module Base
{
	item AUG_A1	
	{	
		DisplayCategory					=	Weapon,
		DisplayName                 	=	Steyr AUG A1,	
		Icon                        	=	AUG_A1,	
		WeaponSprite                	=	AUG_A1,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	BullpupReload,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	0.5,
		MaxSightRange					=	15,
		StopPower						=	2,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	40,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.0,
		MaxDamage                   	=	1.6,

		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                      	=	3.6,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType                	=	Base.SteyrAUGMagazine,
		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                 	=	150,	
		SoundGain                   	=	2,	
		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 = Bayonnet Bayonnet bayonnet bayonnet,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,
	}
	model AUG_A1
	{
		mesh = weapons/firearm/AUG_A1,
		texture = weapons/firearm/AUG_A1_tex,

		attachment muzzle
		{
			offset = 0.0010 0.3300 0.0219,
			rotate = -90.1218 0.0000 -180.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0020 0.2410,
			rotate = -89.0000 -3.0000 180.0000,
		}

		attachment world
		{
			offset = -0.0184 -0.0000 -0.0000,
			rotate = 0.0000 -0.0000 0.0000,
		}

		attachment laser
		{
			offset = -0.0010 0.0360 0.1750,
			rotate = -90.0000 0.0000 180.0000,
		}
	}
	fixing Fix Steyr AUG A1		
	{			
		Require : AUG_A1,		
		Fixer : AUG_A1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item L85A1	
	{
		DisplayCategory					=	Weapon,
		DisplayName                 	=	Enfield L85A1,	
		Icon                        	=	L85A1,	
		WeaponSprite                	=	L85A1,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	BullpupReload,
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	5,
		MaxSightRange					=	10,
		StopPower						=	2,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	25,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.0,
		MaxDamage                   	=	1.6,

		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                      	=	3.82,
					
		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                 	=	150,	
		SoundGain                   	=	2,	
		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,
		Tooltip							=	Very Unaccurate without Carryhandle Iron Sights/SUSAT Scope. Prone to Jam,
	
		ModelWeaponPart = SUSAT           SUSAT Scope1 Scope1,
		ModelWeaponPart = L85A1_Carrying_Handle           L85A1_Carrying_Handle Scope2 Scope2,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = LaserOn LaserOn laser laser,
	
	}
	model L85A1
	{
		mesh = weapons/firearm/L85A1,
		texture = weapons/firearm/L85A1_tex,
		scale = 1.0,

		attachment muzzle
		{
			offset = 0.0010 0.3488 0.0220,
			rotate = -90.0606 0.0000 -179.9999,
		}

		attachment Scope1
		{
			offset = -0.0010 0.0011 0.0515,
			rotate = 0.0000 3.8620 0.0000,
			scale = 1.2000,
		}

		attachment Scope2
		{
			offset = 0.0010 0.0043 0.0505,
			rotate = -0.0000 -8.2298 -0.0000,
		}

		attachment world
		{
			offset = 0.0191 0.0000 -0.0011,
			rotate = -180.0000 -3.4284 180.0000,
		}

		attachment laser
		{
			offset = 0.0279 0.2180 0.0163,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 -0.0010 0.2440,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	fixing Fix Enfield L85A1		
	{			
		Require : L85A1,		
		Fixer : L85A1=1; Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item AR10	
	{				
		DisplayName                 	=	AI ArmaLite AR-10,
		DisplayCategory					=	Weapon,
		Icon                        	=	AR10_Gun,	
		WeaponSprite                	=	AR10,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	0.5,
		MaxSightRange					=	12.5,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	40,
		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                      	=	3.4,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,	
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.AR10_Magazine,	
		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                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	2,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	M14Shoot,
		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 = Delph_AI_Scope           Delph_AI_Scope Scope1 Scope1,
		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 = x8Scope x8Scope scope scope,
		ModelWeaponPart = LaserOn LaserOn laser laser,
	
