// Big Revolver

WeaponData
{
	"printname"		"Dan Wesson DW PPC"
	"description"		"Feelin' that you are lucky even more, punk? This is a huge revolver that weighs about the same as a small car. Fitted with adjustable sights and ergonomically designed pistol grip this would have been a very accurate weapon." 

	"viewmodel"		"models/weapons/anaconda/view/v_wesson.mdl"
	"playermodel"		"models/weapons/anaconda/ground/g_wesson.mdl"
	"wieldmodel_f"		"models/weapons/anaconda/wield/w_f_wesson.mdl"
	"wieldmodel_m"		"models/weapons/anaconda/wield/w_m_wesson.mdl"
	"infomodel"		"models/weapons/anaconda/info/i_wesson.mdl"

	// This should match the viewmodel QC file offset:
	"origin_x"		"6"
	"origin_y"		"4"
	"origin_z"		"69"

	"anim_prefix"		"anaconda"
	"activation0"		"Single"
	"activation1"		"Fan"
	"jammed0"		"Jammed"
	"jammed1"		"Jammed"
	"bucket"		"1"
	"bucket_position"	"1"
	"camera_class"		"ranged"
	"weight"		"3"
	"item_flags"		"0"
	"item_type"		"weapon_firearm"
	"sound_group"		"Anaconda"
	"equip_mask"		"Normal"
	"uses_accuracycursors"	"1"
	"impact_snd_group"	"bullet"

	"muzzleflash_particle" 		"W_ThirtyEight_Emitter"
	"muzzlesmoke_particle" 		"W_ThirtyEight_Emitter-Smoke"
	"viewmuzzleflash_particle" 	"W_ThirtyEight_Emitter"
	"viewmuzzlesmoke_particle" 	"W_ThirtyEight_Emitter-Smoke"

	"item_worth"		"265"

	SoundData
	{
		"pickup"
		{
			"sound1"	"Weapons\Ranged\Anaconda\Deploy.wav"
		}
	}

//Weapon Ammo
	Magazine
	{
		"ammoprintname"		".38 Special Round"
		"ammodescription"	".38 Special standard cartridge used by most US police departments."
		"ammo_worth"		"6"
		"ammoinfomodel"		"models/weapons/ammo/thirtyeight/i_thirtyeight_ammo.mdl"

		"Type"			"ThirtyeightRound"
		"Size"			"6"
		"Default_Size"		"0"
		"Dropped_Ammo"		"2"
		"ReloadTime"		"3.5"
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Anaconda/Reload.wav"
			}

			"reload_npc"
			{		
				"sound1"	"Weapons/Ranged/Anaconda/Reload.wav"
			}
		}
	}

//Primary Attack
	Activation
	{
		"Tag"			"Primary"
		"Type"			"Attack"
		"Ammo_Type"		"ThirtyeightRound"
		"Ammo_Cost"		"1"

		"SkillRequirement"	"5"				// min. skill requirement used in dmg calculations
		"BaseLethality"		"14"				// base lethality used in dmg calculations
		"Dmg"			"3 Bashing Ranged_Combat DMG_BULLET"

		"Botch_Table"		"Revolvers"
		"Attack_Rate"		"0.7"
		"NPC_Attack_Rate_Min"		"1.0"		// The range of times for NPCs using this weapon to pause between
		"NPC_Attack_Rate_Max"		"2.5"		//   attacks when at a distance of NPC_Attack_Rate_Base_Range inches. 
		"NPC_Attack_Rate_Base_Range"	"120"	//   Attack times scale down to Attack_Rate at a range of 0, and up
							//   proportionally as the range increases. If NPC_Attack_Rate_Base_Range
							//   is 0, the delay will not be scaled based on distance.


		"Range"			"35"
		"SpreadAngle"		"6.0"
		"CriminalLevel"	"3"
		"Accuracy"		"5"

		// SKS_RANGED
		"KickPitchMin"			"-1.75"		//"-0.75"
		"KickPitchMax"			"-15.00"	//"-10.00"
		"KickYawMin"			"-1.5"		//"-0.2"
		"KickYawMax"			"-2.0"		//"-1.5"
		"KickTime"			"0.04"		//"0.02"

		"CrosshairMinSize"		"7"		// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"40"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"40"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"	"7"	//"20"		// min size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMax"	"7"	//"40"		// max size of the crosshair when the player is walking [0-99]
		"CrosshairRunSizeMin"	"20" //"35"			// min size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMax"	"40" //"35"			// max size of the crosshair when the player is running [0-99]

