﻿-- chunkname: @scripts/settings/equipment/weapon_templates/weapon_trait_templates/sway_trait_templates.lua

local WeaponTweakTemplateSettings = require("scripts/settings/equipment/weapon_templates/weapon_tweak_template_settings")
local ALL_WEAPON_MOVEMENT_STATES = WeaponTweakTemplateSettings.ALL_WEAPON_MOVEMENT_STATES
local DEFAULT_LERP_VALUE = WeaponTweakTemplateSettings.DEFAULT_LERP_VALUE
local sway_trait_templates = {}

sway_trait_templates.default_sway_stat = {
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		{
			max = 0.95,
			min = 0.1,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		{
			max = 0.95,
			min = 0.1,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"alternate_fire_start",
		1,
		"pitch",
		{
			max = 1,
			min = 0.3,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"alternate_fire_start",
		1,
		"yaw",
		{
			max = 1,
			min = 0.3,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"crouch_transition",
		1,
		"pitch",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"crouch_transition",
		1,
		"yaw",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"continuous_sway",
		"pitch",
		{
			max = 0.95,
			min = 0.1,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"continuous_sway",
		"yaw",
		{
			max = 0.95,
			min = 0.1,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"player_event",
		"pitch",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"player_event",
		"yaw",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"idle",
		"pitch",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"idle",
		"yaw",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"shooting",
		"pitch",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"shooting",
		"yaw",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"enter_alternate_fire_grace_time",
		{
			max = 0.75,
			min = 0.25,
		},
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"from_shooting_grace_time",
		{
			max = 0.75,
			min = 0.25,
		},
	},
}
sway_trait_templates.default_sway_perk = {
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"alternate_fire_start",
		1,
		"pitch",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"alternate_fire_start",
		1,
		"yaw",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"crouch_transition",
		1,
		"pitch",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"crouch_transition",
		1,
		"yaw",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"continuous_sway",
		"pitch",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"continuous_sway",
		"yaw",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"player_event",
		"pitch",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"player_event",
		"yaw",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"idle",
		"pitch",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"idle",
		"yaw",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"shooting",
		"pitch",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"shooting",
		"yaw",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"enter_alternate_fire_grace_time",
		0.05,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"decay",
		"from_shooting_grace_time",
		0.05,
	},
}
sway_trait_templates.sway_killshot_trait_01_a = {
	{
		"still",
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		1,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		0.75,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		0.5,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		0.25,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		1,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		0.75,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		0.5,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		0.25,
	},
	{
		"still",
		"immediate_sway",
		"alternate_fire_start",
		"pitch",
		1,
	},
	{
		"still",
		"immediate_sway",
		"alternate_fire_start",
		"yaw",
		1,
	},
	{
		"still",
		"immediate_sway",
		"crouch_transition",
		"pitch",
		1,
	},
	{
		"still",
		"immediate_sway",
		"crouch_transition",
		"yaw",
		1,
	},
	{
		"still",
		"continuous_sway",
		"pitch",
		1,
	},
	{
		"still",
		"continuous_sway",
		"yaw",
		1,
	},
	{
		"still",
		"decay",
		"player_event",
		"pitch",
		1,
	},
	{
		"still",
		"decay",
		"player_event",
		"yaw",
		1,
	},
	{
		"moving",
		"continuous_sway",
		"pitch",
		0.75,
	},
	{
		"moving",
		"continuous_sway",
		"yaw",
		0.75,
	},
	[DEFAULT_LERP_VALUE] = 0.1,
}
sway_trait_templates.sway_killshot_trait_01_b = {
	{
		"still",
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		1,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		0.75,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		0.5,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		0.25,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		1,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		0.75,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		0.5,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		0.25,
	},
	{
		"still",
		"immediate_sway",
		"alternate_fire_start",
		"pitch",
		1,
	},
	{
		"still",
		"immediate_sway",
		"alternate_fire_start",
		"yaw",
		1,
	},
	{
		"still",
		"immediate_sway",
		"crouch_transition",
		"pitch",
		1,
	},
	{
		"still",
		"immediate_sway",
		"crouch_transition",
		"yaw",
		1,
	},
	{
		"still",
		"continuous_sway",
		"pitch",
		1,
	},
	{
		"still",
		"continuous_sway",
		"yaw",
		1,
	},
	{
		"still",
		"decay",
		"player_event",
		"pitch",
		1,
	},
	{
		"still",
		"decay",
		"player_event",
		"yaw",
		1,
	},
	{
		"moving",
		"continuous_sway",
		"pitch",
		0.75,
	},
	{
		"moving",
		"continuous_sway",
		"yaw",
		0.75,
	},
	[DEFAULT_LERP_VALUE] = 0.2,
}
sway_trait_templates.sway_killshot_trait_01_c = {
	{
		"still",
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		1,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		0.75,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		0.5,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		0.25,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		1,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		0.75,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		0.5,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		0.25,
	},
	{
		"still",
		"immediate_sway",
		"alternate_fire_start",
		"pitch",
		1,
	},
	{
		"still",
		"immediate_sway",
		"alternate_fire_start",
		"yaw",
		1,
	},
	{
		"still",
		"immediate_sway",
		"crouch_transition",
		"pitch",
		1,
	},
	{
		"still",
		"immediate_sway",
		"crouch_transition",
		"yaw",
		1,
	},
	{
		"still",
		"continuous_sway",
		"pitch",
		1,
	},
	{
		"still",
		"continuous_sway",
		"yaw",
		1,
	},
	{
		"still",
		"decay",
		"player_event",
		"pitch",
		1,
	},
	{
		"still",
		"decay",
		"player_event",
		"yaw",
		1,
	},
	{
		"moving",
		"continuous_sway",
		"pitch",
		0.75,
	},
	{
		"moving",
		"continuous_sway",
		"yaw",
		0.75,
	},
	[DEFAULT_LERP_VALUE] = 0.3,
}
sway_trait_templates.sway_spraynpray_trait_01_a = {
	{
		"still",
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		0.75,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		0.7,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		0.65,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		0.6,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		5,
		"pitch",
		0.55,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		6,
		"pitch",
		0.5,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		7,
		"pitch",
		0.45,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		8,
		"pitch",
		0.4,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		9,
		"pitch",
		0.35,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		10,
		"pitch",
