module SGuns
{
	imports
	{
		Base,
	}
	
	item SBBox
	{
	    Type		=	Drainable,
		WorldStaticModel = SBB_Ground,
		UseDelta	=	0.10,
		Count 		= 1,
		Weight 		= 6,
		DisplayName 		= Salvaged Bullet Box,
		DisplayCategory 		= Item,
		Icon 		= SBBox,
		MetalValue 		= 1,
	}
	item SBullets
	{
		Count 		= 1,
		WorldStaticModel = SalvagedBullet_Ground,
		Weight 		= 0.02,
		Type 		= Normal,
		DisplayName 		= Salvaged Bullets,
		DisplayCategory 		= Ammo,
		Icon 		= SBullets,
	}
	item SSMGMagazine
	{
		CanStack 		= TRUE,
		WorldStaticModel = SalvagedMag_Ground,
		Weight 		= 0.3,
		Type 		= Normal,
		DisplayName 		= Salvaged Magazine,
		Icon 		= SSMGMagazine,
		MaxAmmo 		= 30,
		AmmoType 		= SGuns.SBullets,
		StaticModel 		= GunMagazine,
		Tooltip    =    Tooltip_UsesSalvagedBullets,
		Tags = GunMagazine,
		GunType            = SGuns.SAR,
	}
	item SARBO
	{
	    EquipSound = Fold,
		WorldStaticModel = SARB_Ground,
		UnequipSound = Fold,
		MaxRange 		= 1.40,
		WeaponSprite 		= SARB,
		MinAngle 		= 0.8,
		Type 		= Weapon,
		MinimumSwingTime 		= 1.7,
		KnockBackOnNoDeath 		= FALSE,
		SwingAmountBeforeImpact 		= 0.02,
		Categories 		= Improvised;Spear,
		ConditionLowerChanceOneIn 		= 10,
		Weight 		= 3,
		SplatNumber 		= 1,
		PushBackMod 		= 0.3,
		SubCategory 		= Spear,
		ConditionMax 		= 25,
		MaxHitCount 		= 2,
		DoorDamage 		= 10,
		SwingAnim 		= Spear,
		DisplayName 		= SAR (Using Bayonet),
		MinRange 		= 0.68,
		SwingTime 		= 2,
		KnockdownMod 		= 0,
		SplatBloodOnNoDeath 		= FALSE,
		Icon 		= SARBO,
		RunAnim 		= Run_Weapon2,
		IdleAnim 		= Idle_Weapon2,
		BreakSound 		= BreakingWeapon,
		TreeDamage 		= 12,
		TwoHandWeapon 		= TRUE,
		CriticalChance 		= 10,
		CritDmgMultiplier 		= 4,
		MinDamage 		= 1.3,
		MaxDamage 		= 2.2,
		DamageCategory 		= Slash,
		DamageMakeHole 		= TRUE,
		HitFloorSound 		= BladeHit,
		ImpactSound 		= BladeHit,
		HitSound 		= BladeHit,
		AttachmentType 		= Rifle,
		Tooltip    =    Tooltip_UsesSalvagedMag,
		Tags = Gun,
	}
	fixing Fix SARBO
    {
       Require : SARBO,

