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

	N80 Assault Rifle with Scope

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

// ========================================================================
// Export
//

export hauser {
	options -prefix ASSAULT_ -sourcedir models/weapons/gdf_assault_rifle/dev_sd -destdir models/weapons/gdf_assault_rifle/ -keep muzzle

addoptions -keepmesh Assault_Rifle_Mesh Trigger_Mesh bino_lens Magazine_Mesh Scope_mesh Charge_Mesh r_hand m_l_hand r_arm m_l_gui_mount m_l_arm m_l_gui_cover

	mesh	assault_rifle_scoped_base_file.mb			-dest models/weapons/gdf_assault_rifle/scoped_view.md5mesh


	anim	assault_rifle_scoped_idle.mb				-dest models/weapons/gdf_assault_rifle/scoped_idle.md5anim
	anim	assault_rifle_scoped_raise.mb				-dest models/weapons/gdf_assault_rifle/scoped_raise.md5anim
 	anim	assault_rifle_scoped_lower.mb				-dest models/weapons/gdf_assault_rifle/scoped_lower.md5anim
   	anim	assault_rifle_scoped_fire.mb				-dest models/weapons/gdf_assault_rifle/scoped_fire.md5anim
 	anim	assault_rifle_reload.mb				-dest models/weapons/gdf_assault_rifle/scoped_reload.md5anim
 	anim	assault_rifle_scoped_start_sprint.mb			-dest models/weapons/gdf_assault_rifle/scoped_start_sprint.md5anim
 	anim	assault_rifle_scoped_leave_sprint.mb			-dest models/weapons/gdf_assault_rifle/scoped_leave_sprint.md5anim

 	anim	assault_rifle_scoped_zoom_in.mb				-dest models/weapons/gdf_assault_rifle/scoped_zoom_in.md5anim
 	anim	assault_rifle_scoped_zoom_out.mb			-dest models/weapons/gdf_assault_rifle/scoped_zoom_out.md5anim
 	anim	assault_rifle_scoped_idle_zoom.mb			-dest models/weapons/gdf_assault_rifle/scoped_idle_zoom.md5anim
 	anim	assault_rifle_scoped_fire_zoom.mb			-dest models/weapons/gdf_assault_rifle/scoped_fire_zoom.md5anim
 	anim	assault_rifle_basic_idle_zoom.mb			-dest models/weapons/gdf_assault_rifle/scoped_idle_zoom.md5anim
 	anim	assault_rifle_basic_fire_zoom.mb			-dest models/weapons/gdf_assault_rifle/scoped_fire_zoom.md5anim
 	anim	assault_rifle_basic_zoom_in.mb				-dest models/weapons/gdf_assault_rifle/scoped_zoom_in.md5anim
 	anim	assault_rifle_basic_zoom_out.mb				-dest models/weapons/gdf_assault_rifle/scoped_zoom_out.md5anim

}

// ========================================================================
// VIEW Models
//

model viewmodel_assaultrifle_scoped {
	mesh								models/weapons/gdf_assault_rifle/scoped_view.md5mesh

	anim idle							models/weapons/gdf_assault_rifle/scoped_idle.md5anim {
	}

	anim raise							models/weapons/gdf_assault_rifle/scoped_raise.md5anim {
		frame 4								sound_channel snd_weapon_raise snd_safe
	}

	anim putaway						models/weapons/gdf_assault_rifle/scoped_lower.md5anim {
		frame 4								sound_channel snd_weapon_raise snd_safe
	}

	anim fire 							models/weapons/gdf_assault_rifle/scoped_fire.md5anim {
		frame 1								sound_channel snd_weapon_mech snd_mech
	}

	anim reload							models/weapons/gdf_assault_rifle/scoped_reload.md5anim {
		frame 10							sound_channel snd_weapon_reload snd_movement01
		frame 40							sound_channel snd_weapon_reload snd_movement02
	}

	anim start_sprint					models/weapons/gdf_assault_rifle/scoped_start_sprint.md5anim {
	}

	anim leave_sprint					models/weapons/gdf_assault_rifle/scoped_leave_sprint.md5anim {
	}

	anim zoomin 						models/weapons/gdf_assault_rifle/scoped_zoom_in.md5anim {
		frame 1								sound_channel snd_weapon_reload snd_zoomin01
	}

	anim zoomout 						models/weapons/gdf_assault_rifle/scoped_zoom_out.md5anim {
		frame 1								sound_channel snd_weapon_reload snd_zoomout01
	}

	anim idle_zoom						models/weapons/gdf_assault_rifle/scoped_idle_zoom.md5anim {
	}

	anim fire_zoom 						models/weapons/gdf_assault_rifle/scoped_fire_zoom.md5anim {
		frame 1								sound_channel snd_weapon_zoom snd_mech
	}
}



//=============================================================================================================================================
//=============================================================================================================================================

invItemDef inventory/weapons/assaultrifle/scoped {
	type								"weapon"
	slot								"twohanded"
	name								"game/weapons/assaultrifle_scoped"
	model								"models/weapons/gdf_assault_rifle/assault_player_scope.lwo"
	joint								"Spine2"

	data {
		"model_view" 					"viewmodel_assaultrifle_scope_rework"
		"model_world" 					"worldmodel_assaultrifle_scope"
		"anim_limbomenu"				"menu_assault"

		"view_offset"					"-2 0.5 0.77"
		"view_foreshorten"				"0.8"

		"joint_attach"					"weapon"
		"anim_prefix"					"machinegun"
		"anim_prefix_class"				"twohanded"

		"weapon_scriptobject"			"weapon_assaultrifle_scope"