		0.3,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		0.75,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		0.7,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		0.65,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		0.6,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		5,
		"yaw",
		0.55,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		6,
		"yaw",
		0.5,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		7,
		"yaw",
		0.45,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		8,
		"yaw",
		0.4,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		9,
		"yaw",
		0.35,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		10,
		"yaw",
		0.3,
	},
	[DEFAULT_LERP_VALUE] = 0.1,
}
sway_trait_templates.sway_spraynpray_trait_01_b = {
	{
		"still",
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		0.75,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		0.7,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		0.65,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		0.6,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		5,
		"pitch",
		0.55,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		6,
		"pitch",
		0.5,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		7,
		"pitch",
		0.45,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		8,
		"pitch",
		0.4,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		9,
		"pitch",
		0.35,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		10,
		"pitch",
		0.3,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		0.75,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		0.7,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		0.65,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		0.6,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		5,
		"yaw",
		0.55,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		6,
		"yaw",
		0.5,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		7,
		"yaw",
		0.45,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		8,
		"yaw",
		0.4,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		9,
		"yaw",
		0.35,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		10,
		"yaw",
		0.3,
	},
	[DEFAULT_LERP_VALUE] = 0.2,
}
sway_trait_templates.sway_spraynpray_trait_01_c = {
	{
		"still",
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		0.75,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		0.7,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		0.65,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		0.6,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		5,
		"pitch",
		0.55,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		6,
		"pitch",
		0.5,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		7,
		"pitch",
		0.45,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		8,
		"pitch",
		0.4,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		9,
		"pitch",
		0.35,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		10,
		"pitch",
		0.3,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		0.75,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		0.7,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		0.65,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		0.6,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		5,
		"yaw",
		0.55,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		6,
		"yaw",
		0.5,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		7,
		"yaw",
		0.45,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		8,
		"yaw",
		0.4,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		9,
		"yaw",
		0.35,
	},
	{
		"still",
		"immediate_sway",
		"shooting",
		10,
		"yaw",
		0.3,
	},
	[DEFAULT_LERP_VALUE] = 0.3,
}
sway_trait_templates.sway_assault_trait_01_a = {
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		0.75,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		0.5,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		0.25,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		0.75,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		0.5,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		0.25,
	},
	[DEFAULT_LERP_VALUE] = 0.1,
}
sway_trait_templates.sway_assault_trait_01_b = {
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		0.75,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		0.5,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		0.25,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		0.75,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		0.5,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		0.25,
	},
	[DEFAULT_LERP_VALUE] = 0.2,
}
sway_trait_templates.sway_assault_trait_01_c = {
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		0.75,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		0.5,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		0.25,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		0.75,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		0.5,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		0.25,
	},
	[DEFAULT_LERP_VALUE] = 0.3,
}
sway_trait_templates.sway_immediate_sway_01 = {
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		5,
		"pitch",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		6,
		"pitch",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		7,
		"pitch",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		8,
		"pitch",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		9,
		"pitch",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		10,
		"pitch",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		5,
		"yaw",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		6,
		"yaw",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		7,
		"yaw",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		8,
		"yaw",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		9,
		"yaw",
		0.33,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		10,
		"yaw",
		0.33,
	},
}
sway_trait_templates.sway_immediate_sway_02 = {
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		5,
		"pitch",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		6,
		"pitch",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		7,
		"pitch",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		8,
		"pitch",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		9,
		"pitch",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		10,
		"pitch",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		5,
		"yaw",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		6,
		"yaw",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		7,
		"yaw",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		8,
		"yaw",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		9,
		"yaw",
		0.66,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		10,
		"yaw",
		0.66,
	},
}
sway_trait_templates.sway_immediate_sway_03 = {
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		5,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		6,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		7,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		8,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		9,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		10,
		"pitch",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		1,
		"yaw",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		2,
		"yaw",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		3,
		"yaw",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		4,
		"yaw",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		5,
		"yaw",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		6,
		"yaw",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		7,
		"yaw",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		8,
		"yaw",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		9,
		"yaw",
		1,
	},
	{
		ALL_WEAPON_MOVEMENT_STATES,
		"immediate_sway",
		"shooting",
		10,
		"yaw",
		1,
	},
}

return sway_trait_templates
