New stuff found:
In addition, the following are new UserMessages, both of size 3, indices 51 and 52 (if you don't know what it is, I can't really explain it properly):
RDTeamScoreBar, RDTeamScoreIntel
Relevant: tf_logic_robot_destruction.cpp, as testinglol pointed out. Also tf_robot_destruction_robot.cpp.
Also ubercharge_ammo and ubercharge_transfer. A weapon with the "ubercharge_ammo" attribute will, upon firing, lose that amount of Uber from the player's Medigun. If the weapon also has ubercharge_transfer, and if you fire at another Medic, they gain (ubercharge_ammo value) * (ubercharge_transfer value). Only works if your uber percentage is above the ubercharge_ammo limit.
...FUN TIMES.
back_headshot does as advertised, but only for tf_weapon_scout_pistol_secondary (the Scout pistol unlocks): shots from behind that hit the head are crits.
mod_flamethrower_spinup_time does as advertised, though to the client (because of clientside prediction and the way I'm accessing these attributes) it appears as if you're still firing even though you're not actually firing until the time specified by the attribute elapses after pressing attack. However, the sound you hear for the flamethrower sounds a bit empty until you start actually firing; it's hard to describe, but it adds the "roasting" sound effect, I guess, when the fire actually starts emitting.
sniper_crit_no_scope seems to be for the new Sniper rifle.
Zooming for CTFSniperRifleClassic is very interesting:
When you first zoom in, you aren't slowed down and you don't have a sniper dot (but it seems like you also cannot fire). However, after a certain amount of time spent zoomed, you slow down and gain the sniper dot, and can fire (if you're not in midair); I think Valve will also add the zoom penalty to it so that it has no FOV change on zoom either, and here's why:
Valve presumably added the sniper_crit_no_scope attribute because typically the "can this sniper crit" check looks at, among other things, your FOV being less than your default FOV, and having this attribute allows you to bypass that check. Zooming just adds the scope overlay, without actually zooming in. testinglol's already posted the aforementioned scope overlay.
(Walkabout much?)
and
So I was doing more digging.
It looks like the tf_weapon_throwable (bread) weapon slots are: secondary for every class except Medic, who gains it as primary, and Spy, who actually doesn't appear to gain it at all.
In addition, the tf_weapon_parachute weapon slots are secondary for Soldier and primary for Demoman. There's code in here that does have it for Demoman. Once again: FUN TIMES.
I got this info from the weapon ent translation list, which takes a given classname from schema (e.g. tf_weapon_shotgun) and turns it into the actual entity classname used for a particular class (tf_weapon_shotgun_primary, etc.). For both tf_weapon_parachute and tf_weapon_throwable, there's _secondary and _primary as well, and they're mapped to the classes as I described above.
by FlaminSarge from facepunch