module Base
{

    item RGunstoreKeyA
    {
        DisplayCategory = Security,
        Weight	=	0,
        Type	=	Key,
        DisplayName	=	Riverside Gunstore Key,
        Icon	=	RGKeyA,
		Tooltip = Tooltip_RGKeyA,
        WorldStaticModel = Key,
    }

    item RGunstoreKeyB
    {
        DisplayCategory = Security,
        Weight	=	0,
        Type	=	Key,
        DisplayName	=	Riverside Gunstore Key,
        Icon	=	RGKeyB,
		Tooltip = Tooltip_RGKeyB,
        WorldStaticModel = Key2,
    }

    item FunMetalBaseballBat
	{
		MaxRange	=	1.25,
		WeaponSprite	=	FunMetalBaseballBat,
		MinAngle	=	0.75,
		Type	=	Weapon,
		MinimumSwingTime	=	3,
		KnockBackOnNoDeath	=	TRUE,
		SwingAmountBeforeImpact	=	0.02,
		Categories	=	Blunt,
		ConditionLowerChanceOneIn	=	30,
		Weight	=	2.2,
		SplatNumber	=	1,
		PushBackMod	=	0.5,
		SubCategory	=	Swinging,
		ConditionMax	=	20,
		MaxHitCount	=	2,
		DoorDamage	=	5,
		IdleAnim	=	Idle_Weapon2,
		SwingAnim	=	Bat,
		DisplayName	=	Fun Baseball Bat,
		MinRange	=	0.61,
		SwingTime	=	3,
		HitAngleMod	=	-30,
		KnockdownMod	=	2,
		SplatBloodOnNoDeath	=	FALSE,
		Icon	=	FunMetalBaseballBat,
		RunAnim	=	Run_Weapon2,
        TwoHandWeapon = TRUE,
        TreeDamage  =   1,
		CriticalChance	=	40,
		critDmgMultiplier = 2,
		MinDamage	=	0.9,
		MaxDamage	=	1.3,
		BaseSpeed = 1,
		WeaponLength = 0.5,
        BreakSound  =   MetalPipeBreak,
        DoorHitSound = MetalPipeHit,
		HitSound = MetalPipeHit,
		HitFloorSound = MetalPipeHit,
		SwingSound = MetalPipeSwing,
		AttachmentType = Shovel,
	}

	model FunMetalBaseballBat
	{
		mesh = Weapons/2Handed/FunMetalBaseballBat,

		attachment world
		{
			offset = 0.0000 0.2450 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}
	}

    fixing Fix Fun Baseball Bat
    {
       Require : FunMetalBaseballBat,

       Fixer : BlowTorch=2; MetalWelding=2,
       Fixer : Woodglue=2,
       Fixer : DuctTape=2,
	   Fixer : Glue=3,
    }

	item Chipote
	{
	    DisplayCategory = Sports,
		MaxRange	=	1.25,
		WeaponSprite	=	Chipote,
		MinAngle	=	0.75,
		Type	=	Weapon,
		MinimumSwingTime	=	3,
		KnockBackOnNoDeath	=	TRUE,
		UseEndurance	=	FALSE,
		SwingAmountBeforeImpact	=	0.02,
		Categories	=	Blunt,
		ConditionLowerChanceOneIn	=	140,
		Weight	=	1.1,
		SplatNumber	=	1,
		PushBackMod	=	0.5,
		SubCategory	=	Swinging,
		ConditionMax	=	15,
		MaxHitCount	=	2,
		DoorDamage	=	5,
		IdleAnim	=	Idle_Weapon2,
		SwingAnim	=	Bat,
		DisplayName	=	Chipote,
		MinRange	=	0.61,
		SwingTime	=	3,
		HitAngleMod	=	-30,
		KnockdownMod	=	3,
		SplatBloodOnNoDeath	=	FALSE,
		Icon	=	Chipote,
		RunAnim	=	Run_Weapon2,
        TwoHandWeapon = TRUE,
        BreakSound  =   BaseballBatBreak,
        DoorHitSound = BaseballBatHit,
		HitSound = ChipoteHit,
		HitFloorSound = ChipoteHit,
		SwingSound = BaseballBatSwing,
        TreeDamage  =   1,
		AlwaysKnockdown = TRUE,
		CriticalChance	=	0,
		critDmgMultiplier = 1,
		MinDamage	=	0.01,
		MaxDamage	=	0.02,
		BaseSpeed = 1,
		WeaponLength = 0.5,
		AttachmentType = Shovel,
	}
	model Chipote
	{
		mesh = Weapons/2Handed/Chipote,
		texture = Weapons/2Handed/Chipote,

