module Base
{
	item MPI74	
	{				
	DisplayName                 	=	MPi-74 Assault Rifle,	
	Icon                        	=	MPI74_Gun,	
	WeaponSprite                	=	MPI74,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,	
	WeaponReloadType            	=	boltaction,	
	FireMode                    	=	Auto,	
	FireModePossibilities       	=	Auto/Single,	
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
				
    PiercingBullets             	=	TRUE,
    CriticalChance              	=	25,
    CritDmgMultiplier            	=	10,
    AimingPerkCritModifier      	=	15,
    HitChance                   	=	25,	
	ToHitModifier               	=	1.5,
	AimingPerkHitChanceModifier 	=	12,
	JamGunChance                	=	1,
	MinRange                    	=	0.61,
	MaxRange                    	=	13,
	AimingPerkRangeModifier     	=	3,
	MinDamage                   	=	0.7,
	MaxDamage                   	=	1.4,	
	
	MinAngle                     	=	0.950,
	AimingPerkMinAngleModifier  	=	0.005,
	ConditionMax                	=	30,	
	ConditionLowerChanceOneIn   	=	60,	
	MultipleHitConditionAffected	=	FALSE,	
		
	AimingTime                  	=	17,
	ReloadTime                  	=	25,	
	SwingTime                   	=	0.5,
	MinimumSwingTime            	=	0.5,
	SwingAmountBeforeImpact     	=	0,	
	RecoilDelay                 	=	3,
	Weight                      	=	3.1,
					
	AmmoType                    	=	Base.545x39Bullets,	
	AmmoBox                     	=	545x39Box,	
	MaxAmmo                     	=	30,	
	MagazineType                	=	Base.545Clip30,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	1,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.3,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	4,	
	DoorDamage                  	=	14,	
				
	RunAnim                     	=	Run_Weapon2,	
	IdleAnim                    	=	Idle_Weapon2,	
	SwingAnim                   	=	Rifle,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	35,	
	SoundRadius                 	=	70,	
	SoundGain                   	=	1,	
	NPCSoundBoost               	=	1.5,	
	BringToBearSound		        =	M14BringToBear,
	SwingSound      		        =	AK74Shoot,
	HitSound            		    =	BulletHitBody,
	ClickSound         		        =	M14Jam,
	BreakSound       		        =	M14Break,
	EquipSound       		        =	M14Equip,
	UnequipSound     		        =	M14UnEquip,
	InsertAmmoSound  		        =	M14InsertAmmo,
	EjectAmmoSound  		        =	M14EjectAmmo,
	InsertAmmoStartSound		    =	M14InsertAmmoStart,
	InsertAmmoStopSound		        =	M14InsertAmmoStop,
	EjectAmmoStartSound		        =	M14EjectAmmoStart,
	EjectAmmoStopSound		        =	M14EjectAmmoStop,
	ShellFallSound    		        =	M14CartridgeFall,
	RackSound        		        =	M14Rack,
	Impact                 		    =	null,
	Tags                            =   Gun,
	
		ModelWeaponPart = x2Scope x2Scope scope scope,
		ModelWeaponPart = x4Scope x4Scope scope scope,
		ModelWeaponPart = x8Scope x8Scope scope scope,
		ModelWeaponPart = ZFK ZFK scope scope,
		ModelWeaponPart = 1P76 1P76 scope scope,
		ModelWeaponPart = RedDot RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = PBS4suppressor PBS4suppressor muzzle muzzle,
	
	}
	model MPI74
	{
		mesh = weapons/firearm/MPI74,
		texture = weapons/firearm/MPI74_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0100 0.4290,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0040 0.0690 0.0660,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = -0.0035 0.0550 0.0660,
			rotate = 180.0000 180.0000 180.0000,
		}

		attachment laser
		{
			offset = 0.0040 0.2320 -0.0060,
			rotate = 180.0000 90.0000 180.0000,
		}
	}
	fixing Fix MPI-74 Assualt Rifle			
	{			
		Require : MPI74,		
		Fixer : MPI74=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
	}
	item AKS74U	
	{				
		DisplayName                 	=	AKS-74U,	
		Icon                        	=	AKS74U_Gun,	
		WeaponSprite                	=	AKS74U,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	35,
		CritDmgMultiplier            	=	10,
		AimingPerkCritModifier      	=	15,
		HitChance                   	=	20,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	1,
		MinRange                    	=	0.5,
		MaxRange                    	=	10,
		AimingPerkRangeModifier     	=	2,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	20,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	17,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	3,
		Weight                      	=	2.7,
					
		AmmoType                    	=	Base.545x39Bullets,	
		AmmoBox                     	=	545x39Box,	
		MaxAmmo                     	=	30,	
		MagazineType                	=	Base.545Clip30,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	14,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	AK74Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = x2Scope x2Scope scope scope,
		ModelWeaponPart = ZFK ZFK scope scope,
		ModelWeaponPart = 1P76 1P76 scope scope,
		ModelWeaponPart = RedDot RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = PBS4suppressor PBS4suppressor muzzle muzzle,
	}
	model AKS74U
	{
		mesh = weapons/firearm/AKS74U,
		texture = weapons/firearm/AKS74U_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0140 0.3350,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0040 0.0690 0.0660,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = -0.0035 0.0550 0.0660,
			rotate = 180.0000 180.0000 180.0000,
		}

		attachment laser
		{
			offset = 0.0040 0.2320 -0.0060,
			rotate = 180.0000 90.0000 180.0000,
		}
	}
	fixing Fix AKS74U			
	{			
		Require : AKS74U,		
		Fixer : AKS74U=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
	}
	item AKS74UFolded
	{				
		DisplayName                 	=	AKS-74U (Folded),	
		Icon                        	=	AKS74U_Gun,	
		WeaponSprite                	=	AKS74UFolded,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	10,
		AimingPerkCritModifier      	=	5,
		HitChance                   	=	10,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	9,
		JamGunChance                	=	1,
		MinRange                    	=	0.2,
		MaxRange                    	=	8,
		AimingPerkRangeModifier     	=	2,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	20,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	17,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	3,
		Weight                      	=	1.8,
					
		AmmoType                    	=	Base.545x39Bullets,	
		AmmoBox                     	=	545x39Box,	
		MaxAmmo                     	=	30,	
		MagazineType                	=	Base.545Clip30,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	14,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	AK74Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = x2Scope x2Scope scope scope,
		ModelWeaponPart = ZFK ZFK scope scope,
		ModelWeaponPart = 1P76 1P76 scope scope,
		ModelWeaponPart = RedDot RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = PBS4suppressor PBS4suppressor muzzle muzzle,
	}
	model AKS74UFolded
	{
		mesh = weapons/firearm/AKS74U_Folded,
		texture = weapons/firearm/AKS74U_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0140 0.3350,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0040 0.0690 0.0660,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = -0.0035 0.0550 0.0660,
			rotate = 180.0000 180.0000 180.0000,
		}

		attachment laser
		{
			offset = 0.0040 0.2320 -0.0060,
			rotate = 180.0000 90.0000 180.0000,
		}
	}
	item RPK74	
	{				
		DisplayName                 	=	RPK 74,	
		Icon                        	=	RPK74,	
		WeaponSprite                	=	RPK74,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	10,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	25,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	14,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	35,
		ReloadTime                  	=	45,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	1,
		Weight                      	=	4.7,
					
		AmmoType                    	=	Base.545x39Bullets,	
		AmmoBox                     	=	545x39Box,	
		MaxAmmo                     	=	45,	
		MagazineType                	=	Base.545Clip45,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	25,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	AK74Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = x2Scope x2Scope scope scope,
		ModelWeaponPart = x4Scope x4Scope scope scope,
		ModelWeaponPart = x8Scope x8Scope scope scope,
		ModelWeaponPart = ZFK ZFK scope scope,
		ModelWeaponPart = 1P76 1P76 scope scope,
		ModelWeaponPart = RedDot RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = PBS4suppressor PBS4suppressor muzzle muzzle,
	
	}
	model RPK74
	{
		mesh = weapons/firearm/RPK74,
		texture = weapons/firearm/RPK74_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0100 0.5250,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0040 0.0690 0.0660,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = -0.0035 0.0550 0.0660,
			rotate = 180.0000 180.0000 180.0000,
		}

		attachment laser
		{
			offset = 0.0040 0.2320 -0.0060,
			rotate = 180.0000 90.0000 180.0000,
		}
	}
	fixing Fix RPK 74			
	{			
		Require : RPK74,		
		Fixer : RPK74=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
	}
	item STG943
    {
		DisplayName                 	=	Wieger STG-943 Kurzversion,	
		Icon							=	STG943,
		WeaponSprite                	=	STG943,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	3,
		AimingPerkCritModifier      	=	4,
		HitChance                   	=	25,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	11,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	12,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	20,
		ReloadTime                  	=	30,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	3,
		Weight                      	=	3.0,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	M16Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,
		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x4Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot RedDot_Vanilla reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,

    }
	model STG943
	{
		mesh = weapons/firearm/STG943,
		texture = weapons/firearm/STG943,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.4910,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0830 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0000 0.3610,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	fixing Fix STG943			
	{			
		Require : STG943,		
		Fixer : STG943=1,Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
	}
	item STG943Folded
    {
		DisplayName                 	=	Wieger STG-943 Kurzversion (Folded),	
		Icon							=	STG943_Folded,
		WeaponSprite                	=	STG943Folded,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	10,
		AimingPerkCritModifier      	=	4,
		HitChance                   	=	15,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	7,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	8,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	20,
		ReloadTime                  	=	30,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	6,
		Weight                      	=	2.0,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	M16Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,
		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x4Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot RedDot_Vanilla reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,

    }
	model STG943Folded
	{
		mesh = weapons/firearm/STG943_Folded,
		texture = weapons/firearm/STG943,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.4910,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0830 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0000 0.3610,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	fixing Fix STG943			
	{			
		Require : STG943,		
		Fixer : STG943=1,Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
	}
	item PSL	
	{				
		DisplayName                 	=	PSL,	
		Icon                        	=	PSL_Gun,	
		WeaponSprite                	=	PSL,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Single,		
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	33,
		CritDmgMultiplier            	=	12,
		AimingPerkCritModifier      	=	13,
		HitChance                   	=	20,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	13,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	1.5,
		MaxDamage                   	=	2.6,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	20,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	20,
		ReloadTime                  	=	30,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	25,
		Weight                      	=	4.3,
					
		AmmoType                    	=	Base.762x54Bullets,	
		AmmoBox                     	=	762x54Box,	
		MaxAmmo                     	=	10,	
		MagazineType                	=	Base.PSLMag,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.5,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	10,	
		DoorDamage                  	=	35,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	SVDShoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = ZFK ZFK scope scope,
		ModelWeaponPart = 1P76 1P76 scope scope,
		ModelWeaponPart = LPS   LPS Scope1 Scope1,
		ModelWeaponPart = PSOScope   LPS Scope1 Scope1,
		ModelWeaponPart = x8Scope x8Scope scope scope,
		ModelWeaponPart = RedDot RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
	
	}
	model PSL
	{
		mesh = weapons/firearm/PSL,
		texture = weapons/firearm/PSL_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0190 0.5400,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0040 0.1650 0.0660,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = -0.0035 0.0550 0.0660,
			rotate = 180.0000 180.0000 180.0000,
		}

		attachment laser
		{
			offset = 0.0040 0.2320 -0.0060,
			rotate = 180.0000 90.0000 180.0000,
		}

		attachment Scope1
		{
			offset = -0.0120 0.0670 0.0950,
			rotate = 180.0000 1.0000 180.0000,
		}
	}
	fixing Fix PSL			
	{			
		Require : PSL,		
		Fixer : PSL=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
	}
	item Scorpion	
	{				
		DisplayName                 =	Skorpion vz.61,
		Icon                        =	Scorpion_Gun,	
		WeaponSprite                =	Scorpion,	
		Weight	                    =	1.3,
		MagazineType                =   ScorpionMag,
		AmmoType                    =	Base.Bullets32,	
		AmmoBox                     =	Bullets32Box,	
		MaxAmmo                     =   20,
		RecoilDelay	                =	1,
		ReloadTime                  =   30,
		AimingTime                  =   25,
		MinRange	                =	0.3,
		MaxRange	                =	7,
		MinAngle	                =	0.965,
		DoorDamage	                =	3,
		MinDamage	                =	0.35,
		MaxDamage	                =	0.7,
		StopPower                   =   3,
		PiercingBullets             =   TRUE,
		KnockdownMod	            =	1,
		PushBackMod	                =	0.2,
		FireMode                    =   Auto,
		FireModePossibilities       =   Auto/Single,

