module Base
{
	item MP5K	
	{
		DisplayName 					=	MP5K Personal Defence Weapon,	
        Icon                        	=	MP5K,	
		WeaponSprite                	=	MP5K,
        Weight							=	1.99,
        MagazineType					=   MP5_Magazine,
        AmmoType						=   Bullets9mm,
        AmmoBox							=   Bullets9mmBox,
        MaxAmmo							=   30,
        RecoilDelay						=	0,
        ReloadTime						=   30,
        AimingTime						=   20,
        MinRange						=	0,
        MaxRange						=	8,
        MinAngle						=	0.965,
        DoorDamage						=	3,
        MinDamage						=	0.8,
        MaxDamage						=	1.2,
        StopPower						=   3,
        PiercingBullets					=   FALSE,
        KnockdownMod					=	1,
        PushBackMod						=	0.2,
		FireMode                    	=	Single,	

        
        CriticalChance                  = 40,
        AimingPerkCritModifier          = 10,
        HitChance                       = 15,
        AimingPerkHitChanceModifier     = 10,
        AimingPerkMinAngleModifier      = 0.05,
        AimingPerkRangeModifier         = 1.5,
        
        
        SoundVolume	                    =   40,
        SoundRadius	                    =   45,
        SwingSound	                    =   SMGShoot,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,

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

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5K			
	{			
		Require : MP5K,		
		Fixer : MP5K=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5K
	{
		mesh = weapons/firearm/MP5K,
		texture = weapons/firearm/MP5K_tex,
		scale = 1.0,

		attachment muzzle
		{
			offset = 0.0010 -0.0310 0.2210,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 -0.0560 -0.0060,
			rotate = 0.0000 0.0000 -180.0000,
		}

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

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

	item MP5A1NoStock	
	{
		DisplayName 					=	MP5A1,	
        Icon                        	=	MP5A1,	
		WeaponSprite                	=	MP5A1NoStock,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	30,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	7,
		HitChance                   	=	25,	
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	9,
		AimingPerkRangeModifier     	=	2,
        DoorDamage						=	3,
        MinDamage						=	0.8,
        MaxDamage						=	1.2,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	20,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	5,
		ReloadTime                  	=	30,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.5,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   40,
        SoundRadius	                    =   45,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   SMGShoot,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5A1NoStock
	{
		mesh = weapons/firearm/MP5A1,
		texture = weapons/firearm/MP5A1_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

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

	item MP5A1Stock	
	{
		DisplayName 					=	MP5A1 With Stock,	
        Icon                        	=	MP5_STOCK,	
		WeaponSprite                	=	MP5A1Stock,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	33,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	35,	
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	10,
		AimingPerkRangeModifier     	=	2,
        DoorDamage						=	3,
        MinDamage						=	0.8,
        MaxDamage						=	1.2,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	20,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.89,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   40,
        SoundRadius	                    =   45,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   SMGShoot,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5A1Stock
	{
		mesh = weapons/firearm/MP5A1_STOCK,
		texture = weapons/firearm/MP5A1_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

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

	item MP5A2	
	{
		DisplayName 					=	MP5A2,	
        Icon                        	=	MP5A4_2,	
		WeaponSprite                	=	MP5A2,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	33,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	40,	
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	10,
		AimingPerkRangeModifier     	=	2,
        DoorDamage						=	3,
        MinDamage						=	0.8,
        MaxDamage						=	1.2,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	20,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.89,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   40,
        SoundRadius	                    =   45,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   SMGShoot,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5A2
	{
		mesh = weapons/firearm/MP5A2_STOCK,
		texture = weapons/firearm/MP5A2_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

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

	item MP5A3	
	{
		DisplayName 					=	MP5A3,	
        Icon                        	=	MP5_RSTOCK_UNFOLDED,	
		WeaponSprite                	=	MP5A3_Unfolded,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	27,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	9,
		HitChance                   	=	35,	
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	10,
		AimingPerkRangeModifier     	=	1.75,
        DoorDamage						=	3,
        MinDamage						=	0.8,
        MaxDamage						=	1.2,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	20,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	3.1,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   40,
        SoundRadius	                    =   45,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   SMGShoot,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5A3_Unfolded
	{
		mesh = weapons/firearm/MP5A3_RSTOCK_UNFOLDED,
		texture = weapons/firearm/MP5A3_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

