module Base
{

	/************************Assault Rifles************************/

	item AssaultRifle
	{
		/*****************Naming and Category*****************/
		WeaponSprite					=	Base.M16A1,
		Type							=	Weapon,
		Weight							=	3.5,
		SubCategory						=	Firearm,
		IsAimedFirearm					=	TRUE,
		DisplayName						=	M16A1,
		DisplayCategory					=	Weapon,
		Icon							=	M16,
		Tags							=	Gun,
		MetalValue						=	45,

		/************************Damage************************/
		SplatNumber						=	3,
		PushBackMod						=	0.3,
		DoorDamage						=	5,
		MinDamage						=	1,
		MaxDamage						=	2.75,
		SplatSize						=	3,
		KnockdownMod					=	1,
		CriticalChance					=	20,
		CritDmgMultiplier				=	4,
		ShareDamage						=	FALSE,
		KnockBackOnNoDeath				=	TRUE,
		SplatBloodOnNoDeath				=	TRUE,
		PiercingBullets					=	TRUE,

		/***********************Handling***********************/
		MaxRange						=	10,
		MinRange						=	0.61,
		MinAngle						=	0.985,
		MinimumSwingTime				=	0.5,
		SwingAmountBeforeImpact			=	0,
		ProjectileCount					=	1,
		SwingTime						=	0.5,
		AimingPerkCritModifier			=	15,
		MaxHitCount						=	1,
		ToHitModifier					=	1.5,
		HitChance						=	50,
		AimingPerkHitChanceModifier		=	7,
		AimingPerkMinAngleModifier		=	0,
		AimingPerkRangeModifier			=	1.5,
		RecoilDelay						=	25,
		ReloadTime						=	35,
		AimingTime						=	30,
		StopPower						=	3,
		ConditionLowerChanceOneIn		=	200,
		ConditionMax					=	10,
		JamGunChance					=	2,
		Ranged							=	TRUE,
		MultipleHitConditionAffected	=	FALSE,
		UseEndurance					=	FALSE,
		RequiresEquippedBothHands		=	TRUE,
		TwoHandWeapon					=	TRUE,
		RackAfterShoot					=	FALSE,
		FireMode					=	Single,
		FireModePossibilities					=	Auto/Single,
		AttachmentType					=	Rifle,
		SwingAnim						=	Rifle,
		RunAnim							=	Run_Weapon2,
		IdleAnim						=	Idle_Weapon2,

		/************************Ammo************************/
		AmmoBox							=	556Box,
		MaxAmmo							=	30,
		AmmoType						=	Base.556Bullets,
		WeaponReloadType				=	boltaction,
		MagazineType					=	Base.556Clip,

		/************************Audio************************/
		ImpactSound						=	null,
		SoundVolume						=	200,
		NPCSoundBoost					=	1.5,
		BringToBearSound				=	M16BringToBear,
		HitSound						=	BulletHitBody,
		SwingSound						=	M16Shoot,
		EquipSound						=	M16Equip,
		UnequipSound					=	M16UnEquip,
		InsertAmmoSound					=	M16InsertAmmo,
		EjectAmmoSound					=	M16EjectAmmo,
		InsertAmmoStartSound			=	M16InsertAmmoStart,
		InsertAmmoStopSound				=	M16InsertAmmoStop,
		EjectAmmoStartSound				=	M16EjectAmmoStart,
		EjectAmmoStopSound				=	M16EjectAmmoStop,
		ShellFallSound					=	M16CartridgeFall,
		RackSound						=	M16Rack,
		BreakSound						=	M16Break,
		ClickSound						=	M16Jam,
		SoundRadius						=	100,
		SoundGain						=	2,

		/************************Attachments************************/
		ModelWeaponPart					=	Bayonnet				Bayonnet					bayonnet	bayonnet,
		ModelWeaponPart					=	Base.x2Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x4Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x8Scope			Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.x4-x12Scope		Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.RedDot		Reddot_PicatinnyShort		reddot		reddot,
		ModelWeaponPart					=	Base.AmmoStraps			Base.Rifle_Ammostrap	sling		sling,
		ModelWeaponPart					=	Base.Sling				Base.Sling			sling		sling,
		ModelWeaponPart					=	Sling_Leather			Base.Sling_Leather	sling		sling,
		ModelWeaponPart					=	Sling_Olive				Base.Sling_Olive		sling		sling,
		ModelWeaponPart					=	Sling_Camo				Base.Sling_Camo		sling		sling,
		ModelWeaponPart					=	Base.9mmCompensator		Base.Compensator_Pistol		silencer	silencer,
		ModelWeaponPart					=	Base.9mmSilencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.223Silencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.Laser		Base.TacticalLaser				laser	laser,
		ModelWeaponPart					=	Base.ImprovisedSilencer	Base.Silencer_Improvised	silencer	silencer,
		ModelWeaponPart					=	Base.Silencer_PopBottle	Base.Silencer_PopBottle		silencer	silencer,
		ModelWeaponPart					=	Base.Rifle_Bipod		Base.Bipod					bipod		bipod,
		ModelWeaponPart					=	RecoilPad				Base.Recoil_Pad				recoilpad	recoilpad,
		ModelWeaponPart					=	Base.ExtendedRecoilPad	Base.ExtendedRecoil_Pad		recoilpad	recoilpad,
		ModelWeaponPart					=	Base.STANAG_Magazine	Base.STANAG_Magazine		magazine	magazine,
	}

