datablock AudioProfile(M1FireSound) {
   filename    = "fx/weapons/cg_metal2.wav";
   description = AudioDefault3d;
   preload = true;
};

datablock TracerProjectileData(M1Bullet){
   doDynamicClientHits = true;

   directDamage        = 0.3;
   directDamageType    = $DamageType::M1;
   explosion           = "ChaingunExplosion";
   splash              = ChaingunSplash;
   HeadMultiplier      = 1.5;
   LegsMultiplier      = 0.35;

   HeadShotKill        = 1;
   
   ImageSource         = "M1SniperRifleImage";

   kickBackStrength  = 15.0;
   sound 		   = ChaingunProjectile;

   dryVelocity       = 3000.0;
   wetVelocity       = 2000.0;
   velInheritFactor  = 1.0;
   fizzleTimeMS      = 1000;
   lifetimeMS        = 1000;
   explodeOnDeath    = false;
   reflectOnWaterImpactAngle = 0.0;
   explodeOnWaterImpact      = false;
   deflectionOnWaterImpact   = 0.0;
   fizzleUnderwaterMS        = 3000;

   tracerLength    = 20.0;
   tracerAlpha     = false;
   tracerMinPixels = 6;
   tracerColor     = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
	tracerTex[0]  	 = "special/tracer00";
	tracerTex[1]  	 = "special/tracercross";
	tracerWidth     = 0.09;
   crossSize       = 0.20;
   crossViewAng    = 0.990;
   renderCross     = true;

   decalData[0] = ChaingunDecal1;
   decalData[1] = ChaingunDecal2;
   decalData[2] = ChaingunDecal3;
   decalData[3] = ChaingunDecal4;
   decalData[4] = ChaingunDecal5;
   decalData[5] = ChaingunDecal6;
};

datablock ItemData(M1SniperRifleAmmo)
{
   className = Ammo;
   catagory = "Ammo";
   shapeFile = "ammo_chaingun.dts";
   mass = 1;
   elasticity = 0.2;
   friction = 0.6;
   pickupRadius = 2;
	pickUpName = "Some M1 Sniper Rifle Ammo";

   computeCRC = true;

};

//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(M1SniperRifleImage) {

   className = WeaponImage;
   shapeFile = "weapon_sniper.dts";
   mass = 10;
   item = M1SniperRifle;
   ammo = M1SniperRifleAmmo;
   projectile = M1Bullet;
   projectileType = TracerProjectile;
   emap = true;

   armThread = looksn;

   //ClipStuff
   ClipName = "M1Clip";
   ClipPickupName["M1Clip"] = "A Few Boxes Of M1 Sniper Bullets";
   ShowsClipInHud = 1;
   ClipReloadTime = 5;
   ClipReturn = 5;
   InitialClips = 5;
   //
   //Challenges
   HasChallenges = 1;
   ChallengeCt = 8;
   Challenge[1] = "M1 Hunter\t100\t150\tNone";
   Challenge[2] = "M1 Expert\t200\t250\tNone";
   Challenge[3] = "M1 Master\t500\t500\tLaser";
   Challenge[4] = "M1 God\t1000\t1000\tSilencer";
   Challenge[5] = "M1 Bronze Commendation\t2500\t10000\tNone";
   Challenge[6] = "M1 Silver Commendation\t5000\t25000\tNone";
   Challenge[7] = "M1 Gold Commendation\t10000\t50000\tNone";
   Challenge[8] = "M1 Titan Commendation\t25000\t75000\tNone";
   Upgrade[1] = "Laser";
   Upgrade[2] = "Silencer";
   GunName = "M1 Sniper Rifle";
   //

