module Base	{

	item	EX41_HE	{	
				
	DisplayName                 	=	China Lake Grenade Launcher (High-Explosive),
	Icon                        	=	EX41,
	WeaponSprite                	=	EX41,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	shotgun,	
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	8.0	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40HERound,	
	MaxAmmo                     	=	3,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	200,	
	TreeDamage                  	=	100,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	100,	
	ExplosionRange              	=	4,	
	ExplosionSound              	=	PipeBombExplode,
	SmokeRange        		=	3,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.EX41_HE_FIRE,
	CompAmmo			=	Base.EX41_INC,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			

	item	EX41_INC	{	
				
	DisplayName                 	=	China Lake Grenade Launcher (Incendiary),
	Icon                        	=	EX41,
	WeaponSprite                	=	EX41,
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,	
	haveChamber			=	FALSE,
	WeaponReloadType            	=	shotgun,	
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	8.0	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40INCRound,	
	MaxAmmo                     	=	3,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	100,	
	TreeDamage                  	=	200,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	50,	
	ExplosionRange              	=	3,	
	ExplosionSound              	=	PipeBombExplode,
	FirePower                   	=	100,	
	FireRange                   	=	2,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.EX41_INC_FIRE,
	CompAmmo			=	Base.EX41_HE,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}

	item	EX41_HE_FIRE	{	
				
	DisplayName                 	=	China Lake Grenade Launcher (High-Explosive),
	Icon                        	=	40EXPL,	
	WeaponSprite                	=	EX41,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	shotgun,	
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	8.0	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40HERound,	
	MaxAmmo                     	=	3,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	200,	
	TreeDamage                  	=	100,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	100,	
	ExplosionRange              	=	4,	
	ExplosionSound              	=	PipeBombExplode,
	SmokeRange        		=	3,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.EX41_HE,
	CompAmmo			=	Base.EX41_INC,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			

	item	EX41_INC_FIRE	{	
				
	DisplayName                 	=	China Lake Grenade Launcher (Incendiary),
	Icon                        	=	40INCEN,	
	WeaponSprite                	=	EX41,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,	
	haveChamber			=	FALSE,
	WeaponReloadType            	=	shotgun,	
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	8.0	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40INCRound,	
	MaxAmmo                     	=	3,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	100,	
	TreeDamage                  	=	200,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	50,	
	ExplosionRange              	=	3,	
	ExplosionSound              	=	PipeBombExplode,
	FirePower                   	=	100,	
	FireRange                   	=	2,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.EX41_INC,
	CompAmmo			=	Base.EX41_HE,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			
				
	model EX41
	{			
		mesh = weapons/firearm/EX41,		
		texture = weapons/firearm/EX41,
				
		attachment carrier		
		{		
			offset = 0.0000 0.0000 0.0000,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment light		
		{		
			offset = 0.0000 0.2750 -0.0150,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment reddot		
		{		
			offset = 0.0000 0.1030 0.0040,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
	}			
	
	model EX41_OPEN
	{
		mesh = weapons/firearm/EX41_OPEN,
		texture = weapons/firearm/EX41,

		attachment carrier		
		{		
			offset = 0.0000 0.0000 0.0000,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment light		
		{		
			offset = 0.0000 0.2750 -0.0150,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment reddot		
		{		
			offset = 0.0000 0.1030 0.0040,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
	}

	fixing Fix EX41_HE
	{
		Require : EX41_HE,
		Fixer : Cleaning=1,
		Fixer : WD=1,
	}
	fixing Fix EX41_INC			
	{
		Require : EX41_INC,
		Fixer : Cleaning=1,
		Fixer : WD=1,
	}


	item	Federal_HE	{	
				
	DisplayName                 	=	Federal Grenade Launcher (High-Explosive)	,
	Icon                        	=	Federal,	
	WeaponSprite                	=	Federal,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	Federal,	
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	3.2,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40HERound,	
	MaxAmmo                     	=	1,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	200,	
	TreeDamage                  	=	100,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	100,	
	ExplosionRange              	=	4,	
	ExplosionSound              	=	PipeBombExplode,
	SmokeRange        		=	3,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.Federal_HE_FIRE,
	CompAmmo			=	Base.Federal_INC,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			