	item M16A2
	{
		/*****************Naming and Category*****************/
		WeaponSprite					=	Base.M16A2,
		Type							=	Weapon,
		Weight							=	3.5,
		SubCategory						=	Firearm,
		IsAimedFirearm					=	TRUE,
		DisplayName						=	M16A2,
		DisplayCategory					=	Weapon,
		Icon							=	M16,
		Tags							=	Gun,
		MetalValue						=	45,

		/************************Damage************************/
		SplatNumber						=	3,
		PushBackMod						=	0.3,
		DoorDamage						=	5,
		MinDamage						=	1,
		MaxDamage						=	2.75,
		SplatSize						=	3,
		KnockdownMod					=	1,
		CriticalChance					=	20,
		CritDmgMultiplier				=	4,
		ShareDamage						=	FALSE,
		KnockBackOnNoDeath				=	TRUE,
		SplatBloodOnNoDeath				=	TRUE,
		PiercingBullets					=	TRUE,

		/***********************Handling***********************/
		MaxRange						=	10,
		MinRange						=	0.61,
		MinAngle						=	0.985,
		MinimumSwingTime				=	0.5,
		SwingAmountBeforeImpact			=	0,
		ProjectileCount					=	1,
		SwingTime						=	0.5,
		AimingPerkCritModifier			=	15,
		MaxHitCount						=	1,
		ToHitModifier					=	1.5,
		HitChance						=	50,
		AimingPerkHitChanceModifier		=	7,
		AimingPerkMinAngleModifier		=	0,
		AimingPerkRangeModifier			=	1.5,
		RecoilDelay						=	25,
		ReloadTime						=	35,
		AimingTime						=	30,
		StopPower						=	3,
		ConditionLowerChanceOneIn		=	200,
		ConditionMax					=	10,
		JamGunChance					=	2,
		Ranged							=	TRUE,
		MultipleHitConditionAffected	=	FALSE,
		UseEndurance					=	FALSE,
		RequiresEquippedBothHands		=	TRUE,
		TwoHandWeapon					=	TRUE,
		RackAfterShoot					=	FALSE,
		FireMode					=	Single,
		FireModePossibilities					=	Burst/Single,
		AttachmentType					=	Rifle,
		SwingAnim						=	Rifle,
		RunAnim							=	Run_Weapon2,
		IdleAnim						=	Idle_Weapon2,

		/************************Ammo************************/
		AmmoBox							=	556Box,
		MaxAmmo							=	30,
		AmmoType						=	Base.556Bullets,
		WeaponReloadType				=	boltaction,
		MagazineType					=	Base.556Clip,

		/************************Audio************************/
		ImpactSound						=	null,
		SoundVolume						=	200,
		NPCSoundBoost					=	1.5,
		BringToBearSound				=	M16BringToBear,
		HitSound						=	BulletHitBody,
		SwingSound						=	M16Shoot,
		EquipSound						=	M16Equip,
		UnequipSound					=	M16UnEquip,
		InsertAmmoSound					=	M16InsertAmmo,
		EjectAmmoSound					=	M16EjectAmmo,
		InsertAmmoStartSound			=	M16InsertAmmoStart,
		InsertAmmoStopSound				=	M16InsertAmmoStop,
		EjectAmmoStartSound				=	M16EjectAmmoStart,
		EjectAmmoStopSound				=	M16EjectAmmoStop,
		ShellFallSound					=	M16CartridgeFall,
		RackSound						=	M16Rack,
		BreakSound						=	M16Break,
		ClickSound						=	M16Jam,
		SoundRadius						=	100,
		SoundGain						=	2,

