MeleeWeaponData
{
	// Time before you can swing the weapon again
	"refire_delay"	"0.75"
	
	// Model to show in firstperson
	"viewmodel"		"models/weapons/melee/v_riotshield.mdl"
	
	// Model to show in thirdperson
	"playermodel"	"models/weapons/melee/w_riotshield.mdl"
	
	// Animation prefix - not sure what this is used for just yet
	"anim_prefix"	"anim"
	
	// Damage per hit
	"damage"		"70"
	
	// Damage flag value
	// right now you can enter the integer values, or logical OR them together
	// supported damage types
	//DMG_SLASH			(1 << 2) = 4 - cuts off parts of infected
	//DMG_BURN			(1 << 3) = 8 - lights zombies on fire
	//DMG_CLUB			(1 << 7) = 128 - knocks them back?
	"damage_flags"	"128"
	
	// Rumble effect to play on 360 when we swing
	// RUMBLE_CROWBAR_SWING = 9
	// RUMBLE_L4D_PLAYER_MELEE_HIT = 42
	"rumble_effect"	"42"

	// Third person animations
	"activity_idle"					"ACT_IDLE_FRYINGPAN"
	"activity_walk" 				"ACT_WALK_FRYINGPAN"
	"activity_run" 					"ACT_RUN_FRYINGPAN"
	"activity_crouchidle" 	"ACT_CROUCHIDLE_FRYINGPAN"
	"activity_crouchwalk" 	"ACT_RUN_CROUCH_FRYINGPAN"  	// there isn't a crouched walk with an axe
	"activity_crouchrun" 		"ACT_RUN_CROUCH_FRYINGPAN"
	"activity_idleinjured"  "ACT_IDLE_INJURED_FRYINGPAN"
	"activity_walkinjured" 	"ACT_WALK_INJURED_FRYINGPAN"
	"activity_runinjured"   "ACT_RUN_INJURED_FRYINGPAN"
	"activity_idlecalm" 		"ACT_IDLE_FRYINGPAN"
	"activity_walkcalm"			"ACT_WALK_FRYINGPAN"  	// there isn't a calm walk with` an axe
	"activity_runcalm" 			"ACT_RUN_FRYINGPAN"		// there isn't a calm run with an axe
	"activity_pulled" 			"ACT_TERROR_PULLED_RUN_RIFLE"
	"activity_jump" 				"ACT_JUMP_FRYINGPAN"

	"activity_attackprimary"  	"ACT_SHOOT_N2S_FRYINGPAN"
	"activity_attacksecondary"	"ACT_SHOOT_SECONDARY_FRYINGPAN"

	"activity_deploy"		"ACT_DEPLOY_GREN"

	"activity_shove"		"ACT_TERROR_SHOVED_FORWARD_MELEE"
	
	"addon_attachment"		"melee"
	"addon_offset"			"15 3 2.5"
	"addon_angles"			"-275 -90 95"
	
		
	// Sound data
	// define the hit and miss sounds
	SoundData
	{
		"melee_miss"			"Melee.Miss"
		"melee_hit"				"Tonfa.ImpactFlesh"
		"melee_hit_world"		"Tonfa.ImpactWorld"
	}

	// Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
	"player_anim_event"		"0"		// TODO - convert from string to PlayerAnimEvent_t
	
	// How long after attacking until the weapon enters its idle animation state
	"weapon_idle_time"	"0.8"
	
	// Attack animations (primary and secondary)
	"primaryattacks"
	{
		"bonk1"
		{
			"startdir"		"NE"
			"enddir"		"SW"
			"duration"		"1.0"
			"starttime"		"0.16"
			"endtime"		"0.26"
			"activity"		"ACT_VM_PRIMARYATTACK" 
			"player_activity" "ACT_SHOOT_N2S_FRYINGPAN"
			"player_activity_idle"	"ACT_SHOOT_N2S_IDLE_FRYINGPAN"
			"force_dir"		"20 7 0"
		}	
		"bonk2"
		{
			"startdir"		"W"
			"enddir"		"E"
			"duration"		"0.8"
			"starttime"		"0.0"
			"endtime"		"0.2"
			"activity"		"ACT_VM_HITLEFT"
			"player_activity" "ACT_SHOOT_W2E_FRYINGPAN"
			"player_activity_idle"	"ACT_SHOOT_W2E_IDLE_FRYINGPAN"
			"force_dir"		"12 7 0"
		}		
	}	
	"strongattacks"
	{
		"strongattack1"
		{
				"startdir"		"S"
				"enddir"		"N"
				"duration"		"1.24"
				"starttime"		"0.35"
				"endtime"		"0.60"
				"activity"		"ACT_VM_PRIMARYATTACK"
				"player_activity"	"ACT_SHOOT_STRONG_FRYINGPAN"
				"player_activity_idle"	"ACT_SHOOT_STRONG_IDLE_FRYINGPAN"
				"force_dir"		"60 0 60"
		}
	}
	"secondaryattacks"
	{
		"shove1"
		{
			"startdir"		"W"
			"enddir"		"E"
			"duration"		"0.75"
			"starttime"		"0.15"
			"endtime"		"0.45"
			"activity"		"ACT_VM_SECONDARYATTACK"
	"player_activity" "ACT_SHOOT_SECONDARY_FRYINGPAN"
			"player_activity_idle"	"ACT_SHOOT_SECONDARY_FRYINGPAN"
		}	
	}	
	
	// hud textures
	"sprite_active"		"icon_shield"
}
