WeaponData
{
	"OnWeaponPrimaryAttack"							"OnWeaponPrimaryAttack_hemlok"
	"OnWeaponReload"								"OnWeaponReload_Tediore"
	"OnProjectileCollision"							"OnProjectileCollision_Tediore"

    //"damage_flags"									"DF_BULLET | DF_INSTANT | DF_DISMEMBERMENT | DF_GIB"

	// Tediore Reload Stuff: Missile
	"impact_effect_table" 							"default" // inc_bullet, anti-crash for vortex
	"projectilemodel" 								"models/dev/empty_model.mdl"

	"projectile_lifetime"							"10.0"
	"projectile_drift_windiness"					"7"
	"projectile_drift_intensity"					"0.96"
	"projectile_straight_time_min"					"0.9"
	"projectile_straight_time_max"					"1.2"
	"projectile_straight_radius_min"				"0"
	"projectile_straight_radius_max"				"1"

	"projectile_launch_speed"						"2200"
	// move into weapon mods for better vortexing
	//"projectile_trail_effect_0" 					"Rocket_Smoke_SMALL_Titan_2"

	"projectile_airburst_on_death"					"1"

	"sound_throw_1p"								"ShoulderRocket_Salvo_Fire_1P"
	"sound_throw_3p"								"ShoulderRocket_Salvo_Fire_3P"
	"sound_grenade_projectile"						"Weapon_Sidwinder_Projectile"

    Mods
	{
		iron_sights
		{
		}
		hcog
		{
		}
		redline_sight
		{
		}
		threat_scope
		{
		}
		smart_lock
		{
		}
		pro_screen
		{
		}
		pas_run_and_gun
		{
		}
		pas_fast_reload
		{
		}
		extended_ammo
		{
			"ammo_clip_size"   					"*1.25"
		}
		pas_fast_ads
		{
		}
		pas_fast_swap
		{
		}
		burn_mod_hemlok
		{
		}
		tactical_cdr_on_kill
		{
		}

		// nessy
		// ADS mostly fucked for whatever
		fake_nessy_weapon
		{
			"viewmodel"   									"models/weapons/pstl_sa3/ptpov_pstl_sa3.mdl"
			// we'll also have a script for adding fake model to the weapon
			"playermodel" 									"models/weapons/pstl_sa3/w_pstl_sa3.mdl"
		}

		// tediore reload effect
		tediore_reload
		{
		}
		tediore_effect // required to get it's unique explosion status
		{
			"burst_fire_count"				"6"
			"fire_rate"   					"12"
			
			"impact_effect_table"			"exp_rocket_shoulder"
			"projectile_trail_effect_0" 	"Rocket_Smoke_SMALL_Titan_2"
			"damage_near_value"				"50" // was 40
			"damage_far_value"				"50" // was 40
			"explosion_damage"				"40" // was 35
			"damage_near_value_titanarmor"	"150"
			"damage_far_value_titanarmor" 	"150"
			"explosion_damage_heavy_armor"	"150"
			"explosion_inner_radius"  		"60"
			"explosionradius" 				"120"
			"impulse_force"   				"1"
			"impulse_force_explosions"		"1"
		}
		tediore_missile_burst // use together with tediore_reload
		{
		}

		// special
		friendlyfire_weapon
		{
		}
		titandamage_weapon
		{
			"titanarmor_critical_hit_required"          "0"
		}
		no_ironsight_weapon // should do a check in script to avoid using together with other optics
		{
			// bodygroup
			"bodygroup1_set"	"1" // iron sight, why hemlok has a different set? also disables it's crosshair
		}

		// modded bleedout specific
		bleedout_balance
		{
			"damage_far_value"			"--3" // 22, 11 shots to kill 225hp
			"damage_very_far_value"		"--3" // 17, 14 shots to kill 225hp
		}

		// nessie self balance
        // nessie_balance
		// {
		// 	"damage_near_value"			"*0.5"
		// 	"damage_far_value"			"*0.5"
   	 	// 	"damage_very_far_value"		"*0.5"
		// 	"explosion_damage"			"*0.5"

			//"damage_near_value"			"20"
			//"damage_far_value"			"20"
			//"ammo_clip_size"			"18"
			//"zoom_fov"					"60"

			//"dof_zoom_nearDepthStart"						"6.0"
			//"dof_zoom_nearDepthEnd"							"8.8"
		// }

		// just for fun: tf|1 starburst( actually tf|2 hemlock's screen shows STARBURST mode )
		starburst
		{
			// debug only
			//"fire_mode"   					"auto"

			// my own balance, not included in tf|1
			"damage_near_value"   			"25" // adjusted to tf|2 value. tf|1 value 50
			"damage_far_value"				"18" // adjusted to tf|2 value. tf|1 value 35
			"damage_very_far_value"			"15" // new adding

			"fire_rate"   					"20"
			"burst_fire_count"				"5"
			"burst_fire_delay"				"0.24"
			"ammo_clip_size"				"25"
			// allows extended ammo to be fired fully... or maybe not? leaving 1 in clip makes weapon always tactical reload, which differs it from other's extended ammo mod
			//"ammo_min_to_fire"				"1"
			"ammo_min_to_fire"				"5"