	item	Federal_INC	{	
				
	DisplayName                 	=	Federal Grenade Launcher (Incendiary),
	Icon                        	=	Federal,	
	WeaponSprite                	=	Federal,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,	
	haveChamber			=	FALSE,
	WeaponReloadType            	=	Federal,
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	3.2,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40INCRound,	
	MaxAmmo                     	=	1,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	100,	
	TreeDamage                  	=	200,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	50,	
	ExplosionRange              	=	3,	
	ExplosionSound              	=	PipeBombExplode,
	FirePower                   	=	100,	
	FireRange                   	=	2,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.Federal_INC_FIRE,
	CompAmmo			=	Base.Federal_HE,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			
			
	item	Federal_HE_FIRE	{	
				
	DisplayName                 	=	Federal Grenade Launcher (High-Explosive)	,
	Icon                        	=	40EXPL,	
	WeaponSprite                	=	Federal,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	Federal,	
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	3.2,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40HERound,	
	MaxAmmo                     	=	1,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	200,	
	TreeDamage                  	=	100,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	100,	
	ExplosionRange              	=	4,	
	ExplosionSound              	=	PipeBombExplode,
	SmokeRange        		=	3,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.Federal_HE,
	CompAmmo			=	Base.Federal_INC,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			

	item	Federal_INC_FIRE	{	
				
	DisplayName                 	=	Federal Grenade Launcher (Incendiary),
	Icon                        	=	40INCEN,	
	WeaponSprite                	=	Federal,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,	
	haveChamber			=	FALSE,
	WeaponReloadType            	=	Federal,
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	3.2,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40INCRound,	
	MaxAmmo                     	=	1,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	100,	
	TreeDamage                  	=	200,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	50,	
	ExplosionRange              	=	3,	
	ExplosionSound              	=	PipeBombExplode,
	FirePower                   	=	100,	
	FireRange                   	=	2,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.Federal_INC,
	CompAmmo			=	Base.Federal_HE,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			
	
	model Federal
	{
		mesh = weapons/firearm/Federal,
		texture = weapons/firearm/Federal,
				
		attachment carrier		
		{		
			offset = 0.0000 0.0000 0.0000,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment light		
		{		
			offset = 0.0000 0.1815 -0.0040,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment reddot		
		{		
			offset = 0.0000 0.0760 -0.0160,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment scope		
		{		
			offset = 0.0000 0.0000 0.0000,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
	}			
	
	model Federal_OPEN
	{
		mesh = weapons/firearm/Federal_OPEN,
		texture = weapons/firearm/Federal,

		attachment carrier		
		{		
			offset = 0.0000 0.0000 0.0000,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment light		
		{		
			offset = 0.0000 0.1815 -0.0040,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment reddot		
		{		
			offset = 0.0000 0.0760 -0.0160,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment scope		
		{		
			offset = 0.0000 0.0000 0.0000,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
	}

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


	item	M32_HE	{	
				
	DisplayName                 	=	M32 Grenade Launcher (High-Explosive)	,
	Icon                        	=	M32,
	WeaponSprite                	=	M32,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	shotgun,	
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	9.4,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40HERound,	
	MaxAmmo                     	=	6,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	200,	
	TreeDamage                  	=	100,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	100,	
	ExplosionRange              	=	4,	
	ExplosionSound              	=	PipeBombExplode,
	SmokeRange        		=	3,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.M32_HE_FIRE,
	CompAmmo			=	Base.M32_INC,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			

	item	M32_INC	{	
				
	DisplayName                 	=	M32 Grenade Launcher (Incendiary),
	Icon                        	=	M32,
	WeaponSprite                	=	M32,
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,	
	haveChamber			=	FALSE,
	WeaponReloadType            	=	shotgun,
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	9.4,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40INCRound,	
	MaxAmmo                     	=	6,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	100,	
	TreeDamage                  	=	200,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	50,	
	ExplosionRange              	=	3,	
	ExplosionSound              	=	PipeBombExplode,
	FirePower                   	=	100,	
	FireRange                   	=	2,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.M32_INC_FIRE,
	CompAmmo			=	Base.M32_HE,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}

	item	M32_HE_FIRE	{	
				
	DisplayName                 	=	M32 Grenade Launcher (High-Explosive)	,
	Icon                        	=	40EXPL,	
	WeaponSprite                	=	M32,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	shotgun,	
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	9.4,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40HERound,	
	MaxAmmo                     	=	6,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	200,	
	TreeDamage                  	=	100,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	100,	
	ExplosionRange              	=	4,	
	ExplosionSound              	=	PipeBombExplode,
	SmokeRange        		=	3,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.M32_HE,
	CompAmmo			=	Base.M32_INC,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			

	item	M32_INC_FIRE	{	
				
	DisplayName                 	=	M32 Grenade Launcher (Incendiary),
	Icon                        	=	40INCEN,	
	WeaponSprite                	=	M32,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,	
	haveChamber			=	FALSE,
	WeaponReloadType            	=	shotgun,
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	9.4,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40INCRound,	
	MaxAmmo                     	=	6,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	100,	
	TreeDamage                  	=	200,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	50,	
	ExplosionRange              	=	3,	
	ExplosionSound              	=	PipeBombExplode,
	FirePower                   	=	100,	
	FireRange                   	=	2,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.M32_INC,
	CompAmmo			=	Base.M32_HE,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			

				
	model M32
	{
		mesh = weapons/firearm/M32,
		texture = weapons/firearm/M32,
				
		attachment carrier		
		{		
			offset = 0.0000 0.0000 0.0000,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment light		
		{		
			offset = 0.0000 0.2240 0.0180,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment reddot		
		{		
			offset = 0.0000 0.0751 0.0380,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment scope		
		{		
			offset = 0.0000 0.0000 0.0000,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
	}			
	
	model M32_OPEN
	{
		mesh = weapons/firearm/M32_OPEN,
		texture = weapons/firearm/M32,
	}

	fixing Fix M32_HE
	{
		Require : M32_HE,
		Fixer : Cleaning=1,
		Fixer : WD=1,
	}
	fixing Fix M32_INC			
	{
		Require : M32_INC,
		Fixer : Cleaning=1,
		Fixer : WD=1,
	}


	item	GM94_HE	{	
				
	DisplayName                 	=	GM94 Grenade Launcher (High-Explosive),
	Icon                        	=	GM94,	
	WeaponSprite                	=	GM94,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	shotgun,	
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	4.8	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40HERound,	
	MaxAmmo                     	=	3,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	200,	
	TreeDamage                  	=	100,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	100,	
	ExplosionRange              	=	4,	
	ExplosionSound              	=	PipeBombExplode,
	SmokeRange        		=	3,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.GM94_HE_FIRE	,
	CompAmmo			=	Base.GM94_INC	,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			

	item	GM94_INC	{	
				
	DisplayName                 	=	GM94 Grenade Launcher (Incendiary),
	Icon                        	=	GM94,		
	WeaponSprite                	=	GM94,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,	
	haveChamber			=	FALSE,
	WeaponReloadType            	=	shotgun,	
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	4.8	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40INCRound,	
	MaxAmmo                     	=	3,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	100,	
	TreeDamage                  	=	200,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	50,	
	ExplosionRange              	=	3,	
	ExplosionSound              	=	PipeBombExplode,
	FirePower                   	=	100,	
	FireRange                   	=	2,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.GM94_INC_FIRE,
	CompAmmo			=	Base.GM94_HE,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			

	item	GM94_HE_FIRE	{	
				
	DisplayName                 	=	GM94 Grenade Launcher (High-Explosive),
	Icon                        	=	40EXPL,	
	WeaponSprite                	=	GM94,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,
	haveChamber			=	FALSE,
	WeaponReloadType            	=	shotgun,	
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	4.8	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40HERound,	
	MaxAmmo                     	=	3,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	200,	
	TreeDamage                  	=	100,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	100,	
	ExplosionRange              	=	4,	
	ExplosionSound              	=	PipeBombExplode,
	SmokeRange        		=	3,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.GM94_HE,
	CompAmmo			=	Base.GM94_INC,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}			

	item	GM94_INC_FIRE	{	
				
	DisplayName                 	=	GM94 Grenade Launcher (Incendiary),
	Icon                        	=	40INCEN,	
	WeaponSprite                	=	GM94,	
	Type                        	=	Weapon,	
	SubCategory                 	=	Firearm,	
	Ranged                      	=	TRUE,	
	IsAimedFirearm              	=	TRUE,	
	haveChamber			=	FALSE,
	WeaponReloadType            	=	shotgun,	
/*	FireMode                    	=	Long,			*/
/*	FireModePossibilities       	=	Short/Medium/Long,	*/
	AttachmentType              	=	Rifle,	
	UseEndurance                	=	FALSE,	
	TwoHandWeapon               	=	TRUE,	
	RequiresEquippedBothHands   	=	TRUE,	
	/* ============ PERFORMANCE DATA ============= */			
	MinRange                    	=	0.61	,
	MaxRange                    	=	0	,
	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                  	=	23	,
	ReloadTime                  	=	50,	
	SwingTime                   	=	2.0	,
	MinimumSwingTime            	=	2.0	,
	SwingAmountBeforeImpact     	=	0.05,	
	RecoilDelay                 	=	11	,
	Weight                      	=	4.8	,
	/* ============= AMMUNITION DATA ============= */			
	AmmoType                    	=	Base.40INCRound,	
	MaxAmmo                     	=	3,	
	ProjectileCount             	=	1,	
	MaxHitCount                 	=	0,	
	PiercingBullets             	=	TRUE,	
	ShareDamage                 	=	FALSE,	
	SplatSize                   	=	3,	
	SplatNumber                 	=	3,	
	SplatBloodOnNoDeath         	=	TRUE,	
	PushBackMod                 	=	0.8,	
	KnockBackOnNoDeath          	=	TRUE,	
	KnockdownMod                	=	8,	
	DoorDamage                  	=	100,	
	TreeDamage                  	=	200,	
	/* ============ ANIMATION & SOUND ============ */			
	RunAnim                     	=	Run_Weapon2,	
	MetalValue                  	=	45,	
	SoundVolume                 	=	40,	
	SoundRadius                 	=	100,	
	SoundGain                   	=	2,	
	NPCSoundBoost               	=	1.5,	
	SwingSound                  	=	EX41Shot,	
	InsertAmmoSound             	=	M32StormyShotgunInsertRound,	
	EjectAmmoSound              	=	StormyM32ClipEject,	
	RackSound                   	=	M32Rack,	
	ShellFallSound              	=	ShotgunShellHitGround,	
	BreakSound                  	=	BreakMetalItem,	
	ImpactSound                 	=	null,	
	/* ============ GRENADE LAUNCHER ============= */			
	UseSelf                     	=	FALSE,	
	PhysicsObject               	=	Football,	
	TriggerExplosionTimer       	=	25,	
	ExtraDamage                 	=	50,	
	ExplosionRange              	=	3,	
	ExplosionSound              	=	PipeBombExplode,
	FirePower                   	=	100,	
	FireRange                   	=	2,
	/* =========== TRANSFORM VARIABLES =========== */
	Melee				=	Base.GM94_INC,
	CompAmmo			=	Base.GM94_HE,
	Trajectory			=	Medium,
	/* =========== ATTACHMENT DATA ============ */			
	ModelWeaponPart = Sling               		Sling_1 sling sling		,
	ModelWeaponPart = Carrier_12g          		Carrier_12g carrier carrier	,
	ModelWeaponPart = Light_Small         		Light_Small light light		,
	ModelWeaponPart = Light_Large         		Light_Large light light 	,
	ModelWeaponPart = Sight_SRS       		Sight_SRS reddot reddot		,
	ModelWeaponPart = Sight_EOTech      		Sight_EOTech reddot reddot	,
	}
				
	model GM94
	{			
		mesh = weapons/firearm/GM94,		
		texture = weapons/firearm/GM94,
				
		attachment carrier		
		{		
			offset = 0.0000 0.0000 0.0000,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment light		
		{		
			offset = 0.0000 0.2750 -0.0150,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
		attachment reddot		
		{		
			offset = 0.0000 0.1030 0.0040,	
			rotate = 0.0000 0.0000 0.0000,	
		}		
	}			

	fixing Fix GM94_HE
	{
		Require : GM94_HE,
		Fixer : Cleaning=1,
		Fixer : WD=1,
	}
	fixing Fix GM94_INC			
	{
		Require : GM94_INC,
		Fixer : Cleaning=1,
		Fixer : WD=1,
	}
}