	WeaponData
{
	// Attributes Base.
	"printname"			"#TF_Weapon_Jar"
	"BuiltRightHanded"		"0"
	"MeleeWeapon"			"1"
	"weight"			"5"
	"WeaponType"			"item1"
	"ITEM_FLAG_NOITEMPICKUP" 	"1"
	
	// Attributes TF.
	"Damage"			"5"
	"DamageRadius"			"200"
	"TimeFireDelay"			"0.8"
	"TimeIdle"			"5.0"
	"HasTeamSkins"			"1"
	"HasTeamSkins_Worldmodel"	"1"
	"HasTeamSkins_Viewmodel"	"1"
	"ProjectileType"		"projectile_jar"

	// Ammo & Clip
	"primary_ammo"			"TF_AMMO_SPECIAL2"
	"secondary_ammo"		"None"
	clip_size			"-1"
	default_clip			"1"

	// Buckets.	
	"bucket"			"1"
	"bucket_position"		"0"

	// Model & Animation
	"viewmodel"			"models/weapons/c_models/urinejar.mdl"
	"playermodel"			"models/weapons/c_models/urinejar.mdl"
	"anim_prefix"			"pj"

	"ExplosionSound"		"Jar.Explode"

	"ExplosionEffect"		"peejar_impact"

	"ExplosionWaterEffect"		"peejar_impact"

	"ExplosionPlayerEffect"		"peejar_impact" // this is also in air explosion - not player

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"single_shot"		"Weapon_Jarate.Single"
		"melee_miss"		"Weapon_Machete.Miss"
		"melee_hit"		"Weapon_Machete.HitFlesh"
		"melee_hit_world"	"Weapon_Machete.HitWorld"
		"burst"			"Weapon_Machete.MissCrit"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"sprites/bucket_machete"
				"x"		"0"
				"y"		"0"
				"width"		"200"
				"height"		"128"
		}
		"weapon_s"
		{	
				"file"		"sprites/bucket_machete"
				"x"		"0"
				"y"		"0"
				"width"		"200"
				"height"		"128"
		}

		"ammo"
		{
				"file"		"sprites/a_icons1"
				"x"		"55"
				"y"		"60"
				"width"		"73"
				"height"	"15"
		}

		"crosshair"
		{
				"file"		"sprites/crosshairs"
				"x"		"32"
				"y"		"32"
				"width"		"32"
				"height"	"32"
		}

		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"		"0"
				"y"		"48"
				"width"		"24"
				"height"	"24"
		}
	}
}
