WeaponData
{
	// NPC usgae, vanilla messed up
	MP_BASE
	{
		"npc_damage_near_value"   						"20" // 10 in vanilla. was 28, which is too high
		"npc_damage_far_value"							"14" // 8 in vanilla. was 23, which is too high
	}

	// taken from p2016
	"proficiency_poor_spreadscale"					"7.0"
	"proficiency_average_spreadscale" 				"5.0"
	"proficiency_good_spreadscale"					"3.33333"
	"proficiency_very_good_spreadscale"   			"1.66667"

	Mods
	{
		// northstar weapon mods
		one_in_the_chamber
		{
		}
		
		iron_sights
		{
		}
		extended_ammo
		{
		}
		silencer
		{
			// vanilla missing npc usage
			// no damage reduction, changes firing sound
			"fire_sound_1_npc"					"Weapon_Wingman_FireSuppressed_3P"
		}
		hcog
		{
		}
		redline_sight
		{
		}
		threat_scope
		{
		}
		pro_screen
		{
		}
		tactical_cdr_on_kill
		{
		}
		pas_fast_reload
		{
		}
		pas_run_and_gun
		{
		}
		pas_fast_ads
		{
		}
		pas_fast_swap
		{
		}
		burn_mod_wingman
		{
		}

		// npc usage when enabled npc headshots
		// better not directly modifying "damage_headshot_scale" to prevent impacting player usage
		npc_lower_damage
		{
			//"damage_headshot_scale"			"--0.5" // 1.5, sniper grunts never drop this weapon so we can feel free to modify it
			// still not a good idea to change headshot damage... what if we use it on other grunts but not sniper?
			"npc_damage_near_value"   						"--6" // 14
			"npc_damage_far_value"							"--4" // 10
		}
	}
}
