module Base
{
	item AUG_A1	
	{				
		DisplayName                 	=	Steyr AUG A1,	
		Icon                        	=	AUG_A1,	
		WeaponSprite                	=	AUG_A1,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
		isBullpup                       =   TRUE,
				
		PiercingBullets             	=	True,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	20,
		HitChance                   	=	35,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	1,
		MinRange                    	=	1,
		MaxRange                    	=	20,
		AimingPerkRangeModifier     	=	3.5,
		MinDamage                   	=	0.8,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	12,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	3.6,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType                	=	Base.SteyrAUGMagazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	14,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	556Shoot2,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,
		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = 556Silencer 556Silencer silencerTNFP silencerTNFP,
	}
	model AUG_A1
	{
		mesh = weapons/firearm/AUG_A1,
		texture = weapons/firearm/AUG_A1_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0180 0.3310,
			rotate = 0.0000 0.0000 180.0000,
		}

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

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

		attachment laser
		{
			offset = -0.0010 0.0360 0.1750,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0200 0.3310,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	fixing Fix Steyr AUG A1		
	{			
		Require : AUG_A1,		
		Fixer : AUG_A1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model AUG_A1
	{
		mesh = weapons/firearm/AUG_A1,
		texture = weapons/firearm/AUG_A1_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0180 0.3310,
			rotate = 0.0000 0.0000 180.0000,
		}

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

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

		attachment laser
		{
			offset = -0.0210 0.0290 0.1010,
			rotate = 180.0000 0.0000 -70.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0200 0.3310,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	fixing Fix Steyr AUG A1		
	{			
		Require : AUG_A1,		
		Fixer : AUG_A1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item L85A1	
	{				
		DisplayName                 	=	Enfield L85A1,	
		Icon                        	=	L85A1,	
		WeaponSprite                	=	L85A1,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,
		isBullpup                       =   TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	30,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	15,
		HitChance                   	=	20,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	5,
		MinRange                    	=	0.4,
		MaxRange                    	=	13,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	0.8,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	8,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	10,
		ReloadTime                  	=	20,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	3.66,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType                	=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	14,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	556Shoot2,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,
		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
		Tooltip = Very Unaccurate without Carryhandle Iron Sights/SUSAT Scope. Prone to Jam,
	
		ModelWeaponPart = SUSATL85           SUSAT Scope1 Scope1,
		ModelWeaponPart = L85A1_Carrying_Handle           L85A1_Carrying_Handle Scope2 Scope2,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = 556Silencer 556Silencer silencerTNFP silencerTNFP,
	}
	model L85A1
	{
		mesh = weapons/firearm/L85A1,
		texture = weapons/firearm/L85A1_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0180 0.3550,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = -0.0010 0.0530 0.0080,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment Scope2
		{
			offset = 0.0010 0.0550 0.0050,
			rotate = 180.0000 0.0000 180.0000,
		}

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

		attachment laser
		{
			offset = 0.0000 0.0480 0.1330,
			rotate = -180.0000 0.0000 180.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 -0.0010 0.2440,
			rotate = -89.0000 -3.0000 180.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0210 0.3590,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	fixing Fix Enfield L85A1		
	{			
		Require : L85A1,		
		Fixer : L85A1=1; Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item AR10	
	{				
		DisplayName                 	=	AI ArmaLite AR-10,	
		Icon                        	=	AR10_Gun,	
		WeaponSprite                	=	AR10,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	30,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	35,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	12,
		JamGunChance                	=	1,
		MinRange                    	=	0.5,
		MaxRange                    	=	12,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	1.2,
		MaxDamage                   	=	2.0,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	15,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	25,
		ReloadTime                  	=	27,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	3,
		Weight                      	=	3.4,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,	
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.AR10_Magazine,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	14,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	M14Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = Delph_AI_Scope           Delph_AI_Scope AI_Scope AI_Scope,
		ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,	

	
	}
	model AR10
	{
		mesh = weapons/firearm/AR10_Dutch,
		texture = weapons/firearm/AR10_Dutch,

		attachment muzzle
		{
			offset = 0.0010 0.0100 0.4290,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.0130 0.3490,
			rotate = 96.0000 18.0000 -2.0000,
		}

		attachment AI_Scope
		{
			offset = 0.0010 0.0800 0.0870,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0830 0.1010,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0860 0.0650,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0420 0.2010,
			rotate = 180.0000 0.0000 -180.0000,
		}

