$InvList[SniperRifle] = 1;
$MobileInvList[SniperRifle] = 1;
$RemoteInvList[SniperRifle] = 1;

$InvList[SniperAmmo] = 1;
$MobileInvList[SniperAmmo] = 1;
$RemoteInvList[SniperAmmo] = 1;

$AutoUse[SniperRifle] = false;
$SellAmmo[SniperAmmo] = 5;
$WeaponAmmo[SniperRifle] = SniperAmmo;

// addWeapon(SniperRifle);
addAmmo(SniperRifle, SniperAmmo, 2);

RocketData SniperBullet
{
	bulletShapeName = "mortartrail.dts";	//St Patricks day Bitches! bulletShapeName = "bullet.dts";
	explosionTag = debrisExpSmall;	//bulletExp0;	// 2/5/2007 1:43AM makes hit more visible -Plasmatic
	collisionRadius = 0.0;
	mass = 2.0;
	damageClass = 0;
	damageValue = 0.80;
	//changed this to $SniperDamageType to keep laser damage seperate.
	damageType = $SniperDamageType;		//$LaserDamageType;		//adjusted this some when I fixed head shot damage -plasmatic
	explosionRadius = 0.1;
	kickBackStrength = 600.0;
	muzzleVelocity = 3500.0;
	terminalVelocity = 3500.0;
	acceleration = 500.0;
	totalTime = 10.0;
	liveTime = 11.0;
	lightRange = 10.0;
	lightColor = { 0.25, 1.0, 0.25 };	// St. Patricks day Bitches! lightColor = { 0.25, 0.25, 1 };
	inheritedVelocityScale = 0.8;
	soundId = SoundJetHeavy;
};

ItemData SniperAmmo 
{
	description = "Sniper Ammo";
	className = "Ammo";
	shapeFile = "ammo2";
	heading = $InvHead[ihAmm];
	shadowDetailMask = 4;
	price = 2;
};
MineData SniperAmmoBomb
{
	mass = 5.0;
	drag = 1.0;
	density = 2.0;
	elasticity = 0.15;
	friction = 1.0;
	className = "Mine";
	description = "Halo";
	shapeFile = "bullet";
	shadowDetailMask = 4;
	explosionId = flashExpSmall;	//mineExp;
	explosionRadius = 5.0;
	damageValue = 0.0;	//0.5
	damageType = $ShrapnelDamageType;
	kickBackStrength = 100;
	triggerRadius = 0.5;
	maxDamage = 10.5;
};

ItemImageData SniperRifleImage 
{
	shapeFile = "sniper";
	mountPoint = 0;
	//mountRotation = { 0,-1.57, 0 };
	weaponType = 0; 
	projectileType = SniperBullet;
	ammoType = SniperAmmo;
	accuFire = true;
	fireTime = 1.50;
	reloadTime = 0;
	sfxFire = debrisSmallExplosion;	//ricochet1; // SoundFireSniper
	sfxActivate = SoundPickUpWeapon;
};

ItemData SniperRifle 
{
	description = "Sniper Rifle";
	className = "Weapon";
	shapeFile = "sniper";
	hudIcon = "sniper";
	heading = $InvHead[ihWea];
	shadowDetailMask = 4;
	imageType = SniperRifleImage;
	price = 4500;
	showWeaponBar = true;
};

function SniperRifle::MountExtras(%player,%weapon)
{	
	if((Player::getclient(%player)).weaponHelp)
		Bottomprint(Player::getclient(%player), "<jc>"@%weapon.description@": <f2>Sniper weapon, Elephant gun, whatever..");
}



GrenadeData sniperbomb
{
		mass = 0.3;
	drag = 1.0;
	density = 2.0;
	elasticity = 0.0;
	friction = 99.0;
	
	bulletShapeName = "mortartrail.dts";	//St Patricks day Bitches! bulletShapeName = "mortar.dts";
	explosionTag = mortarExp;
	collideWithOwner = True;
	ownerGraceMS = 250;
	collisionRadius = 0.3;
	
	
	
	damageClass = 1; // 0 impact, 1, radius
	damageValue = 1.0;
	damageType = $MortarDamageType;
	explosionRadius = 20.0;
	kickBackStrength = 250.0;
	maxLevelFlightDist = 50;
	totalTime = 30.0;
	liveTime = 2.0;
	projSpecialTime = 0.1;
	inheritedVelocityScale = 0.5;
	//smokeName = "mortartrail.dts";	//St Patricks day Bitches! smokeName = "mortartrail.dts";
};
function SniperBullet::onadd(%this)
{
	%thisPos = getBoxCenter(%this);
	%trans =  "0 0 1 0 0 0 0 0 1 " @ %thisPos;
	Projectile::spawnProjectile("KickerGrenade", %trans, 2048, 0);		
}

function newrocketdumb::onadd(%this)
{
	schedule("newasshole("@%this@");",0.001);
}
function asshole(%this)
{
	%vel = Item::getVelocity(%this);
	//schedule("messageall(1,Item::getVelocity("@%this@"));",10);
	%thisPos = getBoxCenter(%this);
	%trans =  "0 0 1 0 0 0 0 0 1 " @ %thisPos;
	%p = Projectile::spawnProjectile("sniperbomb", %trans, 2048, %vel);		//KickerGrenade
	Item::setvelocity(%p,%vel);
}

function newasshole(%this)
{
	%vel = Item::getVelocity(%this);
	%Pos = getBoxCenter(%this);
	%obj = newObject("","Mine","Nukebomb");
	addToSet("MissionCleanup", %obj);
	//GameBase::throw(%obj,2048,15,false);
	GameBase::setPosition(%obj,%pos);
	Item::setvelocity(%obj,%vel);
}