"			"0.085"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Pistol"
	
	"playermodel"			"models/w_models/weapons/w_pistol_A.mdl"
	"playermodel_dual"		"models/w_models/weapons/w_pistol_A_dual.mdl"

	"worldmodel"			"models/w_models/weapons/w_pistol_B.mdl"
	
	"viewmodel"			"models/v_models/v_pistolA.mdl"
	"viewmodel_dual"		"models/v_models/v_dual_pistolA.mdl"

	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"

		"Manager"     			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
		"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"1"
	"bucket_position"		"0"

	"clip_size"			"15"
	
	"primary_ammo"			"AMMO_TYPE_PISTOL"
	"secondary_ammo"		"None"

	"weight"			"5"
	"item_flags"			"0"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)

	SoundData
 	{
  		"single_shot"  "Pistol.Fire"
		"double_shot"  "Pistol.DualFire"
 	}
	
// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_pistol"
				"x"			"64"
				//"x"			"256"
				//"y"			"320"
				"width"		"64"
				"height"	"64"
		}
		"weapon_dual"
		{
				"file"		"vgui/hud/icon_pistol"
				//"x"			"192"
				//"y"			"320"
				"width"		"64"
				"height"	"64"
		}
		"ammo"
		{
				"font"		"DebugFixed"
				"character"	"A"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-7 -4 -14"
			Maxs	"24 9 -2"
		}
		World
		{
			Mins	"-1 -4 -3"
			Maxs	"17 5 6"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"4.5"
	"SpreadPerShot"			"2"
	"MaxSpread"			"30"
	"SpreadDecay"			"5"
	"MinDuckingSpread"		"0.5"
	"MinStandingSpread"		"1.25"
	"MinInAirSpread"		"3.0"
	"MaxMovementSpread"		"3.0"
	"DeployDuration"		"0.5"
	"DualDeployDuration"		"0.65"
	"AddonAttachment"		"pistol"
	"addon_offset"			"2 0 -2"
	"addon_angles"			"0 0 0"	
	"Team" 					"Survivor"
	
	"Tier"					"0"		// valid entries are 0, 1, 2
	
	"ResponseRulesName"		"magnum"

	// particle muzzle flash effect to play when fired	
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_shotgun_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_autoshotgun"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_desert_eagle"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"0.8"
	
	"DisplayName"			"#L4D_Weapon_magnum"
	"DisplayNameAllCaps"		"#L4D_Weapon_magnum_CAPS"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"			"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"MaxPlayerSpeed"		"250"
	"WeaponType"			"pistol"
	"WeaponPrice"			"500"
	"WeaponArmorRatio"		"1.0"
	"CrosshairMinDistance"		"8"
	"CrosshairDeltaDistance" 	"3"
	"BuiltRightHanded" 		"1"
	"PlayerAnimationExtension" 	"pistol"
	"MuzzleFlashScale"		"1"
	
	"CanEquipWithShield" 		"1"
	"NoiseFactor" 			"350"

	"Rumble"			"1"
	
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"		"50"
	"PenetrationMaxDistance"	"0"	// none

	"Damage"			"90"
	"Range"				"3500"
	"RangeModifier"			"0.75"
	"Bullets"			"1"
	//"CycleTime"			"0.15"
	"CycleTime"			"0.17"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Magnum"
	
	"playermodel"			"models/w_models/weapons/w_desert_eagle.mdl"
	
	"viewmodel"			"models/v_models/v_desert_eagle.mdl"

	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"

		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
	  	"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"			"models/weapons/arms/v_arms_bill.mdl"	
}

	"anim_prefix"			"anim"
	"bucket"			"1"
	"bucket_position"		"0"

	"clip_size"			"7"
	
	// custom ammo - adds dismemberment, and full damage on expert to kill infected
	"primary_ammo"			"AMMO_TYPE_PISTOL_MAGNUM"
	"secondary_ammo"		"None"

	"weight"			"5"
	"item_flags"			"0"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)

	SoundData
 	{
  		"single_shot"  "Magnum.Fire"
 	}
	
// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_pistol_magnum"
				//"x"			"320"
				//"y"			"256"
				"width"		"64"
				"height"	"64"
		}
		"weapon_dual"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"192"
				"y"			"320"
				"width"		"64"
				"height"	"64"
		}
		"ammo"
		{
				"font"		"DebugFixed"
				"character"	"A"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-7 -4 -14"
			Maxs	"24 9 -2"
		}
		World
		{
			Mins	"-1 -4 -3"
			Maxs	"17 5 6"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"4"
	"SpreadPerShot"			"1"
	"MaxSpread"			"5"
	"SpreadDecay"			"5"
	"MinDuckingSpread"		"0"
	"MinStandingSpread"		"0.8"
	"MinInAirSpread"		"2.5"  //increased accuracy
	"MaxMovementSpread"		"1.5"  //increased accuracy
	"PelletScatterPitch"		"1"  //increased accuracy
	"PelletScatterYaw"		"1.8"
	"ReloadDuration"		"0.473"
	"AddonAttachment"		"primary"
	"Team"					"Survivor"
	
	"Tier"					"1"		// valid entries are 0, 1, 2
	
	"ResponseRulesName"		"PumpShotgun"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_shotgun_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_autoshotgun"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_shotgun"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"2.5"
	
	"DisplayName"			"#L4D_Weapon_PumpShotgun"
	"DisplayNameAllCaps"		"#L4D_Weapon_PumpShotgun_CAPS"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"				"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"Rumble"			"5"

