// Pistol

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"#Staff_Weapon"
	"viewmodel"			"models/weapons/v_models/v_staff.mdl"
	"playermodel"		"models/weapons/w_staff_weapon.mdl"
	"anim_prefix"		"pistol"
	"bucket"			"2"
	"bucket_position"	"2"

	"clip_size"		"1"
	"primary_ammo"		"None"
	"secondary_ammo"	"None"

	"weight"			"4"
	"item_flags"			"0"
	"damage"			"8"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{

		"reload"		""
		"reload_npc"		""
		"empty"			"Weapon_Pistol.Empty"
		"single_shot"		"staff.fire"
		"single_shot_npc"	"staff.fire"
		"special1"		"staff.draw"
		"special2"		""
		"burst"			"staff.fire"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"hud/weapons/staff"
				"x"			"112"
				"y"			"0"
				"width"		"144"
				"height"	"60"
		}
		"weapon_s"
		{	
				"file"		"hud/weapons/staff"
				"x"			"112"
				"y"			"0"
				"width"		"144"
				"height"	"60"
		}
		"ammo"
		{
				"file"		"hud/weapons/staff"
				"x"			"112"
				"y"			"0"
				"width"		"144"
				"height"	"60"
		}
		"crosshair"
		{
				"file"		"crosshair/lance"
				"x"			"0"
				"y"			"0"
				"width"		"64"
				"height"	"64"
		}
		"autoaim"
		{
				"file"		"crosshair/lance"
				"x"			"0"
				"y"			"0"
				"width"		"64"
				"height"	"64"
		}
	}
}