"WeaponData" { // Attributes Base. "printname" "#TF_Weapon_FlameThrower" "BuiltRightHanded" "0" "weight" "3" "WeaponType" "primary" "ITEM_FLAG_NOITEMPICKUP" "1" // Attributes TF. "Damage" "170" // per second "Range" "0" "BulletsPerShot" "1" "Spread" "0.0" "TimeFireDelay" "0.04" "UseRapidFireCrits" "1" "HasTeamSkins_Viewmodel" "1" // Ammo & Clip. "primary_ammo" "TF_AMMO_PRIMARY" "secondary_ammo" "None" "clip_size" "-1" // Buckets. "bucket" "0" "bucket_position" "0" // Animation. "viewmodel" "models/weapons/c_models/c_flamethrower/c_flamethrower.mdl" "playermodel" "models/weapons/c_models/c_flamethrower/c_flamethrower.mdl" "anim_prefix" "gl" "HasTeamSkins_Worldmodel" "1" // Sounds. // Max of 16 per category (ie. max 16 "single_shot" sounds). "SoundData" { "single_shot" "Weapon_FlameThrower.Fire" // Starting fire, 3.5 seconds long "special1" "Weapon_FlameThrower.FireLoop" // Looping fire sound, ramps up 3.5 seconds after start "double_shot" "Weapon_FlameThrower.AirBurstAttack" // Secondary fire "special2" "Weapon_FlameThrower.PilotLoop" // Looping pilot light sound, always on while weapon is deployed "special3" "Weapon_FlameThrower.WindDown" // End of fire sound "burst" "Weapon_FlameThrower.FireLoopCrit" // Looping crit fire sound } // Weapon Sprite data is loaded by the Client DLL. "TextureData" { "weapon" { "file" "sprites/bucket_flamethrower_red" "x" "0" "y" "0" "width" "200" "height" "128" } "weapon_s" { "file" "sprites/bucket_flamethrower_blue" "x" "0" "y" "0" "width" "200" "height" "128" } "ammo" { "file" "sprites/a_icons1" "x" "55" "y" "60" "width" "73" "height" "15" } "crosshair" { "file" "vgui/replay/thumbnails/ql_14" "x" "0" "y" "0" "width" "64" "height" "64" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }