/*	LIQUID WEAPON AND LOADING SCRIPT by Arsenal[26]...

	LightDistance		=	2,
	Weight			=	0.1,
	Type			=	Drainable,
	UseWhileEquipped	=	TRUE,
	TorchCone		=	FALSE,
	LightStrength		=	0.4,
	DisplayName		=	Lighter,
	ActivatedItem		=	TRUE,
	Icon			=	Lighter,
	MetalValue 		=	1,
	cantBeConsolided 	=	TRUE,
	StaticModel 		=	Zippo,
	ticksPerEquipUse 	=	110,
*/

module Base	{

	item	WD_Flame_FIRE	{	
				
	DisplayName                 	=	WD-40 Flame Thrower,
	Icon                        	=	Flame,
	WeaponSprite                	=	WD_Flame,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	revolver,
	FireMode                    	=	Auto,
	AttachmentType              	=	Screwdriver,
	UseEndurance                	=	FALSE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	5	,
	RangeFalloff                	=	TRUE,	
	AimingPerkRangeModifier     	=	0	,
	MinDamage                   	=	0	,
	MaxDamage                   	=	0	,
	CriticalChance              	=	0	,
	HitChance                   	=	20	,
	ToHitModifier               	=	1.5,	
	AimingPerkHitChanceModifier 	=	0	,
	MinAngle                     	=	0.920	,
	AngleFalloff                	=	TRUE,	
	AimingPerkMinAngleModifier  	=	0.005	,
	ConditionMax                	=	5,	
	ConditionLowerChanceOneIn   	=	10,	
	MultipleHitConditionAffected	=	FALSE,	
	JamGunChance                	=	0,	
	AimingTime                  	=	12,
	ReloadTime                  	=	50,	
	SwingTime                   	=	1.0,
	MinimumSwingTime            	=	1.0,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	0,
	Weight                      	=	0.3,
	OAL				=	0.5	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.FlameFuel,		/* MUST HAVE AMMOTYPE */
	MaxAmmo                     	=	30,
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	FALSE,	
	ShareDamage                 	=	TRUE,	
	SplatSize                   	=	1,	
	SplatNumber                 	=	1,	
	SplatBloodOnNoDeath         	=	FALSE,	
	PushBackMod                 	=	0,	
	KnockBackOnNoDeath          	=	FALSE,	
	KnockdownMod                	=	0,	
	DoorDamage                  	=	10,	
	TreeDamage                  	=	50,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	30,	
	SoundVolume                 	=	10,	
	SoundRadius                 	=	10,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	Flame_Fire,
	RackSound                   	=	Flame_Eject,
	BreakSound                  	=	BreakMetalItem,
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	35,	
	ExtraDamage                 	=	0.2,	
	ExplosionRange              	=	1,	
	FirePower                   	=	40,	
	FireRange                   	=	1,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.WD_Flame,
	/* =========== ATTACHMENT DATA ============ */			
	}			


