{ generic_data_type = "CBasePlayerWeaponVData" statted_item_base = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = 1.0 m_flRecoveryTimeStandFinal = 1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 _not_pickable = 2 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true } weapon_base = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "statted_item_base" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true } _class = "weapon_cs_base" } primary = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.25 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.5, 0.5 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_base" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true } _class = "weapon_cs_base" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true } secondary = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.25 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.56 m_flFlinchVelocityModifierSmall = 0.05 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.5, 0.5 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_base" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_cs_base" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true } explosive_grenade = { m_nKillAward = 300 m_nDamage = 99 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.2 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.1 m_flRange = 350.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "grenade" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_he = true } _class = "weapon_hegrenade" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.FireInTheHole" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Fire_in_the_hole" m_nPrimaryAmmoType = "AMMO_TYPE_HEGRENADE" m_nPrice = 300 m_nRecoilSeed = 52132 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" } grenade = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_base" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true } _class = "weapon_cs_base" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.FireInTheHole" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Fire_in_the_hole" } shotgun = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.25 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.1 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.5, 0.5 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "primary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = true shotgun = true } _class = "weapon_cs_base" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_SHOTGUN" } weapon_fire_grenade_prefab = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "grenade" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true burns_on_contact = true grenade_fire = true } _class = "weapon_cs_base" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.FireInTheHole" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Fire_in_the_hole" } rifle = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.25 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.44 m_flFlinchVelocityModifierSmall = 0.1 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.5, 0.5 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "primary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_cs_base" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" } equipment = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_base" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = true equipment = true } _class = "weapon_cs_base" m_WeaponType = "WEAPONTYPE_EQUIPMENT" } smg = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.25 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.53 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.5, 0.5 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "primary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_cs_base" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" } sniper_rifle = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.25 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.39 m_flFlinchVelocityModifierSmall = 0.5 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.5, 0.5 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "primary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_cs_base" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false } machinegun = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.25 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.22 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.5, 0.5 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "primary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true machinegun = true } _class = "weapon_cs_base" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_MACHINEGUN" } weapon_g3sg1_prefab = { m_nKillAward = 300 m_nDamage = 80 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10769 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 4.666667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.388808 m_flRecoveryTimeStand = 0.544331 m_flRecoveryTimeCrouchFinal = 0.388808 m_flRecoveryTimeStandFinal = 0.544331 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.65 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = true m_nZoomLevels = 2 m_nZoomFOV1 = 40 m_nZoomFOV2 = 15 m_flZoomTime0 = 0.05 m_flZoomTime1 = 0.05 m_flZoomTime2 = 0.05 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.25 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 120.0 ] m_flSpread = [ 0.0003, 0.0003 ] m_flInaccuracyCrouch = [ 0.01935, 0.0015 ] m_flInaccuracyStand = [ 0.0258, 0.002 ] m_flInaccuracyJump = [ 0.15377, 0.15377 ] m_flInaccuracyLand = [ 0.000262, 0.000262 ] m_flInaccuracyLadder = [ 0.11639, 0.11639 ] m_flInaccuracyFire = [ 0.01861, 0.01861 ] m_flInaccuracyMove = [ 0.15048, 0.15048 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 30.0, 30.0 ] m_flRecoilMagnitude = [ 30.0, 30.0 ] m_flRecoilMagnitudeVariance = [ 4.0, 4.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "sniper_rifle" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_g3sg1" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false m_szName = "weapon_g3sg1" m_szWorldModel = resource_name:"weapons/models/g3sg1/weapon_snip_g3sg1.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle_ssg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_G3SG1.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_G3SG1.Zoom" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_G3SG1.ZoomOut" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 5000 m_nRecoilSeed = 29908 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/g3sg1.vnmskel" m_vecMuzzlePos0 = [ 45.492, -5.287, -4.119 ] } weapon_galilar_prefab = { m_nKillAward = 300 m_nDamage = 30 m_iMaxClip1 = 35 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 4 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10539 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.1 m_flDisallowAttackAfterReloadStartDuration = 3.033333 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.15 m_flRecoveryTimeStand = 0.3 m_flRecoveryTimeCrouchFinal = 0.47 m_flRecoveryTimeStandFinal = 0.5 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.55 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.09 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 215.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.00658, 0.00484 ] m_flInaccuracyStand = [ 0.00877, 0.00778 ] m_flInaccuracyJump = [ 0.14978, 0.14978 ] m_flInaccuracyLand = [ 0.000256, 0.000256 ] m_flInaccuracyLadder = [ 0.11358, 0.11358 ] m_flInaccuracyFire = [ 0.007, 0.00585 ] m_flInaccuracyMove = [ 0.12356, 0.10652 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 21.0, 21.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "rifle" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_galilar" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_galilar" m_szWorldModel = resource_name:"weapons/models/galilar/weapon_rif_galilar.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_GalilAR.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM" m_nPrice = 1800 m_nRecoilSeed = 51191 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/galil.vnmskel" m_vecMuzzlePos0 = [ 34.673, -5.319, -3.601 ] } weapon_m249_prefab = { m_nKillAward = 300 m_nDamage = 32 m_iMaxClip1 = 100 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.11827 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.1 m_flDisallowAttackAfterReloadStartDuration = 5.7 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.592093 m_flRecoveryTimeStand = 0.828931 m_flRecoveryTimeCrouchFinal = 0.592093 m_flRecoveryTimeStandFinal = 0.828931 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.6 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.97 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.08 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 195.0, 195.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00534, 0.00534 ] m_flInaccuracyStand = [ 0.0077, 0.0077 ] m_flInaccuracyJump = [ 0.27947, 0.27947 ] m_flInaccuracyLand = [ 0.000398, 0.000398 ] m_flInaccuracyLadder = [ 0.13281, 0.13281 ] m_flInaccuracyFire = [ 0.00356, 0.00356 ] m_flInaccuracyMove = [ 0.15625, 0.15625 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 50.0, 50.0 ] m_flRecoilMagnitude = [ 25.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 2.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "machinegun" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true machinegun = true } _class = "weapon_m249" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_MACHINEGUN" m_szName = "weapon_m249" m_szWorldModel = resource_name:"weapons/models/m249/weapon_mach_m249.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_mach.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_M249.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM_BOX" m_nPrice = 5200 m_nRecoilSeed = 50310 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/m249.vnmskel" m_vecMuzzlePos0 = [ 52.925, -7.43, -3.928 ] } weapon_famas_prefab = { m_nKillAward = 300 m_nDamage = 30 m_iMaxClip1 = 25 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 75 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 4 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09477 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.3 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.12 m_flRecoveryTimeStand = 0.25 m_flRecoveryTimeCrouchFinal = 0.48 m_flRecoveryTimeStandFinal = 0.5 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.4 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.96 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = true m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.09 m_flCycleTimeWhenInBurstMode = 0.55 m_flTimeBetweenBurstShots = 0.075 m_flMaxSpeed = [ 220.0, 220.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.0055, 0.00325 ] m_flInaccuracyStand = [ 0.00759, 0.00369 ] m_flInaccuracyJump = [ 0.11039, 0.11039 ] m_flInaccuracyLand = [ 0.000205, 0.000205 ] m_flInaccuracyLadder = [ 0.118716, 0.118716 ] m_flInaccuracyFire = [ 0.00605, 0.00335 ] m_flInaccuracyMove = [ 0.09934, 0.09934 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 60.0, 50.0 ] m_flRecoilMagnitude = [ 20.0, 20.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = [ 3, 3 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "rifle" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_famas" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_famas" m_szWorldModel = resource_name:"weapons/models/famas/weapon_rif_famas.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_FAMAS.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM" m_nPrice = 1950 m_nRecoilSeed = 39623 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/famas.vnmskel" m_vecMuzzlePos0 = [ 36.464, -6.028, -4.783 ] } weapon_m4a1_prefab = { m_nKillAward = 300 m_nDamage = 33 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 4 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09441 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.133333 m_flDisallowAttackAfterReloadStartDuration = 3.066667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2421 m_flRecoveryTimeStand = 0.338941 m_flRecoveryTimeCrouchFinal = 0.332888 m_flRecoveryTimeStandFinal = 0.466044 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.4 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.97 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.09 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 225.0, 225.0 ] m_flSpread = [ 0.0006, 0.00045 ] m_flInaccuracyCrouch = [ 0.0041, 0.00368 ] m_flInaccuracyStand = [ 0.0049, 0.0049 ] m_flInaccuracyJump = [ 0.09727, 0.09727 ] m_flInaccuracyLand = [ 0.000192, 0.000197 ] m_flInaccuracyLadder = [ 0.110994, 0.113672 ] m_flInaccuracyFire = [ 0.007, 0.00634 ] m_flInaccuracyMove = [ 0.13788, 0.122 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 23.0, 23.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "rifle" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_m4a1" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_m4a1" m_szWorldModel = resource_name:"weapons/models/m4a4/weapon_rif_m4a4.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_M4A4.Single" WEAPON_SOUND_SPECIAL1 = soundevent:"Weapon_M4A1.Silenced" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM" m_nPrice = 2900 m_nRecoilSeed = 38965 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/m4a4.vnmskel" m_vecMuzzlePos0 = [ 35.62, -4.975, -3.707 ] } weapon_mac10_prefab = { m_nKillAward = 600 m_nDamage = 29 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.03499 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.566667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.285521 m_flRecoveryTimeStand = 0.399729 m_flRecoveryTimeCrouchFinal = 0.285521 m_flRecoveryTimeStandFinal = 0.399729 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.15 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.8 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.075 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.00998, 0.00998 ] m_flInaccuracyStand = [ 0.0133, 0.0133 ] m_flInaccuracyJump = [ 0.0333, 0.0333 ] m_flInaccuracyLand = [ 0.000069, 0.000069 ] m_flInaccuracyLadder = [ 0.03426, 0.03426 ] m_flInaccuracyFire = [ 0.00476, 0.00476 ] m_flInaccuracyMove = [ 0.01399, 0.01399 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 18.0, 18.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "smg" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_mac10" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_mac10" m_szWorldModel = resource_name:"weapons/models/mac10/weapon_smg_mac10.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_MAC10.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_45ACP" m_nPrice = 1050 m_nRecoilSeed = 34079 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mac10.vnmskel" m_vecMuzzlePos0 = [ 28.289, -6.171, -3.444 ] } weapon_awp_prefab = { m_nKillAward = 100 m_nDamage = 115 m_iMaxClip1 = 5 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 30 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.17286 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.266667 m_flDisallowAttackAfterReloadStartDuration = 3.666667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.24671 m_flRecoveryTimeStand = 0.34539 m_flRecoveryTimeCrouchFinal = 0.24671 m_flRecoveryTimeStandFinal = 0.34539 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.95 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = true m_bHideViewModelWhenZoomed = true m_nZoomLevels = 2 m_nZoomFOV1 = 40 m_nZoomFOV2 = 10 m_flZoomTime0 = 0.05 m_flZoomTime1 = 0.05 m_flZoomTime2 = 0.05 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 1.455 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 200.0, 100.0 ] m_flSpread = [ 0.0002, 0.0002 ] m_flInaccuracyCrouch = [ 0.0606, 0.0015 ] m_flInaccuracyStand = [ 0.0808, 0.002 ] m_flInaccuracyJump = [ 0.13383, 0.13383 ] m_flInaccuracyLand = [ 0.000307, 0.0001 ] m_flInaccuracyLadder = [ 0.1365, 0.1365 ] m_flInaccuracyFire = [ 0.05385, 0.05385 ] m_flInaccuracyMove = [ 0.17648, 0.17648 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 78.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 15.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "sniper_rifle" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_awp" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false m_szName = "weapon_awp" m_szWorldModel = resource_name:"weapons/models/awp/weapon_snip_awp.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_AWP.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_AWP.Zoom" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_AWP.ZoomOut" } m_nPrimaryAmmoType = "BULLET_PLAYER_338MAG" m_nPrice = 4750 m_nRecoilSeed = 4100 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/awp.vnmskel" m_vecMuzzlePos0 = [ 54.128, -5.022, -3.124 ] } weapon_p90_prefab = { m_nKillAward = 300 m_nDamage = 26 m_iMaxClip1 = 50 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 26 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.1046 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.366667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.265784 m_flRecoveryTimeStand = 0.372098 m_flRecoveryTimeCrouchFinal = 0.265784 m_flRecoveryTimeStandFinal = 0.372098 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.38 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3700.0 m_flRangeModifier = 0.86 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.07 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 230.0, 230.0 ] m_flSpread = [ 0.001, 0.001 ] m_flInaccuracyCrouch = [ 0.01024, 0.01024 ] m_flInaccuracyStand = [ 0.01365, 0.01365 ] m_flInaccuracyJump = [ 0.09008, 0.09008 ] m_flInaccuracyLand = [ 0.000082, 0.000082 ] m_flInaccuracyLadder = [ 0.13217, 0.13217 ] m_flInaccuracyFire = [ 0.00285, 0.00285 ] m_flInaccuracyMove = [ 0.031, 0.031 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 16.0, 16.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "smg" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_p90" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_p90" m_szWorldModel = resource_name:"weapons/models/p90/weapon_smg_p90.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_P90.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_57MM" m_nPrice = 2350 m_nRecoilSeed = 6213 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/p90.vnmskel" m_vecMuzzlePos0 = [ 24.058, -5.247, -3.181 ] } weapon_aug_prefab = { m_nKillAward = 300 m_nDamage = 28 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10156 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.16667 m_flDisallowAttackAfterReloadStartDuration = 3.2 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.30552 m_flRecoveryTimeStand = 0.429727 m_flRecoveryTimeCrouchFinal = 0.30552 m_flRecoveryTimeStandFinal = 0.429727 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.8 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 1 m_nZoomFOV1 = 45 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.06 m_flZoomTime1 = 0.1 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.1 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 220.0, 150.0 ] m_flSpread = [ 0.0005, 0.0003 ] m_flInaccuracyCrouch = [ 0.00368, 0.00311 ] m_flInaccuracyStand = [ 0.0049, 0.00368 ] m_flInaccuracyJump = [ 0.10599, 0.10599 ] m_flInaccuracyLand = [ 0.000208, 0.000208 ] m_flInaccuracyLadder = [ 0.11004, 0.10004 ] m_flInaccuracyFire = [ 0.00729, 0.00729 ] m_flInaccuracyMove = [ 0.13545, 0.10545 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 60.0, 60.0 ] m_flRecoilMagnitude = [ 24.0, 16.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = [ 3, 3 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "rifle" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true aimsight = true } _class = "weapon_aug" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_aug" m_szWorldModel = resource_name:"weapons/models/aug/weapon_rif_aug.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle_aug.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_AUG.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_AUG.ZoomIn" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_AUG.ZoomOut" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 3300 m_nRecoilSeed = 24204 m_flIronSightPullUpSpeed = 10.0 m_flIronSightPutDownSpeed = 8.0 m_flIronSightFOV = 45.0 m_flIronSightPivotForward = 10.0 m_flIronSightLooseness = 0.03 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/aug.vnmskel" m_vecMuzzlePos0 = [ 29.957, -3.597, -2.666 ] } weapon_mp5sd_prefab = { m_nKillAward = 600 m_nDamage = 28 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.05541 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.966667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.312494 m_flRecoveryTimeStand = 0.437491 m_flRecoveryTimeCrouchFinal = 0.312494 m_flRecoveryTimeStandFinal = 0.437491 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.25 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.87 m_eSilencerType = "WEAPONSILENCER_INTEGRATED" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.08 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 235.0, 220.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.0085, 0.0085 ] m_flInaccuracyStand = [ 0.01, 0.01 ] m_flInaccuracyJump = [ 0.0596, 0.0596 ] m_flInaccuracyLand = [ 0.000115, 0.000115 ] m_flInaccuracyLadder = [ 0.05756, 0.05756 ] m_flInaccuracyFire = [ 0.00218, 0.00218 ] m_flInaccuracyMove = [ 0.03, 0.01986 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 16.0, 16.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "smg" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_mp7" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szAnimClass = "weapon_mp5sd" m_szName = "weapon_mp5sd" m_szWorldModel = resource_name:"weapons/models/mp5sd/weapon_smg_mp5sd.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_MP5.Single" WEAPON_SOUND_SPECIAL1 = soundevent:"Weapon_MP5.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nSecondaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 1400 m_nRecoilSeed = 61649 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mp5sd.vnmskel" m_vecMuzzlePos0 = [ 38.905, -5.166, -4.33 ] } weapon_ak47_prefab = { m_nKillAward = 300 m_nDamage = 36 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10094 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.466667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.305257 m_flRecoveryTimeStand = 0.368 m_flRecoveryTimeCrouchFinal = 0.419728 m_flRecoveryTimeStandFinal = 0.506 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.55 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.1 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 215.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.00481, 0.00481 ] m_flInaccuracyStand = [ 0.00641, 0.00641 ] m_flInaccuracyJump = [ 0.14076, 0.14076 ] m_flInaccuracyLand = [ 0.000242, 0.000242 ] m_flInaccuracyLadder = [ 0.14, 0.14 ] m_flInaccuracyFire = [ 0.0078, 0.0078 ] m_flInaccuracyMove = [ 0.17506, 0.17506 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 30.0, 30.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "rifle" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_ak47" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_ak47" m_szWorldModel = resource_name:"weapons/models/ak47/weapon_rif_ak47.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_AK47.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 2700 m_nRecoilSeed = 223 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/ak47.vnmskel" m_vecMuzzlePos0 = [ 37.422, -4.938, -3.394 ] } weapon_xm1014_prefab = { m_nKillAward = 600 m_nDamage = 20 m_iMaxClip1 = 7 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 6 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 5 m_nPrimaryReserveAmmoMax = 32 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10038 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 0.6 m_nSpreadSeed = 817955 m_flRecoveryTimeCrouch = 0.361835 m_flRecoveryTimeStand = 0.506569 m_flRecoveryTimeCrouchFinal = 0.361835 m_flRecoveryTimeStandFinal = 0.506569 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.6 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.45 m_flRange = 3000.0 m_flRangeModifier = 0.7 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.35 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 215.0 ] m_flSpread = [ 0.038, 0.038 ] m_flInaccuracyCrouch = [ 0.00525, 0.00525 ] m_flInaccuracyStand = [ 0.007, 0.007 ] m_flInaccuracyJump = [ 0.13083, 0.13083 ] m_flInaccuracyLand = [ 0.000232, 0.000232 ] m_flInaccuracyLadder = [ 0.07721, 0.07721 ] m_flInaccuracyFire = [ 0.00883, 0.00883 ] m_flInaccuracyMove = [ 0.03603, 0.03603 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 80.0, 80.0 ] m_flRecoilMagnitudeVariance = [ 20.0, 20.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "shotgun" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = true shotgun = true } _class = "weapon_xm1014" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_SHOTGUN" m_szName = "weapon_xm1014" m_szAnimClass = "weapon_xm1014" m_szWorldModel = resource_name:"weapons/models/xm1014/weapon_shot_xm1014.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_shot.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_XM1014.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_BUCKSHOT" m_nPrice = 2000 m_nRecoilSeed = 24862 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/xm1014.vnmskel" m_vecMuzzlePos0 = [ 39.73, -4.274, -4.177 ] m_bReloadsSingleShells = true } weapon_glock_prefab = { m_nKillAward = 300 m_nDamage = 30 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09662 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2 m_flRecoveryTimeStand = 0.2 m_flRecoveryTimeCrouchFinal = 0.33 m_flRecoveryTimeStandFinal = 0.33 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 0.94 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.85 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = true m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.5 m_flTimeBetweenBurstShots = 0.05 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.015 ] m_flInaccuracyCrouch = [ 0.0042, 0.003 ] m_flInaccuracyStand = [ 0.0056, 0.0056 ] m_flInaccuracyJump = [ 0.08787, 0.08787 ] m_flInaccuracyLand = [ 0.000185, 0.000185 ] m_flInaccuracyLadder = [ 0.137, 0.11925 ] m_flInaccuracyFire = [ 0.056, 0.045 ] m_flInaccuracyMove = [ 0.01, 0.01295 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 18.0, 30.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 5.0 ] m_nTracerFrequency = [ 1, 1 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "secondary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_glock" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_glock" m_szWorldModel = resource_name:"weapons/models/glock18/weapon_pist_glock18.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Glock.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 200 m_nRecoilSeed = 4484 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/glock18.vnmskel" m_vecMuzzlePos0 = [ 21.775, -2.805, -1.975 ] } weapon_bizon_prefab = { m_nKillAward = 600 m_nDamage = 27 m_iMaxClip1 = 64 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 26 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0459 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.1 m_flDisallowAttackAfterReloadStartDuration = 2.433333 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.236837 m_flRecoveryTimeStand = 0.331572 m_flRecoveryTimeCrouchFinal = 0.236837 m_flRecoveryTimeStandFinal = 0.331572 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.26 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.8 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.08 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.001, 0.001 ] m_flInaccuracyCrouch = [ 0.0105, 0.0105 ] m_flInaccuracyStand = [ 0.014, 0.014 ] m_flInaccuracyJump = [ 0.03347, 0.03347 ] m_flInaccuracyLand = [ 0.00008, 0.00008 ] m_flInaccuracyLadder = [ 0.16965, 0.16965 ] m_flInaccuracyFire = [ 0.00288, 0.00288 ] m_flInaccuracyMove = [ 0.02757, 0.02757 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 18.0, 18.