WeaponData
{
	// General
	"printname"   									"#WPN_TITAN_TRIPLE_THREAT"
	"shortprintname"								"#WPN_TITAN_TRIPLE_THREAT_SHORT"
	"description" 									"#WPN_TITAN_TRIPLE_THREAT_DESC"
	"longdesc"										"#WPN_TITAN_TRIPLE_THREAT_LONGDESC"

	"leveled_pickup"								"1"
	"ammo_no_remove_from_stockpile"						"1"

	"menu_icon"										"r2_ui/menus/loadout_icons/titan_weapon/titan_weapon_leadwall"
	"hud_icon"										"r2_ui/menus/loadout_icons/titan_weapon/titan_weapon_leadwall"

	"weaponClass" 									"titan"
	"weaponSubClass"								"projectile_shotgun"
	"body_type"										"close_quarters"
	"fire_mode"   									"semi-auto"
	"pickup_hold_prompt"  							"Hold [USE] [WEAPONNAME]"
	"pickup_press_prompt" 							"[USE] [WEAPONNAME]"
	"minimap_reveal_distance"						"32000"

	"damage_flags"									"DF_GIB"

	"OnWeaponPrimaryAttack"							"OnWeaponPrimaryAttack_titanweapon_triplethreat"
	"OnWeaponNpcPrimaryAttack"						"OnWeaponNpcPrimaryAttack_titanweapon_triplethreat"
	"OnProjectileCollision"							"OnProjectileCollision_titanweapon_triple_threat"
	"OnProjectileExplode"							"OnProjectileExplode_titanweapon_triplethreat"

	// Menu Stats
	"stat_damage" 									"98"
	"stat_range"  									"15"
	"stat_accuracy"   									"15"
	"stat_rof"										"20"

	// Models
	"viewmodel"   									"models/weapons/titan_triple_threat_og/atpov_titan_triple_threat_og.mdl"
	// "models/weapons/titan_triple_threat_og/w_titan_triple_threat_og.mdl" has been fucked up, now using older version of it
	"playermodel" 									"models/weapons/titan_triple_threat_og/w_titan_triple_threat_og.mdl"
	"holstermodel"  								"models/weapons/titan_triple_threat_og/w_titan_triple_threat_og.mdl"

	MP_BASE
	{
		"damage_near_distance"							"1500"
		"damage_far_distance" 							"3000"
		"damage_near_value"   							"0"
		"damage_far_value"								"0"
		"damage_near_value_titanarmor"					"0"
		"damage_far_value_titanarmor" 					"0"

		"deploy_time" 									"0.8"

		"ammo_min_to_fire"								"3"

		"enable_highlight_networking_on_creation"		"<KEEP_DEFAULT>"
		"projectile_ricochet_max_count"					"0"
	}

	SP_BASE
	{
		"damage_near_distance"							"1500"
		"damage_far_distance" 							"3000"
		"damage_near_value"   							"0"
		"damage_far_value"								"0"
		"damage_near_value_titanarmor"					"0"
		"damage_far_value_titanarmor" 					"0"

		"deploy_time" 									"1.75"

		"ammo_min_to_fire"								"3"

		"enable_highlight_networking_on_creation"		"1"
	}

	// Effects
	"tracer_effect"   								"weapon_tracers_titandestroyer"
	"impact_effect_table" 							"triplethreat_frag"
	//"impact_effect_table" 							"exp_satchel"
	"bounce_effect_table"							"bounce_small" // northstar missing visual effect
	"projectile_adjust_to_gun_barrel"				"1"
	"projectile_airburst_on_death"					"1"

	"vortex_absorb_effect"							"wpn_vortex_projectile_trip_FP"
	"vortex_absorb_effect_third_person"				"wpn_vortex_projectile_trip"
	"vortex_absorb_sound"							"Vortex_Shield_AbsorbRocket"
	"vortex_absorb_sound_1p_vs_3p"					"Vortex_Shield_AbsorbRocket_1P_VS_3P"

	//"projectilemodel" 								"models/weapons/bullets/triple_threat_projectile.mdl"
	// :D
	"projectilemodel" 								"models/domestic/nessy_doll.mdl"
	
	"projectile_trail_effect_0" 					"wpn_grenade_TT"
//	"projectile_trail_effect_0" 					"P_leadwall_proj"

