
//$AutoUse[LaserRifle] = True;
//$WeaponAmmo[LaserRifle] = "";
//Weapon::add(LaserRifle);
//Inventory::AddItem(DiscLauncher);


//----------------------------------------------------------------------------
LaserData SniperLaser
{
	laserBitmapName = "paintPulse.bmp";	// St. Patricks day Bitches! laserBitmapName = "laserPulse.bmp";
	hitName = "laserhit.dts";
	damageConversion = 0.007;
	DamageType = $LaserDamageType;	//could make this anything, it will still be type 6..	-plasmatic
	beamTime = 0.5;
	lightRange = 2.0;
	lightColor = { 0.25, 1.0, 0.25 };	// St. Patricks day Bitches! lightColor = { 1.0, 0.25, 0.25 };
	detachFromShooter = false;
	hitSoundId = SoundLaserHit;
};


//--------------------------------------
ItemImageData LaserRifleImage
{
	shapeFile = "sniper";
	mountPoint = 0;

	weaponType = 0; // Single Shot
	projectileType = SniperLaser;
	accuFire = true;
	reloadTime = 0.1;
	fireTime = 0.5;
	minEnergy = 10;
	maxEnergy = 60;

	lightType = 3;  // Weapon Fire
	lightRadius = 2;
	lightTime = 1;
	lightColor = { 0.25, 1.0, 0.25 };	// St. Patricks day Bitches! lightColor = { 1, 0, 0 };

	sfxFire = SoundFireLaser;
	sfxActivate = SoundPickUpWeapon;
};

ItemData LaserRifle
{
	description = "Laser Rifle";
	className = "Weapon";
	shapeFile = "sniper";
	hudIcon = "sniper";
   heading = "bWeapons";
	shadowDetailMask = 4;
	imageType = LaserRifleImage;
	price = 200;
	showWeaponBar = true;
   validateShape = true;
//   validateMaterials = true;
};

function LaserRifle::onUse(%player,%item)
{
	if(Player::getMountedItem(%player,$BackpackSlot) == EnergyPack)
		Weapon::onUse(%player,%item);
	else
		Client::sendMessage(Player::getClient(%player),0,
			"Must have an Energy Pack to use Laser Rifle."); 
}
