PlayerData
{
	// max speed per class per state
	MovementData
	{
		// MAX PLAYER SPEED IS 310
		Light
		{
			"Walk"						"80"
			"Run"						"180"
			"Sprint"					"280"
			"Accel"						"5"
			"SprintTime"				"0.8" // Artifical time needed to reach max sprint speed from the run speed

			"Frac_Stand_Ironsight"		"0.7"
			"Frac_Stand_Reload"			"0.85"
			"Frac_CrouchedIronsight"	"0.3"
			"Frac_Crouched"				"0.35"
			"Frac_Prone"				"0.3"
			"Frac_Backward"				"0.7"
			"Frac_Side"					"0.6"
			"Frac_SideSprint"			"0.7"
			"Frac_TurnSprint"			"0.8"
			"Frac_SideStep"				"0.2"
		}
		
		Medium
		{
			"Walk"						"75"
			"Run"						"170"
			"Sprint"					"260"
			"Accel"						"4"
			"SprintTime"				"1.2"
			
			"Frac_Stand_Ironsight"		"0.7"
			"Frac_Stand_Reload"			"0.85"
			"Frac_CrouchedIronsight"	"0.3"
			"Frac_Crouched"				"0.35"
			"Frac_Prone"				"0.3"
			"Frac_Backward"				"0.6"
			"Frac_Side"					"0.6"
			"Frac_SideSprint"			"0.5"
			"Frac_TurnSprint"			"0.7"
			"Frac_SideStep"				"0.2"
		}

		Heavy
		{
			"Walk"						"70"
			"Run"						"160"
			"Sprint"					"240"
			"Accel"						"4"
			"SprintTime"				"1.6"
			
			"Frac_Stand_Ironsight"		"0.7"
			"Frac_Stand_Reload"			"0.85"
			"Frac_CrouchedIronsight"	"0.3"
			"Frac_Crouched"				"0.35"
			"Frac_Prone"				"0.3"
			"Frac_Backward"				"0.5"
			"Frac_Side"					"0.5"
			"Frac_SideSprint"			"0.45"
			"Frac_TurnSprint"			"0.58"
			"Frac_SideStep"				"0.2"
		}
	}
	
	// stamina per class
	StaminaData
	{
		// If the stamina is known and the time in seconds to deplete is known,
		// then the take can be calculated. Take = Stamina / Time
		Light
		{
			"Stamina"					"100"
			"Regain"					"1.50"
			"Take"						"1.50" 
			"JumpCost"					"15"
		}
		
		Medium
		{
			"Stamina"					"100"
			"Regain"					"1.50"
			"Take"						"3.00" 
			"JumpCost"					"25"
		}
		
		Heavy
		{
			"Stamina"					"100"
			"Regain"					"1.50"
			"Take"						"2.00" 
			"JumpCost"					"25"
		}
	}

	WeaponData
	{
		ViewModelData
		{
			Light
			{
				"ViewDipHeightOffset"			"64"
				"ViewDipAngle"					"2"
				"ViewDipAngleSpeed"				"0.1"
				"ViewLandDipAmt"				"0.01"

				"ViewBobVert"					"1.05"
				"ViewBobLat"					"1.05"
				"ViewBobCycle"					"0.28"
				"ViewBobUp"						"0.5"

				"ViewSwayScale"					"3"
				"ViewSwayIronSightScale"		"1.60"
				"ViewMaxSway"					"3.26"

				"ViewOffsetSpringConstant"		"12"
				"ViewOffsetDampConstant"		"1"
				"ViewOffsetViscousConstant"		"3.0"
			}

			Medium
			{
				"ViewDipHeightOffset"			"64"
				"ViewDipAngle"					"2.5"
				"ViewDipAngleSpeed"				"0.1"
				"ViewLandDipAmt"				"0.02"

				"ViewBobVert"					"0.85"
				"ViewBobLat"					"0.85"
				"ViewBobCycle"					"0.27"
				"ViewBobUp"						"0.5"

				"ViewSwayScale"					"3"
				"ViewSwayIronSightScale"		"1.00"
				"ViewMaxSway"					"3.26"

				"ViewOffsetSpringConstant"		"10.5"
				"ViewOffsetDampConstant"		"1"
				"ViewOffsetViscousConstant"		"3.5"
			}

			Heavy
			{
				"ViewDipHeightOffset"			"64"
				"ViewDipAngle"					"3"
				"ViewDipAngleSpeed"				"0.1"
				"ViewLandDipAmt"				"0.03"

				"ViewBobVert"					"0.65"
				"ViewBobLat"					"0.65"
				"ViewBobCycle"					"0.257"
				"ViewBobUp"						"0.5"

