// Good Sub Machine Gun

WeaponData
{
	"printname"		"M3 Grease gun"
	"description"		"simple, reliable, cheap submachine gun past 3 war: the second world war, the war in Korea and the Vietnam War. By gun immediately glued nickname «Grease Gun». This probably contributed to being in the grip oiler with a screw cap, which is likely to leak. According to another version «Grease Gun» is translated as «the syringe Lubrication», which is not surprising - the appearance of a submachine gun M3 gives every reason for such nicknames."

	"viewmodel"		"models/weapons/submachine_uzi/view/v_m3.mdl"
	"playermodel"		"models/weapons/submachine_uzi/ground/g_m3.mdl"
	"wieldmodel_f"		"models/weapons/submachine_uzi/wield/w_f_m3.mdl"
	"wieldmodel_m"		"models/weapons/submachine_uzi/wield/w_m_m3.mdl"
	"infomodel"		"models/weapons/submachine_uzi/info/i_m3.mdl"

	// This should match the viewmodel QC file offset:
	"origin_x"		"1"
	"origin_y"		"-5"
	"origin_z"		"68"

	"anim_prefix"		"uzi"


	"activation0"		"Full Auto"
	"activation1"		"Single"
	"jammed0"		"Jammed"
	"jammed1"		"Jammed"
	"bucket"		"1"
	"bucket_position"	"6"
	"camera_class"		"ranged"
	"weight"		"3"
	"item_flags"		"0"
	"item_type"		"weapon_firearm"
	"sound_group"	"Uzi"
	"uses_accuracycursors"	"1"
	"impact_snd_group"	"bullet"

	"muzzleflash_particle" 		"muzzleflash_emitter1"
	"muzzlesmoke_particle" 		"W_ThirtyEight_Emitter-Smoke2"
	"viewmuzzleflash_particle" 	"muzzleflash_emitter1"
	"viewmuzzlesmoke_particle" 	"W_ThirtyEight_Emitter-Smoke2"

	"item_worth"		"118"

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


//Weapon Ammo
	Magazine
	{
		"ammoprintname"		".45ACP Round"
		"ammodescription"	"A .45ACP Round magazine for M3 Grease gun."
		"ammo_worth"		"12"
		"ammoinfomodel"		"models/weapons/ammo/uzi/i_uzi_ammo.mdl"

		"Size"			"30"
		"Default_Size"		"0"
		"Dropped_Ammo"		"30"
		"Type"			"UziRound"
		"ReloadTime"		"2.5"
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Uzi/Reload.wav"
			}

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

//Primary Attack
	Activation
	{
// Switched 07/02/2004 by JLR for Leonard
//		"Tag"			"Primary"
		"Tag"			"PrimaryMode2"
		"Type"			"Attack"
		"Ammo_Type"		"UziRound"
		"Ammo_Cost"		"1"
		"Ammo_Fired"		"1"
		"Botch_Table"		"Pistols"
		"Range"			"50"

		"SkillRequirement"	"5"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"14"		// base lethality used in dmg calculations
		"Dmg"			"2 Bashing Ranged_Combat DMG_BULLET"

		"Attack_Rate"			"0.30"
		"NPC_Attack_Rate_Min"		"1.0"		// The range of times for NPCs using this weapon to pause between
		"NPC_Attack_Rate_Max"		"2.0"		//   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.


		// SKS_RANGED
		"KickPitchMin"			"-1.0"
		"KickPitchMax"			"-1.0"
		"KickYawMin"			"-1.2"
		"KickYawMax"			"-1.0"
		"KickTime"			"0.02"

		"CrosshairMinSize"		"15"		// smallest crosshair size for this activation [0-99], changed by wesp
		"CrosshairFireSize"		"50"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"30"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"		"30"	//"0"		// min size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMax"		"30"	//"20"		// max size of the crosshair when the player is walking [0-99]
		"CrosshairRunSizeMin"		"40"			// min size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMax"		"40"	//"90"	// max size of the crosshair when the player is running [0-99]

		"CrosshairIncSpeedMin"	"12"	//"60"min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"12"	//"60"max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"28"	//min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"28"	//"40"max speed(10 Firearm Feat) at which to decrease bloom -high # faster

		"CrosshairFirePercent"	"0.06"			// percent to bloom to crosshair upon firing a bullet



		"SpreadAngle"		"2.0"
		"CriminalLevel"	"3"
		"Accuracy"		"6"
		"BurstMin"		"3"
		"BurstMax"		"5"

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

			"attack"
			{
				"sound1"	"Weapons/Ranged/Uzi/Attack_3.wav"
			}

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Uzi/Attack_3.wav"	

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Uzi/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"             "180"       // 1 (bonus)
				"5"             "750"       // 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"
			}
			
		}
	}

//Secondary Attack
	Activation
	{
// Switched 07/02/2004 by JLR for Leonard
//		"Tag"			"PrimaryMode2"
		"Tag"			"Primary"
		"Type"			"Attack"
		"allow_autofire"	"1"
		"Ammo_Type"		"UziRound"
		"Ammo_Cost"		"1"
		"Ammo_Fired"		"1"
		"Botch_Table"		"Pistols"

		"SkillRequirement"	"5"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"14"		// base lethality used in dmg calculations
		"Dmg"			"2 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"	"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"			"50"
		"SpreadAngle"		"5.0"
		"CriminalLevel"		"3"
		"Accuracy"		"6"
		"BurstMin"		"3"
		"BurstMax"		"5"

		// SKS_RANGED

		"KickPitchMin"			"-1.0"
		"KickPitchMax"			"-1.0"
		"KickYawMin"			"-1.0"
		"KickYawMax"			"-1.0"
		"KickTime"				"0.04"

		"CrosshairMinSize"		"10"		// smallest crosshair size for this activation [0-99], changed by wesp
		"CrosshairFireSize"		"50"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"20"		// MIN size (Firearms 10) 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"	"20"		//"90"	// max size of the crosshair when the player is walking [0-99]
		"CrosshairRunSizeMin"	"40"			// min size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMax"	"40"		//"90"	// max size of the crosshair when the player is running [0-99]

		"CrosshairIncSpeedMin"	"14"	//"60"min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"14"	//"60"max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"28"	//min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"28"	//"40"max speed(10 Firearm Feat) at which to decrease bloom -high # faster

		"CrosshairFirePercent"	"0.08"			// percent to bloom to crosshair upon firing a bullet

//		"KickPitchMin"			"-0.55"
//		"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"	"0.5"			// percent to bloom to crosshair upon firing a bullet



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

			"attack"
			{
				"sound1"	"Weapons/Ranged/Uzi/Attack_3.wav"
			}

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Uzi/Attack_3.wav"	

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Uzi/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"             "180"       // 1 (bonus)
				"5"             "750"       // 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/m3gg_SEL"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/m3gg"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/Ammo/uzi_ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/Ammo/uzi_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"
	}
}