WeaponData
{
	// Attributes Base.
	"printname"		"#TF_Weapon_FlameThrower"
	"BuiltRightHanded"	"0"
	"weight"		"3"
	"WeaponType"		"primary"
	"ITEM_FLAG_NOITEMPICKUP" 	"1"
	
	// Attributes TF.
	"Damage"		"170"	// per second
	"Range"			"0"
	"BulletsPerShot"	"1"
	"Spread"		"0.0"
	"TimeFireDelay"	"0.04"
	"UseRapidFireCrits"	"1"
	"HasTeamSkins_Viewmodel"			"1"


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

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

	// Animation.
	"viewmodel"		"models/weapons/c_models/c_flamethrower/c_flamethrower.mdl"
	"playermodel"		"models/weapons/c_models/c_flamethrower/c_flamethrower.mdl"
	"anim_prefix"		"gl"

	"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.AirBurstAttack"		// 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"		"vgui/replay/thumbnails/TF2WSC_PLACEHOLDER"
				"x"		"0"
				"y"		"0"
				"width"		"64"
				"height"	"64"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"		"0"
				"y"		"48"
				"width"		"24"
				"height"	"24"
		}
	}
}