	"sound_dryfire"									"titan_dryfire"
	// updating sound here: most of tf1 sounds ain't working well in tf2
	//"fire_sound_1_player_1p"						"weapon_triplethreat_fire_1p"
	//"fire_sound_1_player_3p"						"weapon_triplethreat_fire_3p"
	//"fire_sound_1_npc"								"weapon_triplethreat_fire_3p"
	//"sound_zoom_in"									"Weapon_Triple_Threat.ALT_On"
	//"sound_zoom_out"								"Weapon_Triple_Threat.ALT_Off"

	//"low_ammo_sound_name_1"							"mgl_lowammo_shot1"
	//"low_ammo_sound_name_2"							"mgl_lowammo_shot2"

	// from reaper's tick launcher
	//"fire_sound_1_player_1p"						"spectrelauncher_ai_wpnfire"
	// from unused sound, maybe better for first person
	// remove from northstar to better handle client without mod installed
	// "fire_sound_1_player_1p"						"weapon_stickylauncher_altfire_1p"
	// "fire_sound_1_player_3p"						"spectrelauncher_ai_wpnfire"
	// "fire_sound_1_npc"								"spectrelauncher_ai_wpnfire"
	// "fire_sound_2_player_1p"						"weapon_triplethreat_fire_1p"
	// "fire_sound_2_player_3p"						"weapon_triplethreat_fire_3p"
	// "fire_sound_2_npc"								"weapon_triplethreat_fire_3p"

	// from leadwall
	"sound_zoom_in"									"Weapon_EVA8_ADS_In"
	"sound_zoom_out"								"Weapon_EVA8_ADS_Out"

	"low_ammo_sound_name_1"							"Leadwall_LowAmmo_Shot1"
	"low_ammo_sound_name_2"							"Leadwall_LowAmmo_Shot2"

	"fx_muzzle_flash_view"							"wpn_muzzleflash_xo_triple_fp"
	"fx_muzzle_flash_world"							"wpn_muzzleflash_xo_triple"
	"fx_muzzle_flash_attach"						"muzzle_flash"

	// Damage - When Used by Players
	"damage_type" 									"burn"

	"show_grenade_indicator" 						"1"

	"crosshair"										"crosshair_t"
	"explosion_damage"								"150" // was 350, which is too high
	"explosion_damage_heavy_armor"					"550"

	"explosion_inner_radius"  						"140"
	"explosionradius" 								"320"
	"impulse_force"   								"5000"

	"critical_hit_damage_scale"						"1.5"

	"critical_hit"									"0"

	"projectile_inherit_owner_velocity_scale"		"0.2"

	"projectiles_per_shot"							"3"

	// Ammo
	"ammo_stockpile_max"							"200"
	"ammo_per_shot"								"3"
	"ammo_clip_size"   								"9"
	"ammo_default_total"							"200"
	"ammo_display"									"segmented"

	// Regen Ammo
	// "regen_ammo_refill_rate"						"1.5"
	// "regen_ammo_refill_start_delay"				"1.0"

	"bolt_hitsize"									"0.5"
	"bolt_hitsize_grow1_time"						"0.075"
	"bolt_hitsize_grow1_size"						"4.0"
	"bolt_hitsize_grow2_time"						"0.075"
	"bolt_hitsize_grow2_size"						"4.0"
	"bolt_hitsize_growfinal_lerptime"				"0.18"
	"bolt_hitsize_growfinal_size"					"6.0"
	"bolt_bounce_frac"								"1.0"

	"projectile_launch_speed"						"1100"
	"projectile_launch_pitch_offset"				"1"
	"projectile_adjust_to_gun_barrel"				"1"

	"grenade_bounce_vel_frac_shallow"				"0.4"
	"grenade_bounce_vel_frac_sharp"					"0.25"
	"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"

	// Behavior
	"fire_rate"   									"1.2"
	"zoom_time_in"									"0.2"
	"zoom_time_out"   								"0.2"
	"zoom_fov"										"55"
	"zoom_effects"									"1"
	"reload_time" 									"3.0"
	"reload_time_late1" 							"2"
	"reload_time_late2" 							"1"
	"reloadempty_time"								"3.0"
	"reloadempty_time_late1"						"2"
	"reloadempty_time_late2"						"1"
	"holster_time"									"0.45"
	"deploy_time"									"0.85"
	"lower_time"  									"0.1"
	"raise_time"  									"0.4"
	"vortex_refire_behavior"  						"grenade"
	"allow_empty_fire"								"0"
	"reload_enabled"  								"1"
	"allow_empty_click"   							"1"
	"empty_reload_only"   							"0"
	"trigger_snipercam"   							"1"
	"allow_headshots" 								"0"
	"primary_fire_does_not_block_sprint"			"0"
	"ads_move_speed_scale"							"0.75"
	"aimassist_disable_hipfire_humansonly"			"1"
	"aimassist_disable_ads_humansonly"				"1"

