/* Weapons.tdf -- Miscellaneous weapon types */

/* Allowed IDs = 0-49 */




// Weapon type data

	/* A weapon must fit into one of these basic categories */

// 1) ballistic = Weapon is fired according to a ballistic path using gravity
// 2) lineofsight = Weapon is fired in a straight line, gravity does not effect path
// 3) dropped = Weapon is dropped in order to use it, typically a bomb but could be a chemical

// ID is a unique value in the range 0-255 which identifies the weapon
// range is in pixels
// coverage is what the protection umbrella is for weapons that shoot other weapons
// noexplode = No explosion when weapon impacts target
// reloadtime = Seconds between shots (floating point allowed)
// energypershot = Energy consumed per shot, most use none
// weapontimer = How long weapon is active in seconds (floating point allowed), trajectory weapons use 0 so it is calculated
// noautorange = When set the weapon will not detonate at range automatically, used mostly for heavy rockets
// weaponvelocity = Maximum attainable weapon veolocity in pixels/second
// weaponacceleration = Expressed in pixels/second/second
// turnrate = Used for guided weapons, is in angular units (0-64k)/second
// areaofeffect = The total area that receives that damage, one impact per unit in the area
// edgeeffectiveness = The percentage (1.0 = 100%) of the damage that is inflicted at the edge of the area of effect.  Used for drop-off
// turret = Weapon must be deployed from a turret with a 360 deg rotation and pitch
// firestarter = Weapon will cause fires, expressed as a %, where 100% guarantees a fire
// unitsonly = Weapon will only detonate on enemy units as opposed to obstructing terrain
// burst = How many repeat times a weapon fires in one burst, ie. Flamethrower
// burstrate = The time delay when in burst mode between events
// sprayangle = Maximum deviation from the straight line to the target the weapon strays, used for burst weapons
// randomdecay = Maximum time delta that burst weapon will randomly decay at end of path
// groundbounce = Weapon will not detonate with the ground but instead bounce
// flighttime = The time the unit will fly for after it enters the second phase of operation, used for starburst missiles
// selfprop = Weapon is self propelled with a burn time described by flighttime
// twophase = Indicates weapon operates in two phases
// weapontype2 = Describes another weapon that the weapon turns into in the second phase
// guidance = Indicates that weapon is guided and uses the turn rate above to track enemy unit
// tracks = When set the weapon will track a moving target after a weapon conversion
// waterweapon = Weapon is meant to travel through water
// burnblow = Weapon will detonate when it comes to the end of its range
// accuracy = Amount of accuracy in 64K deg that weapon is good for, 0=100%
// tolerance = Amount of accuracy weapon will use when aiming, most are default 0
// aimrate = How fast (on average) the weapon aims, in 64K deg / sec.  Used by UnitView.
// startvelocity = Weapon will start at this velocity instead of 0
// minbarrelangle = The minimum angle (in degrees) the barrels can point, used in ballistic calculations

// Special weapon stuff
// paralyzer = Weapon will stun the enemy for a length of time described in the damage field, time=ticks.

// This stuff affects only the visuals of the weapon

// model = 3D model to use as this weapon
// color = Color of beam weapon from the game palette
// color2 = Color to use on the beam weapon to make better and cooler, CGT
// smoketrail = Indicates whether or not a weapon will emit a smoke trail
// smokedelay = Smoke dispersal interval expressed in seconds
// startsmoke = Draw a puff of smoke when the weapon fires
// endsmoke = Draw a puff of smoke when weapon terminates
// rendertype = Type of rendering system to use, 3D model, bitmap, etc.
// beamweapon = Weapon is a straight beam weapon like a laser
// explosiongaf = .GAF file that the explosion art is in
// explosionart = name of animation sequence for explosion
// waterexplosiongaf = .GAF file that the water explosion art is in
// waterexplosionart = name of animation sequence for water explosion
// propeller = if the model has a propeller that spins

// This stuff affects the sounds the weapons make

// soundstart = Sound to make when the weapon fires
// soundhit = Sound to make when the weapon detonates (if the weapon detonates)
// soundwater = Sound to make when the weapon hits the water
// soundtrigger = Make the weapon sound when the weapon fires in burst mode


// This stuff affects controlling the weapon

// commandfire = This weapon will need to be expressly fired by the user each and every time it is used


