Weapon Definitions 0.08
4  3  8			// There are 4 weapon categories, 8 weapons and 3 Projectile models

CATEGORIES:		// Names of the categories
Pistols
SMGs
Rifles
Explos

PROJECTILES:
37  17			// model from global materyal index & texture
38  19
39  19

WEAPONS:
Weapon 0:
357			// Weapon Name
0			// Weapon category
21 1			// Model for World weapon  (from global materyal index)
22 1			// Model for GUI weapon    (from global materyal index)
0			// Is it full-auto
7			// Magazine capacity
3.0			// Reload time (seconds)
25  			// Damage per projectile
15			// Percentage of random power loss(like dmg: 40-45)
60			// Rate of fire(as RPM, rounds per minute)
20  2.0			// Recoil amount(cm), return_speed(sec)
C_BULLET		// Projectile Type
0			// Projectile model
350.0   -1		// Projectile speed. For NPCs/player. m/sec (-1:  hyper-speed, invisible)
1 1			// Fired from eye (or gun) (for player & for NPCs)
0.1 -0.2 -0.5		// Gun position for player
0			// Damage Radius (as meters, zero means non-explosive)
1			// Number of projectiles per shot
0.01			// Inaccuracy (In angles)
5			// Self_destruct time(bullets dissappear, rockets explode) (in seconds)
0			// Is first shot accurate? (only player_fullauto, marksmanship counts)
1			// Zoom amount(parsed as integer)
1			// Does it leave decal (int->bool)
0			// Is this a guided weapon
150.0			// Sound range
3.0			// Fly-By Sound Range
1			// Firing sound
2			// Reloading sound
24 1.0			// Explosion Sound (Not used if not explosive)

Weapon 1:
Glock			// Weapon Name
0			// Weapon category
23 1			// Model for World weapon
24 1			// Model for GUI weapon
0			// Is it full-auto
18			// Magazine capacity
1.5			// Reload time (seconds)
10  			// Damage per projectile
15			// Percentage of random power loss(like dmg: 40-45)
600			// Rate of fire(as RPM, rounds per minute)
10  0.2			// Recoil amount(cm), return_speed(sec)
C_BULLET		// Projectile Type
0			// Projectile model
100.0   -1		// Projectile speed. For NPCs/player. m/sec (-1:  hyper-speed, invisible)
1 1			// Fired from eye (or gun) (for player & for NPCs)
0.1 -0.2 -0.5		// Gun position for player
0			// Damage Radius (as meters, zero means non-explosive)
1			// Number of projectiles per shot
0.3			// Inaccuracy (In angles)
5			// Self_destruct time(bullets dissappear, rockets explode) (in seconds)
0			// Is first shot accurate?  (only player_fullauto, marksmanship counts)
1			// Zoom amount(parsed as integer)
1			// Does it leave decal (int->bool)
0			// Is this a guided weapon
150.0			// Sound range
20  3.0			// Fly-By Sound & Range
3			// Firing sound
4			// Reloading sound
24 1.0			// Explosion Sound (Not used if not explosive)

Weapon 2:
Uzi			// Weapon Name
1			// Weapon category
25 21			// Model for World weapon
26 21			// Model for GUI weapon
1			// Is it full-auto
32			// Magazine capacity
2.0			// Reload time (seconds)
10  			// Damage per projectile
15			// Percentage of random power loss(like dmg: 40-45)
600			// Rate of fire(as RPM, rounds per minute)
15  0.5			// Recoil amount(cm), return_speed(sec)
C_BULLET		// Projectile Type
0			// Projectile model
150.0   150.0		// Projectile speed. For NPCs/player. m/sec (-1:  hyper-speed, invisible)
0 1			// Fired from eye (or gun) (for player & for NPCs)
0.12 -0.2 -0.5		// Gun position for player
0			// Damage Radius (as meters, zero means non-explosive)
1			// Number of projectiles per shot
0.8			// Inaccuracy (In angles)
5			// Self_destruct time(bullets dissappear, rockets explode) (in seconds)
0			// Is first shot accurate? (only player_fullauto, marksmanship counts)
1			// Zoom amount(parsed as integer)
1			// Does it leave decal (int->bool)
0			// Is this a guided weapon
5.0			// Sound range
20  3.0			// Fly-By Sound & Range
5			// Firing sound
6			// Reloading sound
24 1.0			// Explosion Sound (Not used if not explosive)

