// Pistol

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"		"bt_boltpistol"
	"viewmodel"		"models/weapon/v_bt_boltpistol.mdl"
	"playermodel"	"models/weapon/w_bt_boltpistol.mdl"
	"anim_prefix"	"pistol"
	"bucket"		"1"
	"bucket_position"	"9"

	"clip_size"		"18"
	"primary_ammo"	"Pistol"
	"secondary_ammo"	"None"

	"weight"		"2"
	"item_flags"	"0"
	"damage"		"8"

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

		"reload"		"Weapon_Pistol.Reload"
		"reload_npc"	"Weapon_Pistol.NPC_Reload"
		"empty"		"Weapon_Pistol.Empty"
		"single_shot"	"Weapon_Pistol.Single"
		"single_shot_npc"	"Weapon_Pistol.NPC_Single"
		"special1"		"Weapon_Pistol.Special1"
		"special2"		"Weapon_Pistol.Special2"
		"burst"		"Weapon_Pistol.Burst"
	}

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