module Base
{
	item Shotgun
	{
		ImpactSound	=	null,
		MaxRange	=	7,
		RangeFalloff	=	TRUE,
		WeaponSprite	=	Shotgun,
		SoundVolume	=	200,
		MinAngle	=	0.9,
		Type	=	Weapon,
		KnockBackOnNoDeath	=	TRUE,
		Ranged	=	TRUE,
		ProjectileCount	=	5,
		ConditionLowerChanceOneIn	=	60,
		Weight	=	4,
		SplatNumber	=	5,
		PushBackMod	=	0.8,
		MaxDamage	=	2.2,
		SubCategory	=	Firearm,
		AimingMod	=	2,
		ConditionMax	=	10,
		ShareDamage	=	FALSE,
		MaxHitCount	=	4,
		IsAimedHandWeapon	=	TRUE,
		IsAimedFirearm	=	TRUE,
		DoorDamage	=	20,
		UseEndurance	=	FALSE,
		DisplayName	=	JS-2000 Shotgun,
		MinRange	=	0.61,
		SwingTime	=	2,
		AngleFalloff	=	TRUE,
		MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = JS2000ShotgunBringToBear,
		SwingSound	=	JS2000ShotgunShoot,
        HitSound = BulletHitBody,
		ClickSound = JS2000ShotgunJam,
		SoundRadius	=	200,
		MinDamage	=	1.5,
		KnockdownMod	=	8,
		SplatBloodOnNoDeath	=	TRUE,
		Icon	=	Shotgun2,
		RunAnim	=	Run_Weapon2,
		CriticalChance = 60,
        CritDmgMultiplier = 2,
		AimingPerkCritModifier = 4,
		HitChance = 70,
		AimingPerkHitChanceModifier = 5,
		RecoilDelay = 50,
		SoundGain = 2,
        ReloadTime = 25,
        AimingTime = 20,
        RequiresEquippedBothHands = TRUE,
        BreakSound  =   JS2000ShotgunBreak,
        ShellFallSound = JS2000ShotgunCartridgeFall,
        MetalValue = 45,
        TwoHandWeapon = TRUE,
        AmmoBox = ShotgunShellsBox,
        MaxAmmo = 6,
		EquipSound = JS2000ShotgunEquip,
		UnequipSound = JS2000ShotgunUnEquip,
		InsertAmmoStartSound = JS2000ShotgunInsertAmmoStart,
        InsertAmmoSound = JS2000ShotgunInsertAmmo,
		InsertAmmoStopSound = JS2000ShotgunInsertAmmoStop,
		EjectAmmoStartSound = JS2000ShotgunEjectAmmoStart,
        EjectAmmoSound = JS2000ShotgunEjectAmmo,
		EjectAmmoStopSound = JS2000ShotgunEjectAmmoStop,
        RackSound = JS2000ShotgunRack,
        AmmoType = Base.ShotgunShells,
        WeaponReloadType = shotgun,
        RackAfterShoot = TRUE,
        JamGunChance = 2,
        AttachmentType = Rifle,
        ModelWeaponPart = ChokeTubeFull ChokeTube choketube choketube,
        ModelWeaponPart = ChokeTubeImproved ChokeTube choketube choketube,
		ModelWeaponPart = WPA.ShotgunPolymerStock WPA.Shotgun_PolymerStock,
		ModelWeaponPart = WPA.Silencer5 WPA.ShotgunSilencer silencer silencer,
		ModelWeaponPart = WPA.SRecoilCompensator WPA.Shotgun_Compensator compensator compensator,
		ModelWeaponPart = WPA.SRTPS WPA.Shotgun_SRTPS scope scope,
		ModelWeaponPart = WPA.RecoilPad2 WPA.Shotgun_RecoilPad2 recoilpad recoilpad,
		ModelWeaponPart = WPA.ShellHolderStock WPA.Shotgun_ShellHolderStock ammostock ammostock,
		ModelWeaponPart = WPA.TacticalLaserLight2 WPA.Shotgun_TacticalLaserLight2 laserlight laserlight,
		ModelWeaponPart = WPA.TacticalLight2 WPA.Shotgun_TacticalLight2 ligth light,
		ModelWeaponPart = WPA.ShotgunLaser WPA.Shotgun_Laser laser laser,
        AttachmentType = Rifle,
		StopPower = 20,
	}

    item Pistol
	{
		DisplayCategory = Weapon,
		ImpactSound	=	null,
		MaxRange	=	7,
		WeaponSprite	=	Handgun03,
		SoundVolume	=	30,
		MinAngle	=	0.95,
		Type	=	Weapon,
		MinimumSwingTime	=	0.5,
		ToHitModifier	=	1.5,
		NPCSoundBoost	=	1.5,
		KnockBackOnNoDeath	=	TRUE,
		Ranged	=	TRUE,
		SwingAmountBeforeImpact	=	0,
		ProjectileCount	=	1,
		ConditionLowerChanceOneIn	=	60,
		Weight	=	1.5,
		SplatNumber	=	3,
		PushBackMod	=	0.3,
		SubCategory	=	Firearm,
