WeaponData
{
	// Attributes Base.
	"printname"				"#TF_Weapon_Medigun"
	"BuiltRightHanded"		"0"
	"weight"				"3"
	"WeaponType"		"secondary"
	"ITEM_FLAG_NOITEMPICKUP" 	"1"
	
	// Primary Attributes
	"Damage"				"24"
	"Range"					"450"
	"TimeFireDelay"			"0.5"
	"TimeIdle"				"5.0"
	"TimeIdleEmpty"			"0.25"
	"TimeReloadStart"		"0.1"
	"TimeReload"			"0.5"
	"primary_ammo"			"None"
	"HasTeamSkins_Viewmodel"			"1"
	"HasTeamSkins_Worldmodel"	"1"

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

	// Animation.
	//"viewmodel"     -viewmodel is now defined in _items_main.txt
	//"playermodel"   -playermodel is now defined in _items_main.txt
	"anim_prefix"			"shotgun"
	
	// Muzzleflash
	"MuzzleFlashModel"	"models/effects/sentry1_muzzle/sentry1_muzzle.mdl"
	"MuzzleFlashModelDuration"	"0.1"

	// 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"		"vgui/replay/thumbnails/crosshairs/medic_cross"
				"x"		"0"
				"y"		"0"
				"width"		"128"
				"height"	"128"
		}
		"autoaim"
		{
				"file"		"vgui/replay/thumbnails/crosshairs/square_bracket"
				"x"		"0"
				"y"		"0"
				"width"		"128"
				"height"	"128"
		}
	}
}