Template:PatchDiff/August 2, 2012 Patch/team fortress 2 content.gcf/tf/scripts/tf weapon sapper.ctx

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N/A1WeaponData
N/A2{
N/A3 // Attributes Base.
N/A4 "printname" "#TF_Weapon_Builder"
N/A5 "BuiltRightHanded" "0"
N/A6 "weight" "1"
N/A7 "WeaponType" "building"
N/A8 "ITEM_FLAG_NOITEMPICKUP" "1"
N/A9 
N/A10 // Ammo & Clip
N/A11 "primary_ammo" "None"
N/A12 "secondary_ammo" "None"
N/A13 
N/A14 // Buckets.
N/A15 "bucket" "5"
N/A16 "bucket_position" "0"
N/A17 
N/A18 // Model & Animation
N/A19 "viewmodel" "models/weapons/v_models/v_sd_sapper_spy.mdl"
N/A20 "playermodel" "models/weapons/w_models/w_sd_sapper.mdl"
N/A21 "anim_prefix" "building"
N/A22 
N/A23 "HasTeamSkins_Viewmodel" "1"
N/A24 "HasTeamSkins_Worldmodel" "1"
N/A25 
N/A26 
N/A27 // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
N/A28 SoundData
N/A29 {
N/A30 }
N/A31 
N/A32 // Weapon Sprite data is loaded by the Client DLL.
N/A33 TextureData
N/A34 {
N/A35 "weapon"
N/A36 {
N/A37 "font" "WeaponIcons"
N/A38 "character" "c"
N/A39 }
N/A40 "weapon_s"
N/A41 {
N/A42 "font" "WeaponIcons"
N/A43 "character" "c"
N/A44 }
N/A45 
N/A46 "ammo"
N/A47 {
N/A48 "file" "sprites/a_icons1"
N/A49 "x" "55"
N/A50 "y" "60"
N/A51 "width" "73"
N/A52 "height" "15"
N/A53 }
N/A54 
N/A55 "crosshair"
N/A56 {
N/A57 "file" "sprites/crosshairs"
N/A58 "x" "0"
N/A59 "y" "48"
N/A60 "width" "24"
N/A61 "height" "24"
N/A62 }
N/A63 
N/A64 "autoaim"
N/A65 {
N/A66 "file" "sprites/crosshairs"
N/A67 "x" "0"
N/A68 "y" "48"
N/A69 "width" "24"
N/A70 "height" "24"
N/A71 }
N/A72 }
N/A73}