"items_game"
{
	"Cosmetics"
	{
		"0"
		{
			"model" "models/empty.mdl"
		}	
		
		"1"
		{
			"model"	"models/player/items/mercenary/camocapmerc/camocapmerc.mdl"
		}
		
		"2"
		{
			"model" "models/player/items/mercenary/helmerc/helmerc.mdl"
		}
		
		"3"
		{
			"model" "models/player/items/mercenary/western_hat/western_hat.mdl"
		}
		
		"4"
		{
			"model" "models/player/items/mercenary/boomer_bucket/boomer_bucket.mdl"
		}
		
		"5"
		{
			"model" "models/player/items/mercenary/headset/headset.mdl"
		}
		
		"6"
		{
			"model" "models/player/items/mercenary/merc_mask/merc_mask.mdl"
		}
	}
/*	
	"Weapons"
	{
		"tf_weapon_assaultrifle"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_AR"
			"BuiltRightHanded"	"0"
			"weight"		"2"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"18"
			"InstagibDamage"	"999"
			"Range"			"8192"
			"BulletsPerShot"	"1"
			"Spread"		"0.018"
			"TimeIdle"		"10.0"
			"TimeIdleEmpty"		"0.8"
			"TimeFireDelay"		"0.1"
			"BurstFireDelay"    "0.2"
			"BurstSize"         "3"
			"TimeReload"	"2.36"
			"ProjectileType"	"projectile_bullet"
			"BrassModel"		"models/weapons/shells/shell_minigun.mdl"
			"UseRapidFireCrits"	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		"30"
			default_clip		"30"
			"MaxAmmo"	"90"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"4"
			"bucket_dm_position"	"2"
			"TracerEffect"		"bullet_pistol_tracer01"


			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.11"
			
			"MuzzleFlashParticleEffect" "muzzle_smg"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_assault_rifle_dm.mdl"
			"playermodel"	"models/weapons/w_models/w_assault_rifle.mdl"
			"anim_prefix"	"ac"
			
			"CenteredViewmodelOffset_Y" "-9.5"
			"CenteredViewmodelOffset_Z" "2"
			"CenteredViewmodelAngle_X" "-1"

			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-7"


			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"		"Weapon_AR.WorldReload"
				"empty"			"Weapon_AR.ClipEmpty"	
				"single_shot"		"Weapon_AR.Single"
				"burst"			"Weapon_AR.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_assaultrifle"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_assaultrifle"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		
		"tf_weapon_bat"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Bat"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"1"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"			"35"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.5"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"
			
			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket_dms.	
			"bucket"			"2"
			"bucket_position"		"0"	
			
			// bucket_dms.	
			"bucket_dm"			"0"
			"bucket_dm_position"		"6"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_bat_scout.mdl"
			"playermodel"			"models/weapons/w_models/w_bat.mdl"
			"anim_prefix"			"bat"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-7"

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

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

		"tf_weapon_berserk"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Berserk"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"1"
			"WeaponType"			"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			"DontDrop"			"1"
			
			// Attributes TF.
			"Damage"			"999"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.4"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"
			
			"NeverStrip"		"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.
			"bucket"		"10"
			"bucket_position"	"10"
			
			// bucket_dms.	
			"bucket_dm"			"10"
			"bucket_dm_position"		"10"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_berserk_merc.mdl"
			"heavy_viewmodel"			"models/weapons/v_models/v_fist_heavy.mdl"
			"playermodel"			""
			"anim_prefix"			"pipe"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-7"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_fists_red"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_fists_blue"
						"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"
				}
			}
		}
		"tf_weapon_bonesaw"
		{
			// Attributes Base.
			"printname"				"#TF_Weapon_Bonesaw"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"				"1"
			"WeaponType"			"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"				"65"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"				"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.	
			"bucket"			"2"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"				"0"
			"bucket_dm_position"		"7"

			// Model & Animation
			"viewmodel"				"models/weapons/v_models/v_bonesaw_medic.mdl"
			"playermodel"			"models/weapons/w_models/w_bonesaw.mdl"
			"anim_prefix"			"bonesaw"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-12"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_bonesaw"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_bonesaw"
						"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"		"64"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}

				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		
		"tf_weapon_bottle"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Bottle"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"1"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"
			
			// Attributes TF.
			"Damage"			"65"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"			"5.0"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.	
			"bucket"			"2"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"			"0"
			"bucket_dm_position"		"8"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_bottle_demoman.mdl"
			"playermodel"			"models/weapons/w_models/w_bottle.mdl"
			"anim_prefix"			"bottle"

			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-14"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_bottle_red"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_bottle_blue"
						"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"
				}
			}
		}
		"tf_weapon_builder"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Builder"
			"BuiltRightHanded"		"0"
			"weight"				"1"
			"WeaponType"			"building"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// Buckets.	
			"bucket"			"4"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"			"8"
			"bucket_dm_position"		"5"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_wrench_engineer.mdl"
			"playermodel"			"models/weapons/w_models/w_toolbox.mdl"
			"anim_prefix"			"wrench"
			
			"CenteredViewmodelOffset_Y" "-1.5"
			"CenteredViewmodelOffset_Z" "-1"
			"CenteredViewmodelAngle_Y" "4"
			
			"MinViewmodelOffset_X" "5"
			"MinViewmodelOffset_Y" "-2"
			"MinViewmodelOffset_Z" "-4"
			
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"


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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"c"
				}
				"weapon_s"
				{	
						"font"		"WeaponIcons"
						"character"	"c"
				}

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

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

				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		
		"tf_weapon_c4"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_C4"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"2"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF
			"Damage"			"40"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"			"5.0"
			"SmackDelay"			"0.1"
			"Secondary_SmackDelay"		"0.3"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"
			
			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"
			
			// bucket.
			"bucket"			"3"
			"bucket_position"		"2"
			
			// bucket_dms.
			"bucket_dm"		"10"
			"bucket_dm_position"	"10"
			
			// Model & Animation.
			"viewmodel"			"models/weapons/v_models/v_knife_spy.mdl"
			"playermodel"			"models/weapons/w_models/w_knife.mdl"
			"anim_prefix"			"knife"

			
			"MinViewmodelOffset_X" "5"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-4"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"melee_miss"		"Weapon_Knife.Miss"
				"melee_hit"		"Weapon_Knife.HitFlesh"
				"melee_hit_world"	"Weapon_Knife.HitWorld"
				"burst"			"Weapon_Knife.MissCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"hud/objectives_flagpanel_ico_flag_home"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"hud/objectives_flagpanel_ico_flag_home"
						"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"			"64"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_chainsaw"
		{
			// Attributes Base.
			"printname"				"#TF_Weapon_Chainsaw"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"				"1"
			"WeaponType"			"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"				"65"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"				"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.
			"bucket"		"2"
			"bucket_position"	"0"
			
			// bucket_dms.	
			"bucket_dm"				"0"
			"bucket_dm_position"		"0"

			// Model & Animation
			"viewmodel"				"models/weapons/v_models/v_minigun_heavy.mdl"
			"playermodel"			"models/weapons/w_models/w_bonesaw.mdl"
			"anim_prefix"			"bonesaw"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-12"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_bonesaw"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_bonesaw"
						"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"		"64"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}

				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_club"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Club"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"1"
			"WeaponType"			"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"			"65"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.
			"bucket"		"2"
			"bucket_position"	"0"
			
			// bucket_dms.	
			"bucket_dm"			"0"
			"bucket_dm_position"		"9"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_machete_sniper.mdl"
			"playermodel"			"models/weapons/w_models/w_machete.mdl"
			"anim_prefix"			"club"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"

			// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
			SoundData
			{
				"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"
				}
			}
		}
		"tf_weapon_combatknife"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_CombatKnife"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"2"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF
			"Damage"			"40"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"			"5.0"
			"SmackDelay"			"0.1"
			"Secondary_SmackDelay"		"0.3"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"
			
			// bucket_dms.
			"bucket"		"2"
			"bucket_position"	"0"
			
			// bucket_dms.
			"bucket_dm"			"0"
			"bucket_dm_position"		"1"
			
			// Model & Animation.
			"viewmodel"			"models/weapons/v_models/v_knife_spy.mdl"
			"playermodel"			"models/weapons/w_models/w_knife.mdl"
			"anim_prefix"			"knife"
			
			"MinViewmodelOffset_X" "5"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-4"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"melee_miss"		"Weapon_Knife.Miss"
				"melee_hit"		"Weapon_Knife.HitFlesh"
				"melee_hit_world"	"Weapon_Knife.HitWorld"
				"burst"			"Weapon_Knife.MissCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_knife"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_knife"
						"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"			"64"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_crowbar"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Crowbar"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"1"
			"WeaponType"		"melee_allclass"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"			"40"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.4"
			"SmackDelay"		"0.1"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.
			"bucket"		"2"
			"bucket_position"	"0"
			
			// bucket_dms.	
			"bucket_dm"			"0"
			"bucket_dm_position"		"4"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_crowbar_mercenary.mdl"
			"playermodel"			"models/weapons/w_models/w_crowbar.mdl"
			"anim_prefix"			"bat"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_crowbar"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_crowbar"
						"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"
				}
			}
		}
		"tf_weapon_dynamite_bundle"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_Dynamite"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" "1"

			// Attributes TF.
			"Damage"		"90"
			"InstagibDamage"	"999"
			"DamageRadius"		"124"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"PunchAngle"		"3.0"	
			"TimeFireDelay"		"1.5"
			"TimeIdle"		"0.6"
			"TimeIdleEmpty"		"0"
			"TimeReload"		"0.67"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"ExplodeOnImpact"			"1"
			"DisableSecondaryAttack"	"1"
			"PickupMultiplier"	"1.7"
			
			"DropBomblets"			"1"
			"BombletAmount" 		"3"
			"BombletDamage"			"45"
			"BombletDamageRadius"	"124"
			"BombletTimer"			"1"
			"BombletModel"			"models/weapons/w_models/w_grenade_bomblet.mdl"
			"BombletParticleTrail"			"fuse_spark"
			
			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		-1
			"ProjectileType"	"projectile_pipe_remote"
			"MaxAmmo"	"3"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"6"
			"bucket_dm_position"	"6"
			
			"ProjectileModel"	"models/weapons/w_models/w_dynamite.mdl"
			
			"ExplosionSound"	"Weapon_DynamiteBundle.BundleExplode"
			"ExplosionEffect"	"ExplosionCore_wall"
			"ExplosionPlayerEffect"	"ExplosionCore_MidAir"
			"ExplosionWaterEffect"	"ExplosionCore_MidAir_underwater"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_dynamite_bundle.mdl"
			"playermodel"		"models/weapons/w_models/w_dynamite.mdl"
			"anim_prefix"			"bat"
			
			"MinViewmodelOffset_X" "8"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"

			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_pipelauncher"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"	"Weapon_DynamiteBundle.Single"
				"special2"	"Player.UseDeny"
				"special3"	"Weapon_StickyBombLauncher.ModeSwitch"
				"burst"		"Weapon_DynamiteBundle.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_dynamite"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_dynamite"
						"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"
				}
			}
		}
		"tf_weapon_fireaxe"
		{
			// Attributes Base.
			"printname"				"#TF_Weapon_FireAxe"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"				"1"
			"WeaponType"			"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"				"65"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"				"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.
			"bucket"		"2"
			"bucket_position"	"0"
			
			// bucket_dms.	
			"bucket_dm"				"0"
			"bucket_dm_position"		"10"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_fireaxe_pyro.mdl"
			"playermodel"			"models/weapons/w_models/w_fireaxe.mdl"
			"anim_prefix"			"brandingiron"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-9"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_fireaxe"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_fireaxe"
						"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"		"64"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}

				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_fists"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Fists"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"1"
			"WeaponType"			"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			"DontDrop"			"1"
			
			// Attributes TF.
			"Damage"			"65"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.
			"bucket"		"2"
			"bucket_position"	"0"
			
			// bucket_dms.	
			"bucket_dm"			"0"
			"bucket_dm_position"		"13"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_fist_heavy.mdl"
			"playermodel"			""
			"anim_prefix"			"pipe"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-7"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_fists_red"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_fists_blue"
						"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"
				}
			}
		}
		"tf_weapon_flamethrower"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_FlameThrower"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"0"
			
			// Attributes TF.
			"Damage"		"170"	// per second
			"InstagibDamage"	"999"
			"Range"			"0"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"TimeFireDelay"	"0.04"
			"UseRapidFireCrits"	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		-1
			"MaxAmmo"	"200"

			// bucket_dms.
			"bucket"		"0"
			"bucket_position"	"0"
			
			// bucket_dms.
			"bucket_dm"		"5"
			"bucket_dm_position"	"1"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_flamethrower_pyro.mdl"
			"playermodel"		"models/weapons/w_models/w_flamethrower.mdl"
			"anim_prefix"		"gl"
			
			"CenteredViewmodelOffset_Y" "-10.6"
			"CenteredViewmodelOffset_Z" "-2"
			"CenteredViewmodelAngle_Y" "-0.2"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-10"

			"HasTeamSkins_Worldmodel"	"1"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_FlameThrower.Fire"			// Starting fire, 3.5 seconds long
				"special1"		"Weapon_FlameThrower.FireLoop"			// Looping fire sound, ramps up 3.5 seconds after start
				"double_shot"		"Weapon_FlameThrower.FireRocket"		// Secondary fire
				"special2"		"Weapon_FlameThrower.PilotLoop"			// Looping pilot light sound, always on while weapon is deployed
				"special3"		"Weapon_FlameThrower.WindDown"			// End of fire sound
				"burst"			"Weapon_FlameThrower.FireLoopCrit"		// Looping crit fire sound
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_flamethrower_red"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_flamethrower_blue"
						"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"
				}
			}
		}
		"tf_weapon_flaregun"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_Flaregun"
			"viewmodel"			"models/weapons/v_models/v_flaregun_merc.mdl"
			"playermodel"		"models/weapons/w_models/w_flaregun.mdl"
			"anim_prefix"		"pistol"
			"bucket"			"1"
			"bucket_position"	"5"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"5"
			
			// bucket_dms.
			"bucket_dm"		"1"
			"bucket_dm_position"	"5" 

			"bucket_360"			"0"
			"bucket_position_360"	"0"

			 clip_size			"-1"
			 default_clip			"12"
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"MaxAmmo"	"16"
			"SpawnAmmo"		"8"

			"weight"		"2"
			"rumble"		"1"
			"item_flags"		"0"
			
			"MinViewmodelOffset_X" "4"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"

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

				"reload"			"Weapon_FlareGun.Reload"
				"reload_npc"		"Weapon_FlareGun.Reload"
				"empty"				"Weapon_Pistol.Empty"
				"single_shot"		"Weapon_FlareGun.Single"
				"single_shot_npc"	"Weapon_FlareGun.Single"
				"special1"			"Weapon_Pistol.Special1"
				"special2"			"Weapon_Pistol.Special2"
				"burst"				"Weapon_Pistol.Burst"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"d"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"d"
				}
				"weapon_small"
				{
						"font"		"WeaponIconsSmall"
						"character"	"d"
				}
				"ammo"
				{
						"font"		"WeaponIconsSmall"
						"character"	"p"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_gatlinggun"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_Chaingun"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"5"
			"InstagibDamage"	"999"
			"Range"			"8192"
			"BulletsPerShot"	"4"
			"PunchAngle"	"0.5"
			"Spread"		"0.1"
			"TimeFireDelay"	"0.1"
			"ProjectileType"	"projectile_bullet"
			"DoInstantEjectBrass"	"1"
			"BrassModel"		"models/weapons/shells/shell_minigun.mdl"
			"UseRapidFireCrits"	"1"
			"TracerEffect"		"bullet_tracer01"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		-1
			"MaxAmmo"	"100"

			// bucket
			"bucket"		"0"
			"bucket_position"	"0"
			
			// bucket_dms.
			"bucket_dm"		"3"
			"bucket_dm_position"	"2" //NOTE: This is 2 AFTER it's "actual" position. "Fixes" a bug involving the sapper and non-Spy classes in DM.

