WeaponData
{
	//"npc_lead_time_scale"							"0.001"
	//"npc_lead_time_min_dist"						"300"
	//"npc_lead_time_max_dist"						"1300"
	//"npc_directed_fire_ang_limit_cos"				"0.0" // they loses targets frequently, removing angle limitation

	// fire sound, removed scripted sound event, moving here
	// currently same as 40mm does
	"fire_sound_1_npc"								"Weapon_bulletCasings.Bounce"
	"fire_sound_2_npc"								"Weapon_40mm_Fire_3P"

	// note that turrets can sometimes break fire_rate and make a burst, very powerful
	"fire_rate"   									"3" // 6 in vanilla, my first version uses 4, but turret can mostly ignore this and make a burst
	"ammo_clip_size"   								"-1" // infinite clip for turrets can better use it
	"ammo_no_remove_from_clip"						"1" // infinite clip for turrets can better use it

	// explosions
	"explosion_inner_radius"  						"90" // vanilla uses 150, 40mm uses 17, satchel uses 120
	"explosionradius" 								"150" // vanilla uses 250, 40mm uses 150, satchel uses 250

	// Damage - When Used by Players
	// only happens when refired by vortex
	"damage_near_distance"							"800"
	"damage_far_distance" 							"15000"
	"damage_near_value"   							"50" // 50 in vanilla
	"damage_far_value"								"50" // 50 in vanilla
	"damage_near_value_titanarmor"					"200"
	"damage_far_value_titanarmor" 					"200"
	"explosion_damage"								"30" // 150 in vanilla
	"explosion_damage_heavy_armor"					"200" // 600 in vanilla

	// I want make this the gunship's anti-infantry weapon, nerf anti-armor ability
	// Damage - When Used by NPCs
	"npc_damage_near_distance"						"800"
	"npc_damage_far_distance" 						"15000"
	// infantry direct-hit damage reduced to 15 from 25
	"npc_damage_near_value"   						"15" // 50 in vanilla, was 150, once used 35 which is kinda powerful
	"npc_damage_far_value"							"15" // 50 in vanilla, was 150, once used 35 which is kinda powerful
	"npc_explosion_damage"							"10" // 150 in vanilla, was 40, but turrets can sometimes burst all missiles ignoring fire_rate, needs to reduce splash damage
	"npc_explosion_damage_heavy_armor"				"90" // 600 in vanilla. second version uses 150
	"npc_damage_near_value_titanarmor"				"150" // 200 in vanilla, was 600. once used 250, second version uses 200
	"npc_damage_far_value_titanarmor" 				"150" // 200 in vanilla, was 600. once used 250, second version uses 200

	// range
	"npc_min_engage_range"							"0"
	"npc_max_engage_range"							"3200" // max range
	"npc_min_engage_range_heavy_armor"				"0"
	"npc_max_engage_range_heavy_armor"				"16000"

	"npc_min_range"   								"0"
	"npc_max_range"   								"16000"

	// attacking burst
	"npc_min_burst"									"3" // vanilla uses 10, which is too powerful for turrets. my first version uses 4, but turret burst is very powerful, reduced
	"npc_max_burst"									"4" // vanilla uses 10. my first version uses 7
	"npc_rest_time_between_bursts_min"				"0.75" // 0.2 in vanilla. my first version uses 1.5
	"npc_rest_time_between_bursts_max"				"1.5" // 0.3 in vanilla. my first version uses 2.3

	// NPC proficiency, taken from t203
	//"proficiency_poor_spreadscale"					"5.0"
	//"proficiency_average_spreadscale" 				"3.5"
	//"proficiency_good_spreadscale"					"3.0"
	//"proficiency_very_good_spreadscale"   			"2.5"
	//"proficiency_perfect_spreadscale"   			"2.0"

	// now change to 40mm values
	"proficiency_poor_spreadscale"					"6.0"
	"proficiency_average_spreadscale" 				"5.0"
	"proficiency_good_spreadscale"					"4.0"
	"proficiency_very_good_spreadscale"   			"3.0"
	"proficiency_perfect_spreadscale"   			"2.0"

	Mods
	{
	}
}