	"MaxPlayerSpeed" 		"220"
	"WeaponType"			"shotgun"
	"WeaponPrice"			"1700"
	"WeaponArmorRatio"		"1.0"
	"CrosshairMinDistance"		"8"
	"CrosshairDeltaDistance"	"6"
	"BuiltRightHanded"		"1"
	"PlayerAnimationExtension" 	"m3s90"
	"MuzzleFlashScale"		"1.3"
	
	"CanEquipWithShield"	"0"
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"30"
	"PenetrationMaxDistance"	"500"
	"CharacterPenetrationMaxDistance" "300" // Shooting through infected is doesn't count against penetration count out to this range

	"Damage"			"35"	// 22
	"Range"				"3000"
	"RangeModifier"		"0.7"	// 0.96
	"Bullets"			"9"
	"CycleTime"			"0.5"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Pump Shotgun"	
	"playermodel"		"models/w_models/weapons/w_shotgun.mdl"
	
	"viewmodel"			"models/v_models/v_pumpshotgun.mdl"

	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"
		
		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
	 	"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"6"
	
	"primary_ammo"			"AMMO_TYPE_SHOTGUN"
	"secondary_ammo"		"None"

	"weight"			"20"
	"item_flags"			"0"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"Shotgun.Fire"
		//"reload"		"Shotgun.WorldReloadShell"
		//"reload_pump"		"Shotgun.WorldReloadPump"
		"shoot_incendiary"	"Shotgun.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_pumpshotgun"
				"x"		"0"
				"width"		"256"
				"height"	"64"	
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet2"
				"x"			"0"
				"y"			"128"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-13 -3 -13"
			Maxs	"26 10 -3"
		}
		World
		{
			Mins	"-9 -8 -5"
			Maxs	"28 9 9"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"1.2"
	"SpreadPerShot"			"0.75"
	"MaxSpread"			"30"
	"SpreadDecay"			"5"
	"MinDuckingSpread"		"0.05"
	"MinStandingSpread"		"0.4"
	"MinInAirSpread"		"1.5"
	"MaxMovementSpread"		"5"
	"AddonAttachment"		"primary"
	"Team" 				"Survivor"

	"Tier"				"2"		// valid entries are 0, 1, 2

	"ResponseRulesName"		"Rifle"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_assaultrifle_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_assaultrifle"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_rifle"

	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"0.35"

	"DisplayName"				"#L4D_Weapon_AssaultRifle"
	"DisplayNameAllCaps"		"#L4D_Weapon_AssaultRifle_CAPS"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"			"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"Rumble"			"4"

	"MaxPlayerSpeed" 		"230" 
	"WeaponType" 			"rifle"
	"WeaponPrice" 			"3100"
	"WeaponArmorRatio" 		"1.4"
	"CrosshairMinDistance" 		"4"
	"CrosshairDeltaDistance" 	"3"
	"BuiltRightHanded" 		"1"
	"PlayerAnimationExtension" 	"m4"

	"CanEquipWithShield"		"0"


	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"50"
	"PenetrationMaxDistance"	"0"	// none

	"Damage"			"45"
	"Range"				"3000"
	"RangeModifier"			"0.97"
	"GainRange"			"1500"	// range at which to use a gain curve to fall off to zero
	"Bullets"			"1"
	"CycleTime"			"0.0925"

	"TimeToIdle"			"1.5"
	"IdleInterval"			"60"

	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Assault Rifle"

	"playermodel"			"models/w_models/weapons/w_rifle_m16a2.mdl"

	"viewmodel"			"models/v_models/v_rifle.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"

		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
	  	"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
	  	"NamVet"			"models/weapons/arms/v_arms_bill.mdl"

	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"30"
	
	"primary_ammo"			"AMMO_TYPE_ASSAULTRIFLE"
	"secondary_ammo"		"None"

	"weight"			"25"
	"item_flags"			"0"

	"LoadoutSlots"	"2"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"Rifle.Fire"
		"shoot_incendiary"	"Rifle.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_rifle"
				"x"		"0"
				"width"		"256"
				"height"	"64"
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"384"
				"y"			"448"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-10 -2 -13"
			Maxs	"30 10 0"
		}
		World
		{
			Mins	"-8 -9 -6"
			Maxs	"29 9 8"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"1.5"
	"SpreadPerShot"			"0.8"   
	"MaxSpread"			"25"
	"SpreadDecay"			"7"		
	"MinDuckingSpread"		"0.5"	
	"MinStandingSpread"		"1" 	
	"MinInAirSpread"		"3"
	"MaxMovementSpread"		"6"
	"AddonAttachment"		"primary"
	"Team" 				"Survivor"

	"Tier"				"2"		// valid entries are 0, 1, 2

	"ResponseRulesName"		"Rifle_AK47"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_smg_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_smg"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_rifle"

	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"0.35"

	"DisplayName"				"#L4D_Weapon_Rifle_AK47"
	"DisplayNameAllCaps"		"#L4D_Weapon_Rifle_AK47_CAPS"

	"NewInL4D2"				"1"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"			"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"Rumble"			"4"

	"MaxPlayerSpeed" 		"230" 
	"WeaponType" 			"rifle"
	"WeaponPrice" 			"3100"
	"WeaponArmorRatio" 		"1.4"
	"CrosshairMinDistance" 		"4"
	"CrosshairDeltaDistance" 	"3"
	"BuiltRightHanded" 		"1"
	"PlayerAnimationExtension" 	"m4"

