// Scoped Rifle

WeaponData
{
	// WS _VF_ PATCH 1_5 JPSO  15/06/2005 et 17fr JPSO 11/08/2005
	//"printname"			"700P de Bach"
	"printname"			"Remington M700 du SWAT"
	// changes end
	"description"			"Un fusil classique employé par les équipes du SWAT. Il est doté d'une lunette 20X pour dégommer les gouttes de sueur sur le front de la cible."
	"viewmodel"			"models/weapons/rifle_rem700/view/v_Rem700_bach.mdl"
	"playermodel"			"models/weapons/rifle_rem700/ground/g_rifle_rem700_bach.mdl"
	"wieldmodel_f"			"models/weapons/rifle_rem700/wield/w_f_rifle_rem700_bach.mdl"
	"wieldmodel_m"			"models/weapons/rifle_rem700/wield/w_m_rifle_rem700_bach.mdl"
	"infomodel"			"models/weapons/rifle_rem700/info/i_rifle_rem700_bach.mdl"

	// This should match the viewmodel QC file offset:
	"origin_x"				"0"
	"origin_y"				"0"
	"origin_z"				"70"

	"anim_prefix"				"rem700"
	"impact_snd_group"			"bullet"


	"activation0"				"Single"
	"activation1"				"Single"
	"jammed0"				"Jammed"
	"jammed1"				"Jammed"
	"bucket"				"1"
	"bucket_position"			"4"
	"camera_class"				"ranged"
	"weight"				"3"
	"item_flags"				"0"
	"item_type"				"weapon_firearm"
// patch 17fr JPSO 11/08/2005
//	"Scope_Ranges"				"0, 20, 10"
	"Scope_Ranges"				"0, 5"
// Changes end
	"sound_group"				"Rifle"
	"uses_accuracycursors"			"1"

	// WS _VF_ PATCH 1_5 JPSO  15/06/2005
	//"item_worth"			"135"
	"item_worth"			"250"

	// WS  PATCH 17fr JPSO  11/08/2005 et 18fr 01/09/2005
	"ZoomSwayDeltaMagnitudeMin"	"0.5"		//"0.1"
	"ZoomSwayDeltaMagnitudeMax"	"2.0"		//"0.2"
	"ZoomSwayTimerMin"			"0.1"	//"0.5", changed by Wesp
	"ZoomSwayTimerMax"			"0.2"	//"2.0", changed by Wesp
	// changes end

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

//Weapon Ammo
	Magazine
	{
		"ammoprintname"			"Munitions grande vitesse"
		"ammodescription"		"Munitions de fusil .308, communément utilisées par les snipers."
		// WS _VF_ PATCH 1_5 JPSO 15/06/2005
		//"ammo_worth"			"7"
		"ammo_worth"			"5"
		// changes end
		"ammoinfomodel"			"models/weapons/ammo/rem_700/i_rem_700_ammo.mdl"

		// WS _VF_ PATCH 1_5 JPSO 15/06/2005
		//"Size"				"6"
		"Size"				"1"
		// changes end
		"Default_Size"			"0"
		// WS _VF_ PATCH 1_5 JPSO 15/06/2005
		//"Dropped_Ammo"			"6"
		"Dropped_Ammo"			"1"
		// changes end
		"Type"				"Remington_M_700Round"
		"ReloadTime"			"3.5"


		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Remington/Reload.wav"
			}

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

//Primary Attack
	Activation
	{
		"Tag"				"Primary"
		"Type"				"Attack"
		"Ammo_Type"			"Remington_M_700Round"
		"Ammo_Cost"			"1"
		"Botch_Table"			"Bolt_Rifles"
		// WS _VF_ PATCH 1_5 JPSO 15/06/2005
		//"Attack_Rate"			"0.5"
		"Attack_Rate"			"1"
		// changes end
		"Range"				"200"

		"SkillRequirement"	"6"			// min. skill requirement used in dmg calculations		
		// WS _VF_ PATCH 1_5 JPSO 15/06/2005 and 01/07/2005 for 1_6
		//"BaseLethality"		"25"		
		//"Dmg"			"1 Lethal Ranged_Combat DMG_BULLET"
		"BaseLethality"		"15"			// base lethality used in dmg calculations
		"Dmg"			"3 Lethal Ranged_Combat DMG_BULLET"
		// chenges end

