WeaponData
{
	// NOTE: This weapon is also used as "emptyhand placeholder"

	// changed from vanilla
	//"weaponClass"									"human"
	//"viewmodel"   								"models/weapons/empty_handed/ptpov_emptyhand.mdl"
	//"playermodel" 								"models/weapons/empty_handed/w_empty_handed_human.mdl"

	// required by client
	"flyoutEnabled"									"0"

	// modified callbacks
	"OnWeaponOwnerChanged"							"OnWeaponOwnerChanged_gunship_missile"
	"OnWeaponActivate"								"OnWeaponActivate_gunship_missile"
	"OnWeaponPrimaryAttack"							"OnWeaponPrimaryAttack_gunship_missile"

	//"npc_lead_time_scale"							"0.001"
	//"npc_lead_time_min_dist"						"300"
	//"npc_lead_time_max_dist"						"1300"
	//"npc_directed_fire_ang_limit_cos"				"0.0" // they loses targets frequently, removing angle limitation

	// fire sound, removed scripted sound event, moving here
	// currently same as 40mm does
	"fire_sound_1_npc"								"Weapon_bulletCasings.Bounce"
	"fire_sound_2_npc"								"Weapon_40mm_Fire_3P"

	// note that turrets can sometimes break fire_rate and make a burst, very powerful
	"fire_rate"   									"3" // 6 in vanilla, my first version uses 4, but turret can mostly ignore this and make a burst
	"ammo_clip_size"   								"-1" // infinite clip for turrets can better use it
	"ammo_no_remove_from_clip"						"1" // infinite clip for turrets can better use it

	// explosions
	"explosion_inner_radius"  						"90" // vanilla uses 150, 40mm uses 17, satchel uses 120
	"explosionradius" 								"150" // vanilla uses 250, 40mm uses 150, satchel uses 250

	// Damage - When Used by Players
	// only happens when refired by vortex
	"damage_near_distance"							"800"
	"damage_far_distance" 							"15000"
	"damage_near_value"   							"50" // 50 in vanilla
	"damage_far_value"								"50" // 50 in vanilla
	"damage_near_value_titanarmor"					"200"
	"damage_far_value_titanarmor" 					"200"
	"explosion_damage"								"30" // 150 in vanilla
	"explosion_damage_heavy_armor"					"200" // 600 in vanilla

	// I want make this the gunship's anti-infantry weapon, nerf anti-armor ability
	// Damage - When Used by NPCs
	"npc_damage_near_distance"						"800"
	"npc_damage_far_distance" 						"15000"
	// infantry direct-hit damage reduced to 15 from 25
	"npc_damage_near_value"   						"15" // 50 in vanilla, was 150, once used 35 which is kinda powerful
	"npc_damage_far_value"							"15" // 50 in vanilla, was 150, once used 35 which is kinda powerful
	"npc_explosion_damage"							"10" // 150 in vanilla, was 40, but turrets can sometimes burst all missiles ignoring fire_rate, needs to reduce splash damage
	"npc_explosion_damage_heavy_armor"				"90" // 600 in vanilla. second version uses 150
	"npc_damage_near_value_titanarmor"				"150" // 200 in vanilla, was 600. once used 250, second version uses 200
	"npc_damage_far_value_titanarmor" 				"150" // 200 in vanilla, was 600. once used 250, second version uses 200

	// range
	"npc_min_engage_range"							"0"
	"npc_max_engage_range"							"3200" // max range
	"npc_min_engage_range_heavy_armor"				"0"
	"npc_max_engage_range_heavy_armor"				"16000"

	"npc_min_range"   								"0"
	"npc_max_range"   								"16000"

	// attacking burst
	"npc_min_burst"									"3" // vanilla uses 10, which is too powerful for turrets. my first version uses 4, but turret burst is very powerful, reduced
	"npc_max_burst"									"4" // vanilla uses 10. my first version uses 7
	"npc_rest_time_between_bursts_min"				"0.75" // 0.2 in vanilla. my first version uses 1.5
	"npc_rest_time_between_bursts_max"				"1.5" // 0.3 in vanilla. my first version uses 2.3

	// NPC proficiency, taken from t203
	//"proficiency_poor_spreadscale"					"5.0"
	//"proficiency_average_spreadscale" 				"3.5"
	//"proficiency_good_spreadscale"					"3.0"
	//"proficiency_very_good_spreadscale"   			"2.5"
	//"proficiency_perfect_spreadscale"   			"2.0"

	// now change to 40mm values
	"proficiency_poor_spreadscale"					"6.0"
	"proficiency_average_spreadscale" 				"5.0"
	"proficiency_good_spreadscale"					"4.0"
	"proficiency_very_good_spreadscale"   			"3.0"
	"proficiency_perfect_spreadscale"   			"2.0"

	// firing behavior for weapon to trigger semi-auto hold protection
	"is_semi_auto"									"1"

	// WeaponED Unhandled Key/Values and custom script Key/Values
	// don't know whether should we add these. lower sprintcycle seems good with titan fist
	"deployfirst_time"								"1.25"
	"sprintcycle_time"								".55"

	Mods
	{
		// mods
		melee_convertor
		{
			"activitymodifier"								"satchel"