	"CanEquipWithShield"		"0"


	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"50"
	"PenetrationMaxDistance"	"0"	// none

	"Damage"			"60"	//was 33
	"Range"				"3000"
	"RangeModifier"			"0.97"
	"GainRange"			"1500"	// range at which to use a gain curve to fall off to zero
	"Bullets"			"1"
	"CycleTime"			"0.1"

	"TimeToIdle"			"1.5"
	"IdleInterval"			"60"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Assault Rifle"

	"playermodel"			"models/w_models/weapons/w_rifle_ak47.mdl"
	
	"viewmodel"			"models/v_models/v_rifle_AK47.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"

		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
		"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"30"   //was 50
	
	"primary_ammo"			"AMMO_TYPE_ASSAULTRIFLE"
	"secondary_ammo"		"None"

	"weight"			"25"
	"item_flags"			"0"

	"LoadoutSlots"	"2"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"AK47.Fire"
		"shoot_incendiary"	"AK47.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_rifle_ak47"
				"x"		"0"
				"width"		"256"
				"height"	"64"	
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"384"
				"y"			"448"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-10 -2 -13"
			Maxs	"30 10 0"
		}
		World
		{
			Mins	"-8 -9 -6"
			Maxs	"29 9 8"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"1.0"
	"SpreadPerShot"			"0.6"
	"MaxSpread"			"25"
	"SpreadDecay"			"4"
	"MinDuckingSpread"		"0.05"
	"MinStandingSpread"		"0.35"
	"MinInAirSpread"		"1.25"
	"MaxMovementSpread"		"4"
        "ReloadDuration"                "2.5"
	"AddonAttachment"		"primary"
	"Team" 				"Survivor"

	"Tier"				"2"		// valid entries are 0, 1, 2

	"ResponseRulesName"		"Rifle_Desert"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_assaultrifle_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_assaultrifle"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_rifle"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"0.35"
	
	"DisplayName"				"#L4D_Weapon_DesertRifle"
	"DisplayNameAllCaps"		"#L4D_Weapon_DesertRifle_CAPS"
	
	"NewInL4D2"				"1"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"			"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"Rumble"			"4"

	"MaxPlayerSpeed" 		"230" 
	"WeaponType" 			"rifle"
	"WeaponPrice" 			"3100"
	"WeaponArmorRatio" 		"1.4"
	"CrosshairMinDistance" 		"4"
	"CrosshairDeltaDistance" 	"3"
	"BuiltRightHanded" 		"1"
	"PlayerAnimationExtension" 	"m4"

	"CanEquipWithShield"		"0"
	
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"50"
	"PenetrationMaxDistance"	"0"	// none

	"Damage"			"45"
	"Range"				"3000"
	"RangeModifier"			"0.97"
	"GainRange"			"1500"	// range at which to use a gain curve to fall off to zero
	"Bullets"			"1"
	"CycleTime"			"0.109"

	"TimeToIdle"			"1.5"
	"IdleInterval"			"60"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"				"Assault Rifle"

	"playermodel"			"models/w_models/weapons/w_desert_rifle.mdl"
	
	"viewmodel"				"models/v_models/v_desert_rifle.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"
		
		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
	  	"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
	  	"NamVet"			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"30"
	
	"primary_ammo"			"AMMO_TYPE_ASSAULTRIFLE"
	"secondary_ammo"		"None"

	"weight"			"25"
	"item_flags"			"0"

	"LoadoutSlots"	"2"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"Rifle_Desert.Fire"
		"shoot_incendiary"	"Rifle_Desert.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_rifle_desert"
				"x"		"0"
				"width"		"256"
				"height"	"64"
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"384"
				"y"			"448"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-10 -2 -13"
			Maxs	"30 10 0"
		}
		World
		{
			Mins	"-8 -9 -6"
			Maxs	"29 9 8"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"1.8"
	"SpreadPerShot"			"1"   
	"MaxSpread"			"30"
	"SpreadDecay"			"7"		
	"MinDuckingSpread"		"0.5"	
	"MinStandingSpread"		"1" 	
	"MinInAirSpread"		"3"
	"MaxMovementSpread"		"6"
	"AddonAttachment"		"primary"
	"Team" 				"Survivor"

	"Tier"				"0"		// valid entries are 0, 1, 2

	"ResponseRulesName"		"M60"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_assaultrifle_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_assaultrifle"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_m60"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"0.35"
	
	"DisplayName"				"#L4D_Weapon_M60"
	"DisplayNameAllCaps"		"#L4D_Weapon_M60"
	
	"NewInL4D2"				"1"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"			"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"Rumble"			"4"

	"MaxPlayerSpeed" 		"230" 
	"WeaponType" 			"rifle"
	"WeaponPrice" 			"3100"
	"WeaponArmorRatio" 		"1.4"
	"CrosshairMinDistance" 		"4"
	"CrosshairDeltaDistance" 	"3"
	"BuiltRightHanded" 		"1"
	"PlayerAnimationExtension" 	"m4"

	"CanEquipWithShield"		"0"
	
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"50"
	"PenetrationMaxDistance"	"0"	// none

	"Damage"			"95"
	"Range"				"3000"
	"RangeModifier"			"0.97"
	"GainRange"			"1500"	// range at which to use a gain curve to fall off to zero
	"Bullets"			"1"
	"CycleTime"			"0.109"

	"TimeToIdle"			"1.5"
	"IdleInterval"			"60"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"M60"

