WeaponData
{

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

	Mods
	{
		iron_sights
		{
		}
		aog
		{
		}
		holosight
		{
		}
		redline_sight
		{
		}
		threat_scope
		{
		}
		pro_screen
		{
		}
        slammer
        {
        }
		extended_ammo
		{
			"ammo_clip_size"   					"*1.2"
		}
		pas_fast_reload
		{
		}
		pas_fast_ads
		{
		}
		pas_fast_swap
		{
		}
		tactical_cdr_on_kill
		{
		}
		pas_run_and_gun
		{
		}
		burn_mod_lmg
		{
		}

		// 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"
		}

		// modded
		apex_rampage
		{
			"ammo_clip_size"   								"--45"
			"fire_rate"   									"--4" // 5
			"damage_near_value"   							"++10" // 45
			"damage_far_value"								"++10" // 35
			"damage_very_far_value"							"++5" // 25

			// change to script handle, stop sound at specific point for better effect
			// actually if we don't install this on client, first person sound effect will be all good...
			//"fire_sound_2_player_1p"						"Weapon_P2011_Fire_1P"
			//"fire_sound_2_player_3p"						"Null_Remove_SoundHook" // "Weapon_Wingman_Fire_3P", this is played by server!
			//"fire_sound_2_npc"								"Weapon_Wingman_Fire_NPC"

			// better low ammo for non-looping sound
			"low_ammo_sound_name_1"							"lmg_LowAmmo_Shot1"
			"low_ammo_sound_name_2"							"P2011_LowAmmo_Shot1"
			"low_ammo_sound_name_3"							"P2011_LowAmmo_Shot2"
			"low_ammo_sound_name_4"							"P2011_LowAmmo_Shot3"
			"low_ammo_sound_name_5"							"P2011_LowAmmo_Shot4"
			"low_ammo_sound_name_6"							"P2011_LowAmmo_Shot5"

			//"looping_sounds"								"0"

			// don't change firing sound to looping sound otherwise it will feel really bad!
			//"fire_sound_2_player_1p"						"Weapon_LMG_Loop_1P"
			//"fire_sound_2_player_3p"						"Weapon_LMG_Loop_3P"

			// welp don't really need such a fix, looping sound feels bad when not played through
			// just change sound effect to "Weapon_LMG_FirstShot_1P" is enough. played by script
			//"fire_sound_2_player_1p"						"Weapon_LMG_FirstShot_1P"
			//"fire_sound_2_player_3p"						"Weapon_LMG_Loop_3P"
			"burst_or_looping_fire_sound_start_1p"			"Null_Remove_SoundHook"
			"burst_or_looping_fire_sound_middle_1p"			"Null_Remove_SoundHook"

			//"damage_headshot_scale"							"1.25"
		}
		burn_mod_apex_rampage // should set every modded burnmod to a fixed format, and control it in modded_burnmods.gnut
		{
			"is_burn_mod"								"1"

			"fire_rate"   									"++1.5"

			"tracer_effect_first_person"                    "P_wpn_tracer_BC"
			"tracer_effect"   								"P_wpn_tracer_BC"

			//"damage_flags"									"DF_BULLET | DF_INSTANT | DF_DISMEMBERMENT | DF_GIB"
			"impulse_force"									"12500"
		}

		// 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"	"0" // iron sight
		}
		// 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"			"18"
			//"damage_far_value"			"18"
			//"ammo_clip_size"			"35"
			//"zoom_fov"					"60"

			//"dof_zoom_nearDepthStart"						"4.0"
			//"dof_zoom_nearDepthEnd"							"6.5"
		// }

		// bleedout
		bleedout_balance
		{
			// remove fire rate penalty -- introduce reload time penalty
			//"fire_rate"   									"--1" // 8, may cause desync
			"damage_near_value"   							"--10" // 25
			"damage_far_value"								"--8" // 17, 14 shots to kill 225hp
			"damage_very_far_value"							"--8" // 12, 19 shots to kill 225hp

			// reload time penalty -- same values as apex legends
			"reload_time" 									"*1.214286"
			"reload_time_late1"								"*1.333333"
			"reloadempty_time"								"*1.261261"
			"reloadempty_time_late1"						"*1.287554"
			"reloadempty_time_late2"						"*1.487805"
		}

		// gruntmode specifics
		gm_heavy
		{
			"damage_near_value"   							"--10" // 25
			"damage_far_value"								"--8" // 17
			"damage_very_far_value"							"--8" // 12

			// reload time penalty -- same values as apex legends
			"reload_time" 									"*1.214286"
			"reload_time_late1"								"*1.333333"
			"reloadempty_time"								"*1.261261"
			"reloadempty_time_late1"						"*1.287554"
			"reloadempty_time_late2"						"*1.487805"
		}
	}
}
