// Ming Far Melee, changed by wesp

WeaponData
{
	"printname"	"Ming'in Mesafeli Saldirisi"	// added by wesp
	"description"	"Ming'in uzaktan yapt dokuna saldrs."	// added by wesp

	// Weapon data is loaded by both the Game and Client DLLs.
	"viewmodel"            "models/weapons/w_null.mdl"
	"playermodel"          "models/weapons/w_null.mdl"
	"wieldmodel_f"         "models/weapons/w_null.mdl"
	"wieldmodel_m"         "models/weapons/w_null.mdl"
	"anim_prefix"          ""

	"impact_snd_group"	"fist"

	"bucket"               "0"
	"bucket_position"      "1"

	"weight"               "10"
	"item_flags"           "0"
	"item_type"            "weapon_melee hidden"
	"item_worth"           "0"
	"equip_mask"		"ClawedForm"

	"is_visible_in_hud"    "0"

	"BitFlag_CantBeLast"   "1"

	Activation
	{
		"Tag"              "Primary"

		"Type"             "Attack"
		"Ammo_Type"        "None"
		"Ammo_Cost"        "0"
		"Botch_Table"      "Fists_Claws_Bite"
		"Attack_Rate"      "0.5"
		"Range"            "0"

		"ImpactForceMin"   "64.0"
		"ImpactForceMax"   "128.0"

		"SkillRequirement"	"8"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"28"		// base lethality used in dmg calculations
		"Dmg"              "1 Bashing Close_Combat_Melee DMG_SLASH"	// changed by wesp
		"CriminalLevel"	"5"
			

		// Sounds...
		SoundData
		{
			"swish"
			{
				"sound1"	"Character\Monster\Ming Xiao\attack_swish_1.wav"
				"sound2"	"Character\Monster\Ming Xiao\attack_swish_2.wav"
			}

			"stealth_kill_success"
			{
				"sound1"	"Weapons/Melee/Fists/Stealth_Kill_Success.wav"
			}

			"stealth_kill_failure"
			{
				"sound1"	"Weapons/Melee/Fists/Stealth_Kill_Failure.wav"
			}

			"attack"
			{
				"sound1"	"Character\Monster\Ming Xiao\tentacle_short_mvmnts_1.wav"
			}

			"attack_npc"
			{
				"sound1"	"Character\Monster\Ming Xiao\tentacle_short_mvmnts_2.wav"
			}

			"botch"
			{
				"sound1"	"Character\Monster\Ming Xiao\tentacle_impact_2.wav"	// changed by wesp
			}

			"deploy"
			{
				"sound1"	"Character\Monster\Ming Xiao\tentacle_grow_mvmnt.wav"
			}
		}
	}

	// Weapon Sprite data is loaded by the Client DLL.
	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Temp_Inven"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Temp_Inven"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
//		"crosshair"
//		{
//			"640"
//			{
//				"file"		"crosshairs"
//				"x"			"0"
//				"y"			"48"
//				"width"		"24"
//				"height"	"24"
//			}
//		}
	}
}