module Base
{

	item Pistol
	{
		DisplayName = M9 Pistol,
		DisplayCategory = Weapon,
		Type = Weapon,
		Weight = 1.5,
		Icon = M9_TNFP,
		AimingPerkCritModifier = 6,
		AimingPerkHitChanceModifier = 4,
		AimingPerkMinAngleModifier = 0.05,
		AimingPerkRangeModifier = 0,
		AimReleaseSound = M9AimRelease,
		AimingTime = 25,
		AmmoBox = Bullets9mmBox,
		AmmoType = Base.Bullets9mm,
		AttachmentType = Holster,
		BreakSound = M9Break,
		BringToBearSound = M9BringToBear,
		ClickSound = M9Jam,
		ClipSize = 15,
		ConditionLowerChanceOneIn = 200,
		ConditionMax = 10,
		CritDmgMultiplier = 4,
		CriticalChance = 20,
		DoorDamage = 5,
		DropSound = M9Drop,
		EjectAmmoSound = M9EjectAmmo,
		EjectAmmoStartSound = M9EjectAmmoStart,
		EjectAmmoStopSound = M9EjectAmmoStop,
		EquipSound = M9Equip,
		HitChance = 50,
		HitSound = BulletImpact,
		ImpactSound = null,
		InsertAmmoSound = M9InsertAmmo,
		InsertAmmoStartSound = M9InsertAmmoStart,
		InsertAmmoStopSound = M9InsertAmmoStop,
		IsAimedFirearm = TRUE,
		JamGunChance = 1,
		KnockBackOnNoDeath = TRUE,
		KnockdownMod = 2,
		MagazineType = Base.9mmClip,
		MaxAmmo = 15,
		MaxDamage = 1,
		MaxHitCount = 1,
		MaxRange = 15,
		MinSightRange = 2,
		MaxSightRange = 6,
		MetalValue = 30,
		MinAngle = 0.95,
		MinDamage = 0.6,
		MinRange = 0.61,
		MinimumSwingTime = 0.5,
		ModelWeaponPart = GunLight GunLight gunlight gunlight,
		/* ModelWeaponPart = TritiumSights IronSight scope scope, */
		ModelWeaponPart = Laser Laser laser laser,
		/* ModelWeaponPart = RedDot RedDot reddot reddot, */
		MultipleHitConditionAffected = FALSE,
		NPCSoundBoost = 1.5,
		ProjectileCount = 1,
		PushBackMod = 0.3,
		RackSound = M9Rack,
		Ranged = TRUE,
		RecoilDelay = 12,
		ReloadTime = 30,
		RunAnim = Run_Weapon2,
		ShareDamage = FALSE,
		ShellFallSound = M9CartridgeFall,
		SoundGain = 1.5,
		SoundRadius = 100,
		SoundVolume = 30,
		SplatBloodOnNoDeath = TRUE,
		SplatNumber = 3,
		SplatSize = 3,
		StopPower = 5,
		SubCategory = Firearm,
		SwingAmountBeforeImpact = 0,
		SwingAnim = Handgun,
		SwingSound = M9Shoot,
		SwingTime = 0.5,
		ToHitModifier = 1.5,
		UnequipSound = M9UnEquip,
		UseEndurance = FALSE,
		WeaponReloadType = handgun,
		WeaponSprite = M9_Baretta_TNFP,
		Tags = HasMetal;Firearm,
	}

	model M9_Baretta_TNFP
	{
		mesh = weapons/firearm/M9,
		texture = weapons/firearm/M9_Baretta_TNFP,

		attachment muzzle
		{
			offset = 0.0000 0.1623 -0.0330,
			rotate = -90.4658 -0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}

	item Pistol2
	{
		DisplayCategory					=	Weapon,
		DisplayName                 	=	Colt M1911A1,	
		Icon							=	M1911_Clean,
		WeaponSprite                	=	ColtM1911A1,	
        Weight							=	1.0,
        MagazineType					=   45Clip,
        AmmoType						=   Bullets45,
        AmmoBox							=   Bullets45Box,
        MaxAmmo							=   7,
        RecoilDelay	                =	15,
		ReloadTime                  =   30,
		AimingTime                  =   25,
		MinRange	                =	0.6,
		MaxRange	                =	15,
		MinAngle	                =	0.965,
		DoorDamage	                =	3,
		MinDamage	                =	0.6,
		MaxDamage	                =	1,
		PiercingBullets             =   TRUE,
		KnockdownMod	            =	1,
		PushBackMod	                =	0.2,
		FireMode                    =   Single,