			"ammo_stockpile_max"							"0"
			"ammo_clip_size"								"1"
			"instant_swap_to"								"1"
			"fire_rate"   									"*0.0001"
			//"attack_button_presses_melee"					"1"
		}
		incap_shield_modifier // helps player know about their incap shiled's health? also change modifier
		{
			"activitymodifier"								"satchel"
			"instant_swap_to"								"1"

			"fire_rate"   									"*0.0001"
			"ammo_stockpile_max"							"65535" // i think this can handle incap shield's health
			"ammo_default_total"							"1"
		}

		// pilot emptyhand
		pilot_emptyhanded // make player become emptyhanded by switching to this
		{
			"activitymodifier"								"satchel"
			"ammo_stockpile_max"							"--299" // vanilla is 300
			"ammo_clip_size"								"++1" // vanilla is -1, means infinite clip
			"ammo_default_total"							"--300" // vanilla is 300
			"fire_rate"   									"--5.99" // vanilla is 6.0 

			// below can cause compatibility issue with other mods, should remove
			//"ammo_stockpile_max"							"*0"
			//"ammo_clip_size"								"*0"
			//"ammo_default_total"							"*0"
			//"fire_rate"   									"*0.0001"
			//"ads_move_speed_scale"							"0.9" // can cause desync
			//"attack_button_presses_melee"					"1" // no need to enable this?
			//"move_speed_modifier"							"1.15" // 299 run speed, triggers another animation instead of empty hand, don't use
		}
		pilot_emptyhanded_boost // change player's activitymodifier to fit running animation, be sure to replace pilot_emptyhanded
		{
			"activitymodifier"								"pistol"
			"ammo_stockpile_max"							"--299" // vanilla is 300
			"ammo_clip_size"								"++1" // vanilla is -1, means infinite clip
			"ammo_default_total"							"--300" // vanilla is 300
			"fire_rate"   									"--5.99" // vanilla is 6.0 

			// below can cause compatibility issue with other mods, should remove
			//"ammo_stockpile_max"							"*0"
			//"ammo_clip_size"								"*0"
			//"ammo_default_total"							"*0"
			//"fire_rate"   									"*0.0001" 
			//"ads_move_speed_scale"							"0.9" // can cause desync
			//"attack_button_presses_melee"					"1" // no need to enable this?
		}
		pilot_sword_primary // use together with pilot_emptyhanded
		{
			// sword has animations, better not letting them HOLD to melee, just for better blending
			// this causes desync! ahhhh I don't want to think about it, just leaving everything default value
			//"fire_mode"   									"semi-auto"

			"viewmodel"   									"models/weapons/bolo_sword/ptpov_bolo_sword.mdl"
			// world model can't show properly when client-side not installed
			// we do it in script
			//"playermodel" 									"models/weapons/bolo_sword/w_bolo_sword.mdl"

			"ammo_clip_size"								"++1" // pilot_emptyhanded is 0
			"ammo_default_total"							"++1" // pilot_emptyhanded is 0
			"ammo_no_remove_from_clip"						"1" // infinite clip
			"fire_rate"   									"++0.89" // pilot_emptyhanded is 0.01, allow doing melee animation with no effect
		}

		// titan emptyhand
		titan_emptyhanded
		{
			"ammo_clip_size"								"*0"
			"ammo_default_total"							"*0"
			"fire_rate"   									"*0.0001"
			//"ads_move_speed_scale"							"0.9" // can cause desync
		}
		titan_electric_fist_primary
		{
			// clinet can't sync melee_sound_attack_1p when this is triggered
			//"ammo_clip_size"								"1"
			//"ammo_default_total"							"-1"
			//"ammo_stockpile_max"							"-1"
			//"ammo_no_remove_from_clip"						"1" // infinite clip
			//"ammo_per_shot"									"0"

			// firing behavior
			// clinet can't sync melee_sound_attack_1p when this is triggered
			//"attack_button_presses_melee"					"1"

			"ammo_clip_size"								"*0"
			"ammo_default_total"							"*0"
			"ammo_stockpile_max"							"*0"

			// Models
			"viewmodel"   									"models/weapons/empty_handed/atpov_electric_fist.mdl"
		
			// activity modifier: third person animation
			"activitymodifier"								"mp_titanweapon_predator_cannon"
		}

		// disable run_and_gun on server-side
		// effect done in script _disable_run_and_gun_on_server.gnut
		// here's just for disabling sprint while pressing melee
		disable_run_and_gun_server
		{
		}

		// allow sword to attack ignoring sprint checks. needs disable_run_and_gun_server to avoid desync!
		gm_beastking
		{
			"primary_fire_does_not_block_sprint"			"1"
			"crosshair_force_sprint_fade_disabled"          "1"

			//"fire_rate"   									"*100"

			// no need to change animation for whatever, hold melee delay is due to sword's "melee_raise_recovery_animtime" stuffs
			// guess we could change all these for better control, animation issue isn't that necessary...
			//"holster_time"									"0.01"
			//"deploy_time" 									"0.01"
			//"lower_time"  									"0.01"
			//"raise_time"  									"0.01"
		}
	}
}
