#Primary Weapons
$Name:                                  Hacking Beam
	@Laser Bitmap:								emptybitmap
	@Laser Color:								0, 0, 0
	@Laser Color2:								0, 0, 0
	@Laser Length:								10.0
	@Laser Head Radius: 						0.90
	@Laser Tail Radius: 						0.90
	$Mass:										0.2
	$Velocity:									10000.0
	$Fire Wait: 								0.3
	$Damage:									0
	$Lifetime:									1.0
	$Energy Consumed:							1.0
	$Cargo Size:								0.0
	$Homing:									NO
	$Velocity Inherit:				0
	$FlyBySnd:	-1
	$Flags: 									( )
	$Trail:
		+Start Width:  						3.0
		+End Width:            				3.0
		+Start Alpha:						1.0
		+End Alpha:							0.0
		+Max Life:             				0.5
		+Spread:							10.0
		+Bitmap:							greentrail
	$Impact Explosion:              expy
	$Impact Explosion Radius:       10.0

$Name:                                  Static Charge
	@Laser Bitmap:								emptybitmap
	@Laser Color:								0, 0, 0
	@Laser Color2:								0, 0, 0
	@Laser Length:								10.0
	@Laser Head Radius: 						0.90
	@Laser Tail Radius: 						0.90
	$Mass:										0.2
	$Velocity:									10000.0
	$Fire Wait: 								0.3
	$Damage:									70
	$Lifetime:									1.0
	$Energy Consumed:							1.0
	$Cargo Size:								0.0
	$Homing:									NO
	$Velocity Inherit:				0
	$FlyBySnd:	-1
	$Flags: 									( )
	$Trail:
		+Start Width:  						3.0
		+End Width:            				3.0
		+Start Alpha:						1.0
		+End Alpha:							0.0
		+Max Life:             				0.5
		+Spread:							10.0
		+Bitmap:							bluetrail
	$Impact Explosion:              expy
	$Impact Explosion Radius:       10.0
#End

;=========================================================================================================================
;SECONDARY
;=========================================================================================================================

#Secondary Weapons

$Name:                          		Ax1MineMissile
	$Model File:                    iridescence.pof
	$Mass:							0.2
	$Velocity:						400.0
	$Fire Wait:						2.0
	$Damage:						10
	$Detonation Radius:				10
	$Shockwave damage:				80
	$Blast Force:					0
	$Inner Radius:					10
	$Outer Radius:					20
	$Shockwave Speed:				0
	$Armor Factor:                  1.0
	$Shield Factor:					1.0
	$Subsystem Factor:				1.0
	$Lifetime:						10.0
	$Energy Consumed:               0.0
	$Cargo Size:                    0.0
	$Homing:								YES
		+Type:								HEAT
		+Turn Time:							1
	    +View Cone:                         360
		+Target Lead Scaler:				1
	$Homing Auto-Target Method: RANDOM
	$LaunchSnd:                     103
	$ImpactSnd:                     85
	$Flags:                         ("no lifeleft penalty" "no homing speed ramp" "untargeted heat seeker")
	$Trail:
		+Start Width:  						5.0
		+End Width:            				5.0
		+Start Alpha:						0.5
		+End Alpha:							0.0
		+Max Life:             				3.0
		+Bitmap:							cyantrail
	$Impact Explosion:				Maxim_impact
	$Impact Explosion Radius:		20

$Name:                          		Ax1Mine
	$Model File:                    iridescence.pof
	$Mass:							0.2
	$Velocity:						0.01
	$Fire Wait:						2.0
	$Damage:						0
	$Detonation Radius:				10
	$Shockwave damage:				0
	$Blast Force:					0
	$Inner Radius:					0
	$Outer Radius:					0
	$Shockwave Speed:				0
	$Armor Factor:                  1.0
	$Shield Factor:					1.0
	$Subsystem Factor:				1.0
	$Lifetime:						100.0
	$Energy Consumed:               0.0
	$Cargo Size:                    0.0
	$Homing:								YES
		+Type:								HEAT
		+Turn Time:							3
	    +View Cone:                         360
		+Target Lead Scaler:				1
	$Homing Auto-Target Method: RANDOM
	$LaunchSnd:                     103
	$ImpactSnd:                     85
	$Flags:                         ("no lifeleft penalty" "no homing speed ramp" "untargeted heat seeker")
	$Trail:
		+Start Width:  						5.0
		+End Width:            				5.0
		+Start Alpha:						0.5
		+End Alpha:							0.0
		+Max Life:             				3.0
		+Bitmap:							greentrail
	$Impact Explosion:				Maxim_impact
$Impact Explosion Radius:		0
;=========================================================================================================================
;EFFECTS
;=========================================================================================================================
#End

; $Player Weapon Precedence is used in weapon selection when a default specified by the mission
; designer is not available to the player.  The next weapon on the list is used in its place
; (assuming that weapon is allowed for the player).
;
; ordering:  most powerful energy weapon -> least powerful energy weapon
;            most powerful missile -> least powerful missle

