// Small Machine Gun 1

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"	"#HL2_SMG1"
	"viewmodel"				"models/weapons/v_smg1.mdl"
	"playermodel"			"models/weapons/w_smg1.mdl"	//FIXME: 
	"anim_prefix"			"smg2"
	"bucket"				"2"
	"bucket_position"		"0"

	"clip_size"				"45"
	"clip2_size"			"-1"

	"default_clip"			"45"
	"default_clip2"			"-1"

	"primary_ammo"			"SMG1"
	"secondary_ammo"		"SMG1_Grenade"

	"weight"				"3"
	"item_flags"			"0"

	// SMOD Ironsight setting.
	IronSight
	{
		"right"		"-6.42"
		"up"		"2.55"
		"forward"	"-12"
		"fov"		"-14"
	}

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"reload"			"Weapon_SMG1.Reload"
		"reload_npc"		"Weapon_SMG1.NPC_Reload"
		"empty"				"Weapon_SMG1.Empty"
		"single_shot"		"Weapon_SMG1.Single"
		"single_shot_npc"	"Weapon_SMG1.NPC_Single"
		"special2"			"Weapon_SMG1.Double"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"font"		"WeaponIcons"
				"character"	"a"
		}
		"weapon_s"
		{	
				"font"		"WeaponIconsSelected"
				"character"	"a"
		}
		"ammo"
		{
				"font"		"WeaponIcons"
				"character"	"p"
		}
		"ammo2"
		{
				"font"		"WeaponIcons"
				"character"	"t"
		}
		"crosshair"
		{
				"font"		"Crosshairs"
				"character"	"Q"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	
	"WeaponSpec"
	{
		//	0 : single
		//	1 : automatic
		//	2 : shotgun
		//	3 : autoshotgun
		"WeaponType"	"1"
		"FireRate"	"0.07"
		"UnderWater"	"0"
		"AttachedGL"	"1"
		

		"Options" {
			"LastDryFireActivity"	"0"
			"ReloadSound"		"1"
			"CrossHairMove"		"0.2"
			"CrossHairMinSize"	"20.0"
		}

		"LaserPointer" {
			"AccBonus"	"0.5"
			"UseButton"	"1"
//			"UseIronsight"	"1"
		}

		"Activities" {
			"GLFire"	"ACT_VM_SECONDARYATTACK"
		}
		
		"Recoil" {
			"PunchPitch"	"0.1 -0.1"
			"PunchYaw"	"-0.1 0.1"
			"EnableSnap"	"0"
			"SnapPitch"	"-0.0 0.0"
			"SnapYaw"	"-0.0 0.0"
			"Crouch"	"0.8"
			"Amp"		"1.6"
			"PunchLimit"	"4.0"
		}
		
		"Spread" {
			"Default"	"3.0"
			"MaxSpread"	"4.0"
			"Run"		"10.0"
			"RunSpeed"	"100"
			"Crouch"	"1.0"
			"Fire"		"2.5"
		}
		
		"Bullet" {
			"AmmoType"	"SMG1"
			"Damage"	"7"
			"ShotCount"	"1"
			"Tracer"	"0"
			"Force"		"0.5"
		}

		"EnergyBullet_" {
			"DamageType"   "DMG_ENERGYBEAM"
			"Bounce"   "2"
			"Size"      "1"
			"LightRadius"   "8"
			"LightColor"   "255 180 90"
			"Speed"      "2000"
			"SpriteMaterial"   "effects/redflare"
			"Gravity"   "100"
			"TrailSize"   "2"
			"TrailTime"   ".2"
			"FlyTime"   "10"
		} 		

		"BulletEntitySpawn" {
			"Class"		"custom_explosive"
			"Type"		"SMG1Grenade"
			"ZVector"	"40"	//	Correction throw vector
			"Power"		"1200"
			"NpcZVector"	"100"
			"AngVelocity"	"1000"
			"Mass"		"100"
		}

		"Npc" {
			"UseGL"		"1"
			"RifleAnim"	"0"
			"BurstMax"	"10"
			"BurstMin"	"4"
			"FireRate"	"0.07"
			"Range"		"2048"
			"MuzzleFire"	"1"
			"UseLaserPointer"	"1"
//			"FireRagdoll"	"0"
		}
	}
	
}