module Base
{

item L4D2FirearmsParts
	{
	
		DisplayName = L4D2FirearmsParts,
		DisplayCategory = Material,
		        ItemType	=	base:Normal,
		Weight = 0.1,
        Icon = ProtectiveCase_SmallBlack,
		MetalValue = 30,
		WorldStaticModel = ToolBox_Ground,
		Tags = base:hasmetal;base:steelmaterial,
		Tooltip = Tooltip_L4D2FirearmsParts,
	}

    item L4D2FirearmsFixer
    {
        Weight	=	0.5,
                ItemType	=	base:Drainable,
        DisplayName	=	L4D2FirearmsFixer,
        Icon	=	ProtectiveCase_SmallBlack,
        UseDelta 		= 0.5,
        UseWhileEquipped 	= FALSE,
        MetalValue 		= 50,
        WeightEmpty 		= 0.1,
        WorldStaticModel = ToolBox_Ground,
        SurvivalGear 		= TRUE,
        Tags = base:glue,
        Tooltip = Tooltip_L4D2FirearmsFixer,
    }

   item L4D2Gunlight
    {
        DisplayCategory = WeaponPart,
                ItemType	=	base:WeaponPart,
        DisplayName = L4D2Gunlight,
        Icon = Flashlight2,
        Weight = 0.1,
        WeightModifier = 0.1,
        WorldStaticModel = L4D2Gunlight,
        MountOn = L4D2DesertEagle;L4D2Glock;L4D2M16;L4D2AK47;L4D2SCAR;L4D2SG552;L4D2M60;L4D2GrenadeLauncher;L4D2MAC10;L4D2MP5;L4D2UZI;L4D2MilitarySniper;L4D2MiniSniper;L4D2AWP;L4D2Scout;L4D2ShotgunM1014;L4D2ShotgunMetal;L4D2ShotgunSpas;L4D2ShotgunWood,
        PartType = Canon,
        MetalValue = 15,
		ActivatedItem = TRUE,
		LightDistance = 35,
		LightStrength = 3.2,
		MetalValue = 10,
		TorchCone = TRUE,
		TorchDot = 0.66,
		SoundMap = Activate FlashlightOn,
		SoundMap = Deactivate FlashlightOff,
		primaryAnimMask = HoldingTorchRight,
		secondaryAnimMask = HoldingTorchLeft,
        AttachmentType = Screwdriver,
		DisappearOnUse = False,
		UseDelta = 0.0001,
		Tags = base:Flashlight;base:UsesBattery,
        Tooltip = Tooltip_L4D2Gunlight,
    }

	model L4D2Gunlight
    {
        mesh = weapons/firearms/L4D2Gunlight,
        texture = weapons/firearms/L4D2Gunlight,
    }





}