weaponDef
{
	// This basically fills out weaponInfo_t
	client {
		weaponIconScale		1

		missileSound		"sound/weapons/mortar/mortar_fly.wav"
		missileFallSound        3 "sound/weapons/artillery/artillery_fly_"
		missileModel		"models/mapobjects/etl_plane/bomb.md3"
		//missileTrailFunc	""						// supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
		//missileDlight		0
		//missileDlightColor	0 0 0
                
                adjustLean 1 1 1

                impactSoundRange 800
                impactSoundVolume 127
                impactMarkRadius  128
                impactFunction    "BigExplosionImpact" // supports "MeleeImpact", "BulletImpact", "SmallExplosionImpact", "BigExplosionImpact", "MapMortarImpact" and "DynamiteExplosionImpact"
                impactSound {                       // each surface supports up to 5 hits sounds. available surface : default, far, wood, metal, roof, gravel, glass, snow, water, flesh
                
                    default 3 "sound/weapons/airstrike/airstrike_expl_"
                    far       "sound/weapons/airstrike/airstrike_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 {		
		}
		
		thirdPerson {
		}
	}
}
