WeaponData
{
	MP_BASE
	{
		// remove lead for whatever, missile hitsize is fucked
		"npc_lead_time_scale"							"0.0" // 0.0011
		"npc_lead_time_min_dist"						"100"
		"npc_lead_time_max_dist"						"4000"
	}

	// Effects
	"fire_sound_1_player_1p"						"TDay_MegaTurret_Fire_A"
	"fire_sound_1_player_3p"						"TDay_MegaTurret_Fire_A"
	"fire_sound_2"									"ShoulderRocket_Homing_Fire_3P"

	//"fire_sound_1_player_1p"						"Weapon_Sidewinder_Fire_1P"
	//"fire_sound_1_player_3p"						"Weapon_Sidewinder_Fire_3P"
	//"fire_sound_1_npc"								"Weapon_Sidewinder_Fire_3P" // Weapon_Sidewinder_Fire_npc

	//"projectilemodel" 								"models/weapons/bullets/projectile_20mm.mdl" // "models/weapons/bullets/projectile_arl.mdl"
	// :D
	"projectilemodel" 								"models/domestic/nessy_doll.mdl"

	"impact_effect_table" 							"exp_rocket_shoulder" // exp_small

	"projectile_launch_speed"						"3300" // first version uses 1500, second version uses 2200, vanilla uses 800, plasma turret uses 2000, smr uses 3300, salvo rocket uses 2200, tf|1 smr uses 2800, rocket drone uses 1600

	"npc_min_burst"									"5" // first version uses 4, vanilla uses 3, plasma turret uses 6
	"npc_max_burst"									"5" // first version uses 6, vanilla uses 3, plasma turret uses 6
	"npc_rest_time_between_bursts_min"				"1" // vanilla uses 3.5, plasma turret uses 1
	"npc_rest_time_between_bursts_max"				"1" // vanilla uses 4.5, plasma turret uses 1

	"npc_max_range"   								"3000" // vanilla uses 2500, hitscan turret uses 3000

	// taken from turretplasma
	"explosion_damages_owner"						"0"
	"explosion_inner_radius"  						"35" // plasma turret uses 30, rocket drone uses 20
	"explosionradius" 								"60" // plasma turret uses 50, rocket drone uses 60
	"npc_aim_at_feet"								"1" // try to main explosions to deal damage because we're bad at direct hits...?

	// taken from smr
	// they still have very weird aiming position idk why
	// alright, that might because they don't have big enough hitsize because they're firing missiles...
	"proficiency_poor_spreadscale"					"3.0"
	"proficiency_average_spreadscale" 				"2"
	"proficiency_good_spreadscale"					"1.4"
	"proficiency_very_good_spreadscale"   			"1.4"

	// or maybe that's because we're not init base spread for them? will that affect npc usage??
	// Spread
	"spread_stand_hip"  							"0"
	"spread_stand_ads"   							"0"
	"spread_decay_rate"   							"10"
	"spread_decay_delay"  							".35"

	// vanilla missing
	"npc_explosion_damage"							"30" // player value is 50
	"npc_explosion_damage_heavy_armor"				"90" // player value is 180

	"npc_min_engage_range"							"0"
	"npc_max_engage_range"							"1600"
	"npc_min_engage_range_heavy_armor"				"400"
	"npc_max_engage_range_heavy_armor"				"2200"

	"npc_spread_defocused_cone_multiplier"			"1.0"

	Mods
	{
		// nessy
        // npc weapons: a identifier for script to force update model
		fake_nessy_weapon
		{
		}
		
		// for npc_soldier_training_sentry to use
		npc_turret_weapon
		{
			"npc_damage_near_value"   						"*0.3" // 15
			"npc_damage_far_value"							"*0.3" // 15
			"npc_explosion_damage"							"*0.333333" // ~10, was * 0.4( 12 ) when turret not aiming at feets

			//"npc_damage_near_value_titanarmor"				"*0.6" // 118.2
			//"npc_damage_far_value_titanarmor" 				"*0.6" // 118.2
			//"npc_explosion_damage_heavy_armor"				"*0.6" // 54

			"npc_damage_near_value_titanarmor"				"*0.710066" // ~140
			"npc_damage_far_value_titanarmor" 				"*0.710066" // ~140
		}
	}
}