        
		CriticalChance                  =	30,
		AimingPerkCritModifier          =	10,
		HitChance                   	=	35,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	10,
		AimingPerkMinAngleModifier      =	0.01,
		AimingPerkRangeModifier         =	2,
        
        
		SoundVolume	            = 40,
		SoundRadius	            = 50,
		SwingSound	            = APSShoot,
		BreakSound              = M9Break,
		InsertAmmoSound         = M9InsertAmmo,
		EjectAmmoSound          = M9EjectAmmo,
		RackSound               = M9Rack,
		BringToBearSound        = M9BringToBear,
		HitSound                = BulletHitBody,
		ClickSound              = M9Jam,
		EquipSound              = M9Equip,
		UnequipSound            = M9InsertAmmo,
		InsertAmmoStartSound    = M9InsertAmmoStart,
		InsertAmmoStopSound     = M9InsertAmmoStop,
		EjectAmmoStartSound     = M9EjectAmmoStart,
		EjectAmmoStopSound      = M9EjectAmmoStop,
		ShellFallSound          = M9CartridgeFall,

        
		Type	                        =	Weapon,
		SubCategory	                    =	Firearm,
		IsAimedFirearm	                =	TRUE,
		UseEndurance	                =	FALSE,
		ConditionMax	                =	20,
		JamGunChance                    =   1,
		Ranged	                        =	TRUE,
		MetalValue                      =   45,
		SwingTime	                    =	0.5,
		MinimumSwingTime	            =	0.5,
		ToHitModifier	                =	1.5,
		SwingAmountBeforeImpact	        =	0,
		MultipleHitConditionAffected	=	FALSE,
		SplatSize	                    =	2,
		SplatNumber	                    =	2,
		SplatBloodOnNoDeath	            =	TRUE,
		ImpactSound	                    =	null,
		NPCSoundBoost	                =	1.5,
		SoundGain                       =   2,
		SwingAnim	                    =	Handgun,
		RunAnim	                        =	Run_Weapon2,
		IdleAnim	                    =	Idle_Weapon2,
		ShareDamage	                    =	FALSE,
		MaxHitCount	                    =	1,
		KnockBackOnNoDeath	            =	TRUE,
		ProjectileCount	                =	1,
		ConditionLowerChanceOneIn	    =	60,
		WeaponReloadType                =   handgun,
		AttachmentType                  =   Holster,
	}
	model Scorpion
	{
		mesh = weapons/firearm/Scorpion,
		texture = weapons/firearm/Scorpion_tex,

		attachment muzzle
		{
			offset = -0.0020 -0.0340 0.1970,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

	}
	fixing Fix Skorpion vz.65			
	{			
		Require : Scorpion,		
		Fixer : Scorpion=1,	
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
	}
	item PM63	
	{				
		DisplayName                 =	PM-63 RAK,
		Icon                        =	Pm63_Gun,	
		WeaponSprite                =	PM63,	
		Weight	                    =	1.6,
		MagazineType                =   PM63Mag,
		AmmoType                    =	Base.Bullets9x18mm,	
		AmmoBox                     =	Bullets9x18mmBox,	
		MaxAmmo                     =   25,
		RecoilDelay	                =	1,
		ReloadTime                  =   30,
		AimingTime                  =   25,
		MinRange	                =	0.2,
		MaxRange	                =	8,
		MinAngle	                =	0.965,
		DoorDamage	                =	3,
		MinDamage	                =	0.6,
		MaxDamage	                =	1,
		StopPower                   =   3,
		PiercingBullets             =   TRUE,
		KnockdownMod	            =	1,
		PushBackMod	                =	0.2,
		FireMode                    =   Auto,
		FireModePossibilities       =   Auto/Single,

        
		CriticalChance                  =	20,
		AimingPerkCritModifier          =	15,
		HitChance                   	=	25,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	10,
		AimingPerkMinAngleModifier      =	0.01,
		AimingPerkRangeModifier         =	2,
        
