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

	// fix npc damage
	MP_BASE
	{
		"npc_explosion_damage" 							"20" // player's is 30
		"npc_explosion_damage_heavy_armor" 				"45" // player's is 60
	}

	"OnWeaponTossReleaseAnimEvent"					"OnWeaponTossReleaseAnimEvent_weapon_thermite_grenade"

	//"damage_flags"									"DF_RAGDOLL | DF_EXPLOSION | DF_STOPS_TITAN_REGEN | DF_GIB"

	//changed vanilla
	"explosion_shake_radius"						"0"
	"explosion_shake_amplitude"						"0"
	"explosion_shake_frequency"						"0"
	"explosion_shake_duration"						"0.0"

	// TEMP: SCRIPT WAVE SETTINGS
	"wave_max_count"								"6"
	"wave_step_dist"								"50.0" // should be lower or the grenade will mostly can't find any space to spawn a wall
	"charge_wave_max_count"							"15"
	"charge_wave_step_dist"							"100.0"

	// vanilla missing sprint animation rate
	// should we add it?
	"sprintcycle_time"								".55"

	Mods
	{
		pas_ordnance_pack
		{
		}

		bc_frag_refill
		{
		}

		burn_mod_thermite_grenade
		{
		}
		spree_lvl1_thermite_grenade
		{
		}
		spree_lvl2_thermite_grenade
		{
		}
		spree_lvl3_thermite_grenade
		{
		}
		sp_disable_arc_indicator
		{
		}

		// nessy
        // toss prep weapons
		fake_nessy_weapon
		{
			// we'll also have a script for adding fake model to the weapon
			// nessy doll isn't a usable model for dropping to ground, script handle is enough
            //"playermodel" 									"models/domestic/nessy_doll.mdl"
			// projectile model change in script
		}

		// modded weapon
		thermite_grenade_dot // dot thermite
		{
		}
		meteor_grenade
		{
			"damage_near_value"   							"100" // not setting to 310 for high health conditions
	    	"damage_far_value"								"100"
			"explosion_damage"								"50"
			"explosion_inner_radius"  						"50"
	    	"explosionradius" 								"150"

			"impact_effect_table" 							"titan_meteor"
		}

		// flamewall grenade
		flamewall_grenade
		{
			//"projectile_ricochet_max_count"					"16"
			//"projectile_launch_pitch_offset"				"++9"
			//"projectile_first_person_offset_fraction"		"++2"
			//"projectile_gravity_scale"						"*0"
			//"projectile_launch_speed"						"1300"

			"grenade_bounce_vel_frac_shallow"				"0.5"
			"grenade_bounce_vel_frac_sharp"					"0.3"
			"grenade_bounce_vel_frac_along_normal"			"0.1"
			"grenade_bounce_randomness"						"0.05"
			"grenade_bounce_extra_vertical_randomness"		"0.0"
			"grenade_roll_vel_frac_per_second"				"0.1"
		}

		// special
		friendlyfire_weapon
		{
		}
		bleedout_balance // use together with thermite_grenade_dot. done in scripts -- duration nerf if stick on players
		{
			"explosionradius"								"--20" // 100
			"explosion_damage"								"--15" // 15, same as electric smoke grenade
		}

		// grunt mode specifics
		grunt_mode // base mod for tacticals and ordnances: one use, no regen
		{
			"regen_ammo_refill_rate"						"*0"
		}

		// ninja projectile
		ninja_projectile // one-shots many things
		{
			"projectile_trail_effect_0" 					"wpn_grenade_frag"

			"damage_near_value"								"++500" // 600
			"damage_far_value"								"++500" // 600
			"damage_near_value_titanarmor"					"++500"
			"damage_far_value_titanarmor"					"++500"

			"regen_ammo_refill_rate"						"++95.5" // 1s cooldown
		}
		impact_bounce // use together with ninja_projectile. try to bounce from target, stick onto walls
		{
		}
		dissolve_instant // use together with ninja_projectile. blink out upon impact
		{
		}
		no_impact_effect // remove impact effect
		{
		}

		// gamemode kraber specifics
		kunai_mode // use together with ninja_projectile
		{
			"regen_ammo_refill_start_delay"					"++1"
			"regen_ammo_refill_rate"						"--45.5" // 2s cooldown
		}

		// gruntmode specifics
		gm_beastking // very short cooldown firestar
		{
			"regen_ammo_refill_rate"						"*3.2"	// ~7s cooldown( firestar duration is 6s )
			"explosion_damage_heavy_armor"					"*1.1"	// 66 damage per tick
		}
	}
}
