
WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"#HL2_Pulsegun"
	"viewmodel"			"models/weapons/pulsegun/v_pulsegun.mdl"
	"playermodel"			"models/weapons/pulsegun/w_pulsegun.mdl"
	"anim_prefix"			"smg2"
	"bucket"			"4"
	"bucket_position"		"3"

	"clip_size"			"-1"
	"default_clip"			"60"

	"primary_ammo"			"Pulse"
	"secondary_ammo"		"None"

	"weight"			"5"
	"item_flags"			"0"
     "damage"                	"20"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"Weapon_Pulse.Single"
		"single_shot_npc"	"Weapon_Pulse.NPC_Single"
		"laser"				"Weapon_Pulse.Laser"
		"special2"			"Weapon_Pulse.Laserstop"
		"deploy"				"Weapon_Pulse.Draw"
		"empty"				"Weapon_Enforcer.Empty"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"font"		"WeaponIcons"
				"character"	"a"
		}
		"weapon_s"
		{	
				"font"		"WeaponIconsSelected"
				"character"	"a"
		}
		"weapon_small"
		{
				"font"		"WeaponIconsSmall"
				"character"	"a"
		}
		"crosshair"
		{
				"font"		"Crosshairs"
				"character"	"Q"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
}