// Missile Launcher

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"		"#HL2_RPG"
	"viewmodel"		"models/weapons/v_rpg.mdl"
	"playermodel"	"models/weapons/w_rocket_launcher.mdl"
	"anim_prefix"	"missile launcher"

	"bucket"				"4"
	"bucket_position"		"1"
	"bucket_360"			"3"
	"bucket_position_360"	"1"

	"clip_size"			"-1"
	"clip2_size"		"-1"
	"default_clip"		"3"
	"default_clip2"		"-1"
	"primary_ammo"		"rpg_round"
	"secondary_ammo"	"None"

	"autoswitchfrom"	"0"
	"autoswitchto"		"0"

	"weight"		"0"
	"item_flags"	"0"
	"damage"		"150"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"reload"			"Weapon_RPG.Reload"
		"reload_npc"		"Weapon_RPG.Reload"
		"single_shot"		"Weapon_RPG.Single"
		"single_shot_npc"	"Weapon_RPG.NPC_Single"
		//Laser on
		"special1"			"Weapon_RPG.LaserOn"
		//Laser off
		"special2"			"Weapon_RPG.LaserOff"
		"empty"				"Weapon_SMG1.Empty"
	}

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