//Average Pistol

WeaponData
{
// patch 1_6fr JPSO 14/07/2005
//	"printname"		"Brokk 17c"
	"printname"		"Glock 17c"
// changes end
	"description"		"Un pistolet standard de 9 mm doté d'une crosse et d'un canon en polymère (et non en métal) qui le rendent plus léger. Cette arme est fréquemment utilisée par les forces de l'ordre. Sa légèreté accroît l'effet de recul et c'est pour cela que des prises d'air ont été ajoutées sur le dessus du canon afin de limiter le soulèvement de la bouche."

	"viewmodel"		"models/weapons/pistol_glock/view/v_pistol_glock.mdl"
	"playermodel"		"models/weapons/pistol_glock/ground/g_pistol_glock.mdl"
	"wieldmodel_f"		"models/weapons/pistol_glock/wield/w_f_pistol_glock.mdl"
	"wieldmodel_m"		"models/weapons/pistol_glock/wield/w_m_pistol_glock.mdl"
	"infomodel"		"models/weapons/pistol_glock/info/info_pistol_glock.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"		"180"

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

//Weapon Ammo
	Magazine
	{
		"ammoprintname"		"Magasin de 9 mm"
// patch 1_6fr JPSO 19/07/2005
//		"ammodescription"	"Un magasin de munitions de 9 mm pour le Brokk 17c."
		"ammodescription"	"Un magasin de munitions de 9 mm pour le Glock 17c."
// changes end
		"ammoinfomodel"		"models/weapons/ammo/glock/i_glock_ammo.mdl"

		"Size"			"18"
		"Default_Size"		"0"
		"Dropped_Ammo"		"18"
		"Type"			"Glock_17cRound"
		"ReloadTime"		"3.5"
		"ammo_worth"		"7"
		
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Glock/Reload.wav"
			}

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

//Primary Attack
	Activation
	{

		"SkillRequirement"	"5"		// min. skill requirement used in dmg calculations		
		"BaseLethality"		"9"		// base lethality used in dmg calculations
		"Dmg"			"2 Lethal Ranged_Combat DMG_BULLET"
		
		"Attack_Rate"		"0.4"			//"0.2"
		"NPC_Attack_Rate_Min"		".9"		// 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"	"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"		"Glock_17cRound"
		"Ammo_Cost"		"1"
		"Botch_Table"		"Pistols"
		"Range"			"20"

		// SKS_RANGED
		"KickPitchMax"			"-7.50"		//"-10.00"
		"KickPitchMin"			"-1.75"		//"-1.75"
		"KickYawMax"			"-0.75"		//"-2.5"
		"KickYawMin"			"-0.0"		//"-0.2"
		"KickTime"			"0.03"		//"0.02"

		"CrosshairMinSize"		"12"		// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"44"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"44"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"	"12"	//"30"		// min size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMax"	"12"	//"44"		// max size of the crosshair when the player is walking [0-99]
		"CrosshairRunSizeMin"	"34"			// min size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMax"	"44"			// max size of the crosshair when the player is running [0-99]

		"CrosshairIncSpeedMin"	"42"	// min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"50"	// max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"7"	// min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"16"	// max speed(10 Firearm Feat) at which to decrease bloom -high # faster

		"CrosshairFirePercent"	"0.65"			//"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"		"4.0"
		"CriminalLevel"	"3"
		"Accuracy"		"6"

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

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

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Glock/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/Glock_SEL"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Glock"
				"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"
	}
}