        
		CriticalChance                  =	20,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier          =	6,
		HitChance                   	=	50,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	6,
		AimingPerkMinAngleModifier      =	0.01,
		AimingPerkRangeModifier         =	0,
		MinSightRange					=	2,
		MaxSightRange					=	6,
		StopPower						=	1,
        
        
		SoundRadius				= 70,
		SoundVolume				= 50,
        SwingSound	            = M1911Shoot,
        BreakSound              = M1911Break,
        InsertAmmoSound         = M1911InsertAmmo,
        EjectAmmoSound          = M1911EjectAmmo,
        RackSound               = M1911Rack,
        BringToBearSound        = M1911BringToBear,
        HitSound                = BulletHitBody,
	    ClickSound              = M1911Jam,
        EquipSound              = M1911Equip,
	    UnequipSound            = M1911UnEquip,
        InsertAmmoStartSound    = M1911InsertAmmoStart,
	    InsertAmmoStopSound     = M1911InsertAmmoStop,
	    EjectAmmoStartSound     = M1911EjectAmmoStart,
	    EjectAmmoStopSound      = M1911EjectAmmoStop,
        ShellFallSound          = M1911CartridgeFall,
		AimReleaseSound			= M1911AimRelease,


        
        Type	                        =	Weapon,
        SubCategory	                    =	Firearm,
        IsAimedFirearm	                =	TRUE,
        UseEndurance	                =	FALSE,
        ConditionMax	                =	10,
        JamGunChance                    =   1,
        Ranged	                        =	TRUE,
        MetalValue                      =   45,
        SwingTime	                    =	0.5,
        MinimumSwingTime	            =	0.5,
        ToHitModifier	                =	1.5,
        SwingAmountBeforeImpact	        =	0,
        MultipleHitConditionAffected	=	FALSE,
        SplatSize	                    =	3,
        SplatNumber	                    =	3,
        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 ColtM1911A1
	{
		mesh = weapons/firearm/M1911TNFP,
		texture = weapons/firearm/M1911_CLEAN,

		attachment muzzle
		{
			offset = 0.0000 0.1623 -0.0330,
			rotate = -90.4658 -0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}

	item HiPower
	{
		DisplayName                 	=	Browning Hi-Power,	
		DisplayCategory					=	Weapon,
		Icon							=	HPBrowning,
		WeaponSprite                	=	HiPower,	
        Weight							=	1.0,
        MagazineType					=   HiPowerMag,
        AmmoType						=   Bullets9mm,
        AmmoBox							=   Bullets9mmBox,
        MaxAmmo							=   13,
        RecoilDelay	                =	10,
		ReloadTime                  =   25,
		AimingTime                  =   15,
		MinRange	                =	0.6,
		MaxRange	                =	15,
		MinAngle	                =	0.965,
		DoorDamage	                =	3,
		MinDamage	                =	0.6,
		MaxDamage	                =	1,
		PiercingBullets             =   TRUE,
		KnockdownMod	            =	1,
		PushBackMod	                =	0.2,
		FireMode                    =   Single,

        
		CriticalChance                  =	20,
		AimingPerkCritModifier          =	5,
		CritDmgMultiplier            	=	5,
		HitChance                   	=	50,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	8,
		AimingPerkMinAngleModifier      =	0.01,
		AimingPerkRangeModifier         =	0,
		MinSightRange					=	2,
		MaxSightRange					=	6,
		StopPower						=	1,
        
        
		SoundVolume	            = 30,
		SoundRadius	            = 100,
        SwingSound	            = M9Shoot,
        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	                =	10,
        JamGunChance                    =   1,
        Ranged	                        =	TRUE,
        MetalValue                      =   45,
        SwingTime	                    =	0.5,
        MinimumSwingTime	            =	0.5,
        ToHitModifier	                =	1.5,
        SwingAmountBeforeImpact	        =	0,
        MultipleHitConditionAffected	=	FALSE,
        SplatSize	                    =	3,
        SplatNumber	                    =	3,
        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 HiPower
	{
		mesh = weapons/firearm/Browning_HP,
		texture = weapons/firearm/Browning_HP,
		scale = 0.9,

