

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"				"Sniper"
	"viewmodel"				"models/weapons/v_sniper.mdl"
	"playermodel"			"models/weapons/w_sniper.mdl"
	"anim_prefix"			"smg2"
	"bucket"				"3"
	"bucket_position"		"1"

	"clip_size"				"5"
	"clip2_size"			"-1"

	"default_clip"			"5"
	"default_clip2"			"-1"

	"primary_ammo"			"SniperAmmo"
	"secondary_ammo"		""

	"weight"			"3"
	"item_flags"			"0"
	"damage"			"115"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"reload"				"sniper.reload"
		"reload_npc"			"sniper.reload"
		"empty"					"p90.empty"
		"single_shot"			"sniper.fire"
		"single_shot_npc"		"sniper.fire"
		"special1"				"sniper.fire"
		"special2"				"sniper.fire"
		"double_shot"			"sniper.fire"
		"burst"					"sniper.fire"
	}

        	//IRONSOGHTS
 	ExpOffset
   	{
      		"x"   			"-9.2" //forward/backward
      		"y"   			"-6.05"  //sideways
      		"z"   			"1.25"     //up/down
   	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"hud/weapons/sniper"
				"x"		"97"
				"y"		"0"
				"width"		"159"
				"height"	"64"
		}
		"weapon_s"
		{	
				"file"		"hud/weapons/sniper"
				"x"		"97"
				"y"		"0"
				"width"		"159"
				"height"	"64"
		}
		"ammo"
		{
				"file"		"hud/weapons/sniper"
				"x"		"0"
				"y"		"0"
				"width"		"64"
				"height"	"64"
		}
		"crosshair"
		{
				"font"		"rien"
				"character"	"0"
		}
		"autoaim"
		{
				//Pas de crosshair
				"file"		"sprites/rien"
				"x"			"0"
				"y"			"0"
				"width"		"0"
				"height"	"0"
		}
	}
}