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	<updated>2026-07-18T06:37:07Z</updated>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_VScript&amp;diff=11237</id>
		<title>Creating custom weapons - VScript</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_VScript&amp;diff=11237"/>
		<updated>2026-07-15T14:41:03Z</updated>

		<summary type="html">&lt;p&gt;ChaoticUltimateJ: /* Table and collector method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo| write an actual page, and maybe make it more beginner friendly? Also I&#039;m sorry Static for writing this page for you out of the blue but I was hit with a wave of &amp;quot;autistic inspiration&amp;quot; I guess.}}&lt;br /&gt;
&lt;br /&gt;
TF2C extends TF2 and MapBase&#039;s VScripting, making anything possible in either of them mostly possible in TF2C.&lt;br /&gt;
&lt;br /&gt;
Vscript in TF2C uses [https://en.wikipedia.org/wiki/Squirrel_(programming_language) Squirrel] &amp;lt;sup&amp;gt;{{tooltip|Note|as of writing the actual squirrel website is inaccessible for whatever reason, so the wikipedia page will have to do for now I suppose}}&amp;lt;/sup&amp;gt;, which is also used by TF2 and MapBase for their Vscripting as well.&lt;br /&gt;
&lt;br /&gt;
= Hooks =&lt;br /&gt;
A hook in modding is when you get the game to run a function, so you can perform custom behavior or replace existing behavior. We can&#039;t actually replace TF2C&#039;s code directly of course, so instead we use a tool provided to us by Valve and the TF2C team called Vscript.&amp;lt;br&amp;gt;&lt;br /&gt;
Hooking can be done in two ways, a table and collector (making a table of functions and collecting them) and a direct hook to the game&#039;s events. As of writing, the writer here has no idea what the difference is.&lt;br /&gt;
== Table and collector method ==&lt;br /&gt;
Heres an example table that disables medic&#039;s health regen when he&#039;s holding a weapon that has a custom, schema defined attribute.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::AttributeTable &amp;lt;- {&lt;br /&gt;
// when a player heals&lt;br /&gt;
	function OnGameEvent_player_healed(params)&lt;br /&gt;
	{&lt;br /&gt;
		if (params.patient == params.healer) // if we heal ourselves&lt;br /&gt;
		{&lt;br /&gt;
			// get ourselves&lt;br /&gt;
			local player = GetPlayerFromUserID(params.patient)&lt;br /&gt;
			&lt;br /&gt;
			local activeweapon = player.GetActiveWeapon()&lt;br /&gt;
			&lt;br /&gt;
			// check the weapons attributes and &amp;quot;disable&amp;quot; healing if they have a specific attribute&lt;br /&gt;
			if ( activeweapon.GetAttribute(&amp;quot;medic no heal&amp;quot;, 0) == 1 )&lt;br /&gt;
			{&lt;br /&gt;
				if (player.GetPlayerClass() == Constants.ETFClass.TF_CLASS_MEDIC)&lt;br /&gt;
				{&lt;br /&gt;
					// unheal... basically&lt;br /&gt;
					player.SetHealth(player.GetHealth() - params.amount)&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And later we can do &amp;lt;code&amp;gt;__CollectGameEventCallbacks(AttributeTable)&amp;lt;/code&amp;gt; which collects all of our functions in the table and acts on them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there is no such thing as a &amp;quot;medic no heal&amp;quot; attribute, we can just make one up in our item schema like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;...&amp;gt;&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;7000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;			&amp;quot;medic no heal&amp;quot;&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;While Active: No longer passively heal&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;hidden&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
			&amp;quot;effect_type&amp;quot;		&amp;quot;negative&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It also doesn&#039;t need an attribute class either, since the Vscript only uses the attribute&#039;s name, so ideally you shouldn&#039;t have an attribute class on vscript attributes.&lt;br /&gt;
&lt;br /&gt;
== Direct hook method ==&lt;br /&gt;
The direct hook method is the same way the Official April Fools Mod does it&#039;s VScript attributes &amp;lt;sub&amp;gt;{{tooltip|Todo|should we link this?}}&amp;lt;/sub&amp;gt;&lt;br /&gt;
For example we&#039;re going to pick apart one of them, specifically the &amp;quot;mod shoot self&amp;quot; attribute.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::ListenToGameEvent( &amp;quot;player_shoot&amp;quot;, function( hEvent )&lt;br /&gt;
{&lt;br /&gt;
	// Get the player and throw away the event if the event isn&#039;t from the player&lt;br /&gt;
	local hPlayer = GetPlayerFromUserID( hEvent.userid );&lt;br /&gt;
	if ( !hPlayer )&lt;br /&gt;
	{&lt;br /&gt;
		return;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	// Get the weapon and throw away the event if the event isn&#039;t from the weapon &lt;br /&gt;
	local hWeapon = hPlayer.GetActiveWeapon()&lt;br /&gt;
	if ( !hWeapon || !hWeapon.GetAttribute( &amp;quot;mod shoot self&amp;quot;, 0 ) )&lt;br /&gt;
	{&lt;br /&gt;
		return;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	// Take damage equal to your health, plus 10&lt;br /&gt;
	hPlayer.TakeDamage( hPlayer.GetMaxHealth() + 10, Constants.FDmgType.DMG_PREVENT_PHYSICS_FORCE, hPlayer );&lt;br /&gt;
&lt;br /&gt;
	// For the sound to not get cut off from dying we need to emit it from the ragdoll.&lt;br /&gt;
	local hRagdoll = NetProps.GetPropEntity( hPlayer, &amp;quot;m_hRagdoll&amp;quot; );&lt;br /&gt;
	if ( hRagdoll )&lt;br /&gt;
	{&lt;br /&gt;
		hRagdoll.EmitSound( &amp;quot;Weapon_Scatter_Gun.Single&amp;quot; );&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	// Turn the player&#039;s head around so the shots are fired behind him.&lt;br /&gt;
	local angEyeAngles = hPlayer.EyeAngles()&lt;br /&gt;
&lt;br /&gt;
	angEyeAngles.x = -angEyeAngles.x;&lt;br /&gt;
	angEyeAngles.y += 180;&lt;br /&gt;
	if ( angEyeAngles.y &amp;gt; 180 )&lt;br /&gt;
	{&lt;br /&gt;
		angEyeAngles.y -= 360;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	hPlayer.SnapEyeAngles( angEyeAngles );&lt;br /&gt;
}, &amp;quot;mod_shoot_self&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
We can actually easily condense the whole script into one line so it&#039;s easier to understand how the hook works and how it modifies the game behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;::ListenToGameEvent( &amp;lt;GameEvent&amp;gt;, function(args){behavior}, &amp;lt;String&amp;gt;)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now that we have it all condensed down into one line, this is basically how hooking a game event works. We run a function when a game event happens, which passes a table of information through args, and runs behavior.&lt;br /&gt;
For a much simpler example, here&#039;s a one-line piece of code that prints to the log whenever a gun is fired. &amp;lt;code&amp;gt;::ListenToGameEvent( &amp;quot;player_shoot&amp;quot;, function(event){printl(&amp;quot;doing things&amp;quot;)}, &amp;quot;didathing&amp;quot;)&amp;lt;/code&amp;gt; In this instance, the table of info is passed to &amp;quot;event&amp;quot;, which isn&#039;t used but is still required because the game still calls the function with that table regardless, and can&#039;t just throw it out.&lt;br /&gt;
will print &amp;quot;doing things&amp;quot; to the console whenever we shoot.&lt;br /&gt;
= See also =&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Team_Fortress_2/Docs/Scripting/Script_Functions TF2&#039;s VScript Functions]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Team_Fortress_2/Docs/Scripting/Game_Events TF2&#039;s Game Events (used for hooks)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Mapbase/Scripting/Script_Functions MapBase&#039;s VScript Functions]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Team_Fortress_2/Docs/Scripting/Script_Functions MapBase&#039;s Game Events (used for hooks)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Source_2013_MP/Scripting/Game_Events Source 2013&#039;s Game Events (used for hooks)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:guides]]&lt;/div&gt;</summary>
		<author><name>ChaoticUltimateJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_VScript&amp;diff=11236</id>
		<title>Creating custom weapons - VScript</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_VScript&amp;diff=11236"/>
		<updated>2026-07-15T14:39:58Z</updated>

		<summary type="html">&lt;p&gt;ChaoticUltimateJ: I did a lot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo| write an actual page, and maybe make it more beginner friendly? Also I&#039;m sorry Static for writing this page for you out of the blue but I was hit with a wave of &amp;quot;autistic inspiration&amp;quot; I guess.}}&lt;br /&gt;
&lt;br /&gt;
TF2C extends TF2 and MapBase&#039;s VScripting, making anything possible in either of them mostly possible in TF2C.&lt;br /&gt;
&lt;br /&gt;
Vscript in TF2C uses [https://en.wikipedia.org/wiki/Squirrel_(programming_language) Squirrel] &amp;lt;sup&amp;gt;{{tooltip|Note|as of writing the actual squirrel website is inaccessible for whatever reason, so the wikipedia page will have to do for now I suppose}}&amp;lt;/sup&amp;gt;, which is also used by TF2 and MapBase for their Vscripting as well.&lt;br /&gt;
&lt;br /&gt;
= Hooks =&lt;br /&gt;
A hook in modding is when you get the game to run a function, so you can perform custom behavior or replace existing behavior. We can&#039;t actually replace TF2C&#039;s code directly of course, so instead we use a tool provided to us by Valve and the TF2C team called Vscript.&amp;lt;br&amp;gt;&lt;br /&gt;
Hooking can be done in two ways, a table and collector (making a table of functions and collecting them) and a direct hook to the game&#039;s events. As of writing, the writer here has no idea what the difference is.&lt;br /&gt;
== Table and collector method ==&lt;br /&gt;
Heres an example table that disables medic&#039;s health regen when he&#039;s holding a weapon that has a custom, schema defined attribute.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::AttributeTable &amp;lt;- {&lt;br /&gt;
// when a player heals&lt;br /&gt;
	function OnGameEvent_player_healed(params)&lt;br /&gt;
	{&lt;br /&gt;
		if (params.patient == params.healer) // if we heal ourselves&lt;br /&gt;
		{&lt;br /&gt;
			// get ourselves&lt;br /&gt;
			local player = GetPlayerFromUserID(params.patient)&lt;br /&gt;
			&lt;br /&gt;
			local activeweapon = player.GetActiveWeapon()&lt;br /&gt;
			&lt;br /&gt;
			// check the weapons attributes and &amp;quot;disable&amp;quot; healing if they have a specific attribute&lt;br /&gt;
			if ( activeweapon.GetAttribute(&amp;quot;medic no heal&amp;quot;, 0) == 1 )&lt;br /&gt;
			{&lt;br /&gt;
				if (player.GetPlayerClass() == Constants.ETFClass.TF_CLASS_MEDIC)&lt;br /&gt;
				{&lt;br /&gt;
					// unheal... basically&lt;br /&gt;
					player.SetHealth(player.GetHealth() - params.amount)&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And later we can do &amp;lt;code&amp;gt;__CollectGameEventCallbacks(AttributeTable)&amp;lt;/code&amp;gt; which collects all of our functions in the table and acts on them.&lt;br /&gt;
While there is no such thing as a &amp;quot;medic no heal&amp;quot; attribute, we can just make one up in our item schema like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;...&amp;gt;&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;7000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;			&amp;quot;medic no heal&amp;quot;&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;While Active: No longer passively heal&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;hidden&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
			&amp;quot;effect_type&amp;quot;		&amp;quot;negative&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It also doesn&#039;t need an attribute class either, since the Vscript only uses the attribute&#039;s name, so ideally you shouldn&#039;t have an attribute class on vscript attributes.&lt;br /&gt;
&lt;br /&gt;
== Direct hook method ==&lt;br /&gt;
The direct hook method is the same way the Official April Fools Mod does it&#039;s VScript attributes &amp;lt;sub&amp;gt;{{tooltip|Todo|should we link this?}}&amp;lt;/sub&amp;gt;&lt;br /&gt;
For example we&#039;re going to pick apart one of them, specifically the &amp;quot;mod shoot self&amp;quot; attribute.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
::ListenToGameEvent( &amp;quot;player_shoot&amp;quot;, function( hEvent )&lt;br /&gt;
{&lt;br /&gt;
	// Get the player and throw away the event if the event isn&#039;t from the player&lt;br /&gt;
	local hPlayer = GetPlayerFromUserID( hEvent.userid );&lt;br /&gt;
	if ( !hPlayer )&lt;br /&gt;
	{&lt;br /&gt;
		return;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	// Get the weapon and throw away the event if the event isn&#039;t from the weapon &lt;br /&gt;
	local hWeapon = hPlayer.GetActiveWeapon()&lt;br /&gt;
	if ( !hWeapon || !hWeapon.GetAttribute( &amp;quot;mod shoot self&amp;quot;, 0 ) )&lt;br /&gt;
	{&lt;br /&gt;
		return;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	// Take damage equal to your health, plus 10&lt;br /&gt;
	hPlayer.TakeDamage( hPlayer.GetMaxHealth() + 10, Constants.FDmgType.DMG_PREVENT_PHYSICS_FORCE, hPlayer );&lt;br /&gt;
&lt;br /&gt;
	// For the sound to not get cut off from dying we need to emit it from the ragdoll.&lt;br /&gt;
	local hRagdoll = NetProps.GetPropEntity( hPlayer, &amp;quot;m_hRagdoll&amp;quot; );&lt;br /&gt;
	if ( hRagdoll )&lt;br /&gt;
	{&lt;br /&gt;
		hRagdoll.EmitSound( &amp;quot;Weapon_Scatter_Gun.Single&amp;quot; );&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	// Turn the player&#039;s head around so the shots are fired behind him.&lt;br /&gt;
	local angEyeAngles = hPlayer.EyeAngles()&lt;br /&gt;
&lt;br /&gt;
	angEyeAngles.x = -angEyeAngles.x;&lt;br /&gt;
	angEyeAngles.y += 180;&lt;br /&gt;
	if ( angEyeAngles.y &amp;gt; 180 )&lt;br /&gt;
	{&lt;br /&gt;
		angEyeAngles.y -= 360;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	hPlayer.SnapEyeAngles( angEyeAngles );&lt;br /&gt;
}, &amp;quot;mod_shoot_self&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