		attachment muzzle
		{
			offset = 0.0000 -0.0250 0.1390,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = 0.0200 0.1300 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	fixing Fix Browning Hi-Power
	{			
		Require : HiPower,		
		Fixer : HiPower=1;Aiming=5,
	}
	item F1	
    {
        DisplayName	                =	Lithgow F1,
		DisplayCategory				=	Weapon,
        Icon	                    =	Lithgow_F1,
        WeaponSprite	            =	F1_Model,
        Weight	                    =	4.23,
        MagazineType                =   F1_Magazine,
        AmmoType                    =   Base.Bullets9mm,	
        AmmoBox                     =   Bullets9mmBox,
        MaxAmmo                     =   34,
        RecoilDelay	                =	10,
		ReloadTime                  =   25,
		AimingTime                  =   15,
		MinRange	                =	0.6,
		MaxRange	                =	25,
		MinAngle	                =	0.965,
		DoorDamage	                =	3,
		MinDamage	                =	0.6,
		MaxDamage	                =	1,
		PiercingBullets             =   TRUE,
		KnockdownMod	            =	1,
		PushBackMod	                =	0.2,
		FireMode                    =   Auto,
		FireModePossibilities       =   Auto/Single,
		CyclicRateMultiplier			=	1.0,

        
		CriticalChance                  =	20,
		AimingPerkCritModifier          =	5,
		CritDmgMultiplier            	=	5,
		HitChance                   	=	40,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	8,
		AimingPerkMinAngleModifier      =	0.01,
		AimingPerkRangeModifier         =	0,
		MinSightRange					=	1,
		MaxSightRange					=	8,
		StopPower						=	1,
        
		SoundVolume						=	30,
		SoundRadius						=	100,
	    BringToBearSound		        =	M16BringToBear,
	    SwingSound      		        =	SMGShoot,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M9CartridgeFall,
	    RackSound        		        =	M16Rack,

        
        Type	                        =	Weapon,
        SubCategory	                    =	Firearm,
        IsAimedFirearm	                =	TRUE,
        UseEndurance	                =	FALSE,
        ConditionMax	                =	15,
        JamGunChance                    =   1,
        Ranged	                        =	TRUE,
        MetalValue                      =   45,
        SwingTime	                    =	0.5,
        MinimumSwingTime	            =	0.5,
        ToHitModifier	                =	1.5,
        SwingAmountBeforeImpact	        =	0,
        MultipleHitConditionAffected	=	FALSE,
        SplatSize	                    =	3,
        SplatNumber	                    =	3,
        SplatBloodOnNoDeath	            =	TRUE,
        ImpactSound	                    =	null,
        NPCSoundBoost	                =	1.5,
        SoundGain                       =   2,
        SwingAnim	                    =	Rifle,
        RunAnim	                        =	Run_Weapon2,
        IdleAnim	                    =	Idle_Weapon2,
        ShareDamage	                    =	FALSE,
        MaxHitCount	                    =	1,
        KnockBackOnNoDeath	            =	TRUE,
        ProjectileCount	                =	1,
        ConditionLowerChanceOneIn	    =	60,
        TwoHandWeapon                   =   TRUE,
        RequiresEquippedBothHands       =   TRUE,
        WeaponReloadType                =   boltaction,
        AttachmentType                  =   Rifle,

    }
	model F1_Model
	{
		mesh = weapons/firearm/Lithgow_F1,
		texture = weapons/firearm/Lithgow_F1,
        scale = 1.0,

		attachment muzzle
		{
			offset = 0.0010 0.2795 0.0336,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = -0.0186 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}
	}
	fixing Fix F1 Smg
	{			
		Require : F1,		
		Fixer : F1=1;Aiming=5,		
        Fixer : CleaningKit=1; Aiming=3,
	}
	item OWEN_SMG_Wood
    {
        
        DisplayName	                =	Owen Gun,
        Icon	                    =	OWEN_WOOD,
        WeaponSprite	            =	OWEN_SMG_Wood_Model,
        Weight	                    =	4.23,
        MagazineType                =   OWEN_MAGAZINE,
        AmmoType                    =   Base.Bullets9mm,	
        AmmoBox                     =   Bullets9mmBox,
        MaxAmmo                     =   32,
        RecoilDelay	                =	10,
		ReloadTime                  =   25,
		AimingTime                  =   15,
		MinRange	                =	0.6,
		MaxRange	                =	25,
		MinAngle	                =	0.965,
		DoorDamage	                =	3,
		MinDamage	                =	0.6,
		MaxDamage	                =	1,
		PiercingBullets             =   TRUE,
		KnockdownMod	            =	1,
		PushBackMod	                =	0.2,
		FireMode                    =   Auto,
		FireModePossibilities       =   Auto/Single,
		CyclicRateMultiplier			=	1.0,


