// Super Shotgun

WeaponData
{
// _VF_ PATCH 1_6FR JPSO 19/07/2005
//	"printname"		"Jaegerspas XV"
//	"description"		"Le fusil automatique Jaegerspas ressemble plus à un fusil d'assaut qu'à un fusil traditionnel. Il décharge ses cartouches mortelles à une cadence dévastatrice. Le Jaegerspas est doté d'une fonction semi-automatique et d'une fonction à pompe."
	"printname"		"Franchi SPAS-15"
	"description"		"Le fusil automatique Franchi SPAS-15 ressemble plus à un fusil d'assaut qu'à un fusil traditionnel. Il décharge ses cartouches mortelles à une cadence dévastatrice. Le Franchi SPAS-15 est doté d'une fonction semi-automatique et automatique."
// changes end
	"viewmodel"		"models/weapons/supershotgun/view/v_supershotgun.mdl"
	"playermodel"		"models/weapons/supershotgun/ground/g_supershotgun.mdl"
	"wieldmodel_f"		"models/weapons/supershotgun/wield/w_f_supershotgun.mdl"
	"wieldmodel_m"		"models/weapons/supershotgun/wield/w_m_supershotgun.mdl"
	"infomodel"		"models/weapons/supershotgun/info/i_supershotgun.mdl"

	// This should match the viewmodel QC file offset:
	"origin_x"		"0"
	"origin_y"		"4"
	"origin_z"		"68"

	"anim_prefix"		"supershotgun"
	"impact_snd_group"	"bullet"

	"activation0"		"Single Pump"
	"activation1"		"Full Auto"
	"jammed0"		"Jammed"
	"jammed1"		"Jammed"
	"bucket"		"1"
	"bucket_position"	"8"
	"camera_class"		"ranged"
	"weight"		"3"
	"item_flags"		"0"
	"item_type"		"weapon_firearm"
	"allow_autofire"	"1"
	"impact_force"		"2000"	// an impulse measured in kg*in/s
	"sound_group"	"Super_Shotgun"
	"uses_accuracycursors"	"1"

	"muzzleflash_particle" 		"W_SuperShotgun_Emitter"
	"muzzlesmoke_particle" 		"Blank_emitter"
	"viewmuzzleflash_particle" 	"W_SuperShotgun_View_Emitter"
	"viewmuzzlesmoke_particle" 	"Blank_emitter"

	"item_worth"		"285"

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


//Weapon Ammo
	Magazine
	{
		"ammoprintname"		"Cartouche calibre 12"
// _VF_ PATCH 1_6FR JPSO 19/07/2005
//		"ammodescription"	"Ce magasin contient des cartouches de calibre 12 pour le Jaegerspas XV."
		"ammodescription"	"Ce magasin contient des cartouches de calibre 12 pour le Franchi SPAS-15."
// changes end
		"ammo_worth"		"12"//"18"
		"ammoinfomodel"		"models/weapons/ammo/supershotgun/i_supershotgun_ammo.mdl"

		"Size"			"6"
		"Default_Size"		"0"
		"Dropped_Ammo"		"4"
		"Type"			"Super_ShotgunRound"
		"ReloadTime"		"4.0"
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Super_Shotgun/Reload.wav"
			}

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

//Primary Attack
	Activation
	{
		"Tag"			"Primary"
		"Type"			"Attack"
		"Ammo_Type"		"Super_ShotgunRound"
		"Ammo_Cost"		"1"
		"Ammo_Fired"		"8"
		"Botch_Table"		"Shotguns"
		"Range"			"20"

		"SkillRequirement"	"7"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"18"		// base lethality used in dmg calculations
		"Dmg"			"3 Lethal Ranged_Combat DMG_BUCKSHOT"

		"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.

