// SMART GUN;

bloodAmmoDamage = 1;
soundRange = 20.0;
fireSound.m_sound = 657;
fireSound.m_pitchMin = 0.9;
fireSound.m_pitchMax = 1.1;
noAmmoSound.m_sound = 23;
genericGunIdle = true;
reloadSound.m_sound = 658;
reloadSound.m_pitchMin = 0.9;
reloadSound.m_pitchMax = 1.1;

offsetProjectile = true;
homing = true;
forceFireEnabled = true;
magazineVel = 3000.0;
magazineTimeFirst = 0.33;
magazineType = 1207;

Init("/Game/FirstPerson/Textures/fpsSmartGun", "/Game/FirstPerson/Textures/fpsSmartGunNormal", "/Game/FirstPerson/Textures/fpsSmartGunEmissive",
"/Game/FirstPerson/Textures/itemSmartGun", 0.125, 10, true, 1.0, "SMART%20GUN", 3);
dirtyTexture="/Game/FirstPerson/Textures/fpsSmartGun_Sp";
InitBulletWeapon(0, 1, 50, 0.5, 50, 14000.0, 1, 0, false, -1, 1204);

AddPotentialStats(0, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 16, 17, 18, 19, 21, 23, 24, 25, 26, 27, 28, 29);

InitStartFiringAnim(2, 2, -1.0, true);
InitStopFiringAnim(0, 2, 3.0, false);
InitReloadAnim(4, 10, -1.0, true);

[secondary]

bloodAmmoDamage = 4;
soundRange = 5.0;
fireSound.m_sound = 658;
fireSound.m_pitchMin = 0.9;
fireSound.m_pitchMax = 1.1;
reloadSound.m_sound = 658;
reloadSound.m_pitchMin = 0.9;
reloadSound.m_pitchMax = 1.1;
noAmmoSound.m_sound = 23;
genericGunIdle = true;

offsetProjectile = true;
holdCharge = false;
stopAfterShootAtMaxCharge = true;
shootOnChargeRelease = false;
forceFireEnabled = true;

Init("/Game/FirstPerson/Textures/fpsSmartGun", "/Game/FirstPerson/Textures/fpsSmartGunNormal", "/Game/FirstPerson/Textures/fpsSmartGunEmissive",
"/Game/FirstPerson/Textures/itemSmartGun", 0.25, 10, true, 1.0, "SMART%20GUN", 3);
dirtyTexture="/Game/FirstPerson/Textures/fpsSmartGun_Sp";
InitBulletWeapon(0, 50, 1000, 1.0, 50, 3000.0, 1, 0, false, -1, 1206);
InitCharge(0.25, 0.25, 10, 0.0, 0.0, false, true, false);

AddPotentialStats(0, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 16, 17, 18, 19, 21, 23, 24, 25, 26, 27, 28);

InitStartFiringAnim(10, 4, -1.0, true);
InitStopFiringAnim(0, 2, 3.0, false);
InitChargeAnim(4, 6, -1.0, true);