		/************************Attachments************************/
		ModelWeaponPart					=	Bayonnet				Bayonnet					bayonnet	bayonnet,
		ModelWeaponPart					=	Base.x2Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x4Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x8Scope			Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.x4-x12Scope		Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.RedDot		Reddot_PicatinnyShort		reddot		reddot,
		ModelWeaponPart					=	Base.AmmoStraps			Base.Rifle_Ammostrap	sling		sling,
		ModelWeaponPart					=	Base.Sling				Base.Sling			sling		sling,
		ModelWeaponPart					=	Sling_Leather			Base.Sling_Leather	sling		sling,
		ModelWeaponPart					=	Sling_Olive				Base.Sling_Olive		sling		sling,
		ModelWeaponPart					=	Sling_Camo				Base.Sling_Camo		sling		sling,
		ModelWeaponPart					=	Base.9mmCompensator		Base.Compensator_Pistol		silencer	silencer,
		ModelWeaponPart					=	Base.9mmSilencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.223Silencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.Laser		Base.TacticalLaser				laser	laser,
		ModelWeaponPart					=	Base.ImprovisedSilencer	Base.Silencer_Improvised	silencer	silencer,
		ModelWeaponPart					=	Base.Silencer_PopBottle	Base.Silencer_PopBottle		silencer	silencer,
		ModelWeaponPart					=	Base.Rifle_Bipod		Base.Bipod					bipod		bipod,
		ModelWeaponPart					=	RecoilPad				Base.Recoil_Pad				recoilpad	recoilpad,
		ModelWeaponPart					=	Base.ExtendedRecoilPad	Base.ExtendedRecoil_Pad		recoilpad	recoilpad,
		ModelWeaponPart					=	Base.STANAG_Magazine	Base.STANAG_Magazine		magazine	magazine,
	}

	item M733
	{
		/*****************Naming and Category*****************/
		WeaponSprite					=	Base.M733,
		Type							=	Weapon,
		Weight							=	3.4,
		SubCategory						=	Firearm,
		IsAimedFirearm					=	TRUE,
		DisplayName						=	Colt Commando,
		DisplayCategory					=	Weapon,
		Icon							=	M16,
		Tags							=	Gun,
		MetalValue						=	45,

		/************************Damage************************/
		SplatNumber						=	3,
		PushBackMod						=	0.3,
		DoorDamage						=	5,
		MinDamage						=	1,
		MaxDamage						=	2.75,
		SplatSize						=	3,
		KnockdownMod					=	1,
		CriticalChance					=	20,
		CritDmgMultiplier				=	4,
		ShareDamage						=	FALSE,
		KnockBackOnNoDeath				=	TRUE,
		SplatBloodOnNoDeath				=	TRUE,
		PiercingBullets					=	TRUE,

		/***********************Handling***********************/
		MaxRange						=	10,
		MinRange						=	0.61,
		MinAngle						=	0.985,
		MinimumSwingTime				=	0.5,
		SwingAmountBeforeImpact			=	0,
		ProjectileCount					=	1,
		SwingTime						=	0.5,
		AimingPerkCritModifier			=	15,
		MaxHitCount						=	1,
		ToHitModifier					=	1.5,
		HitChance						=	50,
		AimingPerkHitChanceModifier		=	7,
		AimingPerkMinAngleModifier		=	0,
		AimingPerkRangeModifier			=	1.5,
		RecoilDelay						=	25,
		ReloadTime						=	35,
		AimingTime						=	30,
		StopPower						=	3,
		ConditionLowerChanceOneIn		=	200,
		ConditionMax					=	10,
		JamGunChance					=	2,
		Ranged							=	TRUE,
		MultipleHitConditionAffected	=	FALSE,
		UseEndurance					=	FALSE,
		RequiresEquippedBothHands		=	TRUE,
		TwoHandWeapon					=	TRUE,
		RackAfterShoot					=	FALSE,
		FireMode					=	Single,
		FireModePossibilities					=	Auto/Single,
		AttachmentType					=	Rifle,
		SwingAnim						=	Rifle,
		RunAnim							=	Run_Weapon2,
		IdleAnim						=	Idle_Weapon2,

		/************************Ammo************************/
		AmmoBox							=	556Box,
		MaxAmmo							=	30,
		AmmoType						=	Base.556Bullets,
		WeaponReloadType				=	boltaction,
		MagazineType					=	Base.556Clip,

		/************************Audio************************/
		ImpactSound						=	null,
		SoundVolume						=	200,
		NPCSoundBoost					=	1.5,
		BringToBearSound				=	M16BringToBear,
		HitSound						=	BulletHitBody,
		SwingSound						=	M16Shoot,
		EquipSound						=	M16Equip,
		UnequipSound					=	M16UnEquip,
		InsertAmmoSound					=	M16InsertAmmo,
		EjectAmmoSound					=	M16EjectAmmo,
		InsertAmmoStartSound			=	M16InsertAmmoStart,
		InsertAmmoStopSound				=	M16InsertAmmoStop,
		EjectAmmoStartSound				=	M16EjectAmmoStart,
		EjectAmmoStopSound				=	M16EjectAmmoStop,
		ShellFallSound					=	M16CartridgeFall,
		RackSound						=	M16Rack,
		BreakSound						=	M16Break,
		ClickSound						=	M16Jam,
		SoundRadius						=	100,
		SoundGain						=	2,

