// Average Sub-Machinegun

WeaponData
{
	"printname"		"Ingram MAC-10"	// changed by wesp
	"description"		"9 mm'lik mermiler ateleyen kk, otomatik bir tabanca. Ne dengeli atlar iin ne de olabilecek en ksa srede en fazla hesab kesmek iin yapld. Atlar daha kesin olsa da yksek devir oran ve silahn hafifliinden dolay, hala esas olarak bir \"sk ve dua et\" silah gzyle baklr."
	"viewmodel"		"models/weapons/submachine_mac10/view/v_submachine_mac10.mdl"
	"playermodel"		"models/weapons/submachine_mac10/ground/g_submachine_mac10.mdl"
	"wieldmodel_f"		"models/weapons/submachine_mac10/wield/w_f_submachine_mac10.mdl"
	"wieldmodel_m"		"models/weapons/submachine_mac10/wield/w_m_submachine_mac10.mdl"
	"infomodel"		"models/weapons/submachine_mac10/info/info_submachine_mac10.mdl"
	// This should match the viewmodel QC file offset:
	"origin_x"		"0"
	"origin_y"		"3"
	"origin_z"		"67"
	"anim_prefix"		"mac10"

	"activation0"		"Full Auto"
	"activation1"		"Error"
	"jammed0"		"Jammed"
	"jammed1"		"Jammed"
	"bucket"		"1"
	"bucket_position"	"5"
	"camera_class"		"ranged"
	"weight"		"3"
	"item_flags"		"0"
	"item_type"		"weapon_firearm"
	"sound_group"	"Mac_10"
	"uses_accuracycursors"	"1"
	"impact_snd_group"	"bullet"

	"item_worth"		"110"
	"player_sell"		"15"

	SoundData
	{
		"pickup"
		{
			"sound1"	"Weapons\Ranged\Mac_10\Deploy.wav"
		}
	}

	Magazine
	{
		"ammoprintname"		"9 mm'lik MAC-10 Mermileri"	// changed by wesp
		"ammodescription"	"9 mm'lik bir MAC-10 arjr otuz iki mermi barndrr."	// changed by wesp
		"ammoinfomodel"		"models/weapons/ammo/mac_10/i_mac_10_ammo.mdl"

		"ammo_worth"		"15"//"11" changed by wesp

		"Size"			"32"	// changed by wesp
		"Default_Size"		"32"	// changed by wesp
		"Dropped_Ammo"		"32"	// changed by wesp
		"Type"			"Mac_10Round"
		"ReloadTime"		"2.5"
		
		SoundData
		{
			"reload"
			{
				"sound1"	"Weapons/Ranged/Mac_10/Reload.wav"
			}

			"reload_npc"
			{		
				"sound1"	"weapons/Ranged/Mac_10/Reload.wav"
			}
		}
	}

	Activation
	{
		"Botch_Table"		"Pistols"
		"Range"			"25"
		"Tag"			"Primary"
		"Type"			"Attack"
		"allow_autofire"	"1"
		"Ammo_Type"		"Mac_10Round"
		"Ammo_Cost"		"1"
		"Ammo_Fired"		"1"

		"SkillRequirement"	"5"			// min. skill requirement used in dmg calculations		
		"BaseLethality"		"9"			// 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"		"2.0"		//   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"			"-2.0"	// changed by Wesp
		"KickYawMin"			"-0.2"
		"KickYawMax"			"-2.0"	// changed by wesp
		"KickTime"				"0.04"
		"CrosshairMinSize"		"20"		// smallest crosshair size for this activation [0-99]
		"CrosshairFireSize"		"99"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"70"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"	"20"			// min size of the crosshair when the player is walking [0-99], changed by wesp
		"CrosshairWalkSizeMax"	"20"			// max size of the crosshair when the player is walking [0-99], changed by wesp
		"CrosshairRunSizeMin"	"70"			// min size of the crosshair when the player is running [0-99], changed by Wesp
		"CrosshairRunSizeMax"	"99"		//"90"	// max size of the crosshair when the player is running [0-99], changed by Wesp

		"CrosshairIncSpeedMin"	"18"	//"60"min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"18"	//"60"max speed(1 Firearm Feat) at which to increase bloom -high # faster
		"CrosshairDecSpeedMin"	"28"	//min speed(1 Firearm Feat) at which to decrease bloom -low # slower
		"CrosshairDecSpeedMax"	"28"	//"40"max speed(10 Firearm Feat) at which to decrease bloom -high # faster

		"CrosshairFirePercent"	"0.08"			// percent to bloom to crosshair upon firing a bullet

		"SpreadAngle"		"5.0"
		"CriminalLevel"	"3"
		"Accuracy"		"6"
		"BurstMin"		"3"
		"BurstMax"		"5"

		SoundData
		{
			"empty"
			{
				"sound1"	"Weapons/Ranged/Mac_10/Empty.wav"
			}

			"attack"
			{
				"sound1"	"Weapons/Ranged/Mac_10/Attack_1.wav"
			}

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Mac_10/Attack_1.wav"	

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Mac_10/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"             "110"       // 1 (bonus)
				"5"             "370"       // 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"
			}
			
		}
	}

	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Mac_10_SEL"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Mac_10"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/ammo/mac_10_ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/ammo/mac_10_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"
	}
}