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

	item MP5A3_folded	
	{
		DisplayName 					=	MP5A3 (Retracted Stock),	
        Icon                        	=	MP5_RSTOCK_FOLDED,	
		WeaponSprite                	=	MP5A3_folded,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	15,	
		AimingPerkHitChanceModifier 	=	5,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	10,
		AimingPerkRangeModifier     	=	2,
        DoorDamage						=	3,
        MinDamage						=	0.8,
        MaxDamage						=	1.2,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	20,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	5,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.25,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   40,
        SoundRadius	                    =   45,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   SMGShoot,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5A3_folded
	{
		mesh = weapons/firearm/MP5A3_RSTOCK_FOLDED,
		texture = weapons/firearm/MP5A3_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

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

	item MP5A5	
	{
		DisplayName 					=	MP5A5,	
        Icon                        	=	MP5_RSTOCK_UNFOLDED,	
		WeaponSprite                	=	MP5A5_Unfolded,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single/Burst,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	33,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	40,	
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	10,
		AimingPerkRangeModifier     	=	1.75,
        DoorDamage						=	3,
        MinDamage						=	0.8,
        MaxDamage						=	1.2,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	20,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.89,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   40,
        SoundRadius	                    =   45,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   SMGShoot,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5A5_Unfolded
	{
		mesh = weapons/firearm/MP5A5_RSTOCK_UNFOLDED,
		texture = weapons/firearm/MP5A5_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

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

	item MP5A5_Restocked
	{
		DisplayName 					=	MP5A5 (Retracted Stock),	
        Icon                        	=	MP5_RSTOCK_FOLDED,	
		WeaponSprite                	=	MP5A5_folded,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single/Burst,		
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	20,	
		AimingPerkHitChanceModifier 	=	7,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	9,
		AimingPerkRangeModifier     	=	1.25,
        DoorDamage						=	3,
        MinDamage						=	0.8,
        MaxDamage						=	1.2,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	20,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.89,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   40,
        SoundRadius	                    =   45,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   SMGShoot,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5A5_folded
	{
		mesh = weapons/firearm/MP5A5_RSTOCK_FOLDED,
		texture = weapons/firearm/MP5A5_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

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

	item MP5SD	
	{
		DisplayName 					=	MP5SD,	
        Icon                        	=	MP5SD,	
		WeaponSprite                	=	MP5SD1,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	30,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	7,
		HitChance                   	=	25,	
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	9,
		AimingPerkRangeModifier     	=	2,
        DoorDamage						=	3,
        MinDamage						=	0.6,
        MaxDamage						=	1.0,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	15,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	5,
		ReloadTime                  	=	30,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.8,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   30,
        SoundRadius	                    =   30,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   MP5SDSilenced,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5SD1
	{
		mesh = weapons/firearm/MP5SD1,
		texture = weapons/firearm/MP5SD1_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	item MP5SD2	
	{
		DisplayName 					=	MP5SD2,	
        Icon                        	=	MP5SD_STOCK,	
		WeaponSprite                	=	MP5SD2,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	33,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	35,	
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	9,
		AimingPerkRangeModifier     	=	2,
        DoorDamage						=	3,        
		MinDamage						=	0.6,
        MaxDamage						=	1.0,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	15,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.89,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   30,
        SoundRadius	                    =   30,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   MP5SDSilenced,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5SD2
	{
		mesh = weapons/firearm/MP5SD2,
		texture = weapons/firearm/MP5SD2_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

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

	item MP5SD3	
	{
		DisplayName 					=	MP5SD3,	
        Icon                        	=	MP5SD_RSTOCK_UNFOLDED,	
		WeaponSprite                	=	MP5SD_UNFOLDED,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	30,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	30,	
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	10,
		AimingPerkRangeModifier     	=	1.75,
        DoorDamage						=	3,
        MinDamage						=	0.6,
        MaxDamage						=	1.0,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	15,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.89,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   30,
        SoundRadius	                    =   30,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   MP5SDSilenced,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5SD_UNFOLDED
	{
		mesh = weapons/firearm/MP5SD3_RSTOCK_FOLDED,
		texture = weapons/firearm/MP5SD3_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

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

	item MP5SD3_StockRetracted
	{
		DisplayName 					=	MP5SD3,	
        Icon                        	=	MP5SD_RSTOCK_FOLDED,	
		WeaponSprite                	=	MP5SD3_StockRetracted,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	30,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	20,	
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	7.5,
		AimingPerkRangeModifier     	=	1.25,
        DoorDamage						=	3,
        MinDamage						=	0.6,
        MaxDamage						=	1.0,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	15,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.89,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   30,
        SoundRadius	                    =   30,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   MP5SDSilenced,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5SD3_StockRetracted
	{
		mesh = weapons/firearm/MP5SD3_RSTOCK_FOLDED,
		texture = weapons/firearm/MP5SD3_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

