set g_balance_laser_primary_gauntlet 0
set g_balance_laser_primary_force_zscale 1.2
set g_balance_laser_primary_force_velocitybias 0
+set g_balance_laser_primary_force_other_scale 1
set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
set g_balance_laser_secondary_damage 35
set g_balance_laser_secondary_edgedamage 10
set g_balance_laser_secondary_gauntlet 0
set g_balance_laser_secondary_force_zscale 1
set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 1
// }}}
// {{{ shotgun
set g_balance_shotgun_primary_bullets 10
set g_balance_uzi_spread_add 0.008
set g_balance_uzi_burst 3 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_animtime 0.4
set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
set g_balance_uzi_burst_refire2 0.4 // refire after burst
set g_balance_uzi_burst_spread 0.03
set g_balance_sniperrifle_primary_burstcost 0
set g_balance_sniperrifle_primary_bullethail 0 // empty magazine on shot
set g_balance_sniperrifle_secondary 1
+set g_balance_sniperrifle_secondary_reload 0
set g_balance_sniperrifle_secondary_tracer 0
set g_balance_sniperrifle_secondary_damage 50
set g_balance_sniperrifle_secondary_headshotaddeddamage 50 // 50 damage only on head