WeaponData
{
	// Blance npc damage for MP
	MP_BASE
	{
		// Damage - When Used by NPCs
		"npc_damage_near_value"   						"10" // 13 in mp, which is too high for a npc weapon
		"npc_damage_far_value"							"7" // 10 in mp, which is too high for a npc weapon
	
		"npc_min_burst"   								"3" // vanilla uses 2
		"npc_max_burst"   								"5"
		"npc_rest_time_between_bursts_min"				"0.4" // vanilla ues 0.2, r97 uses 0.5
		"npc_rest_time_between_bursts_max"				"0.6" // vanilla uses 0.3, r97 uses 0.7
	}

	Mods
	{
		pas_fast_reload
		{
		}
		extended_ammo
		{
		}
		pas_run_and_gun
		{
		}
		silencer
		{
		}
		pas_fast_ads
		{
		}
		pas_fast_swap
		{
		}
		pro_screen
		{
		}
		burn_mod_semipistol
		{
		}
		tactical_cdr_on_kill
		{
		}
		training_low_ammo_disable
		{
		}

		// npc usage when enabled npc headshots
		// better not directly modifying "damage_headshot_scale" to prevent impacting player usage
		npc_lower_damage
		{
			//"damage_headshot_scale"			"--0.5" // 1.5, sniper grunts never drop this weapon so we can feel free to modify it
			// still not a good idea to change headshot damage... what if we use it on other grunts but not sniper?
			"npc_damage_near_value"   						"--3" // 7
			"npc_damage_far_value"							"--1" // 6
		}
	}
}
