WeaponData
{
	// :D
	"projectilemodel" 								"models/domestic/nessy_doll.mdl"
	
	//"damage_flags"									"DF_RAGDOLL | DF_EXPLOSION | DF_ELECTRICAL | DF_GIB"

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

	// balance MP npc damage
	MP_BASE
	{
		"npc_explosion_damage"							"30" // vanilla uses 50, player value is 40
		"npc_explosion_damage_heavy_armor"				"400" // vanilla uses 350, player value is 400. it can always remove half of titan's shield
	}

	Mods
	{
		pas_ordnance_pack
		{
		}

		bc_arc_refill
		{
		}
		burn_mod_emp_grenade
		{
		}
		spree_lvl1_grenade_emp
		{
		}
		spree_lvl2_grenade_emp
		{
		}
		spree_lvl3_grenade_emp
		{
		}
		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
		}
		
		// impulse grenade
		impulse_grenade
		{
			"damage_near_distance"							"0"
			"damage_far_distance" 							"0"
			"damage_near_value"   							"0"
			"damage_far_value"								"0"
			"damage_near_value_titanarmor"					"0"
			"damage_far_value_titanarmor" 					"0"

			//"regen_ammo_refill_rate"						"40"

			"explosion_damage"								"1"
			"explosion_damage_heavy_armor"					"1"
	        "explosion_inner_radius"  						"75"
	        "explosionradius" 								"450"

			"npc_explosion_damage"							"1"
			"npc_explosion_damage_heavy_armor"				"1"

			"grenade_ignition_time"                         "0.25"

			"grenade_fuse_time"								"0.0"
			"deploy_time" 									"0.25"
			
			"impact_effect_table" 							"exp_arc_ball"
		}

		// special
		friendlyfire_weapon
		{
		}

		// modded bleedout specific
		// done in script: nerfed slow effect and duration
		bleedout_balance
		{
			"explosion_damage"								"*0.75" // 30
		}

		// grunt mode specifics
		grunt_mode // base mod for tacticals and ordnances: no regen
		{
			"regen_ammo_refill_rate"						"*0"
		}

		// beast king: higher heavyArmor damage
		gm_beastking
		{
			"regen_ammo_refill_rate"						"*1.6" // built-in ordnance pack
			"explosion_damage_heavy_armor"					"*3" // 1200
		}

		gm_beastking_burn // alt version to be used together with burn_mod_emp_grenade
		{
			"explosion_damage_heavy_armor"					"*2.0" // 1200 with burn_mod_emp_grenade, was *2.5, but beastKing's sword already got some titan damage
		}
	}
}