	}
	model AR10
	{
		mesh = weapons/firearm/AR10_Dutch,
		texture = weapons/firearm/AR10_Dutch,

		attachment muzzle
		{
			offset = 0.0010 0.4230 0.0249,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = 0.0004 0.0689 0.0798,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0337 0.0655,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.3172 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	fixing Fix ArmaLite AR-10			
	{			
		Require : AR10,		
		Fixer : AR10=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item BM59	
	{				
		DisplayName                 	=	Beretta BM59 Paratrooper,
		DisplayCategory					=	Weapon,
		Icon                        	=	BM59Para_Gun,	
		WeaponSprite                	=	BM59,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	0.5,
		MaxSightRange					=	12.5,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	40,
		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                      	=	4.4,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,	
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.BM59_Magazine,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	2,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	M14Shoot,
		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 = 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 = x8Scope x8Scope scope scope,
		ModelWeaponPart = LaserOn LaserOn laser laser,
	
	}
	model BM59
	{
		mesh = weapons/firearm/BM59_PARA,
		texture = weapons/firearm/BM59_PARA,

		attachment muzzle
		{
			offset = 0.0010 0.4923 0.0331,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.1115 0.0535,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.1390 0.0515,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = -0.0202 0.2620 0.0292,
			rotate = 0.0000 5.3737 0.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	fixing Fix Beretta BM59			
	{			
		Require : BM59,		
		Fixer : BM59=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item BM59Folded	
	{				
		DisplayName                 	=	Beretta BM59 Paratrooper (Folded Stock),
		DisplayCategory					=	Weapon,
		Icon                        	=	BM59Para_Gun,	
		WeaponSprite                	=	BM59Folded,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	3.5,
		MaxSightRange					=	15,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	25,
		CritDmgMultiplier            	=	6,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	25,
		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                      	=	2.95,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,	
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.BM59_Magazine,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	2,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	M14Shoot,
		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 = 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 = x8Scope x8Scope scope scope,
		ModelWeaponPart = LaserOn LaserOn laser laser,
	
	}
	model BM59Folded
	{
		mesh = weapons/firearm/BM59_PARA_Folded,
		texture = weapons/firearm/BM59_PARA,

		attachment muzzle
		{
			offset = 0.0010 0.4689 0.0277,
			rotate = -90.000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0043 0.0900,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0435 0.0758,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.3172 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}

	}
	item FAMAS	
	{				
		DisplayName                 	=	FAMAS F1,
		DisplayCategory					=	Weapon,
		Icon                        	=	FAMAS_Gun,	
		WeaponSprite                	=	FAMAS,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	BullpupReload,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	2,
		MaxSightRange					=	10,
		StopPower						=	10,
		DisplayCategory					=	Weapon,
		isBullpup                       =   TRUE,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	30,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.0,
		MaxDamage                   	=	1.6,

		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                 	=	20,
		Weight                      	=	3.61,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	25,	
		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                 	=	150,	
		SoundGain                   	=	2,	
		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,
		ImpactSound                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = J4F1_Scope	J4F1_Scope Scope1 Scope1,
		ModelWeaponPart = RedDot RedDot reddot reddot,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	model FAMAS
	{
		mesh = weapons/firearm/FAMAS_F1,
		texture = weapons/firearm/FAMAS_F1,

		attachment muzzle
		{
			offset = 0.0010 0.3227 0.0214,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0043 0.0900,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope1
		{
			offset = 0.0000 0.0695 0.1065,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0435 0.0758,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = -0.0139 0.1829 0.0643,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}