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_minigun_dm.mdl"
			"playermodel"		"models/weapons/w_models/w_minigun_dm.mdl"
			"anim_prefix"		"ac"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/muzzleflash/minigunmuzzle.mdl"
			"MuzzleFlashParticleEffect" "muzzle_minigun"
			
			
			"CenteredViewmodelOffset_Y" "-11.5"
			"CenteredViewmodelAngle_Y" "-6"
			"CenteredViewmodelAngle_Z" "-1"

			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-9"
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"		"Weapon_Minigun.Reload"
				"empty"			"Weapon_Minigun.ClipEmpty"	
				"double_shot"	"Weapon_Chaingun.Fire"
				"special1"		"Weapon_Minigun.WindUp"
				"special2"		"Weapon_Minigun.WindDown"
				"special3"		"Weapon_Minigun.Spin"
				"burst"			"Weapon_Chaingun.FireCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_chaingun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_chaingun"
						"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"			"64"
						"y"			"64"
						"width"		"64"
						"height"	"64"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_gib"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_GIB"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes.
			"Damage"		"140"
			"InstagibDamage"	"999"
			"DamageRadius"		"150"
			"Range"			"0"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"PunchAngle"		"16"
			"TimeFireDelay"		"1"
			"TimeIdle"		"0.5"
			"TimeIdleEmpty"		"0.5"
			"TimeReload"		"0.8"
			"primary_ammo"		"WEAPON_AMMO"
			clip_size		-1
			default_clip		-1
			"MaxAmmo"	"8"
			"WindupTime" "0.9"
			"DropBomblets"	"1"
			"BombletAmount" "6"
			"PickupMultiplier"	"0"
			
			"DropBomblets"			"1"
			"BombletAmount" 		"3"
			"BombletDamage"			"45"
			"BombletDamageRadius"	"124"
			"BombletTimer"			"1"
			"BombletImpact"			"1"
			"BombletModel"			"models/weapons/w_models/w_bfg_bomblet.mdl"
			"BombletParticleTrail"			"mlg_trail_secondary"
			"BombletEffectTeamColored"	"1"
			"AlwaysDrop"		"1"
			
			"DropOnNoAmmo"		"1"
			
			"MuzzleFlashParticleEffect" "mlg_muzzleflash"
			
			"ProjectileType"	"projectile_coom"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Secondary Attributes.
			"secondary_ammo"	"None"

			// bucket.	
			"bucket"			"7"
			"bucket_position"		"2"
			
			// bucket_dms.
			"bucket_dm"		"7"
			"bucket_dm_position"	"2"	

			"ExplosionEffect"		"ExplosionCore_wall"
			"ExplosionPlayerEffect"		"ExplosionCore_MidAir"
			"ExplosionWaterEffect"		"ExplosionCore_MidAir_underwater"

			"ExplosionSound"	"Weapon_MLG.Explode"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_bfg.mdl"
			"playermodel"		"models/weapons/w_models/w_quadtest.mdl"
			"anim_prefix"		"gl"
			
			"CenteredViewmodelOffset_Y" "-10.8"
			"CenteredViewmodelOffset_Z" "-10"
			"CenteredViewmodelAngle_X" "-10"
			"CenteredViewmodelAngle_Y" "-5"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "3"
			"MinViewmodelOffset_Z" "-10"
				
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"	"Weapon_MLG.Single"
		//		"reload"		"Weapon_RPG.WorldReload"
				"burst"			"Weapon_MLG.SingleCrit"	
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_rl"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_rl"
						"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"
				}
			}
		}
		"tf_weapon_grapple"
		{
			// Attributes Base.
			"printname"				"#TF_Weapon_Grapple"
			"BuiltRightHanded"		"0"
			"weight"				"4"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"				"0"
			"InstagibDamage"	"0"
			"Range"					"8192"
			"TimeFireDelay"			"0.5"
			"TimeIdle"				"5.0"
			"TimeIdleEmpty"			"0.25"
			"TimeReloadStart"		"0.1"
			"TimeReload"			"0.5"
			"primary_ammo"			"None"
			"ProjectileType"		"projectile_bullet"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"	"1"

			// bucket.	
			"bucket"			"3"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"8"
			"bucket_dm_position"		"1"

			// Animation.
			"viewmodel"			"models/weapons/v_models/v_grappling_hook.mdl"
			"playermodel"			"models/weapons/c_models/c_grappling_hook/c_grappling_hook.mdl"
			"anim_prefix"			"shotgun"


			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_GHook.Single"
				"special1"		"WeaponMedigun.NoTarget"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"backpack/weapons/c_models/c_grappling_hook/c_grappling_hook"
						"x"		"0"
						"y"		"0"
						"width"		"128"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"backpack/weapons/c_models/c_grappling_hook/c_grappling_hook"
						"x"		"0"
						"y"		"0"
						"width"		"128"
						"height"		"128"
				}
				"ammo"
				{
						"file"		"sprites/a_icons1"
						"x"		"55"
						"y"		"60"
						"width"		"73"
						"height"	"15"
				}
				"crosshair"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"64"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_grenadelauncher"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_GrenadeLauncher"
			"BuiltRightHanded"	"0"
			"weight"		"4"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"	

			// Attributes TF.
			"damage"		"100"
			"InstagibDamage"	"999"
			"DamageRadius"		"132"
			"BulletsPerShot"	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"Spread"		"0.0"	
			"PunchAngle"		"3.0"
			"TimeFireDelay"		"0.6"
			"TimeIdle"		"0.6"
			"TimeIdleEmpty"		"0.6"
			"TimeReloadStart"	"0.6"
			"TimeReload"		"0.6"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			"ProjectileModel"	"models/weapons/w_models/w_grenade_grenadelauncher.mdl"
			
			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"		"4"
			"default_clip"		"4"
			"ProjectileType"	"projectile_pipe"
			"MaxAmmo"	"16"

			// bucket
			"bucket"		"0"
			"bucket_position"	"0"
			
			// bucket_dms.
			"bucket_dm"		"6"
			"bucket_dm_position"	"3"
			
			"ExplosionSound"	"Weapon_Grenade_Pipebomb.Explode"
			"ExplosionEffect"	"ExplosionCore_wall"
			"ExplosionPlayerEffect"	"ExplosionCore_MidAir"
			"ExplosionWaterEffect"	"ExplosionCore_MidAir_underwater"


			// Animation.
			"viewmodel"		"models/weapons/v_models/v_grenadelauncher_demo.mdl"
			
			"CenteredViewmodelOffset_Y" "-18"
			"CenteredViewmodelOffset_Z" "-3"
			"CenteredViewmodelAngle_Y" "-13"
			"CenteredViewmodelAngle_Z" "-2.8"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-10"	
			
			"playermodel"		"models/weapons/w_models/w_grenadelauncher.mdl"
			"anim_prefix"		"gl"

			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_grenadelauncher"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"	"Weapon_GrenadeLauncher.Single"
				"reload"		"Weapon_GrenadeLauncher.WorldReload"
				"special3"		"Weapon_GrenadeLauncher.ModeSwitch"
				"burst"			"Weapon_GrenadeLauncher.SingleCrit"	
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_grenlaunch"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_grenlaunch"
						"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"
				}
			}
		}
		"tf_weapon_grenadelauncher_mercenary"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_GrenadeLauncher_DM"
			"BuiltRightHanded"	"0"
			"weight"		"4"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"	

			// Attributes TF.
			"damage"		"90"
			"InstagibDamage"	"999"
			"DamageRadius"		"100"
			"BulletsPerShot"	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"Spread"		"0.0"	
			"PunchAngle"		"3.0"
			"TimeFireDelay"		"0.6"
			"TimeIdle"		"0.6"
			"TimeIdleEmpty"		"0.6"
			"TimeReloadStart"	"0.4"
			"TimeReload"		"0.7"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"		"4"
			"default_clip"		"4"
			"ProjectileType"	"projectile_pipe_dm"
			"MaxAmmo"	"16"

			// bucket
			"bucket"		"0"
			"bucket_position"	"0"	
			
			// bucket_dms.
			"bucket_dm"		"6"
			"bucket_dm_position"	"4"
			
			"ExplosionSound"	"Weapon_Grenade_Pipebomb.Explode"
			"ExplosionEffect"	"ExplosionCore_wall"
			"ExplosionPlayerEffect"	"ExplosionCore_MidAir"
			"ExplosionWaterEffect"	"ExplosionCore_MidAir_underwater"

			"ProjectileModel"	"models/weapons/w_models/w_grenade_grenadelauncher_dm.mdl"
			"BrassModel"			"models/weapons/shells/shell_grenade.mdl"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_grenadelauncher_dm.mdl"
			"playermodel"		"models/weapons/w_models/w_grenadelauncher_dm.mdl"
			"anim_prefix"		"gl"
			
			"CenteredViewmodelOffset_Y" "-7.5"
			"CenteredViewmodelAngle_X" "-2"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-8"	

			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_grenadelauncher"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"	"Weapon_GrenadeLauncherDM.Single"
				"reload"		"Weapon_GrenadeLauncher.WorldReload"
				"special3"		"Weapon_GrenadeLauncher.ModeSwitch"
				"burst"			"Weapon_GrenadeLauncherDM.SingleCrit"	
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_grenDM"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_grenDM"
						"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"
				}
			}
		}
		"tf_weapon_invis"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_PDA"
			"BuiltRightHanded"		"0"
			"weight"			"2"
			"WeaponType"			"secondary"
			"autoswitchto"		"0"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"


			"MeleeWeapon"			"1"	// so we can always attack

			// Buckets.	
			"bucket"			"6"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"			"8"
			"bucket_dm_position"		"4"

			// Model & Animation
			"viewmodel"				"models/weapons/v_models/v_watch_spy.mdl"
			"playermodel"			"models/weapons/w_models/w_cigarette_case.mdl"
			"anim_prefix"			"pda"
			
			"MinViewmodelOffset_X" "8"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"	

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"c"
				}
				"weapon_s"
				{	
						"font"		"WeaponIcons"
						"character"	"c"
				}

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

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

				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_knife"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Knife"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"2"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF
			"Damage"			"40"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"			"5.0"
			"SmackDelay"			"0"
			"Secondary_SmackDelay"		"0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"
			
			// bucket.	
			"bucket"			"2"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"0"
			"bucket_dm_position"		"2"
			
			// Model & Animation.
			"viewmodel"			"models/weapons/v_models/v_knife_spy.mdl"
			"playermodel"			"models/weapons/w_models/w_knife.mdl"
			"anim_prefix"			"knife"

			"MinViewmodelOffset_X" "5"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-4"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"melee_miss"		"Weapon_Knife.Miss"
				"melee_hit"		"Weapon_Knife.HitFlesh"
				"melee_hit_world"	"Weapon_Knife.HitWorld"
				"burst"			"Weapon_Knife.MissCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_knife"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_knife"
						"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"			"64"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_lightning_gun"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_LightningGun"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"0"
			
			// Attributes TF.
			"Damage"		"300" // Damage Per Second
			"InstagibDamage"	"1800"
			"Range"			"720"
			"BulletsPerShot"	"1"
			"Spread"		"0"
			"TimeIdle"		"10.0"
			"TimeIdleEmpty"		"1.0"
			"TimeFireDelay"		"0.01"
			"ProjectileType"	"projectile_bullet"
			"UseRapidFireCrits"	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"


			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		-1
			"MaxAmmo"	"400"

			// bucket_dms.
			"bucket"		"0"
			"bucket_position"	"0"
			
			// bucket_dms.
			"bucket_dm"		"5"
			"bucket_dm_position"	"0"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_lightning_gun.mdl"
			"playermodel"		"models/weapons/w_models/w_lightning_gun.mdl"
			"anim_prefix"		"gl"
			
			"CenteredViewmodelOffset_Y" "-10.1"
			"CenteredViewmodelOffset_Z" "-1"
			
			"MinViewmodelOffset_X" "8"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"	

			"HasTeamSkins_Worldmodel"	"1"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_LightningGun.LightningStart"			// Starting fire, 3.5 seconds long
				"special1"		"Weapon_LightningGun.LightningLoop"			// Looping fire sound, ramps up 3.5 seconds after start
				"special2"		"Weapon_LightningGun.HumLoop"			// Looping pilot light sound, always on while weapon is deployed
				"special3"		"Weapon_LightningGun.LightningEnd"			// End of fire sound
				"burst"			"Weapon_LightningGun.LightningLoopCrit"		// Looping crit fire sound
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_lightning_gun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_lightning_gun"
						"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"
				}
			}
		}
		"tf_weapon_medigun"
		{
			// Attributes Base.
			"printname"				"#TF_Weapon_Medigun"
			"BuiltRightHanded"		"0"
			"weight"				"3"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"				"-24"
			"InstagibDamage"	"999"
			"Range"					"450"
			"TimeFireDelay"			"0.5"
			"TimeIdle"				"5.0"
			"TimeIdleEmpty"			"0.25"
			"TimeReloadStart"		"0.1"
			"TimeReload"			"0.5"
			"primary_ammo"			"None"
			"ProjectileType"		"projectile_bullet"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"	"1"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"8"
			"bucket_dm_position"		"0"

			// Animation.
			"viewmodel"			"models/weapons/v_models/v_medigun_medic.mdl"
			"playermodel"			"models/weapons/w_models/w_medigun.mdl"
			"anim_prefix"			"shotgun"

			"CenteredViewmodelOffset_Y" "-18.5"
			"CenteredViewmodelOffset_Z" "-7"
			"CenteredViewmodelAngle_X" "-4"
			"CenteredViewmodelAngle_Y" "-5.4"
			"CenteredViewmodelAngle_Z" "-9"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-9"	
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"WeaponMedigun.Healing"
				"special1"		"WeaponMedigun.NoTarget"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_medigun_red"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_medigun_blue"
						"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"		"0"
						"y"		"64"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_minigun"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_Minigun"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
				
			// Attributes TF.
			"Damage"		"9"
			"InstagibDamage"	"999"
			"Range"			"8192"
			"BulletsPerShot"	"4"
			"Spread"		"0.1"
			"TimeFireDelay"	"0.1"
			"ProjectileType"	"projectile_bullet"
			"DoInstantEjectBrass"	"1"
			"BrassModel"		"models/weapons/shells/shell_minigun.mdl"
			"UseRapidFireCrits"	"1"
			"TracerEffect"		"bullet_tracer01"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		-1

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"3"
			"bucket_dm_position"	"6" //NOTE: This is 2 AFTER it's "actual" position. "Fixes" a bug involving the sapper and non-Spy classes in DM.
			
