module Base
{

	item L4D2GrenadeLauncher
	{
		/*****************Naming and Category*****************/
		WeaponSprite					=	L4D2GrenadeLauncher_mesh,
		ItemType							=	base:Weapon,
		Weight							=	4.6,
		SubCategory						=	Firearm,
		IsAimedFirearm					=	TRUE,
		DisplayName						=	L4D2GrenadeLauncher,
		DisplayCategory					=	Weapon,
		Icon							=	L4D2GrenadeLauncher,
		Tags							=	base:repairwithL4D2FirearmsFixer;base:hasmetal;base:firearm,
		MetalValue						=	45,
		ResearchableRecipes 			=	MakeL4D2GrenadeLauncher,
		Tooltip 						=	Tooltip_L4D2GrenadeLauncher,

		/************************Damage************************/
		SplatNumber						=	3,
		PushBackMod						=	0.3,
		DoorDamage						=	0,
		MinDamage						=	0,
		MaxDamage						=	0,
		SplatSize						=	3,
		KnockdownMod					=	1,
		CriticalChance					=	25,
		CritDmgMultiplier				=	4,
		ShareDamage						=	FALSE,
		KnockBackOnNoDeath				=	TRUE,
		SplatBloodOnNoDeath				=	TRUE,
		PiercingBullets					=	FALSE,
		ExplosionPower 					=   10,
		ExplosionRange  				=  	10,
		ExplosionSound 					= 	PipeBombExplode,
		HaveChamber 					=	FALSE,
		PhysicsObject					=	PipeBomb,

		/***********************Handling***********************/
		MaxRange						=	25,
		MinRange						=	0.55,
		MinAngle						=	0.95,
		MinSightRange					=	3,
		MaxSightRange					=	9,
		MinimumSwingTime				=	0.3,
		SwingAmountBeforeImpact			=	0,
		SwingTime						=	0.3,
		AimingPerkCritModifier			=	15,
		MaxHitCount						=	0,
		ToHitModifier					=	1.5,
		HitChance						=	40,
		AimingPerkHitChanceModifier		=	10,
		AimingPerkMinAngleModifier		=	0,
		AimingPerkRangeModifier			=	0,
		RecoilDelay						=	20,
		ReloadTime						=	80,
		AimingTime						=	45,
		StopPower						=	30,
		ConditionLowerChanceOneIn		=	200,
		ConditionMax					=	30,
		JamGunChance					=	0,
		Ranged							=	TRUE,
		MultipleHitConditionAffected	=	FALSE,
		UseEndurance					=	FALSE,
		RequiresEquippedBothHands		=	TRUE,
		TwoHandWeapon					=	TRUE,
		RackAfterShoot					=	FALSE,
		AttachmentType					=	Rifle,
		SwingAnim						=	Rifle,
		RunAnim							=	Run_Weapon2,
		IdleAnim						=	Idle_Weapon2,
		MuzzleFlashModelKey = L4D2_AssaultRifle_muzzle_flash,

		/************************Ammo************************/
		AmmoBox							=	Base.308Box,
		MaxAmmo							=	1,
		AmmoType						=	base:bullets_308,
		WeaponReloadType				=	doublebarrelshotgun,
				
		/************************Attachment************************/

		ModelWeaponPart = L4D2Gunlight L4D2gunlight l4D2Gunlight L4D2Gunlight,

		/************************Audio************************/
		ImpactSound						=	null,
		SoundVolume						=	40,
		NPCSoundBoost					=	1.5,
		BringToBearSound				=	M16BringToBear,
		HitSound						=	BulletHitBody,
		SwingSound						=	L4D2GrenadeLauncherShoot,
		EquipSound						=	L4D2GrenadeLauncherEquip,
		UnequipSound					=	L4D2GrenadeLauncherUnEquip,
		InsertAmmoSound					=	DoubleBarrelShotgunInsertAmmo,
		EjectAmmoSound					=	DoubleBarrelShotgunEjectAmmo,
		InsertAmmoStartSound			=	L4D2GrenadeLauncherInsertAmmoStart,
		InsertAmmoStopSound				=	L4D2GrenadeLauncherInsertAmmoStop,
		EjectAmmoStartSound				=	L4D2GrenadeLauncherEjectAmmoStart,
		EjectAmmoStopSound				=	L4D2GrenadeLauncherEjectAmmoStop,
		ShellFallSound					=	DoubleBarrelShotgunCartridgeFall,
		RackSound						=	L4D2GrenadeLauncherRack,
		BreakSound						=	DoubleBarrelShotgunBreak,
		ClickSound						=	DoubleBarrelShotgunJam,
		SoundRadius						=	200,
		SoundGain						=	2,
	}
	
	model L4D2GrenadeLauncher_mesh
	{	

		mesh = weapons/firearms/L4D2_GrenadeLauncher,
		texture = weapons/firearms/L4D2_GrenadeLauncher,

		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,
		}
	}




}