go to your scripts folder, create a new text file and name it tf2_weapon_sniperrifle
and copy this:
WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_SniperRifle"
"BuiltRightHanded" "0"
"weight" "3"
"WeaponType" "primary"
"ITEM_FLAG_NOITEMPICKUP" "1"
"HasTeamSkins_Viewmodel" "1"
// Attributes TF.
"Damage" "4"
"Range" "8192"
"BulletsPerShot" "1"
"Spread" "0.0"
"TimeFireDelay" "1.5"
"ProjectileType" "projectile_bullet"
"DoInstantEjectBrass" "0"
"BrassModel" "models/weapons/shells/shell_sniperrifle.mdl"
// Ammo & Clip.
"primary_ammo" "TF_AMMO_PRIMARY"
"secondary_ammo" "None"
"clip_size" "-1"
"default_clip" "75"
// Buckets.
"bucket" "0"
"bucket_position" "0"
// Muzzleflash
"MuzzleFlashParticleEffect" "muzzle_sniperrifle"
// Animation.
//"viewmodel" -viewmodel is now defined in _items_main.txt
//"playermodel" -playermodel is now defined in _items_main.txt
"anim_prefix" "shotgun"
// Sounds.
// Max of 16 per category (ie. max 16 "single_shot" sounds).
SoundData
{
"single_shot" "Weapon_SniperRifle.Single"
"reload" "Weapon_SniperRifle.WorldReload"
"empty" "Weapon_SniperRifle.ClipEmpty"
"burst" "Weapon_SniperRifle.SingleCrit"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_sniper"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_sniper"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"ammo"
{
"file" "sprites/a_icons1"
"x" "55"
"y" "60"
"width" "73"
"height" "15"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "64"
"y" "-1"
"width" "32"
"height" "31"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
it should be in the center now, enjoy ;)