#base "mp_titanweapon_vortex_shield.txt" WeaponData { "longdesc" "#WPN_TITAN_VORTEX_SHIELD_LONGDESC" MP_BASE { // Charge settings "charge_time" "-1.0" "charge_cooldown_time" "0.0" "charge_cooldown_delay" "0.0" "charge_end_forces_fire" "1" "charge_remain_full_when_fired" "1" "enable_highlight_networking_on_creation" "" } SP_BASE { // Charge settings "charge_time" "-1.0" "charge_cooldown_time" "0.0" "charge_cooldown_delay" "0.0" "charge_end_forces_fire" "1" "charge_remain_full_when_fired" "1" "enable_highlight_networking_on_creation" "1" } "cooldown_type" "shared_energy_drain" "sound_dryfire" "titan_dryfire" "npc_use_check_type" "shared_energy" "shared_energy_cost" "0" "shared_energy_charge_cost" "2" active_crosshair_count "1" rui_crosshair_index "0" RUI_CrosshairData { DefaultArgs { adjustedSpread weapon_spread adsFrac player_zoomFrac isSprinting player_is_sprinting isReloading weapon_is_reloading teamColor crosshair_team_color isAmped weapon_is_amped crosshairMovementX crosshair_movement_x crosshairMovementY crosshair_movement_y chargeFrac shared_energy_frac } Crosshair_1 { "ui" "ui/crosshair_vortex" "base_spread" "3.0" Args { isFiring weapon_is_firing } } } }