// Assault Rifle

WeaponData
{
	"printname"		"Steyr AUG A1"	// changed by wesp
	"description"		"Steyr AUG A1 ie yaramaz bir silah olsayd bile, srf grnts yeterdi fakat bu hafif Avusturya uyruklu silah gvenilir ve etkili olduunu kantlayarak dnyann drt bir tarafndaki ordularda popler bir silah olarak yerini ald.  Keskinlii arttrmak iin 1.5X'lik bir drbn takld." // changed by Wesp
	"viewmodel"		"models/weapons/rifle_steyraug/view/v_rifle_steyraug.mdl"
	"playermodel"		"models/weapons/rifle_steyraug/ground/g_rifle_steyraug_r.mdl"
	"wieldmodel_f"		"models/weapons/rifle_steyraug/wield/w_f_rifle_steyraug.mdl"
	"wieldmodel_m"		"models/weapons/rifle_steyraug/wield/w_m_rifle_steyraug.mdl"
	"infomodel"		"models/weapons/rifle_steyraug/info/i_rifle_steyraug.mdl"
	// This should match the viewmodel QC file offset:
	"origin_x"		"-1"
	"origin_y"		"0"
	"origin_z"		"66"
	"anim_prefix"		"steyr"
	"impact_snd_group"	"bullet"


	"activation0"		"Attack"
	"activation1"		"Attack"
	"jammed0"		"Jammed"
	"jammed1"		"Jammed"
	"bucket"		"1"
	"bucket_position"	"7"
	"camera_class"		"ranged"
	"weight"		"3"
	"item_flags"		"0"
	"item_type"		"weapon_firearm"
	"Scope_Ranges"		"0, 50"          //10, 5", changed by Wesp
	"sound_group"	"Assault_Rifle"
	"uses_accuracycursors"	"1"

	"item_worth"		"375"
	"player_sell"		"75"	// added by wesp

	"ZoomSwayDeltaMagnitudeMin"	"0.5"		//"0.6", changed by Wesp
	"ZoomSwayDeltaMagnitudeMax"	"2.0"		//"3.0", changed by Wesp
	"ZoomSwayTimerMin"			"0.2"	//"0.5", changed by Wesp
	"ZoomSwayTimerMax"			"1.0"	//"2.0", changed by Wesp

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


//Weapon Ammo
	Magazine
	{
		"ammoprintname"		"Steyr AUG A1 5.56 mm'lik Mermiler"	// changed by wesp
		"ammodescription"	"Steyr AUG A1 iin 5.56 mm'lik otuz NATO mermisinden oluan bir arjr"	// changed by wesp
		"ammo_worth"		"15"
		"ammoinfomodel"		"models/weapons/ammo/steyr_aug/i_steyr_aug_ammo.mdl"

		"Size"			"30"
		"Default_Size"		"30"	// changed by wesp
		"Dropped_Ammo"		"30"
		"Type"			"Steyr_AugRound"
		"ReloadTime"		"3.0"
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Steyr_AUG/Reload.wav"
			}

			"reload_npc"
			{
				"sound1"	"Weapons/Ranged/Steyr_AUG/Reload.wav"
			}
		}
	}

//Primary Attack
	Activation
	{
		"Tag"			"Primary"
		"Type"			"Attack"
		"Ammo_Type"		"Steyr_AugRound"
		"Ammo_Cost"		"1"
		"Botch_Table"		"Auto_Semi_Rifles"
		"Range"			"150"
		"allow_autofire"	"1"

		"SkillRequirement"	"8"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"14"		// 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"		"2.2"	//   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"			"-0.2" // changed by Wesp
		"KickPitchMax"			"-3.5" // changed by Wesp
		"KickYawMin"			"-0.1"
		"KickYawMax"			"-2.5" // changed by Wesp
		"KickTime"				"0.02"

		"CrosshairMinSize"		"10"			// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"40"//"60"	// size of the crosshair when the gun is fired [0-99]
		"CrosshairFireSizeMin"		"20"//"20"	// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99], changed by wesp
		"CrosshairWalkSizeMax"	"10"		// max size of the crosshair when the player is walking [0-99]
		"CrosshairWalkSizeMin"	"10"		// min size of the crosshair when the player is walking [0-99], changed by wesp
		"CrosshairRunSizeMax"	"40"		// max size of the crosshair when the player is running [0-99], changed by Wesp
		"CrosshairRunSizeMin"	"20"		// min size of the crosshair when the player is running [0-99], changed by Wesp


