module SGuns
{
	imports
	{
		Base,
	}
	

	item NailBomb
	{
	    EquipSound = BottleThrow,
		MaxRange 		= 17,
		Type 		= Weapon,
		MinimumSwingTime 		= 1.5,
		SwingAnim 		= Throw,
		WeaponSprite 		= NailBomb,
		UseSelf 		= TRUE,
		DisplayName 		= Nail Bomb,
		SwingSound = NailBombThrow,
		SwingTime 		= 1.0,
		SwingAmountBeforeImpact 		= 0.1,
		PhysicsObject 		= PipeBomb,
		MinDamage 		= 0,
		Weight 		= 0.4,
		MaxDamage 		= 0,
		MaxHitCount 		= 15,
		Icon 		= NailBomb,
		ExplosionPower 		= 0,
		ExtraDamage 		= 60,
		ExplosionRange 		= 7,
		ExplosionSound 		= NailBombExplosion,
		AttachmentType 		= Holster,
		Tooltip 		= Tooltip_Trap,
	}
	item GlassBomb
	{
	    EquipSound = BottleThrow,
		MaxRange 		= 17,
		Type 		= Weapon,
		MinimumSwingTime 		= 1.5,
		SwingAnim 		= Throw,
		WeaponSprite 		= GlassBomb,
		UseSelf 		= TRUE,
		DisplayName 		= Glass Bomb,
		SwingSound = BottleThrow,
		SwingTime 		= 1.0,
		SwingAmountBeforeImpact 		= 0.1,
		PhysicsObject 		= PipeBomb,
		MinDamage 		= 0,
		Weight 		= 1,
		MaxDamage 		= 0,
		MaxHitCount 		= 15,
		Icon 		= GlassBomb,
		ExplosionPower 		= 0,
		ExtraDamage 		= 50,
		ExplosionRange 		= 8,
		ExplosionSound 		= GlassBombExplosion,
		AttachmentType 		= Holster,
		Tooltip 		= Tooltip_Trap,
	}
	item HPB
	{
	    EquipSound = BottleThrow,
		MaxRange 		= 10,
		Type 		= Weapon,
		MinimumSwingTime 		= 1.5,
		SwingAnim 		= Throw,
		WeaponSprite 		= HPB,
		UseSelf 		= TRUE,
		DisplayName 		= Homemade Pipe Bomb,
		SwingSound = PipeBombThrow,
		SwingTime 		= 1.0,
		SwingAmountBeforeImpact 		= 0.1,
		PhysicsObject 		= PipeBomb,
		MinDamage 		= 0,
		Weight 		= 0.5,
		MaxDamage 		= 0,
		MaxHitCount 		= 15,
		Icon 		= HPB,
		ExplosionPower 		= 0,
		ExtraDamage 		= 50,
		ExplosionRange 		= 7,
		ExplosionSound 		= PipeBombExplosion,
		AttachmentType 		= Holster,
		Tooltip 		= Tooltip_Trap,
	}
	item HD
	{
	    EquipSound = BottleThrow,
		MaxRange 		= 30,
		Type 		= Weapon,
		MinimumSwingTime 		= 1.5,
		SwingAnim 		= Throw,
		WeaponSprite 		= HD,
		UseSelf 		= TRUE,
		DisplayName 		= Homemade Decoy,
		SwingSound = NailBombThrow,
		SwingTime 		= 1.0,
		SwingAmountBeforeImpact 		= 0.1,
		PhysicsObject 		= PipeBomb,
		MinDamage 		= 0,
		Weight 		= 0.3,
		MaxDamage 		= 0,
		MaxHitCount 		= 15,
		Icon 		= HD,
		ExplosionRange 		= 3,
		ExplosionSound 		= DecoyExplosion,
		AttachmentType 		= Holster,
		Tooltip 		= Tooltip_Trap,
	}
	item TBottle
	{
	    EquipSound = BottleThrow,
		MaxRange 		= 20,
		Type 		= Weapon,
		MinimumSwingTime 		= 1.5,
		SwingAnim 		= Throw,
		WeaponSprite 		= TBottle,
		UseSelf 		= TRUE,
		DisplayName 		= Throwable Bottle,
		SwingSound = BottleThrow,
		SwingTime 		= 1.0,
		SwingAmountBeforeImpact 		= 0.1,
		PhysicsObject 		= MolotovCocktail,
		MinDamage 		= 0,
		Weight 		= 0.3,
		MaxDamage 		= 0,
		MaxHitCount 		= 15,
		Icon 		= TBottle,
		ExplosionRange 		= 3,
		ExplosionSound 		= Bottlesmash,
		AttachmentType 		= Holster,
		Tooltip 		= Tooltip_Trap,
	}
	item SlamFire
    {
	    EquipSound = BottleThrow,
		WorldStaticModel = SlamFire_Ground,
        ImpactSound	=	null,
        MaxRange	=	9,
        RangeFalloff	=	TRUE,
        WeaponSprite	=	SlamFire,
        SoundVolume	=	200,
        MinAngle	=	0.9,
        Type	=	Weapon,
        KnockBackOnNoDeath	=	TRUE,
        Ranged	=	TRUE,
        ProjectileCount	=	5,
        ConditionLowerChanceOneIn	=	10,
        Weight	=	2,
        SplatNumber	=	4,
        PushBackMod	=	0.8,
        SubCategory	=	Firearm,
        AimingMod	=	2,
        ConditionMax	=	15,
        ShareDamage	=	FALSE,
        MaxHitCount	=	4,
        IsAimedHandWeapon	=	TRUE,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	30,
        UseEndurance	=	FALSE,
        DisplayName	=	SlamFire Shotgun,
        MinRange	=	0.67,
        SwingTime	=	2,
        AngleFalloff	=	TRUE,
        MultipleHitConditionAffected	=	FALSE,
        SwingSound	=	SGSlamFireSound,
        SoundRadius	=	100,
        MinDamage	=	2,
        MaxDamage	=	1.7,
        KnockdownMod	=	8,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	SlamFire,
        RunAnim	=	Run_Weapon2,
        CriticalChance = 80,
        CritDmgMultiplier = 2,
        AimingPerkCritModifier = 4,
        HitChance = 80,
        AimingPerkHitChanceModifier = 5,
        RecoilDelay = 50,
        SoundGain = 2,
        ReloadTime = 100,
        AimingTime = 20,
        RequiresEquippedBothHands = TRUE,
        BreakSound  =   BreakingWeapon1,
        ShellFallSound = ShotgunShellHitGround,
        MetalValue = 45,
        TwoHandWeapon = TRUE,
        AmmoBox = ShotgunShellsBox,
        MaxAmmo = 1,
        InsertAmmoSound = StormyShotgunInsertRound,
        EjectAmmoSound = Stormy9mmClipEject,
        RackSound = stormyShotgunPump,
        AmmoType = Base.ShotgunShells,
        WeaponReloadType = shotgun,
        JamGunChance = 0,
        AttachmentType = Rifle,
        InsertAllBulletsReload = TRUE,
        RackAfterShoot = FALSE,
        haveChamber = FALSE,
		Tooltip    =    Tooltip_UsesShotgunShells,	
	}
	fixing Fix SlamFire Shotgun
	{
	   Require : SlamFire,

       
       Fixer : MetalPipe=1; MetalWelding=1,
	   Fixer : DuctTape=1,
	   
	}
}
