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

	"OnWeaponTossReleaseAnimEvent"					"OnWeaponTossReleaseAnimEvent_weapon_greanade_gravity"
	
	// 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_thermite_grenade
		{
		}
		spree_lvl2_thermite_grenade
		{
		}
		spree_lvl3_thermite_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
		}

		// vanilla missing
		dev_mod_low_recharge
		{
			"regen_ammo_refill_rate"						"*10"
		}

		// anti gravity star
		anti_gravity_star
		{
			"damage_near_value"								"*0"
			"damage_far_value"								"*0"
			"impulse_force_explosions"						"100000"
		}

		// gravity lift
		gravity_lift
		{
			// not changable through mods
			//"max_cook_time"									"-1" // infinite cook

			"damage_near_value"								"*0"
			"damage_far_value"								"*0"
			
			// using "no_regen" now
			//"regen_ammo_refill_start_delay"					"++12.0"
		}
		no_regen // for managing cooldown!
		{
			"regen_ammo_refill_rate"						"*0"
		}

		// ninja projectile
		ninja_projectile // one-shots many things
		{
			//"projectile_trail_effect_0" 					"wpn_grenade_sonar" // better trail
			"projectile_trail_effect_0" 					"wpn_grenade_frag"
			"bounce_effect_table"							"pulse_blade"
			"impact_effect_table" 							"pulse_blade"

			"damage_near_value"								"++530" // 600
			"damage_far_value"								"++530" // 600
			"damage_near_value_titanarmor"					"++500"
			"damage_far_value_titanarmor"					"++500"

			"regen_ammo_refill_rate"						"++94.5" // 1s cooldown
		}
		impact_bounce // use together with ninja_projectile. try to bounce from target, stick onto walls
		{
		}
		dissolve_instant // use together with ninja_projectile. blink out upon impact
		{
		}
		no_impact_effect // remove impact effect
		{
		}

		// modded
		ar_trajectory // client required
		{
			//Ordnance Beam
			"grenade_arc_indicator_bounce_count"			"1"
			"grenade_arc_indicator_effect"					"P_grenade_arc_proto"
		}

		// earlier verison behavior
		gravity_mine
		{
		}

		// arc star
		arc_star
		{
			"impact_effect_table"							"exp_emp"
			"damage_near_value"								"--30" // 40
			"damage_far_value"								"--30" // 40

			"explosion_damage"								"75"

			"grenade_ignition_time"							"1.5" // use this to dispatch impact effect!!!

			// same as apex arc star
			"explosion_inner_radius"  						"72"
			"explosionradius" 								"320" // was 350, 320 is better for ttf2
			"impulse_force"   								"3000"
			"impulse_force_explosions"   					"3000"
			"explosion_shake_radius"						"500"
			"explosion_shake_amplitude"						"20"
			"explosion_shake_frequency"						"45"
			"explosion_shake_duration"						"0.25"
		}

		// special
		friendlyfire_weapon
		{
		}
		bleedout_balance // done in scripts -- nerfed pop delay( explode faster )
		{
			"damage_near_value"								"*0"
			"damage_far_value"								"*0"
		}

		// grunt mode specifics
		grunt_mode // base mod for tacticals and ordnances: no regen
		{
			"regen_ammo_refill_rate"						"*0"
		}
		// gruntmode class
		gm_gravitymaster // use together with gravity_lift
		{
		}

		// gamemode kraber specifics
		ordnance_boost // in script: won't spawn gravity trigger, only explosions, can't hurt others
		{
		}
		kunai_mode // use together with ninja_projectile
		{
			"regen_ammo_refill_start_delay"					"++1"
			"regen_ammo_refill_rate"						"--44.5" // 2s cooldown
		}
	}
}
