// Shotgun

WeaponData
{
// patch 1_6fr JPSO 14/07/2005
//	"printname"		"Utica M37"
	"printname"		"Ithaca M37"
	"description"		"Le m37 calibre 12 est conçu pour un usage à courte portée d'autodéfense domestique. Fréquemment employé par les forces de l'ordre et l'armée, le m37 est entièrement constitué de métal. Il est en outre doté d'un chargement et d'une éjection par le bas pour les droitiers comme pour les gauchers. Son recul modéré et sa légèreté le rendent facile d'utilisation."

	"viewmodel"		"models/weapons/m37/view/v_m37.mdl"
	"playermodel"		"models/weapons/m37/world/w_m37.mdl"
	"wieldmodel_f"		"models/weapons/m37/wield/w_f_m37.mdl"
	"wieldmodel_m"		"models/weapons/m37/wield/w_m_m37.mdl"
	"infomodel"		"models/weapons/m37/info/info_m37.mdl"
	// This should match the viewmodel QC file offset:
//	"origin_x"		"0"
//	"origin_y"		"2"
//	"origin_z"		"68"

	"origin_x"		"4"
	"origin_y"		"20"
	"origin_z"		"73"

	"anim_prefix"		"m37"
	"impact_snd_group"	"bullet"

	"activation0"		"Single Pump"
	"activation1"		"Error"
	"jammed0"		"Jammed"
	"jammed1"		"Jammed"
	"bucket"		"1"
	"bucket_position"	"8"
	"camera_class"		"ranged"
	"weight"		"3"
	"item_flags"		"0"
	"item_type"		"weapon_firearm"
	"reload_single"		"1"	// add in 1 shell at a time
	"impact_force"		"1000"	// an impulse measured in kg*in/s
	"sound_group"	"Shotgun"
	"uses_accuracycursors"	"1"

	"muzzleflash_particle" 		"W_ithaca_m_37_Emitter"
	"muzzlesmoke_particle" 		"Blank_emitter"
	"viewmuzzleflash_particle" 	"W_ithaca_m_37_View_Emitter"
	"viewmuzzlesmoke_particle" 	"Blank_emitter"

	"item_worth"		"90"
	"player_sell"		"15"

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

//Weapon Ammo
	Magazine
	{
		"ammoprintname"		"Cartouche de calibre 12"
// patch 1_6fr JPSO 14/07/2005
//		"ammodescription"	"Une boîte contenant des cartouches pour le Utica m37."
		"ammodescription"	"Une boîte contenant des cartouches pour le Ithaca m37."
// changes end
		"ammo_worth"		"12" //"18"
		"ammoinfomodel"		"models/weapons/ammo/shotgun/shotgun_shells.mdl"

		"Size"			"6"
		"Default_Size"		"0"
		"Dropped_Ammo"		"6"
		"Type"			"Ithica_M37Round"
		"ReloadTime"		"4.0"
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Shotgun/Reload.wav"
			}

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

//Primary Attack
	Activation
	{
		"Tag"			"Primary"
		"Type"			"Attack"
		"Ammo_Type"		"Ithica_M37Round"
		"Ammo_Cost"		"1"
		"Ammo_Fired"		"8"

		"SkillRequirement"	"5"		// min. skill requirement used in dmg calculations		
		"BaseLethality"		"20"		// base lethality used in dmg calculations
		// PATCH 1_6 JPSO 01/07/2005
		//"Dmg"			"2 Lethal Ranged_Combat DMG_BUCKSHOT"
		"Dmg"			"3 Lethal Ranged_Combat DMG_BUCKSHOT"
		// changes end

		"Botch_Table"		"Shotguns"
		"Attack_Rate"		"1.0"
		"NPC_Attack_Rate_Min"		"2.0"		// The range of times for NPCs using this weapon to pause between
		"NPC_Attack_Rate_Max"		"3.0"		//   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.
		"Range"			"20"	

		// SKS_RANGED
		"KickPitchMin"			"-2.5"
		"KickPitchMax"			"-27.00"
		"KickYawMin"				"-5.0"
		"KickYawMax"			"-3.0"
		"KickTime"			"1.5"		// "0.04" I don't think this does anything, tbh
		"CrosshairMinSize"		"23"		// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"85"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"68"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"	"23"	//"40"		// min size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMax"	"23"	//"68"		// 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"	"68"			// max size of the crosshair when the player is running [0-99]

		"CrosshairIncSpeedMin"	"80"	//min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"95"	//max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"8"	//min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"18"	//"40"max speed(10 Firearm Feat) at which to decrease bloom -high # faster

		"CrosshairFirePercent"	"0.9"			// percent to bloom to crosshair upon firing a bullet

		// WS _VF_ PATCH 1_5 JPSO 15/06/2005
		//"MajorKnockbackDist"	"105.0"
		"MajorKnockbackDist"	"50.0"			// maximum distance to cause major knockback
		// changes end
		"MinorKnockbackDist"	"250.0"			// maximum distance to cause minor knockback

		"SpreadAngle"		"10.0"
		"CriminalLevel"		"3"
		"Accuracy"		"1"

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

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

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

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Shotgun/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"             "1"         // 5 (bonus)
				"1"             "150"         // 4 (bonus)
				"2"             "175"         // 3 (bonus)
				"3"             "200"       // 2 (bonus)
				"4"             "225"       // 1 (bonus)
				"5"             "250"       // 0 (neutral)
				"6"             "288"       //-1 (penalty)
				"7"             "325"       //-2 (penalty)
				"8"             "363"     //-3 (penalty)
				"9"             "400"     //-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"
			}
			
		}
	}

	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Shotgun_SEL"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Shotgun"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/ammo/shotgun_ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/ammo/shotgun_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"
	}
}
