//Crossbow

WeaponData
{
	"printname"		"Atesli Arbalet" // changed by Wesp
	"description"		"Antik in silahnn gelitirilmi bir versiyonu. Tek seferde bir ok ateler ve arlatrlm hasar iin ucunu yakar." // changed by Wesp

	"viewmodel"			"models/weapons/crossbow/view/v_crossbow.mdl"
	"playermodel"		"models/weapons/crossbow/ground/g_crossbow.mdl"
	"wieldmodel_f"		"models/weapons/crossbow/wield/w_f_crossbow.mdl"
	"wieldmodel_m"		"models/weapons/crossbow/wield/w_m_crossbow.mdl"
	"infomodel"			"models/weapons/crossbow/info/i_crossbow.mdl"

	// This should match the viewmodel QC file offset:
	"origin_x"		"0"
	"origin_y"		"-3"
	"origin_z"		"69.5"

	"anim_prefix"		"crossbow"
	"impact_snd_group"	""

	"activation0"		"Attack"
	"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"	"Crossbow"

	"fires_projectile"	"1"
	"projectile_velocity"	"1000"
	"projectile_model"	"models/weapons/projectile/bolt.mdl"
//	"projectile_particles"	""
	"projectile_particles"	"crossbow_flame_emitter"
	"projectile_sticks"	"0"
	"can_stakedmg"		"1"

	"muzzleflash_particle"		""
	"muzzlesmoke_particle"		""
	"viewmuzzleflash_particle"	""
	"viewmuzzlesmoke_particle"	""

	"uses_accuracycursors"	"1"
	"equip_mask"		"Normal"
	"impact_snd_group"	"bullet"

	"item_worth"		"125"

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

//Weapon Ammo
	Magazine
	{
		"ammoprintname"		"Arbalet Oku"
		"ammodescription"	"Bunlar modern arbalet oklar."	// changed by Wesp

		"Size"			"1"	// changed by Wesp
		"Default_Size"		"1"
		"Dropped_Ammo"		"1"	// changed by wesp
		"Type"			"CrossbowBolt"
		"ReloadTime"		"2.5"
		"ammo_worth"		"2"	// changed by Wesp
		"ammoinfomodel"		"models/weapons/ammo/crossbow/i_crossbow_ammo.mdl"	// added by wesp

		SoundData
		{
			"reload"
			{
				"sound1"	"weapons/Ranged/crossbow/reload.wav"
			}

			"reload_npc"
			{		
				"sound1"	"weapons/Ranged/crossbow/reload.wav"
			}
		}
	}

//Primary Attack
	Activation
	{
		"Tag"			"Primary"
		"Type"		"Attack"
		"Ammo_Type"		"CrossbowBolt"
		"Ammo_Cost"		"1"

		"SkillRequirement"	"8"		// min. skill requirement used in dmg calculations		
		"BaseLethality"		"16"		// base lethality used in dmg calculations
		"Dmg"			"2 Aggravated Ranged_Combat DMG_BURN"	// changed by Wesp

		"Botch_Table"	"Crossbow"
		"Attack_Rate"		"1.0"
		"NPC_Attack_Rate_Min"		"1.8"		// 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.

		"Range"		"45"
		"KickPitchMin"	"-2.00"
		"KickPitchMax"	"-10.00"
		"KickYawMin"	"0"
		"KickYawMax"	"-1.00"
		"KickTime"		"0.05"
		"SpreadAngle"	"3.0"
		"CriminalLevel"	"1"	// changed by wesp
		"Accuracy"		"6"

/////////////////////

		// SKS_RANGED
		"CrosshairMinSize"		"10"			// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"60"			// size of the crosshair when the gun is fired [0-99], changed by wesp
		"CrosshairFireSizeMin"		"30"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99], added by wesp
		"CrosshairWalkSizeMin"	"10"			// min size of the crosshair when the player is walking [0-99], changed by wesp
		"CrosshairWalkSizeMax"	"10"			// max size of the crosshair when the player is walking [0-99], changed by wesp
		"CrosshairRunSizeMin"	"30"			// min size of the crosshair when the player is running [0-99]
		"CrosshairRunSizeMax"	"60"			// max size of the crosshair when the player is running [0-99]
		"CrosshairIncSpeedMin"	"50"			// min speed at which to increase bloom
		"CrosshairIncSpeedMax"	"60"			// max speed at which to increase bloom
		"CrosshairDecSpeedMin"	"10"			// min speed at which to decrease bloom
		"CrosshairDecSpeedMax"	"90"			// max speed at which to decrease bloom
		"CrosshairFirePercent"	"0.7"			// percent to bloom to crosshair upon firing a bullet

////////////////////



		SoundData
		{
			"empty"
			{
				"sound1"	"weapons/Ranged/crossbow/dryfire1.wav"
			}

			"attack"
			{
				"sound1"	"weapons/Ranged/crossbow/Attack_1.wav"
			}

			"attack_npc"
			{
				"sound1"	"weapons/Ranged/crossbow/Attack_1.wav"
			}

			"botch"
			{
				"sound1"	"weapons/Ranged/crossbow/botch.wav"
			}

			"deploy"
			{
				"sound1"	"weapons/Ranged/crossbow/deploy.wav"
			}

			"put_away"
			{
				"sound1"	"weapons/Ranged/crossbow/put_away.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"             "0"         // 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)
			}
		}
	}

//Sprites
	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Crossbowflaming_sel"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Crossbowflaming"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/ammo/crossbow_ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/ammo/crossbow_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"
	}
}
