package weapons

general
{
	bool usePositionAndRotationFromTweakDB = false;
}

temp
{
	string cyberwareSlot = "WeaponLeft";
}

bullet
{
	string effect = "player_ray";
	float range = 200.0f;
}

projectile
{
	float range = 200.0f;
}

weaponPoseTweak
{
	float positionSensitivity = 0.001;
	float positionSensitivityFineTuning = 0.00001;
	float rotationSensitivity = 0.1;
	float rotationSensitivityFineTuning = 0.001;
}

weaponFx
{
	CName muzzleFlash = "muzzle_flash";
	CName muzzleFlashTPP = "muzzle_flash_tpp";
	CName muzzleFlashSuppressor = "muzzle_flash";
	CName muzzleFlashSuppressorTPP = "muzzle_flash_tpp";
}

position
{
	float posX = -0.038000f;
	float posY = 0.0f;
	float posZ = -0.049000f;
	float posAimX = 0.000000f;
	float posAimY = 0.055000f;
	float posAimZ = 0.000000f;
}

rotation
{
	float rotX = -5.900000f;
	float rotY = 0.0f;
	float rotZ = -6.622000f;
	float rotAimX = -1.000000f;
	float rotAimY = 0.0f;
	float rotAimZ = -4.899999f;
}

E3_grenadePreview
{
	float timestep = 0.01f;
	float segmentSize = 0.4f;
	Vector3 grenadeVisualOffset = ( 0.18f, 0.0f, 0.0f );
	float grenadeVisualOffsetAlignSpeed = 1.0f;
	float grenadeVisualOffsetAlignDamp = 0.2f;
	Vector3 arrowRotationOffsetAxis = ( 0.0f, 0.0f, 0.0f );
	float arrowRotationOffsetValue = -15.0f;
	float arrowRotationOffsetDamp = 0.5f;
	bool showOnEquip = true;
	float trajectoryCurveDuration = 1.1f;
	float blendCurveDuration = 1.5f;
	float trajectoryCurveModifier = 0.7f;
}

E3_grenade
{
	float damageRadius = 7.0f;
	float physicalImpulseRadius = 5.0f;
	float physicalImpulse = 50.0f;
	float[] rotationAxesX = 
	[
		1.0f
	];
	float[] rotationAxesY = 
	[
		0.0f
	];
	float[] rotationAxesZ = 
	[
		0.0f
	];
	float[] rotationAxesSpeeds = 
	[
		180.0f
	];
	int randomRotationAxes = 2;
	float rotationSpeedMin = 150.0f;
	float rotationSpeedMax = 200.0f;
	bool useSeed = false;
	int seed = 0;
}

Beam_grenade
{
	int beamStyle = 0;
	int numBeams = 4;
}