		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,
		}

	}
	fixing Fix ArmaLite AR-10			
	{			
		Require : AR10,		
		Fixer : AR10=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item BM59	
	{				
		DisplayName                 	=	Beretta BM59 Paratrooper,	
		Icon                        	=	BM59Para_Gun,	
		WeaponSprite                	=	BM59,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	30,
		CritDmgMultiplier            	=	2,
		AimingPerkCritModifier      	=	15,
		HitChance                   	=	55,	
		ToHitModifier               	=	2,
		AimingPerkHitChanceModifier 	=	11,
		JamGunChance                	=	1,
		MinRange                    	=	0.7,
		MaxRange                    	=	13,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	30,
		ReloadTime                  	=	35,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	2,
		Weight                      	=	4.4,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,	
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.BM59_Magazine,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	M14Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope Bushnell_4xScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,	
	}
	model BM59
	{
		mesh = weapons/firearm/BM59_PARA,
		texture = weapons/firearm/BM59_PARA,

		attachment muzzle
		{
			offset = 0.0010 0.0380 0.5230,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment scope
		{
			offset = 0.0160 0.0550 0.1010,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0330 0.2280,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 0.0320 0.5200,
			rotate = 1.0000 0.0000 180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0350 0.2010,
			rotate = 180.0000 0.0000 -180.0000,
		}
	}
	fixing Fix Beretta BM59			
	{			
		Require : BM59,		
		Fixer : BM59=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item BM59Folded	
	{				
		DisplayName                 	=	Beretta BM59 Paratrooper (Folded Stock),	
		Icon                        	=	BM59Para_Gun,	
		WeaponSprite                	=	BM59Folded,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	30,
		CritDmgMultiplier            	=	10,
		AimingPerkCritModifier      	=	15,
		HitChance                   	=	3,	
		ToHitModifier               	=	1,
		AimingPerkHitChanceModifier 	=	7,
		JamGunChance                	=	1,
		MinRange                    	=	0.3,
		MaxRange                    	=	8,
		AimingPerkRangeModifier     	=	1.5,
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	15,
		ReloadTime                  	=	35,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	2,
		Weight                      	=	2.95,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,	
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.BM59_Magazine,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	M14Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,	
	}
	model BM59Folded
	{
		mesh = weapons/firearm/BM59_PARA_Folded,
		texture = weapons/firearm/BM59_PARA,

		attachment muzzle
		{
			offset = 0.0010 0.0380 0.5230,
			rotate = 0.0000 0.0000 180.0000,
		}

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

		attachment scope
		{
			offset = 0.0160 0.0550 0.1010,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0330 0.2280,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment recoilpad
		{
			offset = 0.0000 0.0320 0.5200,
			rotate = 1.0000 0.0000 180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0350 0.2010,
			rotate = 180.0000 0.0000 -180.0000,
		}

	}
	item FAMAS	
	{				
		DisplayName                 	=	FAMAS F1,	
		Icon                        	=	FAMAS_Gun,	
		WeaponSprite                	=	FAMAS,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Burst/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
		isBullpup                       =   TRUE,
				
		PiercingBullets             	=	True,
		CriticalChance              	=	35,
		CritDmgMultiplier            	=	10,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	30,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	1,
		MinRange                    	=	0.3,
		MaxRange                    	=	11,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	0.8,
		MaxDamage                   	=	1.4,
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	25,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	15,
		ReloadTime                  	=	30,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	1,
		Weight                      	=	3.6,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	25,	
		MagazineType                	=	Base.FAMAS_Magazine,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	15,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	556Shoot2,
		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 = J4F1_Scope           J4F1_Scope Scope1 Scope1,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = 556Silencer 556Silencer silencerTNFP silencerTNFP,
	}
	model FAMAS
	{
		mesh = weapons/firearm/FAMAS_F1,
		texture = weapons/firearm/FAMAS_F1,

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

		attachment Scope1
		{
			offset = 0.0000 0.1080 0.1270,
			rotate = 0.0000 0.0000 0.0000,
		}

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

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

		attachment laser
		{
			offset = -0.0010 0.0360 0.1750,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0220 0.2990,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	fixing Fix FAMAS			
	{			
		Require : FAMAS,		
		Fixer : FAMAS=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item FNFAL
	{				
		DisplayName                 	=	FN FAL,	
		Icon                        	=	FNFAL_Gun,	
		WeaponSprite                	=	FNFALTNFP,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	25,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	30,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	13,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	22,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	3,
		Weight                      	=	4.25,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.FAL_Magazine,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	14,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	BattleRifleShoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,


		ModelWeaponPart = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
		ModelWeaponPart = L1A2_SUITScope           L1A2_SUITScope Scope2 Scope2,
		ModelWeaponPart = FN_Scope                  FN_Scope Scope3 Scope3,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = Sling Sling_FAL sling sling,
		ModelWeaponPart = Sling2 Sling2_FAL sling sling,
		
	}
	model FNFALTNFP
	{
		mesh = weapons/firearm/FN_FALTNFP,
		texture = weapons/firearm/FN_FALTNFP,

		attachment muzzle
		{
			offset = 0.0010 0.0200 0.5890,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0050 0.0560 0.0790,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0050 0.0560 0.0790,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0030 0.0710 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0020 0.0740 0.0330,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope3
		{
			offset = 0.0010 0.0660 0.0680,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = -0.0080 0.0180 0.2810,
			rotate = -180.0000 0.0000 90.0000,
		}