		ConditionMax	=	10,
		ShareDamage	=	FALSE,
		MaxHitCount	=	1,
		IsAimedFirearm	=	TRUE,
		DoorDamage	=	5,
		UseEndurance	=	FALSE,
		SwingAnim	=	Handgun,
		DisplayName	=	M9 Pistol,
		MinRange	=	0.61,
		SwingTime	=	0.5,
		MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = M9BringToBear,
		SwingSound	=	M9Shoot,
		HitSound = BulletHitBody,
		ClickSound = M9Jam,
		SoundRadius	=	40,
		MinDamage	=	0.6,
		MaxDamage	=	1,
		SplatSize	=	3,
		KnockdownMod	=	2,
		SplatBloodOnNoDeath	=	TRUE,
		Icon	=	HandGun3,
		RunAnim	=	Run_Weapon2,
		CriticalChance	=	20,
        CritDmgMultiplier = 4,
        AimingPerkCritModifier = 10,
        AimingPerkRangeModifier = 1.5,
        HitChance = 50,
        AimingPerkHitChanceModifier = 8,
        AimingPerkMinAngleModifier = 0.05,
        RecoilDelay = 10,
        SoundGain = 1.5,
        ClipSize = 15,
        ReloadTime = 30,
        AimingTime = 15,
        BreakSound  =   M9Break,
        MetalValue = 30,
        AmmoBox = Bullets9mmBox,
        MaxAmmo = 15,
		EquipSound = M9Equip,
		UnequipSound = M9UnEquip,
        InsertAmmoSound = M9InsertAmmo,
        EjectAmmoSound = M9EjectAmmo,
		InsertAmmoStartSound = M9InsertAmmoStart,
		InsertAmmoStopSound = M9InsertAmmoStop,
		EjectAmmoStartSound = M9EjectAmmoStart,
		EjectAmmoStopSound = M9EjectAmmoStop,
        ShellFallSound = M9CartridgeFall,
        RackSound = M9Rack,
        MagazineType = Base.9mmClip,
        AmmoType = Base.Bullets9mm,
        WeaponReloadType = handgun,
        JamGunChance = 2,
        /**ModelWeaponPart = RedDot:HandgunRedDot;,**/
        ModelWeaponPart = RedDot RedDot reddot reddot,
        ModelWeaponPart = GunLight GunLight gunlight gunlight,
        ModelWeaponPart = IronSight IronSight scope scope,
        ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = WPA.Pistolx2Scope WPA.Handgun_RedDot2 scope2 scope2,
		ModelWeaponPart = WPA.Pistolx2Scope2 WPA.Handgun_RedDot3 scope2 scope2,
        ModelWeaponPart = WPA.Silencer1 WPA.Handgun_Silencer silencer silencer,
        ModelWeaponPart = WPA.Silencer2 WPA.Handgun_Silencer2 silencer silencer,
	    ModelWeaponPart = WPA.Supressor1 WPA.Handgun_Silencer silencer silencer,
	    ModelWeaponPart = WPA.TacticalLight WPA.Handgun_Light2 light light,
		ModelWeaponPart = WPA.LaserLight WPA.Handgun_LaserLight laserlight laserlight,
		ModelWeaponPart = WPA.RecoilCompensator WPA.Handgun_RecoilCompensator compensator compensator,
        AttachmentType = Holster,
		StopPower = 5,
	}

	item Pistol2
    {
        ImpactSound	=	null,
        MaxRange	=	8,
        WeaponSprite	=	Handgun02,
        SoundVolume	=	50,
        MinAngle	=	0.95,
        Type	=	Weapon,
        MinimumSwingTime	=	0.5,
        ToHitModifier	=	1.5,
        NPCSoundBoost	=	1.5,
        KnockBackOnNoDeath	=	TRUE,
        Ranged	=	TRUE,
        SwingAmountBeforeImpact	=	0,
        ProjectileCount	=	1,
        ConditionLowerChanceOneIn	=	60,
        Weight	=	2,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        SubCategory	=	Firearm,
        ConditionMax	=	10,
        ShareDamage	=	FALSE,
        MaxHitCount	=	1,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	5,
        UseEndurance	=	FALSE,
        SwingAnim	=	Handgun,
        DisplayName	=	M1911 Pistol,
        MinRange	=	0.61,
        SwingTime	=	0.5,
        MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = M1911BringToBear,
        SwingSound	=	M1911Shoot,
        HitSound = BulletHitBody,
		ClickSound = M1911Jam,
        SoundRadius	=	70,
        MinDamage	=	1,
        MaxDamage	=	1.4,
        SplatSize	=	3,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	HandGun2,
        RunAnim	=	Run_Weapon2,
        CriticalChance	=	20,
        CritDmgMultiplier = 4,
        AimingPerkCritModifier = 10,
        AimingPerkRangeModifier = 1.5,
        HitChance = 40,
        AimingPerkHitChanceModifier = 10,
        AimingPerkMinAngleModifier = 0.05,
        RecoilDelay = 20,
        SoundGain = 1.5,
        ClipSize = 15,
        ReloadTime = 30,
        AimingTime = 20,
        BreakSound  =   M1911Break,
        MetalValue = 30,
        AmmoBox = Bullets45Box,
        MaxAmmo = 7,
		EquipSound = M1911Equip,
		UnequipSound = M1911UnEquip,
        InsertAmmoSound = M1911InsertAmmo,
        EjectAmmoSound = M1911EjectAmmo,
		InsertAmmoStartSound = M1911InsertAmmoStart,
		InsertAmmoStopSound = M1911InsertAmmoStop,
		EjectAmmoStartSound = M1911EjectAmmoStart,
		EjectAmmoStopSound = M1911EjectAmmoStop,
        ShellFallSound = M1911CartridgeFall,
        RackSound = M1911Rack,
        MagazineType = Base.45Clip,
        AmmoType = Base.Bullets45,
        WeaponReloadType = handgun,
        JamGunChance = 2,
        AttachmentType = Holster,
        ModelWeaponPart = RedDot RedDot reddot reddot,
        ModelWeaponPart = GunLight GunLight gunlight gunlight,
        ModelWeaponPart = IronSight IronSight scope scope,
        ModelWeaponPart = Laser Laser laser laser,
        ModelWeaponPart = WPA.Pistolx2Scope WPA.Handgun_RedDot2 scope2 scope2,
        ModelWeaponPart = WPA.Pistolx2Scope2 WPA.Handgun_RedDot3 scope2 scope2,
        ModelWeaponPart = WPA.Silencer1 WPA.Handgun_Silencer silencer silencer,
        ModelWeaponPart = WPA.Silencer2 WPA.Handgun_Silencer2 silencer silencer,
        ModelWeaponPart = WPA.Supressor1 WPA.Handgun_Silencer silencer silencer,
        ModelWeaponPart = WPA.TacticalLight WPA.Handgun_Light2 light light,
        ModelWeaponPart = WPA.LaserLight WPA.Handgun_LaserLight laserlight laserlight,
        ModelWeaponPart = WPA.RecoilCompensator WPA.Handgun_RecoilCompensator compensator compensator,
	   StopPower = 7,
    }

    item Pistol3
    {
        ImpactSound	=	null,
        MaxRange	=	10,
        WeaponSprite	=	Handgun,
        SoundVolume	=	75,
        MinAngle	=	0.95,
        Type	=	Weapon,
        MinimumSwingTime	=	0.5,
        ToHitModifier	=	1.5,
        NPCSoundBoost	=	1.5,
        KnockBackOnNoDeath	=	TRUE,
        Ranged	=	TRUE,
        SwingAmountBeforeImpact	=	0,
        ProjectileCount	=	1,
        ConditionLowerChanceOneIn	=	60,
        Weight	=	1.5,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        SubCategory	=	Firearm,
        ConditionMax	=	10,
        ShareDamage	=	FALSE,
        MaxHitCount	=	1,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	5,
        UseEndurance	=	FALSE,
        SwingAnim	=	Handgun,
        DisplayName	=	D-E Pistol,
        MinRange	=	0.61,
        SwingTime	=	0.5,
        MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = DesertEagleBringToBear,
        SwingSound	=	DesertEagleShoot,
        HitSound = BulletHitBody,
		ClickSound = DesertEagleJam,
        SoundRadius	=	100,
        MinDamage	=	1,
        MaxDamage	=	1.9,
        SplatSize	=	3,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	HandGun,