       Fixer : GunParts=2; MetalWelding=9,
	   Fixer : GunParts=4; MetalWelding=7,
    }
	item SSMGUnfolded
	{
	    EquipSound = SGSSMGRack,
		WorldStaticModel = SSMG_Ground,
		UnequipSound = Fold,
		ImpactSound 		= BulletHit,
		MaxRange 		= 10,
		WeaponSprite 		= SSMGUnfolded,
		SoundVolume 		= 30,
		MinAngle 		= 0.45,
		Type 		= Weapon,
		MinimumSwingTime 		= 0.3,
		ToHitModifier 		= 1.5,
		NPCSoundBoost 		= 1.5,
		KnockBackOnNoDeath 		= TRUE,
		Ranged 		= TRUE,
		SwingAmountBeforeImpact 		= 0,
		ProjectileCount 		= 1,
		ConditionLowerChanceOneIn 		= 20,
		Weight 		= 2.7,
		SplatNumber 		= 5,
		PushBackMod 		= 0.3,
		SubCategory 		= Firearm,
		ConditionMax 		= 25,
		ShareDamage 		= FALSE,
		MaxHitCount 		= 1,
		IsAimedFirearm 		= TRUE,
		DoorDamage 		= 15,
		UseEndurance 		= FALSE,
		SwingAnim 		= Rifle,
		DisplayName 		= Salvaged SMG,
		MinRange 		= 0.61,
		SwingTime 		= 0.03,
		MultipleHitConditionAffected 		= FALSE,
		SwingSound 		= SGSSMGSound,
		SoundRadius 		= 80,
		MinDamage 		= 1.5,
		MaxDamage 		= 2,
		SplatSize 		= 3,
		KnockdownMod 		= 2.5,
		SplatBloodOnNoDeath 		= TRUE,
		Icon 		= SSMGUnfolded,
		RunAnim 		= Run_Weapon2,
		IdleAnim 		= Idle_Weapon2,
		CriticalChance 		= 10,
		CritDmgMultiplier 		= 8,
		AimingPerkCritModifier 		= 12,
		HitChance 		= 8,
		AimingPerkHitChanceModifier 		= 10,
		AimingPerkMinAngleModifier 		= 0.01,
		AimingPerkRangeModifier 		= 1,
		RecoilDelay 		= 0,
		PiercingBullets 		= TRUE,
		SoundGain 		= 1.5,
		ReloadTime 		= 9,
		AimingTime 		= 25,
		RequiresEquippedBothHands 		= TRUE,
		BreakSound 		= BreakingWeapon1,
		MetalValue 		= 60,
		TwoHandWeapon 		= TRUE,
		AmmoBox 		= 223Box,
		MaxAmmo 		= 30,
		InsertAmmoSound 		= SGSSMGMagInsert,
		EjectAmmoSound 		= SSMGMagRelease,
		RackSound 		= SGSSMGRack,
		AmmoType 		= SGuns.SBullets,
		WeaponReloadType 		= boltaction,
		MagazineType 		= SGuns.SSMGMagazine,
		JamGunChance 		= 2,
		AttachmentType 		= Rifle,
		FireMode = Auto,
		Tooltip    =    Tooltip_UsesSalvagedMag,
		Tags = Gun,
	}
	fixing Fix SSMGUnfolded
    {
       Require : SSMGUnfolded,

       Fixer : GunParts=2; MetalWelding=8,
	   Fixer : GunParts=4; MetalWelding=6,
    }
	item SSMGFolded
	{
	    EquipSound = SGSSMGRack,
		WorldStaticModel = SSMGFolded_Ground,
		UnequipSound = Fold,
		ImpactSound 		= BulletHit,
		MaxRange 		= 10,
		WeaponSprite 		= SSMGFolded,
		SoundVolume 		= 30,
		MinAngle 		= 0.45,
		Type 		= Weapon,
		MinimumSwingTime 		= 0.3,
		ToHitModifier 		= 1.5,
		NPCSoundBoost 		= 1.5,
		KnockBackOnNoDeath 		= TRUE,
		Ranged 		= TRUE,
		SwingAmountBeforeImpact 		= 0,
		ProjectileCount 		= 1,
		ConditionLowerChanceOneIn 		= 20,
		Weight 		= 1.7,
		SplatNumber 		= 5,
		PushBackMod 		= 0.3,
		SubCategory 		= Firearm,
		ConditionMax 		= 25,
		ShareDamage 		= FALSE,
		MaxHitCount 		= 1,
		IsAimedFirearm 		= TRUE,
		DoorDamage 		= 15,
		UseEndurance 		= FALSE,
		SwingAnim 		= Pistol,
		DisplayName 		= Salvaged SMG (Folded),
		MinRange 		= 0.61,
		SwingTime 		= 0.1,
		MultipleHitConditionAffected 		= FALSE,
		SwingSound 		= SGSSMGSound,
		SoundRadius 		= 80,
		MinDamage 		= 1.5,
		MaxDamage 		= 2,
		SplatSize 		= 3,
		KnockdownMod 		= 2.5,
		SplatBloodOnNoDeath 		= TRUE,
		Icon 		= SSMGUnfolded,
		RunAnim 		= Run_Weapon2,
		IdleAnim 		= Idle_Weapon2,
		CriticalChance 		= 10,
		CritDmgMultiplier 		= 8,
		AimingPerkCritModifier 		= 12,
		HitChance 		= 6,
		AimingPerkHitChanceModifier 		= 10,
		AimingPerkMinAngleModifier 		= 0.01,
		AimingPerkRangeModifier 		= 1,
		RecoilDelay 		= 1,
		PiercingBullets 		= TRUE,
		SoundGain 		= 1.5,
		ReloadTime 		= 8,
		RequiresEquippedBothHands 		= FALSE,
		BreakSound 		= BreakingWeapon1,
		MetalValue 		= 60,
		AmmoBox 		= 223Box,
		MaxAmmo 		= 30,
		InsertAmmoSound 		= SGSSMGMagInsert,
		EjectAmmoSound 		= SSMGMagRelease,
		RackSound 		= SGSSMGRack,
		AmmoType 		= SGuns.SBullets,
		WeaponReloadType 		= boltaction,
		MagazineType 		= SGuns.SSMGMagazine,
		JamGunChance 		= 5,
		AttachmentType 		= Holster,
		FireMode = Auto,
		Tooltip    =    Tooltip_UsesSalvagedMag,
		Tags = Gun,
	}
	fixing Fix SSMGFolded
    {
       Require : SSMGFolded,

