// Assualt Rifle

WeaponData
{
	"printname"		"Steyr Aug"
	"description"		"Même si le Steyr Aug est une arme qui manque quelque peu d'éclat, elle conserve néanmoins une classe indéniable. Ceci dit, ce fusil mitrailleur autrichien a démontré sa fiabilité et son efficacité, devenant une arme militaire prisée à travers le monde. Elle est dotée d'une lunette 4X pour plus de précision."
	"viewmodel"		"models/weapons/rifle_steyraug/view/v_rifle_steyraug.mdl"
	"playermodel"		"models/weapons/rifle_steyraug/ground/g_rifle_steyraug_r.mdl"
	"wieldmodel_f"		"models/weapons/rifle_steyraug/wield/w_f_rifle_steyraug.mdl"
	"wieldmodel_m"		"models/weapons/rifle_steyraug/wield/w_m_rifle_steyraug.mdl"
	"infomodel"		"models/weapons/rifle_steyraug/info/i_rifle_steyraug.mdl"
	// This should match the viewmodel QC file offset:
	"origin_x"		"-1"
	"origin_y"		"0"
	"origin_z"		"66"
	"anim_prefix"		"steyr"
	"impact_snd_group"	"bullet"


	"activation0"		"Attack"
	"activation1"		"Attack"
	"jammed0"		"Jammed"
	"jammed1"		"Jammed"
	"bucket"		"1"
	"bucket_position"	"7"
	"camera_class"		"ranged"
	"weight"		"3"
	"item_flags"		"0"
	"item_type"		"weapon_firearm"
// Patch 17fr JPSO 11/08/2005
//	"Scope_Ranges"		"0, 15"
	"Scope_Ranges"		"0, 20"
// changes end
	"sound_group"	"Assault_Rifle"
	"uses_accuracycursors"	"1"

	"item_worth"		"375"

// Patch 17fr JPSO 11/08/2005
	"ZoomSwayDeltaMagnitudeMin"	"0.2"		//"0.6", changed by Wesp
	"ZoomSwayDeltaMagnitudeMax"	"0.4"		//"3.0", changed by Wesp
	"ZoomSwayTimerMin"			"0.2"	//"0.5", changed by Wesp
	"ZoomSwayTimerMax"			"0.4"	//"2.0", changed by Wesp
// Changes end

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


//Weapon Ammo
	Magazine
	{
		"ammoprintname"		"Munitions de l'OTAN"
		"ammodescription"	"Un magasin de munitions .223 pour le Steyr Aug."
		"ammo_worth"		"15"
		"ammoinfomodel"		"models/weapons/ammo/steyr_aug/i_steyr_aug_ammo.mdl"

		"Size"			"30"
		"Default_Size"		"0"
		"Dropped_Ammo"		"30"
		"Type"			"Steyr_AugRound"
		"ReloadTime"		"3.0"
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Steyr_AUG/Reload.wav"
			}

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

//Primary Attack
	Activation
	{
		"Tag"			"Primary"
		"Type"			"Attack"
		"Ammo_Type"		"Steyr_AugRound"
		"Ammo_Cost"		"1"
		"Botch_Table"		"Auto_Semi_Rifles"
		"Range"			"150"
		"allow_autofire"	"1"

		"SkillRequirement"	"8"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"14"		// base lethality used in dmg calculations

		// _VF_ PATCH 1_5 JPSO 26/06/2005 thanks to deadrom for this one et 03/06/06 MOD Clan 1.2 plus puissant
		//"Dmg"			"1 Lethal Ranged_Combat"
		//"Dmg"			"2 Lethal Ranged_Combat"
		"Dmg"			"3 Lethal Ranged_Combat"
		// changes end

		"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"			"-0.5"//"-0.75"
		"KickPitchMax"			"-6.00"
		"KickYawMin"			"-0.1"
		"KickYawMax"			"-5.5"
		"KickTime"				"0.02"

		"CrosshairMinSize"		"10"			// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"40"//"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"	"10"		// max size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMin"	"10"		// min size of the crosshair when the player is walking [0-99]
		"CrosshairRunSizeMax"	"60"		// max size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMin"	"20"		// min size of the crosshair when the player is running [0-99]


		"CrosshairIncSpeedMin"	"10"			// min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"25"			// max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"2"			// 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" // 

		"SpreadAngle"		"3.0"
		"CriminalLevel"		"4"
		"Accuracy"		"6"
		"BurstMin"		"3"
		"BurstMax"		"5"

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

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

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

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Steyr_AUG/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"			"Secondary"

		"Type"			"Zoom_Out_Loop"
		"Ammo_Type"		"Steyr_AugRound"
		"Ammo_Cost"		"1"
		"Botch_Table"		"Auto_Semi_Rifles"
		"allow_autofire"	"1"

		"SkillRequirement"	"8"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"14"		// base lethality used in dmg calculations

		// _VF_ PATCH 1_5 JPSO 26/06/2005 and 01/07/2005 for 1_6 (from 7 to 5) 
		//"Dmg"			"1 Lethal Ranged_Combat"
		// JPSO 03/06/06 MOD Clan 1.20 on s'fait plaisir, on mets a 7
		//"Dmg"			"5 Lethal Ranged_Combat"
		"Dmg"			"7 Lethal Ranged_Combat"
		// changes end

		"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"			"-0.1"//"-0.75"
		"KickPitchMax"			"-11.00"
		"KickYawMin"			"-0.1"
		"KickYawMax"			"-5.5"
		"KickTime"				"0.02"
		"CrosshairMinSize"		"10"			// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"40"//"60"			// size of the crosshair when the gun is fired [0-99]
		"CrosshairFireSizeMin"		"12"//"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"	"20"			// 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"	"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"	"20"			// min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"60"			// 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"		"3.0"
		"CriminalLevel"	"4"
		"Accuracy"		"6"
		"BurstMin"		"3"
		"BurstMax"		"5"

		// Sounds...
		SoundData
		{
			"zoom_in"
			{
				"sound1"	"PLACEHOLDER/weapons/zoom_in.wav"
			}
			"zoom_out"
			{
				"sound1"	"PLACEHOLDER/weapons/zoom_out.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)
			}
		}

	}

	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Steyr_Aug_Sel"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Steyr_Aug"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/ammo/steyr_aug_ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/ammo/steyr_aug_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"
	}
}
