module Base
{
	item FR_F2	
	{				
		DisplayName                 	=	FR F2 Sniper Rifle,	
		DisplayCategory					=	Weapon,
		Icon                        	=	FRF2_Gun,	
		WeaponSprite                	=	FR_F2,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Single,	
		RackAfterShoot              	=	TRUE,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	0.5,
		MaxSightRange					=	12.5,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	6,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	45,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.2,
		MaxDamage                   	=	2,

		MinAngle                     	=	0.965,
		AimingPerkMinAngleModifier  	=	0.01,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	200,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	50,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	20,
		Weight                      	=	5.1,
				
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	10,	
		MagazineType                	=	Base.FRF2_Magazine,		
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,		
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	1,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	5,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	2,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound			    =	MSR700BringToBear,
		SwingSound      			    =	L96a1_shoot,
		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 = F2_Scope           F2_Scope Scope1 Scope1,
	}
	model FR_F2
	{
		mesh = weapons/firearm/FR_F2,
		texture = weapons/firearm/FR_F2,

		attachment muzzle
		{
			offset = 0.0010 0.5618 0.0326,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = -0.0050 0.0666 0.0752,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0010,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	fixing Fix FR F2 Sniper Rifle		
	{			
		Require : FR_F2,		
		Fixer : FR_F2=1;Aiming=5,
	}
	item L96A1	
	{				
		DisplayName                 	=	L96A1 Sniper Rifle,
		DisplayCategory					=	Weapon,
		Icon                        	=	L96A1_Gun,	
		WeaponSprite                	=	L96A1,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Single,
		AttachmentType              	=	Rifle,	
		RackAfterShoot              	=	TRUE,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	0.5,
		MaxSightRange					=	12.5,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	6,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	45,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.2,
		MaxDamage                   	=	2,

		MinAngle                     	=	0.965,
		AimingPerkMinAngleModifier  	=	0.01,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	200,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	50,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	20,
		Weight                      	=	6.5,
				
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	10,	
		MagazineType                	=	Base.L96_Magazine,		
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,		
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	1,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	5,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	2,		
		NPCSoundBoost               	=	1.5,	
		BringToBearSound			    =	MSR700BringToBear,
		SwingSound      			    =	L96a1_shoot,
		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 = L96A1_Scope           L96A1_Scope Scope1 Scope1,

	}
	model L96A1
	{
		mesh = weapons/firearm/L96A1,
		texture = weapons/firearm/L96A1_PM_DARK,

		attachment muzzle
		{
			offset = 0.0010 0.6075 0.0255,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0020 0.1088 0.0529,
			rotate = -0.0000 -1.0770 -0.0000,
		}

		attachment world
		{
			offset = 0.0176 0.0000 -0.0041,
			rotate = -180.0000 -10.0456 180.0000,
		}
	}
	fixing Fix L96A1 Sniper Rifle		
	{			
		Require : L96A1,		
		Fixer : L96A1=1;Aiming=5,
	}
	item PSG_1	
	{				
		DisplayName                 	=	PSG-1 Sniper Rifle,
		DisplayCategory					=	Weapon,
		Icon                        	=	PSG1_Gun,	
		WeaponSprite                	=	PSG_1,		
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	0.5,
		MaxSightRange					=	12.5,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	6,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	45,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.2,
		MaxDamage                   	=	2,

		MinAngle                     	=	0.965,
		AimingPerkMinAngleModifier  	=	0.01,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	200,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	50,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	20,
		Weight                      	=	7.2,
				
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.G3Magazine,		
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,		
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	1,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	5,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	2,		
		NPCSoundBoost               	=	1.5,	
		BringToBearSound			    =	MSR700BringToBear,
		SwingSound      			    =	PSGShoot,
		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 = PSG1_Scope           PSG1_Scope Scope1 Scope1,

	}
	model PSG_1
	{
		mesh = weapons/firearm/PSG1,
		texture = weapons/firearm/PSG_1,

		attachment muzzle
		{
			offset = 0.0010 0.4811 0.0245,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0004 0.0267 0.0663,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0010,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	fixing Fix PSG-1 Sniper Rifle		
	{			
		Require : PSG_1,		
		Fixer : PSG_1=1;Aiming=5,
	}
	item M40	
	{				
		DisplayName                 	=	M40 Sniper Rifle,
		DisplayCategory					=	Weapon,
		Icon                        	=	M40,	
		WeaponSprite                	=	M40,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltactionnomag,	
		FireMode                    	=	Single,	
		RackAfterShoot              	=	TRUE,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	0.5,
		MaxSightRange					=	12.5,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	6,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	45,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.2,
		MaxDamage                   	=	2,

		MinAngle                     	=	0.965,
		AimingPerkMinAngleModifier  	=	0.01,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	200,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	50,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	20,
		Weight                      	=	6.57,
				
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	5,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,		
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	1,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	5,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	2,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound			    =	MSR700BringToBear,
		SwingSound      			    =	L96a1_shoot,
		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					=	RedfieldScope RedfieldScope Scope1 Scope1,
		ModelWeaponPart					=	UnertlScope UnertlScope Scope2 Scope2,
	}
	model M40
	{
		mesh = weapons/firearm/M40,
		texture = weapons/firearm/M40_tex,

		attachment muzzle
		{
			offset = 0.0010 0.5618 0.0326,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = -0.0050 0.1527 0.0614,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = -0.0050 0.1365 0.0634,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope3
		{
			offset = 0.0020 0.0217 0.0640,
			rotate = -0.0000 -0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0010,
			rotate = 0.0000 0.0000 0.0000,
		}

	}
	fixing Fix M40 Sniper Rifle		
	{			
		Require : M40,		
		Fixer : M40=1;Aiming=5,	
	}
	item M40A1	
	{				
		DisplayName                 	=	M40A1 Sniper Rifle,	
		DisplayCategory					=	Weapon,
		Icon                        	=	M40A1,	
		WeaponSprite                	=	M40A1,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltactionnomag,	
		FireMode                    	=	Single,	
		AttachmentType              	=	Rifle,	
		RackAfterShoot              	=	TRUE,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	0.5,
		MaxSightRange					=	12.5,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	6,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	45,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.2,
		MaxDamage                   	=	2,

		MinAngle                     	=	0.965,
		AimingPerkMinAngleModifier  	=	0.01,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	200,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	50,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	20,
		Weight                      	=	6.57,
				
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	5,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,		
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	1,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	5,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	2,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound			    =	MSR700BringToBear,
		SwingSound      			    =	L96a1_shoot,
		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					=	RedfieldScope RedfieldScope Scope1 Scope1,
		ModelWeaponPart					=	UnertlScope UnertlScope Scope2 Scope2,
	}
	model M40A1
	{
		mesh = weapons/firearm/M40A1,
		texture = weapons/firearm/M40A1_tex,

		attachment muzzle
		{
			offset = 0.0010 0.5618 0.0326,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = -0.0050 0.1527 0.0614,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = -0.0050 0.1365 0.0634,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0010,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	fixing Fix M40A1 Sniper Rifle		
	{			
		Require : M40A1,		
		Fixer : M40A1=1;Aiming=5,
	}
}
