// Sabbat Leader attack (weapon)

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"viewmodel"	"models/weapons/Fists/view/v_fists.mdl"
	"infomodel"		"models/items/occult_braid/info/info_braid.mdl"	// added by wesp
	"playermodel"		"models/items/occult_braid/ground/braid.mdl"	// changed by wesp
//	"playermodel"	"models/missing.mdl"
	"wieldmodel_f"	"models/weapons/w_null.mdl"
	"wieldmodel_m"	"models/weapons/w_null.mdl"
	"anim_prefix"	"fist"

	"printname"		"Bilinmiyor"	// changed by wesp
	"description"	"Bu, zerinde imdi sa olsa ne yapard yazan bilekliklerden biri deil evlat, ne olabilecei hakknda hibir ey bilmiyorsun.

Bu eyay kullanabilmek iin Aratrma hnerin en az 8 olmal."	// added by wesp

	"impact_snd_group"	"fist"

	"activation0"	"Attack"
	"activation1"	""

	"camera_class"		"melee"
	"bucket"		"1"
	"bucket_position"	"2"

	"weight"		"3"	// changed by wesp
	"item_flags"		"1"	// changed by wesp
	"item_type"		"powerup"	// changed by wesp
	"item_worth"		"50"	// changed by wesp

	"is_visible_in_hud"	"1"	// changed by wesp
	"permanent_inventory"	"1"	// added by wesp
	"is_droppable"		"0"
	"is_wieldable"		"0"	// added by wesp

	"knockback_chance" 	"0.3"

	// Sounds...
	SoundData
	{
		"swish"
		{
			"sound1"	"Weapons/Melee/Fists/Swish_1.wav"
			"sound2"	"Weapons/Melee/Fists/Swish_2.wav"
			"sound3"	"Weapons/Melee/Fists/Swish_3.wav"
		}

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

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

		"pickup"	// added by wesp
		{
			"sound1"	"items/Book/Pickup.wav"
		}
	}

	Activation
	{
		"Tag"			"Primary"

		"Type"		"Attack"
		"Ammo_Type"		"None"
		"Ammo_Cost"		"0"
		"Botch_Table"	"Fists_Claws_Bite"
		"Attack_Rate"	"0.5"
		"Range"		"0"
		"CriminalLevel"	"5"	// changed by wesp

		"SkillRequirement"	"10"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"26"		// base lethality used in dmg calculations
		"Dmg"              "1 Aggravated Close_Combat_Brawl DMG_SUPERCLAWBITE"

		// Sounds...
		SoundData
		{
			"attack"
			{
				"sound1"	"weapons/fists/swing.wav"
			}

			"attack_npc"
			{
				"sound1"	"weapons/fists/swing.wav"
			}

			"botch"
			{
				"sound1"	"weapons/fists/botch.wav"
			}

			"deploy"
			{
				"sound1"	"null.wav"
			}
		}
	}

	// Weapon Sprite data is loaded by the Client DLL.
	SpriteData	// changed by wesp
	{
		"weapon"
		{
			"640"
			{
				"file"		"hud/Inventory_Images/General_Items/braid_sel"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"		"hud/Inventory_Images/General_Items/braid"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
	}
}