// This stuff describes the amount of metal and energy it takes to fire the weapon if applicable

// energy = Amount of energy needed
// metal = Amount of metal needed

[NOWEAPON]
	{
	ID=0;
	name=No Weapon;
	range=16;

	[DAMAGE]
		{
		default=0;
		}
	}

[FLAMETHROWER]
	{
	ID=1;
	name=Flame Thrower;
	rendertype=5;
	ballistic=1;
	turret=1;

	range=160;
	reloadtime=1.2;
	weapontimer=1;
	weaponvelocity=188;
	areaofeffect=32;
	burst=17;
	burstrate=.04;
	sprayangle=1024;
	randomdecay=.3;
	soundstart=Flamhvy1;
	soundhit=burn02;
	firestarter=100;
	groundbounce=1;
	smokedelay=1;
	startsmoke=0;
	endsmoke=1;
	tolerance=200;

	[DAMAGE]
		{
		default=10;
		corpyro=2;
		}
	}


[ARMBOMB]
	{
	ID=3;
	name=Bombs;
	rendertype=6;
	dropped=1;

	model=bomb;

	range=1280;
	reloadtime=.18;
	areaofeffect=48;
	soundstart=bombrel;
	soundhit=xplomed2;
	commandfire=1;

	explosiongaf=fx;
	explosionart=explode3;
	
	waterexplosiongaf=fx;
	waterexplosionart=h2o;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplash;

	metal=10;
	energy=50;

	[DAMAGE]
		{
		default=158;
		}
	}

[ARMADVBOMB]
	{
	ID=4;
	name=Advanced Bombs;
	rendertype=6;
	dropped=1;

	model=bomb;

	range=1280;
	reloadtime=.15;
	areaofeffect=59;
	soundstart=bombrel;
	soundhit=xplomed2;
	commandfire=1;

	explosiongaf=fx;
	explosionart=explode3;
	
	waterexplosiongaf=fx;
	waterexplosionart=h2o;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplash;

	metal=10;
	energy=50;

	[DAMAGE]
		{
		default=195;
		}
	}

[CORBOMB]
	{
	ID=5;
	name=Bombs;
	rendertype=6;
	dropped=1;

	model=bomb;

	range=1280;
	reloadtime=.19;
	areaofeffect=56;
	soundstart=bombrel;
	soundhit=xplomed2;
	commandfire=1;

	explosiongaf=fx;
	explosionart=explode3;
	
	waterexplosiongaf=fx;
	waterexplosionart=h2o;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplash;

	metal=10;
	energy=50;

	[DAMAGE]
		{
		default=150;
		}
	}

[CORADVBOMB]
	{
	ID=6;
	name=Advanced Bombs;
	rendertype=6;
	dropped=1;

	model=bomb;

	range=1280;
	reloadtime=.16;
	areaofeffect=64;
	soundstart=bombrel;
	soundhit=xplomed2;
	commandfire=1;

	explosiongaf=fx;
	explosionart=explode3;
	
	waterexplosiongaf=fx;
	waterexplosionart=h2o;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplash;

	metal=10;
	energy=50;

	[DAMAGE]
		{
		default=187;
		}
	}



[MINDGUN]
	{
	ID=7;
	name=Mind Gun;
	rendertype=2;
	lineofsight=1;

	range=500;
	reloadtime=1;
	weapontimer=2;
	weaponvelocity=91;
	areaofeffect=16;
	soundstart=phaser;
	soundhit=explode;
	unitsonly=1;

	[DAMAGE]
		{
		default=100;
		}
	}

[SBMISSILE]
	{
	ID=8;
	name=Starburst Missile;
	rendertype=1;
	lineofsight=1;
	vlaunch=1;

	model=missile;

	range=300;
	reloadtime=1.6;
	weapontimer=1.5;
	weaponvelocity=458;
	startvelocity=458;
	weaponacceleration=131;
	turnrate=32000;
	areaofeffect=16;
	metalpershot=0;

	soundstart=rocklit3;
	soundhit=xplosml2;
	firestarter=70;
	smokedelay=.1;
	flighttime=5;
	selfprop=1;
	smoketrail=1;
	twophase=1;
	guidance=1;
	tolerance=4000;

	explosiongaf=fx;
	explosionart=explode3;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=80;
		}
	}