	"playermodel"			"models/w_models/weapons/w_m60.mdl"
	
	"viewmodel"			"models/v_models/v_m60.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"

		"Manager"    			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"      			"models/weapons/arms/v_arms_francis.mdl"
	 	"TeenGirl"   			"models/weapons/arms/v_arms_zoey.mdl"
	 	"NamVet"      			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"100"
	
	"primary_ammo"			"AMMO_TYPE_M60"
	"secondary_ammo"		"None"

	"weight"			"25"
	"item_flags"			"0"

	"LoadoutSlots"	"2"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"M60.Fire"
		"shoot_incendiary"	"M60.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_rifle_M60"
				"width"		"256"
				"height"	"64"	
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"384"
				"y"			"448"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-10 -2 -13"
			Maxs	"30 10 0"
		}
		World
		{
			Mins	"-8 -9 -6"
			Maxs	"29 9 8"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"1.2"
	"SpreadPerShot"			"0.75"
	"MaxSpread"			"30"
	"SpreadDecay"			"5"
	"MinDuckingSpread"		"0.05"
	"MinStandingSpread"		"0.4"
	"MinInAirSpread"		"1.5"
	"MaxMovementSpread"		"5"
        "ReloadDuration"                "2.6"
	"AddonAttachment"		"primary"
	"Team" 				"Survivor"

	"Tier"					"2"		// valid entries are 0, 1, 2

	"ResponseRulesName"		"Rifle_SG552"
	
	"NewInL4D2"				"1"
	"CSWeapon"				"1"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_assaultrifle_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_assaultrifle"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_rifle"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"0.35"
	
	"DisplayName"				"#L4D_Weapon_AssaultRifle"
	"DisplayNameAllCaps"		"#L4D_Weapon_AssaultRifle_CAPS"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"			"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"Rumble"			"4"

	"MaxPlayerSpeed" 		"230" 
	"WeaponType" 			"rifle"
	"WeaponPrice" 			"3100"
	"WeaponArmorRatio" 		"1.4"
	"CrosshairMinDistance" 		"4"
	"CrosshairDeltaDistance" 	"3"
	"BuiltRightHanded" 		"1"
	"PlayerAnimationExtension" 	"sg552"

	"CanEquipWithShield"		"0"
	
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"50"
	"PenetrationMaxDistance"	"0"	// none

	"Damage"			"45"
	"Range"				"3000"
	"RangeModifier"			"0.97"
	"GainRange"			"1500"	// range at which to use a gain curve to fall off to zero
	"Bullets"			"1"
	"CycleTime"			"0.086"

	"TimeToIdle"			"2"
	"IdleInterval"			"20"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Assault Rifle"

	"playermodel"			"models/w_models/weapons/w_rifle_sg552.mdl"
	
	"viewmodel"			"models/v_models/v_rif_sg552.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"

		"Manager"     			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"       			"models/weapons/arms/v_arms_francis.mdl"
		"TeenGirl"    			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"      			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"20"
	
	"primary_ammo"			"AMMO_TYPE_ASSAULTRIFLE"
	"secondary_ammo"		"None"

	"weight"			"25"
	"item_flags"			"0"

	"LoadoutSlots"	"2"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"Weapon_SG552.Single"
		"special3"		"Weapon_SG552.Zoom"
		"shoot_incendiary"	"Weapon_SG552.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_rifle_sg552"
				"x"		"0"
				"width"		"256"
				"height"	"64"
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"384"
				"y"			"448"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-10 -2 -13"
			Maxs	"30 10 0"
		}
		World
		{
			Mins	"-8 -9 -6"
			Maxs	"29 9 8"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"4"
	"SpreadPerShot"			"1"
	"MaxSpread"			"5"
	"SpreadDecay"			"5"
	"MinDuckingSpread"		"0"
	"MinStandingSpread"		"0.8"
	"MinInAirSpread"		"2.5"  //increased accuracy
	"MaxMovementSpread"		"1.5"  //increased accuracy
	"PelletScatterPitch"		"0.9"  //increased accuracy
	"PelletScatterYaw"		"1.7"
	"ReloadDuration"		"0.473"
	"AddonAttachment"		"primary"
	"Team"					"Survivor"
	
	"Tier"					"1"		// valid entries are 0, 1, 2
	
	"ResponseRulesName"		"Shotgun_Chrome"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_shotgun_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_autoshotgun"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_shotgun"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"2.5"
	
	"DisplayName"			"#L4D_Weapon_PumpShotgun"
	"DisplayNameAllCaps"	"#L4D_Weapon_PumpShotgun_CAPS"
	
	"NewInL4D2"				"1"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"				"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"Rumble"			"5"

	"MaxPlayerSpeed" 		"220"
	"WeaponType"			"shotgun"
	"WeaponPrice"			"1700"
	"WeaponArmorRatio"		"1.0"
	"CrosshairMinDistance"		"8"
	"CrosshairDeltaDistance"	"6"
	"BuiltRightHanded"		"1"
	"PlayerAnimationExtension" 	"m3s90"
	"MuzzleFlashScale"		"1.3"
	
	"CanEquipWithShield"	"0"
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"30"
	"PenetrationMaxDistance"	"500"
	"CharacterPenetrationMaxDistance" "300" // Shooting through infected is doesn't count against penetration count out to this range