       Fixer : GunParts=2; MetalWelding=8,
	   Fixer : GunParts=4; MetalWelding=6,
    }
	item SAR
	{
	    EquipSound = SGSSMGRack,
		WorldStaticModel = SAR_Ground,
		UnequipSound = Fold,
		ImpactSound 		= BulletHit,
		MaxRange 		= 12,
		WeaponSprite 		= SAR,
		SoundVolume 		= 30,
		MinAngle 		= 0.45,
		Type 		= Weapon,
		MinimumSwingTime 		= 0.3,
		ToHitModifier 		= 1.5,
		NPCSoundBoost 		= 1.5,
		KnockBackOnNoDeath 		= TRUE,
		Ranged 		= TRUE,
		SwingAmountBeforeImpact 		= 0,
		ProjectileCount 		= 1,
		ConditionLowerChanceOneIn 		= 20,
		Weight 		= 3,
		SplatNumber 		= 5,
		PushBackMod 		= 0.3,
		SubCategory 		= Firearm,
		ConditionMax 		= 25,
		ShareDamage 		= FALSE,
		MaxHitCount 		= 1,
		IsAimedFirearm 		= TRUE,
		DoorDamage 		= 15,
		UseEndurance 		= FALSE,
		SwingAnim 		= Rifle,
		DisplayName 		= Salvaged Assault Rifle,
		MinRange 		= 0.61,
		SwingTime 		= 0.03,
		MultipleHitConditionAffected 		= FALSE,
		SwingSound 		= SGSSMGSound,
		SoundRadius 		= 25,
		MinDamage 		= 1,
		MaxDamage 		= 1.5,
		SplatSize 		= 3,
		KnockdownMod 		= 2,
		SplatBloodOnNoDeath 		= TRUE,
		Icon 		= SAR,
		RunAnim 		= Run_Weapon2,
		IdleAnim 		= Idle_Weapon2,
		CriticalChance 		= 10,
		CritDmgMultiplier 		= 8,
		AimingPerkCritModifier 		= 12,
		HitChance 		= 10,
		AimingPerkHitChanceModifier 		= 10,
		AimingPerkMinAngleModifier 		= 0.01,
		AimingPerkRangeModifier 		= 1,
		RecoilDelay 		= 0,
		PiercingBullets 		= TRUE,
		SoundGain 		= 1.5,
		ReloadTime 		= 7,
		AimingTime 		= 30,
		RequiresEquippedBothHands 		= TRUE,
		BreakSound 		= BreakingWeapon1,
		MetalValue 		= 60,
		TwoHandWeapon 		= TRUE,
		AmmoBox 		= 223Box,
		MaxAmmo 		= 30,
		InsertAmmoSound 		= SGSSMGMagInsert,
		EjectAmmoSound 		= SSMGMagRelease,
		RackSound 		= SGSSMGRack,
		AmmoType 		= SGuns.SBullets,
		WeaponReloadType 		= boltaction,
		MagazineType 		= SGuns.SSMGMagazine,
		JamGunChance 		= 4,
		AttachmentType 		= Rifle,
		FireMode = Auto,
		Tooltip    =    Tooltip_UsesSalvagedMag,
		Tags = Gun,
	}
	fixing Fix SAR
    {
       Require : SAR,

