WeaponData
{
	primary_weapon
	{
		damage
		{
			"player"				"0"
			"structure"			"-50"
		}
		
		projectile
		{
			"start_up"			"0"
			"start_forward"		"32"
			"start_right"		"0"
		}		
				
		melee
		{
			"min_angle"			"45"
			"max_angle"			"90"
			"radius_damage"			"50"
			"punch"				"0"
		}
		
		sound
		{
			"miss"				"weapon.ant.repair"
			"swing"				"weapon.ant.repair"
			"hit"				"structure.regenerate"
		}
		
		"stamina"				"10"
		"hold_time"				"0"
		"cycle_time"			"1"
		"charge_hold_release"	"0"
	}
	
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"#weapon_ant_worker_repair"
	"viewmodel"			"models/weapons/ant/v_carpenter_jaws.mdl"
	"anim_prefix"		""
	"bucket"			"1"
	"bucket_position"	"1"

	"clip_size"			"-1"
	"primary_ammo"		"None"

	"weight"			"0"
	"item_flags"		"0"
	"autoswitchto"			"1"
	"autoswitchfrom"		"1"

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"font"		"WeaponIcons"
				"character"	"c"
		}
		"weapon_s"
		{	
				"font"		"WeaponIconsSelected"
				"character"	"c"
		}
		"ammo"
		{
				"font"		"WeaponIcons"
				"character"	"c"
		}
		"ammo2"
		{
			"file"		"sprites/640hud7"
			"x"			"48"
			"y"			"72"
			"width"		"24"
			"height"	"24"
		}
		"crosshair"
		{
				"font"		"Crosshairs"
				"character"	"Q"
		}
		"autoaim"
		{
			"file"		"sprites/crosshairs"
			"x"			"0"
			"y"			"48"
			"width"		"24"
			"height"	"24"
		}
	}
}