- MPropertyDescription: "Bullet Damage"MPropertyStartGroup: "Firing Behavior"
- MPropertyDescription: "Damage Type"
- MPropertyDescription: "Number of bullets to fire per shot"
- MPropertyDescription: "Max to fire upon SplitShot (-1 = use default)"
- MPropertyDescription: "Override Angle of Split shots left and right most bullets"
- MPropertyDescription: "If true, take full damage when hit by any of the bullets rather than being split across all bullets."
- MPropertyDescription: "How many bullets must hit an orb in order to fully claim it."
- MPropertyDescription: "If > 0, this bullet will apply its damage in a radius where it impacts (this is how to make something like a rocket)."
- MPropertyDescription: "Damage scale at the extent of the explosion radius."MPropertyAttributeRange: "0 1"MPropertySuppressExpr: "m_flExplosionRadius == 0"
- MPropertyDescription: "Does the explosion collect gold (i.e soul orbs)?"MPropertySuppressExpr: "m_flExplosionRadius == 0"
- MPropertyDescription: "Clip Size"
- MPropertyDescription: "The time between shots. In burst it's the time between starting a new burst."
- MPropertyDescription: "A delay after triggering a shot when the bullets comes out."
- MPropertyDescription: "How many shots to fire per burst"
- MPropertyDescription: "The time between shoots within a burst"MPropertySuppressExpr: "m_iBurstShotCount == 1"
- MPropertyDescription: "How much ammo to consume to shoot this gun."
- MPropertyDescription: "The maximum distance bullets will travel"
- MPropertyDescription: "The maximum distance bullets will travel while zoomed. If 0, uses Range."
- MPropertyDescription: "The distance where damage falloff begins. Damage scale before this is clamped to 'Damage Falooff Start Scale'."
- MPropertyDescription: "The distance where damage falloff ends. Beyond this range, damage scale is clamped to 'Damage Falloff End Scale'"
- MPropertyDescription: "The bias in the damage falloff range"MPropertyAttributeRange: "0 1"
- MPropertyDescription: "Damage falloff start range."
- MPropertyDescription: "Damage falloff end range"
- MPropertyDescription: "If true, this bullet will not pass through portals. It will impact them instead"
- MPropertyDescription: "If true and the bullet impacted a teammate, should we play an impact effect?"
- MPropertyDescription: "If > 0, bullets will continue through thin surfaces with their damage scaled by this amount"
- MPropertyDescription: "How long does it takes to aim down sights. "
- MPropertyDescription: "How long a reload takes"MPropertyFriendlyName: "Reload Duration"MPropertyStartGroup: "Firing Behavior/+Reload"
- MPropertyDescription: "Compute duration from the active weapon info, instead of the stat value. Used when overloading GetWeaponInfo()"
- MPropertyDescription: "Reload a single bullet when the reload duration completes rather than the entire clip"
- MPropertyDescription: "Allows canceling out of the reload at any time by firing your gun."
- MPropertyDescription: "Initial Delay before starting to reload bullets when using single bullet reload."
- MPropertyDescription: "Are we allowed to crit via headshots and weakpoints"MPropertyStartGroup: "Firing Behavior/Crits"
- MPropertyDescription: "The distance where crit bonus damage begins to change"MPropertySuppressExpr: "m_bCanCrit == false"
- MPropertyDescription: "The distance where crit bonus damage ends its change"MPropertySuppressExpr: "m_bCanCrit == false"
- MPropertyDescription: "Crit multiplier up to the 'Crit Bonus Start Range'"MPropertySuppressExpr: "m_bCanCrit == false"
- MPropertyDescription: "Crit multiplier at and beyond 'Crit Bonus End Range'"MPropertySuppressExpr: "m_bCanCrit == false"
- MPropertyDescription: "Bonus on top of the multiplier when critting NPCs"MPropertySuppressExpr: "m_bCanCrit == false"
- MPropertyDescription: "What units can this crit on?"MPropertySuppressExpr: "m_bCanCrit == false"
- MPropertyDescription: "What units should always receive a crit"MPropertySuppressExpr: "m_bCanCrit == false"
- MPropertyDescription: "Does the cycle time of this weapon change the more you fire it?"MPropertyStartGroup: "Firing Behavior/Spinup"
- MPropertyDescription: "-1 means use m_flCycleTime"MPropertySuppressExpr: "m_bSpinsUp == false"
- MPropertySuppressExpr: "m_bSpinsUp == false"
- MPropertySuppressExpr: "m_bSpinsUp == false"
- MPropertySuppressExpr: "m_bSpinsUp == false"
- MPropertyDescription: "Does this weapon function as semi-auto, i.e you have to release the key to fire again"MPropertyStartGroup: "Firing Behavior/SemiAuto"
- MPropertyStartGroup: "Bullet Travel"
- MPropertyDescription: "Scale of how much of the owner's currenty velocity to apply to the bullet (think Tribes discs)"
- MPropertyDescription: "Do we zoom on right-click?"MPropertyStartGroup: "Zoom"
- MPropertyDescription: "Absolute FOV when gun is zoomed. [Obsolete]: See m_flZoomFOV_Relative."MPropertySuppressExpr: "m_bCanZoom == false"
- MPropertyDescription: "FOV Added onto user's base FOV. Should typically be negative."MPropertySuppressExpr: "m_bCanZoom == false"
- MPropertyDescription: "How fast we can walk when zoomed/shooting/reloading"MPropertyStartGroup: "Movement Speeds"
- MPropertyDescription: "Does the weapon use our consistent spiral spread pattern? Turn off for true random spread."MPropertyStartGroup: "Spread"
- MPropertyDescription: "Base spread when shooting down sights"
- MPropertyDescription: "Does the first shot ( e.g. at min decay ) ignore spread?"