		/************************Attachments************************/
		ModelWeaponPart					=	Bayonnet				Bayonnet					bayonnet	bayonnet,
		ModelWeaponPart					=	Base.x2Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x4Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x8Scope			Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.x4-x12Scope		Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.RedDot		Reddot_PicatinnyShort		reddot		reddot,
		ModelWeaponPart					=	Base.AmmoStraps			Base.Rifle_Ammostrap	sling		sling,
		ModelWeaponPart					=	Base.Sling				Base.Sling			sling		sling,
		ModelWeaponPart					=	Sling_Leather			Base.Sling_Leather	sling		sling,
		ModelWeaponPart					=	Sling_Olive				Base.Sling_Olive		sling		sling,
		ModelWeaponPart					=	Sling_Camo				Base.Sling_Camo		sling		sling,
		ModelWeaponPart					=	Base.9mmCompensator		Base.Compensator_Pistol		silencer	silencer,
		ModelWeaponPart					=	Base.9mmSilencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.223Silencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.Laser		Base.TacticalLaser				laser	laser,
		ModelWeaponPart					=	Base.ImprovisedSilencer	Base.Silencer_Improvised	silencer	silencer,
		ModelWeaponPart					=	Base.Silencer_PopBottle	Base.Silencer_PopBottle		silencer	silencer,
		ModelWeaponPart					=	Base.Rifle_Bipod		Base.Bipod					bipod		bipod,
		ModelWeaponPart					=	RecoilPad				Base.Recoil_Pad				recoilpad	recoilpad,
		ModelWeaponPart					=	Base.ExtendedRecoilPad	Base.ExtendedRecoil_Pad		recoilpad	recoilpad,
		ModelWeaponPart					=	Base.STANAG_Magazine	Base.STANAG_Magazine		magazine	magazine,
	}

	item AR15
	{
		/*****************Naming and Category*****************/
		WeaponSprite					=	Base.M16A2,
		Type							=	Weapon,
		Weight							=	3.5,
		SubCategory						=	Firearm,
		IsAimedFirearm					=	TRUE,
		DisplayName						=	M16A1,
		DisplayCategory					=	Weapon,
		Icon							=	M16,
		Tags							=	Gun,
		MetalValue						=	45,

		/************************Damage************************/
		SplatNumber						=	3,
		PushBackMod						=	0.3,
		DoorDamage						=	5,
		MinDamage						=	1,
		MaxDamage						=	2.75,
		SplatSize						=	3,
		KnockdownMod					=	1,
		CriticalChance					=	20,
		CritDmgMultiplier				=	4,
		ShareDamage						=	FALSE,
		KnockBackOnNoDeath				=	TRUE,
		SplatBloodOnNoDeath				=	TRUE,
		PiercingBullets					=	TRUE,

		/***********************Handling***********************/
		MaxRange						=	10,
		MinRange						=	0.61,
		MinAngle						=	0.985,
		MinimumSwingTime				=	0.5,
		SwingAmountBeforeImpact			=	0,
		ProjectileCount					=	1,
		SwingTime						=	0.5,
		AimingPerkCritModifier			=	15,
		MaxHitCount						=	1,
		ToHitModifier					=	1.5,
		HitChance						=	50,
		AimingPerkHitChanceModifier		=	7,
		AimingPerkMinAngleModifier		=	0,
		AimingPerkRangeModifier			=	1.5,
		RecoilDelay						=	25,
		ReloadTime						=	35,
		AimingTime						=	30,
		StopPower						=	3,
		ConditionLowerChanceOneIn		=	200,
		ConditionMax					=	10,
		JamGunChance					=	2,
		Ranged							=	TRUE,
		MultipleHitConditionAffected	=	FALSE,
		UseEndurance					=	FALSE,
		RequiresEquippedBothHands		=	TRUE,
		TwoHandWeapon					=	TRUE,
		RackAfterShoot					=	FALSE,
		FireMode					=	Single,
		/*FireModePossibilities					=	Auto/Single,*/
		AttachmentType					=	Rifle,
		SwingAnim						=	Rifle,
		RunAnim							=	Run_Weapon2,
		IdleAnim						=	Idle_Weapon2,

		/************************Ammo************************/
		AmmoBox							=	556Box,
		MaxAmmo							=	30,
		AmmoType						=	Base.556Bullets,
		WeaponReloadType				=	boltaction,
		MagazineType					=	Base.556Clip,