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

	item MP5SD4	
	{
		DisplayName 					=	MP5SD4,	
        Icon                        	=	MP5SD,	
		WeaponSprite                	=	MP5SD4,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	33,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	40,	
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	9,
		AimingPerkRangeModifier     	=	2,
        DoorDamage						=	3,
        MinDamage						=	0.6,
        MaxDamage						=	1.0,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	15,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.89,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   30,
        SoundRadius	                    =   30,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   MP5SDSilenced,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5SD4
	{
		mesh = weapons/firearm/MP5SD4,
		texture = weapons/firearm/MP5SD4_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	item MP5SD5	
	{
		DisplayName 					=	MP5SD5,	
        Icon                        	=	MP5SD_STOCK,	
		WeaponSprite                	=	MP5SD5,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single/Burst,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	33,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	40,	
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	10,
		AimingPerkRangeModifier     	=	2,
        DoorDamage						=	3,
        MinDamage						=	0.6,
        MaxDamage						=	1.0,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	15,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.89,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   30,
        SoundRadius	                    =   30,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   MP5SDSilenced,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5SD5
	{
		mesh = weapons/firearm/MP5SD5,
		texture = weapons/firearm/MP5SD5_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

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

	item MP5SD6	
	{
		DisplayName 					=	MP5SD6,	
        Icon                        	=	MP5SD_RSTOCK_UNFOLDED,	
		WeaponSprite                	=	MP5SD6,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single/Burst,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	35,	
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	9,
		AimingPerkRangeModifier     	=	2,
        DoorDamage						=	3,
        MinDamage						=	0.6,
        MaxDamage						=	1.0,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	15,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.89,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   30,
        SoundRadius	                    =   30,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   MP5SDSilenced,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5SD6
	{
		mesh = weapons/firearm/MP5SD6_RSTOCK_UNFOLDED,
		texture = weapons/firearm/MP5SD6_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	item MP5SD6_RetractedStock	
	{
		DisplayName 					=	MP5SD6 (Retracted Stock),	
        Icon                        	=	MP5SD_RSTOCK_FOLDED,	
		WeaponSprite                	=	MP5SD6_RetractedStock,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single/Burst,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	FALSE,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	4,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	20,	
		AimingPerkHitChanceModifier 	=	7,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.3,
		MaxRange                    	=	7.5,
		AimingPerkRangeModifier     	=	1.25,
        DoorDamage						=	3,
        MinDamage						=	0.6,
        MaxDamage						=	1.0,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	15,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.89,
					
		AmmoType                    	=	Base.Bullets9mm,	
		AmmoBox                     	=	Bullets9mmBox,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.MP5_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
        
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
        SoundVolume	                    =   30,
        SoundRadius	                    =   30,
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
        SwingSound	                    =   MP5SDSilenced,
        BringToBearSound				=   M9BringToBear,
	    HitSound            		    =	BulletHitBody,
	    ClickSound         		        =	M16Jam,
	    BreakSound       		        =	M16Break,
	    EquipSound       		        =	M16Equip,
	    UnequipSound     		        =	M16UnEquip,
	    InsertAmmoSound  		        =	M16InsertAmmo,
	    EjectAmmoSound  		        =	M16EjectAmmo,
	    InsertAmmoStartSound		    =	M16InsertAmmoStart,
	    InsertAmmoStopSound		        =	M16InsertAmmoStop,
	    EjectAmmoStartSound		        =	M16EjectAmmoStart,
	    EjectAmmoStopSound		        =	M16EjectAmmoStop,
	    ShellFallSound    		        =	M16CartridgeFall,
	    RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,

        ModelWeaponPart = x2Scope x2Scope_Vanilla scope scope,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = x8Scope x8Scope_Vanilla scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,

	}
	fixing Fix MP5A4			
	{			
		Require : MP5A4,		
		Fixer : MP5A4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model MP5SD6_RetractedStock
	{
		mesh = weapons/firearm/MP5SD6_RSTOCK_UNFOLDED,
		texture = weapons/firearm/MP5SD6_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.2870,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0530 -0.0110,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

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