module Base
{
	item L4D2DesertEagle
	{
		/*****************Naming and Category*****************/
		WeaponSprite					=	L4D2DesertEagle_mesh,
		ItemType							=	base:Weapon,
		Weight							=	1.4,
		SubCategory						=	Firearm,
		IsAimedFirearm					=	TRUE,
		DisplayName						=	L4D2DesertEagle,
		DisplayCategory					=	Weapon,
		Icon							=	L4D2DesertEagle,
		Tags = base:repairwithL4D2FirearmsFixer;base:hasmetal;base:firearm,
		MetalValue						=	45,
		ResearchableRecipes 			=	MakeL4D2DesertEagle,
		Tooltip 						=	Tooltip_L4D2DesertEagle,

		/************************Damage************************/
		SplatNumber						=	3,
		PushBackMod						=	0.3,
		DoorDamage						=	5,
		MinDamage						=	0.9,
		MaxDamage						=	2.5,
		SplatSize						=	3,
		KnockdownMod					=	3,
		CriticalChance					=	20,
		CritDmgMultiplier				=	4,
		ShareDamage						=	FALSE,
		KnockBackOnNoDeath				=	TRUE,
		SplatBloodOnNoDeath				=	TRUE,
		PiercingBullets					=	FALSE,

		/***********************Handling***********************/
		MaxRange						=	20,
		MinRange						=	0.61,
		MinAngle						=	0.95,
		MinSightRange = 2,
		MaxSightRange = 6,
		MinimumSwingTime				=	0.5,
		SwingAmountBeforeImpact			=	0,
		ProjectileCount					=	2,
		SwingTime						=	0.5,
		AimingPerkCritModifier			=	15,
		MaxHitCount						=	2,
		ToHitModifier					=	1.5,
		HitChance						=	35,
		AimingPerkHitChanceModifier		=	15,
		AimingPerkMinAngleModifier		=	0.02,
		AimingPerkRangeModifier			=	0,
		RecoilDelay						=	40,
		ReloadTime						=	25,
		AimingTime						=	20,
		StopPower						=	15,
		ConditionLowerChanceOneIn		=	200,
		ConditionMax					=	30,
		JamGunChance					=	0,
		Ranged							=	TRUE,
		MultipleHitConditionAffected	=	FALSE,
		UseEndurance					=	FALSE,
		RequiresEquippedBothHands		=	FALSE,
		TwoHandWeapon					=	FALSE,
		RackAfterShoot					=	FALSE,
		AttachmentType					=	Holster,
		SwingAnim						=	Handgun,
		RunAnim							=	Run_Weapon2,
		IdleAnim						=	Idle_Weapon2,
		MuzzleFlashModelKey = L4D2_handgun_muzzle_flash,

		/************************Ammo************************/
		AmmoBox							=	Base.Bullets44Box,
		MaxAmmo							=	8,
		AmmoType						=	base:bullets_44,
		WeaponReloadType				=	handgun,
		MagazineType					=	Base.L4D2DesertEagleMag,
				
		/************************Attachment************************/

		ModelWeaponPart = L4D2Gunlight L4D2gunlight l4D2Gunlight L4D2Gunlight,

		/************************Audio************************/
		ImpactSound						=	null,
		SoundVolume						=	40,
		NPCSoundBoost					=	1.5,
		BringToBearSound				=	DesertEagleBringToBear,
		HitSound						=	BulletHitBody,
		SwingSound						=	L4D2DesertEagleShoot,
		EquipSound						=	L4D2DesertEagleEquip,
		UnequipSound					=	L4D2DesertEagleUnEquip,
		InsertAmmoSound					=	DesertEagleInsertAmmo,
		EjectAmmoSound					=	DesertEagleEjectAmmo,
		InsertAmmoStartSound			=	L4D2DesertEagleInsertAmmoStart,
		InsertAmmoStopSound				=	L4D2DesertEagleInsertAmmoStop,
		EjectAmmoStartSound				=	DesertEagleEjectAmmoStart,
		EjectAmmoStopSound				=	DesertEagleEjectAmmoStop,
		ShellFallSound					=	DesertEagleCartridgeFall,
		RackSound						=	L4D2DesertEagleRack,
		BreakSound						=	DesertEagleBreak,
		ClickSound						=	DesertEagleJam,
		SoundRadius						=	100,
		SoundGain						=	2,
	}

model L4D2DesertEagle_mesh
	{	

		mesh = weapons/firearms/L4D2_DesertEagle,
		texture = weapons/firearms/L4D2_DesertEagle,

		attachment muzzle
		{
			offset = 0.0000 0.4700 0.0300,
			rotate = -90.0000 0.0000 180.0000,
		}

		attachment world
		{
			offset = 0.0158 0.1660 0.0000,
			rotate = -180.0000 1.0000 -180.0000,
		}

		attachment Bip01_Prop2
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 180.0000 0.0 180.0000,
		}

		attachment L4D2Gunlight		
		{		
			offset = -0.0091 0.2707 -0.0285,	
			rotate = 0.0000 -90.0000 0.0000,
		}
	}

    item L4D2DesertEagleMag
    {

        DisplayCategory = Ammo,
        CanStack	=	FALSE,
        Weight	=	0.1,
        ItemType	=	base:Normal,
        DisplayName	=	L4D2DesertEagleMag,
        Icon	=	BerettaClip,
        MaxAmmo = 8,
        AmmoType = base:bullets_44,
        StaticModel = GunMagazine,
        GunType = Base.L4D2DesertEagle,
		ResearchableRecipes 			=	MakeL4D2DesertEagleMag,
	WorldStaticModel = Gun_Magazine_Ground,
	WorldStaticModel = gun_magazine_new,
	Tags = base:hasmetal;base:pistolmagazine;base:ignorezombiedensity,

    }





}