        RunAnim	=	Run_Weapon2,
        CriticalChance	=	20,
        CritDmgMultiplier = 4,
        AimingPerkCritModifier = 10,
        AimingPerkRangeModifier = 1.5,
        HitChance = 20,
        AimingPerkHitChanceModifier = 12,
        AimingPerkMinAngleModifier = 0.05,
        RecoilDelay = 30,
        SoundGain = 1.5,
        ClipSize = 15,
        ReloadTime = 30,
        AimingTime = 30,
        BreakSound  =   DesertEagleBreak,
        MetalValue = 30,
        AmmoBox = Bullets44Box,
        MaxAmmo = 8,
		EquipSound = DesertEagleEquip,
		UnequipSound = DesertEagleUnequip,
        InsertAmmoSound = DesertEagleInsertAmmo,
        EjectAmmoSound = DesertEagleEjectAmmo,
		InsertAmmoStartSound = DesertEagleInsertAmmoStart,
		InsertAmmoStopSound = DesertEagleInsertAmmoStop,
		EjectAmmoStartSound = DesertEagleEjectAmmoStart,
		EjectAmmoStopSound = DesertEagleEjectAmmoStop,
        ShellFallSound = DesertEagleCartridgeFall,
        RackSound = DesertEagleRack,
        MagazineType = Base.44Clip,
        AmmoType = Base.Bullets44,
        WeaponReloadType = handgun,
        JamGunChance = 2,
        AttachmentType = Holster,
        ModelWeaponPart = RedDot RedDot reddot reddot,
        ModelWeaponPart = GunLight GunLight gunlight gunlight,
        ModelWeaponPart = IronSight IronSight scope scope,
        ModelWeaponPart = Laser Laser laser laser,
		ModelWeaponPart = WPA.Pistolx2Scope WPA.Handgun_RedDot2 scope2 scope2,
        ModelWeaponPart = WPA.Pistolx2Scope2 WPA.Handgun_RedDot3 scope2 scope2,
        ModelWeaponPart = WPA.TacticalLight WPA.Handgun_Light2 light light,
        ModelWeaponPart = WPA.LaserLight WPA.Handgun_LaserLight laserlight laserlight,
		StopPower = 9,
    }

    item AssaultRifle
    {
        ImpactSound	=	null,
        MaxRange	=	11,
        WeaponSprite	=	AssaultRifle,
        SoundVolume	=	35,
        MinAngle	=	0.965,
        Type	=	Weapon,
        MinimumSwingTime	=	0.5,
        ToHitModifier	=	1.5,
        NPCSoundBoost	=	1.5,
        KnockBackOnNoDeath	=	TRUE,
        Ranged	=	TRUE,
        SwingAmountBeforeImpact	=	0,
        ProjectileCount	=	1,
        ConditionLowerChanceOneIn	=	60,
        Weight	=	4,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        SubCategory	=	Firearm,
        ConditionMax	=	10,
        ShareDamage	=	FALSE,
        MaxHitCount	=	2,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	20,
        UseEndurance	=	FALSE,
        SwingAnim	=	Rifle,
        DisplayName	=	M16 Assault Rifle,
        MinRange	=	0.61,
        SwingTime	=	0.5,
        MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = M16BringToBear,
        SwingSound	=	M16Shoot,
        HitSound = BulletHitBody,
		ClickSound = M16Jam,
        SoundRadius	=	100,
        MinDamage	=	2.2,
        MaxDamage	=	4.5,
        SplatSize	=	3,
        KnockdownMod	=	4,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	AssaultRifle,
        RunAnim	=	Run_Weapon2,
        IdleAnim	=	Idle_Weapon2,
        CriticalChance = 30,
        AimingPerkCritModifier = 0,
        HitChance = 20,
        AimingPerkHitChanceModifier = 7,
        AimingPerkMinAngleModifier = 0.01,
        AimingPerkRangeModifier = 3,
        RecoilDelay = 0,
        SoundGain = 2,
        ReloadTime = 25,
        AimingTime = 25,
        RequiresEquippedBothHands = TRUE,
        BreakSound  =   M16Break,