We can actually easily condense the whole script into one line so it&#039;s easier to understand how the hook works and how it modifies the game behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;::ListenToGameEvent( &amp;lt;GameEvent&amp;gt;, function(args){behavior}, &amp;lt;String&amp;gt;)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now that we have it all condensed down into one line, this is basically how hooking a game event works. We run a function when a game event happens, which passes a table of information through args, and runs behavior.&lt;br /&gt;
For a much simpler example, here&#039;s a one-line piece of code that prints to the log whenever a gun is fired. &amp;lt;code&amp;gt;::ListenToGameEvent( &amp;quot;player_shoot&amp;quot;, function(event){printl(&amp;quot;doing things&amp;quot;)}, &amp;quot;didathing&amp;quot;)&amp;lt;/code&amp;gt; In this instance, the table of info is passed to &amp;quot;event&amp;quot;, which isn&#039;t used but is still required because the game still calls the function with that table regardless, and can&#039;t just throw it out.&lt;br /&gt;
will print &amp;quot;doing things&amp;quot; to the console whenever we shoot.&lt;br /&gt;
= See also =&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Team_Fortress_2/Docs/Scripting/Script_Functions TF2&#039;s VScript Functions]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Team_Fortress_2/Docs/Scripting/Game_Events TF2&#039;s Game Events (used for hooks)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Mapbase/Scripting/Script_Functions MapBase&#039;s VScript Functions]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Team_Fortress_2/Docs/Scripting/Script_Functions MapBase&#039;s Game Events (used for hooks)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Source_2013_MP/Scripting/Game_Events Source 2013&#039;s Game Events (used for hooks)]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:guides]]&lt;/div&gt;</summary>
		<author><name>ChaoticUltimateJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_Game_Assets&amp;diff=11130</id>
		<title>List of Game Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_Game_Assets&amp;diff=11130"/>
		<updated>2026-07-05T03:46:05Z</updated>

		<summary type="html">&lt;p&gt;ChaoticUltimateJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|there are a lot of assets in TF2 and TF2C across a lot of VPK files.&lt;br /&gt;
Adding to the list and listing which assets are in which VPK isn&#039;t necessary but would be appreciated}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Models =&lt;br /&gt;
== Live TF2 Models ==&lt;br /&gt;
TF2C, being a mod of TF2, naturally mounts all of the assets from TF2 (except for files in your custom folder!)&amp;lt;br&amp;gt;&lt;br /&gt;
Assets included with TF2. Note that a lot of these may be team colored for TF2, which does not have Yellow or Green teams.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TF2 weapon models are usually C models, which do not come with their own animations like V models do. You&#039;ll have to use &amp;lt;code&amp;gt;&amp;quot;anim_slot&amp;quot;&amp;lt;/code&amp;gt; to control what animations are used on a C model.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Paths are listed in relation to the game&#039;s installation folder (example &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\team fortress 2&amp;lt;/code&amp;gt;, so &amp;lt;code&amp;gt;tf\tf2_misc_dir.vpk&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\tf2_misc_dir.vpk&amp;lt;/code&amp;gt;) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ TF2 model files&lt;br /&gt;
|-&lt;br /&gt;
! Common Name !! File Path !! Link to weapon !! Specific VPK&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || &amp;lt;code&amp;gt;models\weapons\c_models\c_pistol\c_pistol.mdl&amp;lt;/code&amp;gt; || [[pistol]] || &amp;lt;code&amp;gt;tf\_misc_018.vpk&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || &amp;lt;code&amp;gt;models\weapons\c_models\c_shotgun\c_shotgun.mdl&amp;lt;/code&amp;gt; || [[shotgun]] || &amp;lt;code&amp;gt;tf\_misc_022.vpk&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| TODO || TODO || TODO|| TODO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TF2C Models ==&lt;br /&gt;
TF2C primarily uses V and W models for it&#039;s weapons, which are generally preferred over C models for quality and easier control over the animations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Paths are listed in relation to the game&#039;s installation folder (example &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2 Classified&amp;lt;/code&amp;gt;, so &amp;lt;code&amp;gt;tf2classified\vpks\tf2c_assets_dir.vpk&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\team fortress 2 classified\tf2classified\vpks\tf2c_assets_dir.vpk&amp;lt;/code&amp;gt;) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All W and V models are in the &amp;lt;code&amp;gt;tf2classified\vpks\tf2c_assets_000.vpk&amp;lt;/code&amp;gt; VPK &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ TF2C model files&lt;br /&gt;
|-&lt;br /&gt;
! Common Name !! File Path !! Link to weapon !!&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || &amp;lt;code&amp;gt;models\weapons\w_models\w_pistol.mdl&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;models\weapons\v_models\v_pistol_scout.mdl&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;models\weapons\v_models\v_pistol_engineer.mdl&amp;lt;/code&amp;gt;&lt;br /&gt;
|| [[pistol]]&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || &amp;lt;code&amp;gt;models\weapons\w_models\w_shotgun.mdl&amp;lt;/code&amp;gt; || [[shotgun]]&lt;br /&gt;
|-&lt;br /&gt;
| TODO || TODO || TODO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Materials =&lt;br /&gt;
== Live TF2 Materials ==&lt;br /&gt;
TODO&lt;br /&gt;
== TF2C Materials ==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
= Sounds =&lt;br /&gt;
== Half Life 2 Sounds ==&lt;br /&gt;
Half Life 2 sounds are included with the Source Engine, due to spaghetti code that we won&#039;t talk about here.&lt;br /&gt;
TODO&lt;br /&gt;
== Live TF2 Sounds ==&lt;br /&gt;
TODO&lt;br /&gt;
== TF2C Sounds ==&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>ChaoticUltimateJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_Game_Assets&amp;diff=11129</id>
		<title>List of Game Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_Game_Assets&amp;diff=11129"/>
		<updated>2026-07-05T03:43:54Z</updated>

		<summary type="html">&lt;p&gt;ChaoticUltimateJ: Put together a very rough page for a list of all the game assets. Will likely need to add this page to other categories, but I&amp;#039;m too new to the wiki to figure that out :P.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|there are a lot of assets in TF2 and TF2C across a lot of VPK files.&lt;br /&gt;
Listing which assets are in which VPK isn&#039;t necessary but would be appreciated}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Models =&lt;br /&gt;
== Live TF2 Models ==&lt;br /&gt;
TF2C, being a mod of TF2, naturally mounts all of the assets from TF2 (except for files in your custom folder!)&amp;lt;br&amp;gt;&lt;br /&gt;
Assets included with TF2. Note that a lot of these may be team colored for TF2, which does not have Yellow or Green teams.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TF2 weapon models are usually C models, which do not come with their own animations like V models do. You&#039;ll have to use &amp;lt;code&amp;gt;&amp;quot;anim_slot&amp;quot;&amp;lt;/code&amp;gt; to control what animations are used on a C model.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Paths are listed in relation to the game&#039;s installation folder (example &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\team fortress 2&amp;lt;/code&amp;gt;, so &amp;lt;code&amp;gt;tf\tf2_misc_dir.vpk&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\tf2_misc_dir.vpk&amp;lt;/code&amp;gt;) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ TF2 model files&lt;br /&gt;
|-&lt;br /&gt;
! Common Name !! File Path !! Link to weapon !! Specific VPK&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || &amp;lt;code&amp;gt;models\weapons\c_models\c_pistol\c_pistol.mdl&amp;lt;/code&amp;gt; || [[pistol]] || &amp;lt;code&amp;gt;tf\_misc_018.vpk&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || &amp;lt;code&amp;gt;models\weapons\c_models\c_shotgun\c_shotgun.mdl&amp;lt;/code&amp;gt; || [[shotgun]] || &amp;lt;code&amp;gt;tf\_misc_022.vpk&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| TODO || TODO || TODO|| TODO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TF2C Models ==&lt;br /&gt;
TF2C primarily uses V and W models for it&#039;s weapons, which are generally preferred over C models for quality and easier control over the animations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Paths are listed in relation to the game&#039;s installation folder (example &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2 Classified&amp;lt;/code&amp;gt;, so &amp;lt;code&amp;gt;tf2classified\vpks\tf2c_assets_dir.vpk&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\team fortress 2 classified\tf2classified\vpks\tf2c_assets_dir.vpk&amp;lt;/code&amp;gt;) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All W and V models are in the &amp;lt;code&amp;gt;tf2classified\vpks\tf2c_assets_000.vpk&amp;lt;/code&amp;gt; VPK &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ TF2C model files&lt;br /&gt;
|-&lt;br /&gt;
! Common Name !! File Path !! Link to weapon !!&lt;br /&gt;
|-&lt;br /&gt;
| Pistol || &amp;lt;code&amp;gt;models\weapons\w_models\w_pistol.mdl&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;models\weapons\v_models\v_pistol_scout.mdl&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;models\weapons\v_models\v_pistol_engineer.mdl&amp;lt;/code&amp;gt;&lt;br /&gt;
|| [[pistol]]&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || &amp;lt;code&amp;gt;models\weapons\w_models\w_shotgun.mdl&amp;lt;/code&amp;gt; || [[shotgun]]&lt;br /&gt;
|-&lt;br /&gt;
| TODO || TODO || TODO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Materials =&lt;br /&gt;
== Live TF2 Materials ==&lt;br /&gt;
TODO&lt;br /&gt;
== TF2C Materials ==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
= Sounds =&lt;br /&gt;
== Half Life 2 Sounds ==&lt;br /&gt;
Half Life 2 sounds are included with the Source Engine, due to spaghetti code that we won&#039;t talk about here.&lt;br /&gt;
TODO&lt;br /&gt;
== Live TF2 Sounds ==&lt;br /&gt;
TODO&lt;br /&gt;
== TF2C Sounds ==&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>ChaoticUltimateJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11128</id>
		<title>Creating custom weapons - basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11128"/>
		<updated>2026-07-05T02:31:49Z</updated>

		<summary type="html">&lt;p&gt;ChaoticUltimateJ: /* Tags */ added bots_cant_use tag to the list. Maybe make this a table?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Complete every current section and add new ones if applicable.&lt;br /&gt;
&lt;br /&gt;
Adjust image sizes and potentially add captions.&lt;br /&gt;
&lt;br /&gt;
Demonstrate using a c_model with attach_to_hands 2 and possibly a v_model with attach_to hands 1.&lt;br /&gt;
&lt;br /&gt;
Link to a page that lists the models and sounds of TF2 and Classified&#039;s weapons - very helpful for beginners.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, but it should suffice if you just need the basics!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask for help in the &#039;&#039;&#039;#modding-discussion&#039;&#039;&#039; channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Creating a custom item schema =&lt;br /&gt;
Before going over how to create custom weapons, we first need a functional custom item schema to put them into. The item schema is basically a big list that you add all of your items into, and is responsible for defining everything about them. It uses [https://developer.valvesoftware.com/wiki/VDF VDF], which is the standard format for storing game-related metadata in Source. If you don&#039;t know &#039;&#039;&#039;VDF&#039;&#039;&#039;, don&#039;t worry - it won&#039;t take long to understand the syntax.&lt;br /&gt;
&lt;br /&gt;
== custom_items_game.txt ==&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in your {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts\items}} directory. This is the file that contains all the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
== Setting up parameters ==&lt;br /&gt;
Shown below are the main parameters that should ideally be included in every single item schema. Copy this exactly into your {{code|custom_items_game.txt}} file.&lt;br /&gt;
&lt;br /&gt;
[[File:example_02_emptyschema.png]]&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|preset=3|base &amp;quot;items_game.txt&amp;quot;}}&lt;br /&gt;
: This line is responsible for merging the data from the custom item schema into TF2C&#039;s main item schema. Without this, TF2C&#039;s items, prefabs and attributes will fail to load.&lt;br /&gt;
{{code|preset=3|&amp;quot;items_game&amp;quot;}}&lt;br /&gt;
: The parameter that contains everything unique to the item schema. Whilst not particularly interesting, it&#039;s vital for the item schema to run.&lt;br /&gt;
{{code|preset=3|&amp;quot;items&amp;quot;}}&lt;br /&gt;
: The parameter that contains items. They must be defined here in order for them to appear in game.&lt;br /&gt;
{{code|preset=3|&amp;quot;prefabs&amp;quot;}}&lt;br /&gt;
: The parameter that contains prefabs, which will be explained later.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The parameter that contains attributes, which will also be explained later.&lt;br /&gt;
&lt;br /&gt;
= Creating your first weapon =&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
To function, item entries must be placed in the {{code|preset=3|&amp;quot;items&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
Below is a template item entry that contains the essential parameters for most custom weapons. Values in {{code|&amp;lt;&amp;gt;}} brackets are placeholder values that should be replaced by suitable ones.&lt;br /&gt;
&lt;br /&gt;
[[File:example_03_bns.png]]&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}&lt;br /&gt;
