weaponDef
{
	// This basically fills out weaponInfo_t
	client {
		standModel			"models/weapons2/sten/sten_stand.mdc"	// weapon pickup 'stand' (do we still use this?)
		pickupModel			"models/weapons2/sten/sten.md3"
		//pickupSound		"sound/misc/w_pkup.wav"

		weaponConfig		"models/weapons2/sten/weapon.cfg"
		handsModel			"models/weapons2/sten/v_sten_hand.mdc"

		flashDlightColor	1.0 0.6 0.23
		flashSound			"sound/weapons/sten/sten_fire.wav"		// supports up to 4 flash sounds
		//flashEchoSound	""										// supports up to 4 flash echo sounds
		//lastShotSound		""										// supports up to 4 last shot sounds

		//readySound		""
		//firingSound		""									// no weapons seem to use this, basically it's a replacement hum for readysound, but then when firing
		overheatSound		"sound/weapons/sten/sten_heat.wav"
		reloadSound			"sound/weapons/sten/sten_reload.wav"
		reloadFastSound		"sound/weapons/sten/sten_reload_fast.wav"		// some weapons have fast reloads due to the skill system
		//spinupSound		""									// sound started when fire button goes down, and stepped on when the first fire event happens
		//spindownSound		""									// sound called if the above is running but player doesn't follow through and fire
		//switchSound		""									// allow overriding of weaponswitch sound
		noAmmoSound         "sound/weapons/misc/fire_dry.wav"

		weaponIcon			"icons/iconw_sten"
		weaponIconScale		2
		weaponSelectedIcon	"icons/iconw_sten_1_select"
		weaponSimpleIcon	"simpleicons/sten"
		weaponSimpleIconScale 2 1

		weaponCardIcon      "gfx/limbo/weaponcard01"
		weaponCardScale     1 1
		weaponCardPointS    0 1
		weaponCardPointT    0.75 0.875

		//missileModel		""
		//missileSound		""
		//missileTrailFunc	""									// supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
		//missileDlight		0
		//missileDlightColor	0 0 0							// do we still use this?

		ejectBrassFunc		"MachineGunEjectBrass"				// supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"

		fireRecoil 0.3 0.6 0    // kick angle
		adjustLean 1 1 1
		reviveLowerHeight 4.7

		//modModel 1		""

		impactDurationCoeff 1
		impactMarkMaxRange  384	// -1 infinite
		impactParticle    "particles/bullet.particle"
		impactSoundVolume 64
		impactMarkRadius  1.5
		// each surface supports up to 5 hits sounds. available surface : default, far, wood, metal, roof, gravel, glass, snow, water, flesh
		impactSound {
			default 5 "sound/weapons/impact/stone"
			wood    5 "sound/weapons/impact/wood"
			metal   5 "sound/weapons/impact/metal"
			roof    5 "sound/weapons/impact/metal"
			glass   5 "sound/weapons/impact/glass"
			water   5 "sound/weapons/impact/water"
			//flesh   5 "sound/weapons/impact/flesh"    // terrible sounds, stonehit is used instead
		}
		// each surface supports up to 1 marks shader. available surface : default, far, wood, metal, roof, gravel, glass, snow, water, flesh
		impactMark {
			default "gfx/damage/bullet_mrk"
			wood    "gfx/damage/wood_mrk"
			metal   "gfx/damage/metal_mrk"
			glass   "gfx/damage/glass_mrk"
		}

		firstPerson {
			model			"models/weapons2/sten/v_sten.md3"
			//flashModel		"models/weapons2/sten/v_sten_flash.mdc"

			dynFov90 -3.0 3.2 0.0
			dynFov120 0.5 -2.5 0.0

			// weapon building
			// the parts are numbered because there are some hardcoded references for some weapons to certain parts
			weaponLink
			{
				part 0
				{
					tag		"tag_barrel"
					model	"models/weapons2/sten/v_sten_barrel.mdc"
				}
				part 1
				{
					tag		"tag_barrel2"
					model	"models/weapons2/sten/v_sten_barrel2.mdc"
				}
				part 2
				{
					tag		"tag_barrel3"
					model	"models/weapons2/sten/v_sten_barrel3.mdc"
				}
			}
		}

		thirdPerson {
			model			"models/weapons2/sten/ss_sten.mdc"
			//flashModel		"models/weapons2/sten/sten_flash.mdc"

			ejectBrassOffset	16 -4 24
		}
	}
}