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

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.4730,
			rotate = -89.0000 -3.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0050 0.0150 0.0514,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.0130 0.0020,
			rotate = -90.0000 -18.0000 -179.0000,
		}
	}
	fixing Fix FN FAL		
	{			
		Require : FNFAL,		
		Fixer : FNFAL=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item L1A1	
	{				
		DisplayName                 	=	L1A1 Self-Loading Rifle,	
		Icon                        	=	L1A1_Gun,	
		WeaponSprite                	=	L1A1,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Single,	
		FireModePossibilities       	=	Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	30,
		CritDmgMultiplier            	=	10,
		AimingPerkCritModifier      	=	15,
		HitChance                   	=	35,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	17,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	14,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	20,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	3,
		Weight                      	=	4.3,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.FAL_Magazine,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	14,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	BattleRifleShoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
		ModelWeaponPart = L1A2_SUITScope           L1A2_SUITScope Scope2 Scope2,
		ModelWeaponPart = FN_Scope                  FN_Scope Scope3 Scope3,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,		
	}
	model L1A1
	{
		mesh = weapons/firearm/FN_FALTNFP,
		texture = weapons/firearm/FN_FAL_L1A1,

		attachment muzzle
		{
			offset = 0.0010 0.0200 0.5890,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0050 0.0560 0.0790,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0050 0.0560 0.0790,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0030 0.0710 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0020 0.0740 0.0330,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope3
		{
			offset = 0.0010 0.0660 0.0680,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = -0.0080 0.0180 0.2810,
			rotate = -180.0000 0.0000 90.0000,
		}

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

		attachment sling
		{
			offset = 0.0000 0.0130 0.0020,
			rotate = -90.0000 -18.0000 -179.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	fixing Fix L1A1			
	{			
		Require : L1A1,		
		Fixer : L1A1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item StG58Wood
    {
		DisplayName                 	=	Austrian StG 58 - Wood Furniture,	
		Icon                        	=	STG58_Wood,	
		WeaponSprite                	=	StG58Wood,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	25,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	30,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	13,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	22,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	3,
		Weight                      	=	4.25,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.FAL_Magazine,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	14,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	BattleRifleShoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,


		ModelWeaponPart = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
		ModelWeaponPart = L1A2_SUITScope           L1A2_SUITScope Scope2 Scope2,
		ModelWeaponPart = FN_Scope                  FN_Scope Scope3 Scope3,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = Sling Sling_FAL sling sling,
		ModelWeaponPart = Sling2 Sling2_FAL sling sling,
	}
	model StG58Wood
	{
		mesh = weapons/firearm/STG58,
		texture = weapons/firearm/STG58_WOOD,

		attachment muzzle
		{
			offset = 0.0010 0.0200 0.5890,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0050 0.0560 0.0790,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0050 0.0560 0.0790,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0030 0.0710 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0020 0.0740 0.0330,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope3
		{
			offset = 0.0010 0.0660 0.0680,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = -0.0080 0.0180 0.2810,
			rotate = -180.0000 0.0000 90.0000,
		}

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

		attachment sling
		{
			offset = 0.0000 0.0130 0.0020,
			rotate = -90.0000 -18.0000 -179.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	item StG58Bakerlite
    {
		DisplayName                 	=	Austrian StG 58 - Bakelite Furniture,	
		Icon                        	=	STG58_Bakelite,	
		WeaponSprite                	=	StG58Bakerlite,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	25,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	30,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	13,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	22,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	3,
		Weight                      	=	4.25,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.FAL_Magazine,	
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	14,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	BattleRifleShoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,


		ModelWeaponPart = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
		ModelWeaponPart = L1A2_SUITScope           L1A2_SUITScope Scope2 Scope2,
		ModelWeaponPart = FN_Scope                  FN_Scope Scope3 Scope3,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = Sling Sling_FAL sling sling,
		ModelWeaponPart = Sling2 Sling2_FAL sling sling,
	}
	model StG58Bakerlite
	{
		mesh = weapons/firearm/STG58,
		texture = weapons/firearm/STG58_BAKELITE,

		attachment muzzle
		{
			offset = 0.0010 0.0200 0.5890,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0050 0.0560 0.0790,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0050 0.0560 0.0790,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0030 0.0710 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0020 0.0740 0.0330,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope3
		{
			offset = 0.0010 0.0660 0.0680,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = -0.0080 0.0180 0.2810,
			rotate = -180.0000 0.0000 90.0000,
		}

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

		attachment sling
		{
			offset = 0.0000 0.0130 0.0020,
			rotate = -90.0000 -18.0000 -179.0000,
		}

		attachment bayonnet
		{
			offset = 0.0000 0.0030 0.3760,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	item L2A1_Bipod	
	{				
		DisplayName                 	=	L2A1 LSW,	
		Icon                        	=	L2A1_Gun,	
		WeaponSprite                	=	L2A1_Bipod,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	25,
		CritDmgMultiplier            	=	10,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	30,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	13,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	22,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	3,
		Weight                      	=	4.25,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	30,	
		MagazineType                	=	Base.FAL_L2A1_Magazine,		
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	14,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	BattleRifleShoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
		ModelWeaponPart = L1A2_SUITScope           L1A2_SUITScope Scope2 Scope2,
		ModelWeaponPart = FN_Scope                  FN_Scope Scope3 Scope3,
		
