WeaponData
{
	// firing, taken from modified triplethreat
	"fire_sound_1_npc"								"weapon_triplethreat_fire_3p" // this sound not fully implemented in tf2, adding another sound for a fix
	"fire_sound_2_npc"								"Weapon_MGL_Fire_3P" // taken from MGL
	"fire_rate"   									"1.2" // note that turrets can sometimes break fire_rate and make a full burst, very powerful

	// explosons
	// same as triplethreat
	"explosion_inner_radius"  						"140"
	"explosionradius" 								"320"
	"impulse_force"   								"5000" // vanilla launcher uses 15000

	// these are 0 in mp, guess npc can't do damage without these
	"damage_near_value"   							"0" // vanilla uses 150, removing impact damage now
	"damage_far_value"								"0" // vanilla uses 150, removing impact damage now
	"npc_damage_near_value"   						"0" // no impact damage
	"npc_damage_far_value"							"0"
	"npc_damage_near_value_titanarmor"				"0"
	"npc_damage_far_value_titanarmor" 				"0"
	"npc_explosion_damage"							"50" // vanilla "explosion_damage" uses 50
	"npc_explosion_damage_heavy_armor"				"500" // vanilla "explosion_damage_heavy_armor" uses 1200

	// modified: hopefully these fixes npc targeting enemies
	// same as softball's status, make npcs try not to hurt themselves
	"npc_min_engage_range"							"0"
	"npc_min_engage_range_heavy_armor"				"0"

	"npc_max_engage_range"							"2000" // range is lowered against human-sized target
	"npc_max_engage_range_heavy_armor"				"3000"

	"npc_min_range"   								"0"
	"npc_max_range"   								"3000"

	"npc_min_burst"									"1" // vanilla uses 3
	"npc_max_burst"									"1" // vanilla uses 3
	"npc_rest_time_between_bursts_min"				"1.2" // vanilla uses 1, my first version uses 1.5
	"npc_rest_time_between_bursts_max"				"1.7" // vanilla uses 1, my first version uses 2.0
}