       Fixer : GunParts=2; MetalWelding=9,
	   Fixer : GunParts=4; MetalWelding=7,
    }
	item SARB
	{
	    EquipSound = SGSSMGRack,
		WorldStaticModel = SARB_Ground,
		UnequipSound = Fold,
		ImpactSound 		= Null,
		MaxRange 		= 12,
		WeaponSprite 		= SARB,
		SoundVolume 		= 30,
		MinAngle 		= 0.45,
		Type 		= Weapon,
		MinimumSwingTime 		= 0.3,
		ToHitModifier 		= 1.5,
		NPCSoundBoost 		= 1.5,
		KnockBackOnNoDeath 		= TRUE,
		Ranged 		= TRUE,
		SwingAmountBeforeImpact 		= 0,
		ProjectileCount 		= 1,
		ConditionLowerChanceOneIn 		= 20,
		Weight 		= 3,
		SplatNumber 		= 5,
		PushBackMod 		= 0.3,
		SubCategory 		= Firearm,
		ConditionMax 		= 25,
		ShareDamage 		= FALSE,
		MaxHitCount 		= 1,
		IsAimedFirearm 		= TRUE,
		DoorDamage 		= 15,
		UseEndurance 		= FALSE,
		SwingAnim 		= Rifle,
		DisplayName 		= Salvaged Assault Rifle,
		MinRange 		= 0.61,
		SwingTime 		= 0.03,
		MultipleHitConditionAffected 		= FALSE,
		SwingSound 		= SGSSMGSound,
		SoundRadius 		= 25,
		MinDamage 		= 1,
		MaxDamage 		= 1.5,
		SplatSize 		= 3,
		KnockdownMod 		= 2,
		SplatBloodOnNoDeath 		= TRUE,
		Icon 		= SARB,
		RunAnim 		= Run_Weapon2,
		IdleAnim 		= Idle_Weapon2,
		CriticalChance 		= 10,
		CritDmgMultiplier 		= 8,
		AimingPerkCritModifier 		= 12,
		HitChance 		= 10,
		AimingPerkHitChanceModifier 		= 10,
		AimingPerkMinAngleModifier 		= 0.01,
		AimingPerkRangeModifier 		= 1,
		RecoilDelay 		= 0,
		PiercingBullets 		= TRUE,
		SoundGain 		= 1.5,
		ReloadTime 		= 7,
		AimingTime 		= 25,
		RequiresEquippedBothHands 		= TRUE,
		BreakSound 		= BreakingWeapon1,
		MetalValue 		= 60,
		TwoHandWeapon 		= TRUE,
		AmmoBox 		= 223Box,
		MaxAmmo 		= 30,
		InsertAmmoSound 		= SGSSMGMagInsert,
		EjectAmmoSound 		= SSMGMagRelease,
		RackSound 		= SGSSMGRack,
		AmmoType 		= SGuns.SBullets,
		WeaponReloadType 		= boltaction,
		MagazineType 		= SGuns.SSMGMagazine,
		JamGunChance 		= 2,
		AttachmentType 		= Rifle,
		FireMode = Auto,
		Tooltip    =    Tooltip_UsesSalvagedMag,
		Tags = Gun,
	}
	fixing Fix SARB
    {
       Require : SARB,

       Fixer : GunParts=2; MetalWelding=9,
	   Fixer : GunParts=4; MetalWelding=7,
    }
	item SSR
    {
	    EquipSound = SSRRack,
		WorldStaticModel = SSR_Ground,
        ImpactSound 		= BulletHit,
        MaxRange	=	120,
        WeaponSprite	=	SSR,
        SoundVolume	=	200,
        MinAngle	=	0.35,
        Type	=	Weapon,
        MinimumSwingTime	=	0.5,
        ToHitModifier	=	1.5,
        NPCSoundBoost	=	1.5,
        KnockBackOnNoDeath	=	TRUE,
        Ranged	=	TRUE,
        SwingAmountBeforeImpact	=	0,
        ProjectileCount	=	1,
        ConditionLowerChanceOneIn	=	60,
        Weight	=	7,
        SplatNumber	=	3,
        PushBackMod	=	1.9,
        MaxDamage	=	6,
        SubCategory	=	Firearm,
        ConditionMax	=	10,
        ShareDamage	=	FALSE,
        MaxHitCount	=	1,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	60,
        UseEndurance	=	FALSE,
        SwingAnim	=	Rifle,
        DisplayName	=	Salvaged Sniper Rifle,
        MinRange	=	2,
        SwingTime	=	2,
        MultipleHitConditionAffected	=	FALSE,
        SwingSound	=	SSRSound,
        SoundRadius	=	80,
        MinDamage	=	2.2,
        SplatSize	=	6,
        KnockdownMod	=	10,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	SSR,
        RunAnim	=	Run_Weapon2,
        IdleAnim	=	Idle_Weapon2,
        CriticalChance = 30,
        CritDmgMultiplier = 10,
        AimingPerkCritModifier = 15,
        HitChance = 10,
        AimingPerkHitChanceModifier = 8,
        AimingPerkMinAngleModifier = 0.0,
        AimingPerkRangeModifier = 3,
        RecoilDelay = 100,
        PiercingBullets = TRUE,
        SoundGain = 2,
        ReloadTime = 25,
        AimingTime = 150,
        RequiresEquippedBothHands = TRUE,
        BreakSound  =   BreakMetalItem,
        MetalValue = 45,
        TwoHandWeapon = TRUE,
        AmmoBox = 308Box,
        MaxAmmo = 5,
        InsertAmmoSound = BulletInRifle,
	    EjectAmmoSound = Stormy9mmClipEject,
        RackSound = SSRRack,
        AmmoType = Base.308Bullets,
        WeaponReloadType = boltactionnomag,
        RackAfterShoot = TRUE,
        /*MagazineType = Base.308Clip,*/
        JamGunChance = 5,
        AttachmentType = Rifle,
		Tooltip    =    Tooltip_Uses308Bullets,
		Tags = Gun,
    }
	fixing Fix SSR
    {
       Require : SSR,

       Fixer : GunParts=2; MetalWelding=9,
	   Fixer : GunParts=4; MetalWelding=7,
    }
}