: The unique ID used by the weapon. This can be any integer from 0 to 65535. Be careful: if shared with another item entry, the custom item schema will fail to load. Try to use random high values (ideally &amp;gt;= 10000) to prevent clashes with vanilla item entries.&lt;br /&gt;
{{code|preset=3|&amp;quot;name&amp;quot;}}&lt;br /&gt;
: The unique internal identifier used by the weapon. Like {{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}, the custom item schema will fail to load if it&#039;s shared with another entry.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_name&amp;quot;}}&lt;br /&gt;
: The displayed name of the item, which can either be plaintext or a localised string (e.g. #TF_Weapon_Pistol). If you want to add &amp;quot;&#039;&#039;The&#039;&#039;&amp;quot; to the beginning of the name, add the {{code|preset=3|&amp;quot;propername&amp;quot;}} parameter to the item entry and set the value to 1.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_type_name&amp;quot;}}&lt;br /&gt;
: The item&#039;s type, which is displayed under the name in the description.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_logname&amp;quot;}}&lt;br /&gt;
: The name used by the weapon when reported in the developer console.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_iconname&amp;quot;}}&lt;br /&gt;
: The name of the weapon&#039;s main killicon. If an invalid icon is pointed to, then the default skull icon will be used instead. Supports SVG icons in {{code|resource\svgs\deathnotice}} and VTF icons defined in {{code|scripts\mod_textures.txt}} and {{code|scripts\mod_textures_tf2c.txt}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_class&amp;quot;}}&lt;br /&gt;
: The item class to be used as a base for your weapon. A list of available item classes can be found [[List of TF2C item classes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;item_slot&amp;quot;}}&lt;br /&gt;
: The loadout slot that the weapon is located in. Below is a list of functional {{code|preset=3|&amp;quot;item_slot&amp;quot;}} values:&lt;br /&gt;
:: {{code|primary}}&lt;br /&gt;
:: {{code|secondary}}&lt;br /&gt;
:: {{code|melee}}&lt;br /&gt;
:: {{code|pda}}&lt;br /&gt;
:: {{code|pda2}}&lt;br /&gt;
:: {{code|building}}&lt;br /&gt;
:: {{code|action}} {{note|Not visible in the loadout menu}}&lt;br /&gt;
:: {{code|utility}} {{note|Not visible in the loadout menu}}&lt;br /&gt;
{{code|preset=3|&amp;quot;anim_slot&amp;quot;}}&lt;br /&gt;
: The third-person and (if applicable) c_model animations to use. If absent, the item will use the default animations for its class. Below is a list of functional {{code|preset=3|&amp;quot;anim_slot&amp;quot;}} values:&lt;br /&gt;
:: {{code|primary}}&lt;br /&gt;
:: {{code|primary2}}&lt;br /&gt;
:: {{code|secondary}}&lt;br /&gt;
:: {{code|secondary2}}&lt;br /&gt;
:: {{code|melee}}&lt;br /&gt;
:: {{code|melee_allclass}}&lt;br /&gt;
:: {{code|pda}}&lt;br /&gt;
:: {{code|pda2}}&lt;br /&gt;
:: {{code|building}}&lt;br /&gt;
:: {{code|item1}}&lt;br /&gt;
:: {{code|item2}}&lt;br /&gt;
:: {{code|item3}}&lt;br /&gt;
:: {{code|item4}}&lt;br /&gt;
:: {{code|passtime_ball}}&lt;br /&gt;
:: {{code|force_not_used}}&lt;br /&gt;
{{code|preset=3|&amp;quot;model_player&amp;quot;}}&lt;br /&gt;
: The model used in first person.&lt;br /&gt;
{{code|preset=3|&amp;quot;model_world&amp;quot;}}&lt;br /&gt;
: The model used in third person. If this parameter is absent from the item entry, the game will automatically use the model defined in the {{code|preset=3|&amp;quot;model_player&amp;quot;}} parameter.&lt;br /&gt;
{{code|preset=3|&amp;quot;image_inventory&amp;quot;}}&lt;br /&gt;
: The icon used in the loadout menu and bucket.&lt;br /&gt;
{{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}}&lt;br /&gt;
: This parameter controls what model&#039;s animations are used. If set to 1, the class&#039; c_arms will be used for the animations. If set to 2, the item model&#039;s animations will be used instead.&lt;br /&gt;
{{code|preset=3|&amp;quot;used_by_classes&amp;quot;}}&lt;br /&gt;
: This controls which classes can use the item. Set to 1 to use the loadout slot defined under {{code|preset=3|&amp;quot;item_slot&amp;quot;}}, or set it to a specific loadout slot to get it to appear in that slot for a specific class.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The list of attributes that modify the weapon&#039;s behaviour. You can add as many attributes as you&#039;d like, just as long as the attribute class isn&#039;t repeated. Some attributes can be condensed into a single line if you wish (e.g. &amp;lt;attribute name&amp;gt; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;), which is helpful for meta-attributes like {{code|&amp;quot;hidden separator&amp;quot;}} and {{code|&amp;quot;provide on active&amp;quot;}} that are repeated often. A list of item attributes can be found [[List of TF2C item attributes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;static_attrs&amp;quot;}}&lt;br /&gt;
: A variant of {{code|preset=3|&amp;quot;attributes&amp;quot;}} that should &#039;&#039;only&#039;&#039; be used for attributes like {{code|&amp;quot;min_viewmodel_offset&amp;quot;}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;visuals&amp;quot;}}&lt;br /&gt;
: This parameter allows you to change the item&#039;s effects, like sounds and tracers. This will be explained in more detail later.&lt;br /&gt;
{{code|preset=3|&amp;quot;mouse_pressed_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a loadout grid.&lt;br /&gt;
{{code|preset=3|&amp;quot;drop_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a class&#039; loadout screen.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example item entry for a custom [[Pistol]] with a clip size bonus, a damage penalty and the [[tf:Winger|Winger]]&#039;s fire sounds. Copy it and give modifying it a go to get a feel for making items. If you&#039;re looking for models and soundscripts, try using [https://developer.valvesoftware.com/wiki/Half-Life_Model_Viewer%2B%2B HLMV++] and/or [https://developer.valvesoftware.com/wiki/Hammer%2B%2B Hammer ++], or look at item entries in TF2 and TF2C&#039;s item schemas.&lt;br /&gt;
&lt;br /&gt;
[[File:example_04_custompistol.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_04_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
=== Adding item attributes ===&lt;br /&gt;
As mentioned above, the Custom Pistol has two attributes: a clip size bonus and a damage penalty, which gives it a clip size of 24 and a base damage of 10. It&#039;s a bit boring, so how about we spice things up a bit?&lt;br /&gt;
&lt;br /&gt;
[[File:example_07_canheadshot.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, the Custom Pistol instead has a damage bonus and a clip size penalty, resulting in 20 base damage and a clip size of 6. More importantly though, the {{code|&amp;quot;can headshot&amp;quot;}} attribute has given it the ability to deal crits on headshot. Pretty cool, eh?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_07_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
=== Making custom attributes ===&lt;br /&gt;
Oh dear. It seems the {{code|&amp;quot;can headshot&amp;quot;}} attribute lacks a description string, and is therefore hidden. This, of course, isn&#039;t ideal for stat clarity, so how exactly do we go about fixing this?&lt;br /&gt;
&lt;br /&gt;
Remember the {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter explained [[Creating custom weapons#Setting up the custom item schema|here]]? Well, it&#039;s time to put it to good use!&lt;br /&gt;
&lt;br /&gt;
[[File:example_08_headshotvisible.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In your {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter (the one with the same indentation as {{code|preset=3|&amp;quot;items&amp;quot;}} and {{code|preset=3|&amp;quot;prefabs&amp;quot;}} - I know, it&#039;s confusing), copy the above attribute. This is a copy of the {{code|&amp;quot;can headshot&amp;quot;}} attribute that&#039;s been simplified for this tutorial.&lt;br /&gt;
&lt;br /&gt;
The {{code|&amp;quot;description_string&amp;quot;}} parameter is responsible for the stats displayed in an item&#039;s description. Here, it&#039;s been set to the plaintext &amp;quot;Crits on headshot&amp;quot;, which means that it won&#039;t be affected by language. Thankfully, in this instance, there&#039;s a suitable localised string that can be used instead to ensure that it&#039;s understandable to a wider range of people.&lt;br /&gt;
&lt;br /&gt;
By setting the value to &#039;&#039;&#039;#Attrib_RevolverUseHitLocations&#039;&#039;&#039; (the localised string used by the [[tf:Ambassador|Ambassador]]&#039;s headshot attribute), the same text will be displayed, but will now also be localised to the user&#039;s language.&lt;br /&gt;
&lt;br /&gt;
After replacing the Custom Pistol&#039;s {{code|&amp;quot;can headshot&amp;quot;}} attribute with the newly created {{code|&amp;quot;can headshot VISIBLE&amp;quot;}}, here&#039;s how it should look in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_08_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re getting somewhere! There&#039;s still a couple of issues that we need to fix though, so let&#039;s go through how to do that.&lt;br /&gt;
&lt;br /&gt;
The first problem is the position of the attribute in the description. In order from top to bottom, item descriptions should always list neutral (white) stats first, then positive (blue) stats, and finally negative (red) stats, with informational text like &amp;quot;This weapon will reload when not active&amp;quot; and &amp;quot;Can be defused by the Wrench&amp;quot; being positioned at the very end.&lt;br /&gt;
&lt;br /&gt;
[[File:example_09_headshottop.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By moving the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute to the top, it also moves it to the top of the item&#039;s description.&lt;br /&gt;
&lt;br /&gt;
[[File:example_09_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second problem is the text colour. Crits on headshot is undeniably an upside, so it should be coloured blue to reflect that.&lt;br /&gt;
&lt;br /&gt;
[[File:example_10_headshotblue.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By adding {{code|&amp;quot;effect_type&amp;quot; &amp;quot;positive&amp;quot;}} to the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute, we can set the colour to the same blue as other positive attributes. If you want an attribute to be displayed as negative, simply replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;negative&amp;quot;}}. The same goes for neutral attributes - replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;neutral&amp;quot;}}.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the result:&lt;br /&gt;
&lt;br /&gt;
[[File:example_10_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== c_models ===&lt;br /&gt;
What&#039;s that? You want to change the model too? Well, with the base selection of models in Classified, there&#039;s only one that works with {{code|preset=3|&amp;quot;attach_to_hands&amp;quot; &amp;quot;2&amp;quot;}} - the Pistol model that we&#039;re currently using. However, what about TF2&#039;s c_models?&lt;br /&gt;
&lt;br /&gt;
[[File:example_05_wingermodel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here, the parameters have been adjusted for c_model animations. With {{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}} set to 1, the Custom Pistol will use the secondary animations from the class&#039; c_arms - in this case, the Scout&#039;s pistol animations. This allows for pistol c_models like the [[tf:Winger|Winger]]&#039;s to be used without visual bugs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_05_world.jpg|540px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class-specific v_models ===&lt;br /&gt;
If your item is multi-class and uses the c_models system, you don&#039;t need to worry about changing the model between classes. However, if the item uses the v_models system, you should change the model used between classes so that the animations don&#039;t look off. The question is: how &#039;&#039;do&#039;&#039; you get them to change between classes?&lt;br /&gt;
&lt;br /&gt;
The answer lies with the {{code|preset=3|&amp;quot;model_player_per_class&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
[[File:example_06_modelperclass.png]]&lt;br /&gt;
&lt;br /&gt;
By adding this to the first version of the Custom Pistol, you can change the v_model used by each class, allowing you to have the weapon on both Scout and Engineer without making them share animations.&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
=== Loading into a map ===&lt;br /&gt;
To get the custom item schema to load, boot up any map. Once you do, the weapon should appear in the loadout grid.&lt;br /&gt;
&lt;br /&gt;
=== Making changes ===&lt;br /&gt;
If you make changes to the custom item schema, use the command {{code|cl_reload_item_schema}} to show the changes in game. {{code|sv_reload_item_schema}} can also be used to update the custom item schema for the whole server in multiplayer.&lt;br /&gt;
&lt;br /&gt;
= Advanced weapon creation =&lt;br /&gt;
&lt;br /&gt;
== Prefabs ==&lt;br /&gt;
=== Creating prefabs ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Using prefabs ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
You can add &amp;quot;bots_cant_use&amp;quot; &amp;quot;1&amp;quot; which will make bots unable to equip them. Note that bots can still equip items that have &amp;quot;show_in_armory&amp;quot; &amp;quot;0&amp;quot; so make sure you do this too if you&#039;re trying to keep bots from equipping hidden weapons.&lt;br /&gt;
TODO: Add more info&lt;br /&gt;
&lt;br /&gt;
=== Taunts ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Bucket ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== List of visual parameters ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Team-specific visuals ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Animation replacements ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Custom text colours ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
== Custom models and effects ==&lt;br /&gt;
