//Great Pistol

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

WeaponData
{
// patch 1_6fr JPSO 19/07/2005
//	"printname"		"McLusky calibre .50"
//	"description"		"Ce lourd pistolet fut à l'origine conçu pour les compétitions de tir. En raison de l'aspect menaçant de ce calibre .50, il fut utilisé dans de nombreux films et séries télé comme LE pistolet de référence. Le McLusky est l'une des quelques armes de poing à gaz jamais produites et l'un des pistolets les plus lourds et les plus puissants disponibles sur le marché."
	"printname"		"Desert Eagle calibre .50"
	"description"		"Ce lourd pistolet fut à l'origine conçu pour les compétitions de tir. En raison de l'aspect menaçant de ce calibre .50, il fut utilisé dans de nombreux films et séries télé comme LE pistolet de référence. Le Desert Eagle est l'une des quelques armes de poing à gaz jamais produites et l'un des pistolets les plus lourds et les plus puissants disponibles sur le marché."
// changes end
	"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"		"Magasin de calibre .50"
// patch 1_6fr JPSO 19/07/2005
//		"ammodescription"	"Un magasin de munitions de calibre .50 pour le McLusky."
		"ammodescription"	"Un magasin de munitions de calibre .50 pour le Desert Eagle."
// changes end
		"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
		// WS _VF_ PATCH 1_5 JPSO 15/06/2005
		"MinorKnockbackDist"	"400.0"			// maximum distance to cause minor knockback
		// changes end
		
//		"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"
	}
}
