// Assault Rifle

WeaponData
{
	"printname"		"avtomat m16 (assault rifle)"
	"description"		"At long last, we have a weapon worthy of the man - so the soldiers said the U.S. Army, which has been adopted assault rifles M-16. Informally, because of the characteristic color, it immediately called «black rifle»"

	"viewmodel"		"models/weapons/supershotgun/view/v_m16.mdl"
	"playermodel"		"models/weapons/supershotgun/ground/g_m16.mdl"
	"wieldmodel_f"		"models/weapons/supershotgun/wield/w_f_m16.mdl"
	"wieldmodel_m"		"models/weapons/supershotgun/wield/w_m_m16.mdl"
	"infomodel"		"models/weapons/supershotgun/info/i_m16.mdl"

	// This should match the viewmodel QC file offset:
	"origin_x"		"0"
	"origin_y"		"4"
	"origin_z"		"68"
	"anim_prefix"		"steyr"
	"impact_snd_group"	"bullet"


	"activation0"		"Auto"
	"activation1"		"single"
	"jammed0"		"Jammed"
	"jammed1"		"Jammed"
	"bucket"		"1"
	"bucket_position"	"7"
	"camera_class"		"ranged"
	"weight"		"2"
	"item_flags"		"0"
	"item_type"		"weapon_firearm"
	"Scope_Ranges"		"0, 0"          //10, 5"
	"impact_force"		"2000"
	"sound_group"	"Assault_Rifle"
	"uses_accuracycursors"	"1"

	"muzzleflash_particle" 		"W_SuperShotgun_Emitter1"
	"muzzlesmoke_particle" 		"Blank_emitter"
	"viewmuzzleflash_particle" 	"W_SuperShotgun_View_Emitter1"
	"viewmuzzlesmoke_particle" 	"Blank_emitter"

	"item_worth"		"206"

	SoundData
	{
		"pickup"
		{
			"sound1"	"Weapons\Ranged\m16\Deploy.wav"
		}
	}


//Weapon Ammo
	Magazine
	{
		"ammoprintname"		".223 Remington Round"
		"ammodescription"	"(.223 Remington) M193 round magazine for m16."
		"ammo_worth"		"9"
		"ammoinfomodel"		"models/weapons/ammo/supershotgun/i_m16_ammo.mdl"

		"Size"			"25"
		"Default_Size"		"0"
		"Dropped_Ammo"		"25"
		"Type"			"Super_ShotgunRound"
		"ReloadTime"		"2.0"
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/m16/Reload.wav"
			}

			"reload_npc"
			{
				"sound1"	"Weapons/Ranged/m16/Reload.wav"
			}
		}
	}

//Primary Attack
	Activation
	{
		"Tag"			"Primary"
		"Type"			"Attack"
		"Ammo_Type"		"Super_ShotgunRound"
		"Ammo_Cost"		"1"
		"Botch_Table"		"Bolt_Rifles"
		"Range"			"200"
		"allow_autofire"	"1"

		"SkillRequirement"	"6"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"17"		// base lethality used in dmg calculations
		"Dmg"			"2 Lethal Ranged_Combat DMG_BULLET" // changed by Wesp

		"Attack_Rate"			"0.10"
		"NPC_Attack_Rate_Min"		"0.6"	// The range of times for NPCs using this weapon to pause between
		"NPC_Attack_Rate_Max"		"2.2"	//   attacks when at a distance of NPC_Attack_Rate_Base_Range inches. 
		"NPC_Attack_Rate_Base_Range"	"100"	//   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.

		// SKS_RANGED
		"KickPitchMin"			"-1.0"//"-0.75"
		"KickPitchMax"			"-1.0"
		"KickYawMin"			"-1.0"
		"KickYawMax"			"-1.0"
		"KickTime"				"0.01"

		"CrosshairMinSize"		"15"			// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"20"//"60"	// size of the crosshair when the gun is fired [0-99]
		"CrosshairFireSizeMin"		"15"//"20"	// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMax"	"15"		// max size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMin"	"15"		// min size of the crosshair when the player is walking [0-99]
		"CrosshairRunSizeMax"	"35"		// max size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMin"	"15"		// min size of the crosshair when the player is running [0-99]


		"CrosshairIncSpeedMin"	"15"			// min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"20"			// max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"10"			// min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"10"			// max speed(10 Firearm Feat) at which to decrease bloom -high # faster
		"CrosshairFirePercent"	"0.15"		//"0.7" // 

		"MajorKnockbackDist"	"105.0"			// maximum distance to cause major knockback
		"MinorKnockbackDist"	"250.0"	

		"SpreadAngle"		"1.0"
		"CriminalLevel"		"5"
		"Accuracy"		"6"
		"BurstMin"		"3"
		"BurstMax"		"5"

		SoundData
		{
			"empty"
			{
				"sound1"	"Weapons/Ranged/m16/Empty.wav"
			}

			"attack"
			{
				"sound1"	"Weapons/Ranged/m16/Attack_1.wav"
			}

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/m16/Attack_1.wav"	

