setup
{
	scale 0.52			// Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
//	scale 0.55			// Seems to work better than 0.52
	path models/weapons/M2FragGrenade
	skelmodel grenade.skd
//	surface origin shader blank
//	surface tag_barrel shader blank
	surface Skin1 shader m67nade1
	surface Skin2 shader m67nade2
	surface Skin3 shader m67nade3
}

init
{
	server
	{
		classname		Weapon
		weapontype		grenade
		name			"Frag Grenade"
		rank			510 510

		pickupsound		m2frag_snd_pickup
		ammopickupsound	m2frag_snd_pickup_ammo
		noammosound		m2frag_snd_noammo

		// Holstering info
		holstertag		"Bip01 Spine1"
		holsteroffset	"3.12 10.5 3.64"
		holsterangles	"20 -40 0"
		holsterScale	1.0

		// Primary fire type info (fast, arcing throw)
		firetype		projectile
		ammotype		"grenade"
		projectile		models/projectiles/M2FGrenade_primary.tik
		semiauto
		clipsize		1
		startammo		1
		ammorequired	1
		firedelay		0.75
		maxchargetime	4.0
		minchargetime	0.6
		crosshair		0
		quiet // don't notify AI of it being fired
		autoputaway 	1 // automatically put the weapon away when out of ammo
		usenoammo		0 // don't allow it to be used when it has no ammo
		movementspeed	1.0

		// Secondary fire type info (more controllable, straight throw)
		shareclip
		secondary firetype		projectile
		secondary ammotype		"grenade"
		secondary projectile	models/projectiles/M2FGrenade.tik
		secondary clipsize		1
		secondary ammorequired	1
		secondary firedelay		0.75
		secondary maxchargetime	1.5
		secondary minchargetime	0.5

		// AI animation group info
		weapongroup		grenade

		// DM Attributes
		dmprojectile		models/projectiles/M2FGrenade_primary.tik
		dmstartammo			6
		dmammorequired		1
		dmfiredelay			0.75
		dmcrosshair			0
		dmmovementspeed 	1.0
		secondary dmprojectile	models/projectiles/M2FGrenade.tik
		secondary dmammorequired	1
		secondary dmfiredelay		0.75

		cache models/projectiles/M2FGrenade_primary.tik
		cache models/projectiles/M2FGrenade.tik
	}
	client
	{
	}
}

animations
{
	raise grenade.skc
	{
		// if we're pulling out grenades, we've definatly got 'em
		server
		{
			enter surface all -nodraw
		}
	}
	idle grenade.skc
	{
		server
		{
			enter surface all -nodraw
		}
	}

	// this should make sure that it doesn't look like there's a grenade in hand when you don't have one
	idle_empty grenade.skc
	{
		server
		{
			enter surface all +nodraw
		}
	}

	charge grenade.skc
	{
		client
		{
			enter sound m2frag_snd_grenade_pull weapon
		}
	}
	secondarycharge grenade.skc
	{
		client
		{
			enter sound m2frag_snd_grenade_pull weapon
		}
	}
	
//	fire grenade_fire.skc
	fire grenade.skc
	{
		server
		{
			first shoot
			first surface all +nodraw
//			15 surface all -nodraw
		}
		client
		{
			first sound m2frag_snd_grenade_throw weapon
		}
	}
	secondaryfire grenade.skc
	{
		server
		{
			first shoot secondary
			first surface all +nodraw
//			15 surface all -nodraw
		}
		client
		{
			first sound m2frag_snd_grenade_throw weapon
		}
	}

	reload grenade.skc
	{
		server
		{
			first surface all -nodraw
		}
	}
}