		attachment world
		{
			offset = -0.0010 0.1140 0.0040,
			rotate = 0.0000 90.0000 0.0000,
		}
	}
	item RiversideGunstoreMap
    {
        DisplayCategory = Cartography,
        Type				=			Map,
        DisplayName			=		    Riverside Gunstore Map,
        Icon				=			Map,
        Weight				=			0.1,
        Map                 =           RiversideGunstoreMap,
        WorldStaticModel = Map,
    }
	item Shoes_BowlingTrainers
	{
		DisplayCategory = Clothing,
		Type = Clothing,
		DisplayName = Bowling Shoes,
		ClothingItem = Shoes_BowlingTrainers,
		BodyLocation = Shoes,
		BloodLocation = Shoes,
		Icon = ShoesBowling,
		StompPower = 1.8,
		ConditionLowerChanceOneIn = 10,
		ConditionMax = 24,
		RunSpeedModifier = 0.95,
		RemoveOnBroken = false,
		ScratchDefense = 10,
        Insulation = 0.45,
        WindResistance = 0.3,
        WorldStaticModel = ShoesBowling_Ground,
	}
	model ShoesBowling_Ground
    {
        mesh = WorldItems/Clothing/Shoes_Ground,
		texture = Clothes/Shoes_Socks_Textres/Trainers_Bowling,
        scale = 0.33,
    }
	item Shoes_BowlingTrainersRed
	{
		DisplayCategory = Clothing,
		Type = Clothing,
		DisplayName = Bowling Shoes,
		ClothingItem = Shoes_BowlingTrainersRed,
		BodyLocation = Shoes,
		BloodLocation = Shoes,
		Icon = ShoesBowlingRed,
		StompPower = 1.8,
		ConditionLowerChanceOneIn = 10,
		ConditionMax = 24,
		RunSpeedModifier = 0.95,
		RemoveOnBroken = false,
		ScratchDefense = 10,
        Insulation = 0.45,
        WindResistance = 0.3,
        WorldStaticModel = ShoesBowlingRed_Ground,
	}
	model ShoesBowlingRed_Ground
    {
        mesh = WorldItems/Clothing/Shoes_Ground,
		texture = Clothes/Shoes_Socks_Textres/Trainers_BowlingRed,
        scale = 0.33,
    }
	item Shoes_BowlingTrainersGreen
	{
		DisplayCategory = Clothing,
		Type = Clothing,
		DisplayName = Bowling Shoes,
		ClothingItem = Shoes_BowlingTrainersGreen,
		BodyLocation = Shoes,
		BloodLocation = Shoes,
		Icon = ShoesBowlingGreen,
		StompPower = 1.8,
		ConditionLowerChanceOneIn = 10,
		ConditionMax = 24,
		RunSpeedModifier = 0.95,
		RemoveOnBroken = false,
		ScratchDefense = 10,
        Insulation = 0.45,
        WindResistance = 0.3,
        WorldStaticModel = ShoesBowlingGreen_Ground,
	}
	model ShoesBowlingGreen_Ground
    {
        mesh = WorldItems/Clothing/Shoes_Ground,
		texture = Clothes/Shoes_Socks_Textres/Trainers_BowlingGreen,
        scale = 0.33,
    }
	item Bowlingball
	{
		MaxRange	=	1,
		WeaponSprite	=	Bowlingball,
		MinAngle	=	0.65,
		Type	=	Weapon,
		MinimumSwingTime	=	5,
		EnduranceMod	=	2.5,
		KnockBackOnNoDeath	=	TRUE,
		SwingAmountBeforeImpact	=	0.05,
		Categories	=	SmallBlunt,