	"Damage"			"35"	// 22
	"Range"				"3000"
	"RangeModifier"		"0.7"	// 0.96
	"Bullets"			"9"
	"CycleTime"			"0.5"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Pump Shotgun"
	"playermodel"			"models/w_models/weapons/w_pumpshotgun_A.mdl"
	
	"viewmodel"			"models/v_models/v_shotgun_chrome.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"
		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
	 	"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"7"
	
	"primary_ammo"			"AMMO_TYPE_SHOTGUN"
	"secondary_ammo"		"None"

	"weight"			"20"
	"item_flags"			"0"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"Shotgun_Chrome.Fire"
		//"reload"		"Shotgun.WorldReloadShell"
		//"reload_pump"		"Shotgun.WorldReloadPump"
		"shoot_incendiary"	"Shotgun_Chrome.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_shotgun_chrome"
				"x"		"0"
				"width"		"256"
				"height"	"64"	
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet2"
				"x"			"0"
				"y"			"128"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-13 -3 -13"
			Maxs	"26 10 -3"
		}
		World
		{
			Mins	"-9 -8 -5"
			Maxs	"28 9 9"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"3"
	"SpreadPerShot"			"22"
	"MaxSpread"			"5"
	"SpreadDecay"			"6"
	"MinDuckingSpread"		"0"
	"MinStandingSpread"		"0.75"
	"MinInAirSpread"		"2.5"
	"MaxMovementSpread"		"1.5"
	"PelletScatterPitch"		"0.8"
	"PelletScatterYaw"		"1.5"
	"ReloadDuration"		"0.396"
	"AddonAttachment"		"primary"
	"team"					"survivor"
	
	"Tier"					"2"		// valid entries are 0, 1, 2
	
	"ResponseRulesName"		"Shotgun_SPAS"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_shotgun_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_autoshotgun"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_shotgun"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"1.5"
	
	"DisplayName"			"#L4D_Weapon_Shotgun_SPAS"
	"DisplayNameAllCaps"	"#L4D_Weapon_Shotgun_SPAS_CAPS"
	
	"NewInL4D2"				"1"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"				"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"Rumble"			"5"

	"MaxPlayerSpeed" 		"240"
	"WeaponType" 			"shotgun"
	"WeaponPrice"			"3000"
	"WeaponArmorRatio"		"1.0"
	"CrosshairMinDistance"		"9"
	"CrosshairDeltaDistance"	"4"
	"Team"				"ANY"
	"BuiltRightHanded"		"1"
	"PlayerAnimationExtension"	"xm1014"
	"MuzzleFlashScale"		"1.3"
	
	"CanEquipWithShield"		"0"
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"30"
	"PenetrationMaxDistance"	"500"
	"CharacterPenetrationMaxDistance" "300" // Shooting through infected is doesn't count against penetration count out to this range

	"Damage"			"28"
	"Range"				"3000"
	"RangeModifier"			"0.7"
	"Bullets"			"9"
	"CycleTime"			"0.15"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Auto Shotgun"
	"playermodel"			"models/w_models/weapons/w_shotgun_spas.mdl"
	
	"viewmodel"			"models/v_models/v_shotgun_spas.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"
		
		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
	 	"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"			"models/weapons/arms/v_arms_bill.mdl"
	}
	
	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"8"  //increased from 9
	
	"primary_ammo"			"AMMO_TYPE_AUTOSHOTGUN"
	"secondary_ammo"		"None"

	"weight"			"20"
	"item_flags"			"0"

	"LoadoutSlots"	"2"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"AutoShotgun_Spas.Fire"
		"shoot_incendiary"	"AutoShotgun_Spas.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_shotgun_spas"
				"x"		"0"
				"width"		"256"
				"height"	"64"
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet2"
				"x"			"0"
				"y"			"128"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-13 -3 -11"
			Maxs	"29 10 0"
		}
		World
		{
			Mins	"-4 -8 -4"
			Maxs	"30 8 6"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"0.9"
	"SpreadPerShot"			"0.32"
	"MaxSpread"				"30"
	"SpreadDecay"			"5"
	"MinDuckingSpread"		"0.7"
	"MinStandingSpread"		"1.0"
	"MinInAirSpread"		"1.7"
	"MaxMovementSpread"		"3"
	"AddonAttachment"		"primary"
	"Team"					"Survivor"
	
	"Tier"					"1"		// valid entries are 0, 1, 2
	
	"ResponseRulesName"		"SMG"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_smg_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_smg"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_9mm"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"0.3"
	
	"DisplayName"			"#L4D_Weapon_SMG"
	"DisplayNameAllCaps"	"#L4D_Weapon_SMG_CAPS"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"				"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"Rumble"			"3"
	
	"MaxPlayerSpeed"		"250"
	"WeaponType"			"smg"
	"WeaponPrice"			"1500"
	"WeaponArmorRatio"		"1.0"
	"CrosshairMinDistance"		"6"
	"CrosshairDeltaDistance"	"2"
	"BuiltRightHanded"		"1"
	"PlayerAnimationExtension"	"mp5"
	"MuzzleFlashScale"		"1.1"

	
	"CanEquipWithShield"		"0"
	
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"30"
	"PenetrationMaxDistance"	"0"	// none

	"Damage"			"38"
	"Range"				"2500"
	"RangeModifier"			"0.84"
	"Bullets"			"1"
	"CycleTime"			"0.1"

	"TimeToIdle"			"2"
	"IdleInterval"			"20"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"SMG"
	"playermodel"			"models/w_models/weapons/w_smg_uzi.mdl"
	
	"viewmodel"			"models/v_models/v_smg.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"