        
		CriticalChance                  =	20,
		AimingPerkCritModifier          =	5,
		CritDmgMultiplier            	=	5,
		HitChance                   	=	40,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	8,
		AimingPerkMinAngleModifier      =	0.01,
		AimingPerkRangeModifier         =	0,
		MinSightRange					=	1,
		MaxSightRange					=	8,
		StopPower						=	1,
        
		SoundVolume						=	30,
		SoundRadius						=	100,
	    BringToBearSound		        =	M16BringToBear,
	    SwingSound      		        =	SMGShoot,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M9CartridgeFall,
	    RackSound        		        =	M16Rack,

        
        Type	                        =	Weapon,
        SubCategory	                    =	Firearm,
        IsAimedFirearm	                =	TRUE,
        UseEndurance	                =	FALSE,
        ConditionMax	                =	15,
        JamGunChance                    =   1,
        Ranged	                        =	TRUE,
        MetalValue                      =   45,
        SwingTime	                    =	0.5,
        MinimumSwingTime	            =	0.5,
        ToHitModifier	                =	1.5,
        SwingAmountBeforeImpact	        =	0,
        MultipleHitConditionAffected	=	FALSE,
        SplatSize	                    =	3,
        SplatNumber	                    =	3,
        SplatBloodOnNoDeath	            =	TRUE,
        ImpactSound	                    =	null,
        NPCSoundBoost	                =	1.5,
        SoundGain                       =   2,
        SwingAnim	                    =	Rifle,
        RunAnim	                        =	Run_Weapon2,
        IdleAnim	                    =	Idle_Weapon2,
        ShareDamage	                    =	FALSE,
        MaxHitCount	                    =	1,
        KnockBackOnNoDeath	            =	TRUE,
        ProjectileCount	                =	1,
        ConditionLowerChanceOneIn	    =	60,
        TwoHandWeapon                   =   TRUE,
        RequiresEquippedBothHands       =   TRUE,
        WeaponReloadType                =   boltaction,
        AttachmentType                  =   Rifle,

    }
	model OWEN_SMG_Wood_Model
	{
		mesh = weapons/firearm/OWEN_SMG,
		texture = weapons/firearm/OWEN_WOOD,

		attachment muzzle
		{
			offset = 0.0010 0.2795 0.0336,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = -0.0186 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}
	}
	fixing Fix Owen Gun
	{			
		Require : OWEN_SMG_Wood,		
		Fixer : OWEN_SMG_Wood=1;Aiming=5,	
	}
	item OWEN_SMG_Camo	
    {
        
        DisplayName	                =	Owen Gun,
        Icon	                    =	OWEN_RHODESIA,
        WeaponSprite	            =	OWEN_SMG_Camo_Model,
        Weight	                    =	4.23,
        MagazineType                =   OWEN_MAGAZINE,
        AmmoType                    =   Base.Bullets9mm,	
        AmmoBox                     =   Bullets9mmBox,
        MaxAmmo                     =   32,
        RecoilDelay	                =	10,
		ReloadTime                  =   25,
		AimingTime                  =   15,
		MinRange	                =	0.6,
		MaxRange	                =	25,
		MinAngle	                =	0.965,
		DoorDamage	                =	3,
		MinDamage	                =	0.6,
		MaxDamage	                =	1,
		PiercingBullets             =   TRUE,
		KnockdownMod	            =	1,
		PushBackMod	                =	0.2,
		FireMode                    =   Auto,
		FireModePossibilities       =   Auto/Single,
		CyclicRateMultiplier			=	1.0,
        
		CriticalChance                  =	20,
		AimingPerkCritModifier          =	5,
		CritDmgMultiplier            	=	5,
		HitChance                   	=	40,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	8,
		AimingPerkMinAngleModifier      =	0.01,
		AimingPerkRangeModifier         =	0,
		MinSightRange					=	1,
		MaxSightRange					=	8,
		StopPower						=	1,
        
		SoundVolume						=	30,
		SoundRadius						=	100,
	    BringToBearSound		        =	M16BringToBear,
	    SwingSound      		        =	SMGShoot,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M9CartridgeFall,
	    RackSound        		        =	M16Rack,

