WeaponData
{
    //"holster_type"											"" // was trying to hide it for pilots

    Mods
	{
		super_charged
		{
		}
		fd_sword_upgrade
		{
		}
		super_charged_SP
		{
			// bit balanced for MP usage
			// seems no need. SP sword core can only get 3 valid hits at max usage
			//"melee_damage"										"*1.5"
			//"melee_damage_heavyarmor"							"*1.5" // with "sp_titan_sword": 3037.5; without: 3300
		}
		modelset_prime
		{
		}

		// vanilla behavior fix: blanking attack and main weapon switch
		// by removing it's pullout animation and looping check in script
		// update: removing "holster_time" and "deploy_time" works bad, makes titan blanking melee attack
		// make holster/deploy time match their lower/raise time could be nice, though it makes weapon unable to melee unlike raise from offhand animation
		sword_instant_deploy
		{
			"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"
		}
		sword_fast_deploy // using this now
		{
			// add some time to avoid blanking melee
			// it makes 
			// make sure to HolsterWeapon() and DeployWeapon() again
			"holster_time"									"0.3"
			"deploy_time" 									"0.3"
		}

		// allow_as_primary without additional damage!
		allow_as_primary
		{
			"fire_mode"											"offhand_melee_hybrid"
			"attack_button_presses_melee"						"1"
			"offhand_transition_has_attach_detach_anim_events"	"0"
			"activitymodifier"									"melee_titan_sword_super_charged"
		}

		// pilot using it
		pilot_titanweapon
        {
            "melee_anim_3p"								"ACT_MP_MELEE_KNIFE_FIRST"
			//"impulse_force"									"--4500" // 500
		}

		// fighter
		fighter_melee // should thread the function PlayerFakeMeleeThink() when use, done in _fighter_melee.gnut
		{
			"melee_range"									"++115" // 440, 20 units higher than normal punch
			"melee_attack_animtime"							"0.15" // 1.5 tick! basically 2 attacks per 3 tick
			"melee_damage"									"--720" // 80
			//"melee_damage_heavyarmor"						"*0.6" // 480, higher damage since sword can't actually knock back and deal ideal damage( thanks to 10tick serverside )
			"melee_freezelook_on_hit"						"*0" // this thing is client-side????

			// explosion: for destroying the tether( won't work though )
			//"explosion_damage"								"50"
			//"explosion_damage_heavy_armor"					"50"
			//"explosionradius" 								"150"
   			//"explosion_inner_radius" 						"50"
		}

		// sword core replace: use SP sword core think in MP
		sp_titan_sword
		{
			"melee_attack_animtime"							"1.2"
			"melee_damage"									"625"
			"melee_damage_heavyarmor"						"625"
		}
	}
}
