S-mod to G-mod weapon

Could somebody please convert this .txt file into a .lua file:

// Small Machine Gun 1

WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
“printname” “H.K USP”
“viewmodel” “models/weapons/v_pist_usp.mdl”
“playermodel” “models/weapons/w_pist_usp.mdl” //FIXME:
“anim_prefix” “smg2”
“bucket” “2”
“bucket_position” “3”

"clip_size"				"225"
"clip2_size"			"-1"

"default_clip"			"1000"
"default_clip2"			"-1"

"primary_ammo"			"SMG1"
"secondary_ammo"		"None"

"weight"				"3"
"item_flags"			"0"

// SMOD Ironsight setting.
IronSight
{
	"right"		"-6.42"
	"up"		"2.55"
	"forward"	"-12"
	"fov"		"-14"
}

// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
	"reload"			"Weapon_SMG1.Reload"
	"reload_npc"		"Weapon_SMG1.NPC_Reload"
	"empty"				"Weapon_SMG1.Empty"
	"single_shot"		"Weapon_SMG1.Single"
	"single_shot_npc"	"Weapon_SMG1.NPC_Single"
	"special2"			"Weapon_SMG1.Double"
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
	"weapon"
	{
			"font"		"WeaponIcons"
			"character"	"a"
	}
	"weapon_s"
	{	
			"font"		"WeaponIconsSelected"
			"character"	"a"
	}
	"ammo"
	{
			"font"		"WeaponIcons"
			"character"	"p"
	}
	"ammo2"
	{
			"font"		"WeaponIcons"
			"character"	"t"
	}
	"crosshair"
	{
			"font"		"Crosshairs"
			"character"	"Q"
	}
	"autoaim"
	{
			"file"		"sprites/crosshairs"
			"x"			"0"
			"y"			"48"
			"width"		"24"
			"height"	"24"
	}
}

"WeaponSpec"
{
	//	0 : single
	//	1 : automatic
	//	2 : shotgun
	//	3 : autoshotgun
	"WeaponType"	"0"
	"FireRate"	"0.1"
	"UnderWater"	"1"
	"AttachedGL"	"1"
	

	"Options" {
		"LastDryFireActivity"	"0"
		"ReloadSound"		"1"
		"CrossHairMove"		"0.2"
		"CrossHairMinSize"	"20.0"
	}

	"LaserPointer" {
		"AccBonus"	"0.5"
		"UseButton"	"1"

// “UseIronsight” “1”
}

	"Activities" {
		"GLFire"	"ACT_VM_SECONDARYATTACK"
	}
	
	"Recoil" {
		"PunchPitch"	"0.5 -0.5"
		"PunchYaw"	"-0.5 0.5"
		"EnableSnap"	"0"
		"SnapPitch"	"-0.0 0.0"
		"SnapYaw"	"-0.0 0.0"
		"Crouch"	"0.8"
		"Amp"		"1.6"
		"PunchLimit"	"4.0"
	}
	
	"Spread" {
		"Default"	"0"
		"MaxSpread"	"0"
		"Run"		"10.0"
		"RunSpeed"	"100"
		"Crouch"	"1.0"
		"Fire"		"2.5"
	}
	
	"Bullet" {
		"AmmoType"	"SMG1"
		"Damage"	"30"
		"ShotCount"	"25"
		"Tracer"	"0"
		"Force"		"99"
	}

	"EnergyBullet_" {
		"DamageType"   "DMG_ENERGYBEAM"
		"Bounce"   "1000"
		"Size"      "1"
		"LightRadius"   "8"
		"LightColor"   "255 180 90"
		"Speed"      "2000"
		"SpriteMaterial"   "effects/redflare"
		"Gravity"   "1"
		"TrailSize"   "2"
		"TrailTime"   ".2"
		"FlyTime"   "10"
	} 		

	"BulletEntitySpawn" {
		"Class"		"XBowBolt"
		"Type"		"SMG1Grenade"
		"ZVector"	"40"	//	Correction throw vector
		"Power"		"1200"
		"NpcZVector"	"100"
		"AngVelocity"	"1000"
		"Mass"		"100"
	}

	"Npc" {
		"UseGL"		"1"
		"RifleAnim"	"0"
		"BurstMax"	"10"
		"BurstMin"	"4"
		"FireRate"	"20.0"
		"Range"		"2048"
		"MuzzleFire"	"1"
		"UseLaserPointer"	"1"

// “FireRagdoll” “0”
}
}

}

Copy this exactly or it wont work!!!

Lua does not work that way.

You can’t just convert stuff.

Not entirely, but you can write a base weapon, then create a new weapon dynamically based solely off key values to sync up with the base.