Weapon 3:
UMP45			// Weapon Name
1			// Weapon category
27 21			// Model for World weapon
28 21			// Model for GUI weapon
1			// Is it full-auto
25			// Magazine capacity
2.0			// Reload time (seconds)
20  			// Damage per projectile
15			// Percentage of random power loss(like dmg: 40-45)
350			// Rate of fire(as RPM, rounds per minute)
20  2			// Recoil amount(cm), return_speed(sec)
C_BULLET		// Projectile Type
0			// Projectile model
200.0   -1		// Projectile speed. For NPCs/player. m/sec (-1:  hyper-speed, invisible)
1 1			// Fired from eye (or gun) (for player & for NPCs)
0.15 -0.2 -0.5		// Gun position for player
0			// Damage Radius (as meters, zero means non-explosive)
1			// Number of projectiles per shot
0.5			// Inaccuracy (In angles)
5			// Self_destruct time(bullets dissappear, rockets explode) (in seconds)
1			// Is first shot accurate? (only player_fullauto, marksmanship counts)
1			// Zoom amount(parsed as integer)
1			// Does it leave decal (int->bool)
0			// Is this a guided weapon
150.0			// Sound range
20  3.0			// Fly-By Sound & Range
7			// Firing sound
8			// Reloading sound
24 1.0			// Explosion Sound (Not used if not explosive)

Weapon 4:
AK47			// Weapon Name
2			// Weapon category
29 21			// Model for World weapon
30 21			// Model for GUI weapon
1			// Is it full-auto
30			// Magazine capacity
2.5			// Reload time (seconds)
28 			// Damage per projectile
15			// Percentage of random power loss(like dmg: 40-45)
500			// Rate of fire(as RPM, rounds per minute)
15  0.5			// Recoil amount(cm), return_speed(sec)
C_BULLET		// Projectile Type
0			// Projectile model
350.0   800.0		// Projectile speed. For NPCs/player. m/sec (-1:  hyper-speed, invisible)
1 1			// Fired from eye (or gun) (for player & for NPCs)
0.1 -0.2 -0.5		// Gun position for player
0			// Damage Radius (as meters, zero means non-explosive)
1			// Number of projectiles per shot
0.40			// Inaccuracy (In angles)
5			// Self_destruct time(bullets dissappear, rockets explode) (in seconds)
1			// Is first shot accurate?  (only player_fullauto, marksmanship counts)
4			// Zoom amount(parsed as integer)
1			// Does it leave decal (int->bool)
0			// Is this a guided weapon
200.0			// Sound range
20  3.0			// Fly-By Sound & Range
9			// Firing sound
10			// Reloading sound
24 1.0			// Explosion Sound (Not used if not explosive)

Weapon 5:
SPAS			// Weapon Name
2			// Weapon category
31 1			// Model for World weapon
32 1			// Model for GUI weapon
0			// Is it full-auto
7			// Magazine capacity
6.0			// Reload time (seconds)
10  			// Damage per projectile
15			// Percentage of random power loss(like dmg: 40-45)
60			// Rate of fire(as RPM, rounds per minute)
40  1.0			// Recoil amount(cm), return_speed(sec)
C_BULLET		// Projectile Type
0			// Projectile model
200   200		// Projectile speed. For NPCs/player. m/sec (-1:  hyper-speed, invisible)
0 1			// Fired from eye (or gun) (for player & for NPCs)
0.1 -0.2 -0.5		// Gun position for player
0			// Damage Radius (as meters, zero means non-explosive)
7			// Number of projectiles per shot
0.7			// Inaccuracy (In angles)
5			// Self_destruct time(bullets dissappear, rockets explode) (in seconds)
0			// Is first shot accurate?  (only player_fullauto, marksmanship counts)
1			// Zoom amount(parsed as integer)
1			// Does it leave decal (int->bool)
0			// Is this a guided weapon
200.0			// Sound range
20  3.0			// Fly-By Sound & Range
11			// Firing sound
12			// Reloading sound
24 1.0			// Explosion Sound (Not used if not explosive)

