// =========================================
// WeaponDef
// =========================================
use WeaponDef;
set block XFILE_BLOCK_TEMP;
set string szInternalName;
set name szInternalName;
set string szDisplayName;
set string szOverlayName;
set string szXAnims;
set assetref szXAnims ASSET_TYPE_XANIMPARTS;
set string szModeName;
set scriptstring hideTags;
set scriptstring notetrackSoundMapKeys;
set scriptstring notetrackSoundMapValues;
set reusable bounceSound;
set count bounceSound 29;
set string szAmmoName;
set string szClipName;
set string szSharedAmmoCapName;
set string szAltWeaponName;
set string accuracyGraphName0;
set string accuracyGraphName1;
set reusable accuracyGraphKnots0;
set reusable accuracyGraphKnots1;
set reusable originalAccuracyGraphKnots0;
set reusable originalAccuracyGraphKnots1;
set count accuracyGraphKnots0 accuracyGraphKnotCount[0];
set count accuracyGraphKnots1 accuracyGraphKnotCount[1];
set count originalAccuracyGraphKnots0 accuracyGraphKnotCount[0]; // yeah it uses accuracyGraphKnotCount
set count originalAccuracyGraphKnots1 accuracyGraphKnotCount[1];
set string szUseHintString;
set string dropHintString;
set string szScript;
set string fireRumble;
set string meleeImpactRumble;

reorder:
...
accuracyGraphName0
accuracyGraphKnots0
originalAccuracyGraphKnots0
accuracyGraphName1
accuracyGraphKnots1
originalAccuracyGraphKnots1;

// SndAliasCustom
use SndAliasCustom;
set count name 1;
set reusable name;
set condition sound never;

// snd_alias_list_name
set string snd_alias_list_name::soundName;