//#M#028#
//////////////////////////////////////////////////////////////////////////
// The new weapon instance is passed to this function as the 'this'
// Properties can be set like this.Property = x, or the this prefix can be left off.
//////////////////////////////////////////////////////////////////////////

WEAPON.LAW = 106; 		// Defined into g_etbot_interface.cpp

//////////////////////////////////////////////////////////////////////////
// Overall weapon properties.
this.Name = "LAW";
this.WeaponId = WEAPON.LAW;
this.PrimaryFire.AmmoType = WEAPON.LAW;

//////////////////////////////////////////////////////////////////////////
// Set some weapon properties that affect some internal logic.
this.PrimaryFire.WeaponType = "projectile";
this.PrimaryFire.ProjectileSpeed = 2500;
this.PrimaryFire.RequiresAmmo = true;
this.PrimaryFire.WaterProof = false;
this.PrimaryFire.SplashDamage = true;
this.PrimaryFire.InheritsVelocity = false;
this.PrimaryFire.ProjectileGravity = 0.0;
this.PrimaryFire.NeedsCharged = true;
//~ this.PrimaryFire.NeedsInRange = false;
//~ this.PrimaryFire.MinRange = 0.0;
//~ this.PrimaryFire.MaxRange = 1000.0;

this.PrimaryFire.MaxAimError = Vector2(0, 0);
this.PrimaryFire.AimOffset = Vector3(0, 0, 0);

this.PrimaryFire.SetTargetBias(CLASS.VEHICLE_HVY, 1);
this.PrimaryFire.DefaultDesirability = 0.0;
//~ this.PrimaryFire.SetDesirabilityRange(256, 500, 0.4);
this.PrimaryFire.SetDesirabilityRange(400, 4000, 0.8);

this.PrimaryFire.LowAmmoThreshold = 1;
this.PrimaryFire.LowAmmoPriority = 0.8;