	item	WD_Flame	{	
				
	DisplayName                 	=	WD-40 Flame Thrower,
	Icon                        	=	WD_Flame,
	WeaponSprite                	=	WD_Flame,
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	revolver,
	FireMode                    	=	Auto,
	AttachmentType              	=	Screwdriver,
	UseEndurance                	=	FALSE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	5	,
	RangeFalloff                	=	TRUE,	
	AimingPerkRangeModifier     	=	0	,
	MinDamage                   	=	0	,
	MaxDamage                   	=	0	,
	CriticalChance              	=	0	,
	HitChance                   	=	20	,
	ToHitModifier               	=	1.5,	
	AimingPerkHitChanceModifier 	=	0	,
	MinAngle                     	=	0.920	,
	AngleFalloff                	=	TRUE,	
	AimingPerkMinAngleModifier  	=	0.005	,
	ConditionMax                	=	5,	
	ConditionLowerChanceOneIn   	=	10,	
	MultipleHitConditionAffected	=	FALSE,	
	JamGunChance                	=	0,	
	AimingTime                  	=	12,
	ReloadTime                  	=	50,	
	SwingTime                   	=	1.0,
	MinimumSwingTime            	=	1.0,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	0,
	Weight                      	=	0.3,
	OAL				=	0.5	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.FlameFuel,		/* MUST HAVE AMMOTYPE */
	MaxAmmo                     	=	30,
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	FALSE,	
	ShareDamage                 	=	TRUE,	
	SplatSize                   	=	1,	
	SplatNumber                 	=	1,	
	SplatBloodOnNoDeath         	=	FALSE,	
	PushBackMod                 	=	0,	
	KnockBackOnNoDeath          	=	FALSE,	
	KnockdownMod                	=	0,	
	DoorDamage                  	=	10,	
	TreeDamage                  	=	50,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	30,	
	SoundVolume                 	=	10,	
	SoundRadius                 	=	10,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	Flame_Fire,
	RackSound                   	=	Flame_Eject,
	BreakSound                  	=	BreakMetalItem,
	ImpactSound                 	=	null,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.WD_Flame_FIRE,	
	/* ============ GRENADE LAUNCHER ============= */
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	35,	
	ExtraDamage                 	=	0.2,	
	ExplosionRange              	=	1,	
	FirePower                   	=	40,	
	FireRange                   	=	1,
	/* =========== ATTACHMENT DATA ============ */			
	}

	
	model WD_Flame
	{
		mesh = weapons/firearm/WD_Flame,			/* NEED MODEL */
		texture = weapons/firearm/WD_Flame,
	}

	recipe Create Improvised Flame Thrower
	{
		destroy WD = 1,
		destroy Lighter = 1,
        	RubberBand = 1,
		DuctTape = 1,
	        Result	:WD_Flame,
		Category:Firearm,
		Sound	:PZ_DuctTape,
	        Time	:80.0,
		OnCreate:Improvised_FlameThrower,
	}

	recipe Scrap Improvised Flame Thrower
	{
		WD_Flame,
	        Result	:WD,
		Category:Firearm,
		Sound	:PZ_DuctTape,
	        Time	:50.0,
		OnCreate:Scrap_Improvised_FlameThrower,
	}

	item	Musk_FIRE	{	
				
	DisplayName                 	=	Boring CO. Not a FlameThrower,
	Icon                        	=	Flame,
	WeaponSprite                	=	Musk,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	boltaction,
	FireMode                    	=	Auto,
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	6	,	/* LESS THAN M2A1 */
	RangeFalloff                	=	TRUE,	
	AimingPerkRangeModifier     	=	2	,
	MinDamage                   	=	0	,
	MaxDamage                   	=	0	,
	CriticalChance              	=	0	,
	HitChance                   	=	41	,
	ToHitModifier               	=	1.5,	
	AimingPerkHitChanceModifier 	=	16	,
	MinAngle                     	=	0.920	,
	AngleFalloff                	=	TRUE,	
	AimingPerkMinAngleModifier  	=	0.005	,
	ConditionMax                	=	20,		/* LOW TO ALLOW FAST MELEE BREAKAGE */
	ConditionLowerChanceOneIn   	=	100,		/* SIMPLE DEVICE, TENDS TO KEEP WORKING */
	MultipleHitConditionAffected	=	FALSE,	
	JamGunChance                	=	0,	
	AimingTime                  	=	12,
	ReloadTime                  	=	50,	
	SwingTime                   	=	1.0,
	MinimumSwingTime            	=	1.0,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	0,
	Weight                      	=	2,
	OAL				=	2.4	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.FlameFuel,		/* MUST HAVE AMMOTYPE */
	MaxAmmo                     	=	100,
	MagazineType                	=	Base.M2A1_Can,
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	FALSE,	
	ShareDamage                 	=	TRUE,	
	SplatSize                   	=	1,	
	SplatNumber                 	=	1,	
	SplatBloodOnNoDeath         	=	FALSE,	
	PushBackMod                 	=	0,	
	KnockBackOnNoDeath          	=	FALSE,	
	KnockdownMod                	=	0,	
	DoorDamage                  	=	100,	
	TreeDamage                  	=	200,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	30,	
	SoundVolume                 	=	10,	
	SoundRadius                 	=	10,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	Flame_Fire,
	InsertAmmoSound             	=	Flame_Insert,
	EjectAmmoSound              	=	Flame_Eject,
	RackSound                   	=	Flame_Eject,
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	30,	
	ExtraDamage                 	=	0.2,	
	ExplosionRange              	=	2,	
	FirePower                   	=	60,	
	FireRange                   	=	2,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.Musk,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Light_Small         	Light_Small light light		,
	ModelWeaponPart = Light_Large         	Light_Large light light		,
	ModelWeaponPart = Standard_Mag		Standard_Mag_M2A1 mag mag	,
/*	ModelWeaponPart = Extended_Mag		Extended_Mag_M2A1		,	*/
	}			