	}
	model L2A1_Bipod
	{
		mesh = weapons/firearm/FN_FAL_L2A1,
		texture = weapons/firearm/FN_FAL_L2A1,

		attachment muzzle
		{
			offset = 0.0010 0.0200 0.5890,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0030 0.0710 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0020 0.0740 0.0330,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope3
		{
			offset = 0.0010 0.0660 0.0680,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = -0.0080 0.0180 0.2810,
			rotate = -180.0000 0.0000 90.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = -180.0000 1.0000 0.0000,
		}
	}
	fixing Fix L2A1			
	{			
		Require : L2A1_Bipod,		
		Fixer : L2A1_Bipod=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item FNC	
	{				
		DisplayName                 	=	FN FNC,	
		Icon                        	=	FNFNC_Gun,	
		WeaponSprite                	=	FNC,	
		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             	=	TRUE,
		CriticalChance              	=	25,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	20,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	14,
		JamGunChance                	=	0.15,
		MinRange                    	=	0.61,
		MaxRange                    	=	10.5,
		AimingPerkRangeModifier     	=	2.5,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	25,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	25,
		ReloadTime                  	=	28,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	3.8,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	15,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	M16Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,
		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
		ModelWeaponPart = FN_Scope                  FN_Scope Scope1 Scope1,
		ModelWeaponPart = SUSAT           SUSAT Scope2 Scope2,
        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,

	}
	model FNC
	{
		mesh = weapons/firearm/FN_FNC,
		texture = weapons/firearm/FN_FNC,

		attachment muzzle
		{
			offset = 0.0010 0.0240 0.4570,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0050 0.0670 0.0790,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0030 0.0560 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope1
		{
			offset = 0.0030 0.0750 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0030 0.0570 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = -0.0080 0.0180 0.2810,
			rotate = -180.0000 0.0000 90.0000,
		}

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

		attachment bayonnet
		{
			offset = 0.0000 0.0120 0.3420,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	fixing Fix FN FNC			
	{			
		Require : FNC,		
		Fixer : FNC=1,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item FNCFolded	
	{				
		DisplayName                 	=	FN FNC (Stock Folded),	
		Icon                        	=	FNFNC_Gun,	
		WeaponSprite                	=	FNCFolded,	
		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             	=	TRUE,
		CriticalChance              	=	5,
		CritDmgMultiplier            	=	10,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	10,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	11,
		JamGunChance                	=	0.15,
		MinRange                    	=	0.25,
		MaxRange                    	=	7,
		AimingPerkRangeModifier     	=	2,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	25,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	15,
		ReloadTime                  	=	28,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	15,
		Weight                      	=	2.5,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	15,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	M16Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,
		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
		ModelWeaponPart = FN_Scope                  FN_Scope Scope1 Scope1,
		ModelWeaponPart = SUSAT           SUSAT Scope2 Scope2,
        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = SR25Scope SR25Scope scope scope,
        ModelWeaponPart = ACOG ACOG scope1 scope1,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,

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

		attachment muzzle
		{
			offset = 0.0010 0.0240 0.4570,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0050 0.0560 0.0790,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment reddot
		{
			offset = 0.0050 0.0560 0.0790,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0030 0.0750 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0030 0.0570 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment ScopeVanilla
		{
			offset = 0.0030 0.0610 0.0370,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = -0.0080 0.0180 0.2810,
			rotate = -180.0000 0.0000 90.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
		attachment bayonnet
		{
			offset = 0.0000 0.0120 0.3420,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
	item M16A1	
	{
		DisplayName 					=	M16A1,	
        Icon                        	=	M16a1_Gun,	
		WeaponSprite                	=	M16A1TNFP,
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	25,
		CritDmgMultiplier            	=	10,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	25,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	4,
		MinRange                    	=	0.61,
		MaxRange                    	=	10,
		AimingPerkRangeModifier     	=	2,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	25,
		ReloadTime                  	=	30,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	3,
		Weight                      	=	2.9,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	M16Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,
		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
		Tooltip							=	The Vietnam Era M16A1. Still issued to National Gaurd and Army reserves,
	
        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = SR25Scope SR25Scope scope scope,
        ModelWeaponPart = ACOG ACOG scope1 scope1,
        ModelWeaponPart = M4A1Foregrip M4A1Foregrip Bipod Bipod,
		ModelWeaponPart = 556Silencer 556Silencer silencerTNFP silencerTNFP,
		ModelWeaponPart = 223Silencer 556Silencer silencerTNFP silencerTNFP,
	}
	fixing Fix M16A1			
	{			
		Require : M16A1,		
		Fixer : M16A1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	model M16A1TNFP
	{
		mesh = weapons/firearm/M16A1Totally,
		texture = weapons/firearm/M16A1Totally,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.4910,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.0130 0.3490,
			rotate = 96.0000 18.0000 -2.0000,
		}

		attachment scope
		{
			offset = 0.0040 0.0220 0.1510,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0860 0.0650,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment scopeb41
		{
			offset = 0.0000 0.0710 0.0820,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0830,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0420 0.2010,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment stock
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment silencer
		{
			offset = 0.0000 0.0210 0.5950,
			rotate = 90.0000 0.0000 180.0000,
		}

