module Base
{
	item FR_F2	
	{				
		DisplayName                 	=	FR F2 Sniper Rifle,	
		Icon                        	=	FRF2_Gun,	
		WeaponSprite                	=	FR_F2,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Single,	
		RackAfterShoot              	=	TRUE,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	20,
		MinRange                    	=	0.65,
		MaxRange                    	=	15,
		HitChance                   	=	30,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	10,
		PiercingBullets             	=	TRUE,
		AimingPerkRangeModifier     	=	3.5,
		JamGunChance                	=	0,
	
		MinAngle                     	=	0.958,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	25,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,		
		AimingTime                  	=	45,
		ReloadTime                  	=	30,	
		SwingTime                   	=	0,
		MinimumSwingTime            	=	0,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	20,
		Weight                      	=	5.1,
				
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	10,	
		MagazineType                	=	Base.FRF2_Magazine,		
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,		
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	1,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	5,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound			    =	MSR700BringToBear,
		SwingSound      			    =	L96a1_shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	MSR700Jam,
		BreakSound       		     	=	MSR700Break,
		EquipSound       			    =	MSR700Equip,
		UnequipSound     			    =	MSR700UnEquip,
		InsertAmmoSound  			    =	MSR700InsertAmmo,
		EjectAmmoSound  			    =	MSR700EjectAmmo,
		InsertAmmoStartSound		    =	MSR700InsertAmmoStart,
		InsertAmmoStopSound		        =	MSR700InsertAmmoStop,
		EjectAmmoStartSound		        =	MSR700EjectAmmoStart,
		EjectAmmoStopSound	         	=	MSR700EjectAmmoStop,
		ShellFallSound    		        =	MSR700CartridgeFall,
		RackSound        		      	=	MSR700Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = F2_Scope           F2_Scope Scope1 Scope1,
	}
	model FR_F2
	{
		mesh = weapons/firearm/FR_F2,
		texture = weapons/firearm/FR_F2,

		attachment muzzle
		{
			offset = 0.0010 0.0200 0.3330,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0030 0.0770 0.0760,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0010,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	fixing Fix FR F2 Sniper Rifle		
	{			
		Require : FR_F2,		
		Fixer : FR_F2=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item L96A1	
	{				
		DisplayName                 	=	L96A1 Sniper Rifle,	
		Icon                        	=	L96A1_Gun,	
		WeaponSprite                	=	L96A1,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Single,	
		RackAfterShoot              	=	TRUE,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,
		CriticalChance              	=	55,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	15,
		MinRange                    	=	0.65,
		MaxRange                    	=	15,
		HitChance                   	=	35,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		PiercingBullets             	=	TRUE,
		AimingPerkRangeModifier     	=	3,
		JamGunChance                	=	0,
	
		MinAngle                     	=	0.958,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	25,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,		
		AimingTime                  	=	30,
		ReloadTime                  	=	38,	
		SwingTime                   	=	0,
		MinimumSwingTime            	=	0,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	20,
		Weight                      	=	6.5,
				
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	10,	
		MagazineType                	=	Base.L96_Magazine,		
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,		
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	1,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	5,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound			    =	MSR700BringToBear,
		SwingSound      			    =	L96a1_shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	MSR700Jam,
		BreakSound       		     	=	MSR700Break,
		EquipSound       			    =	MSR700Equip,
		UnequipSound     			    =	MSR700UnEquip,
		InsertAmmoSound  			    =	MSR700InsertAmmo,
		EjectAmmoSound  			    =	MSR700EjectAmmo,
		InsertAmmoStartSound		    =	MSR700InsertAmmoStart,
		InsertAmmoStopSound		        =	MSR700InsertAmmoStop,
		EjectAmmoStartSound		        =	MSR700EjectAmmoStart,
		EjectAmmoStopSound	         	=	MSR700EjectAmmoStop,
		ShellFallSound    		        =	MSR700CartridgeFall,
		RackSound        		      	=	MSR700Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = L96A1_Scope           L96A1_Scope Scope1 Scope1,

