/***********************************************************************

	weapon_pistol.def

	anim fire2					models/md5/weapons/pistol_view/fire2.md5anim {
		frame 1					sound_weapon player_pistol_fire
	}

	anim fire3 					models/md5/weapons/pistol_view/fire3.md5anim {
		frame 1					sound_weapon player_pistol_fire
	}

	anim fire4 					models/md5/weapons/pistol_view/fire4.md5anim {
		frame 1					sound_weapon player_pistol_fire
	}


***********************************************************************/

export fred {
	// view model pistol
	options -prefix PISTOL_ -keep barrel eject flash -parent flash Bod -parent barrel Bar -parent Ext eject -parent Bar Bod -parent eject Bod -parent Bod Rhand1 -parent Luparm1 Rloarm1 -parent Cli Bod -parent Trig Bod -rename origin blah -sourcedir models/weapons/pistol/fred/cycles -destdir models/md5/weapons/pistol_view

	mesh	idle.ma -dest viewpistol
	anim	idle.ma
	anim	idle_empty.ma
	anim	fire1.ma
	anim	fire2.ma
	anim	fire3.ma
	anim	fire4.ma
	anim	put_away.ma
	//anim	models/weapons/pistol/fred/cycles/raise3.ma -dest models/md5/weapons/pistol_view/raise3
	anim	raise.ma
	anim	reload_empty.ma
	anim	reload_empty.ma -range 1 14 -dest empty_reload_start

	// world model pistol
	options -ignorescale -prefix PLAYER_PISTOL_ -keep pistolclip ATTACHER barrel flash eject -parent eject pbody -parent flash pbody -parent pistolclip pbody -rename pbarrel barrel -rename ATTACHER origin -clearorigin

	addoptions -skipmesh PLAYER_pistolBarrel
	addoptions -skipmesh PLAYER_pistolExtender
	addoptions -skipmesh PLAYER_pistolTrigger
	addoptions -skipmesh PLAYER_pistolBody
	addoptions -skipmesh PLAYER_pistolClip1

	mesh	models/characters/player/mocap/pistol_idle.mb -dest models/md5/weapons/pistol_world/worldpistol
	anim	models/characters/player/mocap/pistol_idle.mb -dest models/md5/weapons/pistol_world/pistol_idle
}

entityDef weapon_pistol {
	"editor_color"				".3 .3 1"
	"editor_mins"				"-16 -16 0"
	"editor_maxs"				"16 16 32"
	"editor_usage"				"Pistol"
	"editor_rotatable"		"1"

	"spawnclass"				"idItem"
	"size"						"32 32 32"
	"model"						"models/weapons/pistol/w_pistol.lwo"
	"model_view" 				"viewmodel_pistol"
	"model_world" 				"worldmodel_pistol"
	"joint_attach"				"PISTOL_ATTACHER"
	"def_dropItem"				"moveable_item_pistol"

	"inv_name"					"#str_00100178"
	"inv_weapon"				"weapon_pistol"
	"inv_item"					"5"
	"inv_ammo_bullets"			"12"
	"inv_desc"					"#str_02533"
	"display_name"				"#str_01819"
	"icon"						"guis/assets/hud/wpn_1"
	"pdaIcon"					"guis/assets/hud/icons/pistol_new.tga"
	"hudIcon"					"guis/assets/hud/icons/pistolw.tga"

	"weapon_scriptobject"		"weapon_pistol"
	"def_projectile"			"projectile_bullet_pistol"
	"ammoType"					"ammo_bullets"
	"ammoRequired"				"1"
	"clipSize"					"12"
	"lowAmmo"					"4"
	"mtr_flashShader"			"muzzleflash"
	"flashColor"				"1 0.8 0.4"
	"flashRadius"				"120"
	"silent_fire"				"0"
	"recoilTime"				"125"
	"recoilAngles"				"-1 0 0"

	"weaponAngleOffsetAverages" "10"
	"weaponAngleOffsetScale" 	".25"
	"weaponAngleOffsetMax"		"10"
	"weaponOffsetTime"			"400"
	"weaponOffsetScale"			"0.005"

	"hide_time"					"0.3"								// time to hide weapon when talking to npcs or looking at guis
	"hide_distance"				"-15"								// distance to offset weapon when talking to npcs or looking at guis

	"smoke_muzzle"				"muzzlesmoke.prt"
	"def_ejectBrass"			"debris_brass"
	"ejectBrassDelay"			"10"

	"snd_acquire"				"sound_weapon_acquire"
	"snd_respawn"				"sound_weapon_respawn"

	"skin_invisible"			"skins/pistol_invis"

	"spread"					"0"