	// Spread
	"spread_stand_hip" 								"0.0"
	"spread_stand_hip_run" 							"0.0"
	"spread_stand_hip_sprint"                       "0.0"
	"spread_stand_ads"  							"0.0"
	"spread_crouch_hip"								"0.0"
	"spread_crouch_ads"  							"0.0"
	"spread_air_hip"	   							"0.0"
	"spread_air_ads"   								"0.0"

	// Spread on NPCs affects their initial shooting direction
	// Don't make this a large number or the damage/tracers won't be even remotely parallel to their barrel

	"ammo_suck_behavior"							"primary_weapons"

	// View Kick
	"viewkick_spring" 								"titan_launcher"

	"viewkick_pitch_base" 							"-3.0"
	"viewkick_pitch_random"   						"1.0"
	"viewkick_pitch_softScale"						"1.0"
	"viewkick_pitch_hardScale"						"3.0"

	"viewkick_yaw_base"   							"-0.25"
	"viewkick_yaw_random" 							"0.5"
	"viewkick_yaw_softScale"  						"0.3"
	"viewkick_yaw_hardScale"  						"2.0"

	"viewkick_roll_base"  							"0.0"
	"viewkick_roll_randomMin" 						"0.6"
	"viewkick_roll_randomMax" 						"0.8"
	"viewkick_roll_softScale" 						"0.2"
	"viewkick_roll_hardScale" 						"2.0"

	"viewkick_hipfire_weaponFraction" 				"0.3"
	"viewkick_hipfire_weaponFraction_vmScale" 		"0.5"
	"viewkick_ads_weaponFraction" 					"0.2"
	"viewkick_ads_weaponFraction_vmScale" 			"0.5"

	"viewpunch_multiplier"							"1.8"

	//"viewkick_spring" 								"titan_leadwall"
//
	//"viewkick_pitch_base" 							"-2.25"
	//"viewkick_pitch_random"   						"1"
	//"viewkick_pitch_softScale"						"6.0"
	//"viewkick_pitch_hardScale"						"1.0"
//
	//"viewkick_yaw_base"   							"-0.95"
	//"viewkick_yaw_random" 							"0.5"
	//"viewkick_yaw_softScale"  						"0.5"
	//"viewkick_yaw_hardScale"  						"2.0"
//
	//"viewkick_roll_base"  							"0"
	//"viewkick_roll_randomMin" 						"0.6"
	//"viewkick_roll_randomMax" 						"0.8"
	//"viewkick_roll_softScale" 						"0.2"
	//"viewkick_roll_hardScale" 						"2.75"
//
	//"viewkick_hipfire_weaponFraction" 				"0.1"
	//"viewkick_hipfire_weaponFraction_vmScale" 		"10.0"
	//"viewkick_ads_weaponFraction" 					"0.1"
	//"viewkick_ads_weaponFraction_vmScale" 			"10.0"

	"viewkick_perm_pitch_base" 						"0"
	"viewkick_perm_pitch_random"   					"0.0"

	//
	"viewmodel_shake_forward"						"0.5"
	"viewmodel_shake_up"							"0.2"
	"viewmodel_shake_right"							"0.0"

	// Bob
	"bob_cycle_time"  								"0.69"
	"bob_vert_dist"   								"0.6"
	"bob_horz_dist"   								"0.1"
	"bob_max_speed"   								"150"
	"bob_pitch"   									"0.75"
	"bob_yaw" 										"-1.7"
	"bob_roll"										"-1.2"

	// Bob
	"bob_cycle_time_zoomed"  						"0.69"
	"bob_vert_dist_zoomed"   						"0.6"
	"bob_horz_dist_zoomed"   						"0.1"
	"bob_max_speed_zoomed"   						"150"
	"bob_pitch_zoomed"   							"0.75"
	"bob_yaw_zoomed" 								"-1.7"
	"bob_roll_zoomed"								"-1.2"

	// Rumble
	"fire_rumble"									"titan_triple_threat"

