module Base
{

item L4D2ShotgunWood
    {
        DisplayCategory = Weapon,
        ItemType = base:weapon,
        Weight = 4,
        Icon = L4D2ShotgunWood,
        AimingMod = 2.0,
        AimingPerkCritModifier = 10,
        AimingPerkHitChanceModifier = 4,
        AimReleaseSound = JS2000ShotgunAimRelease,
        Aimingtime = 20,
        AmmoBox = Base.ShotgunShellsBox,
        AmmoType = base:shotgun_shells,
        AngleFalloff = false,
        AttachmentType = Rifle,
        BreakSound = JS2000ShotgunBreak,
        BringToBearSound = JS2000ShotgunBringToBear,
        ClickSound = JS2000ShotgunJam,
        ConditionLowerChanceOneIn = 350,
        ConditionMax = 30,
        CritDmgMultiplier = 12.0,
        CriticalChance = 70.0,
        DoorDamage = 100,
        DropSound = JS2000ShotgunDrop,
        EjectAmmoSound = L4D2ShotgunWoodAmmo,
        EjectAmmoStartSound = JS2000ShotgunEjectAmmoStart,
        EjectAmmoStopSound = JS2000ShotgunEjectAmmoStop,
        EquipSound = L4D2ShotgunWoodEquip,
        FireMode = Single,
        HitChance = 50,
        HitSound = BulletImpact,
        ImpactSound = null,
        InsertAmmoSound = L4D2ShotgunWoodAmmo,
        InsertAmmoStartSound = JS2000ShotgunInsertAmmoStart,
        InsertAmmoStopSound = JS2000ShotgunInsertAmmoStop,
        IsAimedFirearm = true,
        IsAimedHandWeapon = true,
        JamGunChance = 0,
        KnockBackOnNoDeath = true,
        KnockdownMod = 1,
        MaxAmmo = 8,
        MaxDamage = 3.6,
        MaxHitcount = 9,
        MaxRange = 24,
        MinSightRange = 3,
        MaxSightRange = 8.0,
        MetalValue = 45.0,
        MinAngle = 0.985,
        MinDamage = 2.2,
        MinRange = 0.5,
        ModelWeaponPart = L4D2Gunlight L4D2gunlight l4D2Gunlight L4D2Gunlight,
        MultipleHitConditionAffected = false,
        MuzzleFlashModelKey = L4D2_Shotgun_muzzle_flash,
        Projectilecount = 9,
        ProjectileSpread = 1.0,
        ProjectileWeightCenter = 1.0,
        PiercingBullets = false,
        PushBackMod = 0.8,
        RackAfterShoot = true,
        RackSound = L4D2ShotgunWoodRack,
        RangeFalloff = true,
        Ranged = true,
        RecoilDelay = 50,
        Reloadtime = 15,
        RequiresEquippedBothHands = true,
        RunAnim = Run_Weapon2,
        ShellFallSound = JS2000ShotgunCartridgeFall,
        SoundGain = 2.0,
        SoundRadius = 175,
        SoundVolume = 40,
        SplatBloodOnNoDeath = true,
        SplatNumber = 5,
        StopPower = 30.0,
        SubCategory = Firearm,
        SwingSound = L4D2ShotgunMetalShoot,
        Swingtime = 0.5,
        TwoHandWeapon = true,
        UnequipSound = L4D2ShotgunWoodUnEquip,
        UseEndurance = false,
        WeaponReloadType = shotgun,
        WeaponSprite = L4D2ShotgunMetal_mesh,
        Tags = base:repairwithL4D2FirearmsFixer;base:hasmetal;base:firearm,
        ResearchableRecipes = MakeL4D2ShotgunMetal,
        Tooltip =Tooltip_L4D2ShotgunMetal,
    }



	model L4D2ShotgunWood_mesh
	{	

		mesh = weapons/firearms/L4D2_Shotgun_Wood,
		texture = weapons/firearms/L4D2_Shotgun_Wood,

		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,
		}
	}



}