WeaponData
{
	// shield hit effect DEBUG
	// "impact_effect_table" 							"exp_smr"

	// "explosion_damage"								"10" // lower than damage_near_value
	// "explosion_damage_heavy_armor"					"10" // lower than damage_near_value_titanarmor
	// "explosion_inner_radius"  						"50"
	// "explosionradius" 								"180"

	// flag rifle
	"OnWeaponPrimaryAttack"							"OnWeaponPrimaryAttack_weapon_flak_rifle"
	"OnProjectileExplode"							"OnProjectileExplode_weapon_flak_rifle"

	// tediore
	"OnWeaponReload"								"OnWeaponReload_Tediore"
	"OnProjectileCollision"							"OnProjectileCollision_Tediore"

	//Projectile Stuff
	// :D
	"projectilemodel" 								"models/domestic/nessy_doll.mdl"
	
	//"projectile_trail_attachment" 				"exhaust"
	"impact_effect_table" 							"default" // inc_bullet

	"projectile_adjust_to_gun_barrel"				"1"

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

	// Tediore Reload Stuff
	"projectile_gravity_scale"						"1"

	"sound_throw_1p"								"Pilot_Hardcover_Toss_1P"
	"sound_throw_3p"								"weapon_sentryfragdrone_throw_3p"
	"sound_grenade_projectile"						"weapon_sentryfragdrone_warmup"

	"grenade_fuse_time"								"3"
	"bounce_effect_table"							"deployable_cover_bounce_table"
	"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"

	// Balance multiplayer npc usage
	MP_BASE
	{
		"npc_damage_near_value"   						"16" // vanilla mp uses 24, sp uses 17, npc l-star uses 15
		"npc_damage_far_value"							"10" // vanilla mp uses 15, sp uses 10, npc l-star uses 10
	}

	Mods
	{
		iron_sights
		{
		}
		hcog
		{
			"zoom_fov"		"35"
		}
		redline_sight
		{
		}
		threat_scope
		{
		}
		pas_run_and_gun
		{
		}
		smart_lock
		{
		}
		pro_screen
		{
		}
		extended_ammo
		{
			"ammo_clip_size"   					"*1.2"
		}
		pas_fast_reload
		{
		}
		pas_fast_ads
		{
		}
		pas_fast_swap
		{
		}
		burn_mod_vinson
		{
		}
		test_impacts
		{
			"impact_effect_table"		"vinson_test"
		}
		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
		flak_rifle // client script required
		{
			"projectile_first_person_offset_fraction"		"0.5"
			//"projectile_launch_speed"						"7500" // handled in script
			"projectile_trail_effect_0" 					"Rocket_Smoke_SMR"

			"impact_effect_table" 							"exp_smr"

			"damage_near_value"   							"++10" // 50
			"damage_far_value"								"++10" // 25

			"explosion_damage"								"15"
			"explosion_damage_heavy_armor"					"150"
			"explosion_inner_radius"  						"1"
			"explosionradius" 								"16"
		}
		flak_cannon // client script required
		{
			"projectile_first_person_offset_fraction"		"0.5"
			//"projectile_launch_speed"						"1900" // handled in script

			"impact_effect_table" 							"exp_softball_grenade" // needs a impact table that can airburst
			//"projectile_trail_effect_0" 					"wpn_grenade_frag_softball" // blocks view!
			"projectile_trail_effect_0" 					"wpn_grenade_frag"

			"damage_near_value"   							"++20" // 50
			"damage_far_value"								"++10" // 25

			"ammo_clip_size"   								"*0.34" // 10, 12 with extended_ammo
			"fire_rate"   									"--5" // 5

			"explosion_damage"								"40"
			"explosion_damage_heavy_armor"					"280"
			"explosion_inner_radius"  						"50"
			"explosionradius" 								"180" // airburst radius

			"reload_time" 									"*1.3"
			"reload_time_late1"								"*1.3"
			"reloadempty_time"								"*1.3"
			"reloadempty_time_late1"						"*1.3"
			"reloadempty_time_late2"						"*1.3"

			// change to script handle, stop sound at specific point for better effect
			"burst_or_looping_fire_sound_start_1p"			"Null_Remove_SoundHook"
			"burst_or_looping_fire_sound_middle_1p"			"Null_Remove_SoundHook"

			// 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"
		}

		// tediore
		tediore_reload
		{
		}
		tediore_effect // required to get it's unique explosion status
		{
			// required for throwing a grenade
			"projectile_launch_speed"		"500"
			"projectile_trail_effect_0"		"wpn_grenade_frag"
			"projectile_inherit_owner_velocity_scale"		"1.0"

			"impact_effect_table"			"exp_satchel"
			"explosion_damage"				"125"
			"explosion_damage_heavy_armor"	"2200"
			"explosionradius"				"250"
			"explosion_inner_radius"		"120"
			"impulse_force"   				"500"
			"impulse_force_explosions"		"50000"
		}
		tediore_deployable_stim_field // use together with tediore_reload
		{
			"projectile_gravity_scale"		"++2"
			"grenade_fuse_time"				"0.0"
			"explosion_damage"				"*0"
			"explosion_damage_heavy_armor"	"*0"
		}

		// 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"			"20"
			//"zoom_fov"					"60"

			// Hipfire Spread
			//"spread_stand_hip"								"2.5"
			//"spread_stand_hip_run"							"5.5"
			//"spread_stand_hip_sprint"                       "7.0"
			//"spread_crouch_hip"   							"2.0"
			//"spread_air_hip"  								"7.0"

			//"spread_kick_on_fire_stand_hip"   				"0.2"
			//"spread_kick_on_fire_crouch_hip"  				"0.2"
			//"spread_kick_on_fire_air_hip" 					"0.2"

			//"spread_max_kick_stand_hip"   					"2.0"
			//"spread_max_kick_crouch_hip"  					"1.5"
			//"spread_max_kick_air_hip" 						"3.0"

			//"spread_decay_delay"  							"0.25"
			//"spread_decay_rate"   							"10"
		// }
	}

}
