WeaponData
{
	"OnWeaponReload"									"OnWeaponReload_Tediore"
	"OnProjectileCollision"								"OnProjectileCollision_Tediore"

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

	// vanilla missing
	"impulse_force_explosions"						"1000" // default is same as impulse_force does

	// Tediore Reload Stuff
	"sound_throw_1p"								"weapon_proximitymine_throw"
	"sound_throw_3p"								"weapon_proximitymine_throw"

	"grenade_fuse_time"								"3"
	"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"

	// Impact Mine
	"trap_warning_friendly_fx"						"wpn_laser_blink"
	"trap_warning_enemy_fx"							"wpn_laser_blink"

	// changed from vanilla: npc usage
	// third version method: increased burst count and decreased light unit damage to make it more effective against heavy armor unit
	MP_BASE
	{
		"npc_damage_near_value"   						"18" // vanilla uses 25, first version uses 20, heavily nerfed version uses 16
		"npc_damage_far_value"							"18" // vanilla uses 25, first version uses 20, heavily nerfed version uses 16
		"npc_damage_near_value_titanarmor"				"115" // vanilla uses 150, player value is 115
		"npc_damage_far_value_titanarmor" 				"115" // vanilla uses 150, player value is 115
		"npc_min_burst"									"5" // vanilla uses 7, first version uses 5, second version uses 3
		"npc_max_burst"									"6" // vanilla uses 11, first version uses 7, second version uses 4, third version uses 6
		"npc_rest_time_between_bursts_min"				"0.8" // vanilla uses 0.4, first version uses 0.6, second version uses 0.9, third version uses 0.8, vanilla epg uses 0.8
		"npc_rest_time_between_bursts_max"				"1.3" // vanilla uses 0.6, first version uses 0.9, vanilla epg uses 1.1
	}
	
	Mods
	{
        slammer
        {
        	// modified
			"impulse_force"   								"*2"
			"impulse_force_explosions"   					"*2"
        }
   		jump_kit
        {
			"impulse_force"									"++0"
			"impulse_force_explosions"						"++64000" // 65000
        }
        pro_screen
        {
			"ui8_enable"		"1"
        	"bodygroup6_set"	"1"
        }
        extended_ammo
		{
			"ammo_clip_size"   					"*1.25"
			// changing here to fit classic_antititan_weapon usage
			// MP never uses ammo stockpile so it won't break vanilla behavior
			"ammo_stockpile_max"				"*1.25"
			"ammo_default_total"				"*1.25"
		}
		delayed_shot
        {
        }
		pas_fast_reload
		{
		}
		burn_mod_smr
		{
			"damage_near_value"   							"++40"
			"damage_far_value"								"++40"
			"damage_near_value_titanarmor"					"++135"
			"damage_far_value_titanarmor" 					"++135"
		}
		pas_fast_ads
		{
		}
		pas_fast_swap
		{
		}
		tactical_cdr_on_kill
		{

		}
		pas_run_and_gun
		{
		}
		sp_s2s_settings
		{
		}

		// 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
		}

		// modded
		grenadier_low_damage // best to use together with jump_kit, damage reduction done in scripts
		{
			"damage_near_value"   							"*0.1"
			"damage_far_value"								"*0.1"
			"explosion_damage"								"*0.1"
			"damage_near_value_titanarmor"					"*0.1"
			"damage_far_value_titanarmor" 					"*0.1"
			"explosion_damage_heavy_armor"					"*0.1"
		}
		rocket_jumper // jumpers directly modify velocity, set "impulse_force_explosions" much lower!
		{
			"impulse_force"   								"--1000" // 0
			"impulse_force_explosions"   					"--500" // 500
		}

		// tediore
		tediore_reload
		{
		}
		tediore_effect // required to get it's unique explosion status
		{
			"damage_near_value"								"*0"
			"damage_far_value" 								"*0"
			"damage_near_value_titanarmor"					"*0"
			"damage_far_value_titanarmor" 					"*0"
			"projectile_gravity_scale"						"1"
			"projectile_inherit_owner_velocity_scale"		"1.0"
			"projectile_launch_speed"						"750"
			"projectile_trail_effect_0" 					"" // can this really handle?