	// Sway
	"sway_rotate_attach"  							"SWAY_ROTATE"
	"sway_min_x"  									"-0.5"
	"sway_min_y"  									"-2"
	"sway_min_z"  									"-2.7"
	"sway_max_x"  									"0.5"
	"sway_max_y"  									"2"
	"sway_max_z"  									"2.7"
	"sway_min_pitch"  								"-3"
	"sway_min_yaw"									"-2.5"
	"sway_min_roll"   								"-4"
	"sway_max_pitch"  								"3"
	"sway_max_yaw"									"2.5"
	"sway_max_roll"   								"4"
	"sway_translate_gain" 							"4"
	"sway_rotate_gain"								"7"
	"sway_move_forward_translate_x"   				"-0.1"
	"sway_move_forward_translate_z"   				"-2.7"
	"sway_move_back_translate_x"  					"0.2"
	"sway_move_back_translate_z"  					"-0.2"
	"sway_move_left_translate_y"  					"-1"
	"sway_move_left_translate_z"  					"-0.5"
	"sway_move_left_rotate_roll"  					"-2"
	"sway_move_right_translate_y" 					"1"
	"sway_move_right_translate_z" 					"-0.5"
	"sway_move_right_rotate_roll" 					"2"
	"sway_move_up_translate_z"						"-1"
	"sway_move_down_translate_z"  					"1"
	"sway_turn_left_rotate_yaw"   					"1"
	"sway_turn_right_rotate_yaw"  					"-1"

	"sway_turn_left_translate_y"  					"-.5"
	"sway_turn_right_translate_y"  					".5"
	"sway_turn_up_translate_z"  					"-1"
	"sway_turn_down_translate_z"  					"1"
	"sway_turn_up_translate_x"  					"-.1"
	"sway_turn_down_translate_x"  					".1"

	"sway_turn_left_rotate_roll"   					"-4"
	"sway_turn_right_rotate_roll"  					"4"
	"sway_turn_up_rotate_pitch"   					"-3"
	"sway_turn_down_rotate_pitch" 					"3"
	"sway_turn_up_rotate_roll"   					"0.8"
	"sway_turn_down_rotate_roll" 					"-0.8"

	// Sway
	"sway_rotate_attach_zoomed"  							"SWAY_ROTATE"
	"sway_min_x_zoomed"  									"-0.5"
	"sway_min_y_zoomed"  									"-2"
	"sway_min_z_zoomed"  									"-2.7"
	"sway_max_x_zoomed"  									"0.5"
	"sway_max_y_zoomed"  									"2"
	"sway_max_z_zoomed"  									"2.7"
	"sway_min_pitch_zoomed"  								"-3"
	"sway_min_yaw_zoomed"									"-2.5"
	"sway_min_roll_zoomed"   								"-4"
	"sway_max_pitch_zoomed"  								"3"
	"sway_max_yaw_zoomed"									"2.5"
	"sway_max_roll_zoomed"   								"4"
	"sway_translate_gain_zoomed" 							"4"
	"sway_rotate_gain_zoomed"								"7"
	"sway_move_forward_translate_x_zoomed"   				"-0.1"
	"sway_move_forward_translate_z_zoomed"   				"-2.7"
	"sway_move_back_translate_x_zoomed"  					"0.2"
	"sway_move_back_translate_z_zoomed"  					"-0.2"
	"sway_move_left_translate_y_zoomed"  					"-1"
	"sway_move_left_translate_z_zoomed"  					"-0.5"
	"sway_move_left_rotate_roll_zoomed"  					"-2"
	"sway_move_right_translate_y_zoomed" 					"1"
	"sway_move_right_translate_z_zoomed" 					"-0.5"
	"sway_move_right_rotate_roll_zoomed" 					"2"
	"sway_move_up_translate_z_zoomed"						"-1"
	"sway_move_down_translate_z_zoomed"  					"1"
	"sway_turn_left_rotate_yaw_zoomed"   					"1"
	"sway_turn_right_rotate_yaw_zoomed"  					"-1"

	"sway_turn_left_translate_y_zoomed"  					"-.5"
	"sway_turn_right_translate_y_zoomed"  					".5"
	"sway_turn_up_translate_z_zoomed"  					"-1"
	"sway_turn_down_translate_z_zoomed"  					"1"
	"sway_turn_up_translate_x_zoomed"  					"-.1"
	"sway_turn_down_translate_x_zoomed"  					".1"