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

		attachment muzzle
		{
			offset = 0.0010 0.0200 0.3330,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0020 0.0530 0.1220,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0010,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	fixing Fix L96A1 Sniper Rifle		
	{			
		Require : L96A1,		
		Fixer : L96A1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item PSG_1	
	{				
		DisplayName                 	=	PSG-1 Sniper Rifle,	
		Icon                        	=	PSG1_Gun,	
		WeaponSprite                	=	PSG_1,		
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,
		CriticalChance              	=	33,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	10,
		MinRange                    	=	0.65,
		MaxRange                    	=	15,
		HitChance                   	=	25,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		PiercingBullets             	=	TRUE,
		AimingPerkRangeModifier     	=	3,
		JamGunChance                	=	0,
	
		MinAngle                     	=	0.958,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	25,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,		
		AimingTime                  	=	40,
		ReloadTime                  	=	30,	
		SwingTime                   	=	0,
		MinimumSwingTime            	=	0,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	20,
		Weight                      	=	7.2,
				
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.G3Magazine,		
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,		
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	1,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	5,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	80,	
		SoundRadius                 	=	80,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound			    =	MSR700BringToBear,
		SwingSound      			    =	PSGShoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	MSR700Jam,
		BreakSound       		     	=	MSR700Break,
		EquipSound       			    =	MSR700Equip,
		UnequipSound     			    =	MSR700UnEquip,
		InsertAmmoSound  			    =	MSR700InsertAmmo,
		EjectAmmoSound  			    =	MSR700EjectAmmo,
		InsertAmmoStartSound		    =	MSR700InsertAmmoStart,
		InsertAmmoStopSound		        =	MSR700InsertAmmoStop,
		EjectAmmoStartSound		        =	MSR700EjectAmmoStart,
		EjectAmmoStopSound	         	=	MSR700EjectAmmoStop,
		ShellFallSound    		        =	MSR700CartridgeFall,
		RackSound        		      	=	MSR700Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = PSG1_Scope           PSG1_Scope Scope1 Scope1,

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

		attachment muzzle
		{
			offset = 0.0010 0.0200 0.3330,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0020 0.0630 0.0390,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0010,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	fixing Fix PSG-1 Sniper Rifle		
	{			
		Require : PSG_1,		
		Fixer : PSG_1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item M40	
	{				
		DisplayName                 	=	M40 Sniper Rifle,	
		Icon                        	=	M40,	
		WeaponSprite                	=	M40,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltactionnomag,	
		FireMode                    	=	Single,	
		RackAfterShoot              	=	TRUE,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	15,
		MinRange                    	=	0.65,
		MaxRange                    	=	13,
		HitChance                   	=	30,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		PiercingBullets             	=	TRUE,
		AimingPerkRangeModifier     	=	15,
		JamGunChance                	=	0,
	
		MinAngle                     	=	0.958,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,		
		AimingTime                  	=	32,
		ReloadTime                  	=	40,	
		SwingTime                   	=	0,
		MinimumSwingTime            	=	0,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	20,
		Weight                      	=	6.57,
				
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	5,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,		
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	1,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	5,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound			    =	MSR700BringToBear,
		SwingSound      			    =	L96a1_shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	MSR700Jam,
		BreakSound       		     	=	MSR700Break,
		EquipSound       			    =	MSR700Equip,
		UnequipSound     			    =	MSR700UnEquip,
		InsertAmmoSound  			    =	MSR700InsertAmmo,
		EjectAmmoSound  			    =	MSR700EjectAmmo,
		InsertAmmoStartSound		    =	MSR700InsertAmmoStart,
		InsertAmmoStopSound		        =	MSR700InsertAmmoStop,
		EjectAmmoStartSound		        =	MSR700EjectAmmoStart,
		EjectAmmoStopSound	         	=	MSR700EjectAmmoStop,
		ShellFallSound    		        =	MSR700CartridgeFall,
		RackSound        		      	=	MSR700Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart					=	RedfieldScope RedfieldScope Scope1 Scope1,
		ModelWeaponPart					=	UnertlScope UnertlScope Scope2 Scope2,
	}
	model M40
	{
		mesh = weapons/firearm/M40,
		texture = weapons/firearm/M40_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0280 0.5770,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0020 0.0600 0.1680,
			rotate = -0.0000 -0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0020 0.0600 0.1410,
			rotate = -0.0000 -0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0010,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	fixing Fix M40 Sniper Rifle		
	{			
		Require : M40,		
		Fixer : M40=1;Aiming=5,	
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item M40A1	
	{				
		DisplayName                 	=	M40A1 Sniper Rifle,	
		Icon                        	=	M40A1,	
		WeaponSprite                	=	M40A1,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltactionnomag,	
		FireMode                    	=	Single,	
		RackAfterShoot              	=	TRUE,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	15,
		MinRange                    	=	0.65,
		MaxRange                    	=	13,
		HitChance                   	=	30,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		PiercingBullets             	=	TRUE,
		AimingPerkRangeModifier     	=	15,
		JamGunChance                	=	0,
	