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

		attachment silencerTNFP
		{
			offset = 0.0010 0.0190 0.5240,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	item M16A3
    {
		DisplayName                 	=	M16A3,	
		Icon							=	M16a1_Gun,
		WeaponSprite                	=	M16A2TNFP,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	10,
		AimingPerkCritModifier      	=	15,
		HitChance                   	=	25,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	10,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	12,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	15,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	20,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	3.8,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	M16Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,
		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
		Tooltip							=	A modified version of the M16A2 with a M16A1 selective fire trigger group allowing Full Auto fire,

	
        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = SR25Scope SR25Scope scope scope,
        ModelWeaponPart = ACOG ACOG scope1 scope1,
        ModelWeaponPart = M4A1Foregrip M4A1Foregrip Bipod Bipod,
		ModelWeaponPart = 556Silencer 556Silencer silencerTNFP silencerTNFP,
		ModelWeaponPart = 223Silencer 556Silencer silencerTNFP silencerTNFP,
    }
	model M16A2TNFP
	{
		mesh = weapons/firearm/M16A2TNFP,
		texture = weapons/firearm/M16A2TNFP,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.4910,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0830 0.1010,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0860 0.0650,
			rotate = 180.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0420 0.2010,
			rotate = 180.0000 0.0000 -180.0000,
		}

		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,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0190 0.5240,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	model M16A2TNFPWithBayonet
	{
		mesh = weapons/firearm/M16A2_Bayonet,
		texture = weapons/firearm/M16A2TNFP_Bayonet,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.4910,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0830 0.1010,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0860 0.0650,
			rotate = 180.0000 0.0000 180.0000,
		}

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

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0420 0.2010,
			rotate = 180.0000 0.0000 -180.0000,
		}

		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,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0190 0.5240,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	fixing Fix M16A3			
	{			
		Require : M16A3,		
		Fixer : M16A3=1,Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item AssaultRifle
    {
		DisplayName                 	=	M16A2,	
		Icon							=	M16a1_Gun,
		WeaponSprite                	=	M16A2TNFP,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Burst,	
		FireModePossibilities       	=	Burst/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	33,
		CritDmgMultiplier            	=	3,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	27,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	1,
		MinRange                    	=	0.5,
		MaxRange                    	=	13,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	25,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	3.8,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	M16Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,
		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
		Tooltip							= The Standard Issue M16A2,

        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = SR25Scope SR25Scope scope scope,
        ModelWeaponPart = ACOG ACOG scope1 scope1,
        ModelWeaponPart = M4A1Foregrip M4A1Foregrip Bipod Bipod,
		ModelWeaponPart = 556Silencer 556Silencer silencerTNFP silencerTNFP,
		ModelWeaponPart = 223Silencer 556Silencer silencerTNFP silencerTNFP,
        StopPower = 2,
    }
	item M16A2PlusBayonet_Rifle
    {
		DisplayName                 	=	M16A2 With M9 Bayonet,	
		Icon							=	M16a1_Gun,
		WeaponSprite                	=	M16A2TNFPWithBayonet,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Burst,	
		FireModePossibilities       	=	Burst/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	33,
		CritDmgMultiplier            	=	3,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	27,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	1,
		MinRange                    	=	0.5,
		MaxRange                    	=	13,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	25,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	3.8,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	M16Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,
		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
		Tooltip							=   The Standard Issue M16A2 with Bayonet,

        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = SR25Scope SR25Scope scope scope,
        ModelWeaponPart = ACOG ACOG scope1 scope1,
        ModelWeaponPart = M4A1Foregrip M4A1Foregrip Bipod Bipod,
		ModelWeaponPart = 556Silencer 556Silencer silencerTNFP silencerTNFP,
        StopPower = 2,
    }
	item C7A1
    {
		DisplayName                 	=	Colt Canada C7A1,	
		Icon							=	C7A1_Gun,
		WeaponSprite                	=	C7A1,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Burst,	
		FireModePossibilities       	=	Auto/Single/Burst,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	33,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	35,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	0.5,
		MinRange                    	=	0.5,
		MaxRange                    	=	12,
		AimingPerkRangeModifier     	=	2.5,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	20,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	25,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	3.8,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	35,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	M16Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,
		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
		StopPower						=	2,
		Tooltip							=	The Canadian Standard Issue C7A1,