=== Custom models ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Custom sounds ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Custom particles ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
== VScript ==&lt;br /&gt;
VScript allows you to create weapons with completely custom functionality.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[List of TF2C item attributes]]&lt;br /&gt;
* [[List of TF2C item classes]]&lt;br /&gt;
* [[List of TF2C weapon assets]]&lt;br /&gt;
* [[List of TF2C conditions]]&lt;br /&gt;
* [[List of TF2C projectile IDs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>ChaoticUltimateJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11127</id>
		<title>Creating custom weapons - basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11127"/>
		<updated>2026-07-05T02:25:45Z</updated>

		<summary type="html">&lt;p&gt;ChaoticUltimateJ: /* custom_items_game.txt */ fixed the path&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Complete every current section and add new ones if applicable.&lt;br /&gt;
&lt;br /&gt;
Adjust image sizes and potentially add captions.&lt;br /&gt;
&lt;br /&gt;
Demonstrate using a c_model with attach_to_hands 2 and possibly a v_model with attach_to hands 1.&lt;br /&gt;
&lt;br /&gt;
Link to a page that lists the models and sounds of TF2 and Classified&#039;s weapons - very helpful for beginners.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, but it should suffice if you just need the basics!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask for help in the &#039;&#039;&#039;#modding-discussion&#039;&#039;&#039; channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Creating a custom item schema =&lt;br /&gt;
Before going over how to create custom weapons, we first need a functional custom item schema to put them into. The item schema is basically a big list that you add all of your items into, and is responsible for defining everything about them. It uses [https://developer.valvesoftware.com/wiki/VDF VDF], which is the standard format for storing game-related metadata in Source. If you don&#039;t know &#039;&#039;&#039;VDF&#039;&#039;&#039;, don&#039;t worry - it won&#039;t take long to understand the syntax.&lt;br /&gt;
&lt;br /&gt;
== custom_items_game.txt ==&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in your {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts\items}} directory. This is the file that contains all the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
== Setting up parameters ==&lt;br /&gt;
Shown below are the main parameters that should ideally be included in every single item schema. Copy this exactly into your {{code|custom_items_game.txt}} file.&lt;br /&gt;
&lt;br /&gt;
[[File:example_02_emptyschema.png]]&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|preset=3|base &amp;quot;items_game.txt&amp;quot;}}&lt;br /&gt;
: This line is responsible for merging the data from the custom item schema into TF2C&#039;s main item schema. Without this, TF2C&#039;s items, prefabs and attributes will fail to load.&lt;br /&gt;
{{code|preset=3|&amp;quot;items_game&amp;quot;}}&lt;br /&gt;
: The parameter that contains everything unique to the item schema. Whilst not particularly interesting, it&#039;s vital for the item schema to run.&lt;br /&gt;
{{code|preset=3|&amp;quot;items&amp;quot;}}&lt;br /&gt;
: The parameter that contains items. They must be defined here in order for them to appear in game.&lt;br /&gt;
{{code|preset=3|&amp;quot;prefabs&amp;quot;}}&lt;br /&gt;
: The parameter that contains prefabs, which will be explained later.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The parameter that contains attributes, which will also be explained later.&lt;br /&gt;
&lt;br /&gt;
= Creating your first weapon =&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
To function, item entries must be placed in the {{code|preset=3|&amp;quot;items&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
Below is a template item entry that contains the essential parameters for most custom weapons. Values in {{code|&amp;lt;&amp;gt;}} brackets are placeholder values that should be replaced by suitable ones.&lt;br /&gt;
&lt;br /&gt;
[[File:example_03_bns.png]]&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}&lt;br /&gt;
: The unique ID used by the weapon. This can be any integer from 0 to 65535. Be careful: if shared with another item entry, the custom item schema will fail to load. Try to use random high values (ideally &amp;gt;= 10000) to prevent clashes with vanilla item entries.&lt;br /&gt;
{{code|preset=3|&amp;quot;name&amp;quot;}}&lt;br /&gt;
: The unique internal identifier used by the weapon. Like {{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}, the custom item schema will fail to load if it&#039;s shared with another entry.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_name&amp;quot;}}&lt;br /&gt;
: The displayed name of the item, which can either be plaintext or a localised string (e.g. #TF_Weapon_Pistol). If you want to add &amp;quot;&#039;&#039;The&#039;&#039;&amp;quot; to the beginning of the name, add the {{code|preset=3|&amp;quot;propername&amp;quot;}} parameter to the item entry and set the value to 1.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_type_name&amp;quot;}}&lt;br /&gt;
: The item&#039;s type, which is displayed under the name in the description.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_logname&amp;quot;}}&lt;br /&gt;
: The name used by the weapon when reported in the developer console.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_iconname&amp;quot;}}&lt;br /&gt;
: The name of the weapon&#039;s main killicon. If an invalid icon is pointed to, then the default skull icon will be used instead. Supports SVG icons in {{code|resource\svgs\deathnotice}} and VTF icons defined in {{code|scripts\mod_textures.txt}} and {{code|scripts\mod_textures_tf2c.txt}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_class&amp;quot;}}&lt;br /&gt;
: The item class to be used as a base for your weapon. A list of available item classes can be found [[List of TF2C item classes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;item_slot&amp;quot;}}&lt;br /&gt;
: The loadout slot that the weapon is located in. Below is a list of functional {{code|preset=3|&amp;quot;item_slot&amp;quot;}} values:&lt;br /&gt;
:: {{code|primary}}&lt;br /&gt;
:: {{code|secondary}}&lt;br /&gt;
:: {{code|melee}}&lt;br /&gt;
:: {{code|pda}}&lt;br /&gt;
:: {{code|pda2}}&lt;br /&gt;
:: {{code|building}}&lt;br /&gt;
:: {{code|action}} {{note|Not visible in the loadout menu}}&lt;br /&gt;
:: {{code|utility}} {{note|Not visible in the loadout menu}}&lt;br /&gt;
{{code|preset=3|&amp;quot;anim_slot&amp;quot;}}&lt;br /&gt;
: The third-person and (if applicable) c_model animations to use. If absent, the item will use the default animations for its class. Below is a list of functional {{code|preset=3|&amp;quot;anim_slot&amp;quot;}} values:&lt;br /&gt;
:: {{code|primary}}&lt;br /&gt;
:: {{code|primary2}}&lt;br /&gt;
:: {{code|secondary}}&lt;br /&gt;
:: {{code|secondary2}}&lt;br /&gt;
:: {{code|melee}}&lt;br /&gt;
:: {{code|melee_allclass}}&lt;br /&gt;
:: {{code|pda}}&lt;br /&gt;
:: {{code|pda2}}&lt;br /&gt;
:: {{code|building}}&lt;br /&gt;
:: {{code|item1}}&lt;br /&gt;
:: {{code|item2}}&lt;br /&gt;
:: {{code|item3}}&lt;br /&gt;
:: {{code|item4}}&lt;br /&gt;
:: {{code|passtime_ball}}&lt;br /&gt;
:: {{code|force_not_used}}&lt;br /&gt;
{{code|preset=3|&amp;quot;model_player&amp;quot;}}&lt;br /&gt;
: The model used in first person.&lt;br /&gt;
{{code|preset=3|&amp;quot;model_world&amp;quot;}}&lt;br /&gt;
: The model used in third person. If this parameter is absent from the item entry, the game will automatically use the model defined in the {{code|preset=3|&amp;quot;model_player&amp;quot;}} parameter.&lt;br /&gt;
{{code|preset=3|&amp;quot;image_inventory&amp;quot;}}&lt;br /&gt;
: The icon used in the loadout menu and bucket.&lt;br /&gt;
{{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}}&lt;br /&gt;
: This parameter controls what model&#039;s animations are used. If set to 1, the class&#039; c_arms will be used for the animations. If set to 2, the item model&#039;s animations will be used instead.&lt;br /&gt;
{{code|preset=3|&amp;quot;used_by_classes&amp;quot;}}&lt;br /&gt;
: This controls which classes can use the item. Set to 1 to use the loadout slot defined under {{code|preset=3|&amp;quot;item_slot&amp;quot;}}, or set it to a specific loadout slot to get it to appear in that slot for a specific class.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The list of attributes that modify the weapon&#039;s behaviour. You can add as many attributes as you&#039;d like, just as long as the attribute class isn&#039;t repeated. Some attributes can be condensed into a single line if you wish (e.g. &amp;lt;attribute name&amp;gt; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;), which is helpful for meta-attributes like {{code|&amp;quot;hidden separator&amp;quot;}} and {{code|&amp;quot;provide on active&amp;quot;}} that are repeated often. A list of item attributes can be found [[List of TF2C item attributes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;static_attrs&amp;quot;}}&lt;br /&gt;
: A variant of {{code|preset=3|&amp;quot;attributes&amp;quot;}} that should &#039;&#039;only&#039;&#039; be used for attributes like {{code|&amp;quot;min_viewmodel_offset&amp;quot;}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;visuals&amp;quot;}}&lt;br /&gt;
: This parameter allows you to change the item&#039;s effects, like sounds and tracers. This will be explained in more detail later.&lt;br /&gt;
{{code|preset=3|&amp;quot;mouse_pressed_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a loadout grid.&lt;br /&gt;
{{code|preset=3|&amp;quot;drop_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a class&#039; loadout screen.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example item entry for a custom [[Pistol]] with a clip size bonus, a damage penalty and the [[tf:Winger|Winger]]&#039;s fire sounds. Copy it and give modifying it a go to get a feel for making items. If you&#039;re looking for models and soundscripts, try using [https://developer.valvesoftware.com/wiki/Half-Life_Model_Viewer%2B%2B HLMV++] and/or [https://developer.valvesoftware.com/wiki/Hammer%2B%2B Hammer ++], or look at item entries in TF2 and TF2C&#039;s item schemas.&lt;br /&gt;
&lt;br /&gt;
[[File:example_04_custompistol.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_04_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
=== Adding item attributes ===&lt;br /&gt;
As mentioned above, the Custom Pistol has two attributes: a clip size bonus and a damage penalty, which gives it a clip size of 24 and a base damage of 10. It&#039;s a bit boring, so how about we spice things up a bit?&lt;br /&gt;
&lt;br /&gt;
[[File:example_07_canheadshot.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, the Custom Pistol instead has a damage bonus and a clip size penalty, resulting in 20 base damage and a clip size of 6. More importantly though, the {{code|&amp;quot;can headshot&amp;quot;}} attribute has given it the ability to deal crits on headshot. Pretty cool, eh?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_07_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
=== Making custom attributes ===&lt;br /&gt;
Oh dear. It seems the {{code|&amp;quot;can headshot&amp;quot;}} attribute lacks a description string, and is therefore hidden. This, of course, isn&#039;t ideal for stat clarity, so how exactly do we go about fixing this?&lt;br /&gt;
&lt;br /&gt;
Remember the {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter explained [[Creating custom weapons#Setting up the custom item schema|here]]? Well, it&#039;s time to put it to good use!&lt;br /&gt;
&lt;br /&gt;
[[File:example_08_headshotvisible.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In your {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter (the one with the same indentation as {{code|preset=3|&amp;quot;items&amp;quot;}} and {{code|preset=3|&amp;quot;prefabs&amp;quot;}} - I know, it&#039;s confusing), copy the above attribute. This is a copy of the {{code|&amp;quot;can headshot&amp;quot;}} attribute that&#039;s been simplified for this tutorial.&lt;br /&gt;
&lt;br /&gt;
The {{code|&amp;quot;description_string&amp;quot;}} parameter is responsible for the stats displayed in an item&#039;s description. Here, it&#039;s been set to the plaintext &amp;quot;Crits on headshot&amp;quot;, which means that it won&#039;t be affected by language. Thankfully, in this instance, there&#039;s a suitable localised string that can be used instead to ensure that it&#039;s understandable to a wider range of people.&lt;br /&gt;
&lt;br /&gt;
By setting the value to &#039;&#039;&#039;#Attrib_RevolverUseHitLocations&#039;&#039;&#039; (the localised string used by the [[tf:Ambassador|Ambassador]]&#039;s headshot attribute), the same text will be displayed, but will now also be localised to the user&#039;s language.&lt;br /&gt;
&lt;br /&gt;
After replacing the Custom Pistol&#039;s {{code|&amp;quot;can headshot&amp;quot;}} attribute with the newly created {{code|&amp;quot;can headshot VISIBLE&amp;quot;}}, here&#039;s how it should look in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_08_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re getting somewhere! There&#039;s still a couple of issues that we need to fix though, so let&#039;s go through how to do that.&lt;br /&gt;
&lt;br /&gt;
The first problem is the position of the attribute in the description. In order from top to bottom, item descriptions should always list neutral (white) stats first, then positive (blue) stats, and finally negative (red) stats, with informational text like &amp;quot;This weapon will reload when not active&amp;quot; and &amp;quot;Can be defused by the Wrench&amp;quot; being positioned at the very end.&lt;br /&gt;
&lt;br /&gt;
[[File:example_09_headshottop.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By moving the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute to the top, it also moves it to the top of the item&#039;s description.&lt;br /&gt;