		MinAngle                     	=	0.958,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,		
		AimingTime                  	=	32,
		ReloadTime                  	=	40,	
		SwingTime                   	=	0,
		MinimumSwingTime            	=	0,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	20,
		Weight                      	=	6.57,
				
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	5,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,		
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	1,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	5,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound			    =	MSR700BringToBear,
		SwingSound      			    =	L96a1_shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	MSR700Jam,
		BreakSound       		     	=	MSR700Break,
		EquipSound       			    =	MSR700Equip,
		UnequipSound     			    =	MSR700UnEquip,
		InsertAmmoSound  			    =	MSR700InsertAmmo,
		EjectAmmoSound  			    =	MSR700EjectAmmo,
		InsertAmmoStartSound		    =	MSR700InsertAmmoStart,
		InsertAmmoStopSound		        =	MSR700InsertAmmoStop,
		EjectAmmoStartSound		        =	MSR700EjectAmmoStart,
		EjectAmmoStopSound	         	=	MSR700EjectAmmoStop,
		ShellFallSound    		        =	MSR700CartridgeFall,
		RackSound        		      	=	MSR700Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart					=	RedfieldScope RedfieldScope Scope1 Scope1,
		ModelWeaponPart					=	UnertlScope UnertlScope Scope2 Scope2,
	}
	model M40A1
	{
		mesh = weapons/firearm/M40A1,
		texture = weapons/firearm/M40A1_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0320 0.5790,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0020 0.0600 0.1680,
			rotate = -0.0000 -0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0020 0.0600 0.1410,
			rotate = -0.0000 -0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0010,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	fixing Fix M40A1 Sniper Rifle		
	{			
		Require : M40A1,		
		Fixer : M40A1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}

	item M40A1Green	
	{				
		DisplayName                 	=	M40A1 Sniper Rifle,	
		Icon                        	=	M40A1,	
		WeaponSprite                	=	M40A1Green,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltactionnomag,	
		FireMode                    	=	Single,	
		RackAfterShoot              	=	TRUE,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	15,
		MinRange                    	=	0.65,
		MaxRange                    	=	13,
		HitChance                   	=	30,
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		PiercingBullets             	=	TRUE,
		AimingPerkRangeModifier     	=	15,
		JamGunChance                	=	0,
	
		MinAngle                     	=	0.958,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,		
		AimingTime                  	=	32,
		ReloadTime                  	=	40,	
		SwingTime                   	=	0,
		MinimumSwingTime            	=	0,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	20,
		Weight                      	=	6.57,
				
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	5,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,		
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	1,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	5,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound			    =	MSR700BringToBear,
		SwingSound      			    =	L96a1_shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	MSR700Jam,
		BreakSound       		     	=	MSR700Break,
		EquipSound       			    =	MSR700Equip,
		UnequipSound     			    =	MSR700UnEquip,
		InsertAmmoSound  			    =	MSR700InsertAmmo,
		EjectAmmoSound  			    =	MSR700EjectAmmo,
		InsertAmmoStartSound		    =	MSR700InsertAmmoStart,
		InsertAmmoStopSound		        =	MSR700InsertAmmoStop,
		EjectAmmoStartSound		        =	MSR700EjectAmmoStart,
		EjectAmmoStopSound	         	=	MSR700EjectAmmoStop,
		ShellFallSound    		        =	MSR700CartridgeFall,
		RackSound        		      	=	MSR700Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart					=	RedfieldScope RedfieldScope Scope1 Scope1,
		ModelWeaponPart					=	UnertlScope UnertlScope Scope2 Scope2,
	}
	model M40A1Green
	{
		mesh = weapons/firearm/M40A1,
		texture = weapons/firearm/M40A1_SolidColorStock_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0320 0.5790,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0020 0.0600 0.1680,
			rotate = -0.0000 -0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0020 0.0600 0.1410,
			rotate = -0.0000 -0.0000 0.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0010,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	fixing Fix M40A1 Sniper Rifle		
	{			
		Require : M40A1Green,		
		Fixer : M40A1Green=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}

