module VanillaFirearmsRework
{
    item ANPEQ15_Laser
    {
        HitChanceModifier = 5,
        AimingTimeModifier = -5,
        Tooltip = hitchance : +5<br>aimtime : -5,

        DisplayName = AN/PEQ 15 Laser,
        WorldStaticModel = ANPEQ15_Laser,
        MountOn = Base.AssaultRifle;Base.AssaultRifle2;Base.JS3T_Shotgun;Base.Shotgun;Base.ShotgunSawnoff;Base.JS14_Rifle;Base.MSR7T_Rifle;Base.TrapperCarbine,
        Weight = 0.2,
        WeightModifier = 0.2,
        PartType = Laser,

        DisplayCategory = WeaponPart,
        ItemType = base:weaponpart,
        Icon = HandgunLaser,
        MetalValue = 15.0,
        CanAttach = ItemCodeOnTest.hasScrewdriver,
        CanDetach = ItemCodeOnTest.hasScrewdriver,
    }

    item PERST4_Laser
    {
        HitChanceModifier = 5,
        AimingTimeModifier = -5,
        Tooltip = hitchance : +5<br>aimtime : -5,

        DisplayName = Perst 4 Laser,
        WorldStaticModel = PERST4_Laser,
        MountOn = Base.AssaultRifle;Base.AssaultRifle2;Base.JS3T_Shotgun;Base.Shotgun;Base.ShotgunSawnoff;Base.JS14_Rifle;Base.MSR7T_Rifle;Base.TrapperCarbine,
        Weight = 0.2,
        WeightModifier = 0.2,
        PartType = Laser,

        DisplayCategory = WeaponPart,
        ItemType = base:weaponpart,
        Icon = HandgunLaser,
        MetalValue = 15.0,
        CanAttach = ItemCodeOnTest.hasScrewdriver,
        CanDetach = ItemCodeOnTest.hasScrewdriver,
    }

    item SUNFIRE_Light
    {
        AimingTimeModifier = -5,
        Tooltip = aimtime : -5,

        DisplayName = Sunfire Tactical Light,
        MountOn = Base.AssaultRifle;Base.AssaultRifle2;Base.JS3T_Shotgun;Base.Shotgun;Base.ShotgunSawnoff;Base.JS14_Rifle;Base.MSR7T_Rifle;Base.TrapperCarbine,
        Weight = 0.2,
        WeightModifier = 0.2,
        PartType = Light,

        DisplayCategory = WeaponPart,
        ItemType = base:weaponpart,
        Icon = Flashlight2,
        MetalValue = 10.0,
        WorldStaticModel = Handgun_Light_Ground,
        ActivatedItem = true,
        LightDistance = 15,
        LightStrength = 1.3,
        TorchCone = true,
        TorchDot = 0.66,
        SoundMap = Activate FlashlightOn,
        SoundMap = Deactivate FlashlightOff,
        primaryAnimMask = HoldingTorchRight,
        secondaryAnimMask = HoldingTorchLeft,
        DisappearOnUse = false,
        UseDelta = 0.001,
        Tags = base:flashlight;base:usesbattery,
    }

    item KLESCH_Light
    {
        AimingTimeModifier = -5,
        Tooltip = aimtime : -5,
        
        DisplayName = Klesch Tactical Light,
        MountOn = Base.AssaultRifle;Base.AssaultRifle2;Base.JS3T_Shotgun;Base.Shotgun;Base.ShotgunSawnoff;Base.JS14_Rifle;Base.MSR7T_Rifle;Base.TrapperCarbine,
        Weight = 0.2,
        WeightModifier = 0.2,
        PartType = Light,

        DisplayCategory = WeaponPart,
        ItemType = base:weaponpart,
        Icon = Flashlight2,
        MetalValue = 10.0,
        WorldStaticModel = Handgun_Light_Ground,
        ActivatedItem = true,
        LightDistance = 15,
        LightStrength = 1.3,
        TorchCone = true,
        TorchDot = 0.66,
        SoundMap = Activate FlashlightOn,
        SoundMap = Deactivate FlashlightOff,
        primaryAnimMask = HoldingTorchRight,
        secondaryAnimMask = HoldingTorchLeft,
        DisappearOnUse = false,
        UseDelta = 0.001,
        Tags = base:flashlight;base:usesbattery,
    }

    item Fenix_LaserLight
    {
        HitChanceModifier = 5,
        AimingTimeModifier = -5,
        Tooltip = hitchance : +5<br>aimtime : -5,

        DisplayName = Fenix Tactical Laser/Light,
        MountOn = Base.Pistol3;Base.Pistol;Base.Pistol2,
        Weight = 0.1,
        WeightModifier = 0.1,
        PartType = Laser,

        DisplayCategory = WeaponPart,
        ItemType = base:weaponpart,
        Icon = HandgunLaser,
        MetalValue = 10.0,
        WorldStaticModel = Handgun_Light_Ground,
        ActivatedItem = true,
        LightDistance = 10,
        LightStrength = 1.3,
        TorchCone = true,
        TorchDot = 0.66,
        SoundMap = Activate FlashlightOn,
        SoundMap = Deactivate FlashlightOff,
        primaryAnimMask = HoldingTorchRight,
        secondaryAnimMask = HoldingTorchLeft,
        DisappearOnUse = false,
        UseDelta = 0.001,
        Tags = base:flashlight;base:usesbattery,
    }
}