			"MaxAmmo"	"200"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_minigun_heavy.mdl"
			"playermodel"		"models/weapons/w_models/w_minigun.mdl"
			"anim_prefix"		"ac"
			
			"CenteredViewmodelOffset_Y" "-11.5"
			"CenteredViewmodelAngle_Y" "-6"
			"CenteredViewmodelAngle_Z" "-1"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-9"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/muzzleflash/minigunmuzzle.mdl"

			"MuzzleFlashParticleEffect" "muzzle_minigun"

			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"		"Weapon_Minigun.Reload"
				"empty"			"Weapon_Minigun.ClipEmpty"	
				"double_shot"	"Weapon_Minigun.Fire"
				"special1"		"Weapon_Minigun.WindUp"
				"special2"		"Weapon_Minigun.WindDown"
				"special3"		"Weapon_Minigun.Spin"
				"burst"			"Weapon_Minigun.FireCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_minigun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_minigun"
						"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"			"64"
						"y"			"64"
						"width"		"64"
						"height"	"64"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_nailgun"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_Nailgun"
			"BuiltRightHanded"	"0"
			"weight"		"4"
			"WeaponType"		"item2"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"20"
			"Range"			"8192"
			"BulletsPerShot"	"1"
			"Spread"		"0.04"
			"TimeFireDelay"		"0.115"
			"TimeReload"		"1.37"
			"UseRapidFireCrits"	"1"
			"ProjectileType"	"projectile_nail"

			 // Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"      "None"
			"clip_size"           "40"
			"default_clip"        "40"
			"MaxAmmo"	      "160"
			
			"MuzzleFlashParticleEffect" "muzzle_syringe"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"5"
			"bucket_dm_position"	"2"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_nailgun_mercenary.mdl"
			"playermodel"		"models/weapons/w_models/w_nailgun.mdl"
			"anim_prefix"		"ac"
			
			"CenteredViewmodelOffset_Y" "-6"
			"CenteredViewmodelOffset_Z" "-1"
			
			
			"MinViewmodelOffset_X" "9"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-8"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"			"Weapon_NailGun.Reload"
				"empty"			"Weapon_NailGun.ClipEmpty"	
				"single_shot"		"Weapon_NailGun.Single"
				"burst"			"Weapon_NailGun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_nailgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_nailgun"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_objectselection"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_ObjectSelection"
			"BuiltRightHanded"		"0"
			"weight"				"1"
			"WeaponType"			"pda"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"autoswitchto"		"0"
			
			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// Buckets.	
			"bucket"			"4"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"			"8"
			"bucket_dm_position"		"6"

			// Model & Animation
			"viewmodel"			""
			"playermodel"			"models/weapons/w_models/w_wrench.mdl"
			"anim_prefix"			"wrench"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"c"
				}
				"weapon_s"
				{	
						"font"		"WeaponIcons"
						"character"	"c"
				}

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

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

				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_pda_engineer_build"
		{
			// Attributes Base.
			"printname"				"#TF_Weapon_PDA_Engineer_Build"
			"BuiltRightHanded"		"0"
			"weight"				"1"
			"WeaponType"			"pda"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			"AutoSwitchTo"			"0"
			"MeleeWeapon"			"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// Buckets.	
			"bucket"			"3"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"			"8"
			"bucket_dm_position"		"1"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_builder_engineer.mdl"
			"playermodel"			"models/weapons/w_models/w_builder.mdl"
			"anim_prefix"			"pda"
			
			"MinViewmodelOffset_X" "8"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-8"	

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

			"DontDrop"	"1"

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_pda_build"
						"x"			"0"
						"y"			"0"
						"width"		"200"
						"height"	"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_pda_build"
						"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"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}

				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_pda_engineer_destroy"
		{
			// Attributes Base.
			"printname"				"#TF_Weapon_PDA_Engineer_Destroy"
			"BuiltRightHanded"		"0"
			"weight"				"1"
			"WeaponType"			"pda"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			"AutoSwitchTo"			"0"
			"MeleeWeapon"			"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// Buckets.	
			"bucket"			"4"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"			"8"
			"bucket_dm_position"		"2"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_pda_engineer.mdl"
			"playermodel"			"models/weapons/w_models/w_pda_engineer.mdl"
			"anim_prefix"			"pda"

			"MinViewmodelOffset_X" "8"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-8"	

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

			"DontDrop"	"1"

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_pda_destroy"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_pda_destroy"
						"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"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}

				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_pda_spy"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_PDA_Spy"
			"BuiltRightHanded"		"0"
			"weight"				"1"
			"WeaponType"			"pda"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"AutoSwitchTo"			"0"
			"MeleeWeapon"			"1"
			
			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// Buckets.	
			"bucket"			"3"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"			"8"
			"bucket_dm_position"		"3"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_pda_spy.mdl"
			"playermodel"			"models/weapons/w_models/w_cigarette_case.mdl"
			"anim_prefix"			"pda"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"	

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

			"DontDrop"	"1"

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_pda"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_pda"
						"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"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}

				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_physcannon"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#TF_Weapon_Physcannon"
			"viewmodel"			"models/weapons/v_models/v_physcannon_dm.mdl"
			"playermodel"		"models/weapons/w_models/w_physcannon_dm.mdl"
			"anim_prefix"		"gauss"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"

			"bucket_dm"			"8"
			"bucket_dm_position"	"7"
			"clip_size"			"1"
			"clip2_size"		"0"
			"primary_ammo"		"None"
			"secondary_ammo"	"None"
			"default_clip"		"0"
			"default_clip2"		"0"
			"weight"			"0"
			"item_flags"		"2"
			
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"CenteredViewmodelOffset_Y" "-12.0"
			
			"MinViewmodelOffset_X" "8"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-8"	

			SoundData
			{
				// launch held object
				"single_shot"		"Weapon_PhysCannon.Launch"
				// Ignore?
				"reload"			"Weapon_PhysCannon.Charge"
				// dry fire - no target
				"empty"				"Weapon_PhysCannon.DryFire"
				// pick up object
				"special1"			"Weapon_PhysCannon.Pickup"
				// open claws, target object
				"special2"			"Weapon_PhysCannon.OpenClaws"
				// close claws, target out of range/invalid
				"melee_hit"			"Weapon_PhysCannon.CloseClaws"
				// drop object
				"melee_miss"		"Weapon_PhysCannon.Drop"
				// too heavy
				"special3"		"Weapon_PhysCannon.TooHeavy"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_physcannon"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_physcannon"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
					"file"		"sprites/crosshairs"
					"x"			"48"
					"y"			"72"
					"width"		"24"
					"height"	"24"
				}
			}
		}
		"tf_weapon_pipebomblauncher"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_StickybombLauncher"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" "1"

			// Attributes TF.
			"Damage"		"120"
			"InstagibDamage"	"999"
			"DamageRadius"		"132"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"PunchAngle"		"3.0"	
			"TimeFireDelay"		"0.6"
			"TimeIdle"		"0.6"
			"TimeIdleEmpty"		"0.6"
			"TimeReload"		"0.67"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"		"8"
			"default_clip"		"8"
			"ProjectileType"	"projectile_pipe_remote"
			"MaxAmmo"	"24"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"6"
			"bucket_dm_position"	"5"
			
			"ProjectileModel"	"models/weapons/w_models/w_stickybomb.mdl"
			
			"ExplosionSound"	"Weapon_Grenade_Pipebomb.Explode"
			"ExplosionEffect"	"ExplosionCore_wall"
			"ExplosionPlayerEffect"	"ExplosionCore_MidAir"
			"ExplosionWaterEffect"	"ExplosionCore_MidAir_underwater"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_stickybomb_launcher_demo.mdl"
			"playermodel"		"models/weapons/w_models/w_stickybomb_launcher.mdl"
			"anim_prefix"		"pipe"
			
			"CenteredViewmodelOffset_Y" "-16.3"
			"CenteredViewmodelOffset_Z" "-4"
			"CenteredViewmodelAngle_Y" "-8"
			"CenteredViewmodelAngle_Z" "-4"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-10"	

			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_pipelauncher"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"	"Weapon_StickyBombLauncher.Single"
				"reload"		"Weapon_StickyBombLauncher.WorldReload"
				"special2"	"Player.UseDeny"
				"special3"	"Weapon_StickyBombLauncher.ModeSwitch"
				"burst"		"Weapon_StickyBombLauncher.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_pipelaunch"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_pipelaunch"
						"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"
				}
			}
		}
		"tf_weapon_pistol"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_Pistol"
			"BuiltRightHanded"	"0"
			"weight"		"2"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"15"
			"InstagibDamage"	"999"
			"Range"			"4096"
			"BulletsPerShot"	"1"
			"Spread"		"0.04"
			"TimeFireDelay"		"0.15"
			"TimeIdle"		"5.0"
			"TimeIdleEmpty"		"0.25"
			"TimeReload"		"1.05"
			"ProjectileType"	"projectile_bullet"
			"BrassModel"		"models/weapons/shells/shell_pistol.mdl"
			"DropsMag" "1"
			"MagModel"          "models/weapons/w_models/magazines/w_pistol_magazine.mdl"
			"UseRapidFireCrits"	"1"
			"TracerEffect"		"bullet_pistol_tracer01"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		12
			default_clip		12
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"MaxAmmo"	"200"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"1"
			"bucket_dm_position"	"6" //NOTE: This is 1 AFTER it's "actual" position. "Fixes" a bug while playing as Spy in DM.

			// Animation.
			"viewmodel"	"models/weapons/v_models/v_pistol_engineer.mdl"
			"playermodel"		"models/weapons/w_models/w_pistol.mdl"
			"anim_prefix"		"ac"
			
			"CenteredViewmodelOffset_Y" "-11.5"
			"CenteredViewmodelOffset_Z" "-1"
			"CenteredViewmodelAngle_Y" "-3"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-10"

			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_pistol"
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.15"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"			"Weapon_Pistol.WorldReload"
				"empty"			"Weapon_Pistol.ClipEmpty"	
				"single_shot"		"Weapon_Pistol.Single"
				"burst"			"Weapon_Pistol.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_pistol"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_pistol"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_pistol_akimbo"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_Akimbo_Pistols"
			"BuiltRightHanded"	"0"
			"weight"		"4"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"15"
			"InstagibDamage"	"999"
			"Range"			"4096"
			"BulletsPerShot"	"1"
			"Spread"		"0.06"
			"TimeFireDelay"		"0.13"
			"TimeIdle"		"5.0"
			"TimeIdleEmpty"		"0.25"
			"TimeReload"		"3"
			"ProjectileType"	"projectile_bullet"
			"BrassModel"		"models/weapons/shells/shell_pistol.mdl"
			"UseRapidFireCrits"	"1"
			"TracerEffect"		"bullet_pistol_tracer01"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"			"30"
			"default_clip"		"30"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"MaxAmmo"	"200"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"1"
			"bucket_dm_position"	"3" //NOTE: This is 1 AFTER it's "actual" position. "Fixes" a bug while playing as Spy in DM.

			// Animation.
			"viewmodel"	"models/weapons/v_models/v_akimbo_pistols_mercenary.mdl"
			"playermodel"		"models/weapons/w_models/w_pistol_akimbo.mdl"
			"anim_prefix"		"ac"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.15"
			"MuzzleFlashParticleEffect" "muzzle_pistol"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"			"Weapon_Akimbo_Pistols.ClipOut"
				"empty"			"Weapon_Akimbo_Pistols.ClipEmpty"	
				"single_shot"		"Weapon_Akimbo_Pistols.Single"
				"burst"			"Weapon_Akimbo_Pistols.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_akimbo"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_akimbo"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_pistol_mercenary"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_Pistol"
			"BuiltRightHanded"	"0"
			"weight"		"2"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"15"
			"InstagibDamage"		"999"
			"Range"			"4096"
			"BulletsPerShot"	"1"
			"Spread"		"0.015"
			"TimeFireDelay"		"0.15"
			"TimeIdle"		"5.0"
			"TimeIdleEmpty"		"0.25"
			"TimeReload"		"1.5"
			"ProjectileType"	"projectile_bullet"
			"BrassModel"		"models/weapons/shells/shell_pistol.mdl"
			"DropsMag" "1"
			"MagModel"          "models/weapons/w_models/magazines/w_pistol_mercenary_magazine.mdl"
			"UseRapidFireCrits"	"1"
			"TracerEffect"		"bullet_pistol_tracer01"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"		15
			"default_clip"		15
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"MaxAmmo"	"200"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"1"
			"bucket_dm_position"	"4" //NOTE: This is 1 AFTER it's "actual" position. "Fixes" a bug while playing as Spy in DM.

			// Animation.
			"viewmodel"	"models/weapons/v_models/v_pistol_mercenary.mdl"
			"playermodel"		"models/weapons/w_models/w_pistol_mercenary.mdl"
			"anim_prefix"		"ac"
			
			"CenteredViewmodelOffset_Y" "-7.5"
			"CenteredViewmodelOffset_Z" "1"
			"CenteredViewmodelAngle_Y" "-0.2"
			"CenteredViewmodelAngle_Z" "8"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.15"
			"MuzzleFlashParticleEffect" "muzzle_pistol"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"			"Weapon_PistolDM.WorldReload"
				"empty"			"Weapon_Pistol.ClipEmpty"	
				"single_shot"		"Weapon_PistolDM.Single"
				"burst"			"Weapon_PistolDM.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_pistol_merc"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_pistol_merc"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_pistol_scout"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_Pistol"
			"BuiltRightHanded"	"0"
			"weight"		"2"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"15"
			"InstagibDamage"	"999"
			"Range"			"4096"
			"BulletsPerShot"	"1"
			"Spread"		"0.04"
			"TimeFireDelay"		"0.15"
			"TimeIdle"		"5.0"
			"TimeIdleEmpty"		"0.25"
			"TimeReload"		"1.25"
			"ProjectileType"	"projectile_bullet"
			"BrassModel"		"models/weapons/shells/shell_pistol.mdl"
			"DropsMag" "1"
			"MagModel"          "models/weapons/w_models/magazines/w_pistol_magazine.mdl"
			"UseRapidFireCrits"	"1"
			"TracerEffect"		"bullet_pistol_tracer01"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		12
			default_clip		12
			"MaxAmmo"	"36"
			
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"1"
			"bucket_dm_position"	"5" //NOTE: This is 1 AFTER it's "actual" position. "Fixes" a bug while playing as Spy in DM.

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_pistol_scout.mdl"
			"playermodel"		"models/weapons/w_models/w_pistol.mdl"
			
			"CenteredViewmodelOffset_Y" "-8.5"
			"CenteredViewmodelOffset_Z" "-3"
			"CenteredViewmodelAngle_Y" "-5"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-10"
			
			"anim_prefix"		"ac"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.15"
			"MuzzleFlashParticleEffect" "muzzle_pistol"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"			"Weapon_Pistol.WorldReload"
				"empty"			"Weapon_Pistol.ClipEmpty"	
				"single_shot"		"Weapon_Pistol.Single"
				"burst"			"Weapon_Pistol.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_pistol"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_pistol"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_railgun"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_RailGun"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"		"80"
			"InstagibDamage"	"999"
			"Range"			"16384"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"TimeFireDelay"		"1.5"
			"ProjectileType"	"projectile_bullet"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"TracerEffect"		"railgun_tracer01"
			
			"GibOnHeadshot"			"1"
			"DoInstantEjectBrass"	"0"
			"NoSniperCharge"		"1"
			"BrassModel"		"models/weapons/shells/shell_sniperrifle.mdl"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"		"-1"
			"default_clip"		"75"
			"MaxAmmo"	"25"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"4"
			"bucket_dm_position"	"0"


			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_sniperrifle"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_railgun_mercenary.mdl"
			"playermodel"		"models/weapons/w_models/w_railgun.mdl"
			"anim_prefix"		"shotgun"
			
			"CenteredViewmodelOffset_Y" "-11"
			"CenteredViewmodelOffset_Z" "-4"
			"CenteredViewmodelAngle_X" "-2"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-10"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_Railgun.Single"
				"reload"		"Weapon_SniperRifle.WorldReload"
				"empty"			"Weapon_SniperRifle.ClipEmpty"	
				"burst"			"Weapon_Railgun.SingleCrit"
				"special1"		"Weapon_Railgun.FireLoop"			// Looping fire sound, ramps up 3.5 seconds after start
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_railgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_railgun"
						"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"			"64"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_revolver"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_Revolver"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"			"40"
			"InstagibDamage"	"999"
			"Range"				"4096"
			"BulletsPerShot"	"1"
			"Spread"			"0.025"
			"TimeFireDelay"		"0.5"
			"TimeReload"		"1"
			"ProjectileType"	"projectile_bullet"
			"DoInstantEjectBrass"	"0"
			"HasTeamSkins_Viewmodel"			"1"
			"TracerEffect"		"bullet_pistol_tracer01"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size			6
			default_clip		6
			"MaxAmmo"	"24"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// bucket_dms.
			"bucket_dm"		"1"
			"bucket_dm_position"	"2" //NOTE: This is 1 AFTER it's "actual" position. "Fixes" a bug while playing as Spy in DM.

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_revolver_spy.mdl"
			"playermodel"		"models/weapons/w_models/w_revolver.mdl"
			"anim_prefix"		"ac"
			
			"CenteredViewmodelOffset_Y" "-14.1"
			"CenteredViewmodelOffset_Z" "-1.5"
			"CenteredViewmodelAngle_Y" "-10.6"
			"CenteredViewmodelAngle_Z" "-5"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"


			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_revolver"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"		"Weapon_Revolver.WorldReload"
				"empty"			"Weapon_Revolver.ClipEmpty"	
				"single_shot"		"Weapon_Revolver.Single"
				"burst"			"Weapon_Revolver.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_revolver"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_revolver"
						"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"			"64"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_revolver_mercenary"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_SixShooter"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"			"45"
			"InstagibDamage"	"999"
			"Range"				"4096"
			"BulletsPerShot"	"1"
			"Spread"			"0"
			"TimeFireDelay"		"0.5"
			"TimeReload"		"1.6333"
			"ProjectileType"	"projectile_bullet"
			"DoInstantEjectBrass"	"0"
			"HasTeamSkins_Viewmodel"			"1"
			"TracerEffect"		"bullet_pistol_tracer01"


			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size			6
			default_clip		6
			"MaxAmmo"	"24"
			
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"1"
			"bucket_dm_position"	"1" //NOTE: This is 1 AFTER it's "actual" position. "Fixes" a bug while playing as Spy in DM.