		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
	 	"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"32"
	
	"primary_ammo"			"AMMO_TYPE_SMG"
	"secondary_ammo"		"None"

	"weight"			"25"
	"item_flags"			"0"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"SMG.Fire"
		"shoot_incendiary"	"SMG.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_smg"
				"x"		"0"
				"width"		"256"
				"height"	"64"	
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"384"
				"y"			"448"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-10 -4 -13"
			Maxs	"21 9 -1"
		}
		World
		{
			Mins	"-10 -7 -6"
			Maxs	"22 8 9"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"1"
	"SpreadPerShot"			"0.25"
	"MaxSpread"			"25"
	"SpreadDecay"			"5"
	"MinDuckingSpread"		"0.75"
	"MinStandingSpread"		"1.1"
	"MinInAirSpread"		"1.7"
	"MaxMovementSpread"		"3"
        "ReloadDuration"                "2.7"
	"AddonAttachment"		"primary"
	"Team"				"Survivor"
	
	"Tier"					"1"		// valid entries are 0, 1, 2
	
	"ResponseRulesName"		"SMG_MP5"
	
	"NewInL4D2"				"1"
	"CSWeapon"				"1"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_smg_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_smg"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_9mm"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"0.3"
	
	"DisplayName"				"#L4D_Weapon_MP5"
	"DisplayNameAllCaps"		"#L4D_Weapon_MP5"
	
	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"				"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"Rumble"			"3"
	
	"MaxPlayerSpeed"		"250"
	"WeaponType"			"smg"
	"WeaponPrice"			"1500"
	"WeaponArmorRatio"		"1.0"
	"CrosshairMinDistance"		"6"
	"CrosshairDeltaDistance"	"2"
	"BuiltRightHanded"		"1"
	"PlayerAnimationExtension"	"mp5"
	"MuzzleFlashScale"		"1.1"
	
	"CanEquipWithShield"		"0"	
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"		"30"
	"PenetrationMaxDistance"	"0"	// none

	"Damage"			"38"
	"Range"				"2500"
	"RangeModifier"			"0.84"
	"Bullets"			"1"
	"CycleTime"			"0.075"

	"TimeToIdle"			"2"
	"IdleInterval"			"20"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"_ MP5 _"
	"playermodel"			"models/w_models/weapons/w_smg_mp5.mdl"
	
	"viewmodel"			"models/v_models/v_smg_mp5.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"
		
		"Manager"     			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"       			"models/weapons/arms/v_arms_francis.mdl"
		"TeenGirl"    			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"      			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"30"
	
	"primary_ammo"			"AMMO_TYPE_SMG"
	"secondary_ammo"		"None"

	"weight"			"25"
	"item_flags"			"0"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"Weapon_MP5Navy.Single"
		"shoot_incendiary"	"Weapon_MP5Navy.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_smg_mp5"
				"x"			"0"
				"y"			"0"
				"width"		"256"
				"height"	"64"	
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"384"
				"y"			"448"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-10 -4 -13"
			Maxs	"21 9 -1"
		}
		World
		{
			Mins	"-10 -7 -6"
			Maxs	"22 8 9"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"1.5"
	"SpreadPerShot"			"0.6"
	"MaxSpread"			"32"
	"SpreadDecay"			"5"
	"MinDuckingSpread"		"0.85"
	"MinStandingSpread"		"1.2"
	"MinInAirSpread"		"1.7"
	"MaxMovementSpread"		"3"
	"AddonAttachment"		"primary"
	"Team"				"Survivor"
	
	"NoiseFactor"			"20"	// 1 second glow after firing
	
	"Tier"				"1"		// valid entries are 0, 1, 2
	
	"ResponseRulesName"		"SMG_Silenced"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_smg_silenced_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_smg_silenced"

	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_9mm_L4D2"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"0.3"
	
	"DisplayName"				"#L4D_Weapon_MicroUZI"
	"DisplayNameAllCaps"		"#L4D_Weapon_MicroUZI_CAPS"
	
	"NewInL4D2"				"1"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"10.0"
	"MaxAutoAimRange1"				"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"Rumble"			"3"
	
	"MaxPlayerSpeed"		"250"
	"WeaponType"			"smg"
	"WeaponPrice"			"1500"
	"WeaponArmorRatio"		"1.0"
	"CrosshairMinDistance"		"6"
	"CrosshairDeltaDistance"	"2"
	"BuiltRightHanded"		"1"
	"PlayerAnimationExtension"	"mp5"
	"MuzzleFlashScale"		"1.1"

	
	"CanEquipWithShield"		"0"
	
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"30"
	"PenetrationMaxDistance"	"0"	// none

	"Damage"			"54.5"
	"GainRange"			"900"
	"Range"				"2200"
	"RangeModifier"			"0.84"
	"Bullets"			"1"
	"CycleTime"			"0.0550"

	"TimeToIdle"			"2"
	"IdleInterval"			"20"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"SMG"
	"playermodel"			"models/w_models/weapons/w_smg_a.mdl"
	
	"viewmodel"			"models/v_models/v_silenced_smg.mdl"
	
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"
		
		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
	 	"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"30"
	
	"primary_ammo"			"AMMO_TYPE_SMG"
	"secondary_ammo"		"None"