	item	Musk	{	
				
	DisplayName                 	=	Boring CO. Not a FlameThrower,
	Icon                        	=	Musk,
	WeaponSprite                	=	Musk,
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	boltaction,
	FireMode                    	=	Auto,
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	6	,	/* LESS THAN M2A1 */
	RangeFalloff                	=	TRUE,	
	AimingPerkRangeModifier     	=	2	,
	MinDamage                   	=	0	,
	MaxDamage                   	=	0	,
	CriticalChance              	=	0	,
	HitChance                   	=	41	,
	ToHitModifier               	=	1.5,	
	AimingPerkHitChanceModifier 	=	16	,
	MinAngle                     	=	0.920	,
	AngleFalloff                	=	TRUE,	
	AimingPerkMinAngleModifier  	=	0.005	,
	ConditionMax                	=	20,		/* LOW TO ALLOW FAST MELEE BREAKAGE */
	ConditionLowerChanceOneIn   	=	100,		/* SIMPLE DEVICE, TENDS TO KEEP WORKING */
	MultipleHitConditionAffected	=	FALSE,	
	JamGunChance                	=	0,	
	AimingTime                  	=	12,
	ReloadTime                  	=	50,	
	SwingTime                   	=	1.0,
	MinimumSwingTime            	=	1.0,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	0,
	Weight                      	=	2,
	OAL				=	2.4	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.FlameFuel,		/* MUST HAVE AMMOTYPE */
	MaxAmmo                     	=	100,
	MagazineType                	=	Base.M2A1_Can,
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	FALSE,	
	ShareDamage                 	=	TRUE,	
	SplatSize                   	=	1,	
	SplatNumber                 	=	1,	
	SplatBloodOnNoDeath         	=	FALSE,	
	PushBackMod                 	=	0,	
	KnockBackOnNoDeath          	=	FALSE,	
	KnockdownMod                	=	0,	
	DoorDamage                  	=	100,	
	TreeDamage                  	=	200,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	30,	
	SoundVolume                 	=	10,	
	SoundRadius                 	=	10,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	Flame_Fire,
	InsertAmmoSound             	=	Flame_Insert,
	EjectAmmoSound              	=	Flame_Eject,
	RackSound                   	=	Flame_Eject,
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	30,	
	ExtraDamage                 	=	0.2,	
	ExplosionRange              	=	2,	
	FirePower                   	=	60,	
	FireRange                   	=	2,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.Musk_FIRE,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Light_Small         	Light_Small light light		,
	ModelWeaponPart = Light_Large         	Light_Large light light		,
	ModelWeaponPart = Standard_Mag		Standard_Mag_M2A1 mag mag	,
/*	ModelWeaponPart = Extended_Mag		Extended_Mag_M2A1		,	*/
	}
	
	model Musk
	{
		mesh = weapons/firearm/Musk,			/* NEED MODEL */
		texture = weapons/firearm/Musk,
	}

