// Assault Rifle 2

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"		"#HL2_Pulse_Rifle"
	"viewmodel"		"models/weapons/v_irifle.mdl"
	"playermodel"	"models/weapons/w_irifle.mdl"
	"anim_prefix"	"ar2"

	"bucket"				"2"
	"bucket_position"		"1"
	"bucket_360"			"1"
	"bucket_position_360"	"2"

	"clip_size"			"30"
	"default_clip"		"30"
	"clip2_size"		"-1"
	"default_clip2"		"-1"
	"primary_ammo"		"AR2"
	"secondary_ammo"	"AR2AltFire"

	"weight"		"5"
	"rumble"		"4"
	"item_flags"	"0"
	"damage"		"11"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"special1"		"Weapon_CombineGuard.Special1"
		"empty"			"Weapon_IRifle.Empty"
		"double_shot"	"Weapon_IRifle.Single"
		"reload"		"Weapon_AR2.Reload"
		"single_shot"	"Weapon_AR2.Single"

		// NPC SECTION
		"single_shot_npc"	"Weapon_AR2.NPC_Single"
		"reload_npc"		"Weapon_AR2.NPC_Reload"
		"double_shot_npc"	"Weapon_AR2.NPC_Double"
	}

	TextureData // Weapon Sprite data is loaded by the Client DLL.
	{
		"weapon"
		{
			"font"		"WeaponIcons"
			"character"	"G"
		}
		"weapon_s"
		{
			"font"		"WeaponIconsSelected"
			"character"	"G"
		}
		"weapon_small"
		{
			"font"		"HPH_HUD_PickupIcons"
			"character"	"G"
		}
		"ammo"
		{
			"font"		"HPH_HUD_PickupIcons"
			"character"	"R"
		}
		"ammo2"
		{
			"font"		"HPH_HUD_PickupIcons"
			"character"	"S"
		}
		"crosshair"
		{
			"font"		"HPH_HUD_AmmoIcons"
			"character"	"G"
		}
		"autoaim"
		{
			"font"		"HPH_HUD_AmmoIcons"
			"character"	"G"
		}
	}
}