		/************************Audio************************/
		ImpactSound						=	null,
		SoundVolume						=	200,
		NPCSoundBoost					=	1.5,
		BringToBearSound				=	M16BringToBear,
		HitSound						=	BulletHitBody,
		SwingSound						=	M16Shoot,
		EquipSound						=	M16Equip,
		UnequipSound					=	M16UnEquip,
		InsertAmmoSound					=	M16InsertAmmo,
		EjectAmmoSound					=	M16EjectAmmo,
		InsertAmmoStartSound			=	M16InsertAmmoStart,
		InsertAmmoStopSound				=	M16InsertAmmoStop,
		EjectAmmoStartSound				=	M16EjectAmmoStart,
		EjectAmmoStopSound				=	M16EjectAmmoStop,
		ShellFallSound					=	M16CartridgeFall,
		RackSound						=	M16Rack,
		BreakSound						=	M16Break,
		ClickSound						=	M16Jam,
		SoundRadius						=	100,
		SoundGain						=	2,

		/************************Attachments************************/
		ModelWeaponPart					=	Bayonnet				Bayonnet					bayonnet	bayonnet,
		ModelWeaponPart					=	Base.x2Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x4Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x8Scope			Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.x4-x12Scope		Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.RedDot		Reddot_PicatinnyShort		reddot		reddot,
		ModelWeaponPart					=	Base.AmmoStraps			Base.Rifle_Ammostrap	sling		sling,
		ModelWeaponPart					=	Base.Sling				Base.Sling			sling		sling,
		ModelWeaponPart					=	Sling_Leather			Base.Sling_Leather	sling		sling,
		ModelWeaponPart					=	Sling_Olive				Base.Sling_Olive		sling		sling,
		ModelWeaponPart					=	Sling_Camo				Base.Sling_Camo		sling		sling,
		ModelWeaponPart					=	Base.9mmCompensator		Base.Compensator_Pistol		silencer	silencer,
		ModelWeaponPart					=	Base.9mmSilencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.223Silencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.Laser		Base.TacticalLaser				laser	laser,
		ModelWeaponPart					=	Base.ImprovisedSilencer	Base.Silencer_Improvised	silencer	silencer,
		ModelWeaponPart					=	Base.Silencer_PopBottle	Base.Silencer_PopBottle		silencer	silencer,
		ModelWeaponPart					=	Base.Rifle_Bipod		Base.Bipod					bipod		bipod,
		ModelWeaponPart					=	RecoilPad				Base.Recoil_Pad				recoilpad	recoilpad,
		ModelWeaponPart					=	Base.ExtendedRecoilPad	Base.ExtendedRecoil_Pad		recoilpad	recoilpad,
		ModelWeaponPart					=	Base.STANAG_Magazine	Base.STANAG_Magazine		magazine	magazine,
	}

	item M60
	{
		/*****************Naming and Category*****************/
		WeaponSprite					=	Base.M60,
		Type							=	Weapon,
		Weight							=	4,
		SubCategory						=	Firearm,
		IsAimedFirearm					=	TRUE,
		DisplayName						=	M60,
		DisplayCategory					=	Weapon,
		Icon							=	M60,
		Tags							=	Gun,
		MetalValue						=	45,

		/************************Damage************************/
		SplatNumber						=	3,
		PushBackMod						=	0.3,
		DoorDamage						=	5,
		MinDamage						=	1.25,
		MaxDamage						=	3,
		SplatSize						=	3,
		KnockdownMod					=	1,
		CriticalChance					=	20,
		CritDmgMultiplier				=	4,
		ShareDamage						=	FALSE,
		KnockBackOnNoDeath				=	TRUE,
		SplatBloodOnNoDeath				=	TRUE,
		PiercingBullets					=	TRUE,

		/***********************Handling***********************/
		MaxRange						=	10,
		MinRange						=	0.61,
		MinAngle						=	0.985,
		MinimumSwingTime				=	0.5,
		SwingAmountBeforeImpact			=	0,
		ProjectileCount					=	1,
		SwingTime						=	0.5,
		AimingPerkCritModifier			=	15,
		MaxHitCount						=	1,
		ToHitModifier					=	1.5,
		HitChance						=	50,
		AimingPerkHitChanceModifier		=	5,
		AimingPerkMinAngleModifier		=	0,
		AimingPerkRangeModifier			=	1.5,
		RecoilDelay						=	25,
		ReloadTime						=	35,
		AimingTime						=	30,
		StopPower						=	3,
		ConditionLowerChanceOneIn		=	200,
		ConditionMax					=	10,
		JamGunChance					=	2,
		Ranged							=	TRUE,
		MultipleHitConditionAffected	=	FALSE,
		UseEndurance					=	FALSE,
		RequiresEquippedBothHands		=	TRUE,
		TwoHandWeapon					=	TRUE,
		RackAfterShoot					=	FALSE,
		FireMode					=	Single,
		FireModePossibilities					=	Auto/Single,
		AttachmentType					=	Rifle,
		SwingAnim						=	Rifle,
		RunAnim							=	Run_Weapon2,
		IdleAnim						=	Idle_Weapon2,