		"muzzle_kick_time"				"0.1"
		"muzzle_kick_maxtime"			"0.6"
		"muzzle_kick_angles"			"-1 0 0"
		"muzzle_kick_offset"			"0.3 0 0.2"

		"recoilTime"					"150"
		"recoilAngles"					"-0.13 0 0"

		"kickback"						"0.13"
		"kickback_prone"				"0.06"

		"stat_name"						"assaultrifle_scoped"

		"fx_muzzle_flash"				"effects/weapons/assaultrifle_muzzleflash_view"
		"fx_muzzle_flash_novisuals" 	"effects/weapons/assaultrifle_muzzleflash_view_novisuals"
		"fx_muzzle_flash_world"			"effects/weapons/assaultrifle_muzzleflash_world"

		"snd_fire"						"sounds/weapons/assaultrifle/fire"
		"snd_fire_far"					"sounds/weapons/assaultrifle/fire/far"
		"snd_fire_local"				"sounds/weapons/assaultrifle/fire/local"
		"snd_cock"						"sounds/weapons/assaultrifle/cock"
		"snd_safe"						"sounds/weapons/assaultrifle/safe"
		"snd_reload"					"sounds/weapons/assaultrifle/reload"
		"snd_mech"						"sounds/weapons/assaultrifle/mech"
		"snd_lowammo"					"sounds/weapons/misc/ammo_warning"
		"snd_modeswitch"				"sounds/weapons/misc/mode_switch"
		"snd_raise"						"sounds/weapons/assaultrifle/raise"
		"snd_sights_up"					"sounds/weapons/assaultrifle/sights/up"
		"snd_sights_down"				"sounds/weapons/assaultrifle/sights/down"
		"snd_dryfire"					"sounds/weapons/misc/dryfire"

		"trigger_delay"					"0"
		"fire_rate"						"0.15"
		"num_projectiles"				"1"

		"low_ammo"						"8"

		"def_scopemodel"				"scope_sniperrifle"
		"gui_sniper_scope"				"game/sights/assaultrifle_scope"
		"hud_sort"						"999"

		"zoom_fov"						"45"
		"zoom_time"						"0.25"

		"zoom_pitch_amplitude"			"0.5"
		"zoom_pitch_frequency"			"0.24"
		"zoom_pitch_min_amplitude"		"0.13"
		"zoom_yaw_amplitude"			"3.2"
		"zoom_yaw_frequency"			"0.12"
		"zoom_yaw_min_amplitude"		"0.23"

		"fov_speed"						"0.5"
		"fov_spread"					"0.1"

		"mtr_weaponmenu"				"guis/assets/icons/weapons/assaultrifle_scope"

		"climate_skin_key"				"weapon_gdf"

		"hide_crosshair"				"0"

		"crosshair"						"large"
		"crosshair_secondary"			"none"
		"crosshair_spread_min"			"-0.5"
		"crosshair_spread_max"			"4"
		"crosshair_spread_scale"		"2"

		"spread_min"					"1"
		"spread_max"					"3"
		"spread_inc"					"1"

		"spread_viewrate_min"			"1"
		"spread_viewrate_max"			"3"
		"spread_viewrate_inc"			"2.5"

		"spread_max_settle_time"		"600"

		"spread_crouch_min"				"0.75"
		"spread_crouch_max"				"2.2"
		"spread_crouch_inc"				"1"

		"spread_crouch_viewrate_min"	"0.75"
		"spread_crouch_viewrate_max"	"2.2"
		"spread_crouch_viewrate_inc"	"2.5"

		"spread_crouch_max_settle_time"	"550"

		"spread_prone_min"				"0.5"
		"spread_prone_max"				"1.75"
		"spread_prone_inc"				"1"

		"spread_prone_viewrate_min"		"0.5"
		"spread_prone_viewrate_max"		"1.75"
		"spread_prone_viewrate_inc"		"2.5"

		"spread_prone_max_settle_time"	"500"

		"spread_jump_min"					"4"
		"spread_jump_max"					"4"
		"spread_jump_inc"					"4"

		"spread_jump_max_settle_time"		"600"

		"tt_intro_1"					"assaultrifle_scoped_intro_1"
		"tt_intro_2"					"generic_weapon_fire"
		"tt_intro_ironsights_1"			"assaultrifle_ironsights"
		"tt_intro_ironsights_2"			"generic_weapon_ironsights"
		"tt_intro_reload"				"generic_weapon_reload"

		"autoswitch_priority"			"5"

		"player_weapon_num"				"13"
	}

	clip {
		"projectile"					"projectile_assaultrifle_scoped"
		"client_projectile"				"projectile_bullet"
		"type"							"assaultrifle"
		"ammo_per_shot"					"1"
		"max_ammo"						"40"
	}
}

toolTip assaultrifle_scoped_intro_1 {
	sound "sounds/ui/main/neutral"
	text "game/tt/intro/assaultrifle_scoped_1"
}


//==================
//Entity Defs
//==================

entityDef projectile_assaultrifle_scoped {
	"spawnclass"						"idProjectile"
	"inherit"							"projectile_bullet_base"

	"range"								"12288"

	"min_damage_percent"				"10"

	"dmg_damage"						"damage_assaultrifle_scoped"
}

damageDef damage_assaultrifle_scoped {
	damage								"damage_assaultrifle"

	prof_damage							"pro_light_weapons_damage"

	knockback							1
	push								5000

	record_hit_stats

	stat_name							"assaultrifle_scoped"

	tt_obituary							"tooltips/killmsgs/weapons/assaultrifle/scoped"
	tt_obituary_team_kill				"tooltips/killmsgs/weapons/assaultrifle/scoped/teamkill"
}