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_revolver_dm.mdl"
			"playermodel"		"models/weapons/w_models/w_revolver_dm.mdl"
			"anim_prefix"		"ac"

			"CenteredViewmodelOffset_Y" "-7.6"
			"CenteredViewmodelOffset_Z" "-1"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"
			
			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_revolver"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"		"Weapon_Revolver.WorldReload"
				"empty"			"Weapon_Revolver.ClipEmpty"	
				"single_shot"		"Weapon_RevolverDM.Single"
				"burst"			"Weapon_RevolverDM.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_sixshooter"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_sixshooter"
						"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"			"64"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_rocketlauncher"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_RocketLauncher"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes.
			"Damage"		"90"
			"InstagibDamage"	"999"
			"Range"			"0"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"PunchAngle"		"0.0"
			"TimeFireDelay"		"0.8"
			"TimeIdle"		"0.8"
			"TimeIdleEmpty"		"0.8"
			"TimeReload"		"0.8"
			"primary_ammo"		"WEAPON_AMMO"
			clip_size		4
			default_clip		4
			"MaxAmmo"	"20"
			
			"ProjectileType"	"projectile_rocket"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Secondary Attributes.
			"secondary_ammo"	"None"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"6"
			"bucket_dm_position"	"1"	

			"ExplosionEffect"		"ExplosionCore_wall"
			"ExplosionPlayerEffect"		"ExplosionCore_MidAir"
			"ExplosionWaterEffect"		"ExplosionCore_MidAir_underwater"

			"ExplosionSound"	"Weapon_QuakeRPG.Explode"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_rocketlauncher_soldier.mdl"
			"playermodel"		"models/weapons/w_models/w_rocketlauncher.mdl"
			"anim_prefix"		"gl"
			
			"CenteredViewmodelOffset_Y" "-10.8"
			"CenteredViewmodelOffset_Z" "-10"
			"CenteredViewmodelAngle_X" "-10"
			"CenteredViewmodelAngle_Y" "-5"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "3"
			"MinViewmodelOffset_Z" "-10"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"	"Weapon_RPG.Single"
		//		"reload"		"Weapon_RPG.WorldReload"
				"burst"			"Weapon_RPG.SingleCrit"	
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_rl"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_rl"
						"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"
				}
			}
		}
		"tf_weapon_rocketlauncher_dm"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_RocketLauncher_DM"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes.
			"Damage"		"90"
			"InstagibDamage"	"999"
			"Range"			"0"
			"DamageRadius"		"90.75"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"PunchAngle"		"0.0"
			"TimeFireDelay"		"0.8"
			"TimeIdle"		"0.8"
			"TimeIdleEmpty"		"0.8"
			"TimeReload"		"0.83"
			"primary_ammo"		"WEAPON_AMMO"
			clip_size		4
			default_clip		4
			"MaxAmmo"	"20"
			
			"ProjectileType"	"projectile_rocket"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Secondary Attributes.
			"secondary_ammo"	"None"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"6"
			"bucket_dm_position"	"2"	

			// Explosions.
			"ExplosionEffect"		"ExplosionCore_wall"
			"ExplosionPlayerEffect"		"ExplosionCore_MidAir"
			"ExplosionWaterEffect"		"ExplosionCore_MidAir_underwater"

			"ExplosionSound"	"BaseExplosionEffect.Sound"
			
			// Animation.
			"viewmodel"		"models/weapons/v_models/v_rocketlauncher_dm.mdl"
			"playermodel"		"models/weapons/w_models/w_rocketlauncher_dm.mdl"
			"anim_prefix"		"gl"
			
			"CenteredViewmodelOffset_Y" "-10.8"
			"CenteredViewmodelOffset_Z" "-10"
			"CenteredViewmodelAngle_X" "-10"
			"CenteredViewmodelAngle_Y" "-5"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "3"
			"MinViewmodelOffset_Z" "-10"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"	"Weapon_QuakeRPG.Single"
				//"reload"		"Weapon_RPG.WorldReload"
				"burst"			"Weapon_QuakeRPG.SingleCrit"	
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_original"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_original"
						"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"
				}
			}
		}
		"tf_weapon_scattergun"
		{
			// Attributes Base.
			"printname"				"#TF_Weapon_Scattergun"
			"BuiltRightHanded"		"0"
			"weight"				"3"
			"WeaponType"			"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"				"6"
			"InstagibDamage"	"999"
			"Range"					"8192"
			"BulletsPerShot"		"10"
			"Spread"				"0.0675"
			"PunchAngle"			"3.0"
			"TimeFireDelay"			"0.625"
			"TimeIdle"				"5.0"
			"TimeIdleEmpty"			"0.25"
			"TimeReloadStart"		"0.1"
			"TimeReload"			"0.5"
			"primary_ammo"		"WEAPON_AMMO"
			"clip_size"				"6"
			"default_clip"			"6"
			"MaxAmmo"	"32"
			
			"ProjectileType"		"projectile_bullet"
			"AmmoPerShot"			"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"DoInstantEjectBrass"	"0"
			"BrassModel"			"models/weapons/shells/shell_shotgun.mdl"	
			"TracerEffect"		"bullet_scattergun_tracer01"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"				"2"
			"bucket_dm_position"		"7"

			// Animation.
			"viewmodel"     	"models/weapons/v_models/v_scattergun_scout.mdl"
			"playermodel"		"models/weapons/w_models/w_scattergun.mdl"
			"anim_prefix"		"shotgun"
			
			"CenteredViewmodelOffset_Y" "-9.8"
			"CenteredViewmodelOffset_Z" "-1"
			"CenteredViewmodelAngle_Y" "-6"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-11"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_scattergun"
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_Scatter_Gun.Single"
				"empty"			"Weapon_Scatter_Gun.Empty"
				"reload"			"Weapon_Scatter_Gun.WorldReload"
				"special1"		"Weapon_Scatter_Gun.Pump"
				"burst"			"Weapon_Scatter_Gun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_scatgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_scatgun"
						"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"		"0"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_scrapcannon"
		{
			// Attributes Base.
			"printname"				"#TF_Weapon_SuperShotgun"
			"BuiltRightHanded"		"0"
			"weight"				"3"
			"WeaponType"			"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"				"8"
			"InstagibDamage"	"999"
			"Range"					"8192"
			"BulletsPerShot"		"20"
			"Spread"				"0.0985"
			"PunchAngle"			"12"
			"TimeFireDelay"			"0.6"
			"TimeIdle"				"5.0"
			"TimeIdleEmpty"			"0.25"
		//	"TimeReloadStart"		"0.50"
			"TimeReload"			"1.55"
		"primary_ammo"		"WEAPON_AMMO"
			"clip_size"				"1"
			"ProjectileType"		"projectile_bullet"
			"AmmoPerShot"			"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"TracerEffect"		"bullet_scattergun_tracer01"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"				"2"
			"bucket_dm_position"		"0"

			// Animation.
			"viewmodel"     	"models/weapons/v_models/v_supershotgun_mercenary.mdl"
			"playermodel"		"models/weapons/w_models/w_supershotgun.mdl"
			"anim_prefix"		"shotgun"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_scattergun"
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_SuperShotGun.Single"
				"empty"			"Weapon_Scatter_Gun.Empty"
				"reload"			"Weapon_SuperShotGun.WorldReload"
				"special1"		"Weapon_SuperShotGun.ShellsIn"
				"burst"			"Weapon_SuperShotGun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_supershotgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_supershotgun"
						"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"		"0"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_shotgun_hwg"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Shotgun"
			"BuiltRightHanded"		"0"
			"weight"			"2"
			"WeaponType"			"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"			"6"
			"InstagibDamage"	"999"
			"Range"				"8192"
			"BulletsPerShot"		"10"
			"Spread"			"0.0675"
			"PunchAngle"			"2.0"
			"TimeFireDelay"			"0.625"
			"TimeIdle"			"5.0"
			"TimeIdleEmpty"			"0.25"
			"TimeReload"			"0.5"
			"primary_ammo"		"WEAPON_AMMO"
			"clip_size"			"6"
			"default_clip"			"6"
			"MaxAmmo"	"32"
			
			"ProjectileType"		"projectile_bullet"
			"AmmoPerShot"			"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"DoInstantEjectBrass"	"0"
			"BrassModel"			"models/weapons/shells/shell_shotgun.mdl"	
			"TracerEffect"		"bullet_shotgun_tracer01"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"2"
			"bucket_dm_position"		"3"

			// Animation.
			"viewmodel"				"models/weapons/v_models/v_shotgun_heavy.mdl"

			"CenteredViewmodelOffset_Y" "-7.8"
			
			"MinViewmodelOffset_X" "5"
			"MinViewmodelOffset_Y" "-2"
			"MinViewmodelOffset_Z" "-10"
			
			"playermodel"   "models/weapons/w_models/w_shotgun.mdl"
			"anim_prefix"   "shotgun"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_shotgun"
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_Shotgun.Single"
				"empty"			"Weapon_Shotgun.Empty"
				"reload"		"Weapon_Shotgun.WorldReload"
				"special1"		"Weapon_Shotgun.Pump"
				"burst"			"Weapon_Shotgun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_shotgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_shotgun"
						"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"		"0"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_shotgun_mercenary"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Shotgun"
			"BuiltRightHanded"		"0"
			"weight"			"2"
			"WeaponType"			"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"			"6"
			"InstagibDamage"	"999"
			"Range"				"8192"
			"BulletsPerShot"		"10"
			"Spread"			"0.0675"
			"PunchAngle"			"2.0"
			"TimeFireDelay"			"0.625"
			"TimeIdle"			"5.0"
			"TimeIdleEmpty"			"0.25"
			"TimeReload"			"0.5"
			
			"primary_ammo"		"WEAPON_AMMO"
			"clip_size"			"6"
			"default_clip"			"6"
			"MaxAmmo"	"32"
			
			"ProjectileType"		"projectile_bullet"
			"AmmoPerShot"			"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"DoInstantEjectBrass"	"0"
			"BrassModel"			"models/weapons/shells/shell_shotgun.mdl"	
			"TracerEffect"		"bullet_shotgun_tracer01"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"2"
			"bucket_dm_position"		"2"

			// Animation.
			"viewmodel"     		"models/weapons/v_models/v_shotgun_merc.mdl"


			"CenteredViewmodelOffset_Y" "-7.8"
			
			
			"MinViewmodelOffset_X" "5"
			"MinViewmodelOffset_Y" "-2"
			"MinViewmodelOffset_Z" "-10"	
			
			"playermodel"   "models/weapons/w_models/w_shotgun.mdl"
			"anim_prefix"   "shotgun"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_shotgun"
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_Shotgun.Single"
				"empty"			"Weapon_Shotgun.Empty"
				"reload"		"Weapon_Shotgun.WorldReload"
				"special1"		"Weapon_Shotgun.Pump"
				"burst"			"Weapon_Shotgun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_shotgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_shotgun"
						"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"		"0"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_shotgun_primary"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Shotgun"
			"BuiltRightHanded"		"0"
			"weight"			"3"
			"WeaponType"			"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"			"6"
			"InstagibDamage"	"999"
			"Range"				"8192"
			"BulletsPerShot"		"10"
			"Spread"			"0.0675"
			"PunchAngle"			"3.0"
			"TimeFireDelay"			"0.625"
			"TimeIdle"			"5.0"
			"TimeIdleEmpty"			"0.25"
			"TimeReload"			"0.5"
			
			"primary_ammo"		"WEAPON_AMMO"
			"clip_size"			"6"
			"default_clip"			"6"
			"MaxAmmo"	"32"
			
			"ProjectileType"		"projectile_bullet"
			"AmmoPerShot"			"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"DoInstantEjectBrass"	"0"
			"BrassModel"			"models/weapons/shells/shell_shotgun.mdl"	
			"TracerEffect"		"bullet_shotgun_tracer01"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"2"
			"bucket_dm_position"		"4"

			// Animation.
			"viewmodel"				"models/weapons/v_models/v_shotgun_engineer.mdl"
			
			"CenteredViewmodelOffset_Y" "-8"
			
			
			"MinViewmodelOffset_X" "5"
			"MinViewmodelOffset_Y" "-2"
			"MinViewmodelOffset_Z" "-10"
			
			"playermodel"   "models/weapons/w_models/w_shotgun.mdl"
			"anim_prefix"   "shotgun"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_shotgun"
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_Shotgun.Single"
				"empty"			"Weapon_Shotgun.Empty"
				"reload"		"Weapon_Shotgun.WorldReload"
				"special1"		"Weapon_Shotgun.Pump"
				"burst"			"Weapon_Shotgun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_shotgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_shotgun"
						"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"		"0"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_shotgun_pyro"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Shotgun"
			"BuiltRightHanded"		"0"
			"weight"			"2"
			"WeaponType"			"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"				"6"
			"InstagibDamage"	"999"
			"Range"					"8192"
			"BulletsPerShot"		"10"
			"Spread"				"0.0675"
			"PunchAngle"			"2.0"
			"TimeFireDelay"			"0.625"
			"TimeIdle"				"5.0"
			"TimeIdleEmpty"			"0.25"
			"TimeReload"			"0.5"
			
			"primary_ammo"		"WEAPON_AMMO"
			"clip_size"				"6"
			"default_clip"			"6"
			"MaxAmmo"	"32"
			
			"ProjectileType"		"projectile_bullet"
			"AmmoPerShot"			"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"DoInstantEjectBrass"	"0"
			"BrassModel"			"models/weapons/shells/shell_shotgun.mdl"	
			"TracerEffect"		"bullet_shotgun_tracer01"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"2"
			"bucket_dm_position"		"5"

			// Animation.
			"viewmodel"				"models/weapons/v_models/v_shotgun_pyro.mdl"
			
			"CenteredViewmodelOffset_Y" "-8.8"
			"CenteredViewmodelOffset_Z" "1"
			
			
			"MinViewmodelOffset_X" "5"
			"MinViewmodelOffset_Y" "-2"
			"MinViewmodelOffset_Z" "-10"
			
			"playermodel"   "models/weapons/w_models/w_shotgun.mdl"
			"anim_prefix"   "shotgun"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_shotgun"
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_Shotgun.Single"
				"empty"			"Weapon_Shotgun.Empty"
				"reload"		"Weapon_Shotgun.WorldReload"
				"special1"		"Weapon_Shotgun.Pump"
				"burst"			"Weapon_Shotgun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_shotgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_shotgun"
						"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"		"0"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_shotgun_soldier"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Shotgun"
			"BuiltRightHanded"		"0"
			"weight"			"2"
			"WeaponType"			"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"			"6"
			"InstagibDamage"	"999"
			"Range"				"8192"
			"BulletsPerShot"		"10"
			"Spread"			"0.0675"
			"PunchAngle"			"2.0"
			"TimeFireDelay"			"0.625"
			"TimeIdle"			"5.0"
			"TimeIdleEmpty"			"0.25"
			"TimeReload"			"0.5"
			
			"primary_ammo"		"WEAPON_AMMO"
			"clip_size"			"6"
			"default_clip"			"6"
			"MaxAmmo"	"32"
			
			"ProjectileType"		"projectile_bullet"
			"AmmoPerShot"			"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"DoInstantEjectBrass"	"0"
			"BrassModel"			"models/weapons/shells/shell_shotgun.mdl"	
			"TracerEffect"		"bullet_shotgun_tracer01"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"2"
			"bucket_dm_position"		"6"

			// Animation.
			"viewmodel"				"models/weapons/v_models/v_shotgun_soldier.mdl"
			"mercenary_viewmodel"     		"models/weapons/v_models/v_shotgun_merc.mdl"
			
			"CenteredViewmodelOffset_Y" "-8"
			
			
			"MinViewmodelOffset_X" "5"
			"MinViewmodelOffset_Y" "-2"
			"MinViewmodelOffset_Z" "-10"
			
			"playermodel"   "models/weapons/w_models/w_shotgun.mdl"
			"anim_prefix"   "shotgun"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_shotgun"
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_Shotgun.Single"
				"empty"			"Weapon_Shotgun.Empty"
				"reload"		"Weapon_Shotgun.WorldReload"
				"special1"		"Weapon_Shotgun.Pump"
				"burst"			"Weapon_Shotgun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_shotgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_shotgun"
						"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"		"0"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_shovel"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Shovel"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"1"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"			"65"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
				"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.	
			"bucket"			"2"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"			"0"
			"bucket_dm_position"		"11"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_shovel_soldier.mdl"
			"playermodel"			"models/weapons/w_models/w_shovel.mdl"
			"anim_prefix"			"shovel"
			