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "smg" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_bizon" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_bizon" m_szWorldModel = resource_name:"weapons/models/bizon/weapon_smg_bizon.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_bizon.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 1300 m_nRecoilSeed = 36387 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/bizon.vnmskel" m_vecMuzzlePos0 = [ 33.442, -5.107, -3.014 ] } weapon_mag7_prefab = { m_nKillAward = 900 m_nDamage = 30 m_iMaxClip1 = 5 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 8 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 5 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.05264 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.5 m_nSpreadSeed = 19899236 m_flRecoveryTimeCrouch = 0.285521 m_flRecoveryTimeStand = 0.399729 m_flRecoveryTimeCrouchFinal = 0.285521 m_flRecoveryTimeStandFinal = 0.399729 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.5 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.45 m_flRange = 1400.0 m_flRangeModifier = 0.45 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.85 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 225.0, 225.0 ] m_flSpread = [ 0.04, 0.04 ] m_flInaccuracyCrouch = [ 0.00525, 0.00525 ] m_flInaccuracyStand = [ 0.007, 0.007 ] m_flInaccuracyJump = [ 0.05009, 0.05009 ] m_flInaccuracyLand = [ 0.000103, 0.000103 ] m_flInaccuracyLadder = [ 0.13426, 0.13426 ] m_flInaccuracyFire = [ 0.01119, 0.01119 ] m_flInaccuracyMove = [ 0.01599, 0.01599 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 165.0, 165.0 ] m_flRecoilMagnitudeVariance = [ 25.0, 25.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "shotgun" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = false shotgun = true reloads_with_clip = true } _class = "weapon_mag7" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SHOTGUN" m_szName = "weapon_mag7" m_szWorldModel = resource_name:"weapons/models/mag7/weapon_shot_mag7.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_shot.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Mag7.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_BUCKSHOT" m_nPrice = 1300 m_nRecoilSeed = 12518 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mag7.vnmskel" m_vecMuzzlePos0 = [ 39.795, -6.293, -5.04 ] } weapon_negev_prefab = { m_nKillAward = 300 m_nDamage = 35 m_iMaxClip1 = 150 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.11629 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.1 m_flDisallowAttackAfterReloadStartDuration = 5.7 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.25 m_flRecoveryTimeStand = 0.3 m_flRecoveryTimeCrouchFinal = 0.08 m_flRecoveryTimeStandFinal = 0.1 m_nRecoveryTransitionStartBullet = 9 m_nRecoveryTransitionEndBullet = 12 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.42 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.97 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 0.5 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = -50.0 m_flInaccuracyAltSoundThreshold = 0.02 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.075 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 150.0, 150.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00763, 0.00763 ] m_flInaccuracyStand = [ 0.01017, 0.01017 ] m_flInaccuracyJump = [ 0.29223, 0.29223 ] m_flInaccuracyLand = [ 0.000409, 0.000409 ] m_flInaccuracyLadder = [ 0.13643, 0.13643 ] m_flInaccuracyFire = [ 0.03, 0.00337 ] m_flInaccuracyMove = [ 0.15914, 0.15914 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 20.0, 20.0 ] m_flRecoilMagnitudeVariance = [ 2.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "machinegun" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true machinegun = true } _class = "weapon_negev" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_MACHINEGUN" m_szName = "weapon_negev" m_szWorldModel = resource_name:"weapons/models/negev/weapon_mach_negev.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_mach.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Negev.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_SINGLE_ACCURATE = soundevent:"Weapon_Negev.SingleFocused" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM_BOX" m_nPrice = 1700 m_nRecoilSeed = 57966 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/negev.vnmskel" m_vecMuzzlePos0 = [ 45.371, -7.503, -3.87 ] } weapon_sawedoff_prefab = { m_nKillAward = 900 m_nDamage = 32 m_iMaxClip1 = 7 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 8 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 5 m_nPrimaryReserveAmmoMax = 32 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.05012 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 0.466667 m_nSpreadSeed = 9571223 m_flRecoveryTimeCrouch = 0.328941 m_flRecoveryTimeStand = 0.460517 m_flRecoveryTimeCrouchFinal = 0.328941 m_flRecoveryTimeStandFinal = 0.460517 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.5 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.45 m_flRange = 1400.0 m_flRangeModifier = 0.45 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.85 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 210.0, 210.0 ] m_flSpread = [ 0.062, 0.062 ] m_flInaccuracyCrouch = [ 0.00525, 0.00525 ] m_flInaccuracyStand = [ 0.007, 0.007 ] m_flInaccuracyJump = [ 0.0577, 0.0577 ] m_flInaccuracyLand = [ 0.000108, 0.000108 ] m_flInaccuracyLadder = [ 0.036, 0.036 ] m_flInaccuracyFire = [ 0.00972, 0.00972 ] m_flInaccuracyMove = [ 0.0168, 0.0168 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 143.0, 143.0 ] m_flRecoilMagnitudeVariance = [ 22.0, 22.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "shotgun" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = true shotgun = true } _class = "weapon_sawedoff" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_SHOTGUN" m_szName = "weapon_sawedoff" m_szAnimClass = "weapon_sawedoff" m_szWorldModel = resource_name:"weapons/models/sawedoff/weapon_shot_sawedoff.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_shot.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Sawedoff.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_BUCKSHOT" m_nPrice = 1100 m_nRecoilSeed = 1089 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/sawedoff.vnmskel" m_vecMuzzlePos0 = [ 35.318, -4.309, -2.752 ] m_bReloadsSingleShells = true } weapon_tec9_prefab = { m_nKillAward = 300 m_nDamage = 33 m_iMaxClip1 = 18 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 6 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.07117 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.566667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.315 m_flRecoveryTimeStand = 0.391 m_flRecoveryTimeCrouchFinal = 0.315 m_flRecoveryTimeStandFinal = 0.391 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.812 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.79 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.12 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.0018 ] m_flInaccuracyCrouch = [ 0.00368, 0.00727 ] m_flInaccuracyStand = [ 0.0049, 0.00903 ] m_flInaccuracyJump = [ 0.07978, 0.07978 ] m_flInaccuracyLand = [ 0.000211, 0.000211 ] m_flInaccuracyLadder = [ 0.1206, 0.1206 ] m_flInaccuracyFire = [ 0.045, 0.03688 ] m_flInaccuracyMove = [ 0.00381, 0.00381 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 60.0, 60.0 ] m_flRecoilMagnitude = [ 23.0, 23.0 ] m_flRecoilMagnitudeVariance = [ 3.0, 3.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "secondary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_tec9" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_tec9" m_szWorldModel = resource_name:"weapons/models/tec9/weapon_pist_tec9.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_tec9.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 500 m_nRecoilSeed = 789 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/tec9.vnmskel" m_vecMuzzlePos0 = [ 27.931, -5.126, -3.697 ] } weapon_taser_prefab = { m_nKillAward = 100 m_nDamage = 500 m_iMaxClip1 = 1 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.0 m_flRecoveryTimeStand = 0.0 m_flRecoveryTimeCrouchFinal = 0.0 m_flRecoveryTimeStandFinal = 0.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 2.0 m_flPenetration = 0.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 120.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = 230.0 m_flSpread = 0.0 m_flInaccuracyCrouch = 0.05 m_flInaccuracyStand = 0.06 m_flInaccuracyJump = 0.01 m_flInaccuracyLand = 0.0001 m_flInaccuracyLadder = 0.01 m_flInaccuracyFire = 0.05 m_flInaccuracyMove = 0.013 m_flRecoilAngle = 0.0 m_flRecoilAngleVariance = 0.0 m_flRecoilMagnitude = 0.0 m_flRecoilMagnitudeVariance = 0.0 m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "equipment" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = false equipment = true } _class = "weapon_taser" m_WeaponType = "WEAPONTYPE_TASER" m_szAnimClass = "weapon_taser" m_szName = "weapon_taser" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 1 m_szWorldModel = resource_name:"weapons/models/taser/weapon_pist_taser.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_taser.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Taser.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "AMMO_TYPE_TASERCHARGE" m_nPrice = 200 m_nRecoilSeed = 687 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/taser.vnmskel" m_vecMuzzlePos0 = [ 23.182, -2.848, -3.111 ] } weapon_hkp2000_prefab = { m_nKillAward = 300 m_nDamage = 35 m_iMaxClip1 = 13 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 4 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0966 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.291277 m_flRecoveryTimeStand = 0.349532 m_flRecoveryTimeCrouchFinal = 0.291277 m_flRecoveryTimeStandFinal = 0.349532 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.01 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.91 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.17 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.0015 ] m_flInaccuracyCrouch = [ 0.00368, 0.00368 ] m_flInaccuracyStand = [ 0.0049, 0.0049 ] m_flInaccuracyJump = [ 0.09448, 0.09448 ] m_flInaccuracyLand = [ 0.000191, 0.000198 ] m_flInaccuracyLadder = [ 0.13832, 0.1199 ] m_flInaccuracyFire = [ 0.05, 0.01315 ] m_flInaccuracyMove = [ 0.013, 0.01387 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 26.0, 26.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "secondary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_hkp2000" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_hkp2000" m_szWorldModel = resource_name:"weapons/models/hkp2000/weapon_pist_hkp2000.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_hkp2000.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_357SIG" m_nPrice = 200 m_nRecoilSeed = 5426 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/hkp2000.vnmskel" m_vecMuzzlePos0 = [ 21.32, -2.801, -1.704 ] } weapon_mp7_prefab = { m_nKillAward = 600 m_nDamage = 30 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.05541 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.166667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.312494 m_flRecoveryTimeStand = 0.437491 m_flRecoveryTimeCrouchFinal = 0.312494 m_flRecoveryTimeStandFinal = 0.437491 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.25 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.87 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.08 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 220.0, 220.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.0085, 0.0085 ] m_flInaccuracyStand = [ 0.01, 0.01 ] m_flInaccuracyJump = [ 0.0596, 0.0596 ] m_flInaccuracyLand = [ 0.000115, 0.000115 ] m_flInaccuracyLadder = [ 0.05756, 0.05756 ] m_flInaccuracyFire = [ 0.00218, 0.00218 ] m_flInaccuracyMove = [ 0.01986, 0.01986 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 16.0, 16.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "smg" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_mp7" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_mp7" m_szWorldModel = resource_name:"weapons/models/mp7/weapon_smg_mp7.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_MP7.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nSecondaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 1400 m_nRecoilSeed = 61649 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mp7.vnmskel" m_vecMuzzlePos0 = [ 27.101, -5.278, -3.958 ] } weapon_mp9_prefab = { m_nKillAward = 600 m_nDamage = 26 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.03728 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.2 m_flDisallowAttackAfterReloadStartDuration = 2.133333 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.184207 m_flRecoveryTimeStand = 0.25789 m_flRecoveryTimeCrouchFinal = 0.184207 m_flRecoveryTimeStandFinal = 0.25789 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.2 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.87 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.07 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.008, 0.008 ] m_flInaccuracyStand = [ 0.009, 0.009 ] m_flInaccuracyJump = [ 0.05, 0.05 ] m_flInaccuracyLand = [ 0.000056, 0.000056 ] m_flInaccuracyLadder = [ 0.148913, 0.148913 ] m_flInaccuracyFire = [ 0.0037, 0.0037 ] m_flInaccuracyMove = [ 0.02904, 0.02904 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 21.0, 21.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "smg" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_mp9" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_mp9" m_szWorldModel = resource_name:"weapons/models/mp9/weapon_smg_mp9.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_MP9.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 1250 m_nRecoilSeed = 50729 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mp9.vnmskel" m_vecMuzzlePos0 = [ 22.783, -4.759, -2.531 ] } weapon_nova_prefab = { m_nKillAward = 900 m_nDamage = 26 m_iMaxClip1 = 8 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 9 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 5 m_nPrimaryReserveAmmoMax = 32 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.1097 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 0.466667 m_nSpreadSeed = 17514 m_flRecoveryTimeCrouch = 0.328941 m_flRecoveryTimeStand = 0.460517 m_flRecoveryTimeCrouchFinal = 0.328941 m_flRecoveryTimeStandFinal = 0.460517 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.45 m_flRange = 3000.0 m_flRangeModifier = 0.7 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.88 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 220.0, 220.0 ] m_flSpread = [ 0.04, 0.04 ] m_flInaccuracyCrouch = [ 0.00525, 0.00525 ] m_flInaccuracyStand = [ 0.007, 0.007 ] m_flInaccuracyJump = [ 0.12631, 0.12631 ] m_flInaccuracyLand = [ 0.000236, 0.000236 ] m_flInaccuracyLadder = [ 0.07875, 0.07875 ] m_flInaccuracyFire = [ 0.00972, 0.00972 ] m_flInaccuracyMove = [ 0.03675, 0.03675 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 143.0, 143.0 ] m_flRecoilMagnitudeVariance = [ 22.0, 22.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "shotgun" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = true shotgun = true } _class = "weapon_nova" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_SHOTGUN" m_szName = "weapon_nova" m_szWorldModel = resource_name:"weapons/models/nova/weapon_shot_nova.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_shot.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Nova.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_BUCKSHOT" m_nPrice = 1050 m_nRecoilSeed = 7763 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/nova.vnmskel" m_vecMuzzlePos0 = [ 42.23, -4.268, -3.652 ] m_bReloadsSingleShells = true } weapon_p250_prefab = { m_nKillAward = 300 m_nDamage = 38 m_iMaxClip1 = 13 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09662 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.287823 m_flRecoveryTimeStand = 0.345388 m_flRecoveryTimeCrouchFinal = 0.287823 m_flRecoveryTimeStandFinal = 0.345388 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.28 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.9 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00683, 0.00683 ] m_flInaccuracyStand = [ 0.0091, 0.0091 ] m_flInaccuracyJump = [ 0.09296, 0.09296 ] m_flInaccuracyLand = [ 0.00019, 0.00019 ] m_flInaccuracyLadder = [ 0.138, 0.138 ] m_flInaccuracyFire = [ 0.05245, 0.05245 ] m_flInaccuracyMove = [ 0.02, 0.01341 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 10.0, 10.0 ] m_flRecoilMagnitude = [ 26.0, 26.0 ] m_flRecoilMagnitudeVariance = [ 3.0, 3.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "secondary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_p250" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_p250" m_szWorldModel = resource_name:"weapons/models/p250/weapon_pist_p250.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_P250.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_357SIG_P250" m_nPrice = 300 m_nRecoilSeed = 9788 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/p250.vnmskel" m_vecMuzzlePos0 = [ 21.729, -2.82, -1.623 ] } weapon_scar20_prefab = { m_nKillAward = 300 m_nDamage = 80 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10769 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.066667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.388808 m_flRecoveryTimeStand = 0.544331 m_flRecoveryTimeCrouchFinal = 0.388808 m_flRecoveryTimeStandFinal = 0.544331 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.65 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = true m_nZoomLevels = 2 m_nZoomFOV1 = 40 m_nZoomFOV2 = 15 m_flZoomTime0 = 0.05 m_flZoomTime1 = 0.05 m_flZoomTime2 = 0.05 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.25 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 120.0 ] m_flSpread = [ 0.0003, 0.0003 ] m_flInaccuracyCrouch = [ 0.01935, 0.0015 ] m_flInaccuracyStand = [ 0.0258, 0.002 ] m_flInaccuracyJump = [ 0.15377, 0.15377 ] m_flInaccuracyLand = [ 0.000262, 0.000262 ] m_flInaccuracyLadder = [ 0.11639, 0.11639 ] m_flInaccuracyFire = [ 0.01861, 0.01861 ] m_flInaccuracyMove = [ 0.15048, 0.15048 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 30.0, 30.0 ] m_flRecoilMagnitude = [ 31.0, 31.0 ] m_flRecoilMagnitudeVariance = [ 4.0, 4.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "sniper_rifle" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_scar20" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false m_szName = "weapon_scar20" m_szWorldModel = resource_name:"weapons/models/scar20/weapon_snip_scar20.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle_scar.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_scar20.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_SCAR20.Zoom" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_SCAR20.Zoom" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 5000 m_nRecoilSeed = 19364 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/scar20.vnmskel" m_vecMuzzlePos0 = [ 44.474, -5.69, -4.37 ] } weapon_sg556_prefab = { m_nKillAward = 300 m_nDamage = 30 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.07879 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.766667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.379204 m_flRecoveryTimeStand = 0.452886 m_flRecoveryTimeCrouchFinal = 0.379204 m_flRecoveryTimeStandFinal = 0.452886 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 2.0 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 1 m_nZoomFOV1 = 45 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.06 m_flZoomTime1 = 0.1 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.11 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 210.0, 150.0 ] m_flSpread = [ 0.0006, 0.0003 ] m_flInaccuracyCrouch = [ 0.00381, 0.00305 ] m_flInaccuracyStand = [ 0.00581, 0.00381 ] m_flInaccuracyJump = [ 0.109, 0.109 ] m_flInaccuracyLand = [ 0.000188, 0.000188 ] m_flInaccuracyLadder = [ 0.08366, 0.138758 ] m_flInaccuracyFire = [ 0.00795, 0.0092 ] m_flInaccuracyMove = [ 0.13601, 0.13601 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 60.0, 60.0 ] m_flRecoilMagnitude = [ 28.0, 19.0 ] m_flRecoilMagnitudeVariance = [ 2.0, 2.0 ] m_nTracerFrequency = [ 3, 3 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "rifle" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true aimsight = true } _class = "weapon_sg556" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_sg556" m_szWorldModel = resource_name:"weapons/models/sg556/weapon_rif_sg556.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle_aug.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_SG556.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_sg556.ZoomIn" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_sg556.ZoomOut" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM" m_nPrice = 3000 m_nRecoilSeed = 43500 m_flIronSightPullUpSpeed = 10.0 m_flIronSightPutDownSpeed = 8.0 m_flIronSightFOV = 45.0 m_flIronSightPivotForward = 8.0 m_flIronSightLooseness = 0.03 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/sg556.vnmskel" m_vecMuzzlePos0 = [ 40.466, -5.134, -3.871 ] } weapon_ssg08_prefab = { m_nKillAward = 300 m_nDamage = 88 m_iMaxClip1 = 10 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 30 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.20872 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.7 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.055783 m_flRecoveryTimeStand = 0.142096 m_flRecoveryTimeCrouchFinal = 0.055783 m_flRecoveryTimeStandFinal = 0.142096 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = true m_bHideViewModelWhenZoomed = true m_nZoomLevels = 2 m_nZoomFOV1 = 40 m_nZoomFOV2 = 15 m_flZoomTime0 = 0.05 m_flZoomTime1 = 0.05 m_flZoomTime2 = 0.05 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 1.25 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 230.0, 230.0 ] m_flSpread = [ 0.00028, 0.00023 ] m_flInaccuracyCrouch = [ 0.02378, 0.0028 ] m_flInaccuracyStand = [ 0.0317, 0.003 ] m_flInaccuracyJump = [ 0.00572, 0.00572 ] m_flInaccuracyLand = [ 0.000215, 0.000215 ] m_flInaccuracyLadder = [ 0.09549, 0.09549 ] m_flInaccuracyFire = [ 0.02292, 0.02292 ] m_flInaccuracyMove = [ 0.12345, 0.12345 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 33.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 15.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "sniper_rifle" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_ssg08" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false m_szName = "weapon_ssg08" m_szWorldModel = resource_name:"weapons/models/ssg08/weapon_snip_ssg08.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle_ssg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_SSG08.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_SSG08.Zoom" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_SSG08.Zoom" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 1700 m_nRecoilSeed = 1278 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/ssg08.vnmskel" m_vecMuzzlePos0 = [ 48.901, -5.688, -3.681 ] } melee = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_base" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_default_ct/weapon_knife_default_ct.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_default_ct.vnmskel" } weapon_flashbang_prefab = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 1 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "grenade" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_flash = true } _class = "weapon_flashbang" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Flashbang" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Flashbang_in_the_hole" m_szName = "weapon_flashbang" m_szWorldModel = resource_name:"weapons/models/grenade/flashbang/weapon_flashbang.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_FLASHBANG" m_nPrice = 200 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/flashbang.vnmskel" } weapon_fiveseven_prefab = { m_nKillAward = 300 m_nDamage = 32 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09988 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2 m_flRecoveryTimeStand = 0.2 m_flRecoveryTimeCrouchFinal = 0.5 m_flRecoveryTimeStandFinal = 0.5 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.823 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.81 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00683, 0.00683 ] m_flInaccuracyStand = [ 0.0091, 0.0091 ] m_flInaccuracyJump = [ 0.0897, 0.0897 ] m_flInaccuracyLand = [ 0.00019, 0.00019 ] m_flInaccuracyLadder = [ 0.138, 0.138 ] m_flInaccuracyFire = [ 0.025, 0.03245 ] m_flInaccuracyMove = [ 0.04, 0.01341 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 5.0, 5.0 ] m_flRecoilMagnitude = [ 25.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 4.0, 4.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "secondary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_fiveseven" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_fiveseven" m_szWorldModel = resource_name:"weapons/models/fiveseven/weapon_pist_fiveseven.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_FiveSeven.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_57MM" m_nPrice = 500 m_nRecoilSeed = 33244 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/fiveseven.vnmskel" m_vecMuzzlePos0 = [ 22.214, -2.825, -1.692 ] } weapon_hegrenade_prefab = { m_nKillAward = 300 m_nDamage = 99 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.2 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.1 m_flRange = 350.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "explosive_grenade" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_he = true } _class = "weapon_hegrenade" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.FireInTheHole" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Fire_in_the_hole" m_nPrimaryAmmoType = "AMMO_TYPE_HEGRENADE" m_nPrice = 300 m_nRecoilSeed = 52132 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szName = "weapon_hegrenade" m_szWorldModel = resource_name:"weapons/models/grenade/hegrenade/weapon_hegrenade.vmdl" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/hegrenade.vnmskel" } weapon_elite_prefab = { m_nKillAward = 300 m_nDamage = 38 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09586 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.766667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.437491 m_flRecoveryTimeStand = 0.524989 m_flRecoveryTimeCrouchFinal = 0.437491 m_flRecoveryTimeStandFinal = 0.524989 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.15 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.79 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.12 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00525, 0.0075 ] m_flInaccuracyStand = [ 0.007, 0.01 ] m_flInaccuracyJump = [ 0.15842, 0.15842 ] m_flInaccuracyLand = [ 0.000255, 0.000255 ] m_flInaccuracyLadder = [ 0.102, 0.102 ] m_flInaccuracyFire = [ 0.01116, 0.01196 ] m_flInaccuracyMove = [ 0.01785, 0.01785 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 27.0, 27.0 ] m_flRecoilMagnitudeVariance = [ 4.0, 4.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "secondary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_elite" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_elite" m_szWorldModel = resource_name:"weapons/models/elite/weapon_pist_elite.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Elite.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 300 m_nRecoilSeed = 24563 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/elite.vnmskel" m_vecMuzzlePos0 = [ 23.752, -3.066, -1.754 ] m_vecMuzzlePos1 = [ 23.496, 3.105, -1.799 ] } weapon_smokegrenade_prefab = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 0.