WeaponData
{
	// :D
	"projectilemodel" 								"models/domestic/nessy_doll.mdl"

	// modified from vanilla
	"OnWeaponTossReleaseAnimEvent"					"OnWeaponTossReleaseAnimEvent_weapon_frag_grenade"
	// for better sound..
	// not enabled for now
	//"OnProjectileExplode"							"OnProjectileExplode_weapon_frag_grenade"
	//"impact_effect_table"							"none"

	// vanilla missing sprint animation rate
	// should we add it?
	"sprintcycle_time"								".55"

	Mods
	{
		pas_ordnance_pack
		{
		}
		bc_frag_refill
		{
		}
		burn_mod_frag_grenade
		{
		}
		spree_lvl1_frag_grenade
		{

		}
		spree_lvl2_frag_grenade
		{
		}
		spree_lvl3_frag_grenade
		{
		}
		sp_disable_arc_indicator
		{
		}

		// nessy
        // toss prep weapons
		fake_nessy_weapon
		{
			// we'll also have a script for adding fake model to the weapon
			// nessy doll isn't a usable model for dropping to ground, script handle is enough
            //"playermodel" 									"models/domestic/nessy_doll.mdl"
			// projectile model change in script
		}

		// nerf
		frag_no_charge // no longer able to hold to reduce fuse time( cook ), and won't drop itself if cancelled throwing
		{
			//"grenade_fuse_time"							"++0.5"
			//"regen_ammo_refill_rate"					"*0.0"
		}

		// bleedout
		bleedout_balance
		{
			// bit lower fuse since with frag_no_charge it can't be cooked
			"grenade_fuse_time"							"--0.5" // was --0.75
			
			// lower max damage, but easier to inflict max damage
			"explosion_damage"							"--65" // 135, was --50(150)
			"explosion_inner_radius"					"++75" // 80( explosionradius is 160 ), was ++90
		}

		// model
		nessie_grenade
		{
			"impact_effect_table"							""
			"explosion_damage"								"*0"
			"explosion_damage_heavy_armor"					"*0"

			"regen_ammo_refill_rate"						"++200"
			"regen_ammo_refill_start_delay"					"++100"

			"grenade_fuse_time"								"++100"

			"explosion_shake_radius"						"0"
			"explosion_shake_amplitude"						"0"
			"explosion_shake_frequency"						"0"
			"explosion_shake_duration"						"0.0"
		}

		// special
		friendlyfire_weapon
		{
		}

		// grunt mode specifics
		grunt_mode // base mod for tacticals and ordnances: one use, no regen
		{
			"ammo_stockpile_max"			"*0.5"
			"ammo_clip_size"   				"*0.5"
			"ammo_default_total"			"*0.5"
			"regen_ammo_refill_rate"		"*0"
		}

		// gamemode kraber specifics
		ordnance_boost // one use, can't hurt others
		{
			"ammo_stockpile_max"			"*0.5"
			"ammo_clip_size"   				"*0.5"
			"ammo_default_total"			"*0.5"
		}
	}
}
