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

		weaponConfig		"models/weapons2/bazooka/weapon.cfg"
		handsModel			"models/weapons2/bazooka/v_bazooka_hand.md3"

		flashDlightColor	0.75 0.3 0.0
		flashSound			"sound/weapons/rocket/rocket_fire.wav"	// supports up to 4 flash sounds
		//flashEchoSound		"sound/weapons/rocket/rocket_expl_far.wav"	// 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		""
		//reloadSound		""
		//reloadFastSound	""									// some weapons have fast reloads due to the skill system
		spinupSound			"sound/weapons/rocket/rocket_charge.wav"		// 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_bazooka"
		weaponIconScale		2
		weaponSelectedIcon	"icons/iconw_bazooka_1_select"
		weaponSimpleIcon	"simpleicons/bazooka"
		weaponSimpleIconScale 2 1

		weaponCardIcon      "gfx/limbo/weaponcard03"
		weaponCardScale     1 1
		weaponCardPointS    0 1
		weaponCardPointT    0.125 0.25

		missileModel		"models/weapons2/bazooka/bazooka_rocket.md3"
		missileSound		"sound/weapons/rocket/rocket_fly.wav"
		missileTrailFunc	"RocketTrail"						// supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
		missileDlight		200
		missileDlightColor	0.75 0.3 0.0

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

		adjustLean 1 1 1
		reviveLowerHeight 4.4

		//modModel 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 "sound/weapons/rocket/rocket_expl.wav"
			far     "sound/weapons/rocket/rocket_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 {
			model			"models/weapons2/bazooka/v_bazooka.md3"
			flashModel		"models/weapons2/panzerfaust/v_pf_flash.mdc"

			dynFov90 -3.0 1.0 -0.5
			dynFov120 2.0 -4.0 -0.5

			// 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/bazooka/v_bazooka_barrel.md3"
					axisskin	"models/weapons2/bazooka/bazooka_axis.skin"
					alliedskin	"models/weapons2/bazooka/bazooka_allied.skin"
				}
			}
		}

		thirdPerson {
			model			"models/weapons2/bazooka/bazooka_3rd.md3"
			flashModel		"models/weapons2/panzerfaust/pf_flash.mdc"

			ejectBrassOffset	-24 -4 24
		}
	}
}
