// Average Sub-Machinegun

WeaponData
{
// patch 1_6fr JPSO 14/07/2005
//	"printname"		"Braddock 9mm"
	"printname"		"Mac-10 9mm"
// changes end
	"description"		"Un pistolet mitrailleur petit et léger tirant des balles de pistolet 9 mm. Cette arme favorise la cadence de tir au détriment de la précision. Son tir en rafale est relativement précis, mais en raison de sa cadence de rotation élevée et de sa légèreté, elle est plutôt utilisée comme une arme 'd'arrosage'."
	"viewmodel"		"models/weapons/submachine_mac10/view/v_submachine_mac10.mdl"
	"playermodel"		"models/weapons/submachine_mac10/ground/g_submachine_mac10.mdl"
	"wieldmodel_f"		"models/weapons/submachine_mac10/wield/w_f_submachine_mac10.mdl"
	"wieldmodel_m"		"models/weapons/submachine_mac10/wield/w_m_submachine_mac10.mdl"
	"infomodel"		"models/weapons/submachine_mac10/info/info_submachine_mac10.mdl"
	// This should match the viewmodel QC file offset:
	"origin_x"		"0"
	"origin_y"		"3"
	"origin_z"		"67"
	"anim_prefix"		"mac10"

	"activation0"		"Full Auto"
	"activation1"		"Error"
	"jammed0"		"Jammed"
	"jammed1"		"Jammed"
	"bucket"		"1"
	"bucket_position"	"5"
	"camera_class"		"ranged"
	"weight"		"3"
	"item_flags"		"0"
	"item_type"		"weapon_firearm"
	"sound_group"	"Mac_10"
	"uses_accuracycursors"	"1"
	"impact_snd_group"	"bullet"

	"item_worth"		"110"
	"player_sell"		"15"

	SoundData
	{
		"pickup"
		{
			"sound1"	"Weapons\Ranged\Mac_10\Deploy.wav"
		}
	}

	Magazine
	{
		"ammoprintname"		"Chargeur de 9 mm"
// patch 1_6fr JPSO 19/07/2005
//		"ammodescription"	"Un magasin de munitions pour le Braddock 9 mm."
		"ammodescription"	"Un magasin de munitions pour le Mac-10 9 mm."
// changes end
		"ammoinfomodel"		"models/weapons/ammo/mac_10/i_mac_10_ammo.mdl"

		"ammo_worth"		"11"//"15"

		"Size"			"30"
		"Default_Size"		"0"
		"Dropped_Ammo"		"25"
		"Type"			"Mac_10Round"
		"ReloadTime"		"2.5"
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Mac_10/Reload.wav"
			}

			"reload_npc"
			{		
				"sound1"	"weapons/Ranged/Mac_10/Reload.wav"
			}
		}
	}

	Activation
	{
		"Botch_Table"		"Pistols"
		"Range"			"25"
		"Tag"			"Primary"
		"Type"			"Attack"
		"allow_autofire"	"1"
		"Ammo_Type"		"Mac_10Round"
		"Ammo_Cost"		"1"
		"Ammo_Fired"		"1"

		"SkillRequirement"	"5"			// min. skill requirement used in dmg calculations		
		"BaseLethality"		"9"			// base lethality used in dmg calculations
		"Dmg"			"1 Lethal Ranged_Combat DMG_BULLET"

		"Attack_Rate"			"0.10"
		"NPC_Attack_Rate_Min"		"0.6"		// The range of times for NPCs using this weapon to pause between
		"NPC_Attack_Rate_Max"		"2.0"		//   attacks when at a distance of NPC_Attack_Rate_Base_Range inches. 
		"NPC_Attack_Rate_Base_Range"	"100"	//   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"			"-6.0"
		"KickPitchMax"			"-7.00"
		"KickYawMin"			"-2.0"
		"KickYawMax"			"-3.0"
		"KickTime"				"0.04"
		"CrosshairMinSize"		"20"		// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"99"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"70"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"	"60"			// min size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMax"	"60"		//"90"	// max size of the crosshair when the player is walking [0-99]
		"CrosshairRunSizeMin"	"60"			// min size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMax"	"60"		//"90"	// max size of the crosshair when the player is running [0-99]

		"CrosshairIncSpeedMin"	"18"	//"60"min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"18"	//"60"max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"28"	//min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"28"	//"40"max speed(10 Firearm Feat) at which to decrease bloom -high # faster

		"CrosshairFirePercent"	"0.08"			// percent to bloom to crosshair upon firing a bullet

		"SpreadAngle"		"5.0"
		"CriminalLevel"	"3"
		"Accuracy"		"6"
		"BurstMin"		"3"
		"BurstMax"		"5"

		SoundData
		{
			"empty"
			{
				"sound1"	"Weapons/Ranged/Mac_10/Empty.wav"
			}

			"attack"
			{
				"sound1"	"Weapons/Ranged/Mac_10/Attack_1.wav"
			}

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Mac_10/Attack_1.wav"	

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Mac_10/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"             "110"       // 1 (bonus)
				"5"             "370"       // 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"
			}
			
		}
	}

	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Mac_10_SEL"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Mac_10"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/ammo/mac_10_ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/ammo/mac_10_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"
	}
}
