WeaponData
{
	// Attributes Base.
	"printname"		"#TF_Weapon_RocketLauncher"
	"BuiltRightHanded"	"0"
	"weight"		"3"
	"WeaponType"		"primary"
	"ITEM_FLAG_NOITEMPICKUP" 	"1"
	
	// Primary Attributes.
	"Damage"		"90"
	"Range"			"0"
	"BulletsPerShot"	"1"
	"Spread"		"0.0"
	"PunchAngle"		"0.0"
	"TimeFireDelay"		"0.8"
	"TimeIdle"		"0.8"
	"TimeIdleEmpty"		"0.8"
	"TimeReloadStart"	"0.1"
	"TimeReload"		"0.83"
	"primary_ammo"		"TF_AMMO_PRIMARY"
	clip_size		4
	default_clip		4
	"ProjectileType"	"projectile_rocket"
	"HasTeamSkins_Viewmodel"	"1"

	// Secondary Attributes.
	"secondary_ammo"	"None"

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

	"ExplosionEffect"		"TF2WSC_PLACEHOLDER_EXPLOSION_EFFECT"
	"ExplosionPlayerEffect"		"TF2WSC_PLACEHOLDER_EXPLOSION_PLAYER_EFFECT"
	"ExplosionWaterEffect"		"TF2WSC_PLACEHOLDER_EXPLOSION_WATER_EFFECT"

	"ExplosionSound"	"Weapon_RPG_DirectHit.Explode"

	// Animation.
	//"viewmodel"     -viewmodel is now defined in _items_main.txt
	//"playermodel"   -playermodel is now defined in _items_main.txt
	"anim_prefix"		"gl"

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

	// 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"		"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"
		}
	}
}