// Crowbar

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"	"#HL2_OICW"
	"viewmodel"				"models/weapons/v_oicw.mdl"
	"playermodel"			"models/weapons/w_oicw.mdl"
	"anim_prefix"			"crowbar"
	"bucket"				"2"
	"bucket_position"		"6"

	"clip_size"				"30"
	"primary_ammo"			"SMG1"
	"secondary_ammo"		"SMG1_Grenade"

	"weight"				"0"
	"item_flags"			"0"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"empty"				"Weapon_OICW.Empty"
		"reload"			"Weapon_OICW.Reload"
		"single_shot"		"Weapon_OICW.Single"
		//Shot when zoomed in
		"burst"				"Weapon_OICW.ZoomedShot"
		//Zoom in
		"special1"			"Weapon_OICW.Special1"
		//Zoom out
		"special2"			"Weapon_OICW.Special2"
		"double_shot"		"Weapon_OICW.Double"

		// NPC SECTION
		"single_shot_npc"	"Weapon_OICW.NPC_Single"
		"reload_npc"		"Weapon_OICW.NPC_Reload"
		"double_shot_npc"	"Weapon_OICW.NPC_Double"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"font"		"WeaponIcons"
				"character"	"f"
		}
		"weapon_s"
		{	
				"font"		"WeaponIconsSelected"
				"character"	"f"
		}
		"ammo"
		{
				"font"		"WeaponIcons"
				"character"	"p"
		}
		"ammo2"
		{
				"font"		"WeaponIconsSmall"
				"character"	"t"
		}
		"crosshair"
		{
				"font"		"Crosshairs"
				"character"	"Q"
		}
		"autoaim"
		{
			"file"		"sprites/crosshairs"
			"x"			"0"
			"y"			"48"
			"width"		"24"
			"height"	"24"
		}
	}
}