			// tf|2 "viewkick_pitch_base" is -0.95, tf|1 is -0.75
			//"viewkick_pitch_base" 							"-0.7"
			"viewkick_pitch_base" 							"-0.9"
			"viewkick_pitch_hardScale"		"1.65"

			// have to change burst sound cuz original one only considered 3-round burst

			// now change to script handle, stop sound at specific point for better effect
			// works pretty bad, let's just use npc firing sound
			//"fire_sound_2_player_1p"						"Weapon_Hemlok_FirstShot_npc" // Weapon_Hemlok_FirstShot_1P actually works, but sounds like it bursts more than 5 shots
			//"fire_sound_2_player_3p"						"Weapon_Hemlok_FirstShot_npc"
			//"fire_sound_2_npc"								"Weapon_Hemlok_FirstShot_npc"

			//"fire_sound_2_player_1p"						"Weapon_Hemlok_FirstShot_1P"
			//"fire_sound_2_player_3p"						"Weapon_Hemlok_FirstShot_3P"

			"fire_sound_2_player_1p"						"Weapon_Hemlok_FirstShot_npc"
			"fire_sound_2_player_3p"						"Weapon_Hemlok_FirstShot_npc"

			"burst_or_looping_fire_sound_start_1p"			"Null_Remove_SoundHook"
			"burst_or_looping_fire_sound_start_3p"			"Null_Remove_SoundHook"
			"burst_or_looping_fire_sound_start_npc"			"Null_Remove_SoundHook"
		}
		// tf|1 scrapped stuff, actually I think this was later used by apex's single-fire mode
		lmg
		{
			"damage_near_value"   			"25" // adjusted to tf|2 value. tf|1 value 50
			"damage_far_value"				"18" // adjusted to tf|2 value. tf|1 value 35
			"damage_very_far_value"			"15" // new adding

			// don't change fire_mode... and it will be like apex single fire?
			//"fire_mode"   					"auto"
			"fire_rate"						"8"
			"burst_fire_count"				"0"
			"burst_fire_delay"				"0"
			"ammo_min_to_fire"				"1"

			// tf|2 "viewkick_pitch_base" is -0.95, tf|1 is -0.75
			//"viewkick_pitch_base" 							"-0.85"
			"viewkick_pitch_base" 							"-1.05"
			"viewkick_pitch_random"   						"0.4"
	        "viewkick_pitch_softScale"						"0.8"
	        "viewkick_pitch_hardScale"						"0.85"

			"viewkick_yaw_base"   							"0.2"
			"viewkick_yaw_random" 							"0.45"
	        "viewkick_yaw_softScale"						"0.5"
	        "viewkick_yaw_hardScale"						"0.75"

	        "viewkick_scale_firstshot_ads"					"1.0"

			"viewkick_scale_valueLerpStart"   				"0"
			"viewkick_scale_valueLerpEnd" 					"3"

			"viewkick_perm_pitch_base"						"0"
			"viewkick_perm_pitch_random"  				 	"0"
			"viewkick_perm_yaw_base"						"0"
			"viewkick_perm_yaw_random"						"0"

			"viewkick_perm_yaw_random_innerexclude"			"0.2"

			// have to change burst sound cuz original one only considered 3-round burst

			// now change to script handle, stop sound at specific point for better effect
			//"fire_sound_2_player_1p"						"Weapon_Hemlok_FirstShot_npc"
			//"fire_sound_2_player_3p"						"Weapon_Hemlok_FirstShot_npc"
			//"fire_sound_2_npc"								"Weapon_Hemlok_FirstShot_npc"

			//"fire_sound_2_player_1p"						"Weapon_Hemlok_FirstShot_1P"
			//"fire_sound_2_player_3p"						"Weapon_Hemlok_FirstShot_3P"

			"fire_sound_2_player_1p"						"Weapon_Hemlok_FirstShot_npc"
			"fire_sound_2_player_3p"						"Weapon_Hemlok_FirstShot_npc"

			"burst_or_looping_fire_sound_start_1p"			"Null_Remove_SoundHook"
			"burst_or_looping_fire_sound_start_3p"			"Null_Remove_SoundHook"
			"burst_or_looping_fire_sound_start_npc"			"Null_Remove_SoundHook"

			// low ammo sound fix
			"low_ammo_sound_name_1"							"Hemlok_LowAmmo_Shot1"
			"low_ammo_sound_name_2"							"Hemlok_LowAmmo_Shot2"
			"low_ammo_sound_name_3"							"Hemlok_LowAmmo_Shot2"
			"low_ammo_sound_name_4"							"Hemlok_LowAmmo_Shot3"
			"low_ammo_sound_name_5"							"Hemlok_LowAmmo_Shot3"

			"low_ammo_sound_name_6"							"Null_Remove_SoundHook"
			"low_ammo_sound_name_7"							"Null_Remove_SoundHook"
			"low_ammo_sound_name_8"							"Null_Remove_SoundHook"
			"low_ammo_sound_name_9"							"Null_Remove_SoundHook"
		}
	}
}