        StopPower = 2,
		ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
		ModelWeaponPart = C79_Scope C79_Scope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = SR25Scope SR25Scope scope scope,
        ModelWeaponPart = ACOG ACOG scope scope,
		ModelWeaponPart = HOLO_EOTECH HOLO_EOTECH scope scope,
        ModelWeaponPart = M4A1Foregrip M4A1Foregrip Bipod Bipod,
		ModelWeaponPart = 556Silencer 556Silencer silencerTNFP silencerTNFP,
		ModelWeaponPart = 223Silencer 556Silencer silencerTNFP silencerTNFP,
    }
	model C7A1
	{
		mesh = weapons/firearm/C7A1,
		texture = weapons/firearm/C7A1,

		attachment muzzle
		{
			offset = 0.0010 0.0200 0.5060,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment Bipod
		{
			offset = 0.0000 0.0000 0.2010,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment scope
		{
			offset = 0.0010 0.0600 0.0590,
			rotate = 180.0000 0.0000 180.0000,
		}

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

		attachment laser
		{
			offset = 0.0000 0.0420 0.2010,
			rotate = 180.0000 0.0000 -180.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0190 0.5240,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	fixing Fix Colt Canada C7A1	
	{			
		Require : C7A1,		
		Fixer : C7A1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item AssaultRifle2
    {
        DisplayCategory = Weapon,
        ImpactSound	=	null,
        MaxRange	=	10,
		WeaponSprite = M14TNFP,
        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	=	M14 Single Shot Assault Rifle,
        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 M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope Bushnell_4xScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
		ModelWeaponPart = x2Scope_M14 M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope_M14 Bushnell_4xScope scope scope,
        ModelWeaponPart = x8Scope_M14 LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		ModelWeaponPart = Rifle_Bipod Bipod Bipod Bipod,
		ModelWeaponPart = Bipod Bipod Bipod Bipod,
		ModelWeaponPart = 308Silencer 556Silencer silencerTNFP silencerTNFP,
        StopPower = 2,
    }
	model M14TNFP
	{
		mesh = Weapons/Firearm/M14TNFP,
		texture = weapons/firearm/M14_texTNFP,

		attachment muzzle
		{
			offset = 0.0000 0.0320 0.5200,
			rotate = 1.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.1800 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0550 0.0400,
			rotate = -1.0000 1.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0520 0.1410,
			rotate = -1.0000 1.0000 0.0000,
		}

		attachment reddot1
		{
			offset = 0.0000 0.0330 0.2280,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment recoilpad1
		{
			offset = 0.0000 0.0320 0.5200,
			rotate = 1.0000 0.0000 180.0000,
		}

		attachment laser1
		{
			offset = 0.0200 0.0180 0.3080,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0190 0.5240,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	item M14A1	
	{				
		DisplayName                 	=	M14A1 SAW,	
		Icon                        	=	M14A1,	
		WeaponSprite                	=	M14A1_Model,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	25,
		CritDmgMultiplier            	=	10,
		AimingPerkCritModifier      	=	15,
		HitChance                   	=	30,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	1,
		MinRange                    	=	0.61,
		MaxRange                    	=	13,
		AimingPerkRangeModifier     	=	3.5,
		MinDamage                   	=	1.4,
		MaxDamage                   	=	2.1,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	30,	
		ConditionLowerChanceOneIn   	=	75,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	22,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	3,
		Weight                      	=	4.25,
					
		AmmoType                    	=	Base.308Bullets,	
		AmmoBox                     	=	308Box,		
		MaxAmmo                     	=	20,	
		MagazineType                	=	Base.M14Clip,		
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	14,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M14BringToBear,
		SwingSound      		        =	M14Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M14Jam,
		BreakSound       		        =	M14Break,
		EquipSound       		        =	M14Equip,
		UnequipSound     		        =	M14UnEquip,
		InsertAmmoSound  		        =	M14InsertAmmo,
		EjectAmmoSound  		        =	M14EjectAmmo,
		InsertAmmoStartSound		    =	M14InsertAmmoStart,
		InsertAmmoStopSound		        =	M14InsertAmmoStop,
		EjectAmmoStartSound		        =	M14EjectAmmoStart,
		EjectAmmoStopSound		        =	M14EjectAmmoStop,
		ShellFallSound    		        =	M14CartridgeFall,
		RackSound        		        =	M14Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope Bushnell_4xScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
		ModelWeaponPart = C79_Scope C79_Scope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser ANPAQ4C laser laser,
		ModelWeaponPart = LaserOn ANPAQ4C laser laser,
		
	}
	model M14A1_Model
	{
		mesh = weapons/firearm/M14A1,
		texture = weapons/firearm/M14A1_tex,

		attachment muzzle
		{
			offset = 0.0010 0.0200 0.5890,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0550 0.0400,
			rotate = -1.0000 1.0000 0.0000,
		}

		attachment scope2
		{
			offset = 0.0000 0.0520 0.1410,
			rotate = -1.0000 1.0000 0.0000,
		}

		attachment reddot1
		{
			offset = 0.0000 0.0330 0.2280,
			rotate = 179.0000 0.0000 -180.0000,
		}

		attachment recoilpad1
		{
			offset = 0.0000 0.0320 0.5200,
			rotate = 1.0000 0.0000 180.0000,
		}

		attachment laser1
		{
			offset = 0.0200 0.0180 0.3080,
			rotate = -90.0000 0.0000 180.0000,
		}