	}
	fixing Fix FAMAS			
	{			
		Require : FAMAS,		
		Fixer : FAMAS=1;Aiming=5,
	}
	item FNFAL
	{				
		DisplayName                 	=	FN FAL,	
		DisplayCategory					=	Weapon,
		Icon                        	=	FNFAL_Gun,	
		WeaponSprite                	=	FNFALTNFP,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	0.5,
		MaxSightRange					=	12.5,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	40,
		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                      	=	4.25,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.FAL_Magazine,	
		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                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	2,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	M14Shoot,
		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 = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
	ModelWeaponPart = L2A2_SUITScope           L2A2_SUITScope Scope2 Scope2,
    ModelWeaponPart = FN_Scope                  FN_Scope Scope3 Scope3,
	ModelWeaponPart = Delph_AI_Scope        Delph_AI_Scope Scope4 Scope4,
	ModelWeaponPart = Laser Laser laser laser,
	ModelWeaponPart = LaserOn LaserOn laser laser,
		
	}
	model FNFALTNFP
	{
		mesh = weapons/firearm/FN_FALTNFP,
		texture = weapons/firearm/FN_FALTNFP,

		attachment muzzle
		{
			offset = 0.0010 0.5603 0.0205,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment Scope1
		{
			offset = -0.0050 0.0320 0.0703,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = -0.0011 0.0161 0.0654,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope3
		{
			offset = 0.0000 0.0279 0.0630,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope4
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0435 0.0758,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.3172 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}
	}
	fixing Fix FN FAL		
	{			
		Require : FNFAL,		
		Fixer : FNFAL=1,
	}
	item L1A1	
	{				
		DisplayName                 	=	L1A1 Self-Loading Rifle,
		DisplayCategory					=	Weapon,
		Icon                        	=	L1A1_Gun,	
		WeaponSprite                	=	L1A1,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	0.5,
		MaxSightRange					=	12.5,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	40,
		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                      	=	4.3,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.FAL_Magazine,	
		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                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	2,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	M14Shoot,
		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 = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
	ModelWeaponPart = L2A2_SUITScope           L2A2_SUITScope Scope2 Scope2,
    ModelWeaponPart = FN_Scope                  FN_Scope Scope3 Scope3,
	ModelWeaponPart = Delph_AI_Scope        Delph_AI_Scope Scope4 Scope4,
	ModelWeaponPart = Laser Laser laser laser,
	ModelWeaponPart = LaserOn LaserOn laser laser,
		
	}
	model L1A1
	{
		mesh = weapons/firearm/FN_FALTNFP,
		texture = weapons/firearm/FN_FAL_L1A1,

		attachment muzzle
		{
			offset = 0.0010 0.5603 0.0205,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment Scope1
		{
			offset = -0.0050 0.0320 0.0703,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = -0.0011 0.0161 0.0654,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope3
		{
			offset = 0.0000 0.0279 0.0630,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope4
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0435 0.0758,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.3172 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}

	}
	fixing Fix L1A1			
	{			
		Require : L1A1,		
		Fixer : L1A1=1;Aiming=5,
	}
	item L2A1_Bipod	
	{				
		DisplayName                 	=	L2A1 LSW,
		DisplayCategory					=	Weapon,
		Icon                        	=	L2A1_Gun,	
		WeaponSprite                	=	L2A1_Bipod,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	2.5,
		MaxSightRange					=	12.5,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	40,
		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                      	=	4.9,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	30,	
		MagazineType                	=	Base.FAL_L2A1_Magazine,		
		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                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	2,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	M14Shoot,
		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 = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
	ModelWeaponPart = L2A2_SUITScope           L2A2_SUITScope Scope2 Scope2,
    ModelWeaponPart = FN_Scope                  FN_Scope Scope3 Scope3,
	ModelWeaponPart = Delph_AI_Scope        Delph_AI_Scope Scope4 Scope4,
	ModelWeaponPart = Laser Laser laser laser,
	ModelWeaponPart = LaserOn LaserOn laser laser,
		
	}
	model L2A1_Bipod
	{
		mesh = weapons/firearm/FN_FAL_L2A1,
		texture = weapons/firearm/FN_FAL_L2A1,

		attachment muzzle
		{
			offset = 0.0010 0.5603 0.0205,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment Scope1
		{
			offset = -0.0050 0.0320 0.0703,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = -0.0011 0.0161 0.0654,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope3
		{
			offset = 0.0000 0.0279 0.0630,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope4
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0435 0.0758,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.3172 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}