&lt;br /&gt;
[[File:example_09_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second problem is the text colour. Crits on headshot is undeniably an upside, so it should be coloured blue to reflect that.&lt;br /&gt;
&lt;br /&gt;
[[File:example_10_headshotblue.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By adding {{code|&amp;quot;effect_type&amp;quot; &amp;quot;positive&amp;quot;}} to the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute, we can set the colour to the same blue as other positive attributes. If you want an attribute to be displayed as negative, simply replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;negative&amp;quot;}}. The same goes for neutral attributes - replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;neutral&amp;quot;}}.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the result:&lt;br /&gt;
&lt;br /&gt;
[[File:example_10_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== c_models ===&lt;br /&gt;
What&#039;s that? You want to change the model too? Well, with the base selection of models in Classified, there&#039;s only one that works with {{code|preset=3|&amp;quot;attach_to_hands&amp;quot; &amp;quot;2&amp;quot;}} - the Pistol model that we&#039;re currently using. However, what about TF2&#039;s c_models?&lt;br /&gt;
&lt;br /&gt;
[[File:example_05_wingermodel.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here, the parameters have been adjusted for c_model animations. With {{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}} set to 1, the Custom Pistol will use the secondary animations from the class&#039; c_arms - in this case, the Scout&#039;s pistol animations. This allows for pistol c_models like the [[tf:Winger|Winger]]&#039;s to be used without visual bugs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_05_world.jpg|540px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class-specific v_models ===&lt;br /&gt;
If your item is multi-class and uses the c_models system, you don&#039;t need to worry about changing the model between classes. However, if the item uses the v_models system, you should change the model used between classes so that the animations don&#039;t look off. The question is: how &#039;&#039;do&#039;&#039; you get them to change between classes?&lt;br /&gt;
&lt;br /&gt;
The answer lies with the {{code|preset=3|&amp;quot;model_player_per_class&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
[[File:example_06_modelperclass.png]]&lt;br /&gt;
&lt;br /&gt;
By adding this to the first version of the Custom Pistol, you can change the v_model used by each class, allowing you to have the weapon on both Scout and Engineer without making them share animations.&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
=== Loading into a map ===&lt;br /&gt;
To get the custom item schema to load, boot up any map. Once you do, the weapon should appear in the loadout grid.&lt;br /&gt;
&lt;br /&gt;
=== Making changes ===&lt;br /&gt;
If you make changes to the custom item schema, use the command {{code|cl_reload_item_schema}} to show the changes in game. {{code|sv_reload_item_schema}} can also be used to update the custom item schema for the whole server in multiplayer.&lt;br /&gt;
&lt;br /&gt;
= Advanced weapon creation =&lt;br /&gt;
&lt;br /&gt;
== Prefabs ==&lt;br /&gt;
=== Creating prefabs ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Using prefabs ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Taunts ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Bucket ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== List of visual parameters ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Team-specific visuals ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Animation replacements ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Custom text colours ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
== Custom models and effects ==&lt;br /&gt;
=== Custom models ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Custom sounds ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
=== Custom particles ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&lt;br /&gt;
== VScript ==&lt;br /&gt;
VScript allows you to create weapons with completely custom functionality.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[List of TF2C item attributes]]&lt;br /&gt;
* [[List of TF2C item classes]]&lt;br /&gt;
* [[List of TF2C weapon assets]]&lt;br /&gt;
* [[List of TF2C conditions]]&lt;br /&gt;
* [[List of TF2C projectile IDs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>ChaoticUltimateJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=11068</id>
		<title>List of TF2C item classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=11068"/>
		<updated>2026-06-29T01:15:25Z</updated>

		<summary type="html">&lt;p&gt;ChaoticUltimateJ: Added information about tf_weapon_parachute and added an entry for the harvester (tf2c_weapon_scythe)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Todo|Update TF2 table to add missing information.}}&lt;br /&gt;
&lt;br /&gt;
The following tables contain a list of every item class in Team Fortress 2 Classified.&lt;br /&gt;
__TOC__&lt;br /&gt;
== Team Fortress 2 item classes ==&lt;br /&gt;
The following table contains item classes present in Team Fortress 2 that have been carried over to Team Fortress 2 Classified. Be aware that some item classes may function differently in Classified.&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Bucket&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|saxxy&lt;br /&gt;
||N/A&lt;br /&gt;
||N/A&lt;br /&gt;
||Converts into stock melee classes&lt;br /&gt;
||[[tf:Saxxy|&#039;&#039;Saxxy&#039;&#039;]], [[tf:Frying Pan|&#039;&#039;Frying Pan&#039;&#039;]], [[tf:Conscientious Objector|&#039;&#039;Conscientious Objector&#039;&#039;]], [[tf:Freedom Staff|&#039;&#039;Freedom Staff&#039;&#039;]], [[tf:Bat Outta Hell|&#039;&#039;Bat Outta Hell&#039;&#039;]], [[tf:Memory Maker|&#039;&#039;Memory Maker&#039;&#039;]], [[tf:Ham Shank|&#039;&#039;Ham Shank&#039;&#039;]], [[tf:Necro Smasher|&#039;&#039;Necro Smasher&#039;&#039;]], [[tf:Crossing Guard|&#039;&#039;Crossing Guard&#039;&#039;]], [[tf:Prinny Machete|&#039;&#039;Prinny Machete&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bat&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||35 base damage&amp;lt;br&amp;gt;0.5s attack interval&lt;br /&gt;
||[[Bat]], [[tf:Batsaber|&#039;&#039;Batsaber&#039;&#039;]], [[tf:Candy Cane|&#039;&#039;Candy Cane&#039;&#039;]], [[tf:Boston Basher|&#039;&#039;Boston Basher&#039;&#039;]], [[tf:Three-Rune Blade|&#039;&#039;Three-Rune Blade&#039;&#039;]], [[tf:Sun-on-a-Stick|&#039;&#039;Sun-on-a-Stick&#039;&#039;]], [[tf:Fan O&#039;War|&#039;&#039;Fan O&#039;War&#039;&#039;]], [[tf:Atomizer|&#039;&#039;Atomizer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_fish|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Displays a message in killfeed on hit&lt;br /&gt;
||[[tf:Holy Mackerel|&#039;&#039;Holy Mackerel&#039;&#039;]], [[tf:Unarmed Combat|&#039;&#039;Unarmed Combat&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_giftwrap|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches an ornament with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Wrap Assassin|&#039;&#039;Wrap Assassin&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_wood|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches a baseball with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Sandman|&#039;&#039;Sandman&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bonesaw&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Collects organs on hit {{note|Requires ubercharge_preserved_on_spawn_max}}&lt;br /&gt;
||[[Bonesaw]], [[Überspritze]], [[tf:Übersaw|&#039;&#039;Übersaw&#039;&#039;]], [[tf:Vita-Saw|&#039;&#039;Vita-Saw&#039;&#039;]], [[tf:Amputator|&#039;&#039;Amputator&#039;&#039;]], [[tf:Solemn Vow|&#039;&#039;Solemn Vow&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bottle&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Visually breaks on crit&amp;lt;br&amp;gt;Converts into stock melee classes on anyone but Demoman (since it&#039;s already the bottle), potentially related to the same behavior on tf_weapon_shovel, perhaps related to the [[tf:Pain Train|&#039;&#039;Pain Train&#039;&#039;]]&lt;br /&gt;
||[[Bottle]], [[tf:Scottish Handshake|&#039;&#039;Scottish Handshake&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_breakable_sign|Based off tf_weapon_fireaxe}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Visually breaks on crit&lt;br /&gt;
||[[tf:Neon Annihilator|&#039;&#039;Neon Annihilator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_buff_item&lt;br /&gt;
||Banner&lt;br /&gt;
||1&lt;br /&gt;
||Adds a mini-crit aura {{note|Requires set_buff_type 1}}&amp;lt;br&amp;gt;Adds a crit-immunity and damage-resistance aura {{note|Requires set_buff_type 2}}&amp;lt;br&amp;gt;Adds a speed-boost and health-steal aura {{note|Requires set_buff_type 3}}&lt;br /&gt;
||[[tf:Buff Banner|&#039;&#039;Buff Banner&#039;&#039;]], [[tf:Battalion&#039;s Backup|&#039;&#039;Battalion&#039;s Backup&#039;&#039;]], [[tf:Concheror|&#039;&#039;Concheror&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_builder&lt;br /&gt;
||Building&lt;br /&gt;
||5&lt;br /&gt;
||x&lt;br /&gt;
||[[Construction PDA|Toolbox]], [[Sapper]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_cannon|Based off tf_weapon_grenadelauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Loose Cannon|&#039;&#039;Loose Cannon&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_charged_smg|Based off tf_weapon_smg}}&lt;br /&gt;
||Hitscan&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Cleaner&#039;s Carbine|&#039;&#039;Cleaner&#039;s Carbine&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_cleaver&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Flying Guillotine|&#039;&#039;Flying Guillotine&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_club&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[Kukri]], [[tf:Tribalman&#039;s Shiv|&#039;&#039;Tribalman&#039;s Shiv&#039;&#039;]], [[tf:Bushwacka|&#039;&#039;Bushwacka&#039;&#039;]], [[tf:Shahanshah|&#039;&#039;Shahanshah&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_compound_bow&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Huntsman]], [[tf:Fortified Compound|&#039;&#039;Fortified Compound&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_crossbow&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Crusader&#039;s Crossbow|&#039;&#039;Crusader&#039;s Crossbow&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_drg_pomson&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Pomson 6000|&#039;&#039;Pomson 6000&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_fireaxe&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[Fire Axe]], [[tf:Lollichop|&#039;&#039;Lollichop&#039;&#039;]], [[tf:Axtinguisher|&#039;&#039;Axtinguisher&#039;&#039;]], [[tf:Postal Pummeler|&#039;&#039;Postal Pummeler&#039;&#039;]], [[tf:Homewrecker|&#039;&#039;Homewrecker&#039;&#039;]], [[tf:Maul|&#039;&#039;Maul&#039;&#039;]], [[tf:Powerjack|&#039;&#039;Powerjack&#039;&#039;]], [[tf:Back Scratcher|&#039;&#039;Back Scratcher&#039;&#039;]], [[tf:Sharpened Volcano Fragment|&#039;&#039;Sharpened Volcano Fragment&#039;&#039;]], [[tf:Third Degree|&#039;&#039;Third Degree&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_fists&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[Fists]], [[tf:Apoco-Fists|&#039;&#039;Apoco-Fists&#039;&#039;]], [[tf:Killing Gloves of Boxing|&#039;&#039;Killing Gloves of Boxing&#039;&#039;]], [[tf:Gloves of Running Urgently|&#039;&#039;Gloves of Running Urgently&#039;&#039;]], [[tf:Bread Bite|&#039;&#039;Bread Bite&#039;&#039;]], [[tf:Warrior&#039;s Spirit|&#039;&#039;Warrior&#039;s Spirit&#039;&#039;]], [[tf:Fists of Steel|&#039;&#039;Fists of Steel&#039;&#039;]], [[tf:Eviction Notice|&#039;&#039;Eviction Notice&#039;&#039;]], [[tf:Holiday Punch|&#039;&#039;Holiday Punch&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_flamethrower&lt;br /&gt;
||Flamethrower&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Flame Thrower]], [[tf:Rainblower|&#039;&#039;Rainblower&#039;&#039;]], [[tf:Nostromo Napalmer|&#039;&#039;Nostromo Napalmer&#039;&#039;]], [[tf:Backburner|&#039;&#039;Backburner&#039;&#039;]], [[tf:Degreaser|&#039;&#039;Degreaser&#039;&#039;]], [[tf:Phlogistinator|&#039;&#039;Phlogistinator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_flaregun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[Flare Gun]], [[tf:Detonator|&#039;&#039;Detonator&#039;&#039;]], [[tf:Scorch Shot|&#039;&#039;Scorch Shot&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_flaregun_revenge|Based off tf_weapon_flaregun}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Manmelter|&#039;&#039;Manmelter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_grapplinghook&lt;br /&gt;
||Projectile&lt;br /&gt;
||5&lt;br /&gt;
||x&lt;br /&gt;
||[[Grappling Hook]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_grenade_mirv&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||Explodes into 4 bomblets on detonation&amp;lt;br&amp;gt;Goes on cooldown when used&lt;br /&gt;
||[[Dynamite Pack]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_grenadelauncher&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Grenade Launcher]], [[tf:Loch-n-Load|&#039;&#039;Loch-n-Load&#039;&#039;]], [[tf:Iron Bomber|&#039;&#039;Iron Bomber&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_handgun_scout_primary|Based off tf_weapon_scattergun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Shortstop|&#039;&#039;Shortstop&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_handgun_scout_secondary|Based off tf_weapon_pistol_scout}}&lt;br /&gt;
||Hitscan&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Winger|&#039;&#039;Winger&#039;&#039;]], [[tf:Pretty Boy&#039;s Pocket Pistol|&#039;&#039;Pretty Boy&#039;s Pocket Pistol&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_invis&lt;br /&gt;
||Watch&lt;br /&gt;
||{{tooltip|4|Doesn&#039;t appear in bucket}}&lt;br /&gt;
||x&lt;br /&gt;