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

		attachment laser
		{
			offset = 0.0000 0.0420 0.2010,
			rotate = 180.0000 0.0000 -180.0000,
		}
	}
	fixing Fix M14A1 SAW
	{			
		Require : M14A1,		
		Fixer : M14A1=1;Aiming=5,
		Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item M4
    {
		DisplayName                 	=	M4 Carbine,	
		Icon							=	XM177_Gun,
		WeaponSprite                	=	M4TNFP,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Burst,	
		FireModePossibilities       	=	Burst/Single,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	3,
		AimingPerkCritModifier      	=	35,
		HitChance                   	=	30,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	1,
		MinRange                    	=	0.5,
		MaxRange                    	=	12,
		AimingPerkRangeModifier     	=	1.75,
		MinDamage                   	=	0.8,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	15,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	15,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.9,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	45,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	M16Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,


		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
		Tooltip							=	Colt 779 - A short carbine form of M16A2 adopted by the Marines in '87,
		StopPower = 2,

		ModelWeaponPart = SR25Scope SR25Scope scope scope,
        ModelWeaponPart = ACOG ACOG scope scope,
        ModelWeaponPart = M4A1Foregrip M4A1Foregrip Bipod Bipod,
        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,
		ModelWeaponPart = GunLight Base.TacticalLight laser laser,
		ModelWeaponPart = 556Silencer 556Silencer silencer silencer,
		ModelWeaponPart = 223Silencer 556Silencer silencerTNFP silencerTNFP,

    }
	item XM177
    {
		DisplayName                 	=	Model 653 Colt Carbine "CAR-15",	
		Icon							=	XM177_Gun,
		WeaponSprite                	=	M4TNFP,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode                    	=	Auto,	
		FireModePossibilities       	=	Auto/Single,
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	40,
		CritDmgMultiplier            	=	3,
		AimingPerkCritModifier      	=	35,
		HitChance                   	=	30,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	1,
		MinRange                    	=	0.5,
		MaxRange                    	=	12,
		AimingPerkRangeModifier     	=	1.75,
		MinDamage                   	=	0.8,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	15,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	15,
		ReloadTime                  	=	25,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	2.9,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	2,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	3,	
		DoorDamage                  	=	20,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	45,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	M16Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,


		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
		Tooltip							=	Colt 653 - A short carbine form of M16A1 used by forces requiring a Short 556 Carbine,
		StopPower = 2,

		ModelWeaponPart = SR25Scope SR25Scope scope scope,
        ModelWeaponPart = ACOG ACOG scope scope,
        ModelWeaponPart = M4A1Foregrip M4A1Foregrip Bipod Bipod,
        ModelWeaponPart = x2Scope M8_2x_EER_Scope_Model scope scope,
        ModelWeaponPart = x4Scope ColtScope scope scope,
        ModelWeaponPart = x8Scope LeupoldVariXScope scope scope,
        ModelWeaponPart = RedDot Aimpoint_RedDot reddot reddot,
		ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,
		ModelWeaponPart = GunLight Base.TacticalLight laser laser,
		ModelWeaponPart = 556Silencer 556Silencer silencer silencer,
		ModelWeaponPart = 223Silencer 556Silencer silencerTNFP silencerTNFP,

    }
	model M4TNFP
	{
		mesh = weapons/firearm/CAR15_TNFP,
		texture = weapons/firearm/CAR15_TNFP,

		attachment muzzle
		{
			offset = 0.0010 0.0220 0.3990,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment sling
		{
			offset = 0.0000 0.0130 0.3490,
			rotate = 96.0000 18.0000 -2.0000,
		}

		attachment scope
		{
			offset = 0.0000 0.0860 0.0870,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment scope1
		{
			offset = 0.0000 0.0830 0.0410,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0000 0.0640 0.0830,
			rotate = 90.0000 0.0000 0.0000,
		}

		attachment gunlight
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment laser
		{
			offset = -0.0010 0.0170 0.4010,
			rotate = 90.0000 0.0000 180.0000,
		}

		attachment stock
		{
			offset = 0.0000 0.4020 0.0270,
			rotate = -90.0000 0.0000 -180.0000,
		}

		attachment silencerTNFP
		{
			offset = 0.0010 0.0210 0.4600,
			rotate = 180.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}
	fixing Fix M4 Carbine			
	{			
		Require : M4,		
		Fixer : M4=1;Aiming=5,
        Fixer : CleaningKit=1; Aiming=3,
		Fixer : FireKlean; Aiming=2,
		Fixer : GunToolKit=1; Aiming=3,
		Fixer : ImprovisedGunToolKit=2; Aiming=1,
	}
	item CETME
	{				
		DisplayName                 	=	CETME L,	
		Icon                        	=	CETME_L,	
		WeaponSprite                	=	CETME_L_Model,	
		Type                        	=	Weapon,	
		SubCategory                 	=	Firearm,	
		Ranged                      	=	TRUE,	
		IsAimedFirearm              	=	TRUE,	
		WeaponReloadType            	=	boltaction,	
		FireMode						=	Auto,
		FireModePossibilities           =	Auto/Single,	
		AttachmentType              	=	Rifle,	
		UseEndurance                	=	FALSE,	
		TwoHandWeapon               	=	TRUE,	
		RequiresEquippedBothHands   	=	TRUE,	
				
