weaponDef
{
	// This basically fills out weaponInfo_t
	client {
		//standModel		""									// weapon pickup 'stand'
		//pickupModel		""
		//pickupSound		"sound/misc/w_pkup.wav"

		weaponConfig		"models/multiplayer/smokebomb/weapon.cfg"
		handsModel			"models/multiplayer/smokebomb/v_smokebomb_hand.mdc"

		flashDlightColor	1 0.7 0.5
		//flashSound		""									// 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/grenade/gren_smoke.wav"
		//reloadSound		""
		//reloadFastSound	""									// 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       ""

		weaponIcon			"icons/iconw_smokegrenade"
		weaponIconScale		1
		weaponSelectedIcon	"icons/iconw_smokegrenade_1_select"
		//weaponSimpleIcon	""
		//weaponSimpleIconScale 1 1

		//weaponCardIcon    ""
		//weaponCardScale   0 0
		//weaponCardPointS  0 0
		//weaponCardPointT  0 0

		missileModel		"models/multiplayer/smokebomb/smokebomb.md3"
		//missileSound		""
		missileBouncingSound {
			default 2 "sound/weapons/grenade/bounce_hard"
			wood    2 "sound/weapons/grenade/bounce_wood"
			metal   2 "sound/weapons/grenade/bounce_metal"
			roof    2 "sound/weapons/grenade/bounce_metal"
			gravel  2 "sound/weapons/grenade/bounce_hard"
			grass   2 "sound/weapons/grenade/bounce_soft"
			snow    2 "sound/weapons/grenade/bounce_soft"
			carpet  2 "sound/weapons/grenade/bounce_soft"
		}
		missileTrailFunc	"GrenadeTrail"						// 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	""									// supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"

		adjustLean 1 1 1
		reviveLowerHeight 2.6

		//modModel 1		""

		firstPerson {
			model			"models/multiplayer/smokebomb/v_smokebomb.md3"
			//flashModel	""

			dynFov90 1.5 -1.1 0.0
			dynFov120 0.0 0.4 -1.5
		}

		thirdPerson {
			model			"models/multiplayer/smokebomb/smokebomb.md3"
			//flashModel	""
		}
	}
}
