WeaponData
{
	// modified callbacks
	"OnWeaponPrimaryAttack"							"OnWeaponPrimaryAttack_weapon_grenade_sonar"
	"OnWeaponTossReleaseAnimEvent"					"OnWeaponTossReleaseAnimEvent_weapon_grenade_sonar"
	
	// :D
	"projectilemodel" 								"models/domestic/nessy_doll.mdl"

	//"damage_flags"									"DF_INSTANT | DF_ELECTRICAL | DF_GIB"

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

	// bodygroup for fun
	"bodygroup1_name"	"projectile"
	"bodygroup1_set"	"1"

	Mods
	{
//		pas_ordnance_pack
//		{
//			"regen_ammo_refill_rate"   						"3++"
//
//			//Ordnance Beam
//			"grenade_arc_indicator_bounce_count"			"1"
//			"grenade_arc_indicator_effect"					"P_grenade_arc_proto_orange"
//		}

		bc_arc_refill
		{
		}
		burn_mod_emp_grenade
		{
		}
		spree_lvl1_grenade_sonar
		{
		}
		spree_lvl2_grenade_sonar
		{
		}
		spree_lvl3_grenade_sonar
		{
		}
		pas_power_cell
		{
		}
		amped_tacticals
		{
		}

		// 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
		}
		
		// ninja projectile
		ninja_projectile // one-shots many things
		{
			// can this prevents grenade indicator from showing up?
			"explosion_inner_radius"  						"*0.0"
			"explosionradius" 								"*0.0"

			"projectile_trail_effect_0" 					"wpn_grenade_frag"

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

			"regen_ammo_refill_rate"						"++192" // 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
		data_knife_projectile
		{
			"bodygroup1_set"								"1"
			// done in script
			//"projectilemodel"								"models/weapons/data_knife/v_data_knife.mdl"
		}

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

		//zombie_knife // use together with ninja_projectile
		//{
		//	"damage_near_value"								"--60" // 40
		//	"damage_far_value"								"--60" // 40
		//	"impulse_force"									"++5000" // 5000
		//}
		
		// ability death_marker
		death_marker
		{
			"fire_duration"		"18" // should match duration in script
			"fire_mode"			"offhand_instant"
		}

		// special
		friendlyfire_weapon
		{
		}
		
		// grunt mode specifics
		grunt_mode // base mod for tacticals and ordnances: no regen
		{
			"regen_ammo_refill_rate"						"*0"
		}
		gm_sonarpulser // longer sonar
		{
			"grenade_ignition_time"							"*1.333333" // 6s. was *2( 9s )
		}

		// gamemode kraber specifics
		kunai_mode // use together with ninja_projectile
		{
			"regen_ammo_refill_start_delay"					"++1.0"
		}
		kunai_mode_amped // required if player has amped_tacticals
		{
			"regen_ammo_refill_rate"						"--92" // 1s cooldown with amped_tacticals
		}
	}
}
