// Shotgun

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"	"#HL2_Shotgun"
	"viewmodel"				"models/weapons/v_shotgun.mdl"
	"playermodel"			"models/weapons/w_shotgun.mdl"
	"anim_prefix"			"shotgun"
	"bucket"				"3"
	"bucket_position"		"0"
	"bucket_360"			"1"
	"bucket_position_360"	"1"

	"clip_size"				"8"
	"primary_ammo"			"Buckshot"
	"secondary_ammo"		"None"

	"weight"				"4"
	"rumble"			"5"
	"item_flags"			"0"

//        IronSight
//	{
//		"forward"		"-5"
//		"right"		"-1"
//		"up"		"1.5"
//		"roll"		"0.5"
//		"pitch"		"-1"
//		"yaw"		"1"
//		"fov"		"-15"
//		"time"		"0.30"
//		"crosshair"	"1"
//		"chromatic"	"3.5"
//		"blur"		"1.0"
//	}

        IronSight
	{
		"forward"		"-3"
		"right"		"-1.4"
		"up"		"0.5"
		"roll"		"-4.20"
		"pitch"		"-2"
		"yaw"		"2"
		"fov"		"-20"
		"time"		"0.30"
		"crosshair"	"1"
		"chromatic"	"3.5"
		"blur"		"1.0"
	}

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{

		"empty"				"Weapon_Shotgun.Empty"
		"reload"			"Weapon_Shotgun.Reload"
		"special1"			"Weapon_Shotgun.Special1"
		"single_shot"		"Weapon_Shotgun.Single"
		"double_shot"		"Weapon_Shotgun.Double"
		// NPC WEAPON SOUNDS
		"reload_npc"		"Weapon_Shotgun.NPC_Reload"
		"single_shot_npc"	"Weapon_Shotgun.NPC_Single"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"font"		"WeaponIcons"
				"character"	"b"
		}
		"weapon_s"
		{	
				"font"		"WeaponIconsSelected"
				"character"	"b"
		}
		"weapon_small"
		{
				"font"		"WeaponIconsSmall"
				"character"	"b"
		}
		"ammo"
		{
				"font"		"WeaponIconsSmall"
				"character"	"s"
		}
		"crosshair"
		{
				"font"		"HL2MModCrosshairs"
				"character"	"6"
		}
		"zoom"
		{
				"font"		"HL2MModCrosshairs"
				"character"	"7"
		}

		"autoaim"
		{
				"font"		"HL2MModCrosshairs"
				"character"	"7"
		}
		"zoom_autoaim"
		{
				"font"		"HL2MModCrosshairs"
				"character"	"7"
		}
	}
}