Weapon 6:
RPG			// Weapon Name
3			// Weapon category
33 21			// Model for World weapon
42 21			// Model for GUI weapon
0			// Is it full-auto
4			// Magazine capacity
5.0			// Reload time (seconds)
100  			// Damage per projectile
5			// Percentage of random power loss(like dmg: 40-45)
60			// Rate of fire(as RPM, rounds per minute)
1  0.1			// Recoil amount(cm), return_speed(sec)
C_ROCKET		// Projectile Type
1			// Projectile model
25.0   25.0		// Projectile speed. For NPCs/player. m/sec (-1:  hyper-speed, invisible)
0 1			// Fired from eye (or gun) (for player & for NPCs)
0.24 0.02 -0.5		// Gun position for player
6.0			// Damage Radius (as meters, zero means non-explosive)
1			// Number of projectiles per shot
0.001			// Inaccuracy (In angles)
10			// Self_destruct time(bullets dissappear, rockets explode) (in seconds)
0			// Is first shot accurate?  (only player_fullauto, marksmanship counts)
4			// Zoom amount(parsed as integer)
0			// Does it leave decal (int->bool)
1			// Is this a guided weapon
150.0  15.0  70.0  50.0 // detection_range, detection_angle, seeker_angle, rate_of_turn(ang/sec)
3			// How long can it stay locked on an out-of-sight target (in seconds)
1.0			// Proximity fuse range
26 27 28 29 30		// Guidance sounds: locked/target_lost/guidance_on/guidance_off
95.0			// Sound range
22  50.0		// Fly-By Sound & Range
13			// Firing sound
14			// Reloading sound
25 500.0		// Explosion Sound (Not used if not explosive)

Weapon 7:
MRL			// Weapon Name
3			// Weapon category
35 21			// Model for World weapon
36 21			// Model for GUI weapon
1			// Is it full-auto
50			// Magazine capacity
4.0			// Reload time (seconds)
25  			// Damage per projectile
10			// Percentage of random power loss(like dmg: 40-45)
500			// Rate of fire(as RPM, rounds per minute)
0.1  0.1		// Recoil amount(cm), return_speed(sec)
C_ROCKET		// Projectile Type
2			// Projectile model
40.0   30.0 	 	// Projectile speed. For NPCs/player. m/sec (-1:  hyper-speed, invisible)
0 1			// Fired from eye (or gun) (for player & for NPCs)
0.15 -0.22 -0.5		// Gun position for player
3.0			// Damage Radius (as meters, zero means non-explosive)
1			// Number of projectiles per shot
0.1			// Inaccuracy (In angles)
10			// Self_destruct time(bullets dissappear, rockets explode) (in seconds)
1			// Is first shot accurate?  (only player_fullauto, marksmanship counts)
1			// Zoom amount(parsed as integer)
0			// Does it leave decal (int->bool)
1			// Is this a guided weapon
150.0  15.0  70.0  50.0 // detection_range, detection_angle, seeker_angle, rate_of_turn(ang/sec)
3			// How long can it stay locked on an out-of-sight target (in seconds)
1.0			// Proximity fuse range
26 27 28 29 30		// Guidance sounds: locked/target_lost/guidance_on/guidance_off
100.0			// Sound range
21  15.0		// Fly-By Sound & Range
15			// Firing sound
16			// Reloading sound
24 200.0		// Explosion Sound (Not used if not explosive)

// extra line is necessary.