        
		SoundVolume						= 40,
		SoundRadius						= 50,
		SwingSound						= PM63Shoot,
		BreakSound						= M9Break,
		InsertAmmoSound					= M9InsertAmmo,
		EjectAmmoSound					= M9EjectAmmo,
		RackSound						= M9Rack,
		BringToBearSound				= M9BringToBear,
		HitSound						= BulletHitBody,
		ClickSound						= M9Jam,
		EquipSound						= M9Equip,
		UnequipSound					= M9InsertAmmo,
		InsertAmmoStartSound			= M9InsertAmmoStart,
		InsertAmmoStopSound				= M9InsertAmmoStop,
		EjectAmmoStartSound				= M9EjectAmmoStart,
		EjectAmmoStopSound				= M9EjectAmmoStop,
		ShellFallSound					= M9CartridgeFall,

        
		Type	                        =	Weapon,
		SubCategory	                    =	Firearm,
		IsAimedFirearm	                =	TRUE,
		UseEndurance	                =	FALSE,
		ConditionMax	                =	20,
		JamGunChance                    =   1,
		Ranged	                        =	TRUE,
		MetalValue                      =   45,
		SwingTime	                    =	0.5,
		MinimumSwingTime	            =	0.5,
		ToHitModifier	                =	1.5,
		SwingAmountBeforeImpact	        =	0,
		MultipleHitConditionAffected	=	FALSE,
		SplatSize	                    =	2,
		SplatNumber	                    =	2,
		SplatBloodOnNoDeath	            =	TRUE,
		ImpactSound	                    =	null,
		NPCSoundBoost	                =	1.5,
		SoundGain                       =   2,
		SwingAnim	                    =	Handgun,
		RunAnim	                        =	Run_Weapon2,
		IdleAnim	                    =	Idle_Weapon2,
		ShareDamage	                    =	FALSE,
		MaxHitCount	                    =	1,
		KnockBackOnNoDeath	            =	TRUE,
		ProjectileCount	                =	1,
		ConditionLowerChanceOneIn	    =	60,
		WeaponReloadType                =   handgun,
		AttachmentType                  =   Holster,
	}
	model PM63
	{
		mesh = weapons/firearm/PM63,
		texture = weapons/firearm/PM63_tex,

		attachment muzzle
		{
			offset = -0.0020 -0.0120 0.1760,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	fixing Fix PM-63 RAK			
	{			
		Require : PM63,		
		Fixer : PM63=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
	}
	item APS	
	{				
		DisplayName                 =	APS Stechkin Automatic Pistol,
		Icon                        =	Stechkin_Gun,	
		WeaponSprite                =	APS,
		Weight	                    =	1.2,
		MagazineType                =   APSMag,
		AmmoType                    =	Base.Bullets9x18mm,	
		AmmoBox                     =	Bullets9x18mmBox,	
		MaxAmmo                     =   20,
		RecoilDelay	                =	1,
		ReloadTime                  =   25,
		AimingTime                  =   10,
		MinRange	                =	0.2,
		MaxRange	                =	8,
		MinAngle	                =	0.965,
		DoorDamage	                =	3,
		MinDamage	                =	0.6,
		MaxDamage	                =	1,
		StopPower                   =   3,
		PiercingBullets             =   TRUE,
		KnockdownMod	            =	1,
		PushBackMod	                =	0.2,
		FireMode                    =   Auto,
		FireModePossibilities       =   Auto/Single,

        
		CriticalChance                  =	40,
		AimingPerkCritModifier          =	16,
		HitChance                   	=	12,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		AimingPerkMinAngleModifier      =	0.01,
		AimingPerkRangeModifier         =	5,
        
        
		SoundVolume	            = 40,
		SoundRadius	            = 50,
		SwingSound	            = APSShoot,
		BreakSound              = M9Break,
		InsertAmmoSound         = M9InsertAmmo,
		EjectAmmoSound          = M9EjectAmmo,
		RackSound               = M9Rack,
		BringToBearSound        = M9BringToBear,
		HitSound                = BulletHitBody,
		ClickSound              = M9Jam,
		EquipSound              = M9Equip,
		UnequipSound            = M9InsertAmmo,
		InsertAmmoStartSound    = M9InsertAmmoStart,
		InsertAmmoStopSound     = M9InsertAmmoStop,
		EjectAmmoStartSound     = M9EjectAmmoStart,
		EjectAmmoStopSound      = M9EjectAmmoStop,
		ShellFallSound          = M9CartridgeFall,

