// Shotgun

WeaponData
{
	"printname"		"Ithaca M37"	// changed by wesp
	"description"		"12 kalibrelik M37, ev savunma silah olarak yakn atmalar iin tasarland. Denendi, orduya ve kanuna iyi hizmet etti, M37 btn metal paralara sahip olmasnn yannda bir taban destei ve enjektr ile btn sa ve sol el kullananlar iin uygundur. Orta seviye bir ger tepmeye sahipken kullanm kolayl asndan hafiftir."
	"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"		"Ithaca M37 12 Kalibre Mermiler"	// changed by wesp
		"ammodescription"	"Ithaca M37'yi beslemek iin 12 kalibrelik be mermi."	// changed by wesp
		"ammo_worth"		"12" //"18"
		"ammoinfomodel"		"models/weapons/ammo/shotgun/shotgun_shells.mdl"

		"Size"			"5"	// changed by wesp
		"Default_Size"		"5"	// changed by wesp
		"Dropped_Ammo"		"5"	// changed by wesp
		"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
		"Dmg"			"2 Lethal Ranged_Combat DMG_BUCKSHOT"

		"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"	"68"			// min size of the crosshair when the player is running [0-99], changed by Wesp
		"CrosshairRunSizeMax"	"85"			// max size of the crosshair when the player is running [0-99], changed by Wesp

		"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

		"MajorKnockbackDist"	"50.0"			// maximum distance to cause major knockback, changed by Wesp
		"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/wield_override/Attack_1.wav"	// changed by wesp
			}

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Shotgun/wield_override/Attack_1.wav"	// changed by wesp
			}

			"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"
	}
}