        
        Type	                        =	Weapon,
        SubCategory	                    =	Firearm,
        IsAimedFirearm	                =	TRUE,
        UseEndurance	                =	FALSE,
        ConditionMax	                =	15,
        JamGunChance                    =   1,
        Ranged	                        =	TRUE,
        MetalValue                      =   45,
        SwingTime	                    =	0.5,
        MinimumSwingTime	            =	0.5,
        ToHitModifier	                =	1.5,
        SwingAmountBeforeImpact	        =	0,
        MultipleHitConditionAffected	=	FALSE,
        SplatSize	                    =	3,
        SplatNumber	                    =	3,
        SplatBloodOnNoDeath	            =	TRUE,
        ImpactSound	                    =	null,
        NPCSoundBoost	                =	1.5,
        SoundGain                       =   2,
        SwingAnim	                    =	Rifle,
        RunAnim	                        =	Run_Weapon2,
        IdleAnim	                    =	Idle_Weapon2,
        ShareDamage	                    =	FALSE,
        MaxHitCount	                    =	1,
        KnockBackOnNoDeath	            =	TRUE,
        ProjectileCount	                =	1,
        ConditionLowerChanceOneIn	    =	60,
        TwoHandWeapon                   =   TRUE,
        RequiresEquippedBothHands       =   TRUE,
        WeaponReloadType                =   boltaction,
        AttachmentType                  =   Rifle,

    }
	model OWEN_SMG_Camo_Model
	{
		mesh = weapons/firearm/OWEN_SMG,
		texture = weapons/firearm/OWEN_RHODESIA,

		attachment muzzle
		{
			offset = 0.0010 0.2392 0.0227,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = -0.0186 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}
	}
	fixing Fix Owen Gun
	{			
		Require : OWEN_SMG_Camo,		
		Fixer : OWEN_SMG_Camo=1;Aiming=5,	
	}
	item OWEN_SMG
    {
        
        DisplayName	                =	Owen Gun,
        Icon	                    =	OWEN_OLIVE,
        WeaponSprite	            =	OWEN_SMG_Green_2_Model,
        Weight	                    =	4.23,
        MagazineType                =   OWEN_MAGAZINE,
        AmmoType                    =   Base.Bullets9mm,	
        AmmoBox                     =   Bullets9mmBox,
        MaxAmmo                     =   32,
        RecoilDelay	                =	10,
		ReloadTime                  =   25,
		AimingTime                  =   15,
		MinRange	                =	0.6,
		MaxRange	                =	25,
		MinAngle	                =	0.965,
		DoorDamage	                =	3,
		MinDamage	                =	0.6,
		MaxDamage	                =	1,
		PiercingBullets             =   TRUE,
		KnockdownMod	            =	1,
		PushBackMod	                =	0.2,
		FireMode                    =   Auto,
		FireModePossibilities       =   Auto/Single,
		CyclicRateMultiplier			=	1.0,
        
		CriticalChance                  =	20,
		AimingPerkCritModifier          =	5,
		CritDmgMultiplier            	=	5,
		HitChance                   	=	40,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	8,
		AimingPerkMinAngleModifier      =	0.01,
		AimingPerkRangeModifier         =	0,
		MinSightRange					=	1,
		MaxSightRange					=	8,
		StopPower						=	1,
        
		SoundVolume						=	30,
		SoundRadius						=	100,
	    BringToBearSound		        =	M16BringToBear,
	    SwingSound      		        =	SMGShoot,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M9CartridgeFall,
	    RackSound        		        =	M16Rack,

        
        Type	                        =	Weapon,
        SubCategory	                    =	Firearm,
        IsAimedFirearm	                =	TRUE,
        UseEndurance	                =	FALSE,
        ConditionMax	                =	15,
        JamGunChance                    =   1,
        Ranged	                        =	TRUE,
        MetalValue                      =   45,
        SwingTime	                    =	0.5,
        MinimumSwingTime	            =	0.5,
        ToHitModifier	                =	1.5,
        SwingAmountBeforeImpact	        =	0,
        MultipleHitConditionAffected	=	FALSE,
        SplatSize	                    =	3,
        SplatNumber	                    =	3,
        SplatBloodOnNoDeath	            =	TRUE,
        ImpactSound	                    =	null,
        NPCSoundBoost	                =	1.5,
        SoundGain                       =   2,
        SwingAnim	                    =	Rifle,
        RunAnim	                        =	Run_Weapon2,
        IdleAnim	                    =	Idle_Weapon2,
        ShareDamage	                    =	FALSE,
        MaxHitCount	                    =	1,
        KnockBackOnNoDeath	            =	TRUE,
        ProjectileCount	                =	1,
        ConditionLowerChanceOneIn	    =	60,
        TwoHandWeapon                   =   TRUE,
        RequiresEquippedBothHands       =   TRUE,
        WeaponReloadType                =   boltaction,
        AttachmentType                  =   Rifle,