		/************************Ammo************************/
		AmmoBox							=	762x51Box,
		MaxAmmo							=	100,
		AmmoType						=	Base.762x51Bullets,
		WeaponReloadType				=	boltaction,
		MagazineType					=	Base.M60Mag,

		/************************Audio************************/
		ImpactSound						=	null,
		SoundVolume						=	200,
		NPCSoundBoost					=	1.5,
		BringToBearSound				=	M16BringToBear,
		HitSound						=	BulletHitBody,
		SwingSound						=	M16Shoot,
		EquipSound						=	M16Equip,
		UnequipSound					=	M16UnEquip,
		InsertAmmoSound					=	M16InsertAmmo,
		EjectAmmoSound					=	M16EjectAmmo,
		InsertAmmoStartSound			=	FirearmM60LoadStart,
		InsertAmmoStopSound				=	FirearmM60LoadStop,
		EjectAmmoStartSound				=	FirearmM60LoadStart,
		EjectAmmoStopSound				=	FirearmM60LoadStop,
		ShellFallSound					=	M16CartridgeFall,
		RackSound						=	M16Rack,
		BreakSound						=	M16Break,
		ClickSound						=	M16Jam,
		SoundRadius						=	100,
		SoundGain						=	2,

		/************************Attachments************************/
		ModelWeaponPart					=	Bayonnet				Bayonnet					bayonnet	bayonnet,
		ModelWeaponPart					=	Base.x2Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x4Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x8Scope			Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.x4-x12Scope		Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.RedDot		Reddot_PicatinnyShort		reddot		reddot,
		ModelWeaponPart					=	Base.AmmoStraps			Base.Rifle_Ammostrap	sling		sling,
		ModelWeaponPart					=	Base.Sling				Base.Sling			sling		sling,
		ModelWeaponPart					=	Sling_Leather			Base.Sling_Leather	sling		sling,
		ModelWeaponPart					=	Sling_Olive				Base.Sling_Olive		sling		sling,
		ModelWeaponPart					=	Sling_Camo				Base.Sling_Camo		sling		sling,
		ModelWeaponPart					=	Base.9mmCompensator		Base.Compensator_Pistol		silencer	silencer,
		ModelWeaponPart					=	Base.9mmSilencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.223Silencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.308Silencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.Laser		Base.TacticalLaser				laser	laser,
		ModelWeaponPart					=	Base.ImprovisedSilencer	Base.Silencer_Improvised	silencer	silencer,
		ModelWeaponPart					=	Base.Silencer_PopBottle	Base.Silencer_PopBottle		silencer	silencer,
		ModelWeaponPart					=	Base.Rifle_Bipod		Base.Bipod					bipod		bipod,
		ModelWeaponPart					=	RecoilPad				Base.Recoil_Pad				recoilpad	recoilpad,
		ModelWeaponPart					=	Base.ExtendedRecoilPad	Base.ExtendedRecoil_Pad		recoilpad	recoilpad,
		ModelWeaponPart					=	Base.STANAG_Magazine	Base.STANAG_Magazine		magazine	magazine,
	}

	item AK47
	{
		/*****************Naming and Category*****************/
		WeaponSprite					=	Base.AK47,
		Type							=	Weapon,
		Weight							=	4,
		SubCategory						=	Firearm,
		IsAimedFirearm					=	TRUE,
		DisplayName						=	AK47,
		DisplayCategory					=	Weapon,
		Icon							=	AK47,
		Tags							=	Gun,
		MetalValue						=	45,

		/************************Damage************************/
		SplatNumber						=	3,
		PushBackMod						=	0.3,
		DoorDamage						=	5,
		MinDamage						=	1.25,
		MaxDamage						=	2.75,
		SplatSize						=	3,
		KnockdownMod					=	1,
		CriticalChance					=	20,
		CritDmgMultiplier				=	4,
		ShareDamage						=	FALSE,
		KnockBackOnNoDeath				=	TRUE,
		SplatBloodOnNoDeath				=	TRUE,
		PiercingBullets					=	TRUE,