			"impact_effect_table"			"exp_satchel"
			"explosion_damage"				"130" // was 100
			"explosion_damage_heavy_armor"	"1250"
			"explosionradius"				"250"
			"explosion_inner_radius"		"120"
			"impulse_force"   				"500"
			"impulse_force_explosions"		"50000"
		}
		tediore_impact_mine // use together with tediore_reload
		{
			"grenade_fuse_time"				"0.0"
			"projectile_max_deployed"		"2"
		}

		// classic anti-titan
		classic_antititan_weapon // client script required
		{
			"projectile_launch_speed"				"--500" //2800
			// may need scale down fire_rate a bit because tf|2 SMR firing sound isn't good enough
			//"fire_rate"   							"--1" // 9
			"damage_near_value_titanarmor"			"++40" // 155. ttf1 uses 197
			"damage_far_value_titanarmor" 			"++40" // 155. ttf1 uses 197
			"explosion_damage_heavy_armor"			"++0" // 150 . ttf1 uses 180

			// remove ammo capacity, tf2 has extended_ammo
			//"ammo_clip_size"   						"++5" // 25
			// scale down stockpile
			"ammo_no_remove_from_stockpile"			"0"
			"ammo_default_total"					"*0.6" // 120, was *0.5( 100 )
			"ammo_stockpile_max"					"*0.6" // 120, was *0.5( 100 )

			"damage_near_value"   					"*0.5" // 25
			"damage_far_value"						"*0.5" // 25

			// tf1 smr surly has larger trail and impact, use other weapon's
			// I'm not sure whether it's a good idea to change trail effect...
			// respawn reduces trail is to make owner easier can see enemy
			// but reduced impact effect also reduces player feedback...
			//"projectile_trail_effect_0" 			"wpn_grenade_frag_softball"
			//"projectile_trail_effect_0" 			"weapon_40mm_projectile"
			"impact_effect_table" 					"exp_rocket_shoulder"
		}

		// maybe good to split here?
		infinite_clip
		{
			"ammo_no_remove_from_clip"					"1"
		}

		// special
		friendlyfire_weapon
		{
		}
		// 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"			"*0.5"
			//"damage_far_value"			"*0.5"
			//"explosion_damage"			"*0.5"
			//"zoom_fov"					"60"
		// 

		// gruntmode
		gruntmode_stalker_weapon // stalkers in gruntmode will try to equip this mod
		{
			// Damage - When Used by NPCs
			"npc_damage_near_value"   						"--3" // 15, was 18
			"npc_damage_far_value"							"--3" // 15, was 18
		}

		// gruntmode specific
		gm_fortress // less damage against human, never allow headshots, more damage against titans
		{
			"damage_near_value_titanarmor"					"++50" // 165
			"damage_far_value_titanarmor" 					"++50" // 165

			// can't remove headshot in mods... guess we could reduce damage
			// due we heavily nerfed human damage, should allow headshots to quickly take down npcs
			//"allow_headshots" 								"0"
			//"damage_headshot_scale"							"1.1"

			//"damage_near_value"   							"--9" // 41 on bodyshot, 45.1 on headshot
			//"damage_far_value"								"--9" // 41 on bodyshot, 45.1 on headshot
		
			"damage_near_value"   							"--15" // 35 on bodyshot, 43.75(44) on headshot
			"damage_far_value"								"--15" // 35 on bodyshot, 43.75(44) on headshot

			// bit nerf reload, otherwise MGL will seem embarrasing
			"reload_time" 									"*1.133333" // ~3.4s, was using *1.116667( ~3.35s ), MGL is 3.75s, kraber empty reload is 3.61s, but kraber is much more powerful against players
			"reload_time_late1"								"*1.133333"
			"reload_time_late2"								"*1.133333"
			"reload_time_late3"								"*1.133333"
			"reloadempty_time"								"*1.133333"
			"reloadempty_time_late1"						"*1.133333"
			"reloadempty_time_late2"						"*1.133333"
			"reloadempty_time_late3"						"*1.133333"
		}
	}
}