[COAX_TORPEDO]
	{
	ID=9;
	name=Torpedo Launcher;
	rendertype=1;
	lineofsight=1;
	turret=1;

	model=torpedo;
	propeller=1;

	range=400;
	reloadtime=2.6;
	weapontimer=3;
	weaponvelocity=100;
	startvelocity=100;
	weaponacceleration=15;
	turnrate=500;
	areaofeffect=16;
	
	soundstart=torpedo1;
	soundhit=xplodep2;
	guidance=1;
	tracks=1;
	selfprop=1;
	waterweapon=1;
	burnblow=1;

	explosiongaf=fx;
	explosionart=explode3;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=400;
		}
	}

[ARM_TORPEDO]
	{
	ID=10;
	name=Unguided Torpedo;
	rendertype=1;
	lineofsight=1;
	turret=0;

	model=torpedo;
	propeller=1;

	range=400;
	reloadtime=2.7;
	weapontimer=3;
	weaponvelocity=100;
	startvelocity=100;
	weaponacceleration=15;
	turnrate=500;
	areaofeffect=16;	
	soundstart=torpedo1;
	soundhit=xplodep1;
	guidance=1;
	tracks=1;
	selfprop=1;
	waterweapon=1;
	burnblow=1;

	tolerance=32767;

	explosiongaf=fx;
	explosionart=explode3;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=350;
		armsubk=115;
		corshark=115;
		}
	}

[CORE_TORPEDO]
	{
	ID=11;
	name=Unguided Torpedo;
	rendertype=1;
	lineofsight=1;
	turret=0;

	model=torpedo;
	propeller=1;

	range=400;
	reloadtime=2.71;
	weapontimer=3;
	weaponvelocity=100;
	startvelocity=100;
	weaponacceleration=15;
	turnrate=500;
	areaofeffect=16;	
	soundstart=torpedo2;
	soundhit=xplodep3;
	guidance=1;
	tracks=1;
	selfprop=1;
	waterweapon=1;
	burnblow=1;

	tolerance=32767;

	explosiongaf=fx;
	explosionart=explode3;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=370;
		armsubk=130;
		corshark=130;
		}
	}

// Torpedos that are shot from the sub killer

[ARMSMART_TORPEDO]
	{
	ID=12;
	name=Guided Torpedo;
	rendertype=1;
	lineofsight=1;
	turret=0;

	model=torpedo;
	propeller=1;

	range=375;
	reloadtime=2.3;
	weapontimer=3;
	weaponvelocity=100;
	startvelocity=100;
	weaponacceleration=15;	

	turnrate=10000;
	areaofeffect=16;
	soundstart=torpedo1;
	soundhit=xplodep1;
	guidance=1;
	tracks=1;
	selfprop=1;
	waterweapon=1;
	burnblow=1;

	tolerance=32767;

	explosiongaf=fx;
	explosionart=explode3;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=200;
		armsubk=580;
		corsubk=580;

		}
	}

[CORSMART_TORPEDO]
	{
	ID=13;
	name=Guided Torpedo;
	rendertype=1;
	lineofsight=1;
	turret=0;

	model=torpedo;
	propeller=1;

	range=375;
	reloadtime=2.28;
	weapontimer=3;
	weaponvelocity=100;
	startvelocity=100;
	weaponacceleration=15;	

	turnrate=10000;
	areaofeffect=16;
	soundstart=torpedo2;
	soundhit=xplodep3;
	guidance=1;
	tracks=1;
	selfprop=1;
	waterweapon=1;
	burnblow=1;

	tolerance=32767;

	explosiongaf=fx;
	explosionart=explode3;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=210;
		armsub=600;
		corsub=600;
		}
	}

[ARMAIR_TORPEDO]
	{
	ID=14;
	name=Torpedo Launcher;
	rendertype=1;
	lineofsight=1;
	turret=0;

	model=torpedo;
	propeller=1;

	range=400;
	reloadtime=8.5;
	weapontimer=5;
	weaponvelocity=100;
	startvelocity=100;
	weaponacceleration=15;	

	turnrate=10000;
	areaofeffect=16;
	soundstart=bombrel;
	soundhit=xplodep2;
	guidance=1;
	tracks=1;
	selfprop=1;
	waterweapon=1;
	burnblow=1;

	tolerance=6000;

	explosiongaf=fx;
	explosionart=explode3;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=750;
		}
	}