    }
	model OWEN_SMG_Green_2_Model
	{
		mesh = weapons/firearm/OWEN_OLIVE,
		texture = weapons/firearm/OWEN_OLIVE,

		attachment muzzle
		{
			offset = 0.0010 0.2795 0.0336,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment world
		{
			offset = -0.0186 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}
	}
	fixing Fix Owen Gun
	{			
		Require : OWEN_SMG,		
		Fixer : OWEN_SMG=1;Aiming=5,
	}
	item MP5K	
	{
		DisplayName 					=	MP5K Personal Defence Weapon,	
        Icon                        	=	MP5K,	
		WeaponSprite                	=	MP5K,
        Weight							=	1.99,
        MagazineType					=   MP5_Magazine,
        AmmoType						=   Bullets9mm,
        AmmoBox							=   Bullets9mmBox,
        MaxAmmo							=   30,
        RecoilDelay						=	10,
		ReloadTime						=   25,
		AimingTime						=   15,
		MinRange						=	0.6,
		MaxRange						=	20,
		MinAngle						=	0.965,
		DoorDamage						=	3,
		MinDamage						=	0.6,
		MaxDamage						=	1,
		PiercingBullets					=   TRUE,
		KnockdownMod					=	1,
		PushBackMod						=	0.2,
		FireMode						=   Auto,
		FireModePossibilities			=   Auto/Single,
		CyclicRateMultiplier			=	1.0,
        
		CriticalChance                  =	20,
		AimingPerkCritModifier          =	5,
		CritDmgMultiplier            	=	5,
		HitChance                   	=	40,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	8,
		AimingPerkMinAngleModifier      =	0.01,
		AimingPerkRangeModifier         =	0,
		MinSightRange					=	1,
		MaxSightRange					=	8,
		StopPower						=	1,
        
        
		SoundVolume						=	30,
		SoundRadius						=	100,
        SwingSound	                    =   SMGShoot,
        BringToBearSound				=   M9BringToBear,
	    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,

        
        Type	                        =	Weapon,
        SubCategory	                    =	Firearm,
        IsAimedFirearm	                =	TRUE,
        UseEndurance	                =	FALSE,
        ConditionMax	                =	15,
        JamGunChance                    =   1,
        Ranged	                        =	TRUE,
        MetalValue                      =   45,
        SwingTime	                    =	0.5,
        MinimumSwingTime	            =	0.5,
        ToHitModifier	                =	1.5,
        SwingAmountBeforeImpact	        =	0,
        MultipleHitConditionAffected	=	FALSE,
        SplatSize	                    =	3,
        SplatNumber	                    =	3,
        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,   
        Tags                            =   Gun,

        ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = RedDot RedDot reddot reddot,
		ModelWeaponPart = x2Scope x2Scope scope scope,
		ModelWeaponPart = x4Scope x4Scope scope scope,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5K			
	{			
		Require : MP5K,		
		Fixer : MP5K=1;Aiming=5,
	}
	model MP5K
	{
		mesh = weapons/firearm/MP5K_Flipped,
		texture = weapons/firearm/MP5K_tex_Flipped,
		scale = 1.0,

		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 -0.0560 -0.0060,
			rotate = 0.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 -0.0100 0.1840,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	item MP5A2	
	{
		DisplayName 					=	MP5A2,	
        Icon                        	=	MP5A4_2,	
		WeaponSprite                	=	MP5A2,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	2,
		MaxSightRange					=	10,
		StopPower						=	2,
		CyclicRateMultiplier			=	1.0,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	25,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	0.6,
		MaxDamage                   	=	1.0,