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "-3"
			"MinViewmodelOffset_Z" "-11"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_shovel"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_shovel"
						"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"
				}
			}
		}
		"tf_weapon_smg"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_SMG"
			"BuiltRightHanded"	"0"
			"weight"		"2"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"8"
			"InstagibDamage"	"999"
			"Range"			"8192"
			"BulletsPerShot"	"1"
			"Spread"		"0.025"
			"TimeIdle"		"10.0"
			"TimeIdleEmpty"		"1.0"
			"TimeFireDelay"		"0.1"
			"TimeReload"	"1.2"
			"ProjectileType"	"projectile_bullet"
			"BrassModel"		"models/weapons/shells/shell_pistol.mdl"
			"UseRapidFireCrits"	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		25
			default_clip		25
			"MaxAmmo"	"75"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"3"
			"bucket_dm_position"	"5" //NOTE: This is 2 AFTER it's "actual" position. "Fixes" a bug involving the sapper and non-Spy classes in DM.
			"TracerEffect"		"bullet_pistol_tracer01"


			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.11"
			"MuzzleFlashParticleEffect" "muzzle_smg"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_smg_sniper.mdl"
			"mercenary_viewmodel"		"models/weapons/v_models/v_smg_merc.mdl"
			"civilian_viewmodel"		"models/weapons/v_models/v_smg_merc.mdl"
			"playermodel"	"models/weapons/w_models/w_smg.mdl"
			"anim_prefix"	"ac"
			
			"CenteredViewmodelOffset_Y" "-9.5"
			"CenteredViewmodelOffset_Z" "-0.5"
			"CenteredViewmodelAngle_Z" "-0.3"
			
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-7"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"		"Weapon_SMG.WorldReload"
				"empty"			"Weapon_SMG.ClipEmpty"	
				"single_shot"		"Weapon_SMG.Single"
				"burst"			"Weapon_SMG.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_smg"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_smg"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_smg_mercenary"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_SMG_DM"
			"BuiltRightHanded"	"0"
			"weight"		"2"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"10"
			"InstagibDamage"	"999"
			"Range"			"8192"
			"BulletsPerShot"	"1"
			"Spread"		"0.025"
			"TimeIdle"		"10.0"
			"TimeIdleEmpty"		"1.0"
			"TimeFireDelay"		"0.1"
			"TimeReload"	"1.8"
			"ProjectileType"	"projectile_bullet"
			"BrassModel"		"models/weapons/shells/shell_pistol.mdl"
			"UseRapidFireCrits"	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"		"35"
			"default_clip"	"35"
			"MaxAmmo"	"105"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"3"
			"bucket_dm_position"	"4" //NOTE: This is 2 AFTER it's "actual" position. "Fixes" a bug involving the sapper and non-Spy classes in DM.
			"TracerEffect"		"bullet_pistol_tracer01"


			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.11"
			"MuzzleFlashParticleEffect" "muzzle_smg"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_smg_dm.mdl"
			"playermodel"	"models/weapons/w_models/w_smg_dm.mdl"
			"anim_prefix"	"ac"
			
			"CenteredViewmodelOffset_Y" "-7.5"
			"CenteredViewmodelOffset_Z" "-2"
			"CenteredViewmodelAngle_X" "-2"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-7"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"		"Weapon_SMG.WorldReload"
				"empty"			"Weapon_SMG.ClipEmpty"	
				"single_shot"		"Weapon_SMG_DM.Single"
				"burst"			"Weapon_SMG_DM.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_smgDM"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_smgDM"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}	
		"tf_weapon_sniperrifle"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_SniperRifle"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"		"50"
			"InstagibDamage"	"999"
			"Range"			"8192"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"TimeFireDelay"		"1.5"
			"ProjectileType"	"projectile_bullet"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			
			"DoInstantEjectBrass"	"0"
			"BrassModel"		"models/weapons/shells/shell_sniperrifle.mdl"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"		"-1"
			"default_clip"		"75"
			"MaxAmmo"	"25"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"4"
			"bucket_dm_position"	"1"


			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_sniperrifle"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_sniperrifle_sniper.mdl"
			"playermodel"		"models/weapons/w_models/w_sniperrifle.mdl"
			"anim_prefix"		"shotgun"
			
			"CenteredViewmodelOffset_Y" "-8.5"
			"CenteredViewmodelOffset_Z" "-10"
			"CenteredViewmodelAngle_X" "-2"
			"CenteredViewmodelAngle_Y" "1"
			"CenteredViewmodelAngle_Z" "-2.7"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-10"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_SniperRifle.Single"
				"reload"		"Weapon_SniperRifle.WorldReload"
				"empty"			"Weapon_SniperRifle.ClipEmpty"	
				"burst"			"Weapon_SniperRifle.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_sniper"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_sniper"
						"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"			"64"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_super_rocketlauncher"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_QuadLauncher"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes.
			"Damage"		"90"
			"InstagibDamage"	"999"
			"Range"			"0"
			"BulletsPerShot"	"1"
			"Spread"		"10"
			"PunchAngle"		"10"
			"TimeFireDelay"		"0.1"
			"BurstFireDelay"    "0.5"
			"BurstSize"         "4"
			"TimeIdle"		"0.8"
			"TimeIdleEmpty"		"0.8"
			"TimeReload"		"3.84"
			"primary_ammo"		"WEAPON_AMMO"
			"clip_size"		"4"
			"default_clip"		"4"
			"MaxAmmo"	"16"
			"ProjectileType"	"projectile_rocket"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"PickupMultiplier"	"0"
			"DropOnNoAmmo"		"1"
			"AlwaysDrop"		"1"
			
			// Secondary Attributes.
			"secondary_ammo"	"None"

			// bucket.	
			"bucket"			"7"
			"bucket_position"		"1"
			
			// bucket_dms.
			"bucket_dm"		"7"
			"bucket_dm_position"	"1"	

			// Explosions.
			"ExplosionEffect"		"ExplosionCore_wall"
			"ExplosionPlayerEffect"		"ExplosionCore_MidAir"
			"ExplosionWaterEffect"		"ExplosionCore_MidAir_underwater"

			"ExplosionSound"	"Weapon_QuakeRPG.Explode"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_quad.mdl"
			"playermodel"		"models/weapons/w_models/w_quadtest.mdl"
			"anim_prefix"		"gl"
			
			"CenteredViewmodelOffset_Y" "-13.3"
			"CenteredViewmodelOffset_Z" "-10"
			"CenteredViewmodelAngle_Y" "0.4"
			"CenteredViewmodelAngle_Z" "-29"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "3"
			"MinViewmodelOffset_Z" "-10"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"	"Weapon_RPG.Single"
				"reload"		"Weapon_RPG.WorldReload"
				"burst"			"Weapon_RPG.SingleCrit"	
				"special3"		"Weapon_Quad.Ping"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_quadlauncher"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_quadlauncher"
						"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"
				}
			}
		}
		"tf_weapon_supershotgun"
		{
			// Attributes Base.
			"printname"				"#TF_Weapon_SuperShotgun"
			"BuiltRightHanded"		"0"
			"weight"				"3"
			"WeaponType"			"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"				"6"
			"InstagibDamage"	"999"
			"Range"					"8192"
			"BulletsPerShot"		"20"
			"Spread"				"0.0985"
			"PunchAngle"			"12"
			"TimeFireDelay"			"0.4"
			"TimeIdle"				"5.0"
			"TimeIdleEmpty"			"0.25"
		//	"TimeReloadStart"		"0.50"
			"TimeReload"			"1.4"
			"primary_ammo"		"WEAPON_AMMO"
			"clip_size"				"1"
			"MaxAmmo"	"32"	
			"ProjectileType"		"projectile_bullet"
			"AmmoPerShot"			"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"GibOnOverkill"		"1"
			"TracerEffect"		"bullet_scattergun_tracer01"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"				"2"
			"bucket_dm_position"		"1"

			// Animation.
			"viewmodel"     	"models/weapons/v_models/v_supershotgun_mercenary.mdl"
			"playermodel"		"models/weapons/w_models/w_supershotgun.mdl"
			"anim_prefix"		"shotgun"
			
			"CenteredViewmodelOffset_Y" "-6.2"
			
			"MinViewmodelOffset_X" "5"
			"MinViewmodelOffset_Y" "-2"
			"MinViewmodelOffset_Z" "-10"
			

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_scattergun"
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_SuperShotGun.Single"
				"empty"			"Weapon_Scatter_Gun.Empty"
				"reload"			"Weapon_SuperShotGun.WorldReload"
				"special1"		"Weapon_SuperShotGun.ShellsIn"
				"burst"			"Weapon_SuperShotGun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_supershotgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_supershotgun"
						"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"		"0"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_sword"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Sword"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"MeleeRange"		"82"
			"weight"			"1"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"			"70"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.	
			"bucket"			"2"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"			"0"
			"bucket_dm_position"		"3"

			// Model & Animation
			// temporary until we get a new model
			"viewmodel"			"models/weapons/v_models/v_shovel_soldier.mdl"
			"playermodel"			"models/weapons/w_models/w_sword.mdl"
			"anim_prefix"			"bat"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"
			

			// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
			SoundData
			{
				"melee_miss"	"Weapon_Sword.Swing"
				"melee_hit"		"Weapon_Sword.HitFlesh"
				"melee_hit_world"	"Weapon_Sword.HitWorld"
				"burst"			"Weapon_Sword.SwingCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_shovel"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_shovel"
						"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"
				}
			}
		}
		"tf_weapon_syringegun_medic"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_SyringeGun"
			"BuiltRightHanded"	"0"
			"weight"		"4"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"10"
			"InstagibDamage"	"999"
			"Range"			"8192"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"TimeFireDelay"		"0.1"
			"TimeReload"		"1.2"
			"ProjectileType"	"projectile_syringe"
			"HasTeamSkins_Viewmodel"		"1"
			"UseRapidFireCrits"	"1"
			"HasTeamSkins_Worldmodel"	"1"

			
			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		40
			default_clip		40
			"MaxAmmo"	"150"
			
			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"5"
			"bucket_dm_position"	"3"


			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_syringe"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_syringegun_medic.mdl"
			"playermodel"		"models/weapons/w_models/w_syringegun.mdl"
			"anim_prefix"		"ac"
			
			"CenteredViewmodelOffset_Y" "-13.5"
			"CenteredViewmodelOffset_Z" "-7"
			"CenteredViewmodelAngle_X" "-5"
			"CenteredViewmodelAngle_Y" "-5.5"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-12"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"			"Weapon_SyringeGun.WorldReload"
				"empty"			"Weapon_SyringeGun.ClipEmpty"	
				"single_shot"		"Weapon_SyringeGun.Single"
				"burst"			"Weapon_SyringeGun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_syrgun_red"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_syrgun_blue"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_tommygun"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_TommyGun"
			"BuiltRightHanded"	"0"
			"weight"		"2"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"12"
			"InstagibDamage"	"999"
			"Range"			"8192"
			"BulletsPerShot"	"1"
			"Spread"		"0.06"
			"TimeIdleEmpty"		"1.0"
			"TimeIdle"		"10.0"
			"TimeFireDelay"		"0.1"
			"TimeReload"	"1.8"
			"ProjectileType"	"projectile_bullet"
			"BrassModel"		"models/weapons/shells/shell_pistol.mdl"
			"UseRapidFireCrits"	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"muzzleflashtexture" "effects/muzzleflash_light"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"		"50"
			"default_clip"		"50"
			"MaxAmmo"	"100"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"3"
			"bucket_dm_position"	"3" //NOTE: This is 2 AFTER it's "actual" position. "Fixes" a bug involving the sapper and non-Spy classes in DM.
			"TracerEffect"		"bullet_pistol_tracer01"


			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.12"
			"MuzzleFlashParticleEffect" "muzzle_smg"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_tommygun_merc.mdl"
			"playermodel"	"models/weapons/w_models/w_tommygun.mdl"
			"anim_prefix"	"ac"
			
			"CenteredViewmodelOffset_Y" "-7.4"
			"CenteredViewmodelOffset_Z" "1"
			"CenteredViewmodelAngle_Y" "-0.3"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"		"Weapon_SMG.WorldReload"
				"empty"			"Weapon_SMG.ClipEmpty"	
				"single_shot"		"Weapon_Tommygun.Single"
				"burst"			"Weapon_Tommygun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_tommygun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_tommygun"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tf_weapon_tripmine"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_Tripmine"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes.
			"Damage"		"105"
			"DamageRadius"		"200"
			"Range"			"125"
			
			"InstagibDamage"	"999"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"PunchAngle"		"0.0"
			"TimeFireDelay"		"0.8"
			"TimeIdle"		"0.8"
			"TimeIdleEmpty"		"0.8"
			"TimeReload"		"0.8"
			"primary_ammo"		"WEAPON_AMMO"
			clip_size		-1
			default_clip		-1
			"MaxAmmo"	"4"
			
			"ProjectileType"	"projectile_tripmine"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Secondary Attributes.
			"secondary_ammo"	"None"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"6"
			"bucket_dm_position"	"7"	

			"ExplosionEffect"		"ExplosionCore_wall"
			"ExplosionPlayerEffect"		"ExplosionCore_MidAir"
			"ExplosionWaterEffect"		"ExplosionCore_MidAir_underwater"

			"ExplosionSound"	"BaseExplosionEffect.Sound"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_tripmine.mdl"
			"playermodel"		"models/weapons/w_models/w_tripmine.mdl"
			"anim_prefix"		"gl"
			
			"MinViewmodelOffset_X" "0"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_tripmine"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_tripmine"
						"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"
				}
			}
		}
		"tf_weapon_umbrella"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Umbrella"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"1"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"			"40"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.4"
			"SmackDelay"		"0.1"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.	
			"bucket"			"2"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"			"0"
			"bucket_dm_position"		"12"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_umbrella_civilian.mdl"
			"playermodel"			"models/weapons/w_models/w_umbrella_civilian.mdl"
			"anim_prefix"			"bat"
			
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-7"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_umbrella"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_umbrella"
						"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"
				}
			}
		}
		"tf_weapon_wrench"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Wrench"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"1"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			"HasTeamSkins_Viewmodel"			"1"
			
			// Attributes TF.
			"Damage"			"65"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None" // to display while we're building
			"secondary_ammo"		"None"
			"clip_size"			"-1"

			// bucket.	
			"bucket"			"2"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"			"0"
			"bucket_dm_position"		"5"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_wrench_engineer.mdl"
			"playermodel"			"models/weapons/w_models/w_wrench.mdl"
			"anim_prefix"			"wrench"
			
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "-2"
			"MinViewmodelOffset_Z" "-9"

			// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
			SoundData
			{
				"melee_miss"	"Weapon_Wrench.Miss"
				"melee_hit"		"Weapon_Wrench.HitFlesh"
				"melee_hit_world"	"Weapon_Wrench.HitWorld"
				"burst"			"Weapon_Wrench.MissCrit"
				
				"special1"		"Weapon_Wrench.HitBuilding_Success"
				"special2"		"Weapon_Wrench.HitBuilding_Failure"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_wrench"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_wrench"
						"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"
				}
			}
		}
		"tfc_weapon_assault_rifle"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_AR"
			"BuiltRightHanded"	"0"
			"weight"		"2"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"8"
			"InstagibDamage"	"999"
			"Range"			"8192"
			"BulletsPerShot"	"1"
			"Spread"		"0.025"
			"TimeIdle"		"10.0"
			"TimeIdleEmpty"		"1.0"
			"TimeFireDelay"		"0.1"
			"TimeReload"	"1.2"
			"ProjectileType"	"projectile_bullet"
			"BrassModel"		"models/weapons/shells/shell_pistol.mdl"
			"UseRapidFireCrits"	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		-1
			default_clip		-1
			"MaxAmmo"	"75"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"3"
			"bucket_dm_position"	"5" //NOTE: This is 2 AFTER it's "actual" position. "Fixes" a bug involving the sapper and non-Spy classes in DM.
			"TracerEffect"		"bullet_pistol_tracer01"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.11"
			
			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_smg"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_assault_rifle_dm.mdl"
			"playermodel"	"models/weapons/w_models/w_assault_rifle.mdl"
			"anim_prefix"	"ac"
			
			"CenteredViewmodelOffset_Y" "-9.5"
			"CenteredViewmodelOffset_Z" "2"
			"CenteredViewmodelAngle_X" "-1"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-7"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"		"Weapon_AR.WorldReload"
				"empty"			"Weapon_AR.ClipEmpty"	
				"single_shot"		"Weapon_AR.Single"
				"burst"			"Weapon_AR.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_assaultrifle"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_assaultrifle"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tfc_weapon_assaultcannon"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_AssaultCannon"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"5"
			"InstagibDamage"	"999"
			"Range"			"8192"
			"BulletsPerShot"	"4"
			"Spread"		"0.1"
			"TimeFireDelay"	"0.1"
			"ProjectileType"	"projectile_bullet"
			"DoInstantEjectBrass"	"1"
			"BrassModel"		"models/weapons/shells/shell_minigun.mdl"
			"UseRapidFireCrits"	"1"
			"TracerEffect"		"bullet_tracer01"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		-1
			"MaxAmmo"	"200"

			// bucket
			"bucket"		"0"
			"bucket_position"	"0"
			
			// bucket_dms.
			"bucket_dm"		"3"
			"bucket_dm_position"	"2" //NOTE: This is 2 AFTER it's "actual" position. "Fixes" a bug involving the sapper and non-Spy classes in DM.