		"CrosshairIncSpeedMin"	"66"	//"80" min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"75"	//"95" max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"4"	//min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"14"	//"40"max speed(10 Firearm Feat) at which to decrease bloom -high # faster

		"CrosshairFirePercent"	"0.8"			//"0.7" percent to bloom to crosshair upon firing a bullet

		"MinorKnockbackDist"	"400.0"			// maximum distance to cause minor knockback
		
//		"CrosshairMinSize"		"10"		//"15" smallest crosshair size for this activation [0-99]
//		"CrosshairFireSize"		"90"		//"70" size of the crosshair when the gun is fired [0-99]
//		"CrosshairWalkSizeMin"	"10"			//"15" min size of the crosshair when the player is walking [0-99]
//		"CrosshairWalkSizeMax"	"40"			//"40" max size of the crosshair when the player is walking [0-99]
//		"CrosshairRunSizeMin"	"25"			//"25" min size of the crosshair when the player is running [0-99]
//		"CrosshairRunSizeMax"	"80"			//"60" max size of the crosshair when the player is running [0-99]
//		"CrosshairIncSpeedMin"	"40"			//"60" min speed at which to increase bloom
//		"CrosshairIncSpeedMax"	"70"			//"60" max speed at which to increase bloom
//		"CrosshairDecSpeedMin"	"10"			//"10" min speed at which to decrease bloom
//		"CrosshairDecSpeedMax"	"70"			//"70" max speed at which to decrease bloom
//		"CrosshairFirePercent"	"0.8"			//"0.7" percent to bloom to crosshair upon firing a bullet


		SoundData
		{
			"empty"
			{
				"sound1"	"Weapons/Ranged/Anaconda/Empty.wav"
			}

			"attack"
			{
				"sound1"	"Weapons/Ranged/Anaconda/Attack_1.wav"
			}

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Anaconda/Attack_1.wav"	

			}

			"deploy"
			{
				"sound1"	"Weapons/Ranged/Anaconda/Deploy.wav"
			}

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Anaconda/Fidget.wav"
			}
		}

		Tables
		{
			Table
			{
				"Name"          "WeaponRanges"
				"InternalName"  "WeaponRanges"

				"Clamping"      "1"

				// point blank 0-80, close 80-110, short/medium 110-220,
				// meduim 220-370, long 370-650, great 650+

				"0"             "0"         // 5 (bonus)
				"1"             "150"         // 4 (bonus)
				"2"             "288"         // 3 (bonus)
				"3"             "425"        // 2 (bonus)
				"4"             "563"        // 1 (bonus)
				"5"             "700"     // 0 (neutral)
				"6"             "900"     //-1 (penalty)
				"7"             "1100"     //-2 (penalty)
				"8"             "1300"     //-3 (penalty)
				"9"             "1500"     //-4 (penalty)
			}
			Table
			{
				"Name"          "GrossPointBlank"
				"InternalName"  "GrossPointBlank"

				"Clamping"      "1"


				// percentage from 1-12 feet out

				"0"             "100"
				"1"             "90"
				"2"             "80"
				"3"             "70"
				"4"             "60"
				"5"             "50"
				"6"             "40"
				"7"             "30"
				"8"             "20"
				"9"             "10"
			}
			
		}
	}

//Secondary Attack
	Activation
	{
		"Tag"			"PrimaryMode2"
		"Type"			"Attack"
		"Ammo_Type"		"ThirtyeightRound"
		"Ammo_Cost"		"1"

		"SkillRequirement"	"5"				// min. skill requirement used in dmg calculations
		"BaseLethality"		"14"				// base lethality used in dmg calculations
		"Dmg"			"3 Lethal Ranged_Combat DMG_BULLET"

		"Botch_Table"		"Revolvers"
		"Attack_Rate"		"0.35"
		"NPC_Attack_Rate_Min"		"1.0"		// The range of times for NPCs using this weapon to pause between
		"NPC_Attack_Rate_Max"		"2.5"		//   attacks when at a distance of NPC_Attack_Rate_Base_Range inches. 
		"NPC_Attack_Rate_Base_Range"	"120"	//   Attack times scale down to Attack_Rate at a range of 0, and up
							//   proportionally as the range increases. If NPC_Attack_Rate_Base_Range
							//   is 0, the delay will not be scaled based on distance.