	"sway_turn_left_rotate_roll_zoomed"   					"-4"
	"sway_turn_right_rotate_roll_zoomed"  					"4"
	"sway_turn_up_rotate_pitch_zoomed"   					"-3"
	"sway_turn_down_rotate_pitch_zoomed" 					"3"
	"sway_turn_up_rotate_roll_zoomed"   					"0.8"
	"sway_turn_down_rotate_roll_zoomed" 					"-0.8"

	// NPC
	"proficiency_poor_spreadscale"					"7.0"
	"proficiency_poor_additional_rest"				"1.0"
	"proficiency_average_spreadscale" 				"5.0"
	"proficiency_average_additional_rest"			"0.5"
	"proficiency_good_spreadscale"					"3.33333"
	"proficiency_good_additional_rest"				"0.2"
	"proficiency_very_good_spreadscale"   			"3.66667"
	"proficiency_very_good_additional_rest"			"0"


	"npc_min_range"   								"0"
	"npc_max_range"   								"1500"	// roughly projectile speed * lifetime in script + barrel offset

	"npc_min_burst"									"1"
	"npc_max_burst"									"1"
	// northstar default value messes actual fire_rate
	//"npc_rest_time_between_bursts_min"					"0.1"
	//"npc_rest_time_between_bursts_max"					"0.4"
	"npc_rest_time_between_bursts_min"				"0.8"
	"npc_rest_time_between_bursts_max"				"1.2"

	"npc_fire_at_enemy_defense_time"				"1.5"

	// WeaponED Unhandled Key/Values and custom script Key/Values
	"bob_tilt_angle"  								"0.5"
	"sway_turn_angle_factor"  						"-0.5"
	"sway_turn_origin_factor" 						"0"
	"sway_turn_angle_factor_zoomed"   				"0"
	"sway_turn_origin_factor_zoomed"  				"0.05"
	"sway_move_angle_factor"  						"0.15"
	"sway_move_origin_factor" 						"0.15"
	"sway_move_angle_factor_zoomed"   				"0"
	"sway_move_origin_factor_zoomed"  				"0.03"
	"sway_gain"   									"10.0"
	"deployfirst_time"								"1.0"
	"deploycatch_time"								"1.33"

	"projectile_damage_reduction_per_bounce"		"0.0"
	"projectile_damages_owner"						"0"
	//"projectile_speed_reduction_factor"				"0.5"

	// Crosshair
	"red_crosshair_range" 							"600"




	// Bodygroups:
    "clip_bodygroup"						"triple_threat_magazine"
    "clip_bodygroup_index_shown"			"0"
    "clip_bodygroup_index_hidden"			"1"
    "clip_bodygroup_show_for_milestone_0"	"1"
    "clip_bodygroup_show_for_milestone_1"	"0"
    "clip_bodygroup_show_for_milestone_2"	"1"



	// NPC
	// modified: hopefully these fixes npc dealing damage
	"npc_explosion_damage"							"150" // was 350, which is too high
	"npc_explosion_damage_heavy_armor"				"550"


	// modified: hopefully these fixes npc targeting enemies
	// same as softball's status, make npcs try not to hurt themselves
	"npc_min_engage_range"							"100"
	"npc_min_engage_range_heavy_armor"				"500"

	"npc_max_engage_range"							"2000" // max range with magnitic
	"npc_max_engage_range_heavy_armor"				"2000" // max range with magnitic

	// northstar missing, should re-assign activity
	"activitymodifier"								"mp_titanweapon_triple_threat"

	Mods
	{
		// vanilla weapon mods
		mine_field
		{
			// northstar missing: update bounce sound
			"bounce_effect_table"							"bounce_frag_drone"
		}

		spread_decrease_ttt
		{

		}

		spread_increase_ttt
		{

		}

		hydraulic_launcher
		{
			"charge_time" 									"3.0" //Hydraulic Launcher - Charge to increase distance fired.
			"charge_rumble_min"								"10"
			"charge_rumble_max"								"40"

			// from base game sound
			//"charge_sound_1p"								"Weapon_EnergySyphon_Charge_1P"
			//"charge_sound_3p"								"Weapon_EnergySyphon_Charge_3P"
			"charge_sound_1p"								"Weapon_Titan_Sniper_SustainLoop"
			"charge_sound_3p"								"Weapon_Titan_Sniper_SustainLoop"