	}
	fixing Fix L2A1			
	{			
		Require : L2A1_Bipod,		
		Fixer : L2A1_Bipod=1;Aiming=5,
	}
	item FNC	
	{				
		DisplayName                 	=	FN FNC,	
		DisplayCategory					=	Weapon,
		Icon                        	=	FNFNC_Gun,	
		WeaponSprite                	=	FNC,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	1.5,
		MaxSightRange					=	10,
		StopPower						=	2,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	30,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.0,
		MaxDamage                   	=	1.6,

		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                      	=	3.8,
					
		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                 	=	150,	
		SoundGain                   	=	2,	
		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 = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
		ModelWeaponPart = FN_Scope                  FN_Scope Scope1 Scope1,
		ModelWeaponPart = SUSAT           SUSAT Scope2 Scope2,
		ModelWeaponPart = IronSight IronSight scope2 scope2,
		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 = x8Scope x8Scope scope scope,
		ModelWeaponPart = LaserOn LaserOn laser laser,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
	}
	model FNC
	{
		mesh = weapons/firearm/FN_FNC,
		texture = weapons/firearm/FN_FNC,

		attachment muzzle
		{
			offset = 0.0010 0.4338 0.0312,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0043 0.0577,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.2119 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0245 0.0563,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = -0.0251 0.2910 0.0292,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	fixing Fix FN FNC			
	{			
		Require : FNC,		
		Fixer : FNC=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item FNCFolded	
	{				
		DisplayName                 	=	FN FNC (Stock Folded),
		DisplayCategory					=	Weapon,
		Icon                        	=	FNFNC_Gun,	
		WeaponSprite                	=	FNCFolded,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	3.5,
		MaxSightRange					=	15,
		StopPower						=	2,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	25,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.0,
		MaxDamage                   	=	1.6,

		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                      	=	2.5,
					
		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                 	=	150,	
		SoundGain                   	=	2,	
		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 = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
	ModelWeaponPart = FN_Scope                  FN_Scope Scope1 Scope1,
	ModelWeaponPart = SUSAT           SUSAT Scope2 Scope2,
	ModelWeaponPart = IronSight IronSight scope2 scope2,
	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 = x8Scope x8Scope scope scope,
	ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	model FNCFolded
	{
		mesh = weapons/firearm/FN_FNC_Folded,
		texture = weapons/firearm/FN_FNC,

		attachment muzzle
		{
			offset = 0.0010 0.4689 0.0277,
			rotate = -90.000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0043 0.0900,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0435 0.0758,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.3172 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	item AssaultRifle	
	{
		DisplayName 					=	M16A1,	
		DisplayCategory					=	Weapon,
        Icon                        	=	M16a1_Gun,	
		WeaponSprite                	=	M16A1TNFP,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	2,
		MaxSightRange					=	10,
		StopPower						=	2,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	30,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.0,
		MaxDamage                   	=	1.6,

		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                      	=	2.9,
					
		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                 	=	150,	
		SoundGain                   	=	2,	
		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,
		Tooltip							=	Tooltip_item_M16A1,
	
		ModelWeaponPart = IronSight IronSight scope2 scope2,
		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 = x8Scope x8Scope scope scope,
		ModelWeaponPart = LaserOn LaserOn laser laser,
	}
	fixing Fix M16A1			
	{			
		Require : M16A1,		
		Fixer : M16A1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model M16A1TNFP
	{
		mesh = weapons/firearm/M16A1Totally,
		texture = weapons/firearm/M16A1Totally,

		attachment muzzle
		{
			offset = 0.0010 0.4689 0.0277,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0043 0.0900,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0435 0.0758,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.3900 0.0478,
			rotate = 0.0000 2.0914 0.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	item M16A3
    {
		DisplayName                 	=	M16A3,	
		DisplayCategory					=	Weapon,
		Icon							=	M16A2_Gun,
		WeaponSprite                	=	M16A2TNFP,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	1.5,
		MaxSightRange					=	10,
		StopPower						=	2,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	30,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.0,
		MaxDamage                   	=	1.6,

