;//Bond1's FingerGun!
;// Finger Gun




	
;// VR Support
vrweaponmode=1
vrweaponlimbofweapon=11
vrweaponstaticframe=567
vrweaponoffsetx=-3
vrweaponoffsety=2
vrweaponoffsetz=-13

;// Ammunition

poolammo			= enhanced\44MAG

reloadqty			= 8	;max number of cartridges in magazine
chamberedround			= 1	;max number of chambered cartridges

noautoreload			= 1	;disables automated reloading when out of in-gun ammo
nofullreload			= 1	;disables the ability to reload when weapon is fully topped up with ammo
forcezoomout			= 1	;allows weapon to be reloaded while aiming without releasing aim button
addtospare			= 1	;collected ammo is added to pooled ammo instead of being added directly to weapon's magazine

npcignorereload			= 0	;npc spawns with empty weapon


;// Range and damage

damage				= 65	;base damage per hitscan projectile
range				= 4000	;maximum range in inches
force           		= 70	;amount of force applied to dynamic objects upon bullet impact
scorchtype			= 1	;bullet hole decal type (currently n/a)
noscorch			= 0	;disables use of bullet hole decals (currently n/a)

melee damage			= 5	;melee damage value
melee range			= 75	;melee attack range in inches
melee force			= 300	;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			= 1	;value of 1 or higher enables aiming and sets magnification strength while aiming
accuracy			= 200	;bullet spread
runacc				= 600	;bullet spread while sprinting
simplezoomacc			= 100	;intensity of breath distruption while aiming
zoomaccuracy			= 30	;bullet spread while aiming
zoomaccuracybreathhold		= 1	;enables or disables ability to steady aiming using [zoomholdbreath] key defined in setup.ini
zoomaccuracybreath		= 5000	;maximum duration in ms that aim can be steadied before needing to take breath and try again
zoomaccuracyheld		= 1	;intensity of breath disruption while aim is steadied

;// Reliability

overheatafter		= 999 ;weapon is hot after x number of cyclic shots. increase value for higher reliability.
cooldown			= 0	;time after shot for overheatafter reset. decrease value for higher reliability.
jamchance			= 0	;percentage chance for stoppage while hot. decrease value for higher reliability.


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

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

zoomwalkspeed                   = 0.9	;walk speed multiplier while aiming
zoomturnspeed                   = 0.7	;turn speed multiplier while aiming
plrmovespeedmod			= 1.0	;move speed multiplier
plremptyspeedmod        	= 1.0	;move speed multiplier with empty weapon
plrturnspeedmod			= 1.0	;turn speed multiplier 
plrjumpspeedmod			= 1.0	;jump inertia multiplier
plrreloadspeedmod		= 0.7	;move speed multiplier while reloading

recoily				= 20	;recoil vertical disturbance
recoilyreturn			= 100	;recoil vertical return percentage
recoilx				= 10	;recoil horizontal disturbance
recoilxreturn			= 90	;recoil horizontal return percentage
zoomrecoily			= 20	;recoil vertical disturbance while aiming
zoomrecoilyreturn		= 100	;recoil vertical return percentage while aiming
zoomrecoilx			= 5	;recoil horizontal disturbance while aiming
zoomrecoilxreturn		= 100	;recoil horizontal return percentage while aiming

zoomgunlagspeed			= 10	;hud model drift inertia while aiming
zoomgunlagxmax			= 6	;hud model max vertical drift while aiming
zoomgunlagymax			= 6	;hud model max horizontal drift while aiming
gunlagspeed			= 28	;hud model drift inertia
gunlagxmax			= 10	;hud model max vertical drift
gunlagymax			= 18	;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

reloadspeed			= 120	;reload animation playback speed default 100

;// Visuals

textured			= 
effect				= effectbank\reloaded\weapon_bone.fx
weapontype			= 1
animsetoverride     	   	= -pistol
statuspanelcode			= 100
vweaptex			= Mk19T
decal           		= muzzleflash4
decalforward    		= 100
boostintensity			= 1	;boost illumination effect
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				= 3	;player weapon model depth position offset
runy				= -1	;player weapon model vertical offset while sprinting
simplezoommod			= 2	;player weapon model fov adjustment while aiming to avoid near clip
simplezoomx			= 0	;player weapon model horizontal position offset while aiming - zeroed @ 85 weapon fov
simplezoomy			= 0.16	;player weapon model vertical position offset while aiming - zeroed @ 85 weapon fov


;//Model adjustments for MAX Characters
handscale           = 85
handposx			= 4.75	;character weapon model position offset X
handposy			= 1.0	;character weapon model position offset Y
handposz			= 1.0	;character weapon model position offset Z
handrotx			= -5.0	;character weapon model rotation offset X
handroty			= -100.0;character weapon model rotation offset Y
handrotz			= 0	;character weapon model rotation offset Z

