WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"	"#HL2_GravityGun"
	"viewmodel"			"models/weapons/termite/soldier/jaws.mdl"
	"bucket"			"4"
	"bucket_position"	"4"
	"clip_size"			"0"
	"clip2_size"		"0"
	"primary_ammo"		"None"
	"secondary_ammo"	"None"
	"default_clip"		"0"
	"default_clip2"		"0"
	"weight"			"0"
	"autoswitchto"		"0"
	"autoswitchfrom"	"0"
	"item_flags"		"2"

	SoundData
	{
		// launch held object
		"single_shot"		"Weapon_PhysCannon.Launch"
		// Ignore?
		"reload"			"Weapon_PhysCannon.Charge"
		// pick up object
		"special1"			"Weapon_PhysCannon.Pickup"
		// open claws, target object
		"special2"			"Weapon_PhysCannon.OpenClaws"
		// close claws, target out of range/invalid
		"melee_hit"			"Weapon_PhysCannon.CloseClaws"
		// drop object
		"melee_miss"		"Weapon_PhysCannon.Drop"
		// too heavy
		"special3"		"Weapon_PhysCannon.TooHeavy"
	}
}