			// from unused sound. needs adjust charge_time to 2.3
			//"charge_sound_1p"								"weapon_stickylauncher_windup_1p"
			//"charge_sound_3p"								"weapon_stickylauncher_windup_3p"
		}


		impact_fuse
		{
			// update bounce sound
			"bounce_effect_table"							"bounce_arc"
		}

        rolling_rounds
		{
			"grenade_bounce_vel_frac_shallow"				"0.6"
			"grenade_bounce_vel_frac_sharp"					"0.4"
			"grenade_bounce_vel_frac_along_normal"			"0.7"
			"grenade_roll_vel_frac_per_second"				"0.5"

			// northstar missing: update bounce sound
			"bounce_effect_table"							"bounce_mgl"
		}

		burn_mod_titan_triple_threat
		{
			"projectile_trail_effect_0" 					"wpn_grenade_frag_mag_burn"
			//"damage_near_value"   							"*1.5"
			//"damage_far_value"								"*1.5"
			//"damage_near_value_titanarmor"					"*1.5"
			//"damage_far_value_titanarmor" 					"*1.5"
			//"explosion_damage"								"*1.5"		// 150
			//"explosion_damage_heavy_armor"					"*1.5"		// 150
			"is_burn_mod"		"1"
		}

		// nessy
        // titan weapons: model change done in script
		fake_nessy_weapon
		{
		}


		// modded weapon mods starts here
		disable_default_magnetic // recover tf|1 behavior: disable magnetic by default, re-enabled with burn mod. may cause issue with client-side prediction at close range!
		{
		}

		fake_magnetic_triplethreat // done in script: less magnetic range through script handle
		{
		}

		// ogre
		ogre_triplethreat // use together with fake_magnetic_triplethreat
		{
			"fire_rate"   									"--0.2"
			"explosion_damage"								"*0.9"
			"explosion_damage_heavy_armor"					"*0.9"
			
			"npc_explosion_damage"							"*0.9"
			"npc_explosion_damage_heavy_armor"				"*0.9"
		}

		ogre_triplethreat_no_magnetic // use together with disable_default_magnetic
		{
			// no stats penalty, no magnetic effect
		}

		// fake bt
		fakebt_balance // use together with fake_magnetic_triplethreat( now changing to use disable_default_magnetic )
		{
			"fire_rate"   									"--0.3"
			"explosion_damage"								"*0.8"
			"explosion_damage_heavy_armor"					"*0.8"

			"npc_explosion_damage"							"*0.8"
			"npc_explosion_damage_heavy_armor"				"*0.8"
		}

		fakebt_balance_no_magnetic // use together with disable_default_magnetic
		{
			// less stats penalty, no magnetic effect
			"fire_rate"   									"--0.1"
			"explosion_damage"								"*0.9"
			"explosion_damage_heavy_armor"					"*0.9"

			"npc_explosion_damage"							"*0.9"
			"npc_explosion_damage_heavy_armor"				"*0.9"
		}

		// npc bison
		bison_triplethreat // use together with fake_magnetic_triplethreat
		{
			// due npc bisons already have powerful melee attacks, this is just for their emergency combat
			// EDIT: we've rework their combat distance to no longer be full-melee-combat, buff weapons a little bit
			// the only issue left is they don't have a constant reload time... due to respawn's activitymodifier hardcode
			"explosion_damage"								"*0.5" // 75. was *0.3( 45 )
			"explosion_damage_heavy_armor"					"*0.74545" // ~410. was *0.6( 330 )

			"npc_explosion_damage"							"*0.5" // 75. was *0.3( 45 )
			"npc_explosion_damage_heavy_armor"				"*0.74545" // ~410. was *0.6( 330 )
		}
	}
	active_crosshair_count				"1"
	crosshair_index					"0"

	RUI_CrosshairData
	{
		DefaultArgs
		{
			adjustedSpread				weapon_spread
			adsFrac 					player_zoomFrac
			isSprinting					player_is_sprinting
			isReloading					weapon_is_reloading
			teamColor					crosshair_team_color
			isAmped						weapon_is_amped
		    crosshairMovementX          crosshair_movement_x
		    crosshairMovementY          crosshair_movement_y
		}

		Crosshair_1
		{
			"ui"						"ui/crosshair_leadwall"
			"base_spread"				"0.0"
			Args
			{
				isFiring				weapon_is_firing
			}
		}
	}
}
