WeaponData
{
	// modified callbacks
	"OnProjectileCollision"								"OnProjectileCollision_FlameWave"

	Mods
	{
		pas_scorch_flamecore
		{

		}

		// modded archon core weapon
		archon_storm_core
		{
			"viewmodel"   									"models/weapons/empty_handed/atpov_emptyhand_flamewave.mdl"

			"damage_flags"									"DF_ELECTRICAL | DF_STOPS_TITAN_REGEN | DF_DOOM_FATALITY | DF_SKIP_DAMAGE_PROT"
			"vortex_drain"									"1.0" //Vortex should ignore this core

			// Behavior
			"charge_time" 									"0.75" // chargeup time
			"charge_cooldown_time"							"0.5"
			"charge_cooldown_delay"   						"1.0"
			"charge_end_forces_fire"  						"1"
			"charge_require_input"							"0"
			"charge_allow_melee"                            "0"

			// Damage: When used by players
			"damage_near_value"   							"4500"
			"damage_far_value"								"4500"
			"damage_near_value_titanarmor"					"1500"
			"damage_far_value_titanarmor"					"1500"

			"explosion_damage"								"400"
			"explosion_damage_heavy_armor"					"1000"
			"explosionradius" 								"450"
			"explosion_inner_radius" 						"400"

			// Damage: When used by npcs
			// archon uses <KEEP_DEFAULT> for npcs, I'll overwrite with player's default values
			"npc_damage_near_value"   						"4500"
			"npc_damage_far_value"							"4500"
			"npc_damage_near_value_titanarmor"				"1500"
			"npc_damage_far_value_titanarmor"				"1500"

			"npc_explosion_damage"							"100" // not very strong when used by npc against pilot player
			"npc_explosion_damage_heavy_armor"				"1000"

			// NPC
			"npc_vortex_block"								"0" // can this be modified in mods?
			"npc_min_range"   								"0"
			"npc_max_range"   								"1700"

			// Effects
			// here we do no trails
			// real trail effect done in script so other clients can see it
			//"projectile_trail_effect_0" 					"P_wpn_arcball_trail"
			"impact_effect_table" 							"exp_emp"
		}
		bring_the_thunder
		{
			//spawns a cloud of electric smoke on impact
		}

		// bison
		ground_slam
		{
		}
		hover_slam // WIP, lift up and indicate to enemy before slamming, use together with ground_slam
		{
			"instant_swap_to"								"1"
		}
	}
}