		ConditionLowerChanceOneIn	=	30,
		Weight	=	3,
		SplatNumber	=	3,
		PushBackMod	=	0.5,
		SubCategory	=	Swinging,
		ConditionMax	=	10,
		MaxHitCount	=	1,
		DoorDamage	=	20,
		CanBarricade	=	TRUE,
		SwingAnim	=	Bat,
		DisplayName	=	Bowlingball,
		MinRange	=	0.61,
		SwingTime	=	3,
		KnockdownMod	=	0,
		SplatBloodOnNoDeath	=	TRUE,
		SplatSize	=	3,
		Icon	=	Bowlingball,
		RunAnim	=	Run_Weapon2,
        IdleAnim	=	Idle_Weapon2,
        BreakSound  =   ClubHammerBreak,
        DoorHitSound = ClubHammerHit,
		HitSound = ClubHammerHit,
		HitFloorSound = ClubHammerHit,
		SwingSound = ClubHammerSwing,
        TreeDamage  =   5,
        MetalValue = 60,
        CriticalChance	=	40,
        CritDmgMultiplier = 2,
        MinDamage	=	0.5,
        MaxDamage	=	1.1,
        BaseSpeed = 1,
	    WeaponLength = 0.23,
    }
	model Bowlingball
	{
		mesh = WorldItems/Bowlingball,
		texture = WorldItems/Bowlingball,
		scale = 0.0045,
	}
	item BowlingPin
	{
        MaxRange	=	1.15,
        WeaponSprite	=	BowlingPin,
        MinAngle	=	0.65,
        Type	=	Weapon,
        MinimumSwingTime	=	2,
        KnockBackOnNoDeath	=	TRUE,
        SwingAmountBeforeImpact	=	0.04,
        Categories	=	Improvised;SmallBlunt,
        ConditionLowerChanceOneIn	=	15,
        Weight	=	2.0,
        SplatNumber	=	1,
        PushBackMod	=	0.3,
        SubCategory	=	Swinging,
        ConditionMax	=	10,
        MaxHitCount	=	2,
        DoorDamage	=	1,
        SwingAnim	=	Bat,
        DisplayName	=	Bowling Pin,
        MinRange	=	0.61,
        SwingTime	=	2,
        KnockdownMod	=	0,
        SplatBloodOnNoDeath	=	FALSE,
        Icon	=	BowlingPin,
        RunAnim	=	Run_Weapon2,
        IdleAnim	=	Idle_Weapon2,
        TreeDamage  =   0,
        CriticalChance	=	20,
        CritDmgMultiplier = 2,
        MinDamage	=	0.6,
        MaxDamage	=	1.2,
        BaseSpeed = 0.93,
        WeaponLength = 0.3,
        AttachmentType = Hammer,
		ImpactSound	=	PinHit,
        BreakSound  =   PoolcueBreak,
        DoorHitSound = PinHit,
		HitSound = PinHit,
		HitFloorSound = PinHit,
		SwingSound = BaseballBatSwing,
  	}
	model BowlingPin
	{
		mesh = Weapons/1Handed/BowlingPin,
		texture = Weapons/1Handed/BowlingPin,

		attachment world
		{
			offset = 0.0200 0.1400 0.0000,
			rotate = 180.0000 0.0000 180.0000,
		}
	}
	sound PinHit
	{
		category = Item,
		clip
		{
			file = media/sound/BowlingPingHit.ogg,
		}
	}
	sound ChipoteHit
	{
		category = Item,
		clip
		{
			file = media/sound/chipotehit.ogg,
		}
	}
	fixing Fix Bowling Pin
    {
       Require : BowlingPin,

       Fixer : Woodglue=2; Woodwork=2,
       Fixer : DuctTape=2,
       Fixer : Glue=2,
       Fixer : Scotchtape=4,
    }
}