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_minigun_dm.mdl"
			"playermodel"		"models/weapons/w_models/w_minigun_dm.mdl"
			"anim_prefix"		"ac"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/muzzleflash/minigunmuzzle.mdl"

			"MuzzleFlashParticleEffect" "muzzle_minigun"
			
			
			"CenteredViewmodelOffset_Y" "-11.5"
			"CenteredViewmodelAngle_Y" "-6"
			"CenteredViewmodelAngle_Z" "-1"
			
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-9"

			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"		"Weapon_Minigun.Reload"
				"empty"			"Weapon_Minigun.ClipEmpty"	
				"double_shot"	"Weapon_Chaingun.Fire"
				"special1"		"Weapon_Minigun.WindUp"
				"special2"		"Weapon_Minigun.WindDown"
				"special3"		"Weapon_Minigun.Spin"
				"burst"			"Weapon_Chaingun.FireCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_chaingun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_chaingun"
						"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"			"64"
						"y"			"64"
						"width"		"64"
						"height"	"64"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tfc_weapon_crowbar"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Crowbar"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"1"
			"WeaponType"		"melee_allclass"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"			"40"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.4"
			"SmackDelay"		"0.1"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"
			
			// Slots
			"Scout_slot"		"2"

			// bucket.
			"bucket"		"3"
			"bucket_position"	"0"
			
			// bucket_dms.	
			"bucket_dm"			"0"
			"bucket_dm_position"		"4"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_crowbar_mercenary_old.mdl"
			"playermodel"			"models/weapons/w_models/w_crowbar.mdl"
			"anim_prefix"			"bat"
			
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_crowbar"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_crowbar"
						"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"
				}
			}
		}
		"tfc_weapon_flamethrower"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_FlameThrower"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			
			// Attributes TF.
			"Damage"		"170"	// per second
			"InstagibDamage"	"999"
			"Range"			"0"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"TimeFireDelay"	"0.04"
			"UseRapidFireCrits"	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"		"-1"
			"MaxAmmo"	"200"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"5"
			"bucket_dm_position"	"1"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_flamethrower_pyro.mdl"
			"playermodel"		"models/weapons/w_models/w_flamethrower.mdl"
			"anim_prefix"		"gl"
			
			"CenteredViewmodelOffset_Y" "-10.6"
			"CenteredViewmodelOffset_Z" "-2"
			"CenteredViewmodelAngle_Y" "-0.2"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-10"

			"HasTeamSkins_Worldmodel"	"1"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_FlameThrower.Fire"			// Starting fire, 3.5 seconds long
				"special1"		"Weapon_FlameThrower.FireLoop"			// Looping fire sound, ramps up 3.5 seconds after start
				"double_shot"		"Weapon_FlameThrower.FireRocket"		// Secondary fire
				"special2"		"Weapon_FlameThrower.PilotLoop"			// Looping pilot light sound, always on while weapon is deployed
				"special3"		"Weapon_FlameThrower.WindDown"			// End of fire sound
				"burst"			"Weapon_FlameThrower.FireLoopCrit"		// Looping crit fire sound
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_flamethrower_red"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_flamethrower_blue"
						"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"
				}
			}
		}
		"tfc_weapon_grenadelauncher"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_GrenadeLauncher"
			"BuiltRightHanded"	"0"
			"weight"		"4"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"	

			// Attributes TF.
			"damage"		"90"
			"InstagibDamage"	"999"
			"DamageRadius"		"100"
			"BulletsPerShot"	"1"
			"HasTeamSkins_Viewmodel"			"1"
			"Spread"		"0.0"	
			"PunchAngle"		"3.0"
			"TimeFireDelay"		"0.6"
			"TimeIdle"		"0.6"
			"TimeIdleEmpty"		"0.6"
			"TimeReloadStart"	"0.4"
			"TimeReload"		"0.7"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"ProjectileModel"	"models/weapons/w_models/w_grenade_grenadelauncher.mdl"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"		"6"
			"default_clip"		"6"
			"ProjectileType"	"projectile_pipe"
			"MaxAmmo"	"50"

			// bucket
			"bucket"		"0"
			"bucket_position"	"0"	
			
			// bucket_dms.
			"bucket_dm"		"6"
			"bucket_dm_position"	"4"
			
			"ExplosionSound"	"Weapon_Grenade_Pipebomb.Explode"
			"ExplosionEffect"	"ExplosionCore_wall"
			"ExplosionPlayerEffect"	"ExplosionCore_MidAir"
			"ExplosionWaterEffect"	"ExplosionCore_MidAir_underwater"

			"ProjectileModel"	"models/weapons/w_models/w_grenade_grenadelauncher_dm.mdl"
			"BrassModel"			"models/weapons/shells/shell_grenade.mdl"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_grenadelauncher_dm.mdl"
			"playermodel"		"models/weapons/w_models/w_grenadelauncher_dm.mdl"
			"anim_prefix"		"gl"
			
			"CenteredViewmodelOffset_Y" "-7.5"
			"CenteredViewmodelAngle_X" "-2"
			
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-10"	


			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_grenadelauncher"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"	"Weapon_GrenadeLauncherDM.Single"
				"reload"		"Weapon_GrenadeLauncher.WorldReload"
				"special3"		"Weapon_GrenadeLauncher.ModeSwitch"
				"burst"			"Weapon_GrenadeLauncherDM.SingleCrit"	
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_grenDM"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_grenDM"
						"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"
				}
			}
		}
		"tfc_weapon_incendiarycannon"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_IncendiaryCannon"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes.
			"Damage"		"90"
			"InstagibDamage"	"999"
			"Range"			"0"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"PunchAngle"		"0.0"
			"TimeFireDelay"		"0.8"
			"TimeIdle"		"0.8"
			"TimeIdleEmpty"		"0.8"
			"TimeReload"		"0.8"
			"primary_ammo"		"WEAPON_AMMO"
			clip_size		1
			default_clip		1
			"MaxAmmo"	"20"
			
			"ProjectileType"	"projectile_incendrocket"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Secondary Attributes.
			"secondary_ammo"	"None"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"6"
			"bucket_dm_position"	"1"	

			"ExplosionEffect"		"rocket_explosion_classic"
			"ExplosionPlayerEffect"		"rocket_explosion_classic"
			"ExplosionWaterEffect"		"rocket_explosion_classic"

			"ExplosionSound"	"Weapon_QuakeRPG.Explode"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_rocketlauncher_soldier.mdl"
			"playermodel"		"models/weapons/w_models/w_rocketlauncher.mdl"
			"anim_prefix"		"gl"
			
			"CenteredViewmodelOffset_Y" "-10.8"
			"CenteredViewmodelOffset_Z" "-10"
			"CenteredViewmodelAngle_X" "-10"
			"CenteredViewmodelAngle_Y" "-5"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "3"
			"MinViewmodelOffset_Z" "-10"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"	"Weapon_RPG.NPC_Single"
		//		"reload"		"Weapon_RPG.WorldReload"
				"burst"			"Weapon_RPG.SingleCrit"	
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_rl"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_rl"
						"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"
				}
			}
		}
		"tfc_weapon_knife"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Knife"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"2"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF
			"Damage"			"40"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"			"5.0"
			"SmackDelay"			"0"
			"Secondary_SmackDelay"		"0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"
			
			// bucket.	
			"bucket"			"4"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"0"
			"bucket_dm_position"		"2"
			
			// Model & Animation.
			"viewmodel"			"models/weapons/v_models/v_classic_knife.mdl"
			"playermodel"			"models/weapons/w_models/w_classic_knife.mdl"
			"anim_prefix"			"knife"
			
			"MinViewmodelOffset_X" "5"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-4"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"melee_miss"		"Weapon_Knife.Miss"
				"melee_hit"		"Weapon_Knife.HitFlesh"
				"melee_hit_world"	"Weapon_Knife.HitWorld"
				"burst"			"Weapon_Knife.MissCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_knife"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_knife"
						"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"			"64"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tfc_weapon_medigun"
		{
			// Attributes Base.
			"printname"				"#TF_Weapon_Medigun"
			"BuiltRightHanded"		"0"
			"weight"				"3"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"				"-24"
			"InstagibDamage"	"999"
			"Range"					"450"
			"TimeFireDelay"			"0.5"
			"TimeIdle"				"5.0"
			"TimeIdleEmpty"			"0.25"
			"TimeReloadStart"		"0.1"
			"TimeReload"			"0.5"
			"primary_ammo"			"None"
			"ProjectileType"		"projectile_bullet"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"	"1"

			// bucket.	
			"bucket"			"5"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"8"
			"bucket_dm_position"		"0"

			// Animation.
			"viewmodel"			"models/weapons/v_models/v_medigun_medic.mdl"
			"playermodel"			"models/weapons/w_models/w_medigun.mdl"
			"anim_prefix"			"shotgun"
			
			"CenteredViewmodelOffset_Y" "-18.5"
			"CenteredViewmodelOffset_Z" "-7"
			"CenteredViewmodelAngle_X" "-4"
			"CenteredViewmodelAngle_Y" "-5.4"
			"CenteredViewmodelAngle_Z" "-9"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-9"	
			
			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"WeaponMedigun.Healing"
				"special1"		"WeaponMedigun.NoTarget"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_medigun_red"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_medigun_blue"
						"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"		"0"
						"y"		"64"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tfc_weapon_medkit"
		{
			// Attributes Base.
			"printname"			"#TFC_Weapon_Medkit"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"2"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF
			"Damage"			"30"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.5"
			"TimeIdle"			"1.5"
			"SmackDelay"			"0"
			"Secondary_SmackDelay"		"0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.	
			"bucket"			"3"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"8"
			"bucket_dm_position"		"0"
			
			// Model & Animation.
			"viewmodel"			"models/weapons/v_models/v_classic_medkit.mdl"
			"playermodel"			"models/weapons/w_models/w_classic_medkit.mdl"
			"anim_prefix"			"knife"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"melee_miss"		"Weapon_Medkit.Miss"
				"melee_hit"		"Weapon_Medkit.HitFlesh"
				"melee_hit_world"	"Weapon_Medkit.HitWorld"
				"burst"			"Weapon_Medkit.MissCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_classic_medkit"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_classic_medkit"
						"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"			"64"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tfc_weapon_nailgun"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_Nailgun"
			"BuiltRightHanded"	"0"
			"weight"		"4"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"10"
			"InstagibDamage"	"999"
			"Range"			"8192"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"TimeFireDelay"		"0.1"
			"TimeReload"		"1.2"
			"ProjectileType"	"projectile_syringe"
			"HasTeamSkins_Viewmodel"		"1"
			"UseRapidFireCrits"	"1"
			"HasTeamSkins_Worldmodel"	"1"

			
			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		40
			default_clip		40
			"MaxAmmo"	"100"
			
			//Slots
			"Sniper_Slot"	"2"
			
			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"5"
			"bucket_dm_position"	"3"


			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_syringe"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_nailgun_mercenary.mdl"
			"playermodel"		"models/weapons/w_models/w_nailgun.mdl"
			"anim_prefix"		"ac"
			
			"CenteredViewmodelOffset_Y" "-6"
			"CenteredViewmodelOffset_Z" "-1"
			
			"MinViewmodelOffset_X" "9"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-8"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"			"Weapon_NailGun.Reload"
				"empty"			"Weapon_NailGun.ClipEmpty"	
				"single_shot"		"Weapon_NailGun.Single"
				"burst"			"Weapon_NailGun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_syrgun_red"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_syrgun_blue"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tfc_weapon_nailgun_super"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_Nailgun_Super"
			"BuiltRightHanded"	"0"
			"weight"		"4"
			"WeaponType"		"item2"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"20"
			"Range"			"8192"
			"BulletsPerShot"	"1"
			"Spread"		"0.04"
			"TimeFireDelay"		"0.115"
			"TimeReload"		"1.37"
			"UseRapidFireCrits"	"1"
			"ProjectileType"	"projectile_nail"
			"HasTeamSkins_Worldmodel"	"1"
			"HasTeamSkins_Viewmodel"		"1"

			 // Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"      "None"
			"clip_size"           "40"
			"default_clip"        "40"
			"MaxAmmo"	      "150"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"5"
			"bucket_dm_position"	"2"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_syringegun_medic.mdl"
			"playermodel"		"models/weapons/w_models/w_syringegun.mdl"
			"anim_prefix"		"ac"
			
			
			"CenteredViewmodelOffset_Y" "-13.5"
			"CenteredViewmodelOffset_Z" "-7"
			"CenteredViewmodelAngle_X" "-5"
			"CenteredViewmodelAngle_Y" "-5.5"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-12"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"			"Weapon_SyringeGun.WorldReload"
				"empty"			"Weapon_SyringeGun.ClipEmpty"	
				"single_shot"		"Weapon_SyringeGun.Single"
				"burst"			"Weapon_SyringeGun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_nailgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_nailgun"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tfc_weapon_pipebomblauncher"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_StickybombLauncher"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" "1"

			// Attributes TF.
			"Damage"		"120"
			"InstagibDamage"	"999"
			"DamageRadius"		"132"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"PunchAngle"		"3.0"	
			"TimeFireDelay"		"0.6"
			"TimeIdle"		"0.6"
			"TimeIdleEmpty"		"0.6"
			"TimeReload"		"0.67"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"		"6"
			"default_clip"		"6"
			"ProjectileType"	"projectile_pipe_remote"
			"MaxAmmo"	"50"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"6"
			"bucket_dm_position"	"5"
			
			"ProjectileModel"	"models/weapons/w_models/w_stickybomb.mdl"
			
			"ExplosionSound"	"Weapon_Grenade_Pipebomb.Explode"
			"ExplosionEffect"	"ExplosionCore_wall"
			"ExplosionPlayerEffect"	"ExplosionCore_MidAir"
			"ExplosionWaterEffect"	"ExplosionCore_MidAir_underwater"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_stickybomb_launcher_demo.mdl"
			"playermodel"		"models/weapons/w_models/w_stickybomb_launcher.mdl"
			"anim_prefix"		"pipe"
			
			"CenteredViewmodelOffset_Y" "-16.3"
			"CenteredViewmodelOffset_Z" "-4"
			"CenteredViewmodelAngle_Y" "-8"
			"CenteredViewmodelAngle_Z" "-4"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-10"	

			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_pipelauncher"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"	"Weapon_StickyBombLauncher.Single"
				"reload"		"Weapon_StickyBombLauncher.WorldReload"
				"special2"	"Player.UseDeny"
				"special3"	"Weapon_StickyBombLauncher.ModeSwitch"
				"burst"		"Weapon_StickyBombLauncher.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_pipelaunch"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_pipelaunch"
						"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"
				}
			}
		}
		"tfc_weapon_railpistol"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_RailPistol"
			"BuiltRightHanded"	"0"
			"weight"		"2"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"15"
			"InstagibDamage"	"999"
			"Range"			"4096"
			"BulletsPerShot"	"1"
			"Spread"		"0.04"
			"TimeFireDelay"		"0.15"
			"TimeIdle"		"5.0"
			"TimeIdleEmpty"		"0.25"
			"TimeReload"		"1.05"
			"ProjectileType"	"projectile_bullet"
			"BrassModel"		"models/weapons/shells/shell_pistol.mdl"
			"UseRapidFireCrits"	"1"
			"TracerEffect"		"railgun_tracer01"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		-1
			default_clip		-1
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"MaxAmmo"	"50"

			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"1"
			"bucket_dm_position"	"6" //NOTE: This is 1 AFTER it's "actual" position. "Fixes" a bug while playing as Spy in DM.