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "grenade" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_smoke = true } _class = "weapon_smokegrenade" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Smoke" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Smoke_in_the_hole" m_szName = "weapon_smokegrenade" m_szWorldModel = resource_name:"weapons/models/grenade/smokegrenade/weapon_smokegrenade.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_SMOKEGRENADE" m_vSmokeColor = [ 0.0, 0.8, 0.0 ] m_nPrice = 300 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/smokegrenade.vnmskel" } weapon_molotov_prefab = { m_nKillAward = 300 m_nDamage = 40 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.8 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_fire_grenade_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true burns_on_contact = true grenade_fire = true } _class = "weapon_molotov" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Molotov" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Molotov_in_the_hole" m_szName = "weapon_molotov" m_szWorldModel = resource_name:"weapons/models/grenade/molotov/weapon_molotov.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_MOLOTOV" m_nPrice = 400 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/molotov.vnmskel" } weapon_ump45_prefab = { m_nKillAward = 600 m_nDamage = 35 m_iMaxClip1 = 25 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.04721 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.466667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.249995 m_flRecoveryTimeStand = 0.349993 m_flRecoveryTimeCrouchFinal = 0.249995 m_flRecoveryTimeStandFinal = 0.349993 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.3 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3700.0 m_flRangeModifier = 0.75 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.09 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 230.0, 230.0 ] m_flSpread = [ 0.001, 0.001 ] m_flInaccuracyCrouch = [ 0.01007, 0.01007 ] m_flInaccuracyStand = [ 0.01343, 0.01343 ] m_flInaccuracyJump = [ 0.03725, 0.03725 ] m_flInaccuracyLand = [ 0.000085, 0.000085 ] m_flInaccuracyLadder = [ 0.04235, 0.04235 ] m_flInaccuracyFire = [ 0.00342, 0.00342 ] m_flInaccuracyMove = [ 0.02876, 0.02876 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 40.0, 40.0 ] m_flRecoilMagnitude = [ 23.0, 23.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "smg" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_ump45" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_ump45" m_szWorldModel = resource_name:"weapons/models/ump45/weapon_smg_ump45.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_UMP45.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_45ACP" m_nPrice = 1200 m_nRecoilSeed = 59299 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/ump45.vnmskel" m_vecMuzzlePos0 = [ 34.674, -5.162, -4.139 ] } weapon_decoy_prefab = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 1 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "grenade" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_decoy = true } _class = "weapon_decoy" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Decoy" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Decoy_in_the_hole" m_szName = "weapon_decoy" m_szWorldModel = resource_name:"weapons/models/grenade/decoy/weapon_decoy.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_DECOY" m_nPrice = 50 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/decoy.vnmskel" } weapon_incgrenade_prefab = { m_nKillAward = 300 m_nDamage = 40 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.475 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.7 m_flFlinchVelocityModifierSmall = 0.8 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_fire_grenade_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true burns_on_contact = true grenade_fire = true } _class = "weapon_incgrenade" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Incendiary" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Incendiary_in_the_hole" m_szName = "weapon_incgrenade" m_szWorldModel = resource_name:"weapons/models/grenade/incendiary/weapon_incendiarygrenade.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_MOLOTOV" m_nPrice = 500 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/incendiary.vnmskel" } c4 = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = false m_bBuiltRightHanded = false m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.233333 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_base" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true } _class = "weapon_c4" m_szName = "weapon_c4" m_GearSlot = "GEAR_SLOT_C4" m_GearSlotPosition = 0 m_szWorldModel = resource_name:"weapons/models/c4/weapon_c4.vmdl" m_WeaponType = "WEAPONTYPE_C4" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"c4.click" WEAPON_SOUND_SINGLE = soundevent:"c4.plant" WEAPON_SOUND_SPECIAL1 = soundevent:"c4.disarmstart" WEAPON_SOUND_SPECIAL2 = soundevent:"c4.disarmfinish" WEAPON_SOUND_SPECIAL3 = soundevent:"C4.ExplodeWarning" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 39693 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/c4.vnmskel" m_bShowCrosshair = false } weapon_healthshot_prefab = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "equipment" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = true equipment = true } _class = "weapon_healthshot" m_WeaponType = "WEAPONTYPE_STACKABLEITEM" m_szWorldModel = resource_name:"weapons/models/healthshot/weapon_healthshot.vmdl" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"c4.click" WEAPON_SOUND_SINGLE = soundevent:"c4.plant" WEAPON_SOUND_SPECIAL1 = soundevent:"c4.disarmstart" WEAPON_SOUND_SPECIAL2 = soundevent:"c4.disarmfinish" WEAPON_SOUND_SPECIAL3 = soundevent:"c4.ExplodeWarning" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "AMMO_TYPE_HEALTHSHOT" m_vSmokeColor = [ 0.0, 0.8, 0.0 ] m_nPrice = 0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/healthshot.vnmskel" } weapon_m4a1_silencer_prefab = { m_nKillAward = 300 m_nDamage = 38 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09677 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.133333 m_flDisallowAttackAfterReloadStartDuration = 3.066667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2421 m_flRecoveryTimeStand = 0.338941 m_flRecoveryTimeCrouchFinal = 0.332888 m_flRecoveryTimeStandFinal = 0.466044 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 3.475 m_flArmorRatio = 1.4 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.94 m_eSilencerType = "WEAPONSILENCER_DETACHABLE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.1 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 225.0, 225.0 ] m_flSpread = [ 0.0006, 0.0005 ] m_flInaccuracyCrouch = [ 0.0041, 0.0041 ] m_flInaccuracyStand = [ 0.0049, 0.0049 ] m_flInaccuracyJump = [ 0.0997, 0.0997 ] m_flInaccuracyLand = [ 0.000197, 0.000197 ] m_flInaccuracyLadder = [ 0.110994, 0.113672 ] m_flInaccuracyFire = [ 0.012, 0.007 ] m_flInaccuracyMove = [ 0.09288, 0.122 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 65.0, 65.0 ] m_flRecoilMagnitude = [ 25.0, 21.0 ] m_flRecoilMagnitudeVariance = [ 3.0, 0.0 ] m_nTracerFrequency = [ 3, 0 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "rifle" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_m4a1" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szAnimClass = "weapon_m4a1_silencer" m_szName = "weapon_m4a1_silencer" m_szWorldModel = resource_name:"weapons/models/m4a1_silencer/weapon_rif_m4a1_silencer.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_M4A1.Single" WEAPON_SOUND_SPECIAL1 = soundevent:"Weapon_M4A1.Silenced" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM_SMALL" m_nPrice = 2900 m_nRecoilSeed = 38965 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/m4a1_silencer.vnmskel" m_vecMuzzlePos0 = [ 39.583, -4.846, -3.367 ] m_vecMuzzlePos1 = [ 46.463, -4.83, -3.374 ] } weapon_usp_silencer_prefab = { m_nKillAward = 300 m_nDamage = 35 m_iMaxClip1 = 12 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0966 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.2 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.291277 m_flRecoveryTimeStand = 0.349532 m_flRecoveryTimeCrouchFinal = 0.291277 m_flRecoveryTimeStandFinal = 0.349532 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.01 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.91 m_eSilencerType = "WEAPONSILENCER_DETACHABLE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.17 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.0025, 0.0015 ] m_flInaccuracyCrouch = [ 0.00368, 0.00368 ] m_flInaccuracyStand = [ 0.0049, 0.0049 ] m_flInaccuracyJump = [ 0.09448, 0.09448 ] m_flInaccuracyLand = [ 0.000191, 0.000198 ] m_flInaccuracyLadder = [ 0.13832, 0.1199 ] m_flInaccuracyFire = [ 0.071, 0.052 ] m_flInaccuracyMove = [ 0.01387, 0.01387 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 29.0, 23.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = [ 1, 0 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "secondary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_hkp2000" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szAnimClass = "weapon_usp_silencer" m_szName = "weapon_usp_silencer" m_szWorldModel = resource_name:"weapons/models/usp_silencer/weapon_pist_usp_silencer.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_USP.Single" WEAPON_SOUND_SPECIAL1 = soundevent:"Weapon_USP.SilencedShot" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_357SIG_SMALL" m_nPrice = 200 m_nRecoilSeed = 5426 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/usp_silencer.vnmskel" m_vecMuzzlePos0 = [ 22.818, -2.801, -2.2 ] m_vecMuzzlePos1 = [ 30.599, -2.8, -2.361 ] } weapon_cz75a_prefab = { m_nKillAward = 300 m_nDamage = 31 m_iMaxClip1 = 12 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09662 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.83333 m_flDisallowAttackAfterReloadStartDuration = 2.733333 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2275 m_flRecoveryTimeStand = 0.2425 m_flRecoveryTimeCrouchFinal = 0.287823 m_flRecoveryTimeStandFinal = 0.345388 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.553 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.85 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.1 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.003, 0.003 ] m_flInaccuracyCrouch = [ 0.0076, 0.0076 ] m_flInaccuracyStand = [ 0.01043, 0.01043 ] m_flInaccuracyJump = [ 0.09296, 0.09296 ] m_flInaccuracyLand = [ 0.00019, 0.00019 ] m_flInaccuracyLadder = [ 0.138, 0.138 ] m_flInaccuracyFire = [ 0.035, 0.025 ] m_flInaccuracyMove = [ 0.01341, 0.01341 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 120.0, 180.0 ] m_flRecoilMagnitude = [ 31.0, 27.0 ] m_flRecoilMagnitudeVariance = [ 6.0, 12.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "secondary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_cz75a" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szAnimClass = "weapon_cz75a" m_szName = "weapon_cz75a" m_szWorldModel = resource_name:"weapons/models/cz75a/weapon_pist_cz75a.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_CZ75A.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_357SIG_MIN" m_nPrice = 500 m_nRecoilSeed = 9788 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/cz75a.vnmskel" m_vecMuzzlePos0 = [ 23.526, -2.805, -1.753 ] } weapon_revolver_prefab = { m_nKillAward = 300 m_nDamage = 86 m_iMaxClip1 = 8 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 7 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.01865 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.166667 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.7 m_flRecoveryTimeStand = 0.9 m_flRecoveryTimeCrouchFinal = 0.449927 m_flRecoveryTimeStandFinal = 0.8112 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.864 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 4096.0 m_flRangeModifier = 0.94 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = true m_bCannotShootUnderwater = false m_flCycleTime = [ 0.5, 0.4 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 180.0, 220.0 ] m_flSpread = [ 0.00052, 0.068 ] m_flInaccuracyCrouch = [ 0.001, 0.005 ] m_flInaccuracyStand = [ 0.002, 0.012 ] m_flInaccuracyJump = [ 0.05323, 0.05323 ] m_flInaccuracyLand = [ 0.00013, 0.00015 ] m_flInaccuracyLadder = [ 0.012, 0.035 ] m_flInaccuracyFire = [ 0.05, 0.055 ] m_flInaccuracyMove = [ 0.0065, 0.036 ] m_flRecoilAngle = [ 0.0, 3.0 ] m_flRecoilAngleVariance = [ 40.0, 50.0 ] m_flRecoilMagnitude = [ 20.0, 45.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 6.0 ] m_nTracerFrequency = [ 1, 1 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "secondary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_deagle" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szAnimClass = "weapon_revolver" m_szName = "weapon_revolver" m_szWorldModel = resource_name:"weapons/models/revolver/weapon_pist_revolver.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Revolver.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_50AE" m_nPrice = 600 m_nRecoilSeed = 12345 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/revolver.vnmskel" m_vecMuzzlePos0 = [ 24.558, -3.634, -1.894 ] } weapon_deagle_prefab = { m_nKillAward = 300 m_nDamage = 53 m_iMaxClip1 = 7 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 7 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.54882 m_flInaccuracyJumpApex = 0.33155 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.2 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.449927 m_flRecoveryTimeStand = 0.8112 m_flRecoveryTimeCrouchFinal = 0.449927 m_flRecoveryTimeStandFinal = 0.8112 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 3.9 m_flArmorRatio = 1.864 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 4096.0 m_flRangeModifier = 0.85 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.225 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 230.0, 230.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00218, 0.00218 ] m_flInaccuracyStand = [ 0.0042, 0.0042 ] m_flInaccuracyJump = [ 0.04055, 0.37155 ] m_flInaccuracyLand = [ 0.000043, 0.00073 ] m_flInaccuracyLadder = [ 0.152, 0.152 ] m_flInaccuracyFire = [ 0.07223, 0.07223 ] m_flInaccuracyMove = [ 0.0481, 0.0481 ] m_flRecoilAngle = 0.0 m_flRecoilAngleVariance = [ 60.0, 60.0 ] m_flRecoilMagnitude = [ 48.200001, 48.200001 ] m_flRecoilMagnitudeVariance = [ 18.0, 18.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "secondary" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_deagle" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_deagle" m_szWorldModel = resource_name:"weapons/models/deagle/weapon_pist_deagle.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_50AE" m_nPrice = 700 m_nRecoilSeed = 1454 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/deagle.vnmskel" m_vecMuzzlePos0 = [ 24.317, -3.83, -1.22 ] } weapon_m14_prefab = { m_nKillAward = 100 m_nDamage = 115 m_iMaxClip1 = 5 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 30 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 5 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.17286 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.85 m_flDisallowAttackAfterReloadStartDuration = 0.466667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.24671 m_flRecoveryTimeStand = 0.34539 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.95 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.945 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = true m_bHideViewModelWhenZoomed = false m_nZoomLevels = 1 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.06 m_flZoomTime1 = 0.1 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 1.85 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 200.0, 130.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.0506, 0.0025 ] m_flInaccuracyStand = [ 0.0708, 0.0045 ] m_flInaccuracyJump = [ 0.13383, 0.13383 ] m_flInaccuracyLand = [ 0.000307, 0.0001 ] m_flInaccuracyLadder = [ 0.1365, 0.1365 ] m_flInaccuracyFire = [ 0.05385, 0.05385 ] m_flInaccuracyMove = [ 0.17648, 0.15 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 78.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 15.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "rifle" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true aimsight = true noscope = true } _class = "weapon_m14" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_m14" m_szAnimClass = "weapon_temp" m_szWorldModel = resource_name:"" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_AWP.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_338MAG" m_nPrice = 4100 m_nRecoilSeed = 4100 m_szAnimSkeleton = resource_name:"" m_vecMuzzlePos0 = [ 54.128, -5.022, -3.124 ] m_flIronSightPullUpSpeed = 7.0 m_flIronSightPutDownSpeed = 7.0 m_flIronSightFOV = 75.0 m_flIronSightPivotForward = 8.0 m_flIronSightLooseness = 0.03 m_bReloadsSingleShells = true m_bShowCrosshair = false } melee_unusual = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_default_ct/weapon_knife_default_ct.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_default_ct.vnmskel" } default = { m_szName = "default" _class = "weapon_knife" } "1" = { m_nKillAward = 300 m_nDamage = 53 m_iMaxClip1 = 7 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 7 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.54882 m_flInaccuracyJumpApex = 0.33155 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.2 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.449927 m_flRecoveryTimeStand = 0.8112 m_flRecoveryTimeCrouchFinal = 0.449927 m_flRecoveryTimeStandFinal = 0.8112 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 3.9 m_flArmorRatio = 1.864 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 4096.0 m_flRangeModifier = 0.85 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.225 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 230.0, 230.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00218, 0.00218 ] m_flInaccuracyStand = [ 0.0042, 0.0042 ] m_flInaccuracyJump = [ 0.04055, 0.37155 ] m_flInaccuracyLand = [ 0.000043, 0.00073 ] m_flInaccuracyLadder = [ 0.152, 0.152 ] m_flInaccuracyFire = [ 0.07223, 0.07223 ] m_flInaccuracyMove = [ 0.0481, 0.0481 ] m_flRecoilAngle = 0.0 m_flRecoilAngleVariance = [ 60.0, 60.0 ] m_flRecoilMagnitude = [ 48.200001, 48.200001 ] m_flRecoilMagnitudeVariance = [ 18.0, 18.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_deagle_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_deagle" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_deagle" m_szWorldModel = resource_name:"weapons/models/deagle/weapon_pist_deagle.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_50AE" m_nPrice = 700 m_nRecoilSeed = 1454 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/deagle.vnmskel" m_vecMuzzlePos0 = [ 24.317, -3.83, -1.22 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SECONDARY4" } "2" = { m_nKillAward = 300 m_nDamage = 38 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09586 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.766667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.437491 m_flRecoveryTimeStand = 0.524989 m_flRecoveryTimeCrouchFinal = 0.437491 m_flRecoveryTimeStandFinal = 0.524989 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.15 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.79 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.12 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00525, 0.0075 ] m_flInaccuracyStand = [ 0.007, 0.01 ] m_flInaccuracyJump = [ 0.15842, 0.15842 ] m_flInaccuracyLand = [ 0.000255, 0.000255 ] m_flInaccuracyLadder = [ 0.102, 0.102 ] m_flInaccuracyFire = [ 0.01116, 0.01196 ] m_flInaccuracyMove = [ 0.01785, 0.01785 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 27.0, 27.0 ] m_flRecoilMagnitudeVariance = [ 4.0, 4.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_elite_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_elite" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_elite" m_szWorldModel = resource_name:"weapons/models/elite/weapon_pist_elite.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Elite.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 300 m_nRecoilSeed = 24563 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/elite.vnmskel" m_vecMuzzlePos0 = [ 23.752, -3.066, -1.754 ] m_vecMuzzlePos1 = [ 23.496, 3.105, -1.799 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SECONDARY1" } "3" = { m_nKillAward = 300 m_nDamage = 32 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09988 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2 m_flRecoveryTimeStand = 0.2 m_flRecoveryTimeCrouchFinal = 0.5 m_flRecoveryTimeStandFinal = 0.5 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.823 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.81 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00683, 0.00683 ] m_flInaccuracyStand = [ 0.0091, 0.0091 ] m_flInaccuracyJump = [ 0.0897, 0.0897 ] m_flInaccuracyLand = [ 0.00019, 0.00019 ] m_flInaccuracyLadder = [ 0.138, 0.138 ] m_flInaccuracyFire = [ 0.025, 0.03245 ] m_flInaccuracyMove = [ 0.04, 0.01341 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 5.0, 5.0 ] m_flRecoilMagnitude = [ 25.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 4.0, 4.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_fiveseven_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_fiveseven" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_fiveseven" m_szWorldModel = resource_name:"weapons/models/fiveseven/weapon_pist_fiveseven.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_FiveSeven.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_57MM" m_nPrice = 500 m_nRecoilSeed = 33244 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/fiveseven.vnmskel" m_vecMuzzlePos0 = [ 22.214, -2.825, -1.692 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SECONDARY3" } "4" = { m_nKillAward = 300 m_nDamage = 30 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09662 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2 m_flRecoveryTimeStand = 0.2 m_flRecoveryTimeCrouchFinal = 0.33 m_flRecoveryTimeStandFinal = 0.33 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 0.94 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.85 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = true m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.5 m_flTimeBetweenBurstShots = 0.05 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.015 ] m_flInaccuracyCrouch = [ 0.0042, 0.003 ] m_flInaccuracyStand = [ 0.0056, 0.0056 ] m_flInaccuracyJump = [ 0.08787, 0.08787 ] m_flInaccuracyLand = [ 0.000185, 0.000185 ] m_flInaccuracyLadder = [ 0.137, 0.11925 ] m_flInaccuracyFire = [ 0.056, 0.045 ] m_flInaccuracyMove = [ 0.01, 0.01295 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 18.0, 30.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 5.0 ] m_nTracerFrequency = [ 1, 1 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_glock_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_glock" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_glock" m_szWorldModel = resource_name:"weapons/models/glock18/weapon_pist_glock18.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Glock.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 200 m_nRecoilSeed = 4484 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/glock18.vnmskel" m_vecMuzzlePos0 = [ 21.775, -2.805, -1.975 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SECONDARY0" } "7" = { m_nKillAward = 300 m_nDamage = 36 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10094 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.466667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.305257 m_flRecoveryTimeStand = 0.368 m_flRecoveryTimeCrouchFinal = 0.419728 m_flRecoveryTimeStandFinal = 0.506 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.55 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.1 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 215.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.00481, 0.00481 ] m_flInaccuracyStand = [ 0.00641, 0.00641 ] m_flInaccuracyJump = [ 0.14076, 0.14076 ] m_flInaccuracyLand = [ 0.000242, 0.000242 ] m_flInaccuracyLadder = [ 0.14, 0.14 ] m_flInaccuracyFire = [ 0.0078, 0.0078 ] m_flInaccuracyMove = [ 0.17506, 0.17506 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 30.0, 30.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_ak47_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_ak47" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_ak47" m_szWorldModel = resource_name:"weapons/models/ak47/weapon_rif_ak47.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_AK47.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 2700 m_nRecoilSeed = 223 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/ak47.vnmskel" m_vecMuzzlePos0 = [ 37.422, -4.938, -3.394 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_RIFLE1" } "8" = { m_nKillAward = 300 m_nDamage = 28 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10156 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.16667 m_flDisallowAttackAfterReloadStartDuration = 3.2 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.30552 m_flRecoveryTimeStand = 0.429727 m_flRecoveryTimeCrouchFinal = 0.30552 m_flRecoveryTimeStandFinal = 0.429727 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.8 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 1 m_nZoomFOV1 = 45 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.06 m_flZoomTime1 = 0.1 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.1 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 220.0, 150.0 ] m_flSpread = [ 0.0005, 0.0003 ] m_flInaccuracyCrouch = [ 0.00368, 0.00311 ] m_flInaccuracyStand = [ 0.0049, 0.00368 ] m_flInaccuracyJump = [ 0.10599, 0.10599 ] m_flInaccuracyLand = [ 0.000208, 0.000208 ] m_flInaccuracyLadder = [ 0.11004, 0.10004 ] m_flInaccuracyFire = [ 0.00729, 0.00729 ] m_flInaccuracyMove = [ 0.13545, 0.10545 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 60.0, 60.0 ] m_flRecoilMagnitude = [ 24.0, 16.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = [ 3, 3 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_aug_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true aimsight = true } _class = "weapon_aug" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_aug" m_szWorldModel = resource_name:"weapons/models/aug/weapon_rif_aug.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle_aug.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_AUG.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_AUG.ZoomIn" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_AUG.ZoomOut" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 3300 m_nRecoilSeed = 24204 m_flIronSightPullUpSpeed = 10.0 m_flIronSightPutDownSpeed = 8.0 m_flIronSightFOV = 45.0 m_flIronSightPivotForward = 10.0 m_flIronSightLooseness = 0.03 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/aug.vnmskel" m_vecMuzzlePos0 = [ 29.957, -3.597, -2.666 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_RIFLE3" } "9" = { m_nKillAward = 100 m_nDamage = 115 m_iMaxClip1 = 5 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 30 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.17286 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.266667 m_flDisallowAttackAfterReloadStartDuration = 3.666667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.24671 m_flRecoveryTimeStand = 0.34539 m_flRecoveryTimeCrouchFinal = 0.24671 m_flRecoveryTimeStandFinal = 0.34539 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.95 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = true m_bHideViewModelWhenZoomed = true m_nZoomLevels = 2 m_nZoomFOV1 = 40 m_nZoomFOV2 = 10 m_flZoomTime0 = 0.05 m_flZoomTime1 = 0.05 m_flZoomTime2 = 0.05 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 1.455 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 200.0, 100.0 ] m_flSpread = [ 0.0002, 0.0002 ] m_flInaccuracyCrouch = [ 0.0606, 0.0015 ] m_flInaccuracyStand = [ 0.0808, 0.002 ] m_flInaccuracyJump = [ 0.13383, 0.13383 ] m_flInaccuracyLand = [ 0.000307, 0.0001 ] m_flInaccuracyLadder = [ 0.1365, 0.1365 ] m_flInaccuracyFire = [ 0.05385, 0.05385 ] m_flInaccuracyMove = [ 0.17648, 0.17648 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 78.