MG = {
	name = "MG",
	
	PlayerSlowDown = 1.0,									-- factor to slow down the player when he holds that weapon
	---------------------------------------------------
	ActivateSound = Sound:Load3DSound("Sounds/Weapons/M4/m4weapact.wav"),	-- sound to play when this weapon is selected
	AimMode=1,
	
	ZoomNoSway=1, 			--no sway in zoom mode
	ZoomOverlayFunc=AimModeZoomHUD.DrawHUD,
	---------------------------------------------------
	ZoomFixedFactor=1,
	FireParams ={													-- describes all supported firemodes
	{
		no_zoom = 1,
		HasCrosshair=1,
		AmmoType="Unlimited",
		projectile_class="PhotonC",
		ammo=120,
		--min_recoil=0,
		--max_recoil=0,
		reload_time=0.1, -- default 2.8
		fire_rate=0.2,
		--distance=1600,
		--damage=20, -- default =7
		--damage_drop_per_meter=.004,
		bullet_per_shot=1,
		bullets_per_clip=300,
		FModeActivationTime = 2.0,
		--iImpactForceMul = 50,
		--iImpactForceMulFinal = 140,
		no_ammo=1,

		FireSounds = {
			"Sounds/Weapons/S500/photon2_mono.wav",							--mod firing sounds
			"Sounds/Weapons/S500/photon2_mono.wav",
			"Sounds/Weapons/S500/photon2_mono.wav",
		},
		FireSoundsStereo = {
			"Sounds/Weapons/S500/photon2_stereo.wav",						--mod firing sounds
			"Sounds/Weapons/S500/photon2_stereo.wav",
			"Sounds/Weapons/S500/photon2_stereo.wav",
		},
		DrySound = "Sounds/Weapons/S500/dryfire1.wav",
		
		MuzzleFlash = {
			geometry_name = "Objects/Weapons/Muzzle_flash/mf_DE_fpv.cgf",
			bone_name = "spitfire",
			lifetime = 0.05,
		},
		
		LightFlash = {
			fRadius = 5.0,
			vDiffRGBA = { r = 1.0, g = 1.0, b = 0.0, a = 1.0, },
			vSpecRGBA = { r = 0.3, g = 0.3, b = 0.3, a = 1.0, },
			fLifeTime = 0.75,
		},

		SoundMinMaxVol = { 225, 4, 2600 },

	},
	},

	SoundEvents={
	--	animname,	frame,	soundfile		
	{	"reload1",	20,			Sound:LoadSound("Sounds/Weapons/M4/M4_20.wav")},
	{	"reload1",	33,			Sound:LoadSound("Sounds/Weapons/M4/M4_33.wav")},
	{	"reload1",	47,			Sound:LoadSound("Sounds/Weapons/M4/M4_47.wav")},
	},
}

CreateBasicWeapon(MG);