		"Range"			"35"
		"SpreadAngle"		"7"
		"allow_autofire"	"1"
		"CriminalLevel"		"3"
		"Accuracy"		"2"

		// SKS_RANGED
		"KickPitchMin"			"-1.75"		//"-0.75"
		"KickPitchMax"			"-15.00"	//"-10.00"
		"KickYawMin"			"-1.5"		//"-0.2"
		"KickYawMax"			"-2.0"		//"-1.5"
		"KickTime"			"0.04"		//"0.02"

		"CrosshairMinSize"		"10"		// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"40"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"40"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"	"10"	//"20"		// min size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMax"	"10"	//"40"		// max size of the crosshair when the player is walking [0-99]
		"CrosshairRunSizeMin"	"20" //"35"			// min size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMax"	"40" //"35"			// max size of the crosshair when the player is running [0-99]

		"CrosshairIncSpeedMin"	"66"	//"80" min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"75"	//"95" max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"4"	//min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"12"	//"40"max speed(10 Firearm Feat) at which to decrease bloom -high # faster

		"CrosshairFirePercent"	"0.6"			//"0.7" percent to bloom to crosshair upon firing a bullet

		"MinorKnockbackDist"	"350.0"			// maximum distance to cause minor knockback



		SoundData
		{
			"empty"
			{
				"sound1"	"Weapons/Ranged/Anaconda/Empty.wav"
			}

			"attack"
			{
				"sound1"	"Weapons/Ranged/Anaconda/Attack_1.wav"
			}

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Anaconda/Attack_1.wav"	

			}

			"deploy"
			{
				"sound1"	"Weapons/Ranged/Anaconda/Deploy.wav"
			}

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Anaconda/Fidget.wav"
			}
		}
		Tables
		{
			Table
			{
				"Name"          "WeaponRanges"
				"InternalName"  "WeaponRanges"

				"Clamping"      "1"


				// point blank 0-80, close 80-110, short/medium 110-220,
				// meduim 220-370, long 370-650, great 650+

				"0"             "0"         // 5 (bonus)
				"1"             "200"         // 4 (bonus)
				"2"             "219"         // 3 (bonus)
				"3"             "238"       // 2 (bonus)
				"4"             "256"       // 1 (bonus)
				"5"             "275"       // 0 (neutral)
				"6"             "294"       //-1 (penalty)
				"7"             "313"       //-2 (penalty)
				"8"             "331"     //-3 (penalty)
				"9"             "350"     //-4 (penalty)
			}
		}
	}

//Toggle Fireing Mode
	Activation
	{
		"Tag"		"Secondary"
		"Type"		"Toggle_Primary_Mode"
		"Attack_Rate"	".3"

		SoundData
		{
			"to-mode1"
			{
				"sound1"	"null.wav"
			}

			"to_mode2"
			{
				"sound1"	"null.wav"

			}

		}
	}

	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Anaconda1_SEL"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Anaconda1"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/ammo/anaconda_Ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/ammo/anaconda_ammo_SEL"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}

// Disabled because it uses Accuracy Crosshairs
//		"crosshair"
//		{
//			"640"
//			{
//				"file"		"crosshairs"
//				"x"			"0"
//				"y"			"48"
//				"width"		"24"
//				"height"	"24"
//			}



		// Accuracy Crosshairs
		"Acc_Crosshair00"		"hud/Crosshairs/Crosshair_01"
		"Acc_Crosshair01"		"hud/Crosshairs/Crosshair_02"
		"Acc_Crosshair02"		"hud/Crosshairs/Crosshair_03"
		"Acc_Crosshair03"		"hud/Crosshairs/Crosshair_04"
		"Acc_Crosshair04"		"hud/Crosshairs/Crosshair_05"
		"Acc_Crosshair05"		"hud/Crosshairs/Crosshair_06"
		"Acc_Crosshair06"		"hud/Crosshairs/Crosshair_07"
		"Acc_Crosshair07"		"hud/Crosshairs/Crosshair_08"
		"Acc_Crosshair08"		"hud/Crosshairs/Crosshair_09"
		"Acc_Crosshair09"		"hud/Crosshairs/Crosshair_10"
		"Interactive_Crosshair"	"hud/Crosshairs/Crosshair_Interactive"

		// Dynamic Crosshairs
		"Crosshair_LF"			"hud/Crosshairs/Crosshair_LF"
		"Crosshair_RT"			"hud/Crosshairs/Crosshair_RT"
		"Crosshair_UP"			"hud/Crosshairs/Crosshair_UP"
		"Crosshair_DN"			"hud/Crosshairs/Crosshair_DN"
	}
}