	fixing Fix Musk
	{
		Require : Musk,
		Fixer : WD=1,
	}



	item	M2A1_FIRE	{
				
	DisplayName                 	=	M2A1 Flame Thrower,
	Icon                        	=	Flame,
	WeaponSprite                	=	M2A1,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	boltaction,
	FireMode                    	=	Auto,
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	7	,
	RangeFalloff                	=	TRUE,	
	AimingPerkRangeModifier     	=	2	,
	MinDamage                   	=	0	,
	MaxDamage                   	=	0	,
	CriticalChance              	=	0	,
	HitChance                   	=	41	,
	ToHitModifier               	=	1.5,	
	AimingPerkHitChanceModifier 	=	16	,
	MinAngle                     	=	0.920	,
	AngleFalloff                	=	TRUE,	
	AimingPerkMinAngleModifier  	=	0.005	,
	ConditionMax                	=	50,	
	ConditionLowerChanceOneIn   	=	60,	
	MultipleHitConditionAffected	=	FALSE,	
	JamGunChance                	=	0,	
	AimingTime                  	=	12,
	ReloadTime                  	=	50,	
	SwingTime                   	=	1.0,
	MinimumSwingTime            	=	1.0,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	0,
	Weight                      	=	4,
	OAL				=	1.7	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.FlameFuel,		/* MUST HAVE AMMOTYPE */
	MaxAmmo                     	=	100,
	MagazineType                	=	Base.M2A1_Can,
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	FALSE,	
	ShareDamage                 	=	TRUE,	
	SplatSize                   	=	1,	
	SplatNumber                 	=	1,	
	SplatBloodOnNoDeath         	=	FALSE,	
	PushBackMod                 	=	0,	
	KnockBackOnNoDeath          	=	FALSE,	
	KnockdownMod                	=	0,	
	DoorDamage                  	=	100,	
	TreeDamage                  	=	200,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	30,	
	SoundVolume                 	=	10,	
	SoundRadius                 	=	10,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	Flame_Fire,
	InsertAmmoSound             	=	Flame_Insert,
	EjectAmmoSound              	=	Flame_Eject,
	RackSound                   	=	Flame_Eject,
	BreakSound                  	=	BreakMetalItem,
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	35,	
	ExtraDamage                 	=	0.2,	
	ExplosionRange              	=	2,	
	FirePower                   	=	80,	
	FireRange                   	=	2,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.M2A1,
	ExtMagType			=	Base.M2A1_Tank,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Light_Small         	Light_Small light light		,
	ModelWeaponPart = Light_Large         	Light_Large light light		,
	ModelWeaponPart = Standard_Mag		Standard_Mag_M2A1 mag mag	,
	}

	item	M2A1	{
				
	DisplayName                 	=	M2A1 Flame Thrower,
	Icon                        	=	M2A1,
	WeaponSprite                	=	M2A1,
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	boltaction,
	FireMode                    	=	Auto,
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	7	,
	RangeFalloff                	=	TRUE,	
	AimingPerkRangeModifier     	=	2	,
	MinDamage                   	=	0	,
	MaxDamage                   	=	0	,
	CriticalChance              	=	0	,
	HitChance                   	=	41	,
	ToHitModifier               	=	1.5,	
	AimingPerkHitChanceModifier 	=	16	,
	MinAngle                     	=	0.920	,
	AngleFalloff                	=	TRUE,	
	AimingPerkMinAngleModifier  	=	0.005	,
	ConditionMax                	=	50,	
	ConditionLowerChanceOneIn   	=	60,	
	MultipleHitConditionAffected	=	FALSE,	
	JamGunChance                	=	0,	
	AimingTime                  	=	12,
	ReloadTime                  	=	50,	
	SwingTime                   	=	1.0,
	MinimumSwingTime            	=	1.0,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	0,
	Weight                      	=	4,
	OAL				=	1.7	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.FlameFuel,		/* MUST HAVE AMMOTYPE */
	MaxAmmo                     	=	100,
	MagazineType                	=	Base.M2A1_Can,
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	FALSE,	
	ShareDamage                 	=	TRUE,	
	SplatSize                   	=	1,	
	SplatNumber                 	=	1,	
	SplatBloodOnNoDeath         	=	FALSE,	
	PushBackMod                 	=	0,	
	KnockBackOnNoDeath          	=	FALSE,	
	KnockdownMod                	=	0,	
	DoorDamage                  	=	100,	
	TreeDamage                  	=	200,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	30,	
	SoundVolume                 	=	10,	
	SoundRadius                 	=	10,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	Flame_Fire,
	InsertAmmoSound             	=	Flame_Insert,
	EjectAmmoSound              	=	Flame_Eject,
	RackSound                   	=	Flame_Eject,
	BreakSound                  	=	BreakMetalItem,
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	35,	
	ExtraDamage                 	=	0.2,	
	ExplosionRange              	=	2,	
	FirePower                   	=	80,	
	FireRange                   	=	2,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.M2A1_FIRE,
	ExtMagType			=	Base.M2A1_Tank,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Light_Small         	Light_Small light light		,
	ModelWeaponPart = Light_Large         	Light_Large light light		,
	ModelWeaponPart = Standard_Mag		Standard_Mag_M2A1 mag mag	,
	}

