WeaponData
{
	// gibber pistol
	"OnWeaponPrimaryAttack"							"OnWeaponPrimaryAttack_weapon_gibber_pistol"
	"OnProjectileCollision"							"OnProjectileCollision_weapon_gibber_pistol"
	
	//Projectile Stuff
	// :D
	"projectilemodel" 								"models/domestic/nessy_doll.mdl"
	
	// move into weapon mods for better vortexing
	//"projectile_trail_effect_0" 					"wpn_grenade_frag_mag"
	"impact_effect_table" 							"default" // inc_bullet

	"projectile_adjust_to_gun_barrel"				"1"

	"grenade_bounce_vel_frac_shallow"				"0.47"
	"grenade_bounce_vel_frac_sharp"					"0.28"
	"grenade_bounce_vel_frac_along_normal"			"0.5"
	"grenade_bounce_randomness"						"0.2"
	"grenade_bounce_extra_vertical_randomness"		"0.2"
	"grenade_roll_vel_frac_per_second"				"0.1"

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

	// p2016 don't have a cyl silencer

	// Blance npc damage for MP
	MP_BASE
	{
		// Damage - When Used by NPCs
		"npc_damage_near_value"   						"10" // 13 in mp, which is too high for a npc weapon
		"npc_damage_far_value"							"7" // 10 in mp, which is too high for a npc weapon
	
		"npc_min_burst"   								"3" // vanilla uses 2
		"npc_max_burst"   								"5"
		"npc_rest_time_between_bursts_min"				"0.4" // vanilla ues 0.2, r97 uses 0.5
		"npc_rest_time_between_bursts_max"				"0.6" // vanilla uses 0.3, r97 uses 0.7
	}

	Mods
	{
		pas_fast_reload
		{
		}
		extended_ammo
		{
			"ammo_clip_size"   					"*1.34"
		}
		pas_run_and_gun
		{
		}
		silencer //HACK JFS: Doesn't get applied on amped weapons. See bug 170460
		{
		}
		pas_fast_ads
		{
		}
		pas_fast_swap
		{
		}
		pro_screen
		{
		}
//		unsilenced
//		{
//			"silenced"							"0"
//			"fire_sound_2_player_1p"						"Weapon_P2011_Fire_1P"
//			"fire_sound_2_player_3p"						"Weapon_P2011_Fire_3P"
//			"bodygroup1_set"					"0"
//			"minimap_reveal_distance"			"32000"
//			"fx_muzzle_flash_view"							"wpn_muzzleflash_pistol_FP"
//			"fx_muzzle_flash_world"							"wpn_muzzleflash_pistol"
//			"fx_muzzle_flash_attach"						"muzzle_flash"
//			"damage_near_value"   							"45"
//			"damage_far_value"								"30"
//		}
		burn_mod_semipistol
		{
		}
		tactical_cdr_on_kill
		{
		}
		training_low_ammo_disable
		{
		}

		// 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 weapons
		gibber_pistol // client script required
		{
			"projectile_launch_speed"						"2500"
			"projectile_first_person_offset_fraction"		"2"

			"projectile_inherit_owner_velocity_scale"		"1"

			"impact_effect_table" 							"exp_mgl"
			"projectile_trail_effect_0" 					"wpn_grenade_frag_mag"

			"damage_near_value"   							"--20"
			"damage_far_value"								"--20"

			"explosion_inner_radius"  						"50"
			"explosionradius" 								"100"
			"explosion_damage"								"35"
			"explosion_damage_heavy_armor"					"70"
		}
		grenade_pistol // client script required
		{
			"projectile_launch_speed"						"2500"
			"projectile_first_person_offset_fraction"		"2"
			
			"grenade_fuse_time"								"1.2"

			"projectile_inherit_owner_velocity_scale"		"1"

			"impact_effect_table" 							"exp_mgl"
			"projectile_trail_effect_0" 					"wpn_grenade_frag_mag"
			"bounce_effect_table"							"bounce_mgl" // need a bounce effect because we're not sticky anymore

			"explosion_inner_radius"  						"50"
			"explosionradius" 								"100"
			"explosion_damage"								"35"
			"explosion_damage_heavy_armor"					"70"
		}

		// 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
			"bodygroup3_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"

			//"fast_swap_to"				"0"
			//"damage_near_value"			"16"
			//"ammo_clip_size"			"14"
			//"zoom_fov"					"60"
			//"ads_move_speed_scale"							"1.0"
		// }

		// npc usage
		//npc_sniper_grunt
		//{
		//	"npc_damage_near_value"   						"++7" // 20, same as sp
		//	"npc_damage_far_value"							"++0" // 10
		//}

		// npc usage when enabled npc headshots
		// better not directly modifying "damage_headshot_scale" to prevent impacting player usage
		npc_lower_damage
		{
			//"damage_headshot_scale"			"--0.5" // 1.5, sniper grunts never drop this weapon so we can feel free to modify it
			// still not a good idea to change headshot damage... what if we use it on other grunts but not sniper?
			"npc_damage_near_value"   						"--3" // 7
			"npc_damage_far_value"							"--1" // 6
		}

		// fake tf1's pistol sprint animation( satchel's ) for fun
		fake_tf1_sprint_anim
		{
		}
		fake_tf1_sprint_anim_active
		{
			"activitymodifier"						"satchel"
		}

		// just for fun here: tf1's burst mode( burnmod )
		burst
		{
			"fire_rate"   					"12"
			"burst_fire_count"				"3"
			"burst_fire_delay"				"0.28"

			"viewkick_pitch_hardScale"		"1.2"
			"viewkick_pitch_base" 			"-0.4"
			"viewkick_pitch_random"   		"-0.25"
			"viewkick_yaw_base"   			"0.15"
			"viewkick_yaw_random" 			"0.5"

			"damage_near_value"   			"25" // damage adjusted to tf2 value. tf1 value 60
			// new adding adjustment, cuz org tf2 p2016 is very powerful on headshot
			"damage_headshot_scale"			"1.5"
		}
	}
}