		// SKS_RANGED
		"KickPitchMin"			"-0.75"
		"KickPitchMax"			"-10.00"
		"KickYawMin"			"-0.2"
		"KickYawMax"			"-1.5"
		"KickTime"			"0.02"			// I don't think this is used anymore
		"CrosshairMinSize"		"80"			// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"80"			// size of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"		"80"			// min size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMax"		"80"			// max size of the crosshair when the player is walking [0-99]
		"CrosshairRunSizeMin"		"80"			// min size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMax"		"80"			// max size of the crosshair when the player is running [0-99]
		"CrosshairIncSpeedMin"		"90"			// min speed at which to increase bloom
		"CrosshairIncSpeedMax"		"90"			// max speed at which to increase bloom
		"CrosshairDecSpeedMin"		"90"			// min speed at which to decrease bloom
		"CrosshairDecSpeedMax"		"90"			// max speed at which to decrease bloom
		"CrosshairFirePercent"		"0.0"			// percent to bloom to crosshair upon firing a bullet

// WS _VF_ PATCH 1_5 JPSO 15/06/2005
//		"BaseLethality"			"5"
//		"SkillRequirement"		"5"
// changes end

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

		// WS _VF_ PATCH 1_5 JPSO 15/06/2005
		"MinorKnockbackDist"	"1500.0"			// maximum distance to cause minor knockback, ws
		// changes end

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

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

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Remington/Attack_1.wav"	
			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Remington/Fidget.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)
			}
			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"
			}
			
		}
	}

//Scope
	Activation
	{
		"Tag"				"Secondary"
		"Type"				"Zoom_Out_Loop"

		"Ammo_Type"			"Remington_M_700Round"
		"Ammo_Cost"			"1"
		"Botch_Table"			"Bolt_Rifles"
		// WS _VF_ PATCH 1_5 JPSO 15/06/2005
		//"Attack_Rate"			"0.5"
		"Attack_Rate"			"1"
		// changes end

		"SkillRequirement"	"6"			// min. skill requirement used in dmg calculations		
		// WS _VF_ PATCH 1_5 JPSO 15/06/2005 and 01/07/2005 for 1_6 (damage from 10 to 15)
		//"BaseLethality"		"25"
		//"Dmg"			"1 Lethal Ranged_Combat DMG_BULLET"
		"BaseLethality"		"10"			// base lethality used in dmg calculations
		"Dmg"			"15 Lethal Ranged_Combat DMG_BULLET"
		// changes end

		// SKS_RANGED
		"KickPitchMin"			"-0.75"
		"KickPitchMax"			"-10.00"
		"KickYawMin"			"-0.2"
		"KickYawMax"			"-1.5"
		"KickTime"			"0.02"			// I don't think this is used anymore
		"CrosshairMinSize"		"80"			// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"80"			// size of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"		"80"			// min size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMax"		"80"			// max size of the crosshair when the player is walking [0-99]
		"CrosshairRunSizeMin"		"80"			// min size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMax"		"80"			// max size of the crosshair when the player is running [0-99]
		"CrosshairIncSpeedMin"		"90"			// min speed at which to increase bloom
		"CrosshairIncSpeedMax"		"90"			// max speed at which to increase bloom
		"CrosshairDecSpeedMin"		"90"			// min speed at which to decrease bloom
		"CrosshairDecSpeedMax"		"90"			// max speed at which to decrease bloom
		"CrosshairFirePercent"		"0.0"			// percent to bloom to crosshair upon firing a bullet

// WS _VF_ PATCH 1_5 JPSO 15/06/2005
//		"BaseLethality"			"5"
//		"SkillRequirement"		"5"
// changes end

		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"             "30000"     // 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/Remington_M-700_bach_Sel"
				"x"		"0"
				"y"		"0"
				"width"		"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Remington_M-700_bach"
				"x"		"0"
				"y"		"0"
				"width"		"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/ammo/rem_700_ammo"
				"x"		"0"
				"y"		"0"
				"width"		100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/ammo/rem_700_ammo_SEL"
				"x"		"0"
				"y"		"0"
				"width"		"100"
				"height"	"64"
			}
		}
		"zoom"
		{
			"640"
			{
				"file"		"crosshairs"
				"x"		"0"
				"y"		"48"
				"width"		"48"
				"height"	"48"
			}
		}


// 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"
		}
}
