// Good Sub Machine Gun

WeaponData
{
	"printname"		"IMI Uzi"	// changed by wesp
	"description"		"Uzi, gvenilir ve kompakt bir silah olacak ekilde tasarland. Yklenmeye kar yeterli salamlkta ve derhal datlmaya uygun. Uzi'nin ergonomik tasarm, sarmal srg ve geri tepme hareketi salayan ve hzl ve kolay yeniden ykleme iin arjr tabanca tutacann iine yerleik ilk tasarmlardan biriydi. Snrl geri tepme tek elle atelemeyi mmkn klyor."	// changed by wesp
	"viewmodel"		"models/weapons/submachine_uzi/view/v_submachine_uzi.mdl"
	"playermodel"		"models/weapons/submachine_uzi/ground/g_uzi.mdl"
	"wieldmodel_f"		"models/weapons/submachine_uzi/wield/w_f_submachine_uzi.mdl"
	"wieldmodel_m"		"models/weapons/submachine_uzi/wield/w_m_submachine_uzi.mdl"
	"infomodel"		"models/weapons/submachine_uzi/info/i_uzi.mdl"

	// This should match the viewmodel QC file offset:
	"origin_x"		"1"
	"origin_y"		"-5"
	"origin_z"		"68"

	"anim_prefix"		"uzi"

// Fixed for the 07/02/2004 Switch by JLR for Leonard
//	"activation0"		"Single"
//	"activation1"		"Full Auto"
	"activation0"		"Auto"	// changed by wesp
	"activation1"		"Single"
	"jammed0"		"Jammed"
	"jammed1"		"Jammed"
	"bucket"		"1"
	"bucket_position"	"6"
	"camera_class"		"ranged"
	"weight"		"3"
	"item_flags"		"0"
	"item_type"		"weapon_firearm"
	"sound_group"	"Uzi"
	"uses_accuracycursors"	"1"
	"impact_snd_group"	"bullet"

	"item_worth"		"320"
	"player_sell"		"65"	// added by wesp

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


//Weapon Ammo
	Magazine
	{
		"ammoprintname"		"9 mm'lik Uzi Mermileri"	// changed by wesp
		"ammodescription"	"Otuz iki mermi barndran bir 9 mm'lik Uzi arjr."	// changed by wesp
		"ammo_worth"		"15"
		"ammoinfomodel"		"models/weapons/ammo/uzi/i_uzi_ammo.mdl"

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

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

//Primary Attack
	Activation
	{
// Switched 07/02/2004 by JLR for Leonard
//		"Tag"			"Primary"
		"Tag"			"PrimaryMode2"
		"Type"			"Attack"
		"Ammo_Type"		"UziRound"
		"Ammo_Cost"		"1"
		"Ammo_Fired"		"1"
		"Botch_Table"		"Pistols"
		"Range"			"50"

		"SkillRequirement"	"6"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"10"		// base lethality used in dmg calculations
		"Dmg"			"2 Lethal Ranged_Combat DMG_BULLET"

		"Attack_Rate"			"0.30"
		"NPC_Attack_Rate_Min"		"1.0"		// 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"	"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
		"KickPitchMin"			"-1.0"
		"KickPitchMax"			"-10.00"
		"KickYawMin"			"-0.2"
		"KickYawMax"			"-5.0"
		"KickTime"				"0.04"
		"CrosshairMinSize"		"15"		// smallest crosshair size for this activation [0-99], changed by wesp
		"CrosshairFireSize"		"90"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"60"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"	"15"			// min size of the crosshair when the player is walking [0-99], changed by wesp
		"CrosshairWalkSizeMax"	"15"			// max size of the crosshair when the player is walking [0-99], changed by wesp
		"CrosshairRunSizeMin"	"60"			// min size of the crosshair when the player is running [0-99], changed by wesp
		"CrosshairRunSizeMax"	"90"			// max size of the crosshair when the player is running [0-99], changed by Wesp

		"CrosshairIncSpeedMin"	"12"	//"60"min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"12"	//"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"	"0.06"			// 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/Uzi/Empty.wav"
			}

