- MPropertyDescription: "The name of the weapon entity to spawn for this NPC weapon."
- MPropertyDescription: "Model used on the ground or held by an entity"MPropertyProvidesEditContextString: "ToolEditContext_ID_VMDL"MPropertyStartGroup: "Visuals"
- m_sToolsOnlyOwnerModelName: CResourceNameTyped< CWeakHandle< InfoForResourceTypeCModel > >248 (0xF8)MPropertyDescription: "Model used by the tools only to populate comboboxes for things like animgraph parameter pickers"
- MPropertyDescription: "Was the weapon was built right-handed?"
- MPropertyDescription: "Allows flipping the model, regardless of whether it is built left or right handed"
- MPropertyDescription: "Attachment to fire bullets from"
- m_szMuzzleFlashParticle: CResourceNameTyped< CWeakHandle< InfoForResourceTypeIParticleSystemDefinition > >512 (0x0200)MPropertyDescription: "Effect when firing this weapon"
- MPropertyDescription: "Effect Config for Muzzle Flash - if set, will use this config specified in the particle effect, using whatever CP configuration is specified there, vdata muzzleflash attachment will be ignored"MPropertyAttributeEditor: "ParticleConfigName()"MPropertyEditContextOverrideKey: "ToolEditContext_ID_VPCF"
- m_szBarrelSmokeParticle: CResourceNameTyped< CWeakHandle< InfoForResourceTypeIParticleSystemDefinition > >744 (0x02E8)MPropertyDescription: "Barrel smoke after firing this weapon"
- MPropertyDescription: "Barrel smoke shot threshold to create smoke"
- MPropertyDescription: "Barrel smoke shot timeout"
- MPropertyDescription: "Barrel smoke decrement rate when not firing"
- MPropertyDescription: "Should both primary and secondary attacks be cooled down together (so cooling down primary attack would cooldown both primary + secondary attacks)?"MPropertyStartGroup: "Behavior"
- MPropertyDescription: "This value used to determine this weapon's importance in autoselection"
- MPropertyDescription: "Whether this weapon is safe to automatically switch to (should be false for eg. explosives that can the player may accidentally hurt themselves with)"MPropertyFriendlyName: "Safe To Auto-Switch To"
- MPropertyFriendlyName: "Safe To Auto-Switch Away From"
- MPropertyAttributeEditor: "VDataChoice( scripts/ammo.vdata )"MPropertyCustomFGDType: "string"MPropertyStartGroup: "Ammo"
- MPropertyAttributeEditor: "VDataChoice( scripts/ammo.vdata )"MPropertyCustomFGDType: "string"
- MPropertyDescription: "How many bullets this gun can fire before it reloads (0 if no clip)"MPropertyFriendlyName: "Primary Clip Size"MPropertyAttributeRange: "0 255"
- MPropertyDescription: "How many secondary bullets this gun can fire before it reloads (0 if no clip)"MPropertyFriendlyName: "Secondary Clip Size"MPropertyAttributeRange: "0 255"
- MPropertyDescription: "Primary Initial Clip (-1 means use clip size)"MPropertyAttributeRange: "-1 255"
- MPropertyDescription: "Secondary Initial Clip (-1 means use clip size)"MPropertyAttributeRange: "-1 255"
- MPropertyDescription: "Indicates whether to treat reserve ammo as clips (reloads) instead of raw bullets"
- MPropertyDescription: "Regardless of ammo position, we'll always use clip1 as where our bullets come from"
- MPropertyDescription: "Indicates whether to keep any loaded ammo in the weapon on reload"
- MPropertyStartGroup: "UI"
- MPropertyDescription: "Which 'column' to display this weapon in the HUD"MPropertyFriendlyName: "HUD Bucket"
- MPropertyDescription: "Which 'row' to display this weapon in the HUD"MPropertyFriendlyName: "HUD Bucket Position"
- MPropertyStartGroup: "Sounds"