WeaponData
{
    // particle muzzle flash effect to play when fired
    MuzzleFlashEffect_1stPerson     weapon_muzzle_flash_pistol
    MuzzleFlashEffect_3rdPerson     weapon_muzzle_flash_pistol
    HeatEffect                      weapon_muzzle_smoke
    HeatPerShot                     0.3

    // model for the shell casing to eject when we fire bullets
    EjectBrassEffect                weapon_shell_casing_9mm

    // the tracer particle effect and frequency
    TracerEffect                    weapon_tracers_pistol
    // 0 = never, 1 = every shot, 2 = every other, etc
    TracerFrequency                 1

    MaxPlayerSpeed                  240
    WeaponType                      Pistol
    FullAuto                        0
    WeaponPrice                     200
    WeaponArmorRatio                1.01
    CrosshairMinDistance            8
    CrosshairDeltaDistance          3
    Team                            CT
    BuiltRightHanded                1
    PlayerAnimationExtension        pistol
        
    CanEquipWithShield              1
        
    // Weapon characteristics:
    Penetration                     1
    Damage                          35
    Range                           4096
    RangeModifier                   0.91
    Bullets                         1
    CycleTime                       0.17

    FlinchVelocityModifierLarge     0.50
    FlinchVelocityModifierSmall     0.65
        
    // accuracy model parameters
    Spread                          2.00
    InaccuracyCrouch                3.68
    InaccuracyStand                 4.90
    InaccuracyJump                  0.638
    InaccuracyLand                  0.191
    InaccuracyLadder                138.32
    InaccuracyFire                  50.00
    InaccuracyMove                  13.00
                                     
    SpreadAlt                       1.50
    InaccuracyCrouchAlt             3.68
    InaccuracyStandAlt              4.90
    InaccuracyJumpAlt               0.660
    InaccuracyLandAlt               0.198
    InaccuracyLadderAlt             119.90
    InaccuracyFireAlt               13.15
    InaccuracyMoveAlt               13.87
                                    
    RecoveryTimeCrouch              0.291277
    RecoveryTimeStand               0.349532
    
    RecoilAngle                     0
    RecoilAngleVariance             0
    RecoilMagnitude                 26
    RecoilMagnitudeVariance         0
    RecoilSeed                      5426
        
    // Weapon data is loaded by both the Game and Client DLLs.
    printname                       #SFUI_WPNHUD_HKP2000
    viewmodel                       models/weapons/v_pist_hkp2000.mdl
    playermodel                     models/weapons/w_pist_hkp2000.mdl
    anim_prefix                     anim
    bucket                          1
    bucket_position                 1

    clip_size                       13
    
    primary_ammo                    BULLET_PLAYER_357SIG
    secondary_ammo                  None

    weight                          5
    item_flags                      0
    
    rumble                          1

    // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 single_shot sounds)
    SoundData
    {
        //reload                    Default.Reload
        //empty                     Default.ClipEmpty_Rifle
        single_shot                 Weapon_hkp2000.Single
    }

    // Weapon Sprite data is loaded by the Client DLL.
    TextureData
    {
        weapon
        {
                font        CSweaponsSmall
                character   Y
        }
        weapon_s
        {   
                font        CSweapons
                character   Y
        }
        ammo
        {
                font        CSTypeDeath
                character   T
        }
        crosshair
        {
                file        sprites/crosshairs
                x           0
                y           48
                width       24
                height      24
        }
        autoaim
        {
                file        sprites/crosshairs
                x           0
                y           48
                width       24
                height      24
        }
    }
    ModelBounds
    {
        Viewmodel
        {
            Mins    "-8 -3 -14"
            Maxs    "17 9 0"
        }
        World
        {
            Mins    "-1 -3 -2"
            Maxs    "10 3 5"
        }
    }
}
