WeaponData
{
	"OnWeaponActivate"								"OnWeaponActivate_weapon_sword"

	Mods
	{
		allow_as_primary
		{
			//"activitymodifier"								"satchel" // removed for compatibility with pilot_emptyhanded
			"fire_rate"										"0.9" // to avoid long anim event
		}
		pm0
		{
		}
		pm1
		{
		}
		pm2
		{
		}

		// modified
		areaforce // for the ability "area_force"
		{
			"melee_lunge_target_range"						"1"
			"melee_lunge_target_angle"						"1"
			"melee_damage"									"10"
			"melee_damage_heavyarmor"						"0"
			"melee_attack_animtime"							"0.1"
			"melee_lunge_time"								"1.0"

			"melee_range"									"600"
			"impulse_force"   								"-125000"
		}
		
		// dash melee: will lunge to aiming position even when not targeting anything
		// placeholder mod, effect done in script
		dash_melee
		{
		}
		pushback_melee // most useful one, use better knockback think
		{
			"melee_damage"									"--250" // 50
			"impulse_force"									"--24500" // 500
			//"melee_raise_recovery_animtime_normal"			"++0.5" // 0.75
			//"melee_raise_recovery_animtime_quick"			"++0.39" // 0.4
			//"melee_lunge_time"								"++0.175" // 0.3
			//"melee_freezelook_on_hit"						"++0.25" // 0.25, this thing is client-side????
		}

		// pilot emptyhand for fun. use together with allow_as_primary
		no_damage
		{
			// lunge stuffs have to be 1 to avoid crash
			"melee_lunge_target_range"						"1"
			"melee_lunge_target_angle"						"1"
			"melee_damage"									"*0"
		}
		pilot_emptyhanded // make player become emptyhanded by switching to this, use together with allow_as_primary
		{
			"activitymodifier"								"satchel"
		}
		pilot_emptyhanded_boost // change player's activitymodifier to fit running animation, be sure to replace pilot_emptyhanded
		{
			"activitymodifier"								"pistol"
		}

		// grunt mode specifics
		grunt_mode
		{
			"melee_damage" "--210" // 90, 2 shots killing another beast king, one shot killing grunts
		}
		// for gruntmode beastking
		gm_beastking
		{
			// sword has sprint-to-attack animation, should leave this
			// ignore that, this will make client-side desync, also can't sprint while using melee
			// still needs to add this back!!!! cancelling sprint makes melee feels really bad
			// whatever desync does to it! as long as you don't hold mouse button it'll be all good
			// welp it desyncs really bad... change to be primary weapon handle
			//"primary_fire_does_not_block_sprint"			"1"
			//"crosshair_force_sprint_fade_disabled"          "1"

			// make players able to target titans
			"melee_can_hit_titans"					"1"
			"melee_damage_heavyarmor"				"1000"

			// allow holding melee to attack...?
			// animation could feel bad though
			//"melee_raise_recovery_animtime_normal"			"0.01"
			//"melee_raise_recovery_animtime_quick"			"0.01"
		}

		// this one needs a primary weapon: mp_weapon_gunship_missile, with their pilot_sword_primary mod
		pilot_sword_primary
		{
			// allow holding attack button to execution, requires modified script!
			"attack_button_presses_melee"					"1"

			// better control because we already have a primary weapon
			"holster_time"									"0.01"
			"deploy_time" 									"0.01"
			// no need to change lower or raise, they're used for offhand switch
			//"lower_time"  									"0.01"
			//"raise_time"  									"0.01"
		}
	}
}