				"ViewSwayScale"					"3"
				"ViewSwayIronSightScale"		"0.5"
				"ViewMaxSway"					"3.26"

				"ViewOffsetSpringConstant"		"9.5"
				"ViewOffsetDampConstant"		"1"
				"ViewOffsetViscousConstant"		"4.0"
			}
		}

		// max clip space per class per weapon group
		ClipAreaData
		{
			Light
			{
				"Primary"					"30"
				"Secondary"					"30"
			}
		
			Medium
			{
				"Primary"					"50"
				"Secondary"					"50"
			}
		
			Heavy
			{
				"Primary"					"40"
				"Secondary"					"40"
			}
		}

		// Recoil Fraction
		RecoilData
		{
			Light
			{
				"BaseFrac"					"0.99"
				"IronSightFrac"				"1.00"
				"LeanFrac"					"1.10"
				"MoveFrac"					"1.20"
				"CrouchFrac"				"0.85"
				"ProneFrac"					"0.70"
				"AimPunchFrac"				"0.20"
				"LowStaminaFrac"			"1.60"
				"SuppressionFrac"			"1.00"
				"MaxFrac"					"2.10"
			}
		
			Medium
			{
				"BaseFrac"					"0.98"
				"IronSightFrac"				"1.00"
				"LeanFrac"					"1.15"
				"MoveFrac"					"1.15"
				"CrouchFrac"				"0.85"
				"ProneFrac"					"0.70"
				"AimPunchFrac"				"0.20"
				"LowStaminaFrac"			"1.60"
				"SuppressionFrac"			"1.00"
				"MaxFrac"					"2.00"
			}
		
			Heavy
			{
				"BaseFrac"					"0.97"
				"IronSightFrac"				"1.00"
				"LeanFrac"					"1.20"
				"MoveFrac"					"1.10"
				"CrouchFrac"				"0.85"
				"ProneFrac"					"0.70"
				"AimPunchFrac"				"0.20"
				"LowStaminaFrac"			"1.60"
				"SuppressionFrac"			"1.00"
				"MaxFrac"					"1.90"
			}
		}

		// Sway Speed Fraction
		SwayData
		{
			Light
			{
				"SwayRadius_BaseFrac"			"0.50"
				"SwayRadius_IronSightFrac"		"3.00"
				"SwayRadius_LeanFrac"			"1.20"
				"SwayRadius_MoveFrac"			"6.00"
				"SwayRadius_CrouchFrac"			"0.85"
				"SwayRadius_ProneFrac"			"0.20"
				"SwayRadius_LowStaminaFrac"		"4.00"	
				"SwayRadius_SuppressionFrac"	"1.20"
				"SwayRadius_MaxFrac"			"9.00"
			}
		
			Medium
			{
				"SwayRadius_BaseFrac"			"0.50"
				"SwayRadius_IronSightFrac"		"3.00"
				"SwayRadius_LeanFrac"			"1.20"
				"SwayRadius_MoveFrac"			"6.00"
				"SwayRadius_CrouchFrac"			"0.80"
				"SwayRadius_ProneFrac"			"0.20"
				"SwayRadius_LowStaminaFrac"		"6.00"	
				"SwayRadius_SuppressionFrac"	"1.20"
				"SwayRadius_MaxFrac"			"9.00"
			}
		
			Heavy
			{
				"SwayRadius_BaseFrac"			"0.50"
				"SwayRadius_IronSightFrac"		"3.00"
				"SwayRadius_LeanFrac"			"1.30"
				"SwayRadius_MoveFrac"			"5.00"
				"SwayRadius_CrouchFrac"			"0.75"
				"SwayRadius_ProneFrac"			"0.20"
				"SwayRadius_LowStaminaFrac"		"6.00"	
				"SwayRadius_SuppressionFrac"	"1.20"
				"SwayRadius_MaxFrac"			"9.00"
			}
		}

	}
	
	// ironsight transition scaling
	"LightIronsightTransitionScale"		"1.2"
	"MediumIronsightTransitionScale"	"1.1"
	"HeavyIronsightTransitionScale"		"1.0"
	
	// force scale for ragdolls
	"ExplosionForceScale"				"2.0"
	"BulletForceScale"					"0.1"
	
