WeaponData
{
	// Weapon characteristics:
	"Damage"			"42"		// damage per bullet
	"Bullets"			"1"		// bullets per shoot
	"CycleTime"			"0.1"		// time between shoots
	"FireSpread"			"0.01"
	"FireSpreadCrouch"		"0.006"
	"FireSpreadJump"		"0.035"
	"MaxSpread"			"0.075"

	"AccuracyTime"			"0.1"
	"MaxAccuracyTime"		"0.75"

	// WalkSpeed = speed while walking or zoomed (default 95)
	// ShootSpeed = speed while shooting (defaults to same as WalkSpeed)
	// RunSpeed = speed otherwise (defaults to 180)
	"ShootSpeed"			"160"

	"CanZoom"			"0"
	"CanBludgeon"			"1"
	"PlayerAnimationExtension" 	"pistol"
	
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"#WPN_NPIST"
	"viewmodel"			"models/weapons/v_gm_handgun.mdl"
	"playermodel"			"models/weapons/w_gm_handgun.mdl"
	
	"anim_prefix"			"anim"
	"bucket"			"1"
	"bucket_position"		"0"

	"clip_size"			"11"
	
	"primary_ammo"			"PistolRounds"
	//"secondary_ammo"		"None"

	"weight"			"2"
	"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"			"UTFAR.DryFire"
		"reload"		"NGMPistol.Reload"
		"draw"			"NGMPistol.Draw"
		"melee_hit"		"NGMPistol.Bludgeon"
		"melee_miss"		"NGMPistol.BludgeonMiss"
		"single_shot"		"NGMPistol.SingleShot"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"hud/weapons/gm_pistol_inactive"
				"x"		"0"
				"y"		"0"
				"width"		"256"
				"height"	"128"
		}
		"weapon_s"
		{	
				"file"		"hud/weapons/gm_pistol_active"
				"x"		"0"
				"y"		"0"
				"width"		"256"
				"height"	"128"
		}
		"ammo"
		{
				"font"		"CSTypeDeath"
				"character"	"R"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"		"0"
				"y"		"48"
				"width"		"24"
				"height"	"24"
		}
	}
	ModelBounds
	{
		Viewmodel
		{
			Mins	"-10 -4 -13"
			Maxs	"21 9 -1"
		}
		World
		{
			Mins	"-10 -7 -6"
			Maxs	"22 8 9"
		}
	}
}