||[[Invis Watch]], [[tf:Enthusiast&#039;s Timepiece|&#039;&#039;Enthusiast&#039;s Timepiece&#039;&#039;]], [[tf:Quäckenbirdt|&#039;&#039;Quäckenbirdt&#039;&#039;]], [[L&#039;escampette]], [[tf:Cloak and Dagger|&#039;&#039;Cloak and Dagger&#039;&#039;]], [[tf:Dead Ringer|&#039;&#039;Dead Ringer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_jar&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Jarate|&#039;&#039;Jarate&#039;&#039;]], [[tf:Self-Aware Beauty Mark|&#039;&#039;Self-Aware Beauty Mark&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_jar_gas|Based off tf_weapon_jar}}&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||HUD elements overlap with the Harvester&lt;br /&gt;
||[[tf:Gas Passer|&#039;&#039;Gas Passer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_jar_milk|Based off tf_weapon_jar}}&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Mad Milk|&#039;&#039;Mad Milk&#039;&#039;]], [[tf:Mutated Milk|&#039;&#039;Mutated Milk&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_katana|Based off tf_weapon_shovel}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Half-Zatoichi|&#039;&#039;Half-Zatoichi&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_knife&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[Knife]], [[tf:Sharp Dresser|&#039;&#039;Sharp Dresser&#039;&#039;]], [[tf:Black Rose|&#039;&#039;Black Rose&#039;&#039;]], [[tf:Your Eternal Reward|&#039;&#039;Your Eternal Reward&#039;&#039;]], [[tf:Wanga Prick|&#039;&#039;Wanga Prick&#039;&#039;]], [[tf:Conniver&#039;s Kunai|&#039;&#039;Conniver&#039;s Kunai&#039;&#039;]], [[tf:Big Earner|&#039;&#039;Big Earner&#039;&#039;]], [[tf:Spy-Cicle|&#039;&#039;Spy-Cicle&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_laser_pointer&lt;br /&gt;
||Laser Pointer&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Wrangler|&#039;&#039;Wrangler&#039;&#039;]], [[tf:Giger Counter|&#039;&#039;Giger Counter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_lunchbox&lt;br /&gt;
||Consumable&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[Sandvich]], [[tf:Robo-Sandvich|&#039;&#039;Robo-Sandvich&#039;&#039;]], [[tf:Dalokohs Bar|&#039;&#039;Dalokohs Bar&#039;&#039;]], [[tf:Fishcake|&#039;&#039;Fishcake&#039;&#039;]], [[tf:Buffalo Steak Sandvich|&#039;&#039;Buffalo Steak Sandvich&#039;&#039;]], [[tf:Second Banana|&#039;&#039;Second Banana&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_lunchbox_drink|Based off tf_weapon_lunchbox}}&lt;br /&gt;
||Consumable&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Bonk! Atomic Punch|&#039;&#039;Bonk! Atomic Punch&#039;&#039;]], [[tf:Crit-a-Cola|&#039;&#039;Crit-a-Cola&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_mechanical_arm&lt;br /&gt;
||Robot Arm&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Short Circuit|&#039;&#039;Short Circuit&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_medigun&lt;br /&gt;
||Medi Gun&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[Medi Gun]], [[Kritzkrieg]], [[tf:Quick-Fix|&#039;&#039;Quick-Fix&#039;&#039;]], [[tf:Vaccinator|&#039;&#039;Vaccinator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_minigun&lt;br /&gt;
||Minigun&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Minigun]], [[tf:Iron Curtain|&#039;&#039;Iron Curtain&#039;&#039;]], [[tf:Natascha|&#039;&#039;Natascha&#039;&#039;]], [[tf:Brass Beast|&#039;&#039;Brass Beast&#039;&#039;]], [[tf:Tomislav|&#039;&#039;Tomislav&#039;&#039;]], [[tf:Huo-Long Heater|&#039;&#039;Huo-Long Heater&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_parachute&lt;br /&gt;
||Parachute&lt;br /&gt;
||1&lt;br /&gt;
||Likely gets converted to tf_weapon_parachute_primary on Demoman and tf_weapon_parachute_secondary on Soldier.&lt;br /&gt;
||[[tf:B.A.S.E. Jumper|&#039;&#039;B.A.S.E. Jumper&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_parachute_primary|Based off tf_weapon_parachute}}&lt;br /&gt;
||Parachute&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_parachute_secondary|Based off tf_weapon_parachute}}&lt;br /&gt;
||Parachute&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_particle_cannon|Based off tf_weapon_rocketlauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Cow Mangler 5000|&#039;&#039;Cow Mangler 5000&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_passtime_gun&lt;br /&gt;
||Ball&lt;br /&gt;
||{{tooltip|0|Located in subslot 1}}&lt;br /&gt;
||x&lt;br /&gt;
||[[PASS Time JACK]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_pda_engineer_build&lt;br /&gt;
||PDA&lt;br /&gt;
||3&lt;br /&gt;
||x&lt;br /&gt;
||[[Construction PDA]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_pda_engineer_destroy&lt;br /&gt;
||PDA&lt;br /&gt;
||4&lt;br /&gt;
||x&lt;br /&gt;
||[[Destruction PDA]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_pda_spy&lt;br /&gt;
||PDA&lt;br /&gt;
||3&lt;br /&gt;
||x&lt;br /&gt;
||[[Disguise Kit]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_pep_brawler_blaster|Based off tf_weapon_scattergun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Baby Face&#039;s Blaster|&#039;&#039;Baby Face&#039;s Blaster&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_pipebomblauncher&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[Stickybomb Launcher]], [[tf:Scottish Resistance|&#039;&#039;Scottish Resistance&#039;&#039;]], [[tf:Sticky Jumper|&#039;&#039;Sticky Jumper&#039;&#039;]], [[tf:Quickiebomb Launcher|&#039;&#039;Quickiebomb Launcher&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_pistol&lt;br /&gt;
||Hitscan&lt;br /&gt;
||1&lt;br /&gt;
||Converted into tf_weapon_pistol_scout on Scout&lt;br /&gt;
||[[Pistol]], [[tf:Lugermorph|&#039;&#039;Lugermorph&#039;&#039;]], [[tf:C.A.P.P.E.R|&#039;&#039;C.A.P.P.E.R&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_pistol_scout&lt;br /&gt;
||Hitscan&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||N/A&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_raygun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Righteous Bison|&#039;&#039;Righteous Bison&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_revolver&lt;br /&gt;
||Hitscan&lt;br /&gt;
||0&lt;br /&gt;
||Uses secondary ammo&lt;br /&gt;
||[[Revolver]], [[tf:Big Kill|&#039;&#039;Big Kill&#039;&#039;]], [[tf:Ambassador|&#039;&#039;Ambassador&#039;&#039;]], [[tf:L&#039;Etranger|&#039;&#039;L&#039;Etranger&#039;&#039;]], [[tf:Enforcer|&#039;&#039;Enforcer&#039;&#039;]], [[tf:Diamondback|&#039;&#039;Diamondback&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_robot_arm|Based off tf_weapon_wrench}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Gunslinger|&#039;&#039;Gunslinger&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_rocketlauncher&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Rocket Launcher]], [[tf:Original|&#039;&#039;Original&#039;&#039;]], [[tf:Black Box|&#039;&#039;Black Box&#039;&#039;]], [[tf:Rocket Jumper|&#039;&#039;Rocket Jumper&#039;&#039;]], [[tf:Liberty Launcher|&#039;&#039;Liberty Launcher&#039;&#039;]], [[tf:Beggar&#039;s Bazooka|&#039;&#039;Beggar&#039;s Bazooka&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_rocketlauncher_airstrike|Based off tf_weapon_rocketlauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Air Strike|&#039;&#039;Air Strike&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_rocketlauncher_directhit|Based off tf_weapon_rocketlauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||Unknown&lt;br /&gt;
||[[tf:Direct Hit|&#039;&#039;Direct Hit&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_rocketlauncher_fireball|Based off tf_weapon_rocketlauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Dragon&#039;s Fury|&#039;&#039;Dragon&#039;s Fury&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_rocketpack&lt;br /&gt;
||Jetpack&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Thermal Thruster|&#039;&#039;Thermal Thruster&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_sapper&lt;br /&gt;
||Building&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Ap-Sap|&#039;&#039;Ap-Sap&#039;&#039;]], [[tf:Snack Attack|&#039;&#039;Snack Attack&#039;&#039;]], [[tf:Red-Tape Recorder|&#039;&#039;Red-Tape Recorder&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_scattergun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||175% rampup&lt;br /&gt;
||[[Scattergun]], [[tf:Force-a-Nature|&#039;&#039;Force-a-Nature&#039;&#039;]], [[tf:Back Scatter|&#039;&#039;Back Scatter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_sentry_revenge|Based off tf_weapon_shotgun_primary}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Frontier Justice|&#039;&#039;Frontier Justice&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_shotgun&lt;br /&gt;
||N/A&lt;br /&gt;
||N/A&lt;br /&gt;
||Converted into tf_weapon_shotgun_hwg on Heavy, tf_weapon_shotgun_primary on Engineer, tf_weapon_shotgun_pyro on Pyro and tf_weapon_shotgun_soldier on Soldier&lt;br /&gt;
||[[Shotgun]], [[tf:Reserve Shooter|&#039;&#039;Reserve Shooter&#039;&#039;]], [[tf:Panic Attack|&#039;&#039;Panic Attack&#039;&#039;]], [[tf:Family Business|&#039;&#039;Family Business&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_shotgun_hwg&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||N/A&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_shotgun_primary&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Widowmaker|&#039;&#039;Widowmaker&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_shotgun_pyro&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||N/A&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_shotgun_soldier&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||N/A&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_shovel&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Converts into stock melee classes on anyone but Soldier (since it&#039;s already the shovel), presumably so the [[tf:Pain Train|&#039;&#039;Pain Train&#039;&#039;]] can be shared between Soldier and Demoman without creating a new entry.&lt;br /&gt;
||[[Shovel]], [[tf:Equalizer|&#039;&#039;Equalizer&#039;&#039;]], [[tf:Pain Train|&#039;&#039;Pain Train&#039;&#039;]], [[tf:Disciplinary Action|&#039;&#039;Disciplinary Action&#039;&#039;]], [[tf:Market Gardener|&#039;&#039;Market Gardener&#039;&#039;]], [[tf:Escape Plan|&#039;&#039;Escape Plan&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_slap|Based off tf_weapon_fireaxe}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Hot Hand|&#039;&#039;Hot Hand&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_smg&lt;br /&gt;
||Hitscan&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[SMG]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_sniperrifle&lt;br /&gt;
||Hitscan&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Sniper Rifle]], [[tf:AWPer Hand|&#039;&#039;AWPer Hand&#039;&#039;]], [[tf:Sydney Sleeper|&#039;&#039;Sydney Sleeper&#039;&#039;]], [[tf:Machina|&#039;&#039;Machina&#039;&#039;]], [[tf:Shooting Star|&#039;&#039;Shooting Star&#039;&#039;]], [[tf:Hitman&#039;s Heatmaker|&#039;&#039;Hitman&#039;s Heatmaker&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_sniperrifle_classic|Based off tf_weapon_sniperrifle}}&lt;br /&gt;
||Hitscan&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Classic|&#039;&#039;Classic&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_sniperrifle_decap|Based off tf_weapon_sniperrifle}}&lt;br /&gt;
||Hitscan&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Bazaar Bargain|&#039;&#039;Bazaar Bargain&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_soda_popper|Based off tf_weapon_scattergun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Soda Popper|&#039;&#039;Soda Popper&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_spellbook&lt;br /&gt;
||Spell Book&lt;br /&gt;
||{{tooltip|5|Located in subslot 1}}&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Spellbook Magazine|&#039;&#039;Spellbook Magazine&#039;&#039;]], [[tf:Fancy Spellbook|&#039;&#039;Fancy Spellbook&#039;&#039;]], [[tf:Fireproof Secret Diary|&#039;&#039;Fireproof Secret Diary&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_stickbomb|Based off tf_weapon_bottle}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Ullapool Caber|&#039;&#039;Ullapool Caber&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_sword|Based off tf_weapon_bottle}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Eyelander|&#039;&#039;Eyelander&#039;&#039;]], [[tf:Horseless Headless Horsemann&#039;s Headtaker|&#039;&#039;Horseless Headless Horsemann&#039;s Headtaker&#039;&#039;]], [[tf:Nessie&#039;s Nine Iron|&#039;&#039;Nessie&#039;s Nine Iron&#039;&#039;]], [[tf:Scotsman&#039;s Skullcutter|&#039;&#039;Scotsman&#039;s Skullcutter&#039;&#039;]], [[tf:Claidheamh Mòr|&#039;&#039;Claidheamh Mòr&#039;&#039;]], [[tf:Persian Persuader|&#039;&#039;Persian Persuader&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_syringegun_medic&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Syringe Gun]], [[tf:Blutsauger|&#039;&#039;Blutsauger&#039;&#039;]], [[tf:Overdose|&#039;&#039;Overdose&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_wrench&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[Wrench]], [[tf:Southern Hospitality|&#039;&#039;Southern Hospitality&#039;&#039;]], [[tf:Jag|&#039;&#039;Jag&#039;&#039;]], [[tf:Eureka Effect|&#039;&#039;Eureka Effect&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_wearable&lt;br /&gt;
||Wearable&lt;br /&gt;
||TODO&lt;br /&gt;
||x&lt;br /&gt;
||[[Gunboats]], [[tf:Mantreads|&#039;&#039;Mantreads&#039;&#039;]], [[tf:Ali Baba&#039;s Wee Booties|&#039;&#039;Ali Baba&#039;s Wee Booties&#039;&#039;]], [[tf:Bootlegger|&#039;&#039;Bootlegger&#039;&#039;]], [[tf:Darwin&#039;s Danger Shield|&#039;&#039;Darwin&#039;s Danger Shield&#039;&#039;]], [[tf:Cozy Camper|&#039;&#039;Cozy Camper&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_wearable_demoshield&lt;br /&gt;
||Wearable&lt;br /&gt;
||TODO&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Chargin&#039; Targe|&#039;&#039;Chargin&#039; Targe&#039;&#039;]], [[tf:Splendid Screen|&#039;&#039;Splendid Screen&#039;&#039;]], [[tf:Tide Turner|&#039;&#039;Tide Turner&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_wearable_razorback&lt;br /&gt;
||Wearable&lt;br /&gt;
||TODO&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Razorback|&#039;&#039;Razorback&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Team Fortress 2 Classified item classes ==&lt;br /&gt;