	item XM25
    {
        DisplayCategory = Weapon,
        ImpactSound	=	null,
        MaxRange	=	10,
		WeaponSprite = M14TNFPWornWoodlandCamo,
        SoundVolume	=	40,
        MinAngle	=	0.95,
        Type	=	Weapon,
        MinimumSwingTime	=	0.5,
        ToHitModifier	=	1.5,
        NPCSoundBoost	=	1.5,
        KnockBackOnNoDeath	=	TRUE,
        Ranged	=	TRUE,
        SwingAmountBeforeImpact	=	0,
        ProjectileCount	=	1,
        ConditionLowerChanceOneIn	=	60,
        Weight	=	4,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        SubCategory	=	Firearm,
        ConditionMax	=	10,
        ShareDamage	=	FALSE,
        MaxHitCount	=	1,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	20,
        UseEndurance	=	FALSE,
        SwingAnim	=	Rifle,
        DisplayName	=	M21 DMR,
        MinRange	=	0.61,
        SwingTime	=	0.5,
        MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = M14BringToBear,
        SwingSound = M14Shoot,
        HitSound = BulletHitBody,
		ClickSound = M14Jam,
        SoundRadius	=	70,
        MinDamage	=	1.2,
        MaxDamage	=	2,
        SplatSize	=	3,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	M14,
        RunAnim	=	Run_Weapon2,
        IdleAnim	=	Idle_Weapon2,
        CriticalChance = 30,
        CritDmgMultiplier = 10,
        AimingPerkCritModifier = 15,
        HitChance = 50,
        AimingPerkHitChanceModifier = 5,
        AimingPerkMinAngleModifier = 0.01,
        AimingPerkRangeModifier = 3,
        RecoilDelay = 0,
        SoundGain = 2,
        ClipSize = 20,
        ReloadTime = 25,
        AimingTime = 25,
		EquipSound = M14Equip,
		UnequipSound = M14UnEquip,
        InsertAmmoSound = M14InsertAmmo,
        EjectAmmoSound = M14EjectAmmo,
		InsertAmmoStartSound = M14InsertAmmoStart,
		InsertAmmoStopSound = M14InsertAmmoStop,
		EjectAmmoStartSound = M14EjectAmmoStart,
		EjectAmmoStopSound = M14EjectAmmoStop,
        ShellFallSound = M14CartridgeFall,
        RackSound = M14Rack,
        RequiresEquippedBothHands = TRUE,
        BreakSound = M14Break,
        TwoHandWeapon = TRUE,
        MetalValue = 45,
        MagazineType = Base.M14Clip,
        AmmoType = Base.308Bullets,
        WeaponReloadType = boltaction,
        JamGunChance = 1,
        AttachmentType = Rifle,
        FireMode = Single,
        AmmoBox = 308Box,
        MaxAmmo = 20,
        ModelWeaponPart = x2Scope x2Scope_Vanilla scope2 scope2,
        ModelWeaponPart = x4Scope x8Scope_Vanilla scope2 scope2,
        ModelWeaponPart = x8Scope Vanilla_x12Scope scope1 scope1,
		ModelWeaponPart	=	RedfieldScope RedfieldScope ScopeRED ScopeRED,
		ModelWeaponPart	=	UnertlScope UnertlScope ScopeUnertl ScopeUnertl,
        ModelWeaponPart = RedDot RedDot_Vanilla reddot1 reddot1,
        ModelWeaponPart = Laser Laser laser1 laser1,
        ModelWeaponPart = LaserOn LaserOn laser1 laser1,
        StopPower = 2,
    }

	fixing Fix XM25 DMR 		
	{			
		Require : XM25,		
		Fixer : XM25=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
}