			// Animation.
			"viewmodel"	"models/weapons/v_models/v_pistol_engineer.mdl"
			"playermodel"		"models/weapons/w_models/w_pistol.mdl"
			"anim_prefix"		"ac"
			
			
			"CenteredViewmodelOffset_Y" "-11.5"
			"CenteredViewmodelOffset_Z" "-1"
			"CenteredViewmodelAngle_Y" "-3"
			
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-10"

			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_pistol"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"			"Weapon_Pistol.WorldReload"
				"empty"			"Weapon_Pistol.ClipEmpty"	
				"single_shot"		"Weapon_Railgun.Single"
				"burst"			"Weapon_Pistol.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_pistol"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_pistol"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tfc_weapon_rpg"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_RocketLauncher"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes.
			"Damage"		"90"
			"InstagibDamage"	"999"
			"Range"			"0"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"PunchAngle"		"0.0"
			"TimeFireDelay"		"0.8"
			"TimeIdle"		"0.8"
			"TimeIdleEmpty"		"0.8"
			"TimeReload"		"0.8"
			"primary_ammo"		"WEAPON_AMMO"
			clip_size		4
			default_clip		4
			"MaxAmmo"	"50"
			
			"ProjectileType"	"projectile_rocket"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"

			// Secondary Attributes.
			"secondary_ammo"	"None"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"6"
			"bucket_dm_position"	"1"	

			"ExplosionEffect"		"ExplosionCore_wall"
			"ExplosionPlayerEffect"		"ExplosionCore_MidAir"
			"ExplosionWaterEffect"		"ExplosionCore_MidAir_underwater"

			"ExplosionSound"	""BaseExplosionEffect.Sound""

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_rocketlauncher_soldier.mdl"
			"playermodel"		"models/weapons/w_models/w_rocketlauncher.mdl"
			"anim_prefix"		"gl"
			
			
			"CenteredViewmodelOffset_Y" "-10.8"
			"CenteredViewmodelOffset_Z" "-10"
			"CenteredViewmodelAngle_X" "-10"
			"CenteredViewmodelAngle_Y" "-5"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "3"
			"MinViewmodelOffset_Z" "-10"


			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"	"Weapon_RPG.Single"
		//		"reload"		"Weapon_RPG.WorldReload"
				"burst"			"Weapon_RPG.SingleCrit"	
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_rl"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_rl"
						"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"
				}
			}
		}
		"tfc_weapon_shotgun_db"
		{
			// Attributes Base.
			"printname"			"#TFC_Weapon_Shotgun_DB"
			"BuiltRightHanded"		"0"
			"weight"			"2"
			"WeaponType"			"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"			"3"
			"InstagibDamage"	"999"
			"Range"				"8192"
			"BulletsPerShot"		"20"
			"Spread"			"0.0675"
			"PunchAngle"			"2.0"
			"TimeFireDelay"			"0.625"
			"TimeIdle"			"5.0"
			"TimeIdleEmpty"			"0.25"
			"TimeReloadStart"		"0.1"
			"TimeReload"			"0.5"
			
			"primary_ammo"		"WEAPON_AMMO"
			"clip_size"			"6"
			"default_clip"			"6"
			"MaxAmmo"	"50"
			
			"ProjectileType"		"projectile_bullet"
			"AmmoPerShot"			"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"DoInstantEjectBrass"	"0"
			"BrassModel"			"models/weapons/shells/shell_shotgun.mdl"	
			"TracerEffect"		"bullet_scattergun_tracer01"

			//Slots
			"Engineer_Slot"	"0"
			"Spy_Slot"	"2"
			
			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"2"
			"bucket_dm_position"		"2"

			// Animation.
			"viewmodel"     	"models/weapons/v_models/v_scattergun_scout.mdl"
			"playermodel"		"models/weapons/w_models/w_scattergun.mdl"
			"anim_prefix"   "shotgun"
			
			"CenteredViewmodelOffset_Y" "-9.8"
			"CenteredViewmodelOffset_Z" "-1"
			"CenteredViewmodelAngle_Y" "-6"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-11"
			
			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			"MuzzleFlashParticleEffect" "muzzle_scattergun"
			
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_RShotgunDB.Single"
				"empty"			"Weapon_Scatter_Gun.Empty"
				"reload"			"Weapon_Scatter_Gun.WorldReload"
				"special1"		"Weapon_Scatter_Gun.Pump"
				"burst"			"Weapon_RShotgunDB.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_scatgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_scatgun"
						"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"		"0"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tfc_weapon_shotgun_sb"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Shotgun_SB"
			"BuiltRightHanded"		"0"
			"weight"			"2"
			"WeaponType"			"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Primary Attributes
			"Damage"			"6"
			"InstagibDamage"	"999"
			"Range"				"8192"
			"BulletsPerShot"		"10"
			"Spread"			"0.0675"
			"PunchAngle"			"2.0"
			"TimeFireDelay"			"0.625"
			"TimeIdle"			"5.0"
			"TimeIdleEmpty"			"0.25"
			"TimeReload"			"0.5"
			
			"primary_ammo"		"WEAPON_AMMO"
			"clip_size"			"6"
			"default_clip"			"6"
			"MaxAmmo"	"50"
			
			"ProjectileType"		"projectile_bullet"
			"AmmoPerShot"			"1"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			"DoInstantEjectBrass"	"0"
			"BrassModel"			"models/weapons/shells/shell_shotgun.mdl"	
			"TracerEffect"		"bullet_shotgun_tracer01"

			// Slots
			"Scout_slot"		"1"	
			
			// bucket.	
			"bucket"			"2"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"			"2"
			"bucket_dm_position"		"2"


			// Animation.
			"viewmodel"     		"models/weapons/v_models/v_shotgun_merc.mdl"
			
			"CenteredViewmodelOffset_Y" "-7.8"
			
			"MinViewmodelOffset_X" "5"
			"MinViewmodelOffset_Y" "-2"
			"MinViewmodelOffset_Z" "-10"
			
			"playermodel"   "models/weapons/w_models/w_shotgun.mdl"
			"anim_prefix"   "shotgun"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			
			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_shotgun"
			
			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_Shotgun.Single"
				"empty"			"Weapon_Shotgun.Empty"
				"reload"		"Weapon_Shotgun.WorldReload"
				"special1"		"Weapon_Shotgun.Pump"
				"burst"			"Weapon_Shotgun.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_shotgun"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_shotgun"
						"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"		"0"
						"y"		"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tfc_weapon_sniper_rifle"
		{
			// Attributes Base.
			"printname"		"#TF_Weapon_SniperRifle"
			"BuiltRightHanded"	"0"
			"weight"		"3"
			"WeaponType"		"primary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"		"50"
			"InstagibDamage"	"999"
			"Range"			"8192"
			"BulletsPerShot"	"1"
			"Spread"		"0.0"
			"TimeFireDelay"		"1.5"
			"ProjectileType"	"projectile_bullet"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			
			
			"DoInstantEjectBrass"	"0"
			"BrassModel"		"models/weapons/shells/shell_sniperrifle.mdl"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			"clip_size"		"-1"
			"default_clip"		"75"
			"MaxAmmo"	"75"

			// bucket.	
			"bucket"			"0"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"4"
			"bucket_dm_position"	"1"

			// Muzzleflash
			"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
			"MuzzleFlashModelDuration"	"0.1"
			
			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_sniperrifle"

			// Animation.
			"viewmodel"		"models/weapons/v_models/v_sniperrifle_sniper.mdl"
			"playermodel"		"models/weapons/w_models/w_sniperrifle.mdl"
			"anim_prefix"		"shotgun"
			
			
			"CenteredViewmodelOffset_Y" "-8.5"
			"CenteredViewmodelOffset_Z" "-10"
			"CenteredViewmodelAngle_X" "-2"
			"CenteredViewmodelAngle_Y" "1"
			"CenteredViewmodelAngle_Z" "-2.7"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-10"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"single_shot"		"Weapon_SniperRifle.Single"
				"reload"		"Weapon_SniperRifle.WorldReload"
				"empty"			"Weapon_SniperRifle.ClipEmpty"	
				"burst"			"Weapon_SniperRifle.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_sniper"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_sniper"
						"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"			"64"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tfc_weapon_tranq"
		{
			// Attributes Base.
			"printname"		"#TFC_Weapon_Tranq"
			"BuiltRightHanded"	"0"
			"weight"		"2"
			"WeaponType"		"secondary"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
				
			// Attributes TF.
			"Damage"		"70"
			"InstagibDamage"	"999"
			"DamageRadius"		"5"
			"BulletsPerShot"	"1"
			"Spread"		"0.02"
			"TimeFireDelay"		"2.4"
			"TimeIdle"		"1"
			"TimeIdleEmpty"		"1"
			"TimeReload"		"0.01"
			"HasTeamSkins_Viewmodel"			"1"

			// Ammo & Clip.
			"primary_ammo"		"WEAPON_AMMO"
			"secondary_ammo"	"None"
			clip_size		-1
			default_clip		-1
			"MaxAmmo"	"25"
			"ProjectileType"	"projectile_tranq"
			
			// bucket.	
			"bucket"			"1"
			"bucket_position"		"0"
			
			// bucket_dms.
			"bucket_dm"		"1"
			"bucket_dm_position"	"2" //NOTE: This is 1 AFTER it's "actual" position. "Fixes" a bug while playing as Spy in DM.
			
			"ProjectileModel"	"models/weapons/w_models/w_classic_tranq_proj.mdl"

			// Animation.
			"viewmodel"			"models/weapons/v_models/v_classic_tranq.mdl"
			"playermodel"		"models/weapons/w_models/w_classic_tranq.mdl"
			"anim_prefix"		"tranq"
			
			"CenteredViewmodelOffset_Y" "-14.5"
			"CenteredViewmodelOffset_Z" "-4"
			"CenteredViewmodelAngle_X" "-4"
			"CenteredViewmodelAngle_Y" "-3"
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-6"

			// Muzzleflash
			"MuzzleFlashParticleEffect" "muzzle_tranq"

			// Sounds.
			// Max of 16 per category (ie. max 16 "single_shot" sounds).
			SoundData
			{
				"reload"			"Weapon_Tranq.WorldReload"
				"empty"			"Weapon_Tranq.ClipEmpty"	
				"single_shot"		"Weapon_Tranq.Single"
				"burst"			"Weapon_Tranq.SingleCrit"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_classic_tranq"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_classic_tranq"
						"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"			"0"
						"y"			"0"
						"width"		"32"
						"height"	"32"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"tfc_weapon_umbrella"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Umbrella"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"1"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			
			// Attributes TF.
			"Damage"			"40"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.4"
			"SmackDelay"		"0.1"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.
			"bucket"		"0"
			"bucket_position"	"4"
			
			// bucket_dms.	
			"bucket_dm"			"0"
			"bucket_dm_position"		"4"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_umbrella_civilian.mdl"
			"playermodel"			"models/weapons/w_models/w_umbrella_civilian.mdl"
			"anim_prefix"			"bat"
			
			
			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "0"
			"MinViewmodelOffset_Z" "-7"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_crowbar"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_crowbar"
						"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"
				}
			}
		}
		"tfc_weapon_wrench"
		{
			// Attributes Base.
			"printname"			"#TF_Weapon_Wrench"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"1"
			"WeaponType"		"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			"HasTeamSkins_Viewmodel"			"1"
			
			// Attributes TF.
			"Damage"			"65"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.8"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None" // to display while we're building
			"secondary_ammo"		"None"
			"clip_size"			"-1"

			// bucket.	
			"bucket"			"2"
			"bucket_position"		"0"
			
			// bucket_dms.	
			"bucket_dm"			"0"
			"bucket_dm_position"		"5"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_wrench_engineer.mdl"
			"playermodel"			"models/weapons/w_models/w_wrench.mdl"
			"anim_prefix"			"wrench"

			"MinViewmodelOffset_X" "10"
			"MinViewmodelOffset_Y" "-2"
			"MinViewmodelOffset_Z" "-9"

			// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
			SoundData
			{
				"melee_miss"	"Weapon_Wrench.Miss"
				"melee_hit"		"Weapon_Wrench.HitFlesh"
				"melee_hit_world"	"Weapon_Wrench.HitWorld"
				"burst"			"Weapon_Wrench.MissCrit"
				
				"special1"		"Weapon_Wrench.HitBuilding_Success"
				"special2"		"Weapon_Wrench.HitBuilding_Failure"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_wrench"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_wrench"
						"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"
				}
			}
		}
		"weapon_357"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"			"#HL2_357Handgun"
			"viewmodel"			"models/weapons/v_357.mdl"
			"playermodel"		"models/weapons/w_357.mdl"
			"anim_prefix"		"python"
			"bucket"			"1"
			"bucket_position"	"1"
			"bucket_360"			"0"
			"bucket_position_360"	"1"

			"clip_size"			"6"
			"default_clip"		"6"
			"primary_ammo"		"357"
			"secondary_ammo"	"None"

			"weight"		"7"
			"rumble"		"2"
			"item_flags"		"0"

			// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
			SoundData
			{
				"empty"		"Weapon_Pistol.Empty"
				"single_shot"	"Weapon_357.Single"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"e"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"e"
				}
				"weapon_small"
				{
						"font"		"WeaponIconsSmall"
						"character"	"e"
				}
				"ammo"
				{
						"font"		"WeaponIconsSmall"
						"character"	"q"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_alyxgun"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_AlyxGun"
			"viewmodel"				"models/weapons/W_Alyx_Gun.mdl"
			"playermodel"			"models/weapons/W_Alyx_Gun.mdl"	//FIXME: 
			"anim_prefix"			"alyxgun"
			"bucket"				"1"
			"bucket_position"		"4"

			"clip_size"				"30"
			"clip2_size"			"-1"

			"default_clip"			"30"
			"default_clip2"			"-1"

			"primary_ammo"			"AlyxGun"

			"weight"				"2"
			"item_flags"			"0"

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

				"reload"		"Weapon_Pistol.Reload"
				"reload_npc"	"Weapon_Pistol.NPC_Reload"
				"empty"			"Weapon_Pistol.Empty"
				"single_shot"	"Weapon_Pistol.Single"
				"single_shot_npc"	"Weapon_Pistol.NPC_Single"
				"special1"		"Weapon_Pistol.Special1"
				"special2"		"Weapon_Pistol.Special2"
				"burst"			"Weapon_Pistol.Burst"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"ammo"
				{
						"font"		"WeaponIconsSmall"
						"character"	"p"
				}
				"crosshair"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_annabelle"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"		"#HL2_Annabelle"
			"viewmodel"		"models/weapons/v_shotgun.mdl"
			"playermodel"		"models/weapons/w_annabelle.mdl"
			"anim_prefix"		"shotgun"
			"bucket"			"2"
			"bucket_position"		"1"
			"clip_size"		"2"
			"primary_ammo"		"357"
			"secondary_ammo"	"None"

			"weight"			"2"
			"item_flags"		"0"

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

				"empty"				"Weapon_Shotgun.Empty"
				"reload"			"Weapon_Shotgun.Reload"
				"special1"			"Weapon_Shotgun.Special1"
				"single_shot"		"Weapon_Shotgun.Single"
				"double_shot"		"Weapon_Shotgun.Double"
				// NPC WEAPON SOUNDS
				"reload_npc"		"Weapon_Shotgun.NPC_Reload"
				"single_shot_npc"	"Weapon_Shotgun.NPC_Single"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"b"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"b"
				}
				"weapon_small"
				{
						"font"		"WeaponIconsSmall"
						"character"	"b"
				}
				"ammo"
				{
						"font"		"WeaponIconsSmall"
						"character"	"s"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_ar2"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_Pulse_Rifle"
			"viewmodel"			"models/weapons/v_irifle.mdl"
			"playermodel"			"models/weapons/w_irifle.mdl"
			"anim_prefix"			"ar2"
			"bucket"			"2"
			"bucket_position"		"1"
			"bucket_360"			"1"
			"bucket_position_360"		"2"

			"clip_size"			"30"
			"default_clip"			"30"

			"clip2_size"			"-1"
			"default_clip2"			"-1"

			"primary_ammo"			"AR2"
			"secondary_ammo"		"AR2AltFire"

			"weight"				"5"
			"rumble"			"4"
			"item_flags"			"0"

			// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
			SoundData
			{
				"special1"		"Weapon_CombineGuard.Special1"
				"empty"			"Weapon_IRifle.Empty"
				"double_shot"		"Weapon_IRifle.Single"
				"reload"		"Weapon_AR2.Reload"
				"single_shot"		"Weapon_AR2.Single"