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

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

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Uzi/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"             "180"       // 1 (bonus)
				"5"             "750"       // 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"
			}
			
		}
	}

//Secondary Attack
	Activation
	{
// Switched 07/02/2004 by JLR for Leonard
//		"Tag"			"PrimaryMode2"
		"Tag"			"Primary"
		"Type"			"Attack"
		"allow_autofire"	"1"
		"Ammo_Type"		"UziRound"
		"Ammo_Cost"		"1"
		"Ammo_Fired"		"1"
		"Botch_Table"		"Pistols"

		"SkillRequirement"	"6"		// min. skill requirement used in dmg calculations
		"BaseLethality"		"10"		// base lethality used in dmg calculations
		"Dmg"			"2 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"	"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.
		"Range"			"50"
		"SpreadAngle"		"5.0"
		"CriminalLevel"	"3"
		"Accuracy"		"6"
		"BurstMin"		"3"
		"BurstMax"		"5"

		// SKS_RANGED

		"KickPitchMin"			"-0.5"
		"KickPitchMax"			"-8.00"
		"KickYawMin"			"-0.2"
		"KickYawMax"			"-4.0"
		"KickTime"				"0.04"
		"CrosshairMinSize"		"15"		// smallest crosshair size for this activation [0-99], changed by wesp
		"CrosshairFireSize"		"90"		// MAXIMUM size (Firearms 1) of the crosshair when the gun is fired [0-99] scales to Min as player's firearms increases
		"CrosshairFireSizeMin"		"60"		// MIN size (Firearms 10) of the crosshair when the gun is fired [0-99]
		"CrosshairWalkSizeMin"	"15"			// min size of the crosshair when the player is walking [0-99], changed by Wesp
		"CrosshairWalkSizeMax"	"15"		//"90"	// max size of the crosshair when the player is walking [0-99], changed by Wesp
		"CrosshairRunSizeMin"	"60"			// min size of the crosshair when the player is running [0-99], changed by wesp
		"CrosshairRunSizeMax"	"90"		//"90"	// max size of the crosshair when the player is running [0-99], changed by Wesp

		"CrosshairIncSpeedMin"	"24"	//"60"min speed(10 Firearm Feat) at which to increase bloom -low # slower
		"CrosshairIncSpeedMax"	"24"	//"60"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"	"20"	//"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

//		"KickPitchMin"			"-0.55"
//		"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"	"0.5"			// percent to bloom to crosshair upon firing a bullet



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

			"attack"
			{
				"sound1"	"Weapons/Ranged/Uzi/Attack_2.wav"
			}

			"attack_npc"
			{
				"sound1"	"Weapons/Ranged/Uzi/Attack_2.wav"	

			}

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

			"put_away"
			{
				"sound1"	"Weapons/Ranged/Put_Away.wav"
			}			
			
			"fidget"
			{
				"sound1"	"Weapons/Ranged/Uzi/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"             "180"       // 1 (bonus)
				"5"             "750"       // 0 (neutral)
				"6"             "30000"     //-1 (penalty)
				"7"             "30000"     //-2 (penalty)
				"8"             "30000"     //-3 (penalty)
				"9"             "30000"     //-4 (penalty)
			}
		}
	}

//Toggle Firing Mode
	Activation
	{
		"Tag"		"Secondary"
		"Type"		"Toggle_Primary_Mode"
		"Attack_Rate"	".3"



		SoundData
		{
			"to_mode1"
			{
				"sound1"	"weapons/Ranged/Uzi/To_Mode1.wav"
			}

			"to_mode2"
			{
				"sound1"	"weapons/Ranged/Uzi/To_Mode2.wav"

			}

		}
	}

	SpriteData
	{
		"weapon"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Uzi_SEL"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"weapon_s"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/Weapons_Ranged/Uzi"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/Ammo/uzi_ammo"
				"x"		"0"
				"y"		"0"
				"width"	"100"
				"height"	"64"
			}
		}
		"ammo2"
		{
			"640"
			{
				"file"	"hud/Inventory_Images/weapons_ranged/Ammo/uzi_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"
	}
}