WeaponData
{
	// vanilla missing callback for npc usage
	"OnWeaponNpcPrimaryAttack"							"OnWeaponNpcPrimaryAttack_weapon_sniper"

	// NPC usgae, vanilla messed up
	"fire_sound_1_npc"								"Weapon_Wingman_Elite_Fire_3P"
	"npc_damage_near_value"   						"28" // 10 in vanilla. was 45, which is too high
	"npc_damage_far_value"							"23" // 8 in vanilla. was 33, which is too high

	// taken from mozambique
	"npc_min_burst"									"1"
	"npc_max_burst"									"1"
	"npc_rest_time_between_bursts_min"				"0.5"
	"npc_rest_time_between_bursts_max"				"0.5"

	// taken from kraber
	"proficiency_poor_spreadscale"					"3.0"
	"proficiency_average_spreadscale" 				"2.2"
	"proficiency_good_spreadscale"					"2.0"
	"proficiency_very_good_spreadscale"   			"1.5"

	Mods
	{
		// northstar weapon mods
		one_in_the_chamber
		{
		}
		sns
		{
		}
		
		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
		{
		}
		ricochet
		{
		}
		burn_mod_wingman_n
		{
		}

		// 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"   						"--8" // 20, first version is --10(18)
			"npc_damage_far_value"							"--7" // 16
		}
	}
}