        
		Type	                        =	Weapon,
		SubCategory	                    =	Firearm,
		IsAimedFirearm	                =	TRUE,
		UseEndurance	                =	FALSE,
		ConditionMax	                =	20,
		JamGunChance                    =   1,
		Ranged	                        =	TRUE,
		MetalValue                      =   45,
		SwingTime	                    =	0.5,
		MinimumSwingTime	            =	0.5,
		ToHitModifier	                =	1.5,
		SwingAmountBeforeImpact	        =	0,
		MultipleHitConditionAffected	=	FALSE,
		SplatSize	                    =	2,
		SplatNumber	                    =	2,
		SplatBloodOnNoDeath	            =	TRUE,
		ImpactSound	                    =	null,
		NPCSoundBoost	                =	1.5,
		SoundGain                       =   2,
		SwingAnim	                    =	Handgun,
		RunAnim	                        =	Run_Weapon2,
		IdleAnim	                    =	Idle_Weapon2,
		ShareDamage	                    =	FALSE,
		MaxHitCount	                    =	1,
		KnockBackOnNoDeath	            =	TRUE,
		ProjectileCount	                =	1,
		ConditionLowerChanceOneIn	    =	60,
		WeaponReloadType                =   handgun,
		AttachmentType                  =   Holster,
	}
	model APS
	{
		mesh = weapons/firearm/APS,
		texture = weapons/firearm/APS_tex,

		attachment muzzle
		{
			offset = -0.0010 -0.0230 0.1450,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	fixing Fix Stechkin Automatic Pistol			
	{			
		Require : APS,		
		Fixer : APS=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
	}
	item Mosin_Nagant	
	{				
		DisplayName                 	=	Mosin Nagant M91/30,
		Icon                        	=	Mosin_Gun,	
		WeaponSprite                	=	Mosin_Nagant,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltactionnomag,	
		FireMode                    	=	Single,	
		RackAfterShoot              	=	TRUE,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		MinDamage                   	=	1.7,
		MaxDamage                   	=	3,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	15,
		AimingPerkCritModifier      	=	10,
		MinRange                    	=	0.61,
		MaxRange                    	=	12,
		HitChance                   	=	25,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		PiercingBullets             	=	TRUE,
		AimingPerkRangeModifier     	=	3,
		JamGunChance                	=	5,
	
		MinAngle                     	=	0.958,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,		
		AimingTime                  	=	21,
		ReloadTime                  	=	25,	
		SwingTime                   	=	2.5,
		MinimumSwingTime            	=	2.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	65,
		Weight                      	=	4,
				
		AmmoType                    	=	Base.762x54Bullets,	
		AmmoBox                     	=	762x54Box,	
		MaxAmmo                     	=	5,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,		
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
		DoorDamage                  	=	12,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound			    =	MSR700BringToBear,
		SwingSound      			    =	SVDShoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	MSR700Jam,
		BreakSound       		     	=	MSR700Break,
		EquipSound       			    =	MSR700Equip,
		UnequipSound     			    =	MSR700UnEquip,
		InsertAmmoSound  			    =	MSR700InsertAmmo,
		EjectAmmoSound  			    =	MSR700EjectAmmo,
		InsertAmmoStartSound		    =	MSR700InsertAmmoStart,
		InsertAmmoStopSound		        =	MSR700InsertAmmoStop,
		EjectAmmoStartSound		        =	MSR700EjectAmmoStart,
		EjectAmmoStopSound	         	=	MSR700EjectAmmoStop,
		ShellFallSound    		        =	MSR700CartridgeFall,
		RackSound        		      	=	MSR700Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

		ModelWeaponPart = PU35Scope            PU35Scope Scope1 Scope1,
		ModelWeaponPart = x2Scope x2Scope scope scope,
		ModelWeaponPart = x4Scope x4Scope scope scope,
		ModelWeaponPart = x8Scope x8Scope scope scope,
		ModelWeaponPart = RedDot RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
	}
	model Mosin_Nagant
	{
		mesh = weapons/firearm/Mosin_Nagant,
		texture = weapons/firearm/Mosin_Nagant,

		attachment Scope1
		{
			offset = 0.0000 0.0690 0.1150,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment muzzle
		{
			offset = 0.0030 0.0350 0.5510,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 -2.0000 180.0000,
		}
	}
	fixing Fix Mosin Nagant			
	{			
		Require : Mosin_Nagant,		
		Fixer : Mosin_Nagant=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
	}
}