- MPropertyDescription: "Shooting spread penalty when shooting down sights "
- MPropertyDescription: "Scale of multi-bullet (shotgun) spread in Y-axis"
- MPropertyDescription: "Spread increase per shot. 0-1, % of max shoot penalty to add per shot."
- MPropertyDescription: "How much to normalize shoot spread penalty per shot based on fire rate pct. Y values between 0.0-1.0"
- MPropertyDescription: "Delay after shooting stops to start decaying shooting spread penalty. -1 means use Cycle Time"
- MPropertyDescription: "How much shoot spread penalty to decay per second"
- MPropertyDescription: "Spread penalty decay. This is used for things like mantle and dash."
- MPropertyDescription: "NPCS ONLY. Spread penalty when aiming up"
- MPropertyDescription: "NPCS ONLY. The amount of time the weapon is idle befoer we fully replenish the clip (0 means don't do it)"
- MPropertyDescription: "NPCS ONLY. Aiming spread for npc guns. "
- MPropertyDescription: "Shotgun Scatter offsets. Allows you to manually define where pellets from shotguns go. "
- MPropertyDescription: "Shotgun Scatter pellet factor. Spread for shotguns is used to determine per pellet spread. This control the overall spread of the pattern."
- MPropertyDescription: "Shotgun Scatter pellet spread factor. Before applying spread to individual pellets, this factor is applied. No pellet spread is applied to the first bullet."
- MPropertyDescription: "Shotgun Scatter only. Should spread be applied to the first pellet?"
- MPropertyDescription: "Shotgun Pellet Spawn Origin Offsets. Allows you to manually define where pellets can be created."
- MPropertyDescription: "Vertical view punch per shot"MPropertyStartGroup: "Recoil"
- MPropertyDescription: "Horizontal view punch per shot"
- MPropertyDescription: "Factor for how much faster than cycle time it should take for recoil to reach it's peak. 1 = cycle time, 2 = 1/2 * cycletime, etc."
- MPropertyDescription: "Factor for how much faster than cycle time before we should start recovering from recoil."
- MPropertyDescription: "How fast does recoil recovery down to the original crosshair position."
- MPropertyDescription: "What % of cycletime does it take to reduce recoil index by 1."
- m_szBulletTravelTracerParticle: CResourceNameTyped< CWeakHandle< InfoForResourceTypeIParticleSystemDefinition > > = "particles/weapon_fx/default_tracer.vpcf"448 (0x01C0)MPropertyDescription: "Effect to actually fire into the world from this weapon. CP3.X = radius, CP3.Y = fire rate, CP3.Z = DPS."MPropertyStartGroup: "Visuals"
- MPropertyDescription: "What attachments to use when shooting this weapon. By default we use the gun muzzles of the model. Change to 'Custom' to allow specifying a custom attachment."
- MPropertySuppressExpr: "m_eAttachmentSourceType != EAttachmentSource_Custom"
- m_strWeaponImpactEffect: CResourceNameTyped< CWeakHandle< InfoForResourceTypeIParticleSystemDefinition > >1360 (0x0550)MPropertyDescription: "Bullet impact effect. CP0=position & surface normal, CP1=position & reflect dir, CP2=position & bullet dir, CP3=damage CP4=normal CP5=explosion radius"
- MPropertyDescription: "Per surface impact effects. CP0=position & surface normal, CP1=position & reflect dir, CP2=position & bullet dir, CP3=damage CP4=normal CP5=explosion radius"MPropertyFriendlyName: "Surface Impact Effects"
- MPropertyDescription: "Use the ability name of the weapon instead of the generic primary weapon name"
- MPropertyDescription: "Amount of force to apply to breakables and ragdolls"
- MPropertyDescription: "Max Lag Compensation. Reduces favor-the-shooter is lower than sv_maxunlag"MPropertyStartGroup: "Networking"