		"CrosshairIncSpeedMin"	"10"			// min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"10"			// max speed(1 Firearm Feat) at which to increase bloom -high # faster, changed by wesp
		"CrosshairDecSpeedMin"	"12"			// min speed(1 Firearm Feat) at which to decrease bloom -low # slower, changed by Wesp
		"CrosshairDecSpeedMax"	"12"			// max speed(10 Firearm Feat) at which to decrease bloom -high # faster
		"CrosshairFirePercent"	"0.15"		//"0.7" // 

		"SpreadAngle"		"3.0"
		"CriminalLevel"	"4"
		"Accuracy"		"6"
		"BurstMin"		"3"
		"BurstMax"		"5"

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

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

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

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Steyr_AUG/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"             "120"       // 1 (bonus)
				"5"             "30000"     // 0 (neutral)
				"6"             "30000"     //-1 (penalty)
				"7"             "30000"     //-2 (penalty)
				"8"             "30000"     //-3 (penalty)
				"9"             "30000"     //-4 (penalty)
			}
		}
	}

//Scope
	Activation
	{
		"Tag"			"Secondary"

		"Type"			"Zoom_Out_Loop"
		"Ammo_Type"		"Steyr_AugRound"
		"Ammo_Cost"		"1"
		"Botch_Table"		"Auto_Semi_Rifles"
		"allow_autofire"	"1"

		"SkillRequirement"	"8"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"14"		// base lethality used in dmg calculations
		"Dmg"			"2 Lethal Ranged_Combat DMG_BULLET" // changed by Wesp

		"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"		"2.2"	//   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"			"-0.2" // changed by Wesp
		"KickPitchMax"			"-3.5" // changed by Wesp
		"KickYawMin"			"-0.1"
		"KickYawMax"			"-2.5" // changed by Wesp
		"KickTime"				"0.02"
		"CrosshairMinSize"		"10"			// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"40"//"60"			// size of the crosshair when the gun is fired [0-99]
		"CrosshairFireSizeMin"		"20"//"20"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99], changed by wesp
		"CrosshairWalkSizeMax"	"10"			// max size of the crosshair when the player is walking [0-99], changed by wesp
		"CrosshairWalkSizeMin"	"10"			// min size of the crosshair when the player is walking [0-99], changed by wesp
		"CrosshairRunSizeMin"	"20"			// 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"	"12"			// min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"12"			// max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"20"			// min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"60"			// max speed(10 Firearm Feat) at which to decrease bloom -high # faster
		"CrosshairFirePercent"	"0.15"		//"0.7" // 
		
//		"KickPitchMin"			"-0.75"
//		"KickPitchMax"			"-5.00"
//		"KickYawMin"			"-0.0"
//		"KickYawMax"			"-0.5"
//		"KickTime"				"0.02"
//		"CrosshairMinSize"		"10"			// smallest crosshair size for this activation [0-99]
//		"CrosshairFireSize"		"40"			// size of the crosshair when the gun is fired [0-99]
//		"CrosshairWalkSizeMin"	"20"			// min size of the crosshair when the player is walking [0-99]
//		"CrosshairWalkSizeMax"	"45"			// max size of the crosshair when the player is walking [0-99]
//		"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

		"SpreadAngle"		"3.0"
		"CriminalLevel"	"4"
		"Accuracy"		"6"
		"BurstMin"		"3"
		"BurstMax"		"5"

		// Sounds... changed by wesp
		SoundData
		{
			"zoom_in"
			{
				"sound1"	"Weapons/Ranged/zoom_in.wav"
			}
			"zoom_out"
			{
				"sound1"	"Weapons/Ranged/zoom_out.wav"
			}
		}
		
		Tables
		{
			Table
			{
				"Name"          "WeaponRanges"
				"InternalName"  "WeaponRanges"

				"Clamping"      "1"

				"0"             "0"         // 5 (bonus)
				"1"             "0"         // 4 (bonus)
				"2"             "0"         // 3 (bonus)
				"3"             "0"         // 2 (bonus)
				"4"             "30000"     // 1 (bonus)
				"5"             "30000"     // 0 (neutral)
				"6"             "30000"     //-1 (penalty)
				"7"             "30000"     //-2 (penalty)
				"8"             "30000"     //-3 (penalty)
				"9"             "30000"     //-4 (penalty)
			}
		}

	}

	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Steyr_Aug_Sel"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Steyr_Aug"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/ammo/steyr_aug_ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/ammo/steyr_aug_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"
	}
}