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 15.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_awp_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_awp" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false m_szName = "weapon_awp" m_szWorldModel = resource_name:"weapons/models/awp/weapon_snip_awp.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_AWP.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_AWP.Zoom" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_AWP.ZoomOut" } m_nPrimaryAmmoType = "BULLET_PLAYER_338MAG" m_nPrice = 4750 m_nRecoilSeed = 4100 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/awp.vnmskel" m_vecMuzzlePos0 = [ 54.128, -5.022, -3.124 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_RIFLE4" } "10" = { m_nKillAward = 300 m_nDamage = 30 m_iMaxClip1 = 25 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 75 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 4 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09477 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.3 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.12 m_flRecoveryTimeStand = 0.25 m_flRecoveryTimeCrouchFinal = 0.48 m_flRecoveryTimeStandFinal = 0.5 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.4 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.96 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = true m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.09 m_flCycleTimeWhenInBurstMode = 0.55 m_flTimeBetweenBurstShots = 0.075 m_flMaxSpeed = [ 220.0, 220.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.0055, 0.00325 ] m_flInaccuracyStand = [ 0.00759, 0.00369 ] m_flInaccuracyJump = [ 0.11039, 0.11039 ] m_flInaccuracyLand = [ 0.000205, 0.000205 ] m_flInaccuracyLadder = [ 0.118716, 0.118716 ] m_flInaccuracyFire = [ 0.00605, 0.00335 ] m_flInaccuracyMove = [ 0.09934, 0.09934 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 60.0, 50.0 ] m_flRecoilMagnitude = [ 20.0, 20.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = [ 3, 3 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_famas_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_famas" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_famas" m_szWorldModel = resource_name:"weapons/models/famas/weapon_rif_famas.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_FAMAS.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM" m_nPrice = 1950 m_nRecoilSeed = 39623 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/famas.vnmskel" m_vecMuzzlePos0 = [ 36.464, -6.028, -4.783 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_RIFLE0" } "11" = { m_nKillAward = 300 m_nDamage = 80 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10769 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 4.666667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.388808 m_flRecoveryTimeStand = 0.544331 m_flRecoveryTimeCrouchFinal = 0.388808 m_flRecoveryTimeStandFinal = 0.544331 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.65 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = true m_nZoomLevels = 2 m_nZoomFOV1 = 40 m_nZoomFOV2 = 15 m_flZoomTime0 = 0.05 m_flZoomTime1 = 0.05 m_flZoomTime2 = 0.05 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.25 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 120.0 ] m_flSpread = [ 0.0003, 0.0003 ] m_flInaccuracyCrouch = [ 0.01935, 0.0015 ] m_flInaccuracyStand = [ 0.0258, 0.002 ] m_flInaccuracyJump = [ 0.15377, 0.15377 ] m_flInaccuracyLand = [ 0.000262, 0.000262 ] m_flInaccuracyLadder = [ 0.11639, 0.11639 ] m_flInaccuracyFire = [ 0.01861, 0.01861 ] m_flInaccuracyMove = [ 0.15048, 0.15048 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 30.0, 30.0 ] m_flRecoilMagnitude = [ 30.0, 30.0 ] m_flRecoilMagnitudeVariance = [ 4.0, 4.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_g3sg1_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_g3sg1" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false m_szName = "weapon_g3sg1" m_szWorldModel = resource_name:"weapons/models/g3sg1/weapon_snip_g3sg1.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle_ssg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_G3SG1.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_G3SG1.Zoom" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_G3SG1.ZoomOut" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 5000 m_nRecoilSeed = 29908 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/g3sg1.vnmskel" m_vecMuzzlePos0 = [ 45.492, -5.287, -4.119 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_RIFLE5" } "12" = { m_nKillAward = 100 m_nDamage = 115 m_iMaxClip1 = 5 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 30 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 5 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.17286 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.85 m_flDisallowAttackAfterReloadStartDuration = 0.466667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.24671 m_flRecoveryTimeStand = 0.34539 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.95 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.945 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = true m_bHideViewModelWhenZoomed = false m_nZoomLevels = 1 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.06 m_flZoomTime1 = 0.1 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 1.85 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 200.0, 130.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.0506, 0.0025 ] m_flInaccuracyStand = [ 0.0708, 0.0045 ] m_flInaccuracyJump = [ 0.13383, 0.13383 ] m_flInaccuracyLand = [ 0.000307, 0.0001 ] m_flInaccuracyLadder = [ 0.1365, 0.1365 ] m_flInaccuracyFire = [ 0.05385, 0.05385 ] m_flInaccuracyMove = [ 0.17648, 0.15 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 78.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 15.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_m14_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true aimsight = true noscope = true } _class = "weapon_m14" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_m14" m_szAnimClass = "weapon_temp" m_szWorldModel = resource_name:"" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_AWP.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_338MAG" m_nPrice = 4100 m_nRecoilSeed = 4100 m_szAnimSkeleton = resource_name:"" m_vecMuzzlePos0 = [ 54.128, -5.022, -3.124 ] m_flIronSightPullUpSpeed = 7.0 m_flIronSightPutDownSpeed = 7.0 m_flIronSightFOV = 75.0 m_flIronSightPivotForward = 8.0 m_flIronSightLooseness = 0.03 m_bReloadsSingleShells = true m_bShowCrosshair = false m_DefaultLoadoutPosition = "LOADOUT_POSITION_RIFLE4" } "13" = { m_nKillAward = 300 m_nDamage = 30 m_iMaxClip1 = 35 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 4 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10539 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.1 m_flDisallowAttackAfterReloadStartDuration = 3.033333 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.15 m_flRecoveryTimeStand = 0.3 m_flRecoveryTimeCrouchFinal = 0.47 m_flRecoveryTimeStandFinal = 0.5 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.55 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.09 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 215.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.00658, 0.00484 ] m_flInaccuracyStand = [ 0.00877, 0.00778 ] m_flInaccuracyJump = [ 0.14978, 0.14978 ] m_flInaccuracyLand = [ 0.000256, 0.000256 ] m_flInaccuracyLadder = [ 0.11358, 0.11358 ] m_flInaccuracyFire = [ 0.007, 0.00585 ] m_flInaccuracyMove = [ 0.12356, 0.10652 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 21.0, 21.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_galilar_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_galilar" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_galilar" m_szWorldModel = resource_name:"weapons/models/galilar/weapon_rif_galilar.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_GalilAR.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM" m_nPrice = 1800 m_nRecoilSeed = 51191 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/galil.vnmskel" m_vecMuzzlePos0 = [ 34.673, -5.319, -3.601 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_RIFLE0" } "14" = { m_nKillAward = 300 m_nDamage = 32 m_iMaxClip1 = 100 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.11827 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.1 m_flDisallowAttackAfterReloadStartDuration = 5.7 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.592093 m_flRecoveryTimeStand = 0.828931 m_flRecoveryTimeCrouchFinal = 0.592093 m_flRecoveryTimeStandFinal = 0.828931 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.6 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.97 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.08 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 195.0, 195.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00534, 0.00534 ] m_flInaccuracyStand = [ 0.0077, 0.0077 ] m_flInaccuracyJump = [ 0.27947, 0.27947 ] m_flInaccuracyLand = [ 0.000398, 0.000398 ] m_flInaccuracyLadder = [ 0.13281, 0.13281 ] m_flInaccuracyFire = [ 0.00356, 0.00356 ] m_flInaccuracyMove = [ 0.15625, 0.15625 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 50.0, 50.0 ] m_flRecoilMagnitude = [ 25.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 2.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_m249_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true machinegun = true } _class = "weapon_m249" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_MACHINEGUN" m_szName = "weapon_m249" m_szWorldModel = resource_name:"weapons/models/m249/weapon_mach_m249.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_mach.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_M249.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM_BOX" m_nPrice = 5200 m_nRecoilSeed = 50310 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/m249.vnmskel" m_vecMuzzlePos0 = [ 52.925, -7.43, -3.928 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_HEAVY3" } "16" = { m_nKillAward = 300 m_nDamage = 33 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 4 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09441 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.133333 m_flDisallowAttackAfterReloadStartDuration = 3.066667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2421 m_flRecoveryTimeStand = 0.338941 m_flRecoveryTimeCrouchFinal = 0.332888 m_flRecoveryTimeStandFinal = 0.466044 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.4 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.97 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.09 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 225.0, 225.0 ] m_flSpread = [ 0.0006, 0.00045 ] m_flInaccuracyCrouch = [ 0.0041, 0.00368 ] m_flInaccuracyStand = [ 0.0049, 0.0049 ] m_flInaccuracyJump = [ 0.09727, 0.09727 ] m_flInaccuracyLand = [ 0.000192, 0.000197 ] m_flInaccuracyLadder = [ 0.110994, 0.113672 ] m_flInaccuracyFire = [ 0.007, 0.00634 ] m_flInaccuracyMove = [ 0.13788, 0.122 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 23.0, 23.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_m4a1_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_m4a1" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_m4a1" m_szWorldModel = resource_name:"weapons/models/m4a4/weapon_rif_m4a4.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_M4A4.Single" WEAPON_SOUND_SPECIAL1 = soundevent:"Weapon_M4A1.Silenced" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM" m_nPrice = 2900 m_nRecoilSeed = 38965 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/m4a4.vnmskel" m_vecMuzzlePos0 = [ 35.62, -4.975, -3.707 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_RIFLE1" } "17" = { m_nKillAward = 600 m_nDamage = 29 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.03499 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.566667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.285521 m_flRecoveryTimeStand = 0.399729 m_flRecoveryTimeCrouchFinal = 0.285521 m_flRecoveryTimeStandFinal = 0.399729 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.15 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.8 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.075 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.00998, 0.00998 ] m_flInaccuracyStand = [ 0.0133, 0.0133 ] m_flInaccuracyJump = [ 0.0333, 0.0333 ] m_flInaccuracyLand = [ 0.000069, 0.000069 ] m_flInaccuracyLadder = [ 0.03426, 0.03426 ] m_flInaccuracyFire = [ 0.00476, 0.00476 ] m_flInaccuracyMove = [ 0.01399, 0.01399 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 18.0, 18.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_mac10_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_mac10" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_mac10" m_szWorldModel = resource_name:"weapons/models/mac10/weapon_smg_mac10.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_MAC10.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_45ACP" m_nPrice = 1050 m_nRecoilSeed = 34079 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mac10.vnmskel" m_vecMuzzlePos0 = [ 28.289, -6.171, -3.444 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SMG0" } "19" = { m_nKillAward = 300 m_nDamage = 26 m_iMaxClip1 = 50 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 26 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.1046 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.366667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.265784 m_flRecoveryTimeStand = 0.372098 m_flRecoveryTimeCrouchFinal = 0.265784 m_flRecoveryTimeStandFinal = 0.372098 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.38 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3700.0 m_flRangeModifier = 0.86 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.07 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 230.0, 230.0 ] m_flSpread = [ 0.001, 0.001 ] m_flInaccuracyCrouch = [ 0.01024, 0.01024 ] m_flInaccuracyStand = [ 0.01365, 0.01365 ] m_flInaccuracyJump = [ 0.09008, 0.09008 ] m_flInaccuracyLand = [ 0.000082, 0.000082 ] m_flInaccuracyLadder = [ 0.13217, 0.13217 ] m_flInaccuracyFire = [ 0.00285, 0.00285 ] m_flInaccuracyMove = [ 0.031, 0.031 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 16.0, 16.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_p90_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_p90" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_p90" m_szWorldModel = resource_name:"weapons/models/p90/weapon_smg_p90.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_P90.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_57MM" m_nPrice = 2350 m_nRecoilSeed = 6213 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/p90.vnmskel" m_vecMuzzlePos0 = [ 24.058, -5.247, -3.181 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SMG3" } "23" = { m_nKillAward = 600 m_nDamage = 28 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.05541 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.966667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.312494 m_flRecoveryTimeStand = 0.437491 m_flRecoveryTimeCrouchFinal = 0.312494 m_flRecoveryTimeStandFinal = 0.437491 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.25 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.87 m_eSilencerType = "WEAPONSILENCER_INTEGRATED" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.08 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 235.0, 220.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.0085, 0.0085 ] m_flInaccuracyStand = [ 0.01, 0.01 ] m_flInaccuracyJump = [ 0.0596, 0.0596 ] m_flInaccuracyLand = [ 0.000115, 0.000115 ] m_flInaccuracyLadder = [ 0.05756, 0.05756 ] m_flInaccuracyFire = [ 0.00218, 0.00218 ] m_flInaccuracyMove = [ 0.03, 0.01986 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 16.0, 16.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_mp5sd_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_mp7" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szAnimClass = "weapon_mp5sd" m_szName = "weapon_mp5sd" m_szWorldModel = resource_name:"weapons/models/mp5sd/weapon_smg_mp5sd.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_MP5.Single" WEAPON_SOUND_SPECIAL1 = soundevent:"Weapon_MP5.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nSecondaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 1400 m_nRecoilSeed = 61649 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mp5sd.vnmskel" m_vecMuzzlePos0 = [ 38.905, -5.166, -4.33 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SMG1" } "24" = { m_nKillAward = 600 m_nDamage = 35 m_iMaxClip1 = 25 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.04721 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.466667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.249995 m_flRecoveryTimeStand = 0.349993 m_flRecoveryTimeCrouchFinal = 0.249995 m_flRecoveryTimeStandFinal = 0.349993 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.3 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3700.0 m_flRangeModifier = 0.75 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.09 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 230.0, 230.0 ] m_flSpread = [ 0.001, 0.001 ] m_flInaccuracyCrouch = [ 0.01007, 0.01007 ] m_flInaccuracyStand = [ 0.01343, 0.01343 ] m_flInaccuracyJump = [ 0.03725, 0.03725 ] m_flInaccuracyLand = [ 0.000085, 0.000085 ] m_flInaccuracyLadder = [ 0.04235, 0.04235 ] m_flInaccuracyFire = [ 0.00342, 0.00342 ] m_flInaccuracyMove = [ 0.02876, 0.02876 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 40.0, 40.0 ] m_flRecoilMagnitude = [ 23.0, 23.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_ump45_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_ump45" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_ump45" m_szWorldModel = resource_name:"weapons/models/ump45/weapon_smg_ump45.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_UMP45.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_45ACP" m_nPrice = 1200 m_nRecoilSeed = 59299 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/ump45.vnmskel" m_vecMuzzlePos0 = [ 34.674, -5.162, -4.139 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SMG2" } "25" = { m_nKillAward = 600 m_nDamage = 20 m_iMaxClip1 = 7 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 6 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 5 m_nPrimaryReserveAmmoMax = 32 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10038 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 0.6 m_nSpreadSeed = 817955 m_flRecoveryTimeCrouch = 0.361835 m_flRecoveryTimeStand = 0.506569 m_flRecoveryTimeCrouchFinal = 0.361835 m_flRecoveryTimeStandFinal = 0.506569 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.6 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.45 m_flRange = 3000.0 m_flRangeModifier = 0.7 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.35 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 215.0 ] m_flSpread = [ 0.038, 0.038 ] m_flInaccuracyCrouch = [ 0.00525, 0.00525 ] m_flInaccuracyStand = [ 0.007, 0.007 ] m_flInaccuracyJump = [ 0.13083, 0.13083 ] m_flInaccuracyLand = [ 0.000232, 0.000232 ] m_flInaccuracyLadder = [ 0.07721, 0.07721 ] m_flInaccuracyFire = [ 0.00883, 0.00883 ] m_flInaccuracyMove = [ 0.03603, 0.03603 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 80.0, 80.0 ] m_flRecoilMagnitudeVariance = [ 20.0, 20.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_xm1014_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = true shotgun = true } _class = "weapon_xm1014" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_SHOTGUN" m_szName = "weapon_xm1014" m_szAnimClass = "weapon_xm1014" m_szWorldModel = resource_name:"weapons/models/xm1014/weapon_shot_xm1014.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_shot.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_XM1014.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_BUCKSHOT" m_nPrice = 2000 m_nRecoilSeed = 24862 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/xm1014.vnmskel" m_vecMuzzlePos0 = [ 39.73, -4.274, -4.177 ] m_bReloadsSingleShells = true m_DefaultLoadoutPosition = "LOADOUT_POSITION_HEAVY1" } "26" = { m_nKillAward = 600 m_nDamage = 27 m_iMaxClip1 = 64 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 26 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0459 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.1 m_flDisallowAttackAfterReloadStartDuration = 2.433333 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.236837 m_flRecoveryTimeStand = 0.331572 m_flRecoveryTimeCrouchFinal = 0.236837 m_flRecoveryTimeStandFinal = 0.331572 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.26 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.8 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.08 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.001, 0.001 ] m_flInaccuracyCrouch = [ 0.0105, 0.0105 ] m_flInaccuracyStand = [ 0.014, 0.014 ] m_flInaccuracyJump = [ 0.03347, 0.03347 ] m_flInaccuracyLand = [ 0.00008, 0.00008 ] m_flInaccuracyLadder = [ 0.16965, 0.16965 ] m_flInaccuracyFire = [ 0.00288, 0.00288 ] m_flInaccuracyMove = [ 0.02757, 0.02757 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 18.0, 18.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_bizon_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_bizon" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_bizon" m_szWorldModel = resource_name:"weapons/models/bizon/weapon_smg_bizon.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_bizon.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 1300 m_nRecoilSeed = 36387 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/bizon.vnmskel" m_vecMuzzlePos0 = [ 33.442, -5.107, -3.014 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SMG4" } "27" = { m_nKillAward = 900 m_nDamage = 30 m_iMaxClip1 = 5 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 8 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 5 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.05264 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.5 m_nSpreadSeed = 19899236 m_flRecoveryTimeCrouch = 0.285521 m_flRecoveryTimeStand = 0.399729 m_flRecoveryTimeCrouchFinal = 0.285521 m_flRecoveryTimeStandFinal = 0.399729 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.5 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.45 m_flRange = 1400.0 m_flRangeModifier = 0.45 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.85 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 225.0, 225.0 ] m_flSpread = [ 0.04, 0.04 ] m_flInaccuracyCrouch = [ 0.00525, 0.00525 ] m_flInaccuracyStand = [ 0.007, 0.007 ] m_flInaccuracyJump = [ 0.05009, 0.05009 ] m_flInaccuracyLand = [ 0.000103, 0.000103 ] m_flInaccuracyLadder = [ 0.13426, 0.13426 ] m_flInaccuracyFire = [ 0.01119, 0.01119 ] m_flInaccuracyMove = [ 0.01599, 0.01599 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 165.0, 165.0 ] m_flRecoilMagnitudeVariance = [ 25.0, 25.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_mag7_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = false shotgun = true reloads_with_clip = true } _class = "weapon_mag7" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SHOTGUN" m_szName = "weapon_mag7" m_szWorldModel = resource_name:"weapons/models/mag7/weapon_shot_mag7.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_shot.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Mag7.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_BUCKSHOT" m_nPrice = 1300 m_nRecoilSeed = 12518 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mag7.vnmskel" m_vecMuzzlePos0 = [ 39.795, -6.293, -5.04 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_HEAVY2" } "28" = { m_nKillAward = 300 m_nDamage = 35 m_iMaxClip1 = 150 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.11629 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.1 m_flDisallowAttackAfterReloadStartDuration = 5.7 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.25 m_flRecoveryTimeStand = 0.3 m_flRecoveryTimeCrouchFinal = 0.08 m_flRecoveryTimeStandFinal = 0.1 m_nRecoveryTransitionStartBullet = 9 m_nRecoveryTransitionEndBullet = 12 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.42 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.97 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 0.5 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = -50.0 m_flInaccuracyAltSoundThreshold = 0.02 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.075 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 150.0, 150.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00763, 0.00763 ] m_flInaccuracyStand = [ 0.01017, 0.01017 ] m_flInaccuracyJump = [ 0.29223, 0.29223 ] m_flInaccuracyLand = [ 0.000409, 0.000409 ] m_flInaccuracyLadder = [ 0.13643, 0.13643 ] m_flInaccuracyFire = [ 0.03, 0.00337 ] m_flInaccuracyMove = [ 0.15914, 0.15914 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 20.0, 20.0 ] m_flRecoilMagnitudeVariance = [ 2.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_negev_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true machinegun = true } _class = "weapon_negev" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_MACHINEGUN" m_szName = "weapon_negev" m_szWorldModel = resource_name:"weapons/models/negev/weapon_mach_negev.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_mach.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Negev.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_SINGLE_ACCURATE = soundevent:"Weapon_Negev.SingleFocused" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM_BOX" m_nPrice = 1700 m_nRecoilSeed = 57966 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/negev.vnmskel" m_vecMuzzlePos0 = [ 45.371, -7.503, -3.87 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_HEAVY4" } "29" = { m_nKillAward = 900 m_nDamage = 32 m_iMaxClip1 = 7 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 8 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 5 m_nPrimaryReserveAmmoMax = 32 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.05012 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 0.466667 m_nSpreadSeed = 9571223 m_flRecoveryTimeCrouch = 0.328941 m_flRecoveryTimeStand = 0.460517 m_flRecoveryTimeCrouchFinal = 0.328941 m_flRecoveryTimeStandFinal = 0.460517 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.5 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.45 m_flRange = 1400.0 m_flRangeModifier = 0.45 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.85 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 210.0, 210.0 ] m_flSpread = [ 0.062, 0.062 ] m_flInaccuracyCrouch = [ 0.00525, 0.00525 ] m_flInaccuracyStand = [ 0.007, 0.007 ] m_flInaccuracyJump = [ 0.0577, 0.0577 ] m_flInaccuracyLand = [ 0.000108, 0.000108 ] m_flInaccuracyLadder = [ 0.036, 0.036 ] m_flInaccuracyFire = [ 0.00972, 0.00972 ] m_flInaccuracyMove = [ 0.0168, 0.0168 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 143.0, 143.0 ] m_flRecoilMagnitudeVariance = [ 22.0, 22.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_sawedoff_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = true shotgun = true } _class = "weapon_sawedoff" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_SHOTGUN" m_szName = "weapon_sawedoff" m_szAnimClass = "weapon_sawedoff" m_szWorldModel = resource_name:"weapons/models/sawedoff/weapon_shot_sawedoff.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_shot.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Sawedoff.