        TwoHandWeapon = TRUE,
        MetalValue = 45,
        AmmoBox = 556Box,
        MaxAmmo = 30,
		EquipSound = M16Equip,
		UnequipSound = M16UnEquip,
        InsertAmmoSound = M16InsertAmmo,
        EjectAmmoSound = M16EjectAmmo,
		InsertAmmoStartSound = M16InsertAmmoStart,
		InsertAmmoStopSound = M16InsertAmmoStop,
		EjectAmmoStartSound = M16EjectAmmoStart,
		EjectAmmoStopSound = M16EjectAmmoStop,
        ShellFallSound = M16CartridgeFall,
        RackSound = M16Rack,
        MagazineType = Base.556Clip,
        AmmoType = Base.556Bullets,
        WeaponReloadType = boltaction,
        JamGunChance = 2,
        AttachmentType = Rifle,
        FireMode = Auto,
        FireModePossibilities = Auto/Single,
        ModelWeaponPart = x2Scope x2Scope scope scope,
        ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
	    ModelWeaponPart = WPA.M16TL WPA.AssaultRifle_ImpLight light light,
        ModelWeaponPart = WPA.Silencerm16 WPA.AssaultRifle_Silencer silencer silencer,
	    ModelWeaponPart = WPA.M16Reflex WPA.AssaultRifle_Reflex scope2 scope2,
	    ModelWeaponPart = WPA.M16x4Scope WPA.AssaultRifle_x4Scope scope3 scope3,
	    ModelWeaponPart = WPA.M16LaserLight WPA.AssaultRifle_LaserLight laserlight laserlight,
	   StopPower = 2,
    }

    item AssaultRifle2
    {
		DisplayCategory = Weapon,
        ImpactSound	=	null,
        MaxRange	=	10,
        WeaponSprite	=	M14,
        SoundVolume	=	30,
        MinAngle	=	0.95,
        Type	=	Weapon,
        MinimumSwingTime	=	0.5,
        ToHitModifier	=	1.5,
        NPCSoundBoost	=	1.5,
        KnockBackOnNoDeath	=	TRUE,
        Ranged	=	TRUE,
        SwingAmountBeforeImpact	=	0,
        ProjectileCount	=	1,
        ConditionLowerChanceOneIn	=	60,
        Weight	=	4,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        SubCategory	=	Firearm,
        ConditionMax	=	10,
        ShareDamage	=	FALSE,
        MaxHitCount	=	1,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	20,
        UseEndurance	=	FALSE,
        SwingAnim	=	Rifle,
        DisplayName	=	M14 Single Shot Assault Rifle,
        MinRange	=	0.61,
        SwingTime	=	0.5,
        MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = M14BringToBear,
        SwingSound = M14Shoot,
        HitSound = BulletHitBody,
		ClickSound = M14Jam,
        SoundRadius	=	70,
        MinDamage	=	1.2,
        MaxDamage	=	2,
        SplatSize	=	3,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	AssaultRifle2,
        RunAnim	=	Run_Weapon2,
        IdleAnim	=	Idle_Weapon2,
        CriticalChance = 0,
        AimingPerkCritModifier = 0,
        HitChance = 50,
        AimingPerkHitChanceModifier = 5,
        AimingPerkMinAngleModifier = 0.01,
        AimingPerkRangeModifier = 3,
        RecoilDelay = 0,
        SoundGain = 2,
        ClipSize = 20,
        ReloadTime = 25,
        AimingTime = 25,
		EquipSound = M14Equip,
		UnequipSound = M14UnEquip,
        InsertAmmoSound = M14InsertAmmo,
        EjectAmmoSound = M14EjectAmmo,
		InsertAmmoStartSound = M14InsertAmmoStart,
		InsertAmmoStopSound = M14InsertAmmoStop,
		EjectAmmoStartSound = M14EjectAmmoStart,
		EjectAmmoStopSound = M14EjectAmmoStop,
        ShellFallSound = M14CartridgeFall,
        RackSound = M14Rack,
        RequiresEquippedBothHands = TRUE,
        BreakSound  =   M14Break,
        TwoHandWeapon = TRUE,
        MetalValue = 45,
        MagazineType = Base.M14Clip,