	"weight"			"25"
	"item_flags"			"0"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"SMG_Silenced.Fire"
		"shoot_incendiary"	"SMG_Silenced.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_smg_silenced"
				"x"		"0"
				"width"		"256"
				"height"	"64"
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"384"
				"y"			"448"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-10 -4 -13"
			Maxs	"21 9 -1"
		}
		World
		{
			Mins	"-10 -7 -6"
			Maxs	"22 8 9"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"1.5"
	"SpreadPerShot"			"1"
	"MaxSpread"			"15"
	"SpreadDecay"			"8"
	"MinDuckingSpread"		"0"
	"MinStandingSpread"		"0.1"
	"MinInAirSpread"		"1.5"
	"MaxMovementSpread"		"3"
	"AddonAttachment"		"primary"
	"Team"				"Survivor"
	
	"Tier"				"2"		// valid entries are 0, 1, 2
	
	"ResponseRulesName"		"Sniper_AWP"
	
	"NewInL4D2"			"1"
	"CSWeapon"			"1"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect"		"weapon_muzzle_flash_huntingrifle_FP"
	
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_huntingrifle_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_huntingrifle"
	
	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_rifle"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"3.5"
	
	"DisplayName"				"#L4D_Weapon_Sniper_AWP"
	"DisplayNameAllCaps"		"#L4D_Weapon_Sniper_AWP_CAPS"
	
	// 360 Terror Data
	"MaxAutoAimDeflection1"			"6.0"
	"MaxAutoAimRange1"				"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"MaxPlayerSpeed"		"210"
	"WeaponType"			"sniper_rifle"
	"WeaponPrice"			"4200"
	"WeaponArmorRatio"		"1.45"
	"CrosshairMinDistance"		"8"
	"CrosshairDeltaDistance"	"3"
	"BuiltRightHanded"		"1"
	"PlayerAnimationExtension"	"awp"
	"MuzzleFlashScale"		"1.6"
	"MuzzleFlashStyle"		"CS_MUZZLEFLASH_X"
	"CanEquipWithShield"		"0"
	
	"Rumble"			"2"
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"50"
	"PenetrationMaxDistance"	"0"	// none
	"CharacterPenetrationMaxDistance" "8192" // Shooting through infected is doesn't count against penetration count out to this range

	"Damage"			"95"
	"Range"				"8192"
	"RangeModifier"			"1.0"
	"Bullets"			"1"
	"CycleTime"			"1.05"
	"AccuracyDivisor"		"-1"
	"AccuracyOffset"		"0"
	"MaxInaccuracy"			"0"
	"TimeToIdle"			"2"
	"IdleInterval"			"60"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Sniper AWP"
	"playermodel"		"models/w_models/weapons/w_sniper_awp.mdl"

	"viewmodel"			"models/v_models/v_snip_awp.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"
		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
	 	"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"10"
	
	"primary_ammo"			"AMMO_TYPE_SNIPERRIFLE"
	"secondary_ammo"		"None"

	"weight"			"20"
	"item_flags"			"0"

	"LoadoutSlots"	"2"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"Weapon_AWP.Single"
		"special3"		"CS_Default.Zoom"
		"shoot_incendiary"	"Weapon_AWP.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_sniper_awp"
				"x"		"0"
				"width"		"256"
				"height"	"64"	
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"384"
				"y"			"448"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-3 -3 -12"
			Maxs	"40 14 -1"
		}
		World
		{
			Mins	"-7 -8 -3"
			Maxs	"32 9 9"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"1.5"
	"SpreadPerShot"			"1"
	"MaxSpread"			"15"
	"SpreadDecay"			"8"
	"MinDuckingSpread"		"0.05"
	"MinStandingSpread"		"0.5"
	"MinInAirSpread"		"1.5"
	"MaxMovementSpread"		"5"
	"AddonAttachment"		"primary"
	"Team"				"Survivor"
	
	"Tier"				"2"		// valid entries are 0, 1, 2
	
	"ResponseRulesName"		"Sniper_Military"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect"		"weapon_muzzle_flash_huntingrifle_FP"
	
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_huntingrifle_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_huntingrifle"
	
	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_rifle"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"3.5"
	
	"DisplayName"				"#L4D_Weapon_Sniper_Military"
	"DisplayNameAllCaps"		"#L4D_Weapon_Sniper_Military_CAPS"
	
	"NewInL4D2"				"1"

	// 360 Terror Data
	"MaxAutoAimDeflection1"			"6.0"
	"MaxAutoAimRange1"				"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"MaxPlayerSpeed"		"210"
	"WeaponType"			"sniper_rifle"
	"WeaponPrice"			"4200"
	"WeaponArmorRatio"		"1.45"
	"CrosshairMinDistance"		"5"
	"CrosshairDeltaDistance"	"3"
	"BuiltRightHanded"		"1"
	"PlayerAnimationExtension"	"sg550"
	"MuzzleFlashScale"		"1.6"
	"MuzzleFlashStyle"		"CS_MUZZLEFLASH_X"
	"CanEquipWithShield"		"0"
	
	"Rumble"			"2"
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"50"
	"PenetrationMaxDistance"	"0"	// none
	"CharacterPenetrationMaxDistance" "8192" // Shooting through infected is doesn't count against penetration count out to this range

	"Damage"			"95"
	"Range"				"8192"
	"RangeModifier"			"1.0"
	"Bullets"			"1"
	"CycleTime"			"0.1"
	"AccuracyDivisor"		"-1"
	"AccuracyOffset"		"0"
	"MaxInaccuracy"			"0"
	"TimeToIdle"			"1.8"
	"IdleInterval"			"60"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Sniper Military"
	"playermodel"		"models/w_models/weapons/w_sniper_military.mdl"