	"controllerShakeHighMag"	"0.6"
	"controllerShakeHighTime"	"80"
	"controllerShakeLowMag"		"0.4"
	"controllerShakeLowTime"	"120"
}

entityDef moveable_item_pistol {
	"inherit"					"weapon_pistol"
	"spawnclass"				"idMoveableItem"
	"density"					"0.05"
	"friction"					"0.2"
	"bouncyness"				"0"
	"snd_bounce"				"smallbox"
}

model worldmodel_pistol {
	mesh 						models/md5/weapons/pistol_world/worldpistol.md5mesh

	anim idle 					models/md5/weapons/pistol_world/pistol_idle.md5anim
	anim idle_empty				models/md5/weapons/pistol_world/pistol_idle.md5anim
	anim aim					models/md5/weapons/pistol_world/pistol_idle.md5anim
	anim fire1 					models/md5/weapons/pistol_world/pistol_idle.md5anim
	anim putaway				models/md5/weapons/pistol_world/pistol_idle.md5anim
	anim raise					models/md5/weapons/pistol_world/pistol_idle.md5anim
	anim reload					models/md5/weapons/pistol_world/pistol_idle.md5anim
	anim noammo					models/md5/weapons/pistol_world/pistol_idle.md5anim
}

model viewmodel_pistol {
	mesh						models/md5/weapons/pistol_view/viewpistol.md5mesh

	anim raise 					models/md5/weapons/pistol_view/raise.md5anim {
		frame 7					sound_body player_pistol_raise_01
	}
	anim idle					models/md5/weapons/pistol_view/idle.md5anim
	anim idle_empty				models/md5/weapons/pistol_view/idle_empty.md5anim

	anim fire1					models/md5/weapons/pistol_view/fire1.md5anim {
		frame 1					sound_weapon player_pistol_fire
	}



	anim reload 				models/md5/weapons/pistol_view/reload_empty.md5anim {
		frame 1					sound_weapon player_pistol_reload
	}

	anim noammo 				models/md5/weapons/pistol_view/empty_reload_start.md5anim {
		frame 1					sound_body player_pistol_empty
	}

	anim putaway 				models/md5/weapons/pistol_view/put_away.md5anim
}

entityDef	damage_bullet_pistol {
	"damage"			"14"
	"kickDir"			"1 0 0"

	"mtr_blob"			"genericDamage"
	"blob_time"			"300"
	"blob_size"			"400"
	"blob_offset_x"		"400"

	"knockback"			"1"

	"gib"				"1"


	"smoke_wound_flesh"	"burstysquirt.prt"
	"mtr_wound_flesh"	"textures/decals/hurt02"
	"mtr_wound_metal"	"textures/decals/hurtmetal"
	"mtr_wound_ricochet"	"textures/decals/hurtmetal"
	"mtr_splat_flesh"	"textures/decals/dsplat2"
	"mtr_splat_flesh2"	"textures/decals/dsplat5"
	"mtr_splat_flesh3"	"textures/decals/dsplat7"
	"mtr_splat_flesh4"	"textures/decals/dsplat11"
	// the flesh impact is used in the damage so players hear it on their body
	// the other impacts are played on detonation
	"snd_flesh"			"bullet_impact_flesh"

	"kick_time"			"400"
	"kick_amplitude"	"1"

	"dv_time"			"100"
}

entityDef projectile_bullet_pistol {
	"spawnclass"				"idProjectile"
	"mins"						"-1 -1 -1"
	"maxs"						"1 1 1"
	"cone"						"3"
	"scale"						"0.1"
	"noshadows"					"1"

	"def_damage"				"damage_bullet_pistol"

	"launchFromBarrel"			"0"
	"health"					"0"
	"velocity"					"7200 0 0"	// .38 Special 600 fps.  Source: Petzal, David E. "How fast is a speeding bullet." Field and Stream. 97 (1992): 23
	"angular_velocity"			"0 0 0"
	"thrust"					"0"
	"thrust_start"				"0"
	"thrust_end"				"0"
	"linear_friction"			"0"
	"angular_friction"			"0"
	"contact_friction"			"0"
	"bounce"					"0.6"
	"mass"						"2"
	"gravity"					"0"
	"fuse"						"4"

	"detonate_on_fuse"			"0"
	"detonate_on_death"			"0"
	"detonate_on_world"			"1"
	"detonate_on_actor"			"1"

	"impact_damage_effect"		"1"
	"impact_gib"				"1"

	"mtr_detonate"				"textures/decals/bulleth02"
	"mtr_detonate_glass"		"textures/decals/testbulletglass1"
	"decal_size"				"10"

	"model_smokespark"			"bulletsmokeandspark.prt"
	"model_ricochet"			"bulletricochet.prt"


	// played on collision with non-damagable entities
	"snd_plastic"				"bullet_impact_plastic"
	"snd_cardboard"				"bullet_impact_cardboard"
	"snd_flesh"					"bullet_impact_flesh"
	"snd_metal"					"bullet_impact_metal"
	"snd_stone"					"bullet_impact_stone"
	"snd_wood"					"bullet_impact_wood"
	"snd_glass"					"bullet_impact_glass"
	"snd_liquid"				"bullet_impact_liquid"
	"snd_ricochet"				"bullet_ricochet"
	//"snd_impact"				"bullet_impact_metal"

	"mtr_light_shader"			""
	"light_color"				"0 0 0"
	"light_radius"				"0"
	"light_offset"				"0 0 0"

	"mtr_explode_light_shader"	""
	"explode_light_color"		"0 0 0"
	"explode_light_radius"		"0"
	"explode_light_fadetime"	"0"
}