        AmmoType = Base.308Bullets,
        WeaponReloadType = boltaction,
        JamGunChance = 1,
        AttachmentType = Rifle,
        FireMode = Single,
        AmmoBox = 308Box,
        MaxAmmo = 20,
        ModelWeaponPart = x2Scope x2Scope scope scope,
        ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
        ModelWeaponPart = WPA.M16TL WPA.AssaultRifle_ImpLight light light,
        ModelWeaponPart = WPA.Silencerm16 WPA.AssaultRifle_Silencer silencer silencer,
        ModelWeaponPart = WPA.M16Reflex WPA.AssaultRifle_Reflex scope2 scope2,
        ModelWeaponPart = WPA.M16x4Scope WPA.AssaultRifle_x4Scope scope3 scope3,
        ModelWeaponPart = WPA.M16LaserLight WPA.AssaultRifle_LaserLight laserlight laserlight,
	    StopPower = 2,
    }

    item VarmintRifle
    {
        ImpactSound	=	null,
        MaxRange	=	10,
        WeaponSprite	=	VarmintRifle,
        SoundVolume	=	200,
        MinAngle	=	0.95,
        Type	=	Weapon,
        MinimumSwingTime	=	0.5,
        ToHitModifier	=	1.5,
        NPCSoundBoost	=	1.5,
        KnockBackOnNoDeath	=	TRUE,
        Ranged	=	TRUE,
        SwingAmountBeforeImpact	=	0,
        ProjectileCount	=	1,
        ConditionLowerChanceOneIn	=	60,
        Weight	=	4,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        SubCategory	=	Firearm,
        ConditionMax	=	10,
        ShareDamage	=	FALSE,
        MaxHitCount	=	1,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	20,
        UseEndurance	=	FALSE,
        SwingAnim	=	Rifle,
        DisplayName	=	MSR700 Rifle,
        MinRange	=	0.61,
        SwingTime	=	0.5,
        MultipleHitConditionAffected	=	FALSE,
	    BringToBearSound = MSR700BringToBear,
        SwingSound	=	MSR700Shoot,
        HitSound = BulletHitBody,
	    ClickSound = MSR700Jam,
        SoundRadius	=	150,
        MinDamage	=	0.6,
        MaxDamage	=	1.3,
        SplatSize	=	3,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	LeverActionRifle,
        RunAnim	=	Run_Weapon2,
        IdleAnim	=	Idle_Weapon2,
        CriticalChance = 25,
        CritDmgMultiplier = 8,
        AimingPerkCritModifier = 12,
        HitChance = 27,
        AimingPerkHitChanceModifier = 17,
        AimingPerkMinAngleModifier = 0.01,
        AimingPerkRangeModifier = 2,
        RecoilDelay = 90,
        PiercingBullets = TRUE,
        SoundGain = 2,
        ReloadTime = 25,
        AimingTime = 30,
        RequiresEquippedBothHands = TRUE,
        BreakSound  =   MSR700Break,
        MetalValue = 45,
        TwoHandWeapon = TRUE,
        AmmoBox = 223Box,
        MaxAmmo = 3,
		EquipSound = MSR700Equip,
		UnequipSound = MSR700UnEquip,
        InsertAmmoSound = MSR700InsertAmmo,
        EjectAmmoSound = MSR700EjectAmmo,
		InsertAmmoStartSound = MSR700InsertAmmoStart,
		InsertAmmoStopSound = MSR700InsertAmmoStop,
		EjectAmmoStartSound = MSR700EjectAmmoStart,
		EjectAmmoStopSound = MSR700EjectAmmoStop,
        ShellFallSound = MSR700CartridgeFall,
        RackSound = MSR700Rack,
        AmmoType = Base.223Bullets,
        WeaponReloadType = boltaction,
/*      ModelWeaponPart = FiberglassStock HuntingKnife none bayonet,*/
        ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
        ModelWeaponPart = x2Scope x2Scope scope scope,
        ModelWeaponPart = x4Scope x4Scope scope scope,
        ModelWeaponPart = x8Scope x8Scope scope scope,
