4U     txt scripts weapon_sniper_scout oȫ   '  weapon_sniper_military M  7  s  weapon_sniper_awp 7@    O  weapon_smg_silenced $yk      weapon_smg_mp5 i      weapon_smg     j  weapon_shotgun_spas M      weapon_shotgun_chrome K=    *  weapon_rifle_sg552 on  	    weapon_rifle_m60 r@   }    weapon_rifle_desert   m  D  weapon_rifle_ak47 })0  ^    weapon_rifle \=  O    weapon_pumpshotgun 
v  ?    weapon_pistol_magnum </E  
0    weapon_pistol t    (  weapon_hunting_rifle )Df      weapon_autoshotgun &           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"		"4.0"  //increased accuracy
	"PelletScatterYaw"		"8.5"  //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"			"24"
	"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"			"10"  //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"			"91"
	"Range"				"8192"
	"RangeModifier"			"1.0"
	"Bullets"			"1"
	"CycleTime"			"0.25"
	"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"			"15"

	"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"			"30"
	"SpreadDecay"			"5"
	"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"			"37"
	"Range"				"2500"
	"RangeModifier"			"0.75"
	"Bullets"			"1"
	//"CycleTime"			"0.15"
	"CycleTime"			"0.175"
	
	// 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"			"4.0"
	"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"			"81"
	"Range"				"3500"
	"RangeModifier"			"0.75"
	"Bullets"			"1"
	//"CycleTime"			"0.15"
	"CycleTime"			"0.3"
	
	// 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"			"8"
	
	// 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"		"5.0"  //increased accuracy
	"PelletScatterYaw"		"7.5"
	"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"			"26"	// 22
	"Range"				"3000"
	"RangeModifier"		"0.7"	// 0.96
	"Bullets"			"10"
	"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"			"8"
	
	"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"			"34"
	"Range"				"3000"
	"RangeModifier"			"0.97"
	"GainRange"			"1500"	// range at which to use a gain curve to fall off to zero
	"Bullets"			"1"
	"CycleTime"			"0.0875"

	"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"			"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"		"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"			"2"
	"SpreadPerShot"			"1.6"   
	"MaxSpread"			"35"
	"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"			"59"	//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"			"0.13"

	"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"			"40"   //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"
	"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"			"0.07"

	"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"			"60"
	
	"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"			"2"
	"SpreadPerShot"			"1.6"   
	"MaxSpread"			"35"
	"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"			"51"
	"Range"				"3000"
	"RangeModifier"			"0.97"
	"GainRange"			"1500"	// range at which to use a gain curve to fall off to zero
	"Bullets"			"1"
	"CycleTime"			"0.11"

	"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"			"150"
	
	"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"
	"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"			"34"
	"Range"				"3000"
	"RangeModifier"			"0.97"
	"GainRange"			"1500"	// range at which to use a gain curve to fall off to zero
	"Bullets"			"1"
	"CycleTime"			"0.0825"

	"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"			"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"		"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"		"3.0"  //increased accuracy
	"PelletScatterYaw"		"5.0"
	"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"			"32"	// 22
	"Range"				"3000"
	"RangeModifier"		"0.7"	// 0.96
	"Bullets"			"8"
	"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"			"8"
	
	"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"		"3.5"
	"PelletScatterYaw"		"8.0"
	"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"			"29"
	"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"			"10"  //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"			"21"
	"Range"				"2500"
	"RangeModifier"			"0.84"
	"Bullets"			"1"
	"CycleTime"			"0.0625"

	"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"			"50"
	
	"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"			"0.32"
	"MaxSpread"			"30"
	"SpreadDecay"			"5"
	"MinDuckingSpread"		"0.75"
	"MinStandingSpread"		"1.1"
	"MinInAirSpread"		"1.7"
	"MaxMovementSpread"		"3"
	"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"			"27"
	"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"			"50"
	
	"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"
	"SpreadPerShot"			"0.4"
	"MaxSpread"			"30"
	"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"			"26"
	"GainRange"			"900"
	"Range"				"2200"
	"RangeModifier"			"0.84"
	"Bullets"			"1"
	"CycleTime"			"0.0625"

	"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"			"50"
	
	"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"			"116"
	"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"			"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"		"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"			"91"
	"Range"				"8192"
	"RangeModifier"			"1.0"
	"Bullets"			"1"
	"CycleTime"			"0.25"
	"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"			"30"
	
	"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"			"106"
	"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"			"15"
	
	"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"
		}
	}
}