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_BUCKSHOT" m_nPrice = 1100 m_nRecoilSeed = 1089 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/sawedoff.vnmskel" m_vecMuzzlePos0 = [ 35.318, -4.309, -2.752 ] m_bReloadsSingleShells = true m_DefaultLoadoutPosition = "LOADOUT_POSITION_HEAVY2" } "30" = { m_nKillAward = 300 m_nDamage = 33 m_iMaxClip1 = 18 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 6 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.07117 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.566667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.315 m_flRecoveryTimeStand = 0.391 m_flRecoveryTimeCrouchFinal = 0.315 m_flRecoveryTimeStandFinal = 0.391 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.812 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.79 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.12 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.0018 ] m_flInaccuracyCrouch = [ 0.00368, 0.00727 ] m_flInaccuracyStand = [ 0.0049, 0.00903 ] m_flInaccuracyJump = [ 0.07978, 0.07978 ] m_flInaccuracyLand = [ 0.000211, 0.000211 ] m_flInaccuracyLadder = [ 0.1206, 0.1206 ] m_flInaccuracyFire = [ 0.045, 0.03688 ] m_flInaccuracyMove = [ 0.00381, 0.00381 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 60.0, 60.0 ] m_flRecoilMagnitude = [ 23.0, 23.0 ] m_flRecoilMagnitudeVariance = [ 3.0, 3.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_tec9_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_tec9" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_tec9" m_szWorldModel = resource_name:"weapons/models/tec9/weapon_pist_tec9.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_tec9.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 500 m_nRecoilSeed = 789 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/tec9.vnmskel" m_vecMuzzlePos0 = [ 27.931, -5.126, -3.697 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SECONDARY3" } "31" = { m_nKillAward = 100 m_nDamage = 500 m_iMaxClip1 = 1 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.0 m_flRecoveryTimeStand = 0.0 m_flRecoveryTimeCrouchFinal = 0.0 m_flRecoveryTimeStandFinal = 0.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 2.0 m_flPenetration = 0.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 120.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = 230.0 m_flSpread = 0.0 m_flInaccuracyCrouch = 0.05 m_flInaccuracyStand = 0.06 m_flInaccuracyJump = 0.01 m_flInaccuracyLand = 0.0001 m_flInaccuracyLadder = 0.01 m_flInaccuracyFire = 0.05 m_flInaccuracyMove = 0.013 m_flRecoilAngle = 0.0 m_flRecoilAngleVariance = 0.0 m_flRecoilMagnitude = 0.0 m_flRecoilMagnitudeVariance = 0.0 m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_taser_prefab" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = false equipment = true } _class = "weapon_taser" m_WeaponType = "WEAPONTYPE_TASER" m_szAnimClass = "weapon_taser" m_szName = "weapon_taser" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 1 m_szWorldModel = resource_name:"weapons/models/taser/weapon_pist_taser.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_taser.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Taser.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "AMMO_TYPE_TASERCHARGE" m_nPrice = 200 m_nRecoilSeed = 687 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/taser.vnmskel" m_vecMuzzlePos0 = [ 23.182, -2.848, -3.111 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_EQUIPMENT2" } "32" = { m_nKillAward = 300 m_nDamage = 35 m_iMaxClip1 = 13 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 4 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0966 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.291277 m_flRecoveryTimeStand = 0.349532 m_flRecoveryTimeCrouchFinal = 0.291277 m_flRecoveryTimeStandFinal = 0.349532 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.01 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.91 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.17 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.0015 ] m_flInaccuracyCrouch = [ 0.00368, 0.00368 ] m_flInaccuracyStand = [ 0.0049, 0.0049 ] m_flInaccuracyJump = [ 0.09448, 0.09448 ] m_flInaccuracyLand = [ 0.000191, 0.000198 ] m_flInaccuracyLadder = [ 0.13832, 0.1199 ] m_flInaccuracyFire = [ 0.05, 0.01315 ] m_flInaccuracyMove = [ 0.013, 0.01387 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 26.0, 26.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_hkp2000_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_hkp2000" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_hkp2000" m_szWorldModel = resource_name:"weapons/models/hkp2000/weapon_pist_hkp2000.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_hkp2000.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_357SIG" m_nPrice = 200 m_nRecoilSeed = 5426 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/hkp2000.vnmskel" m_vecMuzzlePos0 = [ 21.32, -2.801, -1.704 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SECONDARY0" } "33" = { m_nKillAward = 600 m_nDamage = 30 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.05541 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.166667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.312494 m_flRecoveryTimeStand = 0.437491 m_flRecoveryTimeCrouchFinal = 0.312494 m_flRecoveryTimeStandFinal = 0.437491 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.25 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.87 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.08 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 220.0, 220.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.0085, 0.0085 ] m_flInaccuracyStand = [ 0.01, 0.01 ] m_flInaccuracyJump = [ 0.0596, 0.0596 ] m_flInaccuracyLand = [ 0.000115, 0.000115 ] m_flInaccuracyLadder = [ 0.05756, 0.05756 ] m_flInaccuracyFire = [ 0.00218, 0.00218 ] m_flInaccuracyMove = [ 0.01986, 0.01986 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 16.0, 16.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_mp7_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_mp7" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_mp7" m_szWorldModel = resource_name:"weapons/models/mp7/weapon_smg_mp7.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_MP7.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nSecondaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 1400 m_nRecoilSeed = 61649 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mp7.vnmskel" m_vecMuzzlePos0 = [ 27.101, -5.278, -3.958 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SMG1" } "34" = { m_nKillAward = 600 m_nDamage = 26 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.03728 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.2 m_flDisallowAttackAfterReloadStartDuration = 2.133333 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.184207 m_flRecoveryTimeStand = 0.25789 m_flRecoveryTimeCrouchFinal = 0.184207 m_flRecoveryTimeStandFinal = 0.25789 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.2 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.87 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.07 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.008, 0.008 ] m_flInaccuracyStand = [ 0.009, 0.009 ] m_flInaccuracyJump = [ 0.05, 0.05 ] m_flInaccuracyLand = [ 0.000056, 0.000056 ] m_flInaccuracyLadder = [ 0.148913, 0.148913 ] m_flInaccuracyFire = [ 0.0037, 0.0037 ] m_flInaccuracyMove = [ 0.02904, 0.02904 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 21.0, 21.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_mp9_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_mp9" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_mp9" m_szWorldModel = resource_name:"weapons/models/mp9/weapon_smg_mp9.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_MP9.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 1250 m_nRecoilSeed = 50729 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mp9.vnmskel" m_vecMuzzlePos0 = [ 22.783, -4.759, -2.531 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SMG0" } "35" = { m_nKillAward = 900 m_nDamage = 26 m_iMaxClip1 = 8 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 9 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 5 m_nPrimaryReserveAmmoMax = 32 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.1097 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 0.466667 m_nSpreadSeed = 17514 m_flRecoveryTimeCrouch = 0.328941 m_flRecoveryTimeStand = 0.460517 m_flRecoveryTimeCrouchFinal = 0.328941 m_flRecoveryTimeStandFinal = 0.460517 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.45 m_flRange = 3000.0 m_flRangeModifier = 0.7 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.88 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 220.0, 220.0 ] m_flSpread = [ 0.04, 0.04 ] m_flInaccuracyCrouch = [ 0.00525, 0.00525 ] m_flInaccuracyStand = [ 0.007, 0.007 ] m_flInaccuracyJump = [ 0.12631, 0.12631 ] m_flInaccuracyLand = [ 0.000236, 0.000236 ] m_flInaccuracyLadder = [ 0.07875, 0.07875 ] m_flInaccuracyFire = [ 0.00972, 0.00972 ] m_flInaccuracyMove = [ 0.03675, 0.03675 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 143.0, 143.0 ] m_flRecoilMagnitudeVariance = [ 22.0, 22.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_nova_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = true shotgun = true } _class = "weapon_nova" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_SHOTGUN" m_szName = "weapon_nova" m_szWorldModel = resource_name:"weapons/models/nova/weapon_shot_nova.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_shot.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Nova.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_BUCKSHOT" m_nPrice = 1050 m_nRecoilSeed = 7763 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/nova.vnmskel" m_vecMuzzlePos0 = [ 42.23, -4.268, -3.652 ] m_bReloadsSingleShells = true m_DefaultLoadoutPosition = "LOADOUT_POSITION_HEAVY0" } "36" = { m_nKillAward = 300 m_nDamage = 38 m_iMaxClip1 = 13 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09662 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.287823 m_flRecoveryTimeStand = 0.345388 m_flRecoveryTimeCrouchFinal = 0.287823 m_flRecoveryTimeStandFinal = 0.345388 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.28 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.9 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00683, 0.00683 ] m_flInaccuracyStand = [ 0.0091, 0.0091 ] m_flInaccuracyJump = [ 0.09296, 0.09296 ] m_flInaccuracyLand = [ 0.00019, 0.00019 ] m_flInaccuracyLadder = [ 0.138, 0.138 ] m_flInaccuracyFire = [ 0.05245, 0.05245 ] m_flInaccuracyMove = [ 0.02, 0.01341 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 10.0, 10.0 ] m_flRecoilMagnitude = [ 26.0, 26.0 ] m_flRecoilMagnitudeVariance = [ 3.0, 3.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_p250_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_p250" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_p250" m_szWorldModel = resource_name:"weapons/models/p250/weapon_pist_p250.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_P250.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_357SIG_P250" m_nPrice = 300 m_nRecoilSeed = 9788 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/p250.vnmskel" m_vecMuzzlePos0 = [ 21.729, -2.82, -1.623 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SECONDARY2" } "38" = { m_nKillAward = 300 m_nDamage = 80 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10769 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.066667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.388808 m_flRecoveryTimeStand = 0.544331 m_flRecoveryTimeCrouchFinal = 0.388808 m_flRecoveryTimeStandFinal = 0.544331 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.65 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = true m_nZoomLevels = 2 m_nZoomFOV1 = 40 m_nZoomFOV2 = 15 m_flZoomTime0 = 0.05 m_flZoomTime1 = 0.05 m_flZoomTime2 = 0.05 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.25 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 120.0 ] m_flSpread = [ 0.0003, 0.0003 ] m_flInaccuracyCrouch = [ 0.01935, 0.0015 ] m_flInaccuracyStand = [ 0.0258, 0.002 ] m_flInaccuracyJump = [ 0.15377, 0.15377 ] m_flInaccuracyLand = [ 0.000262, 0.000262 ] m_flInaccuracyLadder = [ 0.11639, 0.11639 ] m_flInaccuracyFire = [ 0.01861, 0.01861 ] m_flInaccuracyMove = [ 0.15048, 0.15048 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 30.0, 30.0 ] m_flRecoilMagnitude = [ 31.0, 31.0 ] m_flRecoilMagnitudeVariance = [ 4.0, 4.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_scar20_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_scar20" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false m_szName = "weapon_scar20" m_szWorldModel = resource_name:"weapons/models/scar20/weapon_snip_scar20.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle_scar.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_scar20.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_SCAR20.Zoom" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_SCAR20.Zoom" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 5000 m_nRecoilSeed = 19364 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/scar20.vnmskel" m_vecMuzzlePos0 = [ 44.474, -5.69, -4.37 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_RIFLE5" } "39" = { m_nKillAward = 300 m_nDamage = 30 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.07879 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.766667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.379204 m_flRecoveryTimeStand = 0.452886 m_flRecoveryTimeCrouchFinal = 0.379204 m_flRecoveryTimeStandFinal = 0.452886 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 2.0 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 1 m_nZoomFOV1 = 45 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.06 m_flZoomTime1 = 0.1 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.11 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 210.0, 150.0 ] m_flSpread = [ 0.0006, 0.0003 ] m_flInaccuracyCrouch = [ 0.00381, 0.00305 ] m_flInaccuracyStand = [ 0.00581, 0.00381 ] m_flInaccuracyJump = [ 0.109, 0.109 ] m_flInaccuracyLand = [ 0.000188, 0.000188 ] m_flInaccuracyLadder = [ 0.08366, 0.138758 ] m_flInaccuracyFire = [ 0.00795, 0.0092 ] m_flInaccuracyMove = [ 0.13601, 0.13601 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 60.0, 60.0 ] m_flRecoilMagnitude = [ 28.0, 19.0 ] m_flRecoilMagnitudeVariance = [ 2.0, 2.0 ] m_nTracerFrequency = [ 3, 3 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_sg556_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true aimsight = true } _class = "weapon_sg556" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_sg556" m_szWorldModel = resource_name:"weapons/models/sg556/weapon_rif_sg556.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle_aug.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_SG556.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_sg556.ZoomIn" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_sg556.ZoomOut" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM" m_nPrice = 3000 m_nRecoilSeed = 43500 m_flIronSightPullUpSpeed = 10.0 m_flIronSightPutDownSpeed = 8.0 m_flIronSightFOV = 45.0 m_flIronSightPivotForward = 8.0 m_flIronSightLooseness = 0.03 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/sg556.vnmskel" m_vecMuzzlePos0 = [ 40.466, -5.134, -3.871 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_RIFLE3" } "40" = { m_nKillAward = 300 m_nDamage = 88 m_iMaxClip1 = 10 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 30 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.20872 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.7 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.055783 m_flRecoveryTimeStand = 0.142096 m_flRecoveryTimeCrouchFinal = 0.055783 m_flRecoveryTimeStandFinal = 0.142096 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = true m_bHideViewModelWhenZoomed = true m_nZoomLevels = 2 m_nZoomFOV1 = 40 m_nZoomFOV2 = 15 m_flZoomTime0 = 0.05 m_flZoomTime1 = 0.05 m_flZoomTime2 = 0.05 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 1.25 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 230.0, 230.0 ] m_flSpread = [ 0.00028, 0.00023 ] m_flInaccuracyCrouch = [ 0.02378, 0.0028 ] m_flInaccuracyStand = [ 0.0317, 0.003 ] m_flInaccuracyJump = [ 0.00572, 0.00572 ] m_flInaccuracyLand = [ 0.000215, 0.000215 ] m_flInaccuracyLadder = [ 0.09549, 0.09549 ] m_flInaccuracyFire = [ 0.02292, 0.02292 ] m_flInaccuracyMove = [ 0.12345, 0.12345 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 33.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 15.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_ssg08_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_ssg08" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false m_szName = "weapon_ssg08" m_szWorldModel = resource_name:"weapons/models/ssg08/weapon_snip_ssg08.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle_ssg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_SSG08.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_SSG08.Zoom" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_SSG08.Zoom" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 1700 m_nRecoilSeed = 1278 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/ssg08.vnmskel" m_vecMuzzlePos0 = [ 48.901, -5.688, -3.681 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_RIFLE2" } "42" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_default_ct/weapon_knife_default_ct.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_default_ct.vnmskel" m_szName = "weapon_knife" } "43" = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 1 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_flashbang_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_flash = true } _class = "weapon_flashbang" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Flashbang" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Flashbang_in_the_hole" m_szName = "weapon_flashbang" m_szWorldModel = resource_name:"weapons/models/grenade/flashbang/weapon_flashbang.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_FLASHBANG" m_nPrice = 200 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/flashbang.vnmskel" m_GearSlotPosition = 1 m_DefaultLoadoutPosition = "LOADOUT_POSITION_GRENADE2" } "44" = { m_nKillAward = 300 m_nDamage = 99 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.2 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.1 m_flRange = 350.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_hegrenade_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_he = true } _class = "weapon_hegrenade" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.FireInTheHole" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Fire_in_the_hole" m_nPrimaryAmmoType = "AMMO_TYPE_HEGRENADE" m_nPrice = 300 m_nRecoilSeed = 52132 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szName = "weapon_hegrenade" m_szWorldModel = resource_name:"weapons/models/grenade/hegrenade/weapon_hegrenade.vmdl" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/hegrenade.vnmskel" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_GRENADE3" } "45" = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 0.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_smokegrenade_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_smoke = true } _class = "weapon_smokegrenade" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Smoke" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Smoke_in_the_hole" m_szName = "weapon_smokegrenade" m_szWorldModel = resource_name:"weapons/models/grenade/smokegrenade/weapon_smokegrenade.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_SMOKEGRENADE" m_vSmokeColor = [ 0.0, 0.8, 0.0 ] m_nPrice = 300 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/smokegrenade.vnmskel" m_GearSlotPosition = 2 m_DefaultLoadoutPosition = "LOADOUT_POSITION_GRENADE4" } "46" = { m_nKillAward = 300 m_nDamage = 40 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.8 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_molotov_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true burns_on_contact = true grenade_fire = true } _class = "weapon_molotov" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Molotov" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Molotov_in_the_hole" m_szName = "weapon_molotov" m_szWorldModel = resource_name:"weapons/models/grenade/molotov/weapon_molotov.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_MOLOTOV" m_nPrice = 400 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/molotov.vnmskel" m_GearSlotPosition = 4 m_DefaultLoadoutPosition = "LOADOUT_POSITION_FIRST_WHEEL_GRENADE" } "47" = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 1 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_decoy_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_decoy = true } _class = "weapon_decoy" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Decoy" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Decoy_in_the_hole" m_szName = "weapon_decoy" m_szWorldModel = resource_name:"weapons/models/grenade/decoy/weapon_decoy.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_DECOY" m_nPrice = 50 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/decoy.vnmskel" m_GearSlotPosition = 3 m_DefaultLoadoutPosition = "LOADOUT_POSITION_GRENADE1" } "48" = { m_nKillAward = 300 m_nDamage = 40 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.475 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.7 m_flFlinchVelocityModifierSmall = 0.8 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_incgrenade_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true burns_on_contact = true grenade_fire = true } _class = "weapon_incgrenade" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Incendiary" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Incendiary_in_the_hole" m_szName = "weapon_incgrenade" m_szWorldModel = resource_name:"weapons/models/grenade/incendiary/weapon_incendiarygrenade.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_MOLOTOV" m_nPrice = 500 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/incendiary.vnmskel" m_GearSlotPosition = 4 m_DefaultLoadoutPosition = "LOADOUT_POSITION_FIRST_WHEEL_GRENADE" } "49" = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = false m_bBuiltRightHanded = false m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.233333 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "c4" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true } _class = "weapon_c4" m_szName = "weapon_c4" m_GearSlot = "GEAR_SLOT_C4" m_GearSlotPosition = 0 m_szWorldModel = resource_name:"weapons/models/c4/weapon_c4.vmdl" m_WeaponType = "WEAPONTYPE_C4" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"c4.click" WEAPON_SOUND_SINGLE = soundevent:"c4.plant" WEAPON_SOUND_SPECIAL1 = soundevent:"c4.disarmstart" WEAPON_SOUND_SPECIAL2 = soundevent:"c4.disarmfinish" WEAPON_SOUND_SPECIAL3 = soundevent:"C4.ExplodeWarning" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 39693 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/c4.vnmskel" m_bShowCrosshair = false m_DefaultLoadoutPosition = "LOADOUT_POSITION_C4" } "50" = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "equipment" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = true equipment = true } _class = "weapon_cs_base" m_WeaponType = "WEAPONTYPE_EQUIPMENT" m_szName = "item_kevlar" m_szAnimClass = "kevlar_vest" m_DefaultLoadoutPosition = "LOADOUT_POSITION_EQUIPMENT0" m_szWorldModel = resource_name:"models/weapons/w_eq_armor.vmdl" m_nPrice = 650 } "51" = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "equipment" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = true equipment = true } _class = "weapon_cs_base" m_WeaponType = "WEAPONTYPE_EQUIPMENT" m_szName = "item_assaultsuit" m_szAnimClass = "kevlar_and_helmet" m_DefaultLoadoutPosition = "LOADOUT_POSITION_EQUIPMENT1" m_szWorldModel = resource_name:"models/weapons/w_eq_armor_helmet.vmdl" m_nPrice = 1000 } "52" = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "equipment" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = true equipment = true } _class = "weapon_cs_base" m_WeaponType = "WEAPONTYPE_EQUIPMENT" m_szName = "item_heavyassaultsuit" m_szWorldModel = resource_name:"models/weapons/w_eq_armor.vmdl" m_nPrice = 6000 } "54" = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "equipment" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = true equipment = true } _class = "weapon_cs_base" m_WeaponType = "WEAPONTYPE_EQUIPMENT" m_szName = "item_nvg" m_DefaultLoadoutPosition = "LOADOUT_POSITION_EQUIPMENT5" } "55" = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "equipment" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = true equipment = true } _class = "weapon_cs_base" m_WeaponType = "WEAPONTYPE_EQUIPMENT" m_szName = "item_defuser" m_szAnimClass = "defuse_kit" m_DefaultLoadoutPosition = "LOADOUT_POSITION_EQUIPMENT3" m_szWorldModel = resource_name:"weapons/models/defuser/defuser.vmdl" m_nPrice = 400 } "56" = { m_nKillAward = 300 m_nDamage = 42 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 1.0, 1.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "equipment" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = true equipment = true } _class = "weapon_cs_base" m_WeaponType = "WEAPONTYPE_EQUIPMENT" m_szName = "item_cutters" m_DefaultLoadoutPosition = "LOADOUT_POSITION_EQUIPMENT3" m_szWorldModel = resource_name:"weapons/models/defuser/defuser.vmdl" m_nPrice = 400 } "57" = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_healthshot_prefab" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = true equipment = true } _class = "weapon_healthshot" m_WeaponType = "WEAPONTYPE_STACKABLEITEM" m_szWorldModel = resource_name:"weapons/models/healthshot/weapon_healthshot.vmdl" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"c4.click" WEAPON_SOUND_SINGLE = soundevent:"c4.plant" WEAPON_SOUND_SPECIAL1 = soundevent:"c4.disarmstart" WEAPON_SOUND_SPECIAL2 = soundevent:"c4.disarmfinish" WEAPON_SOUND_SPECIAL3 = soundevent:"c4.ExplodeWarning" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "AMMO_TYPE_HEALTHSHOT" m_vSmokeColor = [ 0.0, 0.8, 0.0 ] m_nPrice = 0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/healthshot.vnmskel" m_szName = "weapon_healthshot" m_GearSlot = "GEAR_SLOT_BOOSTS" m_GearSlotPosition = 0 } "59" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_default_t/weapon_knife_default_t.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_default_t.vnmskel" m_szName = "weapon_knife_t" } "60" = { m_nKillAward = 300 m_nDamage = 38 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09677 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.133333 m_flDisallowAttackAfterReloadStartDuration = 3.066667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2421 m_flRecoveryTimeStand = 0.338941 m_flRecoveryTimeCrouchFinal = 0.332888 m_flRecoveryTimeStandFinal = 0.466044 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 3.475 m_flArmorRatio = 1.4 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.94 m_eSilencerType = "WEAPONSILENCER_DETACHABLE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.1 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 225.0, 225.0 ] m_flSpread = [ 0.0006, 0.0005 ] m_flInaccuracyCrouch = [ 0.0041, 0.0041 ] m_flInaccuracyStand = [ 0.0049, 0.0049 ] m_flInaccuracyJump = [ 0.0997, 0.0997 ] m_flInaccuracyLand = [ 0.000197, 0.000197 ] m_flInaccuracyLadder = [ 0.110994, 0.113672 ] m_flInaccuracyFire = [ 0.012, 0.007 ] m_flInaccuracyMove = [ 0.09288, 0.122 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 65.0, 65.0 ] m_flRecoilMagnitude = [ 25.0, 21.0 ] m_flRecoilMagnitudeVariance = [ 3.0, 0.0 ] m_nTracerFrequency = [ 3, 0 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_m4a1_silencer_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_m4a1" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szAnimClass = "weapon_m4a1_silencer" m_szName = "weapon_m4a1_silencer" m_szWorldModel = resource_name:"weapons/models/m4a1_silencer/weapon_rif_m4a1_silencer.