weaponDef
{
	// This basically fills out weaponInfo_t
	client {
		//standModel		""									// weapon pickup 'stand'
		//pickupModel		""
		//pickupSound		"sound/misc/w_pkup.wav"
		
		weaponConfig		"models/multiplayer/mortar/weapon.cfg"
		handsModel			"models/multiplayer/mortar/v_mortar_hand.md3"
		
		flashDlightColor	1 0.7 0.5
		//flashSound		""									// supports up to 4 flash sounds
		//flashEchoSound	""									// 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/mortar/mortar_fire.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			"sound/weapons/mortar/mortar_on.wav"		// allow overriding of weaponswitch sound
		noAmmoSound         "sound/weapons/misc/fire_dry.wav"
		
		weaponIcon				"icons/iconw_mortar_ax"
		weaponIconScale		2
		weaponSelectedIcon		"icons/iconw_mortar_ax_1_select"
		//weaponSimpleIcon	""
		//weaponSimpleIconScale 1 1
		
		missileModel		"models/multiplayer/mortar/mortar_shell_ax.md3"
		missileSound		"sound/weapons/mortar/mortar_fly.wav"
		missileFallSound        3 "sound/weapons/artillery/artillery_fly_"
		missileTrailFunc	"GrenadeTrail"						// supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
		//missileDlight		0
		missileDlightColor	1 0.7 0.5
		
		//ejectBrassFunc	""									// supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"
		//ejectBrassOffset  0 0 0
                
                adjustLean 1 1 1
		
		//modModel 1		""
                
                impactSoundRange  400
                impactSoundVolume 127
                impactMarkRadius  64
                impactFunction    "SmallExplosionImpact"  // supports "MeleeImpact", "BulletImpact", "SmallExplosionImpact", "BigExplosionImpact", "MapMortarImpact" and "DynamiteExplosionImpact"
                
                impactSound {
                    default   "sound/weapons/mortar/mortar_expl.wav"
                    far       "sound/weapons/mortar/mortar_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/multiplayer/mortar/v_mortar_ax.md3"
			axisskin			"models/multiplayer/mortar/v_mortar_axis.skin"
			alliedskin			"models/multiplayer/mortar/v_mortar_axis.skin"

			// 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/multiplayer/mortar/v_mortar_barrel.md3"
					//axisskin	"models/multiplayer/mortar/v_mortar_barrel_axis.skin"
					//alliedskin	"models/multiplayer/mortar/v_mortar_barrel_axis.skin"
				}
				part 1
				{
					tag			"tag_barrel2"
					model		"models/multiplayer/mortar/v_mortar_barrel2.md3"
					axisskin	"models/multiplayer/mortar/mortar_axis.skin"
					alliedskin	"models/multiplayer/mortar/mortar_allied.skin"
				}
				part 2
				{
					tag			"tag_barrel3"
					model		"models/multiplayer/mortar/v_mortar_barrel3.md3"
					axisskin	"models/multiplayer/mortar/mortar_barrel3_axis.skin"
					alliedskin	"models/multiplayer/mortar/mortar_barrel3_axis.skin"
				}
				part 3
				{
					tag			"tag_barrel4"
					model		"models/multiplayer/mortar/v_mortar_barrel4.md3"
					axisskin	"models/multiplayer/mortar/mortar_barrel4_axis.skin"
					alliedskin	"models/multiplayer/mortar/mortar_barrel4_axis.skin"
				}
				part 4
				{
					tag         "tag_barrel5"
					model		"models/multiplayer/mortar/v_mortar_barrel5.md3"
					axisskin	"models/multiplayer/mortar/mortar_barrel5_axis.skin"
					alliedskin	"models/multiplayer/mortar/mortar_barrel5_axis.skin"
				}
				part 5
				{
					tag			"tag_barrel6"
					model		"models/multiplayer/mortar/v_mortar_ax_barrel6.md3"
					axisskin	"models/multiplayer/mortar/mortar_barrel6_axis.skin"
					alliedskin	"models/multiplayer/mortar/mortar_barrel6_axis.skin"
				}
				part 6
				{
					tag         "tag_barrel7"
					model		"models/multiplayer/mortar/v_mortar_barrel7.md3"
				}				
			}
		}
		
		thirdPerson {
			model				"models/multiplayer/mortar/mortar_3rd_ax.md3"
			skin				"models/multiplayer/mortar/mortar_3rda_axis.skin"
		}
	}
}