   RankRequire = $TWM2::RankRequire["M1"];

   casing              = ShellDebris;
   shellExitDir        = "1.0 0.3 1.0";
   shellExitOffset     = "0.15 -0.56 -0.1";
   shellExitVariance   = 15.0;
   shellVelocity       = 3.0;


   stateName[0] = "Activate";
   stateTransitionOnTimeout[0] = "ActivateReady";
   stateTimeoutValue[0] = 0.5;
   stateSequence[0] = "Activate";
   stateSound[0] = ChaingunSwitchSound;

   stateName[1] = "ActivateReady";
   stateTransitionOnLoaded[1] = "Ready";
   stateTransitionOnNoAmmo[1] = "NoAmmo";

   stateName[2] = "Ready";
   stateTransitionOnNoAmmo[2] = "NoAmmo";
   stateTransitionOnTriggerDown[2] = "CheckWet";

   stateName[3] = "Fire";
   stateTransitionOnTimeout[3] = "Reload";
   stateTimeoutValue[3] = 0.01;
   stateFire[3] = true;
   stateRecoil[3] = LightRecoil;
   stateAllowImageChange[3] = false;
   stateScript[3] = "onFire";
   //stateSound[3] = "M1FireSound";

   stateName[4] = "Reload";
   stateTransitionOnNoAmmo[4] = "NoAmmo";
   stateTransitionOnTimeout[4] = "Ready";
   stateTimeoutValue[4] = 1.1;
   stateAllowImageChange[4] = false;
   stateSequence[4] = "Reload";

   stateName[5] = "NoAmmo";
   stateTransitionOnAmmo[5] = "Reload";
   stateSequence[5] = "NoAmmo";
   stateTransitionOnTriggerDown[5] = "DryFire";

   stateName[6]       = "DryFire";
   stateSound[6]      = ChaingunDryFireSound;
   stateTimeoutValue[6]        = 1.0;
   stateTransitionOnTimeout[6] = "NoAmmo";

   stateName[7]       = "WetFire";
   stateSound[7]      = PlasmaFireWetSound;
   stateTimeoutValue[7]        = 1.0;
   stateTransitionOnTimeout[7] = "Ready";

   stateName[8]               = "CheckWet";
   stateTransitionOnWet[8]    = "WetFire";
   stateTransitionOnNotWet[8] = "Fire";
};

datablock ItemData(M1SniperRifle)
{
   className    = Weapon;
   catagory     = "Spawn Items";
   shapeFile    = "weapon_sniper.dts";
   image        = M1SniperRifleImage;
   mass         = 1.0;
   elasticity   = 0.0;
   friction     = 0.6;
   pickupRadius = 2;
   pickUpName   = "a M1 Sniper Rifle";

   computeCRC = true;
   emap = true;
};

//Two images make the scope
datablock ShapeBaseImageData(M1ScopeImage) : M1SniperRifleImage {
    shapeFile = "turret_belly_barrell.dts";
    offset = "0 0.25 0.25";
    rotation = "1 0 0 180";
};

datablock ShapeBaseImageData(M1ScopeImage2) : M1SniperRifleImage {
    shapeFile = "turret_belly_barrell.dts";
    offset = "0 0.3 0.25";
    rotation = "1 0 0 0";
};

function M1SniperRifleImage::onMount(%this,%obj,%slot) {
   if(!$TWM2::AllowSnipers) {
      bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
      %obj.throwweapon(1);
      %obj.throwweapon(0);
   }
   Parent::onMount(%this, %obj, %slot);
   %obj.mountImage(M1ScopeImage, 5);
   %obj.mountImage(M1ScopeImage2, 6);
}

function M1SniperRifleImage::onUnmount(%this,%obj,%slot) {
   Parent::onUnmount(%this, %obj, %slot);
   %obj.unmountImage(5);
   %obj.unmountImage(6);
}

function M1SniperRifleImage::onFire(%data, %obj, %slot) {
   if(!$TWM2::AllowSnipers) {
      bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
      %obj.throwweapon(1);
      %obj.throwweapon(0);
   }
   %p = Parent::onFire(%data, %obj, %slot);
   if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
      //zero sound :p
   }
   else {
      ServerPlay3d(M1FireSound, %obj.getPosition());
   }
}
