//Great Pistol

// *********** NOTE ****************
// *********** NOTE ****************
// The glock in this file needs to be replaced!
// *********** NOTE ****************
// *********** NOTE ****************

WeaponData
{
	"printname"		"McLusky .50 Caliber"
	"description"		"This heavy gun was originally designed as a sport pistol for target shooting competitions. Due to the intimidating look of this massive .50 cal, it has been adopted as a favourite in movies and on tv shows as the all purpose Big Gun. The McLusky is one of the few gas-operated handguns ever produced, and one of the most powerful and heavy pistols available on the market."
	"viewmodel"		"models/weapons/desert_eagle/view/v_desert_eagle.mdl"
	"playermodel"		"models/weapons/desert_eagle/ground/g_desert_eagle.mdl"
// WIP! We don't have a female model currently!!!
"wieldmodel_f"		"models/weapons/pistol_glock/wield/w_f_pistol_glock.mdl"
	"wieldmodel_m"		"models/weapons/desert_eagle/wield/w_m_deserteagle.mdl"
	"infomodel"		"models/weapons/desert_eagle/info/i_desert_eagle.mdl"

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

	"anim_prefix"		"deserteagle"

	"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"	"DesertEagle"
	"uses_accuracycursors"	"1"
	"impact_snd_group"	"bullet"

	"item_worth"		"300"

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

//Weapon Ammo
	Magazine
	{
		"ammoprintname"		".50 cal Magazine"
		"ammodescription"	"A magazine of .50 caliber rounds for the McLusky."
		"ammoinfomodel"		"models/weapons/ammo/glock/i_glock_ammo.mdl"

		"Size"			"12"
		"Default_Size"		"0"
		"Dropped_Ammo"		"12"
		"Type"			"DesertEagle_Round"
		"ReloadTime"		"3.5"
		"ammo_worth"		"12"//"15"
		
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Glock/Reload.wav"
			}

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

//Primary Attack
	Activation
	{
		"Tag"			"Primary"
		"Type"			"Attack"
		"Ammo_Type"		"DesertEagle_Round"
		"Ammo_Cost"		"1"
		"Botch_Table"		"Pistols"
		"Range"			"20"

		"SkillRequirement"	"7"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"12"		// base lethality used in dmg calculations
		"Dmg"			"3 Lethal Ranged_Combat DMG_BULLET"

		"Attack_Rate"		"0.3"
		"NPC_Attack_Rate_Min"		".9"		// The range of times for NPCs using this weapon to pause between
		"NPC_Attack_Rate_Max"		"2.4"		//   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
		"KickPitchMax"			"-14.00"		//"-10.00"
		"KickPitchMin"			"-1.00"		//"-1.75"
		"KickYawMax"			"-0.0"		//"-2.5"
		"KickYawMin"			"-0.0"		//"-0.2"
		"KickTime"			"0.03"		//"0.02"

		"CrosshairMinSize"		"0"		// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"38"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"38"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"	"0"	//"24"		// min size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMax"	"0"	//"38"		// max size of the crosshair when the player is walking [0-99]
		"CrosshairRunSizeMin"	"14"			// min size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMax"	"40"			// max size of the crosshair when the player is running [0-99]

		"CrosshairIncSpeedMin"	"55"//"35"	// min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"55"//"35"	// max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"8"//"10"//"20"	// min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"18"//"10"//"20"// max speed(10 Firearm Feat) at which to decrease bloom -high # faster

		"CrosshairFirePercent"	"0.4"			//"0.7" percent to bloom to crosshair upon firing a bullet
		"MinorKnockbackDist"	"400.0"			// maximum distance to cause minor knockback, ws
		
//		"CrosshairIncSpeedMin"	"40"			//"40" min speed at which to increase bloom
//		"CrosshairIncSpeedMax"	"70"			//"70" max speed at which to increase bloom
//		"CrosshairDecSpeedMin"	"10"			//"10" min speed at which to decrease bloom
//		"CrosshairDecSpeedMax"	"50"			//"70" max speed at which to decrease bloom


		"SpreadAngle"		"4.0"
		"CriminalLevel"	"3"
		"Accuracy"		"6"

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

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

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Shotgun/Attack_1.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/DesertEagle_Sel"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/DesertEagle"
				"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"
	}
}