weaponDef
{
	// This basically fills out weaponInfo_t
	client {
		standModel			"models/weapons2/panzerfaust/pf_stand.mdc"		// weapon pickup 'stand' (do we still use this?)
		pickupModel			"models/weapons2/panzerfaust/pf.md3"
		//pickupSound		"sound/misc/w_pkup.wav"
		
		weaponConfig		"models/weapons2/panzerfaust/weapon.cfg"
		handsModel			"models/weapons2/panzerfaust/v_pf_hand.mdc"
		
		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_panzerfaust"
		weaponIconScale		2
		weaponSelectedIcon	"icons/iconw_panzerfaust_1_select"
		weaponSimpleIcon	"simpleicons/panzerfaust"
		weaponSimpleIconScale 2 1
		
		weaponCardIcon      "gfx/limbo/weaponcard01"
		weaponCardScale     1 1
		weaponCardPointS    0 1
		weaponCardPointT    0.125 0.25
		
		missileModel		"models/ammo/rocket/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"
		ejectBrassOffset    -24 -4 24
                
                adjustLean 1 1 1
		
		//modModel 1		""
                
                impactSoundRange 800
                impactFunction    "BigExplosionImpact"  // supports "MeleeImpact", "BulletImpact", "SmallExplosionImpact", "BigExplosionImpact", "MapMortarImpact" and "DynamiteExplosionImpact"
                impactSoundVolume 127
                impactMarkRadius  128
                impactSound {                           // each surface supports up to 5 hits sounds. available surface : default, far, wood, metal, roof, gravel, glass, snow, water, flesh
                
                    default "sound/weapons/rocket/rocket_expl.wav"
                    far     "sound/weapons/rocket/rocket_expl_far.wav"
                    water   "sound/weapons/grenade/gren_expl_water.wav"
                }
                impactMark {                    // each surface supports up to 1 marks shader. available surface : default, far, wood, metal, roof, gravel, glass, snow, water, flesh
                    default "gfx/damage/burn_med_mrk"
                }
		
		firstPerson {
			model			"models/weapons2/panzerfaust/v_pf.md3"
			flashModel		"models/weapons2/panzerfaust/v_pf_flash.mdc"

			// 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/panzerfaust/v_pf_barrel.mdc"
				}
				part 1
				{
					tag		"tag_barrel2"
					model	"models/weapons2/panzerfaust/v_pf_barrel2.mdc"
				}
				part 2
				{
					tag		"tag_barrel3"
					model	"models/weapons2/panzerfaust/v_pf_barrel3.mdc"
				}
				part 3
				{
					tag		"tag_barrel4"
					model	"models/weapons2/panzerfaust/v_pf_barrel4.mdc"
				}
				part 4
				{
					tag		"tag_barrel5"
					model	"models/weapons2/panzerfaust/v_pf_barrel5.mdc"
				}
			}
		}
		
		thirdPerson {
			model			"models/multiplayer/panzerfaust/multi_pf.md3"
			flashmodel		"models/weapons2/panzerfaust/pf_flash.mdc"
		}
	}
}