[CORAIR_TORPEDO]
	{
	ID=15;
	name=Torpedo Launcher;
	rendertype=1;
	lineofsight=1;
	turret=0;

	model=torpedo;
	propeller=1;

	range=400;
	reloadtime=9;
	weapontimer=5;
	weaponvelocity=100;
	startvelocity=100;
	weaponacceleration=15;	

	turnrate=10000;
	areaofeffect=16;
	soundstart=bombrel;
	soundhit=xplodep2;
	guidance=1;
	tracks=1;
	selfprop=1;
	waterweapon=1;
	burnblow=1;

	tolerance=6000;

	explosiongaf=fx;
	explosionart=explode3;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=780;
		}
	}


[EMG]
	{
	ID=16;
	name=E.M.G.;
	rendertype=4;	/* 2D bitmap */
	color=2;		/* EMG bitmap shell, its a hack */
	lineofsight=1;
	turret=1;

//	model=plasma;

	range=180;
	reloadtime=.4;
	weapontimer=1;
	weaponvelocity=300;
	sprayangle=1024;
	areaofeffect=8;
	burst=3;
	burstrate=.1;
	soundstart=armsml2;
	soundhit=lasrhit1;
	soundtrigger=1;
	tolerance=6000;

	startsmoke=1;

	explosiongaf=fx;
	explosionart=explode5;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=8;
		}
	}


[VTOL_EMG]
	{
	ID=18;
	name=E.M.G.;
	rendertype=4;		/* 2D bitmap */
	color=1;			/* EMG bitmap */
	lineofsight=1;
	turret=0;

//	model=plasma;

	range=370;
	reloadtime=.6;
	weapontimer=1;
	weaponvelocity=450;
	//startvelocity=150;
	//weaponacceleration=200;
	sprayangle=1024;
	areaofeffect=8;
	burst=4;
	burstrate=.1;
	soundstart=armsml3;
	soundhit=lasrhit1;
	soundtrigger=1;
	tolerance=6000;
	pitchtolerance=12000;

	startsmoke=1;

	explosiongaf=fx;
	explosionart=explode5;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=11;
		}
	}

[VTOL_EMG2]
	{
	ID=19;
	name=E.M.G.;
	rendertype=4;	/* 2D bitmap */
	color=1;		/* EMG bitmap */
	lineofsight=1;
	turret=0;

//	model=plasma;

	range=510;
	reloadtime=.6;
	weapontimer=1;
	weaponvelocity=400;
	sprayangle=1024;
	areaofeffect=8;
	burst=3;
	burstrate=.1;
	soundstart=emgpuls1;
	soundhit=lasrhit1;
	soundtrigger=1;
	tolerance=11000;

	startsmoke=1;

	explosiongaf=fx;
	explosionart=explode5;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=12;
		}
	}

[ARMCOMLASER]
	{
	ID=20;
	name=J7 Laser;
	rendertype=0;
	lineofsight=1;
	turret=1;

	range=200;
	reloadtime=.85;
	weaponvelocity=400;
	areaofeffect=16;
	duration=.03;
	soundtrigger=1;

	soundstart=lasrfir1;
	soundhit=lasrhit2;

	firestarter=70;
	beamweapon=1;
	color=232;	/* GREEN */
	color2=234;

	explosiongaf=fx;
	explosionart=explode5;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=60;
		}
	}


[CORCOMLASER]
	{
	ID=21;
	name=XC Laser;
	rendertype=0;
	lineofsight=1;
	turret=1;

	range=200;
	reloadtime=1.0;
	weaponvelocity=400;
	areaofeffect=16;
	duration=.03;
	soundtrigger=1;

	soundstart=lasrfir1;
	soundhit=lasrhit2;

	firestarter=70;
	beamweapon=1;
	color=232;	/* GREEN */
	color2=234;

	explosiongaf=fx;
	explosionart=explode5;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=70;
		}
	}