		PiercingBullets             	=	TRUE,
		CriticalChance              	=	20,
		CritDmgMultiplier            	=	5,
		AimingPerkCritModifier      	=	10,
		HitChance                   	=	30,	
		ToHitModifier               	=	1.5,
		AimingPerkHitChanceModifier 	=	15,
		JamGunChance                	=	3,
		MinRange                    	=	0.61,
		MaxRange                    	=	10,
		AimingPerkRangeModifier     	=	3,
		MinDamage                   	=	0.7,
		MaxDamage                   	=	1.4,	
	
		MinAngle                     	=	0.950,
		AimingPerkMinAngleModifier  	=	0.005,
		ConditionMax                	=	10,	
		ConditionLowerChanceOneIn   	=	60,	
		MultipleHitConditionAffected	=	FALSE,	
		
		AimingTime                  	=	20,
		ReloadTime                  	=	40,	
		SwingTime                   	=	0.5,
		MinimumSwingTime            	=	0.5,
		SwingAmountBeforeImpact     	=	0,	
		RecoilDelay                 	=	0,
		Weight                      	=	3.55,
					
		AmmoType                    	=	Base.556Bullets,	
		AmmoBox                     	=	556Box,	
		MaxAmmo                     	=	30,	
		MagazineType					=	Base.556Clip,
		ProjectileCount             	=	1,	
		MaxHitCount                 	=	1,	
		ShareDamage                 	=	FALSE,	
		SplatSize                   	=	3,	
		SplatNumber                 	=	3,	
		SplatBloodOnNoDeath         	=	TRUE,	
		PushBackMod                 	=	0.3,	
		KnockBackOnNoDeath          	=	TRUE,	
		KnockdownMod                	=	4,	
		DoorDamage                  	=	15,	
				
		RunAnim                     	=	Run_Weapon2,	
		IdleAnim                    	=	Idle_Weapon2,	
		SwingAnim                   	=	Rifle,	
		MetalValue                  	=	45,	
		SoundVolume                 	=	70,	
		SoundRadius                 	=	70,	
		SoundGain                   	=	1,	
		NPCSoundBoost               	=	1.5,	
		BringToBearSound		        =	M16BringToBear,
		SwingSound      		        =	M16Shoot,
		HitSound            		    =	BulletHitBody,
		ClickSound         		        =	M16Jam,
		BreakSound       		        =	M16Break,
		EquipSound       		        =	M16Equip,
		UnequipSound     		        =	M16UnEquip,
		InsertAmmoSound  		        =	M16InsertAmmo,
		EjectAmmoSound  		        =	M16EjectAmmo,
		InsertAmmoStartSound		    =	M16InsertAmmoStart,
		InsertAmmoStopSound		        =	M16InsertAmmoStop,
		EjectAmmoStartSound		        =	M16EjectAmmoStart,
		EjectAmmoStopSound		        =	M16EjectAmmoStop,
		ShellFallSound    		        =	M16CartridgeFall,
		RackSound        		        =	M16Rack,
		Impact                 		    =	null,
		Tags                            =   Gun,
	
		ModelWeaponPart = Hensoldt_Scope          Hensoldt_Scope Scope1 Scope1,
		ModelWeaponPart = FN_Scope                  FN_Scope Scope1 Scope1,
		ModelWeaponPart = SUSAT           SUSAT Scope2 Scope2,
		ModelWeaponPart = x2Scope x2Scope_Vanilla ScopeVanilla ScopeVanilla,
		ModelWeaponPart = x4Scope x4Scope_Vanilla ScopeVanilla ScopeVanilla,
		ModelWeaponPart = x8Scope x8Scope_Vanilla ScopeVanilla ScopeVanilla,
		ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = LaserOn LaserOn laser laser,
		ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,

	}
	model CETME_L_Model
	{
		mesh = weapons/firearm/CETME_L,
		texture = weapons/firearm/CETME_L,

		attachment muzzle
		{
			offset = 0.0010 0.0240 0.4570,
			rotate = 0.0000 0.0000 180.0000,
		}

		attachment Scope1
		{
			offset = 0.0030 0.0750 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment Scope2
		{
			offset = 0.0030 0.0570 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment ScopeVanilla
		{
			offset = 0.0030 0.0610 0.0370,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment reddot
		{
			offset = 0.0030 0.0560 0.0570,
			rotate = 0.0000 0.0000 0.0000,
		}

		attachment laser
		{
			offset = 0.0000 0.0080 0.3100,
			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 0.0120 0.3420,
			rotate = -89.0000 -3.0000 180.0000,
		}
	}
}