The following table contains new item classes added to Team Fortress 2 Classified that are not present in Team Fortress 2.&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_aagun&lt;br /&gt;
||Minigun&lt;br /&gt;
||0&lt;br /&gt;
||60 base damage&amp;lt;br&amp;gt;0.55s attack interval&amp;lt;br&amp;gt;Fires individual bullets&amp;lt;br&amp;gt;Has a limited range&lt;br /&gt;
||[[Anti-Aircraft Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_anchor|Based off tf_weapon_shovel}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Enables AIRTIME meter&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Admiralty Anchor]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_brick&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.75s attack interval&amp;lt;br&amp;gt;High knockback&amp;lt;br&amp;gt;Mini-crits at long range {{note|Requires mod_brick_minicrit_over_time}}&lt;br /&gt;
||[[Brick]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_chains|Based off tf_weapon_fists}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Can store crits&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Chekhov&#039;s Punch]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_coilgun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||25 base damage&amp;lt;br&amp;gt;0.6s attack interval&amp;lt;br&amp;gt;Shots can be charged to triple damage and increase projectile speed {{note|Does not increase some projectiles&#039; speed}}&amp;lt;br&amp;gt;Overcharging causes an explosion&lt;br /&gt;
||[[Coilgun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_cyclops|Based off tf_weapon_grenadelauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||EMP grenades can be manually detonated&amp;lt;br&amp;gt;EMP explosions activate owned Stickies / Dynamite Packs and destroy enemies&#039; {{note|Requires cyclops_detonate_other_grenades 1}}&lt;br /&gt;
||[[Cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_doubleshotgun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||80 base damage&amp;lt;br&amp;gt;1.6s attack interval&amp;lt;br&amp;gt;Clip size of -1&amp;lt;br&amp;gt;Uses a wide crosshair&lt;br /&gt;
||[[Twin Barrel]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_scythe&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Enables Harvest meter&lt;br /&gt;
||[[Harvester]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ChaoticUltimateJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=11067</id>
		<title>List of TF2C item classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=11067"/>
		<updated>2026-06-29T00:27:18Z</updated>

		<summary type="html">&lt;p&gt;ChaoticUltimateJ: /* Team Fortress 2 item classes */ Added info about Bottle and Shovel behavior on other classes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Todo|Update TF2 table to add missing information.}}&lt;br /&gt;
&lt;br /&gt;
The following tables contain a list of every item class in Team Fortress 2 Classified.&lt;br /&gt;
__TOC__&lt;br /&gt;
== Team Fortress 2 item classes ==&lt;br /&gt;
The following table contains item classes present in Team Fortress 2 that have been carried over to Team Fortress 2 Classified. Be aware that some item classes may function differently in Classified.&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Bucket&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|saxxy&lt;br /&gt;
||N/A&lt;br /&gt;
||N/A&lt;br /&gt;
||Converts into stock melee classes&lt;br /&gt;
||[[tf:Saxxy|&#039;&#039;Saxxy&#039;&#039;]], [[tf:Frying Pan|&#039;&#039;Frying Pan&#039;&#039;]], [[tf:Conscientious Objector|&#039;&#039;Conscientious Objector&#039;&#039;]], [[tf:Freedom Staff|&#039;&#039;Freedom Staff&#039;&#039;]], [[tf:Bat Outta Hell|&#039;&#039;Bat Outta Hell&#039;&#039;]], [[tf:Memory Maker|&#039;&#039;Memory Maker&#039;&#039;]], [[tf:Ham Shank|&#039;&#039;Ham Shank&#039;&#039;]], [[tf:Necro Smasher|&#039;&#039;Necro Smasher&#039;&#039;]], [[tf:Crossing Guard|&#039;&#039;Crossing Guard&#039;&#039;]], [[tf:Prinny Machete|&#039;&#039;Prinny Machete&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bat&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||35 base damage&amp;lt;br&amp;gt;0.5s attack interval&lt;br /&gt;
||[[Bat]], [[tf:Batsaber|&#039;&#039;Batsaber&#039;&#039;]], [[tf:Candy Cane|&#039;&#039;Candy Cane&#039;&#039;]], [[tf:Boston Basher|&#039;&#039;Boston Basher&#039;&#039;]], [[tf:Three-Rune Blade|&#039;&#039;Three-Rune Blade&#039;&#039;]], [[tf:Sun-on-a-Stick|&#039;&#039;Sun-on-a-Stick&#039;&#039;]], [[tf:Fan O&#039;War|&#039;&#039;Fan O&#039;War&#039;&#039;]], [[tf:Atomizer|&#039;&#039;Atomizer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_fish|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Displays a message in killfeed on hit&lt;br /&gt;
||[[tf:Holy Mackerel|&#039;&#039;Holy Mackerel&#039;&#039;]], [[tf:Unarmed Combat|&#039;&#039;Unarmed Combat&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_giftwrap|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches an ornament with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Wrap Assassin|&#039;&#039;Wrap Assassin&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_wood|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches a baseball with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Sandman|&#039;&#039;Sandman&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bonesaw&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Collects organs on hit {{note|Requires ubercharge_preserved_on_spawn_max}}&lt;br /&gt;
||[[Bonesaw]], [[Überspritze]], [[tf:Übersaw|&#039;&#039;Übersaw&#039;&#039;]], [[tf:Vita-Saw|&#039;&#039;Vita-Saw&#039;&#039;]], [[tf:Amputator|&#039;&#039;Amputator&#039;&#039;]], [[tf:Solemn Vow|&#039;&#039;Solemn Vow&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bottle&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Visually breaks on crit&amp;lt;br&amp;gt;Converts into stock melee classes on anyone but Demoman (since it&#039;s already the bottle), potentially related to the same behavior on tf_weapon_shovel, perhaps related to the [[tf:Pain Train|&#039;&#039;Pain Train&#039;&#039;]]&lt;br /&gt;
||[[Bottle]], [[tf:Scottish Handshake|&#039;&#039;Scottish Handshake&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_breakable_sign|Based off tf_weapon_fireaxe}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Visually breaks on crit&lt;br /&gt;
||[[tf:Neon Annihilator|&#039;&#039;Neon Annihilator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_buff_item&lt;br /&gt;
||Banner&lt;br /&gt;
||1&lt;br /&gt;
||Adds a mini-crit aura {{note|Requires set_buff_type 1}}&amp;lt;br&amp;gt;Adds a crit-immunity and damage-resistance aura {{note|Requires set_buff_type 2}}&amp;lt;br&amp;gt;Adds a speed-boost and health-steal aura {{note|Requires set_buff_type 3}}&lt;br /&gt;
||[[tf:Buff Banner|&#039;&#039;Buff Banner&#039;&#039;]], [[tf:Battalion&#039;s Backup|&#039;&#039;Battalion&#039;s Backup&#039;&#039;]], [[tf:Concheror|&#039;&#039;Concheror&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_builder&lt;br /&gt;
||Building&lt;br /&gt;
||5&lt;br /&gt;
||x&lt;br /&gt;
||[[Construction PDA|Toolbox]], [[Sapper]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_cannon|Based off tf_weapon_grenadelauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Loose Cannon|&#039;&#039;Loose Cannon&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_charged_smg|Based off tf_weapon_smg}}&lt;br /&gt;
||Hitscan&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Cleaner&#039;s Carbine|&#039;&#039;Cleaner&#039;s Carbine&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_cleaver&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Flying Guillotine|&#039;&#039;Flying Guillotine&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_club&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[Kukri]], [[tf:Tribalman&#039;s Shiv|&#039;&#039;Tribalman&#039;s Shiv&#039;&#039;]], [[tf:Bushwacka|&#039;&#039;Bushwacka&#039;&#039;]], [[tf:Shahanshah|&#039;&#039;Shahanshah&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_compound_bow&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Huntsman]], [[tf:Fortified Compound|&#039;&#039;Fortified Compound&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_crossbow&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Crusader&#039;s Crossbow|&#039;&#039;Crusader&#039;s Crossbow&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_drg_pomson&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Pomson 6000|&#039;&#039;Pomson 6000&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_fireaxe&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[Fire Axe]], [[tf:Lollichop|&#039;&#039;Lollichop&#039;&#039;]], [[tf:Axtinguisher|&#039;&#039;Axtinguisher&#039;&#039;]], [[tf:Postal Pummeler|&#039;&#039;Postal Pummeler&#039;&#039;]], [[tf:Homewrecker|&#039;&#039;Homewrecker&#039;&#039;]], [[tf:Maul|&#039;&#039;Maul&#039;&#039;]], [[tf:Powerjack|&#039;&#039;Powerjack&#039;&#039;]], [[tf:Back Scratcher|&#039;&#039;Back Scratcher&#039;&#039;]], [[tf:Sharpened Volcano Fragment|&#039;&#039;Sharpened Volcano Fragment&#039;&#039;]], [[tf:Third Degree|&#039;&#039;Third Degree&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_fists&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[Fists]], [[tf:Apoco-Fists|&#039;&#039;Apoco-Fists&#039;&#039;]], [[tf:Killing Gloves of Boxing|&#039;&#039;Killing Gloves of Boxing&#039;&#039;]], [[tf:Gloves of Running Urgently|&#039;&#039;Gloves of Running Urgently&#039;&#039;]], [[tf:Bread Bite|&#039;&#039;Bread Bite&#039;&#039;]], [[tf:Warrior&#039;s Spirit|&#039;&#039;Warrior&#039;s Spirit&#039;&#039;]], [[tf:Fists of Steel|&#039;&#039;Fists of Steel&#039;&#039;]], [[tf:Eviction Notice|&#039;&#039;Eviction Notice&#039;&#039;]], [[tf:Holiday Punch|&#039;&#039;Holiday Punch&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_flamethrower&lt;br /&gt;
||Flamethrower&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Flame Thrower]], [[tf:Rainblower|&#039;&#039;Rainblower&#039;&#039;]], [[tf:Nostromo Napalmer|&#039;&#039;Nostromo Napalmer&#039;&#039;]], [[tf:Backburner|&#039;&#039;Backburner&#039;&#039;]], [[tf:Degreaser|&#039;&#039;Degreaser&#039;&#039;]], [[tf:Phlogistinator|&#039;&#039;Phlogistinator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_flaregun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[Flare Gun]], [[tf:Detonator|&#039;&#039;Detonator&#039;&#039;]], [[tf:Scorch Shot|&#039;&#039;Scorch Shot&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_flaregun_revenge|Based off tf_weapon_flaregun}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Manmelter|&#039;&#039;Manmelter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_grapplinghook&lt;br /&gt;
||Projectile&lt;br /&gt;
||5&lt;br /&gt;
||x&lt;br /&gt;
||[[Grappling Hook]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_grenade_mirv&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||Explodes into 4 bomblets on detonation&amp;lt;br&amp;gt;Goes on cooldown when used&lt;br /&gt;
||[[Dynamite Pack]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_grenadelauncher&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Grenade Launcher]], [[tf:Loch-n-Load|&#039;&#039;Loch-n-Load&#039;&#039;]], [[tf:Iron Bomber|&#039;&#039;Iron Bomber&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_handgun_scout_primary|Based off tf_weapon_scattergun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Shortstop|&#039;&#039;Shortstop&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_handgun_scout_secondary|Based off tf_weapon_pistol_scout}}&lt;br /&gt;
||Hitscan&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Winger|&#039;&#039;Winger&#039;&#039;]], [[tf:Pretty Boy&#039;s Pocket Pistol|&#039;&#039;Pretty Boy&#039;s Pocket Pistol&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_invis&lt;br /&gt;
||Watch&lt;br /&gt;
||{{tooltip|4|Doesn&#039;t appear in bucket}}&lt;br /&gt;
||x&lt;br /&gt;
||[[Invis Watch]], [[tf:Enthusiast&#039;s Timepiece|&#039;&#039;Enthusiast&#039;s Timepiece&#039;&#039;]], [[tf:Quäckenbirdt|&#039;&#039;Quäckenbirdt&#039;&#039;]], [[L&#039;escampette]], [[tf:Cloak and Dagger|&#039;&#039;Cloak and Dagger&#039;&#039;]], [[tf:Dead Ringer|&#039;&#039;Dead Ringer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_jar&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Jarate|&#039;&#039;Jarate&#039;&#039;]], [[tf:Self-Aware Beauty Mark|&#039;&#039;Self-Aware Beauty Mark&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_jar_gas|Based off tf_weapon_jar}}&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Gas Passer|&#039;&#039;Gas Passer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_jar_milk|Based off tf_weapon_jar}}&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Mad Milk|&#039;&#039;Mad Milk&#039;&#039;]], [[tf:Mutated Milk|&#039;&#039;Mutated Milk&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_katana|Based off tf_weapon_shovel}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Half-Zatoichi|&#039;&#039;Half-Zatoichi&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_knife&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[Knife]], [[tf:Sharp Dresser|&#039;&#039;Sharp Dresser&#039;&#039;]], [[tf:Black Rose|&#039;&#039;Black Rose&#039;&#039;]], [[tf:Your Eternal Reward|&#039;&#039;Your Eternal Reward&#039;&#039;]], [[tf:Wanga Prick|&#039;&#039;Wanga Prick&#039;&#039;]], [[tf:Conniver&#039;s Kunai|&#039;&#039;Conniver&#039;s Kunai&#039;&#039;]], [[tf:Big Earner|&#039;&#039;Big Earner&#039;&#039;]], [[tf:Spy-Cicle|&#039;&#039;Spy-Cicle&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_laser_pointer&lt;br /&gt;
||Laser Pointer&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Wrangler|&#039;&#039;Wrangler&#039;&#039;]], [[tf:Giger Counter|&#039;&#039;Giger Counter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_lunchbox&lt;br /&gt;
||Consumable&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[Sandvich]], [[tf:Robo-Sandvich|&#039;&#039;Robo-Sandvich&#039;&#039;]], [[tf:Dalokohs Bar|&#039;&#039;Dalokohs Bar&#039;&#039;]], [[tf:Fishcake|&#039;&#039;Fishcake&#039;&#039;]], [[tf:Buffalo Steak Sandvich|&#039;&#039;Buffalo Steak Sandvich&#039;&#039;]], [[tf:Second Banana|&#039;&#039;Second Banana&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_lunchbox_drink|Based off tf_weapon_lunchbox}}&lt;br /&gt;