	
	model M2A1
	{
		mesh = weapons/firearm/M2A1,			/* NEED MODEL */
		texture = weapons/firearm/M2A1,

		attachment mag
		{
			offset = -0.0000 -0.0606 -0.0691,
			rotate = -102.0000 0.0000 0.000,
		}
	}

	model Standard_Mag_M2A1
	{
		mesh = Weapons/parts/Standard_Mag_M2A1,
		texture = Weapons/parts/Grey,
	}

	fixing Fix M2A1
	{
		Require : M2A1,
		Fixer : Cleaning=1,
		Fixer : WD=1,
	}

	recipe Refill M2A1 Canister
	{
		M2A1_Can,
		PropaneTank = 1,		/* 1 UNIT BECOMES 20 LOADED */
	        Result	:M2A1_Can,
		Category:Firearm,
		Sound	:vehicle_turned_off,
	        Time	:40.0,
		OnCreate:Fill_LiquidAmmo,
	}

	recipe Refill M2A1 Tank
	{
		M2A1_Tank,
		PetrolCan = 1,			/* 1 UNIT BECOMES 30 LOADED */
	        Result	:M2A1_Tank,
		Category:Firearm,
		Sound	:PZ_GetWater,
	        Time	:40.0,
		OnCreate:Fill_LiquidAmmo,
	}


	item	SS2000_FIRE	{
				
	DisplayName                 	=	SuperSoaker CPS2000,
	Icon                        	=	Splash,	
	WeaponSprite                	=	SS2000,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,	
	WeaponReloadType            	=	shotgun,
/*	haveChamber			=	FALSE,		WONT PUMP WITH THIS	*/
	RackAfterShoot              	=	TRUE,
	FireMode                    	=	Single,
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	6	,
	RangeFalloff                	=	TRUE,	
	AimingPerkRangeModifier     	=	2	,
	MinDamage                   	=	0	,
	MaxDamage                   	=	0	,
	CriticalChance              	=	0	,
	HitChance                   	=	60	,
	ToHitModifier               	=	1.5,	
	AimingPerkHitChanceModifier 	=	16	,
	MinAngle                     	=	0.920	,
	AngleFalloff                	=	TRUE,	
	AimingPerkMinAngleModifier  	=	0.005	,
	ConditionMax                	=	10,	
	ConditionLowerChanceOneIn   	=	20,		/* PLASTIC TOYS DONT LAST */
	MultipleHitConditionAffected	=	FALSE,	
	JamGunChance                	=	0,	
	AimingTime                  	=	12,
	ReloadTime                  	=	50,	
	SwingTime                   	=	1.0,
	MinimumSwingTime            	=	1.0,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	0,
	Weight                      	=	3,
	OAL				=	2.3	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.WaterAmmo,		/*MUST HAVE AMMOTYPE */
	MaxAmmo                     	=	20,
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	FALSE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	0,
	SplatNumber                 	=	0,	
	SplatBloodOnNoDeath         	=	FALSE,	
	PushBackMod                 	=	0,	
	KnockBackOnNoDeath          	=	FALSE,	
	KnockdownMod                	=	0,	
	DoorDamage                  	=	0,	
	TreeDamage                  	=	0,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	30,	
	SoundVolume                 	=	10,	
	SoundRadius                 	=	10,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,
/*	SwingSound                  	=	thumpsqueak2,	*/
	SwingSound                  	=	waterSplash,
	InsertAmmoSound             	=	PZ_GetWater,
	EjectAmmoSound              	=	PZ_GetWater,
        ShellFallSound			=	OverFill,
	RackSound                   	=	PumpSuperSoaker,
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	20,	
	ExplosionRange              	=	1,	
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.SS2000,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Light_Small         	Light_Small light light	,
	ModelWeaponPart = Light_Large         	Light_Large light light ,
	}


