weaponDef
{
	// This basically fills out weaponInfo_t
	client {
		weaponIconScale		1

		missileSound		"sound/weapons/mortar/mortar_fly.wav"
		missileFallSound	3 "sound/weapons/artillery/artillery_fly_"
		missileModel		"models/mapobjects/etl_plane/bomb.md3"
		//missileTrailFunc	""						// supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
		//missileDlight			0
		//missileDlightColor	0 0 0

		adjustLean 1 1 1

		impactDurationCoeff 3
		impactMarkMaxRange  -1	// -1 infinite
		impactSoundRange 800
		impactSoundVolume 127
		impactMarkRadius  128
		impactParticle    "particles/big_explosion.particle"
		// each surface supports up to 5 hits sounds. available surface : default, far, wood, metal, roof, gravel, glass, snow, water, flesh
		impactSound {
			default 3 "sound/weapons/airstrike/airstrike_expl_"
			far       "sound/weapons/airstrike/airstrike_expl_far.wav"
			water     "sound/weapons/grenade/gren_expl_water.wav"
		}
		// each surface supports up to 1 marks shader. available surface : default, far, wood, metal, roof, gravel, glass, snow, water, flesh
		impactMark {
			default "gfx/damage/burn_med_mrk"
		}

		firstPerson {
		}

		thirdPerson {
		}
	}
}
