module GunsmithingAmmo
{
    item GSA_M2A1
    {
        RackAfterShoot = false,
        DisplayName = M2 Flame Thrower,
        DisplayCategory = Weapon,
        ItemType = base:weapon,
        Weight = 4,
        Icon = GSA_Special_M2A1,
        AimingPerkCritModifier = 6,
        AimingPerkHitChanceModifier = 4,
        AimingPerkMinAngleModifier = 0.01,
        AimingPerkRangeModifier = 0,
        AimReleaseSound = M16AimRelease,
        Aimingtime = 12,

        AttachmentType = Rifle,
        BreakSound = M16Break,
        BringToBearSound = M16BringToBear,
        ClickSound = M16Jam,
        ConditionLowerChanceOneIn = 60,
        ConditionMax = 50,
        CritDmgMultiplier = 4.0,
        CriticalChance = 20.0,
        DoorDamage = 5,
        DropSound = M16Drop,
        EjectAmmoSound = M16EjectAmmo,
        EjectAmmoStartSound = M16EjectAmmoStart,
        EjectAmmoStopSound = M16EjectAmmoStop,
        EquipSound = M16Equip,
        FireMode = Auto,
        FireModePossibilities = Auto/Single,
        CyclicRateMultiplier = 1.0,
        HitChance = 41,
        HitSound = BulletImpact,
        IdleAnim = Idle_Weapon2,
        ImpactSound = null,
        InsertAmmoSound = M16InsertAmmo,
        InsertAmmoStartSound = M16InsertAmmoStart,
        InsertAmmoStopSound = M16InsertAmmoStop,
        IsAimedFirearm = true,
        JamGunChance = 1,
        KnockBackOnNoDeath = true,
        KnockdownMod = 4.0,

        MaxAmmo = 0,
        MaxDamage = 0,
        MaxHitcount = 2,
        MaxRange = 15,
        MinSightRange = 2,
        MaxSightRange = 10.0,
        MetalValue = 45.0,
        MinAngle = 0.965,
        MinDamage = 0,
        MinRange = 0.61,
        MinimumSwingtime = 0.5,
        ModelWeaponPart = TritiumSights IronSight scope2 scope2,
        ModelWeaponPart = Laser Laser laser laser,
        ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
        ModelWeaponPart = RedDot RedDot reddot reddot,
        ModelWeaponPart = x2Scope x2Scope scope2 scope2,
        ModelWeaponPart = x4Scope x4Scope scope scope,
        MultipleHitConditionAffected = false,
        MuzzleFlashModelKey = muzzle_flash_assault_rifle,
        NPCSoundBoost = 1.5,
        PiercingBullets = true,
        Projectilecount = 1,
        PushBackMod = 0.3,
        RackSound = M16Rack,
        Ranged = true,
        RecoilDelay = 0,
        Reloadtime = 25,
        RequiresEquippedBothHands = true,
        RunAnim = Run_Weapon2,
        ShellFallSound = M16CartridgeFall,
        SoundGain = 2.0,
        SoundRadius = 150,
        SoundVolume = 35,
        SplatBloodOnNoDeath = true,
        SplatNumber = 3,
        SplatSize = 3,
        StopPower = 2.0,
        SubCategory = Firearm,
        SwingAmountBeforeImpact = 0.0,
        SwingAnim = Rifle,
        SwingSound = M16Shoot,
        Swingtime = 0.5,
        ToHitModifier = 1.5,
        TwoHandWeapon = true,
        UnequipSound = M16UnEquip,
        UseEndurance = false,
        WeaponReloadType = boltaction,
        WeaponSprite = GSA_Special_M2A1,
        Tags = base:hasmetal;base:firearm,
    }

    item GSA_M2A1_Backpack
    {
        ItemType = base:container,
        DisplayCategory = Bag,
        DisplayName = M2 FuelTank,
        Weight = 3.0,
        Icon = GSA_M2A1_Backpack,
        ClothingItem = GSA_M2A1_Backpack,
        CanBeEquipped = base:back,
        Capacity = 16,
        AcceptItemFunction = GSA_M2A1TankRejectItem,
        WeightReduction = 0,
        BloodLocation = Bag,
        CanHaveHoles = false,
        RunSpeedModifier = 0.90,
        AttachmentReplacement = Bag,
        WorldStaticModel = GSA_M2A1_BackpackGround,
        Tags = base:petrol;base:hasmetal,
        component FluidContainer
        {
            ContainerName = GSA_M2A1FuelTank,
            Capacity = 16.0,
            InitialPercentMin = 0.0,
            InitialPercentMax = 0.0,
            Fluids
            {
            }
            whitelist
            {
                fluid = Petrol,
            }
        }
    }
}