;// Muzzleflash

usespotlighting			= 1	;enables dynamic muzzleflash light effect when firing

muzzlecolorR			= 252	;muzzleflash light red value
muzzlecolorG			= 150	;muzzleflash light green value
muzzlecolorB			= 54	;muzzleflash light blue value

muzzleflash			= 4	;ID of muzzleflash decal when firing
simplezoomflash			= 1	;enables muzzleflash when firing while aimed
muzzlesize			= 100	;scale of muzzleflash decal
smokedecal			= gunsmoke
alignx				= 6	;muzzleflash decal horizontal screenspace offset from center
aligny				= 0	;muzzleflash decal vertical screenspace offset from center
alignz				= 25	;muzzleflash decal distance from camera in inches
zoomalignx			= 0	;muzzleflash decal horizontal screenspace offset from center when aiming
zoomaligny			= 1.25	;muzzleflash decal vertical screenspace offset from center when aiming
zoomalignz			= 18	;muzzleflash decal distance from camera in inches when aiming


;//Brass System

brass				= 44	;brass model ID for dynamic ejecting cartridge cases
brasslife       		= 2000	;brass model instance lifespan before despawning
brassangle      		= 90	;base relative bearing for brass ejection
brassanglerand  		= 5	;brassangle randomized deviation maximum
brassspeed      		= 20	;brass ejection impulse
brassspeedrand  		= 0.1	;brassspeed randomized deviation maximum
brassupward     		= 50	;brass ejection vertical impulse
brassupwardrand 		= 0.1	;brassupward randomized deviation maximum
brassrotx       		= 1000	;brass model x axis spin rate
brassrotxrand   		= 0.5	;brassrotx randomized deviation maximum
brassroty       		= 500	;brass model y axis spin rate
brassrotyrand   		= 0.5	;brassroty randomized deviation maximum
brassrotz       		= -200	;brass model z axis spin rate
brassrotzrand   		= 0.5	;brassrotz randomized deviation maximum


;HUD ANIMATION (timeline 0-1007)

keyframe ratio			= 1	;animation multiplier for weapons exported at other than 30 fps
simplezoomanim			= 1	;activates use of defined aiming mode animations
useempty			= 1	;activates use of defined empty weapon animations

;select				= 380,389	;quick select
select				= 20,30	;equip select
idle				= 40,100
move				= 110,140

; runto				= 204,210
; run				= 211,251
; runfrom				= 253,259

; melee start			= 322,328
; melee end			= 329,345

;fire				= 660,667
start fire			= 150,152
end fire			= 153,157
; start fire 2			= 670,671
; end fire 2			= 672,677
; start fire 3			= 680,681
; end fire 3			= 682,687

;last fire			= 690,696
; last start fire			= 690,691
; last end fire			= 692,697

dryfire				= 150,150

reload				= 170,199	;opportunistic reload
putaway				= 360,365

; empty select			= 402,411
; empty idle			= 63,113
; empty move			= 160,200

; empty runto			= 262,268
; empty run			= 269,309
; empty runfrom			= 311,317

; empty melee start		= 350,356
; empty melee end			= 357,373

; empty reload			= 580,653	;emergency reload
; empty putaway			= 414,422

zoomto				= 214,220
zoom idle			= 240,300
zoom move			= 310,340

zoom start fire			= 350,352
zoom end fire			= 353,355
; zoom start fire 2		= 730,731
; zoom end fire 2			= 732,736
; zoom start fire 3		= 740,741
; zoom end fire 3			= 742,746

;zoom last fire			= 750,756
; zoom last start fire		= 750,751
; zoom last end fire		= 752,756

zoom dryfire			= 240,240

zoomfrom			= 224,230

; empty zoomto			= 884,888

; empty zoom idle			= 935,995
; empty zoom move			= 891,931
; empty zoomfrom			= 998,1002

; fix jam				= 460,494


;//GUN Sounds

sound1				= fire.wav
sound2				= reload.wav
sound3				= dryfire.ogg
sound4				= putaway.ogg
sound5				= melee.ogg
sound6				= cock.ogg
sound7				= unload.ogg
sound8				= draw.ogg
sound9				= taprack.ogg
sound10				= drawrack.ogg
sound11				= unload2.ogg
sound12				= lock.ogg

fireloop			= 0
soundstrength			= 100

;HUD sound frames list

soundframes			= 14
sframe0				= 

;tacload
sframe1				= 508,7
sframe2				= 172,2

;reload
sframe3				= 593,7
sframe4				= 610,2
sframe5				= 630,6

;draw
sframe6				= 381,8
sframe7				= 403,8

;melee
sframe8				= 323,5
sframe9				= 351,5

;fixjam
sframe10			= 461,9

;equip
sframe11			= 431,10

;slidelock
sframe12			= 694,12
sframe13			= 754,12