WeaponData
{
	// Attributes Base.
	"printname"			"#TF_Weapon_CompoundBow"
	"BuiltRightHanded"		"0"
	"weight"			"3"
	"WeaponType"			"item2"
	"ITEM_FLAG_NOITEMPICKUP" 	"1"
		
	// Attributes TF.
	"Damage"			"70"
	"Range"				"8192"
	"BulletsPerShot"		"1"
	"PunchAngle"			"2.0"
	"TimeFireDelay"		"2.0"
	"TimeIdle"		"0.6"
	"TimeIdleEmpty"		"0.6"
	"TimeReloadStart"	"0"
	"TimeReload"		"1.0"
	"Spread"			"0.0"
	"HasTeamSkins_Viewmodel"	"1"
	"HasTeamSkins_Worldmodel"	"1"

	// Ammo & Clip.
	"primary_ammo"			"TF_AMMO_PRIMARY"
	"secondary_ammo"		"None"
	clip_size			"1"
	default_clip			"12"
	"ProjectileType"		"projectile_arrow"

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


	// Muzzleflash
	"MuzzleFlashParticleEffect" 	"muzzle_shotgun"

	"ExplosionSound"		"Default.FlareImpact"
	"ExplosionEffect"		"flaregun_destroyed"
	"ExplosionWaterEffect"		"flaregun_destroyed"
	"ExplosionPlayerEffect"		"flaregun_destroyed"		// this is also in air expolosion - not player


	// Animation.
	"anim_prefix"			"ac"

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

	// 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"		"vgui/replay/thumbnails/bigcrosshair7"
				"x"		"0"
				"y"		"0"
				"width"		"64"
				"height"	"64"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
}