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/m16/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"             "0"         // 4 (bonus)
				"2"             "0"         // 3 (bonus)
				"3"             "80"        // 2 (bonus)
				"4"             "120"       // 1 (bonus)
				"5"             "30000"     // 0 (neutral)
				"6"             "30000"     //-1 (penalty)
				"7"             "30000"     //-2 (penalty)
				"8"             "30000"     //-3 (penalty)
				"9"             "30000"     //-4 (penalty)
			}
		}
	}

//Scope
	Activation
	{
		"Tag"			"PrimaryMode2"

		"Type"			"Attack"
		"Ammo_Type"		"Super_ShotgunRound"
		"Ammo_Cost"		"1"
		"Botch_Table"		"Bolt_Rifles"

		"SkillRequirement"	"6"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"14"		// base lethality used in dmg calculations
		"Dmg"			"3 Lethal Ranged_Combat DMG_BULLET" 

		"Attack_Rate"			"0.10"
		"NPC_Attack_Rate_Min"		"0.6"	// The range of times for NPCs using this weapon to pause between
		"NPC_Attack_Rate_Max"		"2.2"	//   attacks when at a distance of NPC_Attack_Rate_Base_Range inches. 
		"NPC_Attack_Rate_Base_Range"	"100"	//   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.
		// SKS_RANGED
		"KickPitchMin"			"1.0"//"-0.75"
		"KickPitchMax"			"1.00"
		"KickYawMin"			"1.0"
		"KickYawMax"			"1.0"
		"KickTime"				"0.02"
		"CrosshairMinSize"		"10"			// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"20"//"60"			// size of the crosshair when the gun is fired [0-99]
		"CrosshairFireSizeMin"		"10"//"20"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMax"	"15"			// max size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMin"	"15"			// min size of the crosshair when the player is walking [0-99]
		"CrosshairRunSizeMin"	"30"			// min size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMax"	"15"			// max size of the crosshair when the player is running [0-99]

		"CrosshairIncSpeedMin"	"12"			// min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"12"			// max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"10"			// min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"12"			// max speed(10 Firearm Feat) at which to decrease bloom -high # faster
		"CrosshairFirePercent"	"0.15"		//"0.7" // 
		
//		"KickPitchMin"			"-0.75"
//		"KickPitchMax"			"-5.00"
//		"KickYawMin"			"-0.0"
//		"KickYawMax"			"-0.5"
//		"KickTime"				"0.02"
//		"CrosshairMinSize"		"10"			// smallest crosshair size for this activation [0-99]
//		"CrosshairFireSize"		"40"			// size of the crosshair when the gun is fired [0-99]
//		"CrosshairWalkSizeMin"	"20"			// min size of the crosshair when the player is walking [0-99]
//		"CrosshairWalkSizeMax"	"45"			// max size of the crosshair when the player is walking [0-99]
//		"CrosshairRunSizeMin"	"30"			// min size of the crosshair when the player is running [0-99]
//		"CrosshairRunSizeMax"	"60"			// max size of the crosshair when the player is running [0-99]
//		"CrosshairIncSpeedMin"	"50"			// min speed at which to increase bloom
//		"CrosshairIncSpeedMax"	"60"			// max speed at which to increase bloom
//		"CrosshairDecSpeedMin"	"10"			// min speed at which to decrease bloom
//		"CrosshairDecSpeedMax"	"90"			// max speed at which to decrease bloom
//		"CrosshairFirePercent"	"0.7"			// percent to bloom to crosshair upon firing a bullet

		"SpreadAngle"		"1.0"
		"CriminalLevel"		"5"
		"Accuracy"		"6"
		"BurstMin"		"2"
		"BurstMax"		"6"

		SoundData
		{
			"empty"
			{
				"sound1"	"Weapons/Ranged/m16/Empty.wav"
			}

			"attack"
			{
				"sound1"	"Weapons/Ranged/m16/Attack_1.wav"
			}

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/m16/Attack_1.wav"	

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/m16/Fidget.wav"
			}
		}
		
		Tables
		{
			Table
			{
				"Name"          "WeaponRanges"
				"InternalName"  "WeaponRanges"

				"Clamping"      "1"

				"0"             "0"         // 5 (bonus)
				"1"             "0"         // 4 (bonus)
				"2"             "0"         // 3 (bonus)
				"3"             "0"         // 2 (bonus)
				"4"             "30000"     // 1 (bonus)
				"5"             "30000"     // 0 (neutral)
				"6"             "30000"     //-1 (penalty)
				"7"             "30000"     //-2 (penalty)
				"8"             "30000"     //-3 (penalty)
				"9"             "30000"     //-4 (penalty)
			}
		}

	}

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



		SoundData
		{
			"to-mode1"
			{
				"sound1"	"weapons/Ranged/Uzi/To_Mode1.wav"
			}

			"to_mode2"
			{
				"sound1"	"weapons/Ranged/Uzi/To_Mode2.wav"

			}

		}
	}

	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/m16_Sel"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/m16"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/ammo/m16_ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/ammo/m16_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"
	}
}