		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                      	=	3.8,
					
		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                 	=	150,	
		SoundGain                   	=	2,	
		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,
		Tooltip							=	Tooltip_item_M16A3,

		ModelWeaponPart = IronSight IronSight scope2 scope2,
		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 = x8Scope x8Scope scope scope,
		ModelWeaponPart = LaserOn LaserOn laser laser,
    }
	model M16A2TNFP
	{
		mesh = weapons/firearm/M16A2TNFP,
		texture = weapons/firearm/M16A2TNFP,

		attachment muzzle
		{
			offset = 0.0010 0.4689 0.0277,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0043 0.0900,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0435 0.0758,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = -0.0028 0.2743 0.0538,
			rotate = -0.0000 -88.6303 -0.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	fixing Fix M16A3			
	{			
		Require : M16A3,		
		Fixer : M16A3=1,Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item M16A2
    {
		DisplayName                 	=	M16A2,	
		DisplayCategory					=	Weapon,
		Icon							=	M16A2_Gun,
		WeaponSprite                	=	M16A2TNFP,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	2,
		MaxSightRange					=	10,
		StopPower						=	2,
		IsBurstFire						=	TRUE,

		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	4,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	30,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.0,
		MaxDamage                   	=	1.6,

		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                      	=	3.8,
					
		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                 	=	150,	
		SoundGain                   	=	2,	
		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,
		Tooltip							=	Tooltip_item_M16A2,

		ModelWeaponPart = IronSight IronSight scope2 scope2,
		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 = x8Scope x8Scope scope scope,
		ModelWeaponPart = LaserOn LaserOn laser laser,
    }
	item C7A1
    {
		DisplayName                 	=	Colt Canada C7A1,	
		DisplayCategory					=	Weapon,
		Icon							=	C7A1_Gun,
		WeaponSprite                	=	C7A1,	
		Type                        	=	Weapon,	
		DisplayCategory					=	Weapon,
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	1.5,
		MaxSightRange					=	10,
		StopPower						=	2,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	30,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.0,
		MaxDamage                   	=	1.6,

		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                      	=	3.3,
					
		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                 	=	150,	
		SoundGain                   	=	2,	
		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,
		Tooltip							=	The Canadian Standard Issue C7A1,


        ModelWeaponPart = C79_Scope C79_Scope scope scope,
        ModelWeaponPart = Laser Laser laser laser,
        StopPower = 2,
    }
	model C7A1
	{
		mesh = weapons/firearm/C7A1,
		texture = weapons/firearm/C7A1,

		attachment muzzle
		{
			offset = 0.0010 0.4689 0.0277,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0451 0.0700,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1809 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0725 0.0546,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.3172 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	fixing Fix Colt Canada C7A1	
	{			
		Require : C7A1,		
		Fixer : C7A1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item AssaultRifle2	
	{				
		DisplayName                 	=	M14,
		DisplayCategory					=	Weapon,
		Icon                        	=	M14,	
		WeaponSprite                	=	M14TNFP,	
		Type                        	=	Weapon,	
		DisplayCategory					=	Weapon,
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Single,	
		FireModePossibilities       	=	Auto/Single,
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	0.5,
		MaxSightRange					=	12.5,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	40,
		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                      	=	4.2,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.M14Clip,		
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	20,
		
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	M14Shoot,
		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,
		Tooltip							=	United States Rifle Caliber 7.62 mm M14 was the standard service rifle between 1958 and 1967,

		ModelWeaponPart = IronSight IronSight scope2 scope2,
		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 = x8Scope x8Scope scope scope,