||Consumable&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Bonk! Atomic Punch|&#039;&#039;Bonk! Atomic Punch&#039;&#039;]], [[tf:Crit-a-Cola|&#039;&#039;Crit-a-Cola&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_mechanical_arm&lt;br /&gt;
||Robot Arm&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Short Circuit|&#039;&#039;Short Circuit&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_medigun&lt;br /&gt;
||Medi Gun&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[Medi Gun]], [[Kritzkrieg]], [[tf:Quick-Fix|&#039;&#039;Quick-Fix&#039;&#039;]], [[tf:Vaccinator|&#039;&#039;Vaccinator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_minigun&lt;br /&gt;
||Minigun&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Minigun]], [[tf:Iron Curtain|&#039;&#039;Iron Curtain&#039;&#039;]], [[tf:Natascha|&#039;&#039;Natascha&#039;&#039;]], [[tf:Brass Beast|&#039;&#039;Brass Beast&#039;&#039;]], [[tf:Tomislav|&#039;&#039;Tomislav&#039;&#039;]], [[tf:Huo-Long Heater|&#039;&#039;Huo-Long Heater&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_parachute&lt;br /&gt;
||Parachute&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:B.A.S.E. Jumper|&#039;&#039;B.A.S.E. Jumper&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_parachute_primary|Based off tf_weapon_parachute}}&lt;br /&gt;
||Parachute&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_parachute_secondary|Based off tf_weapon_parachute}}&lt;br /&gt;
||Parachute&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_particle_cannon|Based off tf_weapon_rocketlauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Cow Mangler 5000|&#039;&#039;Cow Mangler 5000&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_passtime_gun&lt;br /&gt;
||Ball&lt;br /&gt;
||{{tooltip|0|Located in subslot 1}}&lt;br /&gt;
||x&lt;br /&gt;
||[[PASS Time JACK]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_pda_engineer_build&lt;br /&gt;
||PDA&lt;br /&gt;
||3&lt;br /&gt;
||x&lt;br /&gt;
||[[Construction PDA]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_pda_engineer_destroy&lt;br /&gt;
||PDA&lt;br /&gt;
||4&lt;br /&gt;
||x&lt;br /&gt;
||[[Destruction PDA]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_pda_spy&lt;br /&gt;
||PDA&lt;br /&gt;
||3&lt;br /&gt;
||x&lt;br /&gt;
||[[Disguise Kit]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_pep_brawler_blaster|Based off tf_weapon_scattergun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Baby Face&#039;s Blaster|&#039;&#039;Baby Face&#039;s Blaster&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_pipebomblauncher&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[Stickybomb Launcher]], [[tf:Scottish Resistance|&#039;&#039;Scottish Resistance&#039;&#039;]], [[tf:Sticky Jumper|&#039;&#039;Sticky Jumper&#039;&#039;]], [[tf:Quickiebomb Launcher|&#039;&#039;Quickiebomb Launcher&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_pistol&lt;br /&gt;
||Hitscan&lt;br /&gt;
||1&lt;br /&gt;
||Converted into tf_weapon_pistol_scout on Scout&lt;br /&gt;
||[[Pistol]], [[tf:Lugermorph|&#039;&#039;Lugermorph&#039;&#039;]], [[tf:C.A.P.P.E.R|&#039;&#039;C.A.P.P.E.R&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_pistol_scout&lt;br /&gt;
||Hitscan&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||N/A&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_raygun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Righteous Bison|&#039;&#039;Righteous Bison&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_revolver&lt;br /&gt;
||Hitscan&lt;br /&gt;
||0&lt;br /&gt;
||Uses secondary ammo&lt;br /&gt;
||[[Revolver]], [[tf:Big Kill|&#039;&#039;Big Kill&#039;&#039;]], [[tf:Ambassador|&#039;&#039;Ambassador&#039;&#039;]], [[tf:L&#039;Etranger|&#039;&#039;L&#039;Etranger&#039;&#039;]], [[tf:Enforcer|&#039;&#039;Enforcer&#039;&#039;]], [[tf:Diamondback|&#039;&#039;Diamondback&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_robot_arm|Based off tf_weapon_wrench}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Gunslinger|&#039;&#039;Gunslinger&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_rocketlauncher&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Rocket Launcher]], [[tf:Original|&#039;&#039;Original&#039;&#039;]], [[tf:Black Box|&#039;&#039;Black Box&#039;&#039;]], [[tf:Rocket Jumper|&#039;&#039;Rocket Jumper&#039;&#039;]], [[tf:Liberty Launcher|&#039;&#039;Liberty Launcher&#039;&#039;]], [[tf:Beggar&#039;s Bazooka|&#039;&#039;Beggar&#039;s Bazooka&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_rocketlauncher_airstrike|Based off tf_weapon_rocketlauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Air Strike|&#039;&#039;Air Strike&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_rocketlauncher_directhit|Based off tf_weapon_rocketlauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||Unknown&lt;br /&gt;
||[[tf:Direct Hit|&#039;&#039;Direct Hit&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_rocketlauncher_fireball|Based off tf_weapon_rocketlauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Dragon&#039;s Fury|&#039;&#039;Dragon&#039;s Fury&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_rocketpack&lt;br /&gt;
||Jetpack&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Thermal Thruster|&#039;&#039;Thermal Thruster&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_sapper&lt;br /&gt;
||Building&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Ap-Sap|&#039;&#039;Ap-Sap&#039;&#039;]], [[tf:Snack Attack|&#039;&#039;Snack Attack&#039;&#039;]], [[tf:Red-Tape Recorder|&#039;&#039;Red-Tape Recorder&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_scattergun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||175% rampup&lt;br /&gt;
||[[Scattergun]], [[tf:Force-a-Nature|&#039;&#039;Force-a-Nature&#039;&#039;]], [[tf:Back Scatter|&#039;&#039;Back Scatter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_sentry_revenge|Based off tf_weapon_shotgun_primary}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Frontier Justice|&#039;&#039;Frontier Justice&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_shotgun&lt;br /&gt;
||N/A&lt;br /&gt;
||N/A&lt;br /&gt;
||Converted into tf_weapon_shotgun_hwg on Heavy, tf_weapon_shotgun_primary on Engineer, tf_weapon_shotgun_pyro on Pyro and tf_weapon_shotgun_soldier on Soldier&lt;br /&gt;
||[[Shotgun]], [[tf:Reserve Shooter|&#039;&#039;Reserve Shooter&#039;&#039;]], [[tf:Panic Attack|&#039;&#039;Panic Attack&#039;&#039;]], [[tf:Family Business|&#039;&#039;Family Business&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_shotgun_hwg&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||N/A&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_shotgun_primary&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Widowmaker|&#039;&#039;Widowmaker&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_shotgun_pyro&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||N/A&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_shotgun_soldier&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||N/A&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_shovel&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Converts into stock melee classes on anyone but Soldier (since it&#039;s already the shovel), presumably so the [[tf:Pain Train|&#039;&#039;Pain Train&#039;&#039;]] can be shared between Soldier and Demoman without creating a new entry.&lt;br /&gt;
||[[Shovel]], [[tf:Equalizer|&#039;&#039;Equalizer&#039;&#039;]], [[tf:Pain Train|&#039;&#039;Pain Train&#039;&#039;]], [[tf:Disciplinary Action|&#039;&#039;Disciplinary Action&#039;&#039;]], [[tf:Market Gardener|&#039;&#039;Market Gardener&#039;&#039;]], [[tf:Escape Plan|&#039;&#039;Escape Plan&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_slap|Based off tf_weapon_fireaxe}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Hot Hand|&#039;&#039;Hot Hand&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_smg&lt;br /&gt;
||Hitscan&lt;br /&gt;
||1&lt;br /&gt;
||x&lt;br /&gt;
||[[SMG]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_sniperrifle&lt;br /&gt;
||Hitscan&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Sniper Rifle]], [[tf:AWPer Hand|&#039;&#039;AWPer Hand&#039;&#039;]], [[tf:Sydney Sleeper|&#039;&#039;Sydney Sleeper&#039;&#039;]], [[tf:Machina|&#039;&#039;Machina&#039;&#039;]], [[tf:Shooting Star|&#039;&#039;Shooting Star&#039;&#039;]], [[tf:Hitman&#039;s Heatmaker|&#039;&#039;Hitman&#039;s Heatmaker&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_sniperrifle_classic|Based off tf_weapon_sniperrifle}}&lt;br /&gt;
||Hitscan&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Classic|&#039;&#039;Classic&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_sniperrifle_decap|Based off tf_weapon_sniperrifle}}&lt;br /&gt;
||Hitscan&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Bazaar Bargain|&#039;&#039;Bazaar Bargain&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_soda_popper|Based off tf_weapon_scattergun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Soda Popper|&#039;&#039;Soda Popper&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_spellbook&lt;br /&gt;
||Spell Book&lt;br /&gt;
||{{tooltip|5|Located in subslot 1}}&lt;br /&gt;
||x&lt;br /&gt;
||[[Spellbook Magazine]], [[tf:Fancy Spellbook|&#039;&#039;Fancy Spellbook&#039;&#039;]], [[tf:Fireproof Secret Diary|&#039;&#039;Fireproof Secret Diary&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_stickbomb|Based off tf_weapon_bottle}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Ullapool Caber|&#039;&#039;Ullapool Caber&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_sword|Based off tf_weapon_bottle}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Eyelander|&#039;&#039;Eyelander&#039;&#039;]], [[tf:Horseless Headless Horsemann&#039;s Headtaker|&#039;&#039;Horseless Headless Horsemann&#039;s Headtaker&#039;&#039;]], [[tf:Nessie&#039;s Nine Iron|&#039;&#039;Nessie&#039;s Nine Iron&#039;&#039;]], [[tf:Scotsman&#039;s Skullcutter|&#039;&#039;Scotsman&#039;s Skullcutter&#039;&#039;]], [[tf:Claidheamh Mòr|&#039;&#039;Claidheamh Mòr&#039;&#039;]], [[tf:Persian Persuader|&#039;&#039;Persian Persuader&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_syringegun_medic&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||x&lt;br /&gt;
||[[Syringe Gun]], [[tf:Blutsauger|&#039;&#039;Blutsauger&#039;&#039;]], [[tf:Overdose|&#039;&#039;Overdose&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_wrench&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||x&lt;br /&gt;
||[[Wrench]], [[tf:Southern Hospitality|&#039;&#039;Southern Hospitality&#039;&#039;]], [[tf:Jag|&#039;&#039;Jag&#039;&#039;]], [[tf:Eureka Effect|&#039;&#039;Eureka Effect&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_wearable&lt;br /&gt;
||Wearable&lt;br /&gt;
||TODO&lt;br /&gt;
||x&lt;br /&gt;
||[[Gunboats]], [[tf:Mantreads|&#039;&#039;Mantreads&#039;&#039;]], [[tf:Ali Baba&#039;s Wee Booties|&#039;&#039;Ali Baba&#039;s Wee Booties&#039;&#039;]], [[tf:Bootlegger|&#039;&#039;Bootlegger&#039;&#039;]], [[tf:Darwin&#039;s Danger Shield|&#039;&#039;Darwin&#039;s Danger Shield&#039;&#039;]], [[tf:Cozy Camper|&#039;&#039;Cozy Camper&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_wearable_demoshield&lt;br /&gt;
||Wearable&lt;br /&gt;
||TODO&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Chargin&#039; Targe|&#039;&#039;Chargin&#039; Targe&#039;&#039;]], [[tf:Splendid Screen|&#039;&#039;Splendid Screen&#039;&#039;]], [[tf:Tide Turner|&#039;&#039;Tide Turner&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_wearable_razorback&lt;br /&gt;
||Wearable&lt;br /&gt;
||TODO&lt;br /&gt;
||x&lt;br /&gt;
||[[tf:Razorback|&#039;&#039;Razorback&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Team Fortress 2 Classified item classes ==&lt;br /&gt;
The following table contains new item classes added to Team Fortress 2 Classified that are not present in Team Fortress 2.&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_aagun&lt;br /&gt;
||Minigun&lt;br /&gt;
||0&lt;br /&gt;
||60 base damage&amp;lt;br&amp;gt;0.55s attack interval&amp;lt;br&amp;gt;Fires individual bullets&amp;lt;br&amp;gt;Has a limited range&lt;br /&gt;
||[[Anti-Aircraft Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_anchor|Based off tf_weapon_shovel}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Enables AIRTIME meter&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Admiralty Anchor]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_brick&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.75s attack interval&amp;lt;br&amp;gt;High knockback&amp;lt;br&amp;gt;Mini-crits at long range {{note|Requires mod_brick_minicrit_over_time}}&lt;br /&gt;
||[[Brick]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_chains|Based off tf_weapon_fists}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Can store crits&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Chekhov&#039;s Punch]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_coilgun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||25 base damage&amp;lt;br&amp;gt;0.6s attack interval&amp;lt;br&amp;gt;Shots can be charged to triple damage and increase projectile speed {{note|Does not increase some projectiles&#039; speed}}&amp;lt;br&amp;gt;Overcharging causes an explosion&lt;br /&gt;
||[[Coilgun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_cyclops|Based off tf_weapon_grenadelauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||EMP grenades can be manually detonated&amp;lt;br&amp;gt;EMP explosions activate owned Stickies / Dynamite Packs and destroy enemies&#039; {{note|Requires cyclops_detonate_other_grenades 1}}&lt;br /&gt;
||[[Cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_doubleshotgun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||80 base damage&amp;lt;br&amp;gt;1.6s attack interval&amp;lt;br&amp;gt;Clip size of -1&amp;lt;br&amp;gt;Uses a wide crosshair&lt;br /&gt;
||[[Twin Barrel]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ChaoticUltimateJ</name></author>
	</entry>
</feed>