//Average Pistol

WeaponData
{
	"printname"		"Colt 1911"
	"description"		"Pistol Colt 1911 is designed to arm the army (police were not armed because of the power applied by the holder). The development was launched designer John Moses Browning in 1905. Adopted by the United States Army cavalry in 1911, then was adopted by the other armed forces. Officially adopted by the nearly 20 countries. Is produced under license in several countries, also at its base a lot of commercial and sporting options."

	"viewmodel"		"models/weapons/pistol_glock/view/v_c1911.mdl"
	"playermodel"		"models/weapons/pistol_glock/ground/g_c1911.mdl"
	"wieldmodel_f"		"models/weapons/pistol_glock/wield/w_f_c1911.mdl"
	"wieldmodel_m"		"models/weapons/pistol_glock/wield/w_m_c1911.mdl"
	"infomodel"		"models/weapons/pistol_glock/info/info_c1911.mdl"

	// This should match the viewmodel QC file offset:
	"origin_x"		"6"
	"origin_y"		"6"
	"origin_z"		"68"

	"anim_prefix"		"glock"

	"activation0"		"Single"
	"activation1"		"Attack"
	"jammed0"		"Jammed"
	"jammed1"		"Jammed"
	"bucket"		"1"
	"bucket_position"		"2"
	"camera_class"		"ranged"
	"weight"		"3"
	"item_flags"		"0"
	"item_type"		"weapon_firearm"
	"sound_group"	"Glock"
	"uses_accuracycursors"	"1"
	"impact_snd_group"	"bullet"

	"item_worth"		"117"

	"projectile_velocity"	"2000"
	"projectile_particles"	"bullettrail_emitter"	
	"fires_projectile"	"1"
	"projectile_sticks"	"0"
	"can_stakedmg"		"1"

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

//Weapon Ammo
	Magazine
	{
		"ammoprintname"		".45 ACP (11,43mm) Magazine"
		"ammodescription"	"Automatic Colt Pistol .45 caliber unitary pistol cartridge designed by John Browning in 1905. Since then, is a popular cartridge for self-defense (especially in the United States)."
		"ammoinfomodel"		"models/weapons/ammo/glock/i_glock_ammo.mdl"

		"Size"			"9"
		"Default_Size"		"0"
		"Dropped_Ammo"		"9"
		"Type"			"MediumRound"
		"ReloadTime"		"3.5"
		"ammo_worth"		"10"
		
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Glock/Reload.wav"
			}

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

//Primary Attack
	Activation
	{

		"SkillRequirement"	"4"		// min. skill requirement used in dmg calculations		
		"BaseLethality"		"12"		// base lethality used in dmg calculations
		"Dmg"			"2 Bashing Ranged_Combat DMG_BULLET"
		
		"Attack_Rate"		"0.25"			//"0.2"
		"NPC_Attack_Rate_Min"		"0.25"		// The range of times for NPCs using this weapon to pause between
		"NPC_Attack_Rate_Max"		"0.45"		//   attacks when at a distance of NPC_Attack_Rate_Base_Range inches. 
		"NPC_Attack_Rate_Base_Range"	"80"	//   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.

		"Tag"			"Primary"
		"Type"			"Attack"
		"Ammo_Type"		"MediumRound"
		"Ammo_Cost"		"1"
		"Botch_Table"		"Pistols"
		"Range"			"40"
		"allow_autofire"	"1"

		// SKS_RANGED
		"KickPitchMax"			"-1.50"		//"-10.00"
		"KickPitchMin"			"-1.75"		//"-1.75"
		"KickYawMax"			"-0.75"		//"-2.5"
		"KickYawMin"			"-0.0"		//"-0.2"
		"KickTime"			"0.02"		//"0.02"

		"CrosshairMinSize"		"8"		// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"32"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"32"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"	"10"	//"30"		// min size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMax"	"10"	//"44"		// 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"	"35"			// max size of the crosshair when the player is running [0-99]

		"CrosshairIncSpeedMin"	"20"	// 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"	"32"	// min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"32"	// max speed(10 Firearm Feat) at which to decrease bloom -high # faster

		"CrosshairFirePercent"	"0.15"			//"0.5" percent to bloom to crosshair upon firing a bullet

//		"CrosshairMinSize"		"10"		//"10" smallest crosshair size for this activation [0-99]
//		"CrosshairFireSize"		"40"		//"40" size of the crosshair when the gun is fired [0-99]
//		"CrosshairWalkSizeMin"	"10"			//"10" min size of the crosshair when the player is walking [0-99]
//		"CrosshairWalkSizeMax"	"25"			//"25" max size of the crosshair when the player is walking [0-99]
//		"CrosshairRunSizeMin"	"20"			//"20" min size of the crosshair when the player is running [0-99]
//		"CrosshairRunSizeMax"	"55"			//"55" max size of the crosshair when the player is running [0-99]
//		"CrosshairIncSpeedMin"	"60"	//min speed(10 Firearm Feat) at which to increase bloom -low # slower
//		"CrosshairIncSpeedMax"	"80"	//max speed(1 Firearm Feat) at which to increase bloom -high # faster
//		"CrosshairDecSpeedMin"	"20"	//min speed(1 Firearm Feat) at which to decrease bloom -low # slower
//		"CrosshairDecSpeedMax"	"40"	//"40"max speed(10 Firearm Feat) at which to decrease bloom -high # faster		



		"SpreadAngle"		"3.0"
		"CriminalLevel"		"3"
		"Accuracy"		"6"

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

			"attack"
			{
				"sound1"	"Weapons/Ranged/Glock/Weapon_C1911.wav"
			}

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Glock/Weapon_C1911.wav"	

			}

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

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

	// Weapon Sprite data is loaded by the Client DLL.
	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/c1911_SEL"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/c1911"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/ammo/glock_ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/ammo/glock_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"
	}
}