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_M4A1.Single" WEAPON_SOUND_SPECIAL1 = soundevent:"Weapon_M4A1.Silenced" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM_SMALL" m_nPrice = 2900 m_nRecoilSeed = 38965 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/m4a1_silencer.vnmskel" m_vecMuzzlePos0 = [ 39.583, -4.846, -3.367 ] m_vecMuzzlePos1 = [ 46.463, -4.83, -3.374 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_RIFLE1" } "61" = { m_nKillAward = 300 m_nDamage = 35 m_iMaxClip1 = 12 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0966 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.2 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.291277 m_flRecoveryTimeStand = 0.349532 m_flRecoveryTimeCrouchFinal = 0.291277 m_flRecoveryTimeStandFinal = 0.349532 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.01 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.91 m_eSilencerType = "WEAPONSILENCER_DETACHABLE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.17 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.0025, 0.0015 ] m_flInaccuracyCrouch = [ 0.00368, 0.00368 ] m_flInaccuracyStand = [ 0.0049, 0.0049 ] m_flInaccuracyJump = [ 0.09448, 0.09448 ] m_flInaccuracyLand = [ 0.000191, 0.000198 ] m_flInaccuracyLadder = [ 0.13832, 0.1199 ] m_flInaccuracyFire = [ 0.071, 0.052 ] m_flInaccuracyMove = [ 0.01387, 0.01387 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 29.0, 23.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = [ 1, 0 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_usp_silencer_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_hkp2000" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szAnimClass = "weapon_usp_silencer" m_szName = "weapon_usp_silencer" m_szWorldModel = resource_name:"weapons/models/usp_silencer/weapon_pist_usp_silencer.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_USP.Single" WEAPON_SOUND_SPECIAL1 = soundevent:"Weapon_USP.SilencedShot" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_357SIG_SMALL" m_nPrice = 200 m_nRecoilSeed = 5426 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/usp_silencer.vnmskel" m_vecMuzzlePos0 = [ 22.818, -2.801, -2.2 ] m_vecMuzzlePos1 = [ 30.599, -2.8, -2.361 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SECONDARY0" } "63" = { m_nKillAward = 300 m_nDamage = 31 m_iMaxClip1 = 12 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09662 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.83333 m_flDisallowAttackAfterReloadStartDuration = 2.733333 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2275 m_flRecoveryTimeStand = 0.2425 m_flRecoveryTimeCrouchFinal = 0.287823 m_flRecoveryTimeStandFinal = 0.345388 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.553 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.85 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.1 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.003, 0.003 ] m_flInaccuracyCrouch = [ 0.0076, 0.0076 ] m_flInaccuracyStand = [ 0.01043, 0.01043 ] m_flInaccuracyJump = [ 0.09296, 0.09296 ] m_flInaccuracyLand = [ 0.00019, 0.00019 ] m_flInaccuracyLadder = [ 0.138, 0.138 ] m_flInaccuracyFire = [ 0.035, 0.025 ] m_flInaccuracyMove = [ 0.01341, 0.01341 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 120.0, 180.0 ] m_flRecoilMagnitude = [ 31.0, 27.0 ] m_flRecoilMagnitudeVariance = [ 6.0, 12.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_cz75a_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_cz75a" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szAnimClass = "weapon_cz75a" m_szName = "weapon_cz75a" m_szWorldModel = resource_name:"weapons/models/cz75a/weapon_pist_cz75a.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_CZ75A.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_357SIG_MIN" m_nPrice = 500 m_nRecoilSeed = 9788 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/cz75a.vnmskel" m_vecMuzzlePos0 = [ 23.526, -2.805, -1.753 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SECONDARY3" } "64" = { m_nKillAward = 300 m_nDamage = 86 m_iMaxClip1 = 8 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 7 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.01865 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.166667 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.7 m_flRecoveryTimeStand = 0.9 m_flRecoveryTimeCrouchFinal = 0.449927 m_flRecoveryTimeStandFinal = 0.8112 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.864 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 4096.0 m_flRangeModifier = 0.94 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = true m_bCannotShootUnderwater = false m_flCycleTime = [ 0.5, 0.4 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 180.0, 220.0 ] m_flSpread = [ 0.00052, 0.068 ] m_flInaccuracyCrouch = [ 0.001, 0.005 ] m_flInaccuracyStand = [ 0.002, 0.012 ] m_flInaccuracyJump = [ 0.05323, 0.05323 ] m_flInaccuracyLand = [ 0.00013, 0.00015 ] m_flInaccuracyLadder = [ 0.012, 0.035 ] m_flInaccuracyFire = [ 0.05, 0.055 ] m_flInaccuracyMove = [ 0.0065, 0.036 ] m_flRecoilAngle = [ 0.0, 3.0 ] m_flRecoilAngleVariance = [ 40.0, 50.0 ] m_flRecoilMagnitude = [ 20.0, 45.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 6.0 ] m_nTracerFrequency = [ 1, 1 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_revolver_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_deagle" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szAnimClass = "weapon_revolver" m_szName = "weapon_revolver" m_szWorldModel = resource_name:"weapons/models/revolver/weapon_pist_revolver.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Revolver.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_50AE" m_nPrice = 600 m_nRecoilSeed = 12345 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/revolver.vnmskel" m_vecMuzzlePos0 = [ 24.558, -3.634, -1.894 ] m_DefaultLoadoutPosition = "LOADOUT_POSITION_SECONDARY4" } "500" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_bayonet/weapon_knife_bayonet.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_bayonet.vnmskel" m_szName = "weapon_bayonet" } "503" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_css/weapon_knife_css.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_css.vnmskel" m_szName = "weapon_knife_css" } "505" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_flip/weapon_knife_flip.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_flip.vnmskel" m_szName = "weapon_knife_flip" } "506" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_gut/weapon_knife_gut.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_gut.vnmskel" m_szName = "weapon_knife_gut" } "507" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_karambit/weapon_knife_karambit.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_karambit.vnmskel" m_szName = "weapon_knife_karambit" } "508" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_m9/weapon_knife_m9.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_m9.vnmskel" m_szName = "weapon_knife_m9_bayonet" } "509" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_tactical/weapon_knife_tactical.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_tactical.vnmskel" m_szName = "weapon_knife_tactical" } "512" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_falchion/weapon_knife_falchion.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_falchion.vnmskel" m_szName = "weapon_knife_falchion" } "514" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_bowie/weapon_knife_bowie.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_bowie.vnmskel" m_szName = "weapon_knife_survival_bowie" } "515" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_butterfly/weapon_knife_butterfly.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_butterfly.vnmskel" m_szName = "weapon_knife_butterfly" } "516" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_push/weapon_knife_push.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_push.vnmskel" m_szName = "weapon_knife_push" } "517" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_cord/weapon_knife_cord.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_cord.vnmskel" m_szName = "weapon_knife_cord" } "518" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_canis/weapon_knife_canis.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_canis.vnmskel" m_szName = "weapon_knife_canis" } "519" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_ursus/weapon_knife_ursus.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_ursus.vnmskel" m_szName = "weapon_knife_ursus" } "520" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_navaja/weapon_knife_navaja.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_navaja.vnmskel" m_szName = "weapon_knife_gypsy_jackknife" } "521" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_outdoor/weapon_knife_outdoor.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_outdoor.vnmskel" m_szName = "weapon_knife_outdoor" } "522" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_stiletto/weapon_knife_stiletto.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_stiletto.vnmskel" m_szName = "weapon_knife_stiletto" } "523" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_talon/weapon_knife_talon.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_talon.vnmskel" m_szName = "weapon_knife_widowmaker" } "524" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_default_t/weapon_knife_default_t.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_default_t.vnmskel" m_szName = "weapon_knife_twinblade" } "525" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_skeleton/weapon_knife_skeleton.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_skeleton.vnmskel" m_szName = "weapon_knife_skeleton" } "526" = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee_unusual" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_kukri/weapon_knife_kukri.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_kukri.vnmskel" m_szName = "weapon_knife_kukri" } weapon_deagle = { m_nKillAward = 300 m_nDamage = 53 m_iMaxClip1 = 7 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 7 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.54882 m_flInaccuracyJumpApex = 0.33155 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.2 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.449927 m_flRecoveryTimeStand = 0.8112 m_flRecoveryTimeCrouchFinal = 0.449927 m_flRecoveryTimeStandFinal = 0.8112 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 3.9 m_flArmorRatio = 1.864 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 4096.0 m_flRangeModifier = 0.85 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.225 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 230.0, 230.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00218, 0.00218 ] m_flInaccuracyStand = [ 0.0042, 0.0042 ] m_flInaccuracyJump = [ 0.04055, 0.37155 ] m_flInaccuracyLand = [ 0.000043, 0.00073 ] m_flInaccuracyLadder = [ 0.152, 0.152 ] m_flInaccuracyFire = [ 0.07223, 0.07223 ] m_flInaccuracyMove = [ 0.0481, 0.0481 ] m_flRecoilAngle = 0.0 m_flRecoilAngleVariance = [ 60.0, 60.0 ] m_flRecoilMagnitude = [ 48.200001, 48.200001 ] m_flRecoilMagnitudeVariance = [ 18.0, 18.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_deagle_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_deagle" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_deagle" m_szWorldModel = resource_name:"weapons/models/deagle/weapon_pist_deagle.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_50AE" m_nPrice = 700 m_nRecoilSeed = 1454 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/deagle.vnmskel" m_vecMuzzlePos0 = [ 24.317, -3.83, -1.22 ] _not_pickable = 1 } weapon_revolver = { m_nKillAward = 300 m_nDamage = 86 m_iMaxClip1 = 8 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 7 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.01865 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.166667 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.7 m_flRecoveryTimeStand = 0.9 m_flRecoveryTimeCrouchFinal = 0.449927 m_flRecoveryTimeStandFinal = 0.8112 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.864 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 4096.0 m_flRangeModifier = 0.94 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = true m_bCannotShootUnderwater = false m_flCycleTime = [ 0.5, 0.4 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 180.0, 220.0 ] m_flSpread = [ 0.00052, 0.068 ] m_flInaccuracyCrouch = [ 0.001, 0.005 ] m_flInaccuracyStand = [ 0.002, 0.012 ] m_flInaccuracyJump = [ 0.05323, 0.05323 ] m_flInaccuracyLand = [ 0.00013, 0.00015 ] m_flInaccuracyLadder = [ 0.012, 0.035 ] m_flInaccuracyFire = [ 0.05, 0.055 ] m_flInaccuracyMove = [ 0.0065, 0.036 ] m_flRecoilAngle = [ 0.0, 3.0 ] m_flRecoilAngleVariance = [ 40.0, 50.0 ] m_flRecoilMagnitude = [ 20.0, 45.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 6.0 ] m_nTracerFrequency = [ 1, 1 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_revolver_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_deagle" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szAnimClass = "weapon_revolver" m_szName = "weapon_revolver" m_szWorldModel = resource_name:"weapons/models/revolver/weapon_pist_revolver.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Revolver.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_50AE" m_nPrice = 600 m_nRecoilSeed = 12345 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/revolver.vnmskel" m_vecMuzzlePos0 = [ 24.558, -3.634, -1.894 ] _not_pickable = 1 } weapon_elite = { m_nKillAward = 300 m_nDamage = 38 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09586 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.766667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.437491 m_flRecoveryTimeStand = 0.524989 m_flRecoveryTimeCrouchFinal = 0.437491 m_flRecoveryTimeStandFinal = 0.524989 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.15 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.79 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.12 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00525, 0.0075 ] m_flInaccuracyStand = [ 0.007, 0.01 ] m_flInaccuracyJump = [ 0.15842, 0.15842 ] m_flInaccuracyLand = [ 0.000255, 0.000255 ] m_flInaccuracyLadder = [ 0.102, 0.102 ] m_flInaccuracyFire = [ 0.01116, 0.01196 ] m_flInaccuracyMove = [ 0.01785, 0.01785 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 27.0, 27.0 ] m_flRecoilMagnitudeVariance = [ 4.0, 4.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_elite_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_elite" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_elite" m_szWorldModel = resource_name:"weapons/models/elite/weapon_pist_elite.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Elite.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 300 m_nRecoilSeed = 24563 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/elite.vnmskel" m_vecMuzzlePos0 = [ 23.752, -3.066, -1.754 ] m_vecMuzzlePos1 = [ 23.496, 3.105, -1.799 ] _not_pickable = 1 } weapon_fiveseven = { m_nKillAward = 300 m_nDamage = 32 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09988 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2 m_flRecoveryTimeStand = 0.2 m_flRecoveryTimeCrouchFinal = 0.5 m_flRecoveryTimeStandFinal = 0.5 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.823 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.81 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00683, 0.00683 ] m_flInaccuracyStand = [ 0.0091, 0.0091 ] m_flInaccuracyJump = [ 0.0897, 0.0897 ] m_flInaccuracyLand = [ 0.00019, 0.00019 ] m_flInaccuracyLadder = [ 0.138, 0.138 ] m_flInaccuracyFire = [ 0.025, 0.03245 ] m_flInaccuracyMove = [ 0.04, 0.01341 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 5.0, 5.0 ] m_flRecoilMagnitude = [ 25.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 4.0, 4.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_fiveseven_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_fiveseven" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_fiveseven" m_szWorldModel = resource_name:"weapons/models/fiveseven/weapon_pist_fiveseven.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_FiveSeven.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_57MM" m_nPrice = 500 m_nRecoilSeed = 33244 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/fiveseven.vnmskel" m_vecMuzzlePos0 = [ 22.214, -2.825, -1.692 ] _not_pickable = 1 } weapon_cz75a = { m_nKillAward = 300 m_nDamage = 31 m_iMaxClip1 = 12 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09662 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.83333 m_flDisallowAttackAfterReloadStartDuration = 2.733333 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2275 m_flRecoveryTimeStand = 0.2425 m_flRecoveryTimeCrouchFinal = 0.287823 m_flRecoveryTimeStandFinal = 0.345388 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.553 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.85 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.1 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.003, 0.003 ] m_flInaccuracyCrouch = [ 0.0076, 0.0076 ] m_flInaccuracyStand = [ 0.01043, 0.01043 ] m_flInaccuracyJump = [ 0.09296, 0.09296 ] m_flInaccuracyLand = [ 0.00019, 0.00019 ] m_flInaccuracyLadder = [ 0.138, 0.138 ] m_flInaccuracyFire = [ 0.035, 0.025 ] m_flInaccuracyMove = [ 0.01341, 0.01341 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 120.0, 180.0 ] m_flRecoilMagnitude = [ 31.0, 27.0 ] m_flRecoilMagnitudeVariance = [ 6.0, 12.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_cz75a_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_cz75a" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szAnimClass = "weapon_cz75a" m_szName = "weapon_cz75a" m_szWorldModel = resource_name:"weapons/models/cz75a/weapon_pist_cz75a.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_CZ75A.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_357SIG_MIN" m_nPrice = 500 m_nRecoilSeed = 9788 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/cz75a.vnmskel" m_vecMuzzlePos0 = [ 23.526, -2.805, -1.753 ] _not_pickable = 1 } weapon_glock = { m_nKillAward = 300 m_nDamage = 30 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09662 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2 m_flRecoveryTimeStand = 0.2 m_flRecoveryTimeCrouchFinal = 0.33 m_flRecoveryTimeStandFinal = 0.33 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 0.94 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.85 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = true m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.5 m_flTimeBetweenBurstShots = 0.05 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.015 ] m_flInaccuracyCrouch = [ 0.0042, 0.003 ] m_flInaccuracyStand = [ 0.0056, 0.0056 ] m_flInaccuracyJump = [ 0.08787, 0.08787 ] m_flInaccuracyLand = [ 0.000185, 0.000185 ] m_flInaccuracyLadder = [ 0.137, 0.11925 ] m_flInaccuracyFire = [ 0.056, 0.045 ] m_flInaccuracyMove = [ 0.01, 0.01295 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 18.0, 30.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 5.0 ] m_nTracerFrequency = [ 1, 1 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_glock_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_glock" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_glock" m_szWorldModel = resource_name:"weapons/models/glock18/weapon_pist_glock18.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Glock.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 200 m_nRecoilSeed = 4484 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/glock18.vnmskel" m_vecMuzzlePos0 = [ 21.775, -2.805, -1.975 ] _not_pickable = 1 } weapon_ak47 = { m_nKillAward = 300 m_nDamage = 36 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10094 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.466667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.305257 m_flRecoveryTimeStand = 0.368 m_flRecoveryTimeCrouchFinal = 0.419728 m_flRecoveryTimeStandFinal = 0.506 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.55 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.1 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 215.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.00481, 0.00481 ] m_flInaccuracyStand = [ 0.00641, 0.00641 ] m_flInaccuracyJump = [ 0.14076, 0.14076 ] m_flInaccuracyLand = [ 0.000242, 0.000242 ] m_flInaccuracyLadder = [ 0.14, 0.14 ] m_flInaccuracyFire = [ 0.0078, 0.0078 ] m_flInaccuracyMove = [ 0.17506, 0.17506 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 30.0, 30.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_ak47_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_ak47" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_ak47" m_szWorldModel = resource_name:"weapons/models/ak47/weapon_rif_ak47.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_AK47.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 2700 m_nRecoilSeed = 223 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/ak47.vnmskel" m_vecMuzzlePos0 = [ 37.422, -4.938, -3.394 ] _not_pickable = 1 } weapon_aug = { m_nKillAward = 300 m_nDamage = 28 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10156 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.16667 m_flDisallowAttackAfterReloadStartDuration = 3.2 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.30552 m_flRecoveryTimeStand = 0.429727 m_flRecoveryTimeCrouchFinal = 0.30552 m_flRecoveryTimeStandFinal = 0.429727 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.8 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 1 m_nZoomFOV1 = 45 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.06 m_flZoomTime1 = 0.1 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.1 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 220.0, 150.0 ] m_flSpread = [ 0.0005, 0.0003 ] m_flInaccuracyCrouch = [ 0.00368, 0.00311 ] m_flInaccuracyStand = [ 0.0049, 0.00368 ] m_flInaccuracyJump = [ 0.10599, 0.10599 ] m_flInaccuracyLand = [ 0.000208, 0.000208 ] m_flInaccuracyLadder = [ 0.11004, 0.10004 ] m_flInaccuracyFire = [ 0.00729, 0.00729 ] m_flInaccuracyMove = [ 0.13545, 0.10545 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 60.0, 60.0 ] m_flRecoilMagnitude = [ 24.0, 16.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = [ 3, 3 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_aug_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true aimsight = true } _class = "weapon_aug" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_aug" m_szWorldModel = resource_name:"weapons/models/aug/weapon_rif_aug.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle_aug.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_AUG.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_AUG.ZoomIn" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_AUG.ZoomOut" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 3300 m_nRecoilSeed = 24204 m_flIronSightPullUpSpeed = 10.0 m_flIronSightPutDownSpeed = 8.0 m_flIronSightFOV = 45.0 m_flIronSightPivotForward = 10.0 m_flIronSightLooseness = 0.03 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/aug.vnmskel" m_vecMuzzlePos0 = [ 29.957, -3.597, -2.666 ] _not_pickable = 1 } weapon_awp = { m_nKillAward = 100 m_nDamage = 115 m_iMaxClip1 = 5 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 30 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.17286 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.266667 m_flDisallowAttackAfterReloadStartDuration = 3.666667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.24671 m_flRecoveryTimeStand = 0.34539 m_flRecoveryTimeCrouchFinal = 0.24671 m_flRecoveryTimeStandFinal = 0.34539 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.95 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = true m_bHideViewModelWhenZoomed = true m_nZoomLevels = 2 m_nZoomFOV1 = 40 m_nZoomFOV2 = 10 m_flZoomTime0 = 0.05 m_flZoomTime1 = 0.05 m_flZoomTime2 = 0.05 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 1.455 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 200.0, 100.0 ] m_flSpread = [ 0.0002, 0.0002 ] m_flInaccuracyCrouch = [ 0.0606, 0.0015 ] m_flInaccuracyStand = [ 0.0808, 0.002 ] m_flInaccuracyJump = [ 0.13383, 0.13383 ] m_flInaccuracyLand = [ 0.000307, 0.0001 ] m_flInaccuracyLadder = [ 0.1365, 0.1365 ] m_flInaccuracyFire = [ 0.05385, 0.05385 ] m_flInaccuracyMove = [ 0.17648, 0.17648 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 78.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 15.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_awp_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_awp" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false m_szName = "weapon_awp" m_szWorldModel = resource_name:"weapons/models/awp/weapon_snip_awp.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_AWP.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_AWP.Zoom" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_AWP.ZoomOut" } m_nPrimaryAmmoType = "BULLET_PLAYER_338MAG" m_nPrice = 4750 m_nRecoilSeed = 4100 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/awp.vnmskel" m_vecMuzzlePos0 = [ 54.128, -5.022, -3.124 ] _not_pickable = 1 } weapon_famas = { m_nKillAward = 300 m_nDamage = 30 m_iMaxClip1 = 25 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 75 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 4 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09477 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.3 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.12 m_flRecoveryTimeStand = 0.25 m_flRecoveryTimeCrouchFinal = 0.48 m_flRecoveryTimeStandFinal = 0.5 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.4 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.96 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = true m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.09 m_flCycleTimeWhenInBurstMode = 0.55 m_flTimeBetweenBurstShots = 0.075 m_flMaxSpeed = [ 220.0, 220.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.0055, 0.00325 ] m_flInaccuracyStand = [ 0.00759, 0.00369 ] m_flInaccuracyJump = [ 0.11039, 0.11039 ] m_flInaccuracyLand = [ 0.000205, 0.000205 ] m_flInaccuracyLadder = [ 0.118716, 0.118716 ] m_flInaccuracyFire = [ 0.00605, 0.00335 ] m_flInaccuracyMove = [ 0.09934, 0.09934 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 60.0, 50.0 ] m_flRecoilMagnitude = [ 20.0, 20.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = [ 3, 3 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_famas_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_famas" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_famas" m_szWorldModel = resource_name:"weapons/models/famas/weapon_rif_famas.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_FAMAS.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM" m_nPrice = 1950 m_nRecoilSeed = 39623 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/famas.vnmskel" m_vecMuzzlePos0 = [ 36.464, -6.028, -4.783 ] _not_pickable = 1 } weapon_g3sg1 = { m_nKillAward = 300 m_nDamage = 80 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10769 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 4.666667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.388808 m_flRecoveryTimeStand = 0.544331 m_flRecoveryTimeCrouchFinal = 0.388808 m_flRecoveryTimeStandFinal = 0.544331 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.65 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = true m_nZoomLevels = 2 m_nZoomFOV1 = 40 m_nZoomFOV2 = 15 m_flZoomTime0 = 0.05 m_flZoomTime1 = 0.05 m_flZoomTime2 = 0.05 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.25 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 120.0 ] m_flSpread = [ 0.0003, 0.0003 ] m_flInaccuracyCrouch = [ 0.01935, 0.0015 ] m_flInaccuracyStand = [ 0.0258, 0.002 ] m_flInaccuracyJump = [ 0.15377, 0.15377 ] m_flInaccuracyLand = [ 0.000262, 0.000262 ] m_flInaccuracyLadder = [ 0.11639, 0.11639 ] m_flInaccuracyFire = [ 0.01861, 0.01861 ] m_flInaccuracyMove = [ 0.15048, 0.15048 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 30.0, 30.0 ] m_flRecoilMagnitude = [ 30.0, 30.0 ] m_flRecoilMagnitudeVariance = [ 4.0, 4.