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

	// modified callbacks
	"OnProjectileCollision"								"OnProjectileCollision_weapon_rocket_launcher"
	"OnWeaponStartZoomIn"								"OnWeaponStartZoomIn_weapon_rocket_launcher"
	"OnWeaponStartZoomOut"								"OnWeaponStartZoomOut_weapon_rocket_launcher"

	// vanilla missing
	"impulse_force_explosions"   						"10000"

	Mods
	{
		extended_ammo
		{
			"ammo_default_total"							"*1.29"
			"ammo_stockpile_max"							"*1.29"
		}
		pro_screen
		{
		}
		pas_fast_reload
		{
		}
		fast_lock
		{
		}
		burn_mod_rocket_launcher
		{
			"damage_near_value"   							"*2" // 200
			"damage_far_value"								"*2" // 200
			"damage_near_value_titanarmor"					"*1.4444" // ~3250
			"damage_far_value_titanarmor" 					"*1.4444" // ~3250
			"explosion_damage"								"*1.5" // 150
			"explosion_damage_heavy_armor"					"*1.4" // 700
		}
		pas_fast_ads
		{
		}
		pas_fast_swap
		{
		}
		tactical_cdr_on_kill
		{
		}
		pas_run_and_gun
		{
		}
		sp_s2s_settings
		{
		}
		fd_mortar_mode
		{
		}
		at_unlimited_ammo
        {
        }

		// 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"
			// projectile model change in script
		}

		// guided missile
		guided_missile
		{
			"fire_sound_1_player_1p"						"Null_Remove_SoundHook" // this will be played by server

			"explosion_damages_owner"						"1"
			
			// handle controlling the missile
			//"fire_rate"   								"0.1" // 10s to control, not matching missile lifetime of 20, reload can be early triggered in scripts
			// burst fire weapon can use weapon.SetNextAttackAllowedTime() to control fire rate
			"fire_rate"   									"1000" // client will be soft locked if they pressed reload while client try to reload...
			"burst_fire_delay"								"23" // should always match "GUIDED_MISSILE_LIFETIME" in script, plus 3 for better reloading when max duration
			"burst_fire_count"								"2" // more than 1, or the weapon won't be recognized as "burst fire weapon"
		}
		disable_reload // temp, client can't predict this
		{
			"reload_enabled"								"0"
		}
		// missile variant: COD-like cruise missile
		cruise_missile
		{
			"fire_sound_1_player_1p"						"Null_Remove_SoundHook" // this will be played by server
		
			"explosion_damages_owner"						"1"

			// using satchel's explosion effect for it can kill players easier
			"impact_effect_table" 							"exp_satchel"

			"explosion_damage"								"*1.5" // 125
			"explosion_damage_heavy_armor"					"*0.9778" // ~2200

			"explosion_inner_radius"  						"*1.25" // 120
			"explosionradius" 								"*1.3889" // ~250
			"impulse_force"   								"*5" // 50000
			"impulse_force_explosions"						"*5" // 50000

			// shake
			"explosion_shake_radius"						"600"
			"explosion_shake_amplitude"						"60"
			"explosion_shake_frequency"						"45"
			"explosion_shake_duration"						"1.0"
		}
		
		// direct fire
        no_lock_required
        {
			"fire_sound_1_player_1p"						"Null_Remove_SoundHook" // this will be played by server

			// damage
			"explosion_damages_owner"						"1"
			//"explosion_inner_radius"  					"*0.5"
        	//"explosion_damage"							"*1.5"

			// moved to at_low_stockpile
			//"ammo_default_total"							"--4"
			//"ammo_stockpile_max"							"--4"
        }

		// rocket jump
		rocket_jumper // jumpers directly modify velocity, set "impulse_force_explosions" much lower!
		{
			"impulse_force"   								"--10000" // 0
			"impulse_force_explosions"   					"--9500" // 500

			"explosion_inner_radius"  						"*0.5" // 48
			"explosionradius" 								"*0.5" // 90
		}

		// gamemode_kraber specific!
		direct_hit // only damages players when direct hit
		{
		}
		one_shot_clip // only one shot in clip! rocket launcher already does, let's nerf it's impulse
		{
			"impulse_force_explosions"   					"*0.8" // 400 with rocket_jumper
		}

		// special
		unlimited_balance // balance the weapon when use together with at_unlimited_ammo
		{
        	"explosion_damage"								"*0.8"
		}
		at_low_stockpile
		{
			"ammo_default_total"							"--4"
			"ammo_stockpile_max"							"--4"
		}
		friendlyfire_weapon
		{
		}

		// funny
		// enable ads laser for modded archer( no_lock_required, guided_missile or cruise_missile )
		modded_archer_ads_laser
		{
		}

		// modded bleedout specific
		bleedout_balance
		{
			"explosion_damage"								"*0.8" // 80

			"explosion_inner_radius"  						"*0.625" // 60
		}

		// npc specific
		// balanced archer for mp, can't directly change weapon info cuz FD and ATT archer_grunts's gonna use that
		multiplayer_npc_launcher
		{
			// Damage - When Used by NPCs
			"npc_damage_near_value_titanarmor"				"++315" // 1115, was 1130, first version is 1330, second version uses 1060. SP uses 1250, charge rifle uses 1150
			"npc_damage_far_value_titanarmor" 				"++315" // 1115, was 1130, first version is 1330, second version uses 1060. SP uses 1250, charge rifle uses 1150
		
			// this can't be added by mods...
			// also it takes no effect for npcs, just showing a "LOCKED" prompt for player
			//"smart_ammo_npc_use"							"1"		// npc that use this weapon won't use smart ammo lock on functionality

			"npc_explosion_damage"							"*0.40" // 40 damage, no longer one-shot pilot player within explosion range
		}
		npc_disable_fire_at_pilot
		{
			// done in script, disable the ability npcs attacking a pilot player
		}
	}
}