				// NPC SECTION
				"single_shot_npc"	"Weapon_AR2.NPC_Single"
				"reload_npc"		"Weapon_AR2.NPC_Reload"
				"double_shot_npc"	"Weapon_AR2.NPC_Double"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"l"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"l"
				}
				"weapon_small"
				{
						"font"		"WeaponIconsSmall"
						"character"	"l"
				}
				"ammo"
				{
						"font"		"WeaponIconsSmall"
						"character"	"u"
				}
				"ammo2"
				{
						"font"		"WeaponIconsSmall"
						"character"	"z"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_bugbait"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_Bugbait"
			"viewmodel"				"models/weapons/v_bugbait.mdl"
			"playermodel"			"models/weapons/w_bugbait.mdl"
			"anim_prefix"			"Grenade"
			"bucket"				"5"
			"bucket_position"		"0"
			"bucket_360"			"3"
			"bucket_position_360"	"2"

			"clip_size"				"0"
			"clip2_size"			"0"
			"primary_ammo"			"None"
			"secondary_ammo"		"None"
			"default_clip"			"0"
			"default_clip2"			"0"

			"autoswitchto"			"0"
			"autoswitchfrom"		"0"
			"weight"				"0"
			"item_flags"			"0"

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"j"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"j"
				}
				"ammo"
				{
						"font"		"WeaponIcons"
						"character"	"j"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"48"
						"y"			"72"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_citizenpackage"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_SMG1"
			"viewmodel"			"models/weapons/w_package.mdl"
			"playermodel"			"models/weapons/w_package.mdl"
			"anim_prefix"			"smg2"
			"bucket"				"2"
			"bucket_position"		"0"

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

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

			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			"weight"				"0"
			"item_flags"			"0"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"b"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"b"
				}
				"weapon_small"
				{
						"font"		"WeaponIconsSmall"
						"character"	"b"
				}
				"ammo"
				{
						"font"		"WeaponIconsSmall"
						"character"	"s"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_citizensuitcase"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_SMG1"
			"viewmodel"			"models/weapons/w_suitcase_passenger.mdl"
			"playermodel"			"models/weapons/w_suitcase_passenger.mdl"
			"anim_prefix"			"smg2"
			"bucket"				"2"
			"bucket_position"		"0"

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

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

			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			"weight"				"0"
			"item_flags"			"0"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/w_icons1"
						"x"			"128"
						"y"			"128"
						"width"		"128"
						"height"	"64"
				}
				"weapon_s"
				{
						"file"		"sprites/w_icons1b"
						"x"			"128"
						"y"			"128"
						"width"		"128"
						"height"	"64"
				}
				"ammo"
				{
						"file"		"sprites/a_icons1"
						"x"			"55"
						"y"			"60"
						"width"		"73"
						"height"	"15"
				}
				"crosshair"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_crossbow"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"		"#HL2_Crossbow"
			"viewmodel"		"models/weapons/v_crossbow.mdl"
			"playermodel"	"models/weapons/w_crossbow.mdl"
			"anim_prefix"	"bow"
			"bucket"			"3"
			"bucket_position"	"1"
			"bucket_360"			"0"
			"bucket_position_360"	"2"

			"clip_size"		"1"
			"default_clip"		"5"
			"primary_ammo"		"XBowBolt"
			"secondary_ammo"	"None"

			"weight"		"6"
			"item_flags"		"0"

			// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
			SoundData
			{
				"single_shot"	"Weapon_Crossbow.Single"
				"reload"	"Weapon_Crossbow.Reload"
				"special1"	"Weapon_Crossbow.BoltElectrify"
				"special2"	"Weapon_Crossbow.BoltFly"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"g"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"g"
				}
				"weapon_small"
				{
						"font"		"WeaponIconsSmall"
						"character"	"g"
				}
				"ammo"
				{
						"font"		"WeaponIconsSmall"
						"character"	"w"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}		
				"autoaim"
				{
					"file"		"sprites/crosshairs"
					"x"		"0"
					"y"		"96"
					"width"		"24"
					"height"	"24"
				}
				"zoom"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}		
				"zoom_autoaim"
				{
					"file"		"sprites/crosshairs"
					"x"		"24"
					"y"		"112"
					"width"		"104"
					"height"	"16"
				}
			}
		}
		"weapon_crowbar"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_Crowbar"
			"viewmodel"				"models/weapons/v_crowbar.mdl"
			"playermodel"			"models/weapons/w_crowbar.mdl"
			"anim_prefix"			"crowbar"
			"bucket"				"0"
			"bucket_position"		"0"
			"bucket_360"				"2"
			"bucket_position_360"		"0"

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

			"weight"				"0"
			"item_flags"			"0"

			// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
			SoundData
			{
				"single_shot"		"Weapon_Crowbar.Single"
				"melee_hit"			"Weapon_Crowbar.Melee_Hit"
				"melee_hit_world"	"Weapon_Crowbar.Melee_HitWorld"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"c"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"c"
				}
				"ammo"
				{
						"font"		"WeaponIcons"
						"character"	"c"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
					"file"		"sprites/crosshairs"
					"x"			"0"
					"y"			"48"
					"width"		"24"
					"height"	"24"
				}
			}
		}
		"weapon_cubemap"
		{
			// Attributes Base.
			"printname"			"#Weapon_Cubemap"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"0"
			"WeaponType"			"melee"
			"ITEM_FLAG_NOITEMPICKUP" 	"1"
			"DontDrop"			"1"
			
			// Attributes TF.
			"Damage"			"999"
			"InstagibDamage"	"999"
			"TimeFireDelay"			"0.4"
			"TimeIdle"			"5.0"
			"HasTeamSkins_Viewmodel"			"1"
			"HasTeamSkins_Worldmodel"			"1"
			"UsesCritAnimation"			"1"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// bucket.
			"bucket"			"0"
			"bucket_position"		"0"

			"bucket_dm"			"9"
			"bucket_dm_position"	"8"

			// Model & Animation
			"viewmodel"		"models/shadertest/envballs.mdl"
			"playermodel"		"models/shadertest/envballs.mdl"
			"anim_prefix"			"pipe"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"file"		"sprites/bucket_sword"
						"x"		"0"
						"y"		"0"
						"width"		"200"
						"height"		"128"
				}
				"weapon_s"
				{	
						"file"		"sprites/bucket_sword"
						"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"
				}
			}
		}
		"weapon_frag"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_Grenade"
			"viewmodel"				"models/weapons/v_grenade.mdl"
			"playermodel"			"models/items/grenadeAmmo.mdl"
			"anim_prefix"			"Grenade"
			"bucket"				"4"
			"bucket_position"		"0"
			"bucket_360"			"3"
			"bucket_position_360"		"0"

			"clip_size"				"-1"
			"clip2_size"			"-1"
			"default_clip"			"1"
			"default_clip2"			"-1"

			"primary_ammo"			"grenade"
			"secondary_ammo"		"None"

			"weight"				"1"
			"item_flags"			"18"	// ITEM_FLAG_NOAUTORELOAD | ITEM_FLAG_EXHAUSTIBLE

			// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
			SoundData
			{
				"special1"		"WeaponFrag.Roll"
				"double_shot"	"common/null.wav"
				"single_shot"	"common/null.wav"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"k"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"k"
				}
				"weapon_small"
				{
						"font"		"WeaponIconsSmall"
						"character"	"k"
				}
				"ammo"
				{
						"font"		"WeaponIconsSmall"
						"character"	"v"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"48"
						"y"			"72"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_ifm_steadycam"
		{
			// Attributes Base.
			"printname"			"#Weapon_IFM_SteadyCam"
			"BuiltRightHanded"		"0"
			"MeleeWeapon"			"1"
			"weight"			"5"
			"item_flags"			"0"

			// Attributes TF.
			"Damage"			"0"
		//	"FireDelay"			"0.1"
		//	"IdleTimeAfterFire"		"5.0"
		//	"IdleInterval"			"5.0"

			// Ammo & Clip
			"primary_ammo"			"None"
			"secondary_ammo"		"None"

			// Buckets.	
			"bucket"			"1"
			"bucket_position"		"3"

			// Model & Animation
			"viewmodel"			"models/weapons/v_models/v_bat_scout.mdl"
			"playermodel"			"models/weapons/w_models/w_bat.mdl"
			"anim_prefix"			"bat"

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

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"c"
				}
				"weapon_s"
				{	
						"font"		"WeaponIcons"
						"character"	"c"
				}

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

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

				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"		"0"
						"y"		"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_physcannon"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_GravityGun"
			"viewmodel"			"models/weapons/v_physcannon.mdl"
			"playermodel"		"models/weapons/w_Physics.mdl"
			"anim_prefix"		"gauss"
			"bucket"			"0"
			"bucket_position"	"1"
			"bucket_360"			"2"
			"bucket_position_360"	"1"
			"clip_size"			"1"
			"clip2_size"		"0"
			"primary_ammo"		"None"
			"secondary_ammo"	"None"
			"default_clip"		"0"
			"default_clip2"		"0"
			"weight"			"0"
			"autoswitchto"		"0"
			"autoswitchfrom"	"0"
			"item_flags"		"2"

			SoundData
			{
				// launch held object
				"single_shot"		"Weapon_PhysCannon.Launch"
				// Ignore?
				"reload"			"Weapon_PhysCannon.Charge"
				// dry fire - no target
				"empty"				"Weapon_PhysCannon.DryFire"
				// pick up object
				"special1"			"Weapon_PhysCannon.Pickup"
				// open claws, target object
				"special2"			"Weapon_PhysCannon.OpenClaws"
				// close claws, target out of range/invalid
				"melee_hit"			"Weapon_PhysCannon.CloseClaws"
				// drop object
				"melee_miss"		"Weapon_PhysCannon.Drop"
				// too heavy
				"special3"		"Weapon_PhysCannon.TooHeavy"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"m"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"m"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
					"file"		"sprites/crosshairs"
					"x"			"48"
					"y"			"72"
					"width"		"24"
					"height"	"24"
				}
			}
		}
		"weapon_pistol"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_Pistol"
			"viewmodel"			"models/weapons/v_pistol.mdl"
			"playermodel"		"models/weapons/w_pistol.mdl"
			"anim_prefix"		"pistol"
			"bucket"			"1"
			"bucket_position"	"0"
			"bucket_360"			"0"
			"bucket_position_360"	"0"

			"clip_size"			"18"
			"primary_ammo"		"Pistol"
			"secondary_ammo"	"None"

			"weight"		"2"
			"rumble"		"1"
			"item_flags"		"0"

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

				"reload"		"Weapon_Pistol.Reload"
				"reload_npc"	"Weapon_Pistol.NPC_Reload"
				"empty"			"Weapon_Pistol.Empty"
				"single_shot"	"Weapon_Pistol.Single"
				"single_shot_npc"	"Weapon_Pistol.NPC_Single"
				"special1"		"Weapon_Pistol.Special1"
				"special2"		"Weapon_Pistol.Special2"
				"burst"			"Weapon_Pistol.Burst"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"d"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"d"
				}
				"weapon_small"
				{
						"font"		"WeaponIconsSmall"
						"character"	"d"
				}
				"ammo"
				{
						"font"		"WeaponIconsSmall"
						"character"	"p"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_rpg"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_RPG"
			"viewmodel"				"models/weapons/v_rpg.mdl"
			"playermodel"			"models/weapons/w_rocket_launcher.mdl"
			"anim_prefix"			"missile launcher"
			"bucket"				"4"
			"bucket_position"		"1"
			"autoswitchfrom"		"0"
			"bucket_360"			"3"
			"bucket_position_360"	"1"

			"clip_size"				"-1"
			"clip2_size"			"-1"
			"default_clip"			"3"
			"default_clip2"			"-1"

			"primary_ammo"			"rpg_round"
			"secondary_ammo"		"None"

			"autoswitchto"			"0"
			"weight"				"0"
			"item_flags"			"2"

			// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
			SoundData
			{
				"single_shot"		"Weapon_RPG.Single"
				"single_shot_npc"	"Weapon_RPG.NPC_Single"
				//Laser on
				"special1"			"Weapon_RPG.LaserOn"
				//Laser off
				"special2"			"Weapon_RPG.LaserOff"
				"empty"				"Weapon_SMG1.Empty"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"i"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"i"
				}
				"weapon_small"
				{
						"font"		"WeaponIconsSmall"
						"character"	"i"
				}
				"ammo"
				{
						"font"		"WeaponIconsSmall"
						"character"	"x"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"48"
						"y"			"72"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_shotgun"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_Shotgun"
			"viewmodel"				"models/weapons/v_shotgun.mdl"
			"playermodel"			"models/weapons/w_shotgun.mdl"
			"anim_prefix"			"shotgun"
			"bucket"				"3"
			"bucket_position"		"0"
			"bucket_360"			"1"
			"bucket_position_360"	"1"

			"clip_size"				"6"
			"primary_ammo"			"Buckshot"
			"secondary_ammo"		"None"

			"weight"				"4"
			"rumble"			"5"
			"item_flags"			"0"

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

				"empty"				"Weapon_Shotgun.Empty"
				"reload"			"Weapon_Shotgun.Reload"
				"special1"			"Weapon_Shotgun.Special1"
				"single_shot"		"Weapon_Shotgun.Single"
				"double_shot"		"Weapon_Shotgun.Double"
				// NPC WEAPON SOUNDS
				"reload_npc"		"Weapon_Shotgun.NPC_Reload"
				"single_shot_npc"	"Weapon_Shotgun.NPC_Single"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"b"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"b"
				}
				"weapon_small"
				{
						"font"		"WeaponIconsSmall"
						"character"	"b"
				}
				"ammo"
				{
						"font"		"WeaponIconsSmall"
						"character"	"s"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_smg1"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_SMG1"
			"viewmodel"				"models/weapons/v_smg1.mdl"
			"playermodel"			"models/weapons/w_smg1.mdl"	//FIXME: 
			"anim_prefix"			"smg2"
			"bucket"				"2"
			"bucket_position"		"0"
			"bucket_360"			"1"
			"bucket_position_360"	"0"

			"clip_size"				"45"
			"clip2_size"			"-1"

			"default_clip"			"45"
			"default_clip2"			"-1"

			"primary_ammo"			"SMG1"
			"secondary_ammo"		"SMG1_Grenade"

			"weight"				"3"
			"rumble"			"3"
			"item_flags"			"0"

			// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
			SoundData
			{
				"reload"			"Weapon_SMG1.Reload"
				"reload_npc"		"Weapon_SMG1.NPC_Reload"
				"empty"				"Weapon_SMG1.Empty"
				"single_shot"		"Weapon_SMG1.Single"
				"single_shot_npc"	"Weapon_SMG1.NPC_Single"
				"special1"			"Weapon_SMG1.Special1"
				"special2"			"Weapon_SMG1.Special2"
				"double_shot"		"Weapon_SMG1.Double"
				"burst"				"Weapon_SMG1.Burst"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"a"
				}
				"weapon_s"
				{	
						"font"		"WeaponIconsSelected"
						"character"	"a"
				}
				"weapon_small"
				{
						"font"		"WeaponIconsSmall"
						"character"	"a"
				}
				"ammo"
				{
						"font"		"WeaponIconsSmall"
						"character"	"r"
				}
				"ammo2"
				{
						"font"		"WeaponIconsSmall"
						"character"	"t"
				}
				"crosshair"
				{
						"font"		"Crosshairs"
						"character"	"Q"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
			}
		}
		"weapon_stunstick"
		{
			// Weapon data is loaded by both the Game and Client DLLs.
			"printname"	"#HL2_StunBaton"
			"viewmodel"				"models/weapons/v_stunbaton.mdl"
			"playermodel"			"models/weapons/w_stunbaton.mdl"
			"anim_prefix"			"stunbaton"
			"bucket"				"0"
			"bucket_position"		"3"

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

			"weight"				"0"
			"item_flags"			"0"

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

				"single_shot"		"Weapon_StunStick.Swing"
				"melee_miss"		"Weapon_StunStick.Melee_Miss"
				"melee_hit"			"Weapon_StunStick.Melee_Hit"
				"melee_hit_world"	"Weapon_StunStick.Melee_HitWorld"
			}

			// Weapon Sprite data is loaded by the Client DLL.
			TextureData
			{
				"weapon"
				{
						"font"		"WeaponIcons"
						"character"	"n"
				}
				"weapon_s"
				{
						"font"		"WeaponIconsSelected"
						"character"	"n"
				}
				"ammo"
				{
						"font"		"WeaponIcons"
						"character"	"n"
				}
				"crosshair"
				{
						"file"		"sprites/crosshairs"
						"x"			"0"
						"y"			"48"
						"width"		"24"
						"height"	"24"
				}
				"autoaim"
				{
						"file"		"sprites/crosshairs"
						"x"			"48"
						"y"			"72"
						"width"		"24"
						"height"	"24"
				}
			}
		}	
	}
	*/
}