From Valve Developer Community
WeaponData
{
// Terror-specific Data --------------------
"VerticalPunch" "4"
"SpreadPerShot" "1"
"MaxSpread" "5"
"SpreadDecay" "5"
"MinDuckingSpread" "0"
"MinStandingSpread" "0.8"
"MinInAirSpread" "2.5" //increased accuracy
"MaxMovementSpread" "1.5" //increased accuracy
"PelletScatterPitch" "5.0" //increased accuracy
"PelletScatterYaw" "7.5"
"ReloadDuration" "0.473"
"AddonAttachment" "primary"
"Team" "Survivor"
"Tier" "1" // valid entries are 0, 1, 2
"ResponseRulesName" "PumpShotgun"
// particle muzzle flash effect to play when fired
"MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_shotgun_FP"
"MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_autoshotgun"
// model for the shell casing to eject when we fire bullets
"EjectBrassEffect" "weapon_shell_casing_shotgun"
// Used in the music system when this weapon fires
"MusicDynamicSpeed" "2.5"
"DisplayName" "#L4D_Weapon_PumpShotgun"
"DisplayNameAllCaps" "#L4D_Weapon_PumpShotgun_CAPS"
// 360 Terror Data
"MaxAutoAimDeflection1" "10.0"
"MaxAutoAimRange1" "0"
//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.
//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
"WeaponAutoAimScale" "1.0"
// End Terror-specific Data ----------------
"Rumble" "5"
"MaxPlayerSpeed" "220"
"WeaponType" "shotgun"
"WeaponPrice" "1700"
"WeaponArmorRatio" "1.0"
"CrosshairMinDistance" "8"
"CrosshairDeltaDistance" "6"
"BuiltRightHanded" "1"
"PlayerAnimationExtension" "m3s90"
"MuzzleFlashScale" "1.3"
"CanEquipWithShield" "0"
// Weapon characteristics:
"PenetrationNumLayers" "2"
"PenetrationPower" "30"
"PenetrationMaxDistance" "500"
"CharacterPenetrationMaxDistance" "300" // Shooting through infected is doesn't count against penetration count out to this range
"Damage" "25" // 22
"Range" "3000"
"RangeModifier" "0.7" // 0.96
"Bullets" "10"
"CycleTime" "0.5"
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "Pump Shotgun"
"playermodel" "models/w_models/weapons/w_shotgun.mdl"
"viewmodel" "models/v_models/v_pumpshotgun.mdl"
"CharacterViewmodelAddon"
{
"Coach" "models/weapons/arms/v_arms_coach_new.mdl"
"Mechanic" "models/weapons/arms/v_arms_mechanic_new.mdl"
"Producer" "models/weapons/arms/v_arms_producer_new.mdl"
"Gambler" "models/weapons/arms/v_arms_gambler_new.mdl"
"Manager" "models/weapons/arms/v_arms_louis.mdl"
"Biker" "models/weapons/arms/v_arms_francis.mdl"
"TeenGirl" "models/weapons/arms/v_arms_zoey.mdl"
"NamVet" "models/weapons/arms/v_arms_bill.mdl"
}
"anim_prefix" "anim"
"bucket" "0"
"bucket_position" "0"
"clip_size" "8"
"primary_ammo" "AMMO_TYPE_SHOTGUN"
"secondary_ammo" "None"
"weight" "20"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "Shotgun.Fire"
//"reload" "Shotgun.WorldReloadShell"
//"reload_pump" "Shotgun.WorldReloadPump"
"shoot_incendiary" "Shotgun.FireIncendiary"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "vgui/hud/icon_pumpshotgun"
"x" "0"
"width" "256"
"height" "64"
}
"ammo"
{
"file" "vgui/hud/iconsheet2"
"x" "0"
"y" "128"
"width" "64"
"height" "64"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
ModelBounds
{
Viewmodel
{
Mins "-13 -3 -13"
Maxs "26 10 -3"
}
World
{
Mins "-9 -8 -5"
Maxs "28 9 9"
}
}
}