WeaponData
{
	// modified callbacks
	"OnWeaponActivate"								"OnWeaponActivate_LaserCannon"
	"OnWeaponDeactivate"							"OnWeaponDeactivate_LaserCannon"
	"OnWeaponPrimaryAttack"							"OnWeaponPrimaryAttack_LaserCannon" // due to respawn's name, the function name is a bit different
	"OnProjectileCollision"							"OnProjectileCollision_LaserCannon"

	// stub viewmodel for projectile weapon mod
	"projectilemodel" 								"models/dev/empty_model.mdl"

	Mods
	{
		pas_ion_lasercannon
		{
		}
		fd_laser_cannon
		{
		}
		fd_balance
		{
		}

		// modded titan
		tesla_core
		{
			// remove sustained laser settings
			"sustained_laser_enabled"						"0"
			"sustained_discharge_duration"					"0.0" // sustained laser duration

			"fire_mode"   									"offhand_instant"

			// Charge settings
			"charge_time" 									"1.0" // chargeup time
			"core_duration"									"12.0"
			"charge_cooldown_delay"							"12.0" // equal as "core_duration"
			"charge_cooldown_time"   						"14.0" // should be "core_duration" + "charge_time" + 1.0
			"charge_end_forces_fire"  						"1"
			"charge_require_input"							"0"
		}
		archon_tesla // use together with tesla_core, will give storm_launcher a tesla_core_charged
		{
			"charge_time" 									"--0.5" // 0.5
			"core_duration"									"--3.0" // 9.0
			"charge_cooldown_delay"							"--3.0" // 9.0
			"charge_cooldown_time"   						"--3.5" // 10.5
		}

		// core ability fix, dedicated from playlistvar
		laser_core_fix
		{
		}

		// modded archon core weapon
		// also exists for flame core, this is a better fixed version with more stable animation
		archon_storm_core
		{
			// remove sustained laser settings
			"sustained_laser_enabled"						"0"
			"sustained_discharge_duration"					"0.0" // sustained laser duration
			
			// modded model
			//"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
			"fire_rate"										"1.0" // so weapon won't holster instantly after firing
			"charge_time" 									"0.75" // chargeup time
			"core_duration"									"0.45"
			"charge_cooldown_time"							"0.5"
			"charge_cooldown_delay"   						"1.0"
			"charge_end_forces_fire"  						"1"
			"charge_require_input"							"0"
			"charge_allow_melee"                            "0"

			//"deploy_time" 									"0.45"
			"lower_time"  									"0.45"
			//"raise_time"  									"0.45"
			"holster_time"									"0.45"

			// 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
		}

		// pretty much a placeholder mod for fixing npc execution behavior!
		npc_execution_laser_core
		{
		}
	}
}
