--Script:LoadScript("scripts/default/entities/weapons/BasePhotonProjectile.lua");
Script:LoadScript("scripts/default/entities/weapons/BaseProjectile.lua");

projectileDefinition = {
	
	Param = {
		flags = particle_single_contact+particle_no_spin,
		mass = 0.5,
		size = 0.05,
		heading = {},
		initial_velocity = 80, 
		k_air_resistance = 0,
		acc_thrust = 0,
		acc_lift = 0,
		surface_idx = -1,
		gravity = {x=0, y=0, z=0 },
		min_bounce_vel = 3.5,
		collider_to_ignore = nil,
	},
	
	ExplosionParams = {
		pos = {},
		damage = 145,								--was 75
		rmin = 0.1,								
		rmax = 0.3,									
		radius = 0.3,								
		DeafnessRadius = 3.5,
		DeafnessTime = 0,						--mod 6.0 to 0
		impulsive_pressure = 140,		--mod 100 for photon1 140 for photon 2
		shake_factor = 0.1,					--mod added to reduce shake on impact to near zero default is 1
		shooter = nil,
		weapon = nil,
		explosion = 1,
		rmin_occlusion=0.2,
		occlusion_res=32,
		occlusion_inflate=2,
	},
	
	old_Smoke = {
		focus = 0,
		gravity = {x = -5, y = 0.0, z = 2.50},
		rotation = {x = 0.0, y = 0.0, z = 2.0},
		speed = 0.2,
		count = 1,
		size = 0.05, 
		size_speed=0.2,
		lifetime=1.50,
		frames=1,
		color_based_blending = 3,
		tid = System:LoadTexture("textures/guncloud.dds"),
		turbulence_size = 2,
		turbulence_speed = 2.5,
	},
	-- SmokeEffectEmitter = "Smoke.OICW.Trail",
	
	matEffect = "photon2_explosion",									--mod created in mat_default.lua
	mark_terrain = 1,
	force_objtype = 2,
	projectileObject = "Objects/weapons/muzzleflash/muzzleflash.cgf",
	projectileObjectScale = 1.3,
	fDeformRadius = 0.5,	
	explodeOnContact = 1,
	--dynamic_light = 3,															--possible but not sure what it does

}


PhotonB = CreateProjectile(projectileDefinition);