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_g3sg1_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_g3sg1" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false m_szName = "weapon_g3sg1" m_szWorldModel = resource_name:"weapons/models/g3sg1/weapon_snip_g3sg1.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle_ssg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_G3SG1.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_G3SG1.Zoom" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_G3SG1.ZoomOut" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 5000 m_nRecoilSeed = 29908 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/g3sg1.vnmskel" m_vecMuzzlePos0 = [ 45.492, -5.287, -4.119 ] _not_pickable = 1 } weapon_m14 = { m_nKillAward = 100 m_nDamage = 115 m_iMaxClip1 = 5 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 30 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 5 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.17286 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.85 m_flDisallowAttackAfterReloadStartDuration = 0.466667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.24671 m_flRecoveryTimeStand = 0.34539 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.95 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.945 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = true m_bHideViewModelWhenZoomed = false m_nZoomLevels = 1 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.06 m_flZoomTime1 = 0.1 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 1.85 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 200.0, 130.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.0506, 0.0025 ] m_flInaccuracyStand = [ 0.0708, 0.0045 ] m_flInaccuracyJump = [ 0.13383, 0.13383 ] m_flInaccuracyLand = [ 0.000307, 0.0001 ] m_flInaccuracyLadder = [ 0.1365, 0.1365 ] m_flInaccuracyFire = [ 0.05385, 0.05385 ] m_flInaccuracyMove = [ 0.17648, 0.15 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 78.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 15.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_m14_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true aimsight = true noscope = true } _class = "weapon_m14" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_m14" m_szAnimClass = "weapon_temp" m_szWorldModel = resource_name:"" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_AWP.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_338MAG" m_nPrice = 4100 m_nRecoilSeed = 4100 m_szAnimSkeleton = resource_name:"" m_vecMuzzlePos0 = [ 54.128, -5.022, -3.124 ] m_flIronSightPullUpSpeed = 7.0 m_flIronSightPutDownSpeed = 7.0 m_flIronSightFOV = 75.0 m_flIronSightPivotForward = 8.0 m_flIronSightLooseness = 0.03 m_bReloadsSingleShells = true m_bShowCrosshair = false _not_pickable = 1 } weapon_galilar = { m_nKillAward = 300 m_nDamage = 30 m_iMaxClip1 = 35 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 4 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10539 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.1 m_flDisallowAttackAfterReloadStartDuration = 3.033333 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.15 m_flRecoveryTimeStand = 0.3 m_flRecoveryTimeCrouchFinal = 0.47 m_flRecoveryTimeStandFinal = 0.5 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.55 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.09 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 215.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.00658, 0.00484 ] m_flInaccuracyStand = [ 0.00877, 0.00778 ] m_flInaccuracyJump = [ 0.14978, 0.14978 ] m_flInaccuracyLand = [ 0.000256, 0.000256 ] m_flInaccuracyLadder = [ 0.11358, 0.11358 ] m_flInaccuracyFire = [ 0.007, 0.00585 ] m_flInaccuracyMove = [ 0.12356, 0.10652 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 21.0, 21.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_galilar_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_galilar" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_galilar" m_szWorldModel = resource_name:"weapons/models/galilar/weapon_rif_galilar.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_GalilAR.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM" m_nPrice = 1800 m_nRecoilSeed = 51191 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/galil.vnmskel" m_vecMuzzlePos0 = [ 34.673, -5.319, -3.601 ] _not_pickable = 1 } weapon_m249 = { m_nKillAward = 300 m_nDamage = 32 m_iMaxClip1 = 100 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.11827 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.1 m_flDisallowAttackAfterReloadStartDuration = 5.7 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.592093 m_flRecoveryTimeStand = 0.828931 m_flRecoveryTimeCrouchFinal = 0.592093 m_flRecoveryTimeStandFinal = 0.828931 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.6 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.97 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.08 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 195.0, 195.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00534, 0.00534 ] m_flInaccuracyStand = [ 0.0077, 0.0077 ] m_flInaccuracyJump = [ 0.27947, 0.27947 ] m_flInaccuracyLand = [ 0.000398, 0.000398 ] m_flInaccuracyLadder = [ 0.13281, 0.13281 ] m_flInaccuracyFire = [ 0.00356, 0.00356 ] m_flInaccuracyMove = [ 0.15625, 0.15625 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 50.0, 50.0 ] m_flRecoilMagnitude = [ 25.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 2.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_m249_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true machinegun = true } _class = "weapon_m249" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_MACHINEGUN" m_szName = "weapon_m249" m_szWorldModel = resource_name:"weapons/models/m249/weapon_mach_m249.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_mach.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_M249.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM_BOX" m_nPrice = 5200 m_nRecoilSeed = 50310 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/m249.vnmskel" m_vecMuzzlePos0 = [ 52.925, -7.43, -3.928 ] _not_pickable = 1 } weapon_m4a1 = { m_nKillAward = 300 m_nDamage = 33 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 4 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09441 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.133333 m_flDisallowAttackAfterReloadStartDuration = 3.066667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2421 m_flRecoveryTimeStand = 0.338941 m_flRecoveryTimeCrouchFinal = 0.332888 m_flRecoveryTimeStandFinal = 0.466044 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.4 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.97 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.09 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 225.0, 225.0 ] m_flSpread = [ 0.0006, 0.00045 ] m_flInaccuracyCrouch = [ 0.0041, 0.00368 ] m_flInaccuracyStand = [ 0.0049, 0.0049 ] m_flInaccuracyJump = [ 0.09727, 0.09727 ] m_flInaccuracyLand = [ 0.000192, 0.000197 ] m_flInaccuracyLadder = [ 0.110994, 0.113672 ] m_flInaccuracyFire = [ 0.007, 0.00634 ] m_flInaccuracyMove = [ 0.13788, 0.122 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 23.0, 23.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_m4a1_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_m4a1" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_m4a1" m_szWorldModel = resource_name:"weapons/models/m4a4/weapon_rif_m4a4.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_M4A4.Single" WEAPON_SOUND_SPECIAL1 = soundevent:"Weapon_M4A1.Silenced" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM" m_nPrice = 2900 m_nRecoilSeed = 38965 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/m4a4.vnmskel" m_vecMuzzlePos0 = [ 35.62, -4.975, -3.707 ] _not_pickable = 1 } weapon_m4a1_silencer = { m_nKillAward = 300 m_nDamage = 38 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09677 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.133333 m_flDisallowAttackAfterReloadStartDuration = 3.066667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.2421 m_flRecoveryTimeStand = 0.338941 m_flRecoveryTimeCrouchFinal = 0.332888 m_flRecoveryTimeStandFinal = 0.466044 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 3.475 m_flArmorRatio = 1.4 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.94 m_eSilencerType = "WEAPONSILENCER_DETACHABLE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.1 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 225.0, 225.0 ] m_flSpread = [ 0.0006, 0.0005 ] m_flInaccuracyCrouch = [ 0.0041, 0.0041 ] m_flInaccuracyStand = [ 0.0049, 0.0049 ] m_flInaccuracyJump = [ 0.0997, 0.0997 ] m_flInaccuracyLand = [ 0.000197, 0.000197 ] m_flInaccuracyLadder = [ 0.110994, 0.113672 ] m_flInaccuracyFire = [ 0.012, 0.007 ] m_flInaccuracyMove = [ 0.09288, 0.122 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 65.0, 65.0 ] m_flRecoilMagnitude = [ 25.0, 21.0 ] m_flRecoilMagnitudeVariance = [ 3.0, 0.0 ] m_nTracerFrequency = [ 3, 0 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_m4a1_silencer_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true } _class = "weapon_m4a1" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szAnimClass = "weapon_m4a1_silencer" m_szName = "weapon_m4a1_silencer" m_szWorldModel = resource_name:"weapons/models/m4a1_silencer/weapon_rif_m4a1_silencer.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_M4A1.Single" WEAPON_SOUND_SPECIAL1 = soundevent:"Weapon_M4A1.Silenced" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM_SMALL" m_nPrice = 2900 m_nRecoilSeed = 38965 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/m4a1_silencer.vnmskel" m_vecMuzzlePos0 = [ 39.583, -4.846, -3.367 ] m_vecMuzzlePos1 = [ 46.463, -4.83, -3.374 ] _not_pickable = 1 } weapon_mac10 = { m_nKillAward = 600 m_nDamage = 29 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.03499 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.566667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.285521 m_flRecoveryTimeStand = 0.399729 m_flRecoveryTimeCrouchFinal = 0.285521 m_flRecoveryTimeStandFinal = 0.399729 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.15 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.8 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.075 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.00998, 0.00998 ] m_flInaccuracyStand = [ 0.0133, 0.0133 ] m_flInaccuracyJump = [ 0.0333, 0.0333 ] m_flInaccuracyLand = [ 0.000069, 0.000069 ] m_flInaccuracyLadder = [ 0.03426, 0.03426 ] m_flInaccuracyFire = [ 0.00476, 0.00476 ] m_flInaccuracyMove = [ 0.01399, 0.01399 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 18.0, 18.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_mac10_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_mac10" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_mac10" m_szWorldModel = resource_name:"weapons/models/mac10/weapon_smg_mac10.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_MAC10.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_45ACP" m_nPrice = 1050 m_nRecoilSeed = 34079 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mac10.vnmskel" m_vecMuzzlePos0 = [ 28.289, -6.171, -3.444 ] _not_pickable = 1 } weapon_p90 = { m_nKillAward = 300 m_nDamage = 26 m_iMaxClip1 = 50 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 26 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.1046 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.366667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.265784 m_flRecoveryTimeStand = 0.372098 m_flRecoveryTimeCrouchFinal = 0.265784 m_flRecoveryTimeStandFinal = 0.372098 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.38 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3700.0 m_flRangeModifier = 0.86 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.07 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 230.0, 230.0 ] m_flSpread = [ 0.001, 0.001 ] m_flInaccuracyCrouch = [ 0.01024, 0.01024 ] m_flInaccuracyStand = [ 0.01365, 0.01365 ] m_flInaccuracyJump = [ 0.09008, 0.09008 ] m_flInaccuracyLand = [ 0.000082, 0.000082 ] m_flInaccuracyLadder = [ 0.13217, 0.13217 ] m_flInaccuracyFire = [ 0.00285, 0.00285 ] m_flInaccuracyMove = [ 0.031, 0.031 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 16.0, 16.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_p90_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_p90" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_p90" m_szWorldModel = resource_name:"weapons/models/p90/weapon_smg_p90.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_P90.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_57MM" m_nPrice = 2350 m_nRecoilSeed = 6213 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/p90.vnmskel" m_vecMuzzlePos0 = [ 24.058, -5.247, -3.181 ] _not_pickable = 1 } weapon_ump45 = { m_nKillAward = 600 m_nDamage = 35 m_iMaxClip1 = 25 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.04721 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.466667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.249995 m_flRecoveryTimeStand = 0.349993 m_flRecoveryTimeCrouchFinal = 0.249995 m_flRecoveryTimeStandFinal = 0.349993 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.3 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3700.0 m_flRangeModifier = 0.75 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.09 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 230.0, 230.0 ] m_flSpread = [ 0.001, 0.001 ] m_flInaccuracyCrouch = [ 0.01007, 0.01007 ] m_flInaccuracyStand = [ 0.01343, 0.01343 ] m_flInaccuracyJump = [ 0.03725, 0.03725 ] m_flInaccuracyLand = [ 0.000085, 0.000085 ] m_flInaccuracyLadder = [ 0.04235, 0.04235 ] m_flInaccuracyFire = [ 0.00342, 0.00342 ] m_flInaccuracyMove = [ 0.02876, 0.02876 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 40.0, 40.0 ] m_flRecoilMagnitude = [ 23.0, 23.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_ump45_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_ump45" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_ump45" m_szWorldModel = resource_name:"weapons/models/ump45/weapon_smg_ump45.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_UMP45.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_45ACP" m_nPrice = 1200 m_nRecoilSeed = 59299 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/ump45.vnmskel" m_vecMuzzlePos0 = [ 34.674, -5.162, -4.139 ] _not_pickable = 1 } weapon_xm1014 = { m_nKillAward = 600 m_nDamage = 20 m_iMaxClip1 = 7 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 6 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 5 m_nPrimaryReserveAmmoMax = 32 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10038 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 0.6 m_nSpreadSeed = 817955 m_flRecoveryTimeCrouch = 0.361835 m_flRecoveryTimeStand = 0.506569 m_flRecoveryTimeCrouchFinal = 0.361835 m_flRecoveryTimeStandFinal = 0.506569 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.6 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.45 m_flRange = 3000.0 m_flRangeModifier = 0.7 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.35 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 215.0 ] m_flSpread = [ 0.038, 0.038 ] m_flInaccuracyCrouch = [ 0.00525, 0.00525 ] m_flInaccuracyStand = [ 0.007, 0.007 ] m_flInaccuracyJump = [ 0.13083, 0.13083 ] m_flInaccuracyLand = [ 0.000232, 0.000232 ] m_flInaccuracyLadder = [ 0.07721, 0.07721 ] m_flInaccuracyFire = [ 0.00883, 0.00883 ] m_flInaccuracyMove = [ 0.03603, 0.03603 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 80.0, 80.0 ] m_flRecoilMagnitudeVariance = [ 20.0, 20.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_xm1014_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = true shotgun = true } _class = "weapon_xm1014" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_SHOTGUN" m_szName = "weapon_xm1014" m_szAnimClass = "weapon_xm1014" m_szWorldModel = resource_name:"weapons/models/xm1014/weapon_shot_xm1014.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_shot.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_XM1014.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_BUCKSHOT" m_nPrice = 2000 m_nRecoilSeed = 24862 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/xm1014.vnmskel" m_vecMuzzlePos0 = [ 39.73, -4.274, -4.177 ] m_bReloadsSingleShells = true _not_pickable = 1 } weapon_bizon = { m_nKillAward = 600 m_nDamage = 27 m_iMaxClip1 = 64 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 26 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0459 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.1 m_flDisallowAttackAfterReloadStartDuration = 2.433333 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.236837 m_flRecoveryTimeStand = 0.331572 m_flRecoveryTimeCrouchFinal = 0.236837 m_flRecoveryTimeStandFinal = 0.331572 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.26 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.8 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.08 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.001, 0.001 ] m_flInaccuracyCrouch = [ 0.0105, 0.0105 ] m_flInaccuracyStand = [ 0.014, 0.014 ] m_flInaccuracyJump = [ 0.03347, 0.03347 ] m_flInaccuracyLand = [ 0.00008, 0.00008 ] m_flInaccuracyLadder = [ 0.16965, 0.16965 ] m_flInaccuracyFire = [ 0.00288, 0.00288 ] m_flInaccuracyMove = [ 0.02757, 0.02757 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 18.0, 18.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_bizon_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_bizon" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_bizon" m_szWorldModel = resource_name:"weapons/models/bizon/weapon_smg_bizon.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_bizon.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 1300 m_nRecoilSeed = 36387 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/bizon.vnmskel" m_vecMuzzlePos0 = [ 33.442, -5.107, -3.014 ] _not_pickable = 1 } weapon_mag7 = { m_nKillAward = 900 m_nDamage = 30 m_iMaxClip1 = 5 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 8 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 5 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.05264 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.5 m_nSpreadSeed = 19899236 m_flRecoveryTimeCrouch = 0.285521 m_flRecoveryTimeStand = 0.399729 m_flRecoveryTimeCrouchFinal = 0.285521 m_flRecoveryTimeStandFinal = 0.399729 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.5 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.45 m_flRange = 1400.0 m_flRangeModifier = 0.45 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.85 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 225.0, 225.0 ] m_flSpread = [ 0.04, 0.04 ] m_flInaccuracyCrouch = [ 0.00525, 0.00525 ] m_flInaccuracyStand = [ 0.007, 0.007 ] m_flInaccuracyJump = [ 0.05009, 0.05009 ] m_flInaccuracyLand = [ 0.000103, 0.000103 ] m_flInaccuracyLadder = [ 0.13426, 0.13426 ] m_flInaccuracyFire = [ 0.01119, 0.01119 ] m_flInaccuracyMove = [ 0.01599, 0.01599 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 165.0, 165.0 ] m_flRecoilMagnitudeVariance = [ 25.0, 25.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_mag7_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = false shotgun = true reloads_with_clip = true } _class = "weapon_mag7" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SHOTGUN" m_szName = "weapon_mag7" m_szWorldModel = resource_name:"weapons/models/mag7/weapon_shot_mag7.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_shot.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Mag7.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_BUCKSHOT" m_nPrice = 1300 m_nRecoilSeed = 12518 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mag7.vnmskel" m_vecMuzzlePos0 = [ 39.795, -6.293, -5.04 ] _not_pickable = 1 } weapon_negev = { m_nKillAward = 300 m_nDamage = 35 m_iMaxClip1 = 150 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 2 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.11629 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.1 m_flDisallowAttackAfterReloadStartDuration = 5.7 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.25 m_flRecoveryTimeStand = 0.3 m_flRecoveryTimeCrouchFinal = 0.08 m_flRecoveryTimeStandFinal = 0.1 m_nRecoveryTransitionStartBullet = 9 m_nRecoveryTransitionEndBullet = 12 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.42 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.97 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 0.5 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = -50.0 m_flInaccuracyAltSoundThreshold = 0.02 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.075 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 150.0, 150.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00763, 0.00763 ] m_flInaccuracyStand = [ 0.01017, 0.01017 ] m_flInaccuracyJump = [ 0.29223, 0.29223 ] m_flInaccuracyLand = [ 0.000409, 0.000409 ] m_flInaccuracyLadder = [ 0.13643, 0.13643 ] m_flInaccuracyFire = [ 0.03, 0.00337 ] m_flInaccuracyMove = [ 0.15914, 0.15914 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 20.0, 20.0 ] m_flRecoilMagnitudeVariance = [ 2.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_negev_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true machinegun = true } _class = "weapon_negev" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_MACHINEGUN" m_szName = "weapon_negev" m_szWorldModel = resource_name:"weapons/models/negev/weapon_mach_negev.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_mach.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Negev.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_SINGLE_ACCURATE = soundevent:"Weapon_Negev.SingleFocused" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM_BOX" m_nPrice = 1700 m_nRecoilSeed = 57966 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/negev.vnmskel" m_vecMuzzlePos0 = [ 45.371, -7.503, -3.87 ] _not_pickable = 1 } weapon_sawedoff = { m_nKillAward = 900 m_nDamage = 32 m_iMaxClip1 = 7 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 8 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 5 m_nPrimaryReserveAmmoMax = 32 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.05012 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 0.466667 m_nSpreadSeed = 9571223 m_flRecoveryTimeCrouch = 0.328941 m_flRecoveryTimeStand = 0.460517 m_flRecoveryTimeCrouchFinal = 0.328941 m_flRecoveryTimeStandFinal = 0.460517 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.5 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.45 m_flRange = 1400.0 m_flRangeModifier = 0.45 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.85 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 210.0, 210.0 ] m_flSpread = [ 0.062, 0.062 ] m_flInaccuracyCrouch = [ 0.00525, 0.00525 ] m_flInaccuracyStand = [ 0.007, 0.007 ] m_flInaccuracyJump = [ 0.0577, 0.0577 ] m_flInaccuracyLand = [ 0.000108, 0.000108 ] m_flInaccuracyLadder = [ 0.036, 0.036 ] m_flInaccuracyFire = [ 0.00972, 0.00972 ] m_flInaccuracyMove = [ 0.0168, 0.0168 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 143.0, 143.0 ] m_flRecoilMagnitudeVariance = [ 22.0, 22.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_sawedoff_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = true shotgun = true } _class = "weapon_sawedoff" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_SHOTGUN" m_szName = "weapon_sawedoff" m_szAnimClass = "weapon_sawedoff" m_szWorldModel = resource_name:"weapons/models/sawedoff/weapon_shot_sawedoff.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_shot.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Sawedoff.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_BUCKSHOT" m_nPrice = 1100 m_nRecoilSeed = 1089 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/sawedoff.vnmskel" m_vecMuzzlePos0 = [ 35.318, -4.309, -2.752 ] m_bReloadsSingleShells = true _not_pickable = 1 } weapon_tec9 = { m_nKillAward = 300 m_nDamage = 33 m_iMaxClip1 = 18 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 6 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.07117 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.566667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.315 m_flRecoveryTimeStand = 0.391 m_flRecoveryTimeCrouchFinal = 0.315 m_flRecoveryTimeStandFinal = 0.391 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.812 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.79 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.12 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.0018 ] m_flInaccuracyCrouch = [ 0.00368, 0.00727 ] m_flInaccuracyStand = [ 0.0049, 0.00903 ] m_flInaccuracyJump = [ 0.07978, 0.07978 ] m_flInaccuracyLand = [ 0.000211, 0.000211 ] m_flInaccuracyLadder = [ 0.1206, 0.1206 ] m_flInaccuracyFire = [ 0.045, 0.03688 ] m_flInaccuracyMove = [ 0.00381, 0.00381 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 60.0, 60.0 ] m_flRecoilMagnitude = [ 23.0, 23.0 ] m_flRecoilMagnitudeVariance = [ 3.0, 3.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_tec9_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_tec9" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_tec9" m_szWorldModel = resource_name:"weapons/models/tec9/weapon_pist_tec9.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_tec9.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 500 m_nRecoilSeed = 789 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/tec9.vnmskel" m_vecMuzzlePos0 = [ 27.931, -5.126, -3.697 ] _not_pickable = 1 } weapon_taser = { m_nKillAward = 100 m_nDamage = 500 m_iMaxClip1 = 1 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.0 m_flRecoveryTimeStand = 0.0 m_flRecoveryTimeCrouchFinal = 0.0 m_flRecoveryTimeStandFinal = 0.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 2.0 m_flPenetration = 0.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 120.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = 230.0 m_flSpread = 0.0 m_flInaccuracyCrouch = 0.05 m_flInaccuracyStand = 0.06 m_flInaccuracyJump = 0.01 m_flInaccuracyLand = 0.0001 m_flInaccuracyLadder = 0.01 m_flInaccuracyFire = 0.05 m_flInaccuracyMove = 0.013 m_flRecoilAngle = 0.0 m_flRecoilAngleVariance = 0.0 m_flRecoilMagnitude = 0.0 m_flRecoilMagnitudeVariance = 0.0 m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_taser_prefab" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = false equipment = true } _class = "weapon_taser" m_WeaponType = "WEAPONTYPE_TASER" m_szAnimClass = "weapon_taser" m_szName = "weapon_taser" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 1 m_szWorldModel = resource_name:"weapons/models/taser/weapon_pist_taser.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_taser.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Taser.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "AMMO_TYPE_TASERCHARGE" m_nPrice = 200 m_nRecoilSeed = 687 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/taser.vnmskel" m_vecMuzzlePos0 = [ 23.182, -2.848, -3.111 ] _not_pickable = 1 } weapon_hkp2000 = { m_nKillAward = 300 m_nDamage = 35 m_iMaxClip1 = 13 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 4 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0966 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.291277 m_flRecoveryTimeStand = 0.349532 m_flRecoveryTimeCrouchFinal = 0.291277 m_flRecoveryTimeStandFinal = 0.349532 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.01 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.91 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.17 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.0015 ] m_flInaccuracyCrouch = [ 0.00368, 0.00368 ] m_flInaccuracyStand = [ 0.0049, 0.0049 ] m_flInaccuracyJump = [ 0.09448, 0.09448 ] m_flInaccuracyLand = [ 0.000191, 0.000198 ] m_flInaccuracyLadder = [ 0.13832, 0.1199 ] m_flInaccuracyFire = [ 0.05, 0.01315 ] m_flInaccuracyMove = [ 0.013, 0.01387 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 26.0, 26.