//Great Pistol

// *********** NOTE ****************
// *********** NOTE ****************
// The glock in this file needs to be replaced!
// *********** NOTE ****************
// *********** NOTE ****************

WeaponData
{
	"printname"		"IMI Col Kartali"	// changed by wesp
	"description"		"Bu ar silah asl olarak hedef vurma yarmalar iin tasarlanan bir spor tabancasdr. Bu heybetli .50 kalibre, gz korkutucu grnm nedeniyle filmler ve TV ovlarnca evrensel Byk Tabanca olarak benimsendi. l Kartal tarih boyunca retilen birka gaz-tazyikli silahtan, ve piyasada ulalabilecek en gl ve ar tabancalardan biridir."	// changed by wesp
	"viewmodel"		"models/weapons/desert_eagle/view/v_desert_eagle.mdl"
	"playermodel"		"models/weapons/desert_eagle/ground/g_desert_eagle.mdl"
// WIP! We don't have a female model currently!!!
"wieldmodel_f"		"models/weapons/desert_eagle/wield/w_f_deserteagle.mdl"
	"wieldmodel_m"		"models/weapons/desert_eagle/wield/w_m_deserteagle.mdl"
	"infomodel"		"models/weapons/desert_eagle/info/i_desert_eagle.mdl"

	// This should match the viewmodel QC file offset:
	"origin_x"		"6"
	"origin_y"		"6"
	"origin_z"		"68"

	"anim_prefix"		"deserteagle"

	"activation0"		"Single"
	"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"	"DesertEagle"
	"uses_accuracycursors"	"1"
	"impact_snd_group"	"bullet"

	"item_worth"		"300"
	"player_sell"		"60"	// added by wesp

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

//Weapon Ammo
	Magazine
	{
		"ammoprintname"		".50 Kalibre l Kartal Mermileri"	// changed by wesp
		"ammodescription"	"Bu arjr yedi tane .50 Kalibre Action Express marka l Kartal mermisi ierir." // changed by wesp
		"ammoinfomodel"		"models/weapons/ammo/desert_eagle/i_desert_eagle_ammo.mdl"	// changed by wesp

		"Size"			"7"	// changed by wesp
		"Default_Size"		"7"	// changed by wesp
		"Dropped_Ammo"		"7"	// changed by wesp
		"Type"			"DesertEagle_Round"
		"ReloadTime"		"3.5"
		"ammo_worth"		"8"	// changed by wesp
		
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Desert_Eagle/Reload.wav"	// changed by wesp
			}

			"reload_npc"
			{
				"sound1"	"Weapons/Ranged/Desert_Eagle/Reload.wav"	// changed by wesp
			}
		}
	}

//Primary Attack
	Activation
	{
		"Tag"			"Primary"
		"Type"			"Attack"
		"Ammo_Type"		"DesertEagle_Round"
		"Ammo_Cost"		"1"
		"Botch_Table"		"Pistols"
		"Range"			"20"

		"SkillRequirement"	"5"		// min. skill requirement used in dmg calculations, changed by wesp
		"BaseLethality"		"14"		// base lethality used in dmg calculations, changed by wesp
		"Dmg"			"3 Lethal Ranged_Combat DMG_BULLET"

		"Attack_Rate"		"0.3"
		"NPC_Attack_Rate_Min"		"0.9"		// The range of times for NPCs using this weapon to pause between
		"NPC_Attack_Rate_Max"		"2.4"		//   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.
		// SKS_RANGED
		"KickPitchMax"			"-14.00"		//"-10.00"
		"KickPitchMin"			"-1.00"		//"-1.75"
		"KickYawMax"			"-0.0"		//"-2.5"
		"KickYawMin"			"-0.0"		//"-0.2"
		"KickTime"			"0.03"		//"0.02"

		"CrosshairMinSize"		"6"		// smallest crosshair size for this activation [0-99], changed by wesp
		"CrosshairFireSize"		"38"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"18"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99], changed by wesp
		"CrosshairWalkSizeMin"	"6"	// min size of the crosshair when the player is walking [0-99], changed by wesp
		"CrosshairWalkSizeMax"	"6"	// max size of the crosshair when the player is walking [0-99], changed by wesp
		"CrosshairRunSizeMin"	"18"			// min size of the crosshair when the player is running [0-99]], changed by wesp
		"CrosshairRunSizeMax"	"38"			// max size of the crosshair when the player is running [0-99], changed by Wesp

		"CrosshairIncSpeedMin"	"55"//"35"	// min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"55"//"35"	// max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"8"//"10"//"20"	// min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"18"//"10"//"20"// max speed(10 Firearm Feat) at which to decrease bloom -high # faster

		"CrosshairFirePercent"	"0.4"			//"0.7" percent to bloom to crosshair upon firing a bullet

		"MinorKnockbackDist"	"400.0"			// maximum distance to cause minor knockback, added by Wesp
		
//		"CrosshairIncSpeedMin"	"40"			//"40" min speed at which to increase bloom
//		"CrosshairIncSpeedMax"	"70"			//"70" max speed at which to increase bloom
//		"CrosshairDecSpeedMin"	"10"			//"10" min speed at which to decrease bloom
//		"CrosshairDecSpeedMax"	"50"			//"70" max speed at which to decrease bloom


		"SpreadAngle"		"4.0"
		"CriminalLevel"	"3"
		"Accuracy"		"6"

		SoundData	// changed by wesp
		{
			"empty"
			{
				"sound1"	"Weapons/Ranged/Desert_Eagle/Empty.wav"
			}

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

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

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Desert_Eagle/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Desert_Eagle/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"             "80"        // 1 (bonus)
				"5"             "30000"     // 0 (neutral)
				"6"             "30000"     //-1 (penalty)
				"7"             "30000"     //-2 (penalty)
				"8"             "30000"     //-3 (penalty)
				"9"             "30000"     //-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"
			}
			
		}
	}

	// Weapon Sprite data is loaded by the Client DLL.
	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/DesertEagle_Sel"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/DesertEagle"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/ammo/deserteagle_ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/ammo/deserteagle_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"
	}
}