	item	SS2000	{
				
	DisplayName                 	=	SuperSoaker CPS2000,
	Icon                        	=	SS2000,
	WeaponSprite                	=	SS2000,
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,	
	WeaponReloadType            	=	shotgun,
/*	haveChamber			=	FALSE,		WONT PUMP WITH THIS	*/
	RackAfterShoot              	=	TRUE,
	FireMode                    	=	Single,
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	6	,
	RangeFalloff                	=	TRUE,	
	AimingPerkRangeModifier     	=	2	,
	MinDamage                   	=	0	,
	MaxDamage                   	=	0	,
	CriticalChance              	=	0	,
	HitChance                   	=	60	,
	ToHitModifier               	=	1.5,	
	AimingPerkHitChanceModifier 	=	16	,
	MinAngle                     	=	0.920	,
	AngleFalloff                	=	TRUE,	
	AimingPerkMinAngleModifier  	=	0.005	,
	ConditionMax                	=	10,	
	ConditionLowerChanceOneIn   	=	20,		/* PLASTIC TOYS DONT LAST */
	MultipleHitConditionAffected	=	FALSE,	
	JamGunChance                	=	0,	
	AimingTime                  	=	12,
	ReloadTime                  	=	50,	
	SwingTime                   	=	1.0,
	MinimumSwingTime            	=	1.0,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	0,
	Weight                      	=	3,
	OAL				=	2.3	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.WaterAmmo,		/*MUST HAVE AMMOTYPE */
	MaxAmmo                     	=	20,
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	FALSE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	0,
	SplatNumber                 	=	0,	
	SplatBloodOnNoDeath         	=	FALSE,	
	PushBackMod                 	=	0,	
	KnockBackOnNoDeath          	=	FALSE,	
	KnockdownMod                	=	0,	
	DoorDamage                  	=	0,	
	TreeDamage                  	=	0,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	30,	
	SoundVolume                 	=	10,	
	SoundRadius                 	=	10,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,
/*	SwingSound                  	=	thumpsqueak2,	*/
	SwingSound                  	=	waterSplash,
	InsertAmmoSound             	=	PZ_GetWater,
	EjectAmmoSound              	=	PZ_GetWater,
        ShellFallSound			=	OverFill,
	RackSound                   	=	PumpSuperSoaker,
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	20,	
	ExplosionRange              	=	1,	
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.SS2000_FIRE,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Light_Small         	Light_Small light light	,
	ModelWeaponPart = Light_Large         	Light_Large light light ,
	}


	model SS2000
	{
		mesh = weapons/firearm/SS2000,
		texture = weapons/firearm/SS2000,
	}

	fixing Fix SS2000
	{
		Require : SS2000,
		Fixer : WD=1,
	}

	recipe Refill SS2000
	{
		SS2000,
        	Water = 2,				/* 2 UNIT BECOMES 1 LOADED */
	        Result	:SS2000,
		Category:Firearm,
		Sound	:PZ_GetWater,
	        Time	:40.0,
		OnCreate:Fill_LiquidAmmo,
	}
}