	"viewmodel"			"models/v_models/v_sniper_military.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"
		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
	 	"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"20"
	
	"primary_ammo"			"AMMO_TYPE_SNIPERRIFLE"
	"secondary_ammo"		"None"

	"weight"			"20"
	"item_flags"			"0"

	"LoadoutSlots"	"2"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"Sniper_Military.Fire"
		"special3"		"Sniper_Military.Zoom"
		"shoot_incendiary"	"Sniper_Military.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_sniper_military"
				"x"		"0"
				"width"		"256"
				"height"	"64"
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"384"
				"y"			"448"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-3 -3 -12"
			Maxs	"40 14 -1"
		}
		World
		{
			Mins	"-7 -8 -3"
			Maxs	"32 9 9"
		}
	}
}
WeaponData
{
	// Terror-specific Data --------------------
	"VerticalPunch"			"1.5"
	"SpreadPerShot"			"1"
	"MaxSpread"			"15"
	"SpreadDecay"			"8"
	"MinDuckingSpread"		"0"
	"MinStandingSpread"		"0.1"
	"MinInAirSpread"		"1.5"
	"MaxMovementSpread"		"3"
	"AddonAttachment"		"primary"
	"Team"				"Survivor"
	
	"Tier"				"2"		// valid entries are 0, 1, 2
	
	"ResponseRulesName"		"Sniper_Scout"
	
	"NewInL4D2"				"1"
	"CSWeapon"				"1"

	// particle muzzle flash effect to play when fired
	"MuzzleFlashEffect"		"weapon_muzzle_flash_huntingrifle_FP"
	
	"MuzzleFlashEffect_1stPerson"		"weapon_muzzle_flash_huntingrifle_FP"
	"MuzzleFlashEffect_3rdPerson"		"weapon_muzzle_flash_huntingrifle"
	
	// model for the shell casing to eject when we fire bullets
	"EjectBrassEffect"		"weapon_shell_casing_rifle"
	
	// Used in the music system when this weapon fires
	"MusicDynamicSpeed"		"3.5"
	
	"DisplayName"				"#L4D_Weapon_Sniper_Scout"
	"DisplayNameAllCaps"		"#L4D_Weapon_Sniper_Scout_CAPS"
	
	// 360 Terror Data
	"MaxAutoAimDeflection1"			"6.0"
	"MaxAutoAimRange1"				"0"
	//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
	//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
	"WeaponAutoAimScale"			"1.0"
	// End Terror-specific Data ----------------

	"MaxPlayerSpeed"		"210"
	"WeaponType"			"sniper_rifle"
	"WeaponPrice"			"4200"
	"WeaponArmorRatio"		"1.45"
	"CrosshairMinDistance"		"5"
	"CrosshairDeltaDistance"	"3"
	"BuiltRightHanded"		"1"
	"PlayerAnimationExtension"	"scout"
	"CanEquipWithShield"		"0"
	
	"Rumble"			"2"
	
	// Weapon characteristics:
	"PenetrationNumLayers"		"2"
	"PenetrationPower"			"50"
	"PenetrationMaxDistance"	"0"	// none
	"CharacterPenetrationMaxDistance" "8192" // Shooting through infected is doesn't count against penetration count out to this range

	"Damage"			"95"
	"Range"				"8192"
	"RangeModifier"			"1.0"
	"Bullets"			"1"
	"CycleTime"			"0.9"
	"AccuracyDivisor"		"-1"
	"AccuracyOffset"		"0"
	"MaxInaccuracy"			"0"
	"TimeToIdle"			"1.8"
	"IdleInterval"			"60"
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"Sniper Scout"
	"playermodel"		"models/w_models/weapons/w_sniper_scout.mdl"

	"viewmodel"			"models/v_models/v_snip_scout.mdl"
	"CharacterViewmodelAddon"
	{
		"Coach"				"models/weapons/arms/v_arms_coach_new.mdl"
		"Mechanic"			"models/weapons/arms/v_arms_mechanic_new.mdl"
		"Producer"			"models/weapons/arms/v_arms_producer_new.mdl"
		"Gambler"			"models/weapons/arms/v_arms_gambler_new.mdl"
		
		"Manager"			"models/weapons/arms/v_arms_louis.mdl"
		"Biker"				"models/weapons/arms/v_arms_francis.mdl"
	 	"TeenGirl"			"models/weapons/arms/v_arms_zoey.mdl"
		"NamVet"			"models/weapons/arms/v_arms_bill.mdl"
	}

	"anim_prefix"			"anim"
	"bucket"			"0"
	"bucket_position"		"0"

	"clip_size"			"8"
	
	"primary_ammo"			"AMMO_TYPE_SNIPERRIFLE"
	"secondary_ammo"		"None"

	"weight"			"20"
	"item_flags"			"0"

	"LoadoutSlots"	"2"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"Weapon_Scout.Single"
		"special3"		"Weapon_Scout.Zoom"
		"shoot_incendiary"	"Weapon_Scout.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/icon_sniper_scout"
				"x"		"0"
				"width"		"256"
				"height"	"64"	
		}
		"ammo"
		{
				"file"		"vgui/hud/iconsheet"
				"x"			"384"
				"y"			"448"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-3 -3 -12"
			Maxs	"40 14 -1"
		}
		World
		{
			Mins	"-7 -8 -3"
			Maxs	"32 9 9"
		}
	}
}