	// damage scale per hitgroup
	HitGroups
	{
		Light
		{
			"HITGROUP_HEAD"					"6"
			"HITGROUP_CHEST"				"5.00"
			"HITGROUP_STOMACH"				"3.00"
			"HITGROUP_LEFTARM"				"2.00"
			"HITGROUP_RIGHTARM"				"2.10"
			"HITGROUP_LEFTLEG"				"1.10"
			"HITGROUP_RIGHTLEG"				"1.20"
		}
		Medium
		{
			"HITGROUP_HEAD"					"6"
			"HITGROUP_CHEST"				"1.20"
			"HITGROUP_STOMACH"				"1.00"
			"HITGROUP_LEFTARM"				"2.00"
			"HITGROUP_RIGHTARM"				"2.10"
			"HITGROUP_LEFTLEG"				"1.10"
			"HITGROUP_RIGHTLEG"				"1.20"
		}
		Heavy
		{
			"HITGROUP_HEAD"					"6"
			"HITGROUP_CHEST"				"0.40"
			"HITGROUP_STOMACH"				"0.35"
			"HITGROUP_LEFTARM"				"1.65"
			"HITGROUP_RIGHTARM"				"1.80"
			"HITGROUP_LEFTLEG"				"0.95"
			"HITGROUP_RIGHTLEG"				"1.00"
		}
	}

	// velocity frac scale when hit
	HitGroupVelocity
	{
		Light
		{
			"HITGROUP_LEFTLEG"    			"0.30"
			"HITGROUP_RIGHTLEG"    			"0.30"
			"HITGROUP_CHEST"    			"0.20"
			"HITGROUP_STOMACH"    			"0.60"
		}
		Medium
		{
			"HITGROUP_LEFTLEG"    			"0.20"
			"HITGROUP_RIGHTLEG"   	 		"0.20"
			"HITGROUP_CHEST"    			"0.60"
			"HITGROUP_STOMACH"    			"0.60"
		}
		Heavy
		{
			"HITGROUP_LEFTLEG"    			"0.20"
			"HITGROUP_RIGHTLEG"    			"0.20"
			"HITGROUP_CHEST"    			"0.80"
			"HITGROUP_STOMACH"    			"0.80"
		}
	}

	// health
	Health
	{
		"light"							"100"
		"medium"						"100"
		"heavy"							"100"
	}
	
	// value used to help determine how much to reduce damage decay by per frame
	"DamageDecayReduction"				"20"
	
	// bullet whiz
	"BulletWhizHeadDistance"			"200"		// maximum distance between player head and bullet for a whiz to occur (old 800)
	"BulletWhizSonicDistance"			"1400"		// maximum distance between player and bullet for a sonic whiz to occur (def 288) (984 = 25 meters approx) (old 400)
	"BulletWhizMaxDot"					"1"
	"BulletWhizMinDot"					"0"
	"BulletWhizMaxVolume"				"1"
	"BulletWhizMinVolume"				"0.5"

	// explosion deafen radius
	"ExplosionDeafenRadiusFactor"		"1.1"      //Original 1.1

	"Suppression"
	{
		Light
		{
			"RecoveryTickRate"		"25" // units per second
			"resistance"			"0.25"
		}

		Medium
		{
			"RecoveryTickRate"		"50" // units per second
			"resistance"			"0.35"
		}

		Heavy
		{
			"RecoveryTickRate"		"75" // units per second
			"resistance"			"0.55"
		}
	}

	"LeanData"
	{		
		Light
		{
			"Side_Right"			"27 25 8" 	// stand, crouch, prone
			"Side_Left"				"14 11 8" 	// stand, crouch, prone
			"SideMove_Right"		"12 8 6" 	// stand, crouch, prone
			"SideMove_Left"			"8 5 4" 	// stand, crouch, prone
			"Roll"					"10"
			"Down"					"3"
			"Speed"					"6"
			"ViewModelLeanSpeed"	"5"
		}

		Medium
		{
			"Side_Right"			"27 25 8" 	// stand, crouch, prone
			"Side_Left"				"14 11 8" 	// stand, crouch, prone
			"SideMove_Right"		"12 8 6" 	// stand, crouch, prone
			"SideMove_Left"			"8 5 4" 	// stand, crouch, prone
			"Roll"					"8"
			"Down"					"3"
			"Speed"					"5"
			"ViewModelLeanSpeed"	"4"
		}

		Heavy
		{
			"Side_Right"			"27 25 8" 	// stand, crouch, prone
			"Side_Left"				"14 11 8" 	// stand, crouch, prone
			"SideMove_Right"		"12 8 6" 	// stand, crouch, prone
			"SideMove_Left"			"8 5 4" 	// stand, crouch, prone
			"Roll"					"6"
			"Down"					"3"
			"Speed"					"4"
			"ViewModelLeanSpeed"	"3"
		}
	}
}