	}
	item M14A1	
	{				
		DisplayName                 	=	M14A1 SAW,	
		DisplayCategory					=	Weapon,
		Icon                        	=	M14A1,	
		WeaponSprite                	=	M14A1_Model,	
		Type                        	=	Weapon,	
		DisplayCategory					=	Weapon,
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Single,	
		FireModePossibilities       	=	Auto/Single,
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	2.5,
		MaxSightRange					=	12.5,
		StopPower						=	10,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	40,
		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                      	=	4.25,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.M14Clip,		
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	20,
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	30,	
		SoundRadius                 	=	170,	
		SoundGain                   	=	2,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	M14Shoot,
		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 = IronSight IronSight scope2 scope2,
		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,
		
	}
	model M14A1_Model
	{
		mesh = weapons/firearm/M14A1,
		texture = weapons/firearm/M14A1_tex,

		attachment muzzle
		{
			offset = 0.0010 0.5400 0.0277,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.1421 0.0432,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1761 -0.0042,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.1459 0.0423,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.3172 0.0020,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	fixing Fix M14A1 SAW
	{			
		Require : M14A1,		
		Fixer : M14A1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item XM177	
	{				
		DisplayName                 	=	Colt Commando XM177E2,
		DisplayCategory					=	Weapon,
		Icon                        	=	XM177_Gun,	
		WeaponSprite                	=	XM177TNFP,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	2,
		MaxSightRange					=	10,
		StopPower						=	2,
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	6,
		HitChance                   	=	50,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	30,
		AimingPerkRangeModifier     	=	0,
		MinDamage                   	=	1.0,
		MaxDamage                   	=	1.6,

		MinAngle                     	=	0.965,
		AimingPerkMinAngleModifier  	=	0.01,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	200,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	20,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	10,
		Weight                      	=	2.9,
					
		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                 	=	150,	
		SoundGain                   	=	2,	
		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 = IronSight IronSight scope2 scope2,
		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,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
	}
	model XM177TNFP
	{
		mesh = weapons/firearm/CAR15,
		texture = weapons/firearm/CAR15,

		attachment muzzle
		{
			offset = 0.0010 0.4338 0.0312,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0043 0.0900,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.1450 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0435 0.0758,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = -0.0052 0.1905 0.0538,
			rotate = -0.0000 -88.6303 -0.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}
	}
	item M2Carbine	
	{				
		DisplayName                 	=	M2 Carbine,	
		DisplayCategory					=	Weapon,
		Icon                        	=	M2_Carbine,	
		WeaponSprite                	=	M2Carbine,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		CyclicRateMultiplier			=	1.0,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		MinSightRange					=	2.5,
		MaxSightRange					=	11.5,
		StopPower						=	10,
				
		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                   	=	1.2,
		MaxDamage                   	=	1.8,

		MinAngle                     	=	0.965,
		AimingPerkMinAngleModifier  	=	0.01,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	200,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	25,
		ReloadTime                  	=	40,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	10,
		Weight                      	=	2.55,
					
		AmmoType                    	=	Base.Bullets30Cal,	
		AmmoBox                     	=	Bullets30CalBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.M2CarbineClip,
		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                 	=	150,	
		SoundGain                   	=	2,	
		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 ScopeVanilla ScopeVanilla,
		ModelWeaponPart = x4Scope x4Scope_Vanilla ScopeVanilla ScopeVanilla,
		ModelWeaponPart = x8Scope x8Scope_Vanilla ScopeVanilla ScopeVanilla,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
	}
	model M2Carbine
	{
		mesh = weapons/firearm/M2_Carbine,
		texture = weapons/firearm/M2_Carbine,
		scale = 0.9,

		attachment muzzle
		{
			offset = 0.0010 0.4687 0.0297,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment scope
		{
			offset = -0.0050 0.0043 0.0577,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0210 0.0610,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 -0.2119 0.0050,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0010 0.0245 0.0563,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = -0.0251 0.2910 0.0292,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = -0.0217 -0.0000 -0.0026,
			rotate = 0.0000 -6.8957 0.0000,
		}
	}
}
