4ªU   4   txt scripts weapon_rifle_sg552 3pò  ÿ    4  ÿÿ   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"
	
	"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" 					"0"
	"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"							"0.0825"

	"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"							"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"					"Weapon_SG552.Single"
		"special3"						"CS_Default.Zoom"
		"shoot_incendiary"				"Rifle.FireIncendiary"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"vgui/hud/iconsheet3"
				"x"			"0"
				"y"			"0"
				"width"		"192"
				"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"
		}
	}
}
