// :: Weapon mod : default settings by Michal Marcinkowski and developers, beta testing team and the community

// Some settings for non-standard weapons won't work for example: reload time on stat. gun or grenade for obvious reasons
// Please do not consider weapon mod bugs as normal bugs, they are not priority when bug fixing.
// This is more for tweaking weapon balance than changing the whole game.

// Soldat uses ticks for measuring time, 60 ticks = 1 second
// e.g. 90 ticks = 1.5 second, 10 ticks = 0.16666667 second
// FireInterval, ReloadTime, Bink and StartUpTime is measured in ticks

//Damage=190
 - final damage dealt by a bullet is the result of [Damage] * [CurrentSpeed] * [HitboxModifier]
 - the [HitboxModifier] used depends on where the bullet hits. Head: 1.15, torso: 1.0, legs: 0.9

//FireInterval=30
 - rate of fire. The lower the interval, the faster the weapon fires

//Ammo=4
 - full clip

//ReloadTime=75
 - time of reload in ticks

//Speed=330
 - initial base speed of bullet, speed affects damage
 - a fired bullet is affected by the velocity of the player
 - a fired bullet loses its speed over time

//BulletStyle=1
 1 - plain bullet
 2 - frag grenade
 3 - shotgun pellets
 4 - m79 grenade
 5 - flame
 6 - punch
 7 - arrow
 8 - flame arrow
 11 - knife/chainsaw
 12 - LAW missile
 13 - knife
 14 - M2 bullet

//StartUpTime=0
 - like the Minigun start time, may not work for all weapons

//Bink=0
 - if the player is hit by a bullet his aim is not accurate for this amount of time, the mouse cursor in-game shows how this works
 - negative values mean self-bink, the lower the number the more inaccurate the weapon will get after auto-firing

//MovementAcc=1
 - how much the aim is affected by player movement, the higher the value the more you have to be still to aim properly

//BulletSpread=2
 - how tight or loose the bullets will group when standing still

//Recoil=35
 - the amount that the cursor will fling up when fired

//Push=65
 - the weight of a bullet, factors together with its velocity to push away the receiving player

//InheritedVelocity=100
 - in percent how much velocity the bullet inherits from the player


// Codename: Skull and Crossbones v1

// Changes from 1.6.7 -> 1.6.8
// Deagles      fireinterval +1
// HK MP5       push +1
// Steyr        push +1
// Spas         push +1
// M79          push +30
// Minigun      dmg -1
// Socom        dmg +1
// LAW          push +20

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[Info]
Name=Default mod
Version=1.6.8

[Desert Eagles]
Damage=181
FireInterval=24
Ammo=7
ReloadTime=87
Speed=190
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=15
Recoil=0
Push=44
InheritedVelocity=50

[HK MP5]
Damage=101
FireInterval=6
Ammo=30
ReloadTime=105
Speed=189
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=14
Recoil=0
Push=28
InheritedVelocity=50

[Ak-74]
Damage=111
FireInterval=11
Ammo=40
ReloadTime=150
Speed=240
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=9
Recoil=0
Push=35
InheritedVelocity=50

[Steyr AUG]
Damage=71
FireInterval=7
Ammo=25
ReloadTime=125
Speed=260
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=7
Recoil=0
Push=21
InheritedVelocity=50

[Spas-12]
Damage=122
FireInterval=32
Ammo=7
ReloadTime=175
Speed=140
BulletStyle=3
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=80
Recoil=0
Push=47
InheritedVelocity=50

[Ruger 77]
Damage=249
FireInterval=39
Ammo=4
ReloadTime=84
Speed=330
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=6
BulletSpread=0
Recoil=0
Push=30
InheritedVelocity=50

[M79]
Damage=155000
FireInterval=6
Ammo=1
ReloadTime=178
Speed=107
BulletStyle=4
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=90
InheritedVelocity=50

[Barret M82A1]
Damage=445
FireInterval=225
Ammo=10
ReloadTime=70
Speed=550
BulletStyle=1
StartUpTime=19
Bink=65
MovementAcc=11
BulletSpread=0
Recoil=0
Push=45
InheritedVelocity=50

[FN Minimi]
Damage=85
FireInterval=9
Ammo=50
ReloadTime=250
Speed=270
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=3
BulletSpread=6
Recoil=0
Push=32
InheritedVelocity=50

[XM214 Minigun]
Damage=49
FireInterval=3
Ammo=100
ReloadTime=260
Speed=290
BulletStyle=1
StartUpTime=25
Bink=0
MovementAcc=0
BulletSpread=30
Recoil=0
Push=29
InheritedVelocity=50

[USSOCOM]
Damage=149
FireInterval=10
Ammo=12
ReloadTime=52
Speed=180
BulletStyle=1
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=50
InheritedVelocity=50

[Combat Knife]
Damage=215000
FireInterval=6
Ammo=1
ReloadTime=3
Speed=60
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=300
InheritedVelocity=0

[Chainsaw]
Damage=5000
FireInterval=1
Ammo=1
ReloadTime=1
Speed=80
BulletStyle=11
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=7
InheritedVelocity=0

[M72 LAW]
Damage=155000
FireInterval=6
Ammo=1
ReloadTime=300
Speed=230
BulletStyle=12
StartUpTime=13
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=70
InheritedVelocity=50

[Punch]
Damage=33000
FireInterval=6
Ammo=1
ReloadTime=3
Speed=50
BulletStyle=6
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0
InheritedVelocity=0

[Grenade]
Damage=150000
FireInterval=80
Ammo=1
ReloadTime=20
Speed=50
BulletStyle=2
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0
InheritedVelocity=100

[Stationary Gun]
Damage=180
FireInterval=10
Ammo=100
ReloadTime=366
Speed=360
BulletStyle=14
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=22
InheritedVelocity=0

[Flamer]
Damage=1900
FireInterval=6
Ammo=200
ReloadTime=5
Speed=105
BulletStyle=5
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=40
InheritedVelocity=50

[Rambo Bow]
Damage=1200
FireInterval=10
Ammo=1
ReloadTime=25
Speed=210
BulletStyle=7
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=37
InheritedVelocity=50

[Flamed Arrows]
Damage=800
FireInterval=10
Ammo=1
ReloadTime=39
Speed=180
BulletStyle=8
StartUpTime=0
Bink=0
MovementAcc=0
BulletSpread=0
Recoil=0
Push=0
InheritedVelocity=50