		// SKS_RANGED
		"KickPitchMin"			"-1.0"
		"KickPitchMax"			"-18.00"
		"KickYawMin"			"-0.5"
		"KickYawMax"			"-3.0"
		"KickTime"				"0.04"
		"CrosshairMinSize"		"18"		// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"66"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"66"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"	"18"			// min size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMax"	"18"		//"90"	// 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"	"66"		//"90"	// max size of the crosshair when the player is running [0-99]

		"CrosshairIncSpeedMin"	"40"	//"60"min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"40"	//"60"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"	"20"	//"40"max speed(10 Firearm Feat) at which to decrease bloom -high # faster

		"CrosshairFirePercent"	"0.8"			// 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"		"7.0"
		"CriminalLevel"	"4"
		"Accuracy"		"6"

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

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

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

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Super_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"             "0"         // 5 (bonus)
				"1"             "0"         // 4 (bonus)
				"2"             "0"         // 3 (bonus)
				"3"             "110"       // 2 (bonus)
				"4"             "220"       // 1 (bonus)
				"5"             "300"       // 0 (neutral)
				"6"             "500"       //-1 (penalty)
				"7"             "800"       //-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"
			}
			
		}
	}


//Secondary Attack
	Activation
	{
		"Tag"			"PrimaryMode2"
		"Type"			"Attack"
		"Ammo_Type"		"Super_ShotgunRound"
		"Ammo_Cost"		"1"
		"Ammo_Fired"		"8"
		"Botch_Table"		"Shotguns"
		"Range"			"20"

		"SkillRequirement"	"7"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"18"		// base lethality used in dmg calculations
		"Dmg"			"3 Lethal Ranged_Combat DMG_BUCKSHOT"
		
		"Attack_Rate"		".2"	// The minimum allowable time between pulls of the trigger
		"NPC_Attack_Rate_Min"		"1.0"	// The range of times for NPCs using this weapon to pause between
		"NPC_Attack_Rate_Max"		"2.8"	//   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
		"KickPitchMin"			"-3.0"
		"KickPitchMax"			"-14.00"
		"KickYawMin"			"-1.0"
		"KickYawMax"			"-4.0"
		"KickTime"				"0.04"
		"CrosshairMinSize"		"25"		// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"55"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"55"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"	"40"			// min size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMax"	"55"		//"90"	// 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"	"55"		//"90"	// max size of the crosshair when the player is running [0-99]

		"CrosshairIncSpeedMin"	"20"	//"60"min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"20"	//"60"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"	"0.4"			// percent to bloom to crosshair upon firing a bullet

		"MinorKnockbackDist"	"250.0"			// maximum distance to cause minor knockback

		"SpreadAngle"		"7.0"
		"allow_autofire"	"1"
		"CriminalLevel"	"4"
		"Accuracy"		"6"

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

			"attack"
			{
				"sound1"	"Weapons/Ranged/Super_Shotgun/Attack_2.wav"
			}

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Super_Shotgun/Attack_2.wav"	

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Super_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"             "0"         // 5 (bonus)
				"1"             "0"         // 4 (bonus)
				"2"             "0"         // 3 (bonus)
				"3"             "110"       // 2 (bonus)
				"4"             "220"       // 1 (bonus)
				"5"             "300"       // 0 (neutral)
				"6"             "500"       //-1 (penalty)
				"7"             "800"       //-2 (penalty)
				"8"             "30000"     //-3 (penalty)
				"9"             "30000"     //-4 (penalty)
			}
		}
	}

//Toggle Fireing Mode
	Activation
	{
		"Tag"		"Secondary"
		"Type"		"Toggle_Primary_Mode"
		"Attack_Rate"	".3"

		SoundData
		{
			"to-mode1"
			{
				"sound1"	"Weapons/Ranged/To_Mode1.wav"
			}

			"to_mode2"
			{
				"sound1"	"Weapons/Ranged/To_Mode2.wav"

			}

		}
	}

	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/supershotgun_SEL"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/supershotgun"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/ammo/supershotgun_ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/ammo/supershotgun_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"
	}
}
