WeaponData
{
	// :D
	// remove projectile model for mozambique model weapons because you know... well...
	// they'll cause bolt/missile weapons to block sight while grenade weapons won't
	//"projectilemodel" 								"models/domestic/nessy_doll.mdl"

	Mods
	{
		iron_sights
		{
		}
		holosight
		{
		}
		aog
		{
		}
		redline_sight
		{
		}
		threat_scope
		{
		}
		smart_lock
		{
		}
		pro_screen
		{
		}
        slammer
        {
        }
		tactical_cdr_on_kill
		{
		}
		extended_ammo
		{
		}
		pas_fast_reload
		{
		}
		pas_fast_ads
		{
		}
		pas_fast_swap
		{
		}
		burn_mod_lstar
		{
		}
		rcee
		{
		}
		less_npc_burst
		{
		}
		pas_run_and_gun
		{
		}
		old_kick
		{
		}
		reloadanimtest
		{
		}

		// nessy
		// ADS mostly fucked for whatever
		fake_nessy_weapon
		{
			"viewmodel"   									"models/weapons/pstl_sa3/ptpov_pstl_sa3.mdl"
			// we'll also have a script for adding fake model to the weapon
			// FFS this cannot be changed, otherwise npcs will crash client-side without mod installed
			// just make sure weapon drops are disabled when using this
			//"playermodel" 									"models/weapons/pstl_sa3/w_pstl_sa3.mdl"
			// projectile model change in script
		
			// cannot cooldown, guess we balance a bit
			// welp it's able to cooldown well
			// guess we remove all these stuffs
			// "cooldown_time"									"0.6" // remove cooldown mechanic
			// "ammo_min_to_fire"								"1" // welp this also controls when to emit warning sound
			// "chance_for_bonus_last_shot_in_clip"			"0.0" // to compensate removed cooldown, remove bonus shots
			// how to make hud show exact ammo left??? do we have to remove ammo regen?
			// YES we do... guess we can only leave these behavior for script to handle
			// "regen_ammo_refill_rate"						"0.0"
			// "regen_ammo_refill_start_delay"					"0.0"
		
			// same reload as reloadanimtest
			// "reloadempty_time"								"4.1"
			// "reloadempty_time_late1"						"2.77"
			// "reloadempty_time_late2"						"1.57"
			// "reloadempty_time_late3"						"0.57"
		}
	}
}