[ARM_DISINTEGRATOR]
	{
	ID=22;
	name=Disintegrator;
	rendertype=3;
	lineofsight=1;
	turret=1;

	model=dgun;

	range=240;
	reloadtime=1.2;
	weapontimer=4;
	energypershot=400;
	weaponvelocity=200;
	areaofeffect=48;
	soundtrigger=1;
	soundstart=disigun1;
	soundhit=xplomas2;
	firestarter=70;
	beamweapon=1;
	noexplode=1;
	commandfire=1;

	explosiongaf=fx;
	explosionart=explode5;

	waterexplosiongaf=fx;
	waterexplosionart=h2o;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplash;

	startsmoke=1;

	[DAMAGE]
		{
		default=5500;
		}
	}

[CORE_DISINTEGRATOR]
	{
	ID=23;
	name=Disintegrator;
	rendertype=3;
	lineofsight=1;
	turret=1;

	model=dgun;

	range=240;
	reloadtime=1.2;
	weapontimer=4;
	energypershot=400;
	weaponvelocity=200;
	areaofeffect=48;
	soundtrigger=1;

	soundstart=disigun1;
	soundhit=xplomas2;

	firestarter=70;
	beamweapon=1;
	noexplode=1;
	commandfire=1;

	explosiongaf=fx;
	explosionart=explode5;

	waterexplosiongaf=fx;
	waterexplosionart=h2o;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplash;

	startsmoke=1;

	[DAMAGE]
		{
		default=5500;
		}
	}

[ARM_TOTAL_ANNIHILATOR]
	{
	ID=24;
	name=Annihilator Weapon;
	rendertype=0;
	lineofsight=1;
	turret=1;

	range=1200;
	reloadtime=5;
	energypershot=2000;
	weaponvelocity=1000;
	areaofeffect=8;

	soundstart=annigun1;
	soundhit=xplolrg1;

	firestarter=90;
	beamweapon=1;
	color=144;	/* PURPLE */
	color2=217;

	tolerance=500;

	explosiongaf=fx;
	explosionart=explode5;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=2500;
		}
	}

[CORE_DOOMSDAY]
	{
	ID=25;
	name=Doomsday Weapon;
	rendertype=0;
	lineofsight=1;
	turret=1;

	range=600;
	reloadtime=8;
	energypershot=800;
	weaponvelocity=1000;
	areaofeffect=8;

	soundstart=annigun1;
	soundhit=xplosml3;

	firestarter=90;
	beamweapon=1;
	color=144;	/* PURPLE */
	color2=217;

	tolerance=500;

	explosiongaf=fx;
	explosionart=explode5;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=2500;
		}
	}

[LIGHTNING]
	{
	ID=26;
	name=Lightning Gun;
	rendertype=7;
	lineofsight=1;
	turret=1;

	range=180;
	reloadtime=1.45;
	weaponvelocity=400;
	areaofeffect=8;
	duration=10;
	soundtrigger=1;

	soundstart=lghthvy1;
	soundhit=lashit;

	firestarter=50;

	beamweapon=1;
	color=208;	/* Yellow */
	color2=196;

	explosiongaf=fx;
	explosionart=explode5;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	startsmoke=1;

	[DAMAGE]
		{
		default=180;
		}
	}

[ATOMIC_BLAST]
	{
	ID=27;
	name=Atomic Blast Weapon;
	rendertype=4;
	ballistic=1;
	turret=1;

	range=480;
	reloadtime=3.6;
	weaponvelocity=250;
	areaofeffect=516;
	soundstart=largegun;
	soundhit=xplonuk3;

	explosiongaf=fx;
	explosionart=explode2;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom2;

	shakemagnitude=24;
	shakeduration=1.5;

	[DAMAGE]
		{
		default=2000;
		}
	}

[ATOMIC_BLASTSML]
	{
	ID=28;
	name=Atomic Blast Weapon;
	rendertype=4;
	ballistic=1;
	turret=1;

	range=480;
	reloadtime=3.6;
	weaponvelocity=250;
	areaofeffect=260;
	soundstart=largegun;
	soundhit=xplonuk3;

	explosiongaf=fx;
	explosionart=explode2;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom2;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashlg;

	shakemagnitude=24;
	shakeduration=1.5;

