;// LOWBITHATCHET

;// VR Support
vrweaponmode=1
vrweaponlimbofweapon=39
vrweaponstaticframe=97
vrweaponoffsetx=-10
vrweaponoffsety=12
vrweaponoffsetz=-3

;// Ammunition

reloadqty		= 0	;unlimited ammo

;// Range and damage

damage			= 40	;base damage per hitscan projectile
range			= 45	;maximum range in inches
force           	= 175	;amount of force applied to dynamic objects upon bullet impact
noscorch		= 1	;disables use of bullet hole decals (currently n/a)

melee damage		= 35	;melee damage value
melee range		= 45	;melee attack range in inches
melee force		= 175	;amount of force applied to dynamic objects upon melee impact
melee noscorch 		= 1	;disables use of bullet hole decals for melee attack (currently n/a)

;// Accuracy

simplezoom		= 0	;bullet spread
accuracy		= 0	;bullet spread while sprinting

;// HUD handling characteristics - Activate plrspeedmods in setup.ini

disablemovespeedmod	= 0	;disables use of player move and turn speed multipliers 

plrmovespeedmod		= 1.1	;move speed multiplier
plrturnspeedmod		= 1.0	;turn speed multiplier 
plrjumpspeedmod		= 1.5	;jump inertia multiplier

recoily			= 50	;recoil vertical disturbance
recoilyreturn		= 99	;recoil vertical return percentage
recoilx			= 20	;recoil horizontal disturbance
recoilxreturn		= 99	;recoil horizontal return percentage

gunlagspeed		= 60	;hud model drift inertia
gunlagxmax		= 10	;hud model max vertical drift
gunlagymax		= 16	;hud model max horizontal drift

simplezoomspeed		= 10	;speed of runy offset or non-ainmated zoomto/from transition

disablerunandshoot	= 0	;disables ability to fire weapon while sprinting
meleewithrightclick     = 1	;enables ability to trigger melee with right click

;// Visuals

textured		= 
effect			= effectbank\reloaded\weapon_bone.fx
weapontype		= 51
animsetoverride         = -axe
statuspanelcode		= 100
vweaptex		= weapon
invertnormal		= 1	;flag for -Y axis normal maps
preservetangents	= 1	;disable normal tangent shifting

;//Model positions
horiz			= 0	;player weapon model horizontal position offset
vert			= 0	;player weapon model vertical position offset
forward			= 5.5	;player weapon model depth position offset
runy			= -4	;player weapon model vertical offset while sprinting
rotx                    = 0   ;player weapon model rotation offset X

;//Model adjustments for MAX Characters
handscale                       = 85
handposx			= 0.0	;character weapon model position offset X, Up and down, finger tips up to wrist and up arm, vertical
handposy			= 0.0	;character weapon model position offset Y, forwards and backwards, tward front of body or back of body
handposz			= 0.5	;character weapon model position offset Z, Away from palm, twards body
handrotx			= -20.0	;character weapon model rotation offset X
handroty			= 0.0   ;character weapon model rotation offset Y
handrotz			= 0.0	;character weapon model rotation offset Z

;// Muzzleflash

muzzlecolorR		= 1	;muzzleflash light red value
muzzlecolorG		= 1	;muzzleflash light green value
muzzlecolorB		= 1	;muzzleflash light blue value

muzzleflash		= 4	;ID of muzzleflash decal when firing
muzzlesize		= 1	;scale of muzzleflash decal
alignx			= 0	;muzzleflash decal horizontal screenspace offset from center
aligny			= -50	;muzzleflash decal vertical screenspace offset from center
alignz			= 0	;muzzleflash decal distance from camera in inches

;// Brass System
brass			= 0

;// HUD ANIMATION

keyframe ratio		= 1	;animation multiplier for weapons exported at other than 30 fps
keyframe speed          = 100
disablemovespeedmod	= 0
alt disablemovespeedmod	= 0
run delay		= 1000

select			= equip
idle			= idle
move			= move
run			= move

start fire		= attack2
end fire		= 10
melee start		= attack1
melee end		= 10

putaway			= unequip
reload			= idle

;//HUD Sounds

sound1			= fire.ogg
sound2			= take_out.ogg
sound3			= put_away.ogg
fireloop		= 0
soundstrength		= 50

;//HUD Sound frames list

soundframes	= 4
sframeanim0	= attack1
sframe0		= 10,1
sframeanim1	= attack2
sframe1		= 10,1
sframeanim2	= equip
sframe2		= 0,2
sframeanim3	= unequip
sframe3		= 0,3