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_hkp2000_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_hkp2000" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_hkp2000" m_szWorldModel = resource_name:"weapons/models/hkp2000/weapon_pist_hkp2000.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_hkp2000.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_357SIG" m_nPrice = 200 m_nRecoilSeed = 5426 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/hkp2000.vnmskel" m_vecMuzzlePos0 = [ 21.32, -2.801, -1.704 ] _not_pickable = 1 } weapon_usp_silencer = { m_nKillAward = 300 m_nDamage = 35 m_iMaxClip1 = 12 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0966 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.2 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.291277 m_flRecoveryTimeStand = 0.349532 m_flRecoveryTimeCrouchFinal = 0.291277 m_flRecoveryTimeStandFinal = 0.349532 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.01 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.91 m_eSilencerType = "WEAPONSILENCER_DETACHABLE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.17 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.0025, 0.0015 ] m_flInaccuracyCrouch = [ 0.00368, 0.00368 ] m_flInaccuracyStand = [ 0.0049, 0.0049 ] m_flInaccuracyJump = [ 0.09448, 0.09448 ] m_flInaccuracyLand = [ 0.000191, 0.000198 ] m_flInaccuracyLadder = [ 0.13832, 0.1199 ] m_flInaccuracyFire = [ 0.071, 0.052 ] m_flInaccuracyMove = [ 0.01387, 0.01387 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 29.0, 23.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = [ 1, 0 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_usp_silencer_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_hkp2000" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szAnimClass = "weapon_usp_silencer" m_szName = "weapon_usp_silencer" m_szWorldModel = resource_name:"weapons/models/usp_silencer/weapon_pist_usp_silencer.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_USP.Single" WEAPON_SOUND_SPECIAL1 = soundevent:"Weapon_USP.SilencedShot" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_357SIG_SMALL" m_nPrice = 200 m_nRecoilSeed = 5426 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/usp_silencer.vnmskel" m_vecMuzzlePos0 = [ 22.818, -2.801, -2.2 ] m_vecMuzzlePos1 = [ 30.599, -2.8, -2.361 ] _not_pickable = 1 } weapon_mp7 = { m_nKillAward = 600 m_nDamage = 30 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.05541 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.166667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.312494 m_flRecoveryTimeStand = 0.437491 m_flRecoveryTimeCrouchFinal = 0.312494 m_flRecoveryTimeStandFinal = 0.437491 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.25 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.87 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.08 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 220.0, 220.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.0085, 0.0085 ] m_flInaccuracyStand = [ 0.01, 0.01 ] m_flInaccuracyJump = [ 0.0596, 0.0596 ] m_flInaccuracyLand = [ 0.000115, 0.000115 ] m_flInaccuracyLadder = [ 0.05756, 0.05756 ] m_flInaccuracyFire = [ 0.00218, 0.00218 ] m_flInaccuracyMove = [ 0.01986, 0.01986 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 16.0, 16.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_mp7_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_mp7" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_mp7" m_szWorldModel = resource_name:"weapons/models/mp7/weapon_smg_mp7.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_MP7.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nSecondaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 1400 m_nRecoilSeed = 61649 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mp7.vnmskel" m_vecMuzzlePos0 = [ 27.101, -5.278, -3.958 ] _not_pickable = 1 } weapon_mp5sd = { m_nKillAward = 600 m_nDamage = 28 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.05541 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.966667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.312494 m_flRecoveryTimeStand = 0.437491 m_flRecoveryTimeCrouchFinal = 0.312494 m_flRecoveryTimeStandFinal = 0.437491 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.25 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.87 m_eSilencerType = "WEAPONSILENCER_INTEGRATED" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.08 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 235.0, 220.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.0085, 0.0085 ] m_flInaccuracyStand = [ 0.01, 0.01 ] m_flInaccuracyJump = [ 0.0596, 0.0596 ] m_flInaccuracyLand = [ 0.000115, 0.000115 ] m_flInaccuracyLadder = [ 0.05756, 0.05756 ] m_flInaccuracyFire = [ 0.00218, 0.00218 ] m_flInaccuracyMove = [ 0.03, 0.01986 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 16.0, 16.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_mp5sd_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_mp7" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szAnimClass = "weapon_mp5sd" m_szName = "weapon_mp5sd" m_szWorldModel = resource_name:"weapons/models/mp5sd/weapon_smg_mp5sd.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_MP5.Single" WEAPON_SOUND_SPECIAL1 = soundevent:"Weapon_MP5.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nSecondaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 1400 m_nRecoilSeed = 61649 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mp5sd.vnmskel" m_vecMuzzlePos0 = [ 38.905, -5.166, -4.33 ] _not_pickable = 1 } weapon_mp9 = { m_nKillAward = 600 m_nDamage = 26 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 3 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.03728 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.2 m_flDisallowAttackAfterReloadStartDuration = 2.133333 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.184207 m_flRecoveryTimeStand = 0.25789 m_flRecoveryTimeCrouchFinal = 0.184207 m_flRecoveryTimeStandFinal = 0.25789 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.2 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.0 m_flFlinchVelocityModifierSmall = 0.0 m_flRange = 3600.0 m_flRangeModifier = 0.87 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.07 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.0006, 0.0006 ] m_flInaccuracyCrouch = [ 0.008, 0.008 ] m_flInaccuracyStand = [ 0.009, 0.009 ] m_flInaccuracyJump = [ 0.05, 0.05 ] m_flInaccuracyLand = [ 0.000056, 0.000056 ] m_flInaccuracyLadder = [ 0.148913, 0.148913 ] m_flInaccuracyFire = [ 0.0037, 0.0037 ] m_flInaccuracyMove = [ 0.02904, 0.02904 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 70.0, 70.0 ] m_flRecoilMagnitude = [ 21.0, 21.0 ] m_flRecoilMagnitudeVariance = [ 1.0, 1.0 ] m_nTracerFrequency = 3 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_mp9_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true smg = true } _class = "weapon_mp9" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SUBMACHINEGUN" m_szName = "weapon_mp9" m_szWorldModel = resource_name:"weapons/models/mp9/weapon_smg_mp9.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_smg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_MP9.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_9MM" m_nPrice = 1250 m_nRecoilSeed = 50729 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/mp9.vnmskel" m_vecMuzzlePos0 = [ 22.783, -4.759, -2.531 ] _not_pickable = 1 } weapon_nova = { m_nKillAward = 900 m_nDamage = 26 m_iMaxClip1 = 8 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 9 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 5 m_nPrimaryReserveAmmoMax = 32 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.1097 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 0.466667 m_nSpreadSeed = 17514 m_flRecoveryTimeCrouch = 0.328941 m_flRecoveryTimeStand = 0.460517 m_flRecoveryTimeCrouchFinal = 0.328941 m_flRecoveryTimeStandFinal = 0.460517 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.45 m_flRange = 3000.0 m_flRangeModifier = 0.7 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.88 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 220.0, 220.0 ] m_flSpread = [ 0.04, 0.04 ] m_flInaccuracyCrouch = [ 0.00525, 0.00525 ] m_flInaccuracyStand = [ 0.007, 0.007 ] m_flInaccuracyJump = [ 0.12631, 0.12631 ] m_flInaccuracyLand = [ 0.000236, 0.000236 ] m_flInaccuracyLadder = [ 0.07875, 0.07875 ] m_flInaccuracyFire = [ 0.00972, 0.00972 ] m_flInaccuracyMove = [ 0.03675, 0.03675 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 143.0, 143.0 ] m_flRecoilMagnitudeVariance = [ 22.0, 22.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_nova_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true reloads_per_shell = true shotgun = true } _class = "weapon_nova" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = false m_WeaponType = "WEAPONTYPE_SHOTGUN" m_szName = "weapon_nova" m_szWorldModel = resource_name:"weapons/models/nova/weapon_shot_nova.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_shot.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_Nova.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_BUCKSHOT" m_nPrice = 1050 m_nRecoilSeed = 7763 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/nova.vnmskel" m_vecMuzzlePos0 = [ 42.23, -4.268, -3.652 ] m_bReloadsSingleShells = true _not_pickable = 1 } weapon_p250 = { m_nKillAward = 300 m_nDamage = 38 m_iMaxClip1 = 13 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 5 m_iRumbleEffect = 1 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.09662 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.266667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.287823 m_flRecoveryTimeStand = 0.345388 m_flRecoveryTimeCrouchFinal = 0.287823 m_flRecoveryTimeStandFinal = 0.345388 m_nRecoveryTransitionStartBullet = 3 m_nRecoveryTransitionEndBullet = 10 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.28 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.5 m_flFlinchVelocityModifierSmall = 0.65 m_flRange = 4096.0 m_flRangeModifier = 0.9 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 240.0, 240.0 ] m_flSpread = [ 0.002, 0.002 ] m_flInaccuracyCrouch = [ 0.00683, 0.00683 ] m_flInaccuracyStand = [ 0.0091, 0.0091 ] m_flInaccuracyJump = [ 0.09296, 0.09296 ] m_flInaccuracyLand = [ 0.00019, 0.00019 ] m_flInaccuracyLadder = [ 0.138, 0.138 ] m_flInaccuracyFire = [ 0.05245, 0.05245 ] m_flInaccuracyMove = [ 0.02, 0.01341 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 10.0, 10.0 ] m_flRecoilMagnitude = [ 26.0, 26.0 ] m_flRecoilMagnitudeVariance = [ 3.0, 3.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_p250_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true secondary = true pistol = true } _class = "weapon_p250" m_GearSlot = "GEAR_SLOT_PISTOL" m_GearSlotPosition = 0 m_WeaponType = "WEAPONTYPE_PISTOL" m_bReserveAmmoAsClips = true m_szName = "weapon_p250" m_szWorldModel = resource_name:"weapons/models/p250/weapon_pist_p250.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_pistol.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_P250.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "BULLET_PLAYER_357SIG_P250" m_nPrice = 300 m_nRecoilSeed = 9788 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/p250.vnmskel" m_vecMuzzlePos0 = [ 21.729, -2.82, -1.623 ] _not_pickable = 1 } weapon_scar20 = { m_nKillAward = 300 m_nDamage = 80 m_iMaxClip1 = 20 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 20 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.10769 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.066667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.388808 m_flRecoveryTimeStand = 0.544331 m_flRecoveryTimeCrouchFinal = 0.388808 m_flRecoveryTimeStandFinal = 0.544331 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.65 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = true m_nZoomLevels = 2 m_nZoomFOV1 = 40 m_nZoomFOV2 = 15 m_flZoomTime0 = 0.05 m_flZoomTime1 = 0.05 m_flZoomTime2 = 0.05 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.25 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 215.0, 120.0 ] m_flSpread = [ 0.0003, 0.0003 ] m_flInaccuracyCrouch = [ 0.01935, 0.0015 ] m_flInaccuracyStand = [ 0.0258, 0.002 ] m_flInaccuracyJump = [ 0.15377, 0.15377 ] m_flInaccuracyLand = [ 0.000262, 0.000262 ] m_flInaccuracyLadder = [ 0.11639, 0.11639 ] m_flInaccuracyFire = [ 0.01861, 0.01861 ] m_flInaccuracyMove = [ 0.15048, 0.15048 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 30.0, 30.0 ] m_flRecoilMagnitude = [ 31.0, 31.0 ] m_flRecoilMagnitudeVariance = [ 4.0, 4.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_scar20_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_scar20" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false m_szName = "weapon_scar20" m_szWorldModel = resource_name:"weapons/models/scar20/weapon_snip_scar20.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle_scar.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_scar20.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_SCAR20.Zoom" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_SCAR20.Zoom" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 5000 m_nRecoilSeed = 19364 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/scar20.vnmskel" m_vecMuzzlePos0 = [ 44.474, -5.69, -4.37 ] _not_pickable = 1 } weapon_sg556 = { m_nKillAward = 300 m_nDamage = 30 m_iMaxClip1 = 30 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = true m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 25 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 3 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.07879 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 2.766667 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.379204 m_flRecoveryTimeStand = 0.452886 m_flRecoveryTimeCrouchFinal = 0.379204 m_flRecoveryTimeStandFinal = 0.452886 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 2.0 m_flPenetration = 2.0 m_flFlinchVelocityModifierLarge = 0.4 m_flFlinchVelocityModifierSmall = 0.55 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 1 m_nZoomFOV1 = 45 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.06 m_flZoomTime1 = 0.1 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 0.11 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 210.0, 150.0 ] m_flSpread = [ 0.0006, 0.0003 ] m_flInaccuracyCrouch = [ 0.00381, 0.00305 ] m_flInaccuracyStand = [ 0.00581, 0.00381 ] m_flInaccuracyJump = [ 0.109, 0.109 ] m_flInaccuracyLand = [ 0.000188, 0.000188 ] m_flInaccuracyLadder = [ 0.08366, 0.138758 ] m_flInaccuracyFire = [ 0.00795, 0.0092 ] m_flInaccuracyMove = [ 0.13601, 0.13601 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 60.0, 60.0 ] m_flRecoilMagnitude = [ 28.0, 19.0 ] m_flRecoilMagnitudeVariance = [ 2.0, 2.0 ] m_nTracerFrequency = [ 3, 3 ] m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_sg556_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true rifle = true aimsight = true } _class = "weapon_sg556" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_RIFLE" m_szName = "weapon_sg556" m_szWorldModel = resource_name:"weapons/models/sg556/weapon_rif_sg556.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_assrifle_aug.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_SG556.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_sg556.ZoomIn" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_sg556.ZoomOut" } m_nPrimaryAmmoType = "BULLET_PLAYER_556MM" m_nPrice = 3000 m_nRecoilSeed = 43500 m_flIronSightPullUpSpeed = 10.0 m_flIronSightPutDownSpeed = 8.0 m_flIronSightFOV = 45.0 m_flIronSightPivotForward = 8.0 m_flIronSightLooseness = 0.03 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/sg556.vnmskel" m_vecMuzzlePos0 = [ 40.466, -5.134, -3.871 ] _not_pickable = 1 } weapon_ssg08 = { m_nKillAward = 300 m_nDamage = 88 m_iMaxClip1 = 10 m_iMaxClip2 = 0 m_iDefaultClip1 = -1 m_iDefaultClip2 = -1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 30 m_iRumbleEffect = 4 m_nPrimaryReserveAmmoMax = 2 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.20872 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 3.7 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 0.055783 m_flRecoveryTimeStand = 0.142096 m_flRecoveryTimeCrouchFinal = 0.055783 m_flRecoveryTimeStandFinal = 0.142096 m_nRecoveryTransitionStartBullet = 2 m_nRecoveryTransitionEndBullet = 5 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 2.5 m_flFlinchVelocityModifierLarge = 0.35 m_flFlinchVelocityModifierSmall = 0.4 m_flRange = 8192.0 m_flRangeModifier = 0.98 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = true m_bHideViewModelWhenZoomed = true m_nZoomLevels = 2 m_nZoomFOV1 = 40 m_nZoomFOV2 = 15 m_flZoomTime0 = 0.05 m_flZoomTime1 = 0.05 m_flZoomTime2 = 0.05 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = 1.25 m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 230.0, 230.0 ] m_flSpread = [ 0.00028, 0.00023 ] m_flInaccuracyCrouch = [ 0.02378, 0.0028 ] m_flInaccuracyStand = [ 0.0317, 0.003 ] m_flInaccuracyJump = [ 0.00572, 0.00572 ] m_flInaccuracyLand = [ 0.000215, 0.000215 ] m_flInaccuracyLadder = [ 0.09549, 0.09549 ] m_flInaccuracyFire = [ 0.02292, 0.02292 ] m_flInaccuracyMove = [ 0.12345, 0.12345 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 20.0, 20.0 ] m_flRecoilMagnitude = [ 33.0, 25.0 ] m_flRecoilMagnitudeVariance = [ 15.0, 2.0 ] m_nTracerFrequency = 1 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_ssg08_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true primary = true sniper_rifle = true } _class = "weapon_ssg08" m_GearSlot = "GEAR_SLOT_RIFLE" m_GearSlotPosition = 0 m_bReserveAmmoAsClips = true m_WeaponType = "WEAPONTYPE_SNIPER_RIFLE" m_bShowCrosshair = false m_szName = "weapon_ssg08" m_szWorldModel = resource_name:"weapons/models/ssg08/weapon_snip_ssg08.vmdl" m_szTracerParticle = resource_name:"particles/weapons/cs_weapon_fx/weapon_tracers_rifle_ssg.vpcf" m_aShootSounds = { WEAPON_SOUND_SINGLE = soundevent:"Weapon_SSG08.Single" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" WEAPON_SOUND_ZOOM_IN = soundevent:"Weapon_SSG08.Zoom" WEAPON_SOUND_ZOOM_OUT = soundevent:"Weapon_SSG08.Zoom" } m_nPrimaryAmmoType = "BULLET_PLAYER_762MM" m_nPrice = 1700 m_nRecoilSeed = 1278 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/ssg08.vnmskel" m_vecMuzzlePos0 = [ 48.901, -5.688, -3.681 ] _not_pickable = 1 } weapon_hegrenade = { m_nKillAward = 300 m_nDamage = 99 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.2 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.1 m_flRange = 350.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_hegrenade_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_he = true } _class = "weapon_hegrenade" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.FireInTheHole" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Fire_in_the_hole" m_nPrimaryAmmoType = "AMMO_TYPE_HEGRENADE" m_nPrice = 300 m_nRecoilSeed = 52132 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szName = "weapon_hegrenade" m_szWorldModel = resource_name:"weapons/models/grenade/hegrenade/weapon_hegrenade.vmdl" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/hegrenade.vnmskel" _not_pickable = 1 } weapon_smokegrenade = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 0.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_smokegrenade_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_smoke = true } _class = "weapon_smokegrenade" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Smoke" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Smoke_in_the_hole" m_szName = "weapon_smokegrenade" m_szWorldModel = resource_name:"weapons/models/grenade/smokegrenade/weapon_smokegrenade.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_SMOKEGRENADE" m_vSmokeColor = [ 0.0, 0.8, 0.0 ] m_nPrice = 300 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/smokegrenade.vnmskel" _not_pickable = 1 } weapon_flashbang = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 1 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_flashbang_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_flash = true } _class = "weapon_flashbang" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Flashbang" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Flashbang_in_the_hole" m_szName = "weapon_flashbang" m_szWorldModel = resource_name:"weapons/models/grenade/flashbang/weapon_flashbang.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_FLASHBANG" m_nPrice = 200 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/flashbang.vnmskel" _not_pickable = 1 } weapon_molotov = { m_nKillAward = 300 m_nDamage = 40 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.8 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_molotov_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true burns_on_contact = true grenade_fire = true } _class = "weapon_molotov" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Molotov" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Molotov_in_the_hole" m_szName = "weapon_molotov" m_szWorldModel = resource_name:"weapons/models/grenade/molotov/weapon_molotov.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_MOLOTOV" m_nPrice = 400 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/molotov.vnmskel" _not_pickable = 1 } weapon_incgrenade = { m_nKillAward = 300 m_nDamage = 40 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 2 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.475 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.7 m_flFlinchVelocityModifierSmall = 0.8 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_incgrenade_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true burns_on_contact = true grenade_fire = true } _class = "weapon_incgrenade" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Incendiary" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Incendiary_in_the_hole" m_szName = "weapon_incgrenade" m_szWorldModel = resource_name:"weapons/models/grenade/incendiary/weapon_incendiarygrenade.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_MOLOTOV" m_nPrice = 500 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/incendiary.vnmskel" _not_pickable = 1 } weapon_decoy = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 1 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 245.0, 245.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_decoy_prefab" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true grenade = true grenade_decoy = true } _class = "weapon_decoy" m_GearSlot = "GEAR_SLOT_GRENADES" m_WeaponType = "WEAPONTYPE_GRENADE" m_aShootSounds = { WEAPON_SOUND_RADIO_USE = soundevent:"Radio.Decoy" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_szUseRadioSubtitle = "#SFUI_TitlesTXT_Decoy_in_the_hole" m_szName = "weapon_decoy" m_szWorldModel = resource_name:"weapons/models/grenade/decoy/weapon_decoy.vmdl" m_nPrimaryAmmoType = "AMMO_TYPE_DECOY" m_nPrice = 50 m_flThrowVelocity = 750.0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/decoy.vnmskel" _not_pickable = 1 } weapon_healthshot = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "weapon_healthshot_prefab" taxonomy = { weapon = false self_damage_on_miss__inflicts_damage = true equipment = true } _class = "weapon_healthshot" m_WeaponType = "WEAPONTYPE_STACKABLEITEM" m_szWorldModel = resource_name:"weapons/models/healthshot/weapon_healthshot.vmdl" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"c4.click" WEAPON_SOUND_SINGLE = soundevent:"c4.plant" WEAPON_SOUND_SPECIAL1 = soundevent:"c4.disarmstart" WEAPON_SOUND_SPECIAL2 = soundevent:"c4.disarmfinish" WEAPON_SOUND_SPECIAL3 = soundevent:"c4.ExplodeWarning" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrimaryAmmoType = "AMMO_TYPE_HEALTHSHOT" m_vSmokeColor = [ 0.0, 0.8, 0.0 ] m_nPrice = 0 m_iFlags = "ITEM_FLAG_EXHAUSTIBLE" m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/healthshot.vnmskel" _not_pickable = 1 } weapon_knife = { m_nKillAward = 1500 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = true m_bBuiltRightHanded = true m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = true m_iWeight = 0 m_iRumbleEffect = 9 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.0 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.7 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 0.3 m_flFlinchVelocityModifierSmall = 0.3 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "melee" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true melee = true } _class = "weapon_knife" m_GearSlot = "GEAR_SLOT_KNIFE" m_GearSlotPosition = 0 m_DefaultLoadoutPosition = "LOADOUT_POSITION_MELEE" m_szWorldModel = resource_name:"weapons/models/knife/knife_default_ct/weapon_knife_default_ct.vmdl" m_WeaponType = "WEAPONTYPE_KNIFE" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"Default.ClipEmpty_Rifle" WEAPON_SOUND_SINGLE = soundevent:"Weapon_DEagle.Single" WEAPON_SOUND_RELOAD = soundevent:"Default.Reload" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 26701 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/knife_default_ct.vnmskel" } weapon_c4 = { m_nKillAward = 300 m_nDamage = 50 m_iMaxClip1 = 0 m_iMaxClip2 = 0 m_iDefaultClip1 = 1 m_iDefaultClip2 = 1 m_bAllowFlipping = false m_bBuiltRightHanded = false m_bIsFullAuto = false m_nNumBullets = 1 m_bMeleeWeapon = false m_iWeight = 0 m_iRumbleEffect = -1 m_nPrimaryReserveAmmoMax = 0 m_nSecondaryReserveAmmoMax = 0 m_flInaccuracyJumpInitial = 0.0 m_flInaccuracyJumpApex = 0.0 m_flInaccuracyReload = 0.0 m_flDeployDuration = 1.233333 m_flDisallowAttackAfterReloadStartDuration = 5.0 m_nSpreadSeed = 0 m_flRecoveryTimeCrouch = 1.0 m_flRecoveryTimeStand = 1.0 m_flRecoveryTimeCrouchFinal = -1.0 m_flRecoveryTimeStandFinal = -1.0 m_nRecoveryTransitionStartBullet = 0 m_nRecoveryTransitionEndBullet = 0 m_flHeadshotMultiplier = 4.0 m_flArmorRatio = 1.0 m_flPenetration = 1.0 m_flFlinchVelocityModifierLarge = 1.0 m_flFlinchVelocityModifierSmall = 1.0 m_flRange = 4096.0 m_flRangeModifier = 0.99 m_eSilencerType = "WEAPONSILENCER_NONE" m_flAttackMovespeedFactor = 1.0 m_bUnzoomsAfterShot = false m_bHideViewModelWhenZoomed = false m_nZoomLevels = 0 m_nZoomFOV1 = 90 m_nZoomFOV2 = 90 m_flZoomTime0 = 0.0 m_flZoomTime1 = 0.0 m_flZoomTime2 = 0.0 m_flInaccuracyPitchShift = 0.0 m_flInaccuracyAltSoundThreshold = 0.0 m_bHasBurstMode = false m_bIsRevolver = false m_bCannotShootUnderwater = false m_flCycleTime = [ 0.15, 0.3 ] m_flCycleTimeWhenInBurstMode = 0.0 m_flTimeBetweenBurstShots = 0.0 m_flMaxSpeed = [ 250.0, 250.0 ] m_flSpread = [ 0.0, 0.0 ] m_flInaccuracyCrouch = [ 0.0, 0.0 ] m_flInaccuracyStand = [ 0.0, 0.0 ] m_flInaccuracyJump = [ 0.0, 0.0 ] m_flInaccuracyLand = [ 0.0, 0.0 ] m_flInaccuracyLadder = [ 0.0, 0.0 ] m_flInaccuracyFire = [ 0.0, 0.0 ] m_flInaccuracyMove = [ 0.0, 0.0 ] m_flRecoilAngle = [ 0.0, 0.0 ] m_flRecoilAngleVariance = [ 0.0, 0.0 ] m_flRecoilMagnitude = [ 0.0, 0.0 ] m_flRecoilMagnitudeVariance = [ 0.0, 0.0 ] m_nTracerFrequency = 0 m_bAutoSwitchFrom = true m_bAutoSwitchTo = true _base = "c4" taxonomy = { weapon = true self_damage_on_miss__inflicts_damage = true } _class = "weapon_c4" m_szName = "weapon_c4" m_GearSlot = "GEAR_SLOT_C4" m_GearSlotPosition = 0 m_szWorldModel = resource_name:"weapons/models/c4/weapon_c4.vmdl" m_WeaponType = "WEAPONTYPE_C4" m_aShootSounds = { WEAPON_SOUND_EMPTY = soundevent:"c4.click" WEAPON_SOUND_SINGLE = soundevent:"c4.plant" WEAPON_SOUND_SPECIAL1 = soundevent:"c4.disarmstart" WEAPON_SOUND_SPECIAL2 = soundevent:"c4.disarmfinish" WEAPON_SOUND_SPECIAL3 = soundevent:"C4.ExplodeWarning" WEAPON_SOUND_NEARLYEMPTY = soundevent:"Default.nearlyempty" } m_nPrice = 0 m_nRecoilSeed = 39693 m_szAnimSkeleton = resource_name:"animation/skeletons/weapons/c4.vnmskel" m_bShowCrosshair = false } }