		/***********************Handling***********************/
		MaxRange						=	10,
		MinRange						=	0.61,
		MinAngle						=	0.985,
		MinimumSwingTime				=	0.5,
		SwingAmountBeforeImpact			=	0,
		ProjectileCount					=	1,
		SwingTime						=	0.5,
		AimingPerkCritModifier			=	15,
		MaxHitCount						=	1,
		ToHitModifier					=	1.5,
		HitChance						=	50,
		AimingPerkHitChanceModifier		=	10,
		AimingPerkMinAngleModifier		=	0,
		AimingPerkRangeModifier			=	1.5,
		RecoilDelay						=	25,
		ReloadTime						=	35,
		AimingTime						=	30,
		StopPower						=	3,
		ConditionLowerChanceOneIn		=	350,
		ConditionMax					=	10,
		JamGunChance					=	1,
		Ranged							=	TRUE,
		MultipleHitConditionAffected	=	FALSE,
		UseEndurance					=	FALSE,
		RequiresEquippedBothHands		=	TRUE,
		TwoHandWeapon					=	TRUE,
		RackAfterShoot					=	FALSE,
		FireMode					=	Single,
		FireModePossibilities					=	Auto/Single,
		AttachmentType					=	Rifle,
		SwingAnim						=	Rifle,
		RunAnim							=	Run_Weapon2,
		IdleAnim						=	Idle_Weapon2,

		/************************Ammo************************/
		AmmoBox							=	762x39Box,
		MaxAmmo							=	30,
		AmmoType						=	Base.762x39Bullets,
		WeaponReloadType				=	boltaction,
		MagazineType					=	Base.AK_Mag,

		/************************Audio************************/
		ImpactSound						=	null,
		SoundVolume						=	200,
		NPCSoundBoost					=	1.5,
		BringToBearSound				=	M16BringToBear,
		HitSound						=	BulletHitBody,
		SwingSound						=	M16Shoot,
		EquipSound						=	M16Equip,
		UnequipSound					=	M16UnEquip,
		InsertAmmoSound					=	M16InsertAmmo,
		EjectAmmoSound					=	M16EjectAmmo,
		InsertAmmoStartSound			=	M16InsertAmmoStart,
		InsertAmmoStopSound				=	M16InsertAmmoStop,
		EjectAmmoStartSound				=	M16EjectAmmoStart,
		EjectAmmoStopSound				=	M16EjectAmmoStop,
		ShellFallSound					=	M16CartridgeFall,
		RackSound						=	M16Rack,
		BreakSound						=	M16Break,
		ClickSound						=	M16Jam,
		SoundRadius						=	100,
		SoundGain						=	2,

		/************************Attachments************************/
		ModelWeaponPart					=	Bayonnet				Bayonnet					bayonnet	bayonnet,
		ModelWeaponPart					=	Base.x2Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x4Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x8Scope			Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.x4-x12Scope		Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.RedDot		Reddot_PicatinnyShort		reddot		reddot,
		ModelWeaponPart					=	Base.AmmoStraps			Base.Rifle_Ammostrap	sling		sling,
		ModelWeaponPart					=	Base.Sling				Base.Sling			sling		sling,
		ModelWeaponPart					=	Sling_Leather			Base.Sling_Leather	sling		sling,
		ModelWeaponPart					=	Sling_Olive				Base.Sling_Olive		sling		sling,
		ModelWeaponPart					=	Sling_Camo				Base.Sling_Camo		sling		sling,
		ModelWeaponPart					=	Base.9mmCompensator		Base.Compensator_Pistol		silencer	silencer,
		ModelWeaponPart					=	Base.9mmSilencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.223Silencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.308Silencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.Laser		Base.TacticalLaser				laser	laser,
		ModelWeaponPart					=	Base.ImprovisedSilencer	Base.Silencer_Improvised	silencer	silencer,
		ModelWeaponPart					=	Base.Silencer_PopBottle	Base.Silencer_PopBottle		silencer	silencer,
		ModelWeaponPart					=	Base.Rifle_Bipod		Base.Bipod					bipod		bipod,
		ModelWeaponPart					=	RecoilPad				Base.Recoil_Pad				recoilpad	recoilpad,
		ModelWeaponPart					=	Base.ExtendedRecoilPad	Base.ExtendedRecoil_Pad		recoilpad	recoilpad,
		ModelWeaponPart					=	Base.STANAG_Magazine	Base.STANAG_Magazine		magazine	magazine,
	}

	item FN_FAL
	{
		/*****************Naming and Category*****************/
		WeaponSprite					=	Base.FN_FAL,
		Type							=	Weapon,
		Weight							=	4,
		SubCategory						=	Firearm,
		IsAimedFirearm					=	TRUE,
		DisplayName						=	FN Fal,
		DisplayCategory					=	Weapon,
		Icon							=	FN_FAL,
		Tags							=	Gun,
		MetalValue						=	45,

		/************************Damage************************/
		SplatNumber						=	3,
		PushBackMod						=	0.3,
		DoorDamage						=	5,
		MinDamage						=	1.25,
		MaxDamage						=	3,
		SplatSize						=	3,
		KnockdownMod					=	1,
		CriticalChance					=	20,
		CritDmgMultiplier				=	4,
		ShareDamage						=	FALSE,
		KnockBackOnNoDeath				=	TRUE,
		SplatBloodOnNoDeath				=	TRUE,
		PiercingBullets					=	TRUE,