        ModelWeaponPart = IronSight IronSight ironscope ironscope,
        ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
        ModelWeaponPart = WPA.x20Scope x8Scope scope scope,
	    ModelWeaponPart = WPA.x40Scope x8Scope scope scope,
	    ModelWeaponPart = WPA.StealthTacticalScope WPA.Rifle_TacticalScope scope2 scope2,
	    ModelWeaponPart = WPA.StealthTacticalScope2 WPA.Rifle_ScopeArmy scope2 scope2,
        ModelWeaponPart = WPA.Silencer3 WPA.RifleSilencer silencer silencer,
        ModelWeaponPart = WPA.Silencer6 WPA.RifleSilencer2 silencer silencer,
	    ModelWeaponPart = WPA.RecoilPad3 WPA.Rifle_RecoilPad3 recoilpad2 recoilpad2,
        RackAfterShoot = TRUE,
        /*MagazineType = Base.223Clip,*/
        JamGunChance = 5,
        AttachmentType = Rifle,
	    StopPower = 15,
    }
	
    item HuntingRifle
    {
        ImpactSound	=	null,
        MaxRange	=	10,
        WeaponSprite	=	HuntingRifle,
        SoundVolume	=	200,
        MinAngle	=	0.95,
        Type	=	Weapon,
        MinimumSwingTime	=	0.5,
        ToHitModifier	=	1.5,
        NPCSoundBoost	=	1.5,
        KnockBackOnNoDeath	=	TRUE,
        Ranged	=	TRUE,
        SwingAmountBeforeImpact	=	0,
        ProjectileCount	=	1,
        ConditionLowerChanceOneIn	=	60,
        Weight	=	4,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        MaxDamage	=	2,
        SubCategory	=	Firearm,
        ConditionMax	=	10,
        ShareDamage	=	FALSE,
        MaxHitCount	=	1,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	20,
        UseEndurance	=	FALSE,
        SwingAnim	=	Rifle,
        DisplayName	=	MSR788 Rifle,
        MinRange	=	0.61,
        SwingTime	=	0.5,
        MultipleHitConditionAffected	=	FALSE,
		BringToBearSound = MSR788BringToBear,
        SwingSound	=	MSR788Shoot,
        HitSound = BulletHitBody,
		ClickSound = MSR788Jam,
        SoundRadius	=	150,
        MinDamage	=	1.2,
        SplatSize	=	3,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	RifleHunting,
        RunAnim	=	Run_Weapon2,
        IdleAnim	=	Idle_Weapon2,
        CriticalChance = 30,
        CritDmgMultiplier = 10,
        AimingPerkCritModifier = 15,
        HitChance = 25,
        AimingPerkHitChanceModifier = 15,
        AimingPerkMinAngleModifier = 0.01,
        AimingPerkRangeModifier = 3,
        RecoilDelay = 100,
        PiercingBullets = TRUE,
        SoundGain = 2,
        ReloadTime = 25,
        AimingTime = 40,
        RequiresEquippedBothHands = TRUE,
        BreakSound  =   MSR788Break,
        MetalValue = 45,
        TwoHandWeapon = TRUE,
        AmmoBox = 308Box,
        MaxAmmo = 3,
		EquipSound = MSR788Equip,
		UnequipSound = MSR788UnEquip,
        InsertAmmoSound = MSR788InsertAmmo,
        EjectAmmoSound = MSR788EjectAmmo,
		InsertAmmoStartSound = MSR788InsertAmmoStart,
		InsertAmmoStopSound = MSR788InsertAmmoStop,
		EjectAmmoStartSound = MSR788EjectAmmoStart,
		EjectAmmoStopSound = MSR788EjectAmmoStop,
        ShellFallSound = MSR788CartridgeFall,
        RackSound = MSR788Rack,
        AmmoType = Base.308Bullets,
        WeaponReloadType = boltaction,
        ModelWeaponPart = Bayonnet Bayonnet bayonnet bayonnet,
        ModelWeaponPart = x2Scope x2Scope scope scope,
        ModelWeaponPart = x4Scope x4Scope scope scope,
        ModelWeaponPart = x8Scope x8Scope scope scope,
        ModelWeaponPart = IronSight IronSight ironscope ironscope,
        ModelWeaