WeaponData
{
	// General
	"printname"   									"#WPN_TITAN_VORTEX_SHIELD"
	"shortprintname"   								"#WPN_TITAN_VORTEX_SHIELD_SHORT"
	"description" 									"#WPN_TITAN_VORTEX_SHIELD_DESC"
	"longdesc"										"#WPN_TITAN_VORTEX_SHIELD_LONGDESC_SP"

	"menu_icon"										"rui/titan_loadout/defensive/titan_defensive_vortex_menu"
	"hud_icon"										"rui/titan_loadout/defensive/titan_defensive_vortex"

	"hint_type"										"hold"

	"weaponClass" 									"titan"
	"weaponType"									"defense"
	"fire_mode"   									"offhand"
	"alwaysShow"									"1"
	"minimap_reveal_distance"						"32000"
	"offhand_keep_primary_in_hand" 					"1"

	"OnWeaponActivate"								"OnWeaponActivate_titanweapon_vortex_shield"
	"OnWeaponDeactivate"							"OnWeaponDeactivate_titanweapon_vortex_shield"
	"OnWeaponCustomActivityStart"					"OnWeaponCustomActivityStart_titanweapon_vortex_shield"
	"OnWeaponVortexHitBullet"						"OnWeaponVortexHitBullet_titanweapon_vortex_shield"
	"OnWeaponVortexHitProjectile"					"OnWeaponVortexHitProjectile_titanweapon_vortex_shield"
	"OnWeaponPrimaryAttack"							"OnWeaponPrimaryAttack_titanweapon_vortex_shield"
	"OnWeaponNpcPrimaryAttack"						"OnWeaponNpcPrimaryAttack_titanweapon_vortex_shield"
	"OnClientAnimEvent"								"OnClientAnimEvent_titanweapon_vortex_shield"
	"OnWeaponChargeBegin"							"OnWeaponChargeBegin_titanweapon_vortex_shield"
	"OnWeaponChargeEnd"								"OnWeaponChargeEnd_titanweapon_vortex_shield"
	"OnWeaponAttemptOffhandSwitch"					"OnWeaponAttemptOffhandSwitch_titanweapon_vortex_shield"
	"OnWeaponOwnerChanged"							"OnWeaponOwnerChanged_titanweapon_vortex_shield"

	// Menu Stats

	// Models
	"viewmodel"   									"models/weapons/titan_vortex_blocker/atpov_vortexblocker.mdl"
	"playermodel" 									"models/weapons/titan_vortex_blocker/w_vortexblocker.mdl"
	"projectilemodel" 								"models/weapons/bullets/projectile_rocket.mdl"

	// Effects
	"tracer_effect"   								"weapon_tracers_vortex"
	"tracer_effect_first_person"  					"weapon_tracers_vortex"
	"vortex_absorb_effect"							"wpn_vortex_projectile_rifle_FP"
	"vortex_absorb_effect_third_person"				"wpn_vortex_projectile_rifle"
	"vortex_absorb_sound"							"Vortex_Shield_AbsorbBulletSmall"
	"vortex_absorb_sound_1P_VS_3P"					"Vortex_Shield_AbsorbBulletSmall_1P_VS_3P"
	"sound_weapon_ready"							"HUD_TitanDefenseAbility_replenished_1P"
	"projectile_adjust_to_gun_barrel"				"1"

	// Damage - When Used by Players
	"damage_type" 									"bullet"
	"damage_near_distance"							"800"
	"damage_far_distance" 							"2000"
	"damage_near_value"   							"35"
	"damage_far_value"								"35"
	"damage_near_value_titanarmor"					"140"
	"damage_far_value_titanarmor" 					"140"

	// Damage - When Used by NPCs
	"explosion_inner_radius"  						"25"
	"explosionradius" 								"175"
	"impulse_force"   								"1000"

	// Ammo
	"ammo_stockpile_max"							"4500"
	"ammo_clip_size"   								"-1"
	"ammo_default_total"							"0"

    "cooldown_type"                                 "vortex_drain"

	"aimassist_disable_hipfire_humansonly"			"1"
	"aimassist_disable_ads_humansonly"				"1"

	// Charge settings

	MP_BASE
	{
		// Charge settings
		"charge_time"									"-1.0"
		"charge_cooldown_time"							"0.0"
		"charge_cooldown_delay"   						"0.0"
		"charge_end_forces_fire"  						"1"
		"charge_remain_full_when_fired"					"1"

		"explosion_damage"								"0"
		"explosion_damage_heavy_armor"					"0"

		"enable_highlight_networking_on_creation"		"<KEEP_DEFAULT>"
	}
	SP_BASE
	{
		// Charge settings
		"charge_time"									"3.0"
		"charge_cooldown_time"							"3.0"
		"charge_cooldown_delay"   						"1.0"
		"charge_end_forces_fire"  						"1"
		"charge_remain_full_when_fired"					"1"

		"explosion_damage"								"300"
		"explosion_damage_heavy_armor"					"300"

		"enable_highlight_networking_on_creation"		"1"
	}

	// Behavior
	"fire_rate"   									"2"
	"zoom_time_in"									"0.125"
	"zoom_time_out"   								"0.125"
	"zoom_fov"										"75"
	"holster_time"									".3"
	"deploy_time" 									".1"
	"lower_time"  									".1"
	"raise_time"  									".2"
	"play_offhand_charging_anim"  					"1"
	"offhand_blocks_sprint"							"1"
	"allow_empty_fire"								"1"
	"reload_enabled"  								"1"
	"allow_empty_click"   							"1"
	"empty_reload_only"   							"0"
	"trigger_snipercam"   							"0"
	"allow_headshots" 								"0"

	// Spread
	"spread_stand_hip"  							"7"
	"spread_stand_ads"   							"7"

	"ammo_suck_behavior"							"offhand_weapons"

	// View Kick
	"viewkick_spring" 								"pistol"

	// Bob
	"bob_cycle_time"  								".7"
	"bob_vert_dist"   								"1"
	"bob_horz_dist"   								"1"
	"bob_max_speed"   								"300"

	// View Drift
	"viewdrift_hipfire_stand_scale_pitch" 			"0.1"
	"viewdrift_hipfire_crouch_scale_pitch"			"0.1"
	"viewdrift_hipfire_air_scale_pitch"   			"0.1"
	"viewdrift_hipfire_stand_scale_yaw"   			"0.075"
	"viewdrift_hipfire_crouch_scale_yaw"  			"0.075"
	"viewdrift_hipfire_air_scale_yaw" 				"0.075"
	"viewdrift_hipfire_speed_pitch"   				"0.6"
	"viewdrift_hipfire_speed_yaw" 					"1.22"

	"viewdrift_ads_stand_scale_pitch" 				"0.05"
	"viewdrift_ads_crouch_scale_pitch"				"0.05"
	"viewdrift_ads_air_scale_pitch"   				"0.05"
	"viewdrift_ads_stand_scale_yaw"   				"0.037"
	"viewdrift_ads_crouch_scale_yaw"  				"0.037"
	"viewdrift_ads_air_scale_yaw" 					"0.037"
	"viewdrift_ads_speed_pitch"   					"0.6"
	"viewdrift_ads_speed_yaw" 						"1.22"

	// Rumble
	"fire_rumble"									"rumble_titan_vortex_release"

	// Sway

	// NPC
	"proficiency_poor_spreadscale"					"2.0"
	"proficiency_average_spreadscale" 				"2.0"
	"proficiency_good_spreadscale"					"1.5"
	"proficiency_very_good_spreadscale"   			"1.2"

	"proficiency_poor_additional_rest"				"25"
	"proficiency_average_additional_rest"			"18"
	"proficiency_good_additional_rest"				"14"
	"proficiency_very_good_additional_rest"			"2"

	"npc_min_range"   								"0"
	"npc_max_range"   								"8000"

	"npc_titan_ability"								"WTA_VORTEX"

	"npc_min_burst"   								"0"		// this must be 0 so AI don't shoot vortex automatically
	"npc_max_burst"   								"0"		// this must be 0 so AI don't shoot vortex automatically
	"npc_rest_time_between_bursts_min"				"0.5"	// don't make this too large. just enough to prevent vortex ping pong
	"npc_rest_time_between_bursts_max"				"0.8"

	"npc_lead_time_scale"							"0.0003"

	"npc_use_short_duration"						"1.0"
	"npc_use_normal_duration"						"2.5"
	"npc_use_min_damage"							"700"
	"npc_use_max_damage"							"1400"

	// WeaponED Unhandled Key/Values and custom script Key/Values
	"sway_turn_angle_factor"  						"-0.5"
	"sway_turn_origin_factor" 						"0"
	"sway_turn_angle_factor_zoomed"   				"0"
	"sway_turn_origin_factor_zoomed"  				"0.05"
	"sway_move_angle_factor"  						"0.5"
	"sway_move_origin_factor" 						"0.5"
	"sway_move_angle_factor_zoomed"   				"0"
	"sway_move_origin_factor_zoomed"  				"0.03"
	"sway_gain"   									"15.0"

	// Crosshair
	"red_crosshair_range" 							"2000"

	Mods
	{
		shield_only
		{
			"charge_time" 									"20.0"
			"charge_cooldown_time"							"6.0"
			"charge_cooldown_delay"   						"2.0"
			"deploy_time" 									"0.25"
		}

		vortex_extended_effect_and_no_use_penalty
		{
			"charge_time" 									"20.0"
			"charge_cooldown_time"							"6.0"
			"charge_cooldown_delay"   						"2.0"
		}

		pas_defensive_core
		{
			"charge_time" 									"1.0++"
			"charge_cooldown_delay"   						"*0.75"
			"charge_cooldown_time"							"*0.75"
		}

		unlimited_charge_time
		{
			"charge_time" 									"999"
			"charge_cooldown_time"							"0.0"
			"charge_cooldown_delay"   						"0.0"
		}

		slow_recovery_vortex
		{
			// "charge_require_input"							"0"
			"charge_cooldown_time"							"3.0"
			"charge_cooldown_delay"   						"0.5"
			"charge_time" 									"4.0"
		}

		npc_normal_difficulty
		{
			"proficiency_poor_additional_rest"					"30"
			"proficiency_average_additional_rest"				"30"
		}

		dev_mod_low_recharge
		{
			"charge_time" 									"999"
			"charge_cooldown_time"							"0.0"
			"charge_cooldown_delay"   						"0.0"
		}

		burn_mod_titan_vortex_shield
		{
			"is_burn_mod"									"1"
			"tracer_effect"   								"weapon_tracers_vortex_mod"
			"tracer_effect_first_person"  					"weapon_tracers_vortex_mod"
		}

		sur_level_0
		{
			"charge_cooldown_time"							"*1.5"
			"damage_near_value"   							"*0.75"
			"damage_far_value"								"*0.75"
			"damage_near_value_titanarmor"					"*0.75"
			"damage_far_value_titanarmor" 					"*0.75"
			"explosion_damage"								"*0.75"
			"explosion_damage_heavy_armor"					"*0.75"
		}
		sur_level_1
		{
			"charge_cooldown_time"							"*0.7"
			"damage_near_value"   							"*1.4"
			"damage_far_value"								"*1.4"
			"damage_near_value_titanarmor"					"*1.4"
			"damage_far_value_titanarmor" 					"*1.4"
			"explosion_damage"								"*1.4"
			"explosion_damage_heavy_armor"					"*1.4"
		}
		sur_level_2
		{
			"charge_cooldown_time"							"*0.7"
			"damage_near_value"   							"*1.4"
			"damage_far_value"								"*1.4"
			"damage_near_value_titanarmor"					"*1.4"
			"damage_far_value_titanarmor" 					"*1.4"
			"explosion_damage"								"*1.4"
			"explosion_damage_heavy_armor"					"*1.4"
		}
		sur_level_3
		{
			"charge_cooldown_time"							"*0.7"
			"damage_near_value"   							"*1.4"
			"damage_far_value"								"*1.4"
			"damage_near_value_titanarmor"					"*1.4"
			"damage_far_value_titanarmor" 					"*1.4"
			"explosion_damage"								"*1.4"
			"explosion_damage_heavy_armor"					"*1.4"
		}
		pas_ion_vortex
		{
			"damage_near_value"   							"*1.5"
			"damage_far_value"								"*1.5"
			"damage_near_value_titanarmor"					"*1.5"
			"damage_far_value_titanarmor" 					"*1.5"
			"explosion_damage"								"*1.5"
			"explosion_damage_heavy_armor"					"*1.5"
		}
            up_vortex{
               "shared_energy_charge_cost"						"1.0"
}
		sp_wider_return_spread
		{
			"spread_stand_hip"  							"30"
			"spread_stand_ads"   							"30"
		}
	}

	active_crosshair_count				"1"
	rui_crosshair_index					"0"

	RUI_CrosshairData
	{
		DefaultArgs
		{
			adjustedSpread				weapon_spread
			adsFrac 					player_zoomFrac
			isSprinting					player_is_sprinting
			isReloading					weapon_is_reloading
			teamColor					crosshair_team_color
			isAmped						weapon_is_amped
			crosshairMovementX          crosshair_movement_x
			crosshairMovementY          crosshair_movement_y
			chargeFrac                  player_chargeFrac
		}

		Crosshair_1
		{
			"ui"						"ui/crosshair_heat_shield"
			"base_spread"				"3.0"
			Args
			{
				isFiring				weapon_is_firing
			}
		}
	}
}