		MinAngle                     	=	0.965,
		AimingPerkMinAngleModifier  	=	0.01,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	200,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	40,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	10,
		Weight                      	=	2.89,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   35,
        SoundRadius	                    =   40,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   SMGShoot,
        BringToBearSound				=   M9BringToBear,
	    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 = Laser Laser laser laser,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = RedDot RedDot reddot reddot,
		ModelWeaponPart = x2Scope x2Scope scope scope,
		ModelWeaponPart = x4Scope x4Scope scope scope,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A2			
	{			
		Require : MP5A2,		
		Fixer : MP5A2=1;Aiming=5,
	}
	model MP5A2
	{
		mesh = weapons/firearm/MP5A4,
		texture = weapons/firearm/MP5A4_tex,

		attachment muzzle
		{
			offset = 0.0010 0.2795 0.0336,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0347 0.0771,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scopeB41
		{
			offset = 0.0000 0.0830 0.0410,
			rotate = 90.0000 -0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0455 0.0570,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0003 0.2134 0.0101,
			rotate = 180.0000 0.5323 180.0000,
		}

		attachment world
		{
			offset = -0.0186 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}
	}
	item M193849
	{
		DisplayName 					=	Beretta MAB1938/49 Type 5,	
        Icon                        	=	MAB3849_Gun,	
		WeaponSprite                	=	M193849,
        Weight	                        =	3.25,
        MagazineType                    =   9mmMAG30Beretta,
        AmmoType                        =   Base.Bullets9mm,	
        AmmoBox                         =   Bullets9mmBox,
        MaxAmmo                         =   30,
        RecoilDelay						=	10,
		ReloadTime						=   25,
		AimingTime						=   15,
		MinRange						=	0.6,
		MaxRange						=	25,
		MinAngle						=	0.965,
		DoorDamage						=	3,
		MinDamage						=	0.6,
		MaxDamage						=	1,
		PiercingBullets					=   TRUE,
		KnockdownMod					=	1,
		PushBackMod						=	0.2,
		FireMode						=   Auto,
		FireModePossibilities			=   Auto/Single,
		CyclicRateMultiplier			=	1.0,
        
		CriticalChance                  =	20,
		AimingPerkCritModifier          =	5,
		CritDmgMultiplier            	=	5,
		HitChance                   	=	50,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	8,
		AimingPerkMinAngleModifier      =	0.01,
		AimingPerkRangeModifier         =	0,
		MinSightRange					=	1.5,
		MaxSightRange					=	10,
		StopPower						=	1,
        
        
		SoundVolume						=	30,
		SoundRadius						=	100,
		BringToBearSound		        =	M16BringToBear,
	    SwingSound      		        =	SMGshoot,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M9CartridgeFall,
	    RackSound        		        =	M16Rack,

        Type	                        =	Weapon,
        SubCategory	                    =	Firearm,
        IsAimedFirearm	                =	TRUE,
        UseEndurance	                =	FALSE,
        ConditionMax	                =	15,
        JamGunChance                    =   0.5,
        Ranged	                        =	TRUE,
        MetalValue                      =   45,
        SwingTime	                    =	0.5,
        MinimumSwingTime	            =	0.5,
        ToHitModifier	                =	1.5,
        SwingAmountBeforeImpact	        =	0,
        MultipleHitConditionAffected	=	FALSE,
        SplatSize	                    =	3,
        SplatNumber	                    =	3,
        SplatBloodOnNoDeath	            =	TRUE,
        ImpactSound	                    =	null,
        NPCSoundBoost	                =	1.5,
        SoundGain                       =   2,
        SwingAnim	                    =	Rifle,
        RunAnim	                        =	Run_Weapon2,
        IdleAnim	                    =	Idle_Weapon2,
        ShareDamage	                    =	FALSE,
        MaxHitCount	                    =	1,
        KnockBackOnNoDeath	            =	TRUE,
        ProjectileCount	                =	1,
        ConditionLowerChanceOneIn	    =	60,
        TwoHandWeapon                   =   TRUE,
        RequiresEquippedBothHands       =   TRUE,
        WeaponReloadType                =   boltaction,
        AttachmentType                  =   Rifle,

	}
	fixing Fix Beretta MAB1938/49 Type 5			
	{			
		Require : M193849,		
		Fixer : M193849=1;Aiming=5,
	}
	model M193849
	{
		mesh = weapons/firearm/MAB38_49,
		texture = weapons/firearm/MAB38_49,

		attachment muzzle
		{
			offset = 0.0010 0.2795 0.0336,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0347 0.0771,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0455 0.0570,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0003 0.2134 0.0101,
			rotate = 180.0000 0.5323 180.0000,
		}

		attachment world
		{
			offset = -0.0186 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}
	}
}