		/***********************Handling***********************/
		MaxRange						=	10,
		MinRange						=	0.61,
		MinAngle						=	0.985,
		MinimumSwingTime				=	0.5,
		SwingAmountBeforeImpact			=	0,
		ProjectileCount					=	1,
		SwingTime						=	0.5,
		AimingPerkCritModifier			=	15,
		MaxHitCount						=	1,
		ToHitModifier					=	1.5,
		HitChance						=	50,
		AimingPerkHitChanceModifier		=	10,
		AimingPerkMinAngleModifier		=	0,
		AimingPerkRangeModifier			=	1.5,
		RecoilDelay						=	25,
		ReloadTime						=	35,
		AimingTime						=	30,
		StopPower						=	3,
		ConditionLowerChanceOneIn		=	200,
		ConditionMax					=	10,
		JamGunChance					=	2,
		Ranged							=	TRUE,
		MultipleHitConditionAffected	=	FALSE,
		UseEndurance					=	FALSE,
		RequiresEquippedBothHands		=	TRUE,
		TwoHandWeapon					=	TRUE,
		RackAfterShoot					=	FALSE,
		FireMode					=	Single,
		FireModePossibilities					=	Auto/Single,
		AttachmentType					=	Rifle,
		SwingAnim						=	Rifle,
		RunAnim							=	Run_Weapon2,
		IdleAnim						=	Idle_Weapon2,

		/************************Ammo************************/
		AmmoBox							=	762x51Box,
		MaxAmmo							=	20,
		AmmoType						=	Base.762x51Bullets,
		WeaponReloadType				=	boltaction,
		MagazineType					=	Base.FN_FAL_Mag,

		/************************Audio************************/
		ImpactSound						=	null,
		SoundVolume						=	200,
		NPCSoundBoost					=	1.5,
		BringToBearSound				=	M16BringToBear,
		HitSound						=	BulletHitBody,
		SwingSound						=	M16Shoot,
		EquipSound						=	M16Equip,
		UnequipSound					=	M16UnEquip,
		InsertAmmoSound					=	M16InsertAmmo,
		EjectAmmoSound					=	M16EjectAmmo,
		InsertAmmoStartSound			=	M16InsertAmmoStart,
		InsertAmmoStopSound				=	M16InsertAmmoStop,
		EjectAmmoStartSound				=	M16EjectAmmoStart,
		EjectAmmoStopSound				=	M16EjectAmmoStop,
		ShellFallSound					=	M16CartridgeFall,
		RackSound						=	M16Rack,
		BreakSound						=	M16Break,
		ClickSound						=	M16Jam,
		SoundRadius						=	100,
		SoundGain						=	2,

		/************************Attachments************************/
		ModelWeaponPart					=	Bayonnet				Bayonnet					bayonnet	bayonnet,
		ModelWeaponPart					=	Base.x2Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x4Scope			Base.Acog					scope		scope,
		ModelWeaponPart					=	Base.x8Scope			Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.x4-x12Scope		Base.12xScope				scope		scope,
		ModelWeaponPart					=	Base.RedDot		Reddot_PicatinnyShort		reddot		reddot,
		ModelWeaponPart					=	Base.AmmoStraps			Base.Rifle_Ammostrap	sling		sling,
		ModelWeaponPart					=	Base.Sling				Base.Sling			sling		sling,
		ModelWeaponPart					=	Sling_Leather			Base.Sling_Leather	sling		sling,
		ModelWeaponPart					=	Sling_Olive				Base.Sling_Olive		sling		sling,
		ModelWeaponPart					=	Sling_Camo				Base.Sling_Camo		sling		sling,
		ModelWeaponPart					=	Base.9mmCompensator		Base.Compensator_Pistol		silencer	silencer,
		ModelWeaponPart					=	Base.9mmSilencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.223Silencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.308Silencer		Base.Silencer				silencer	silencer,
		ModelWeaponPart					=	Base.Laser		Base.TacticalLaser				laser	laser,
		ModelWeaponPart					=	Base.ImprovisedSilencer	Base.Silencer_Improvised	silencer	silencer,
		ModelWeaponPart					=	Base.Silencer_PopBottle	Base.Silencer_PopBottle		silencer	silencer,
		ModelWeaponPart					=	Base.Rifle_Bipod		Base.Bipod					bipod		bipod,
		ModelWeaponPart					=	RecoilPad				Base.Recoil_Pad				recoilpad	recoilpad,
		ModelWeaponPart					=	Base.ExtendedRecoilPad	Base.ExtendedRecoil_Pad		recoilpad	recoilpad,
		ModelWeaponPart					=	Base.STANAG_Magazine	Base.STANAG_Magazine		magazine	magazine,
	}

}