	[DAMAGE]
		{
		default=1000;
		}
	}

[ARM_PARALYZER]
	{
	ID=29;
	name=Paralyzer;
	rendertype=0;
	lineofsight=1;
	turret=1;
	paralyzer=1;
	minbarrelangle=0;

	range=220;
	reloadtime=1.2;
	weaponvelocity=600;
	areaofeffect=8;
	duration=.04;
	soundtrigger=1;

	soundstart=lasrlit1;
	soundhit=lashit;

	beamweapon=1;
	color=209;	/* Redish */
	color2=211;

	explosiongaf=fx;
	explosionart=explode5;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	[DAMAGE]
		{
		default=900;		/* 15 seconds of paralysis */
		}
	}

[AMD_ROCKET]
	{
	ID=30;
	name=Rocket;
	rendertype=1;
	lineofsight=1;
	vlaunch=1;

	model=amdrocket;

	range=32000;
	coverage=2000;
	reloadtime=120;

	noautorange=1;
	weapontimer=4;
	flighttime=60;

	weaponvelocity=800;
	weaponacceleration=60;
	turnrate=32768;
	areaofeffect=96;

	energypershot=10000;
	metalpershot=200;

	stockpile=1;
	interceptor=1;

	soundstart=Rockhvy1;
	soundhit=xplomed4;

	firestarter=100;
	smokedelay=.1;
	selfprop=1;
	smoketrail=1;
	tracks=1;

	twophase=1;
	guidance=1;
	tolerance=4000;

	explosiongaf=fx;
	explosionart=explode3;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom2;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashlg;

	startsmoke=1;

	[DAMAGE]
		{
		default=500;
		}
	}

[FMD_ROCKET]
	{
	ID=32;
	name=Rocket;
	rendertype=1;
	lineofsight=1;
	vlaunch=1;

	model=fmdmisl;

	range=32000;
	coverage=2000;
	reloadtime=120;

	noautorange=1;
	weapontimer=4;
	flighttime=60;

	weaponvelocity=800;
	weaponacceleration=60;
	turnrate=32768;
	areaofeffect=96;

	energypershot=10000;
	metalpershot=200;

	stockpile=1;
	interceptor=1;

	soundstart=Rockhvy1;
	soundhit=xplomed4;

	firestarter=100;
	smokedelay=.1;
	selfprop=1;
	smoketrail=1;
	tracks=1;

	twophase=1;
	guidance=1;
	tolerance=4000;

	explosiongaf=fx;
	explosionart=explode3;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom2;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashlg;

	startsmoke=1;

	[DAMAGE]
		{
		default=500;
		}
	}

[COREDEPTHCHARGE]
	{
	ID=34;
	name=Depth Charge;
	rendertype=1;
	lineofsight=1;
	turret=0;

	model=DEPTHCHARGE;
	propeller=1;

	range=400;
	reloadtime=2.6;
	weapontimer=3;
	weaponvelocity=100;
	startvelocity=100;
	weaponacceleration=15;	

	turnrate=10000;
	areaofeffect=16;
	soundstart=torpedo1;
	soundhit=xplodep2;
	guidance=1;
	tracks=1;
	selfprop=1;
	waterweapon=1;
	burnblow=1;

	tolerance=32767;

	explosiongaf=fx;
	explosionart=explode3;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=80;
		}
	}

[ARMDEPTHCHARGE]
	{
	ID=35;
	name=Depth Charge;
	rendertype=1;
	lineofsight=1;
	turret=0;

	model=DEPTHCHARGE;
	propeller=1;

	range=410;
	reloadtime=2.8;
	weapontimer=3;
	weaponvelocity=110;
	startvelocity=100;
	weaponacceleration=15;	

	turnrate=10000;
	areaofeffect=16;
	soundstart=torpedo1;
	soundhit=xplodep2;
	guidance=1;
	tracks=1;
	selfprop=1;
	waterweapon=1;
	burnblow=1;

	tolerance=32767;

	explosiongaf=fx;
	explosionart=explode3;

	waterexplosiongaf=fx;
	waterexplosionart=h2oboom1;

	lavaexplosiongaf=fx;
	lavaexplosionart=lavasplashsm;

	[DAMAGE]
		{
		default=70;
		}
	}

/*
[VTOL_FOOMISSILE]
	{
	// For the ARMFIG in the UnitViewer, since it got released
	// with the wrong weapon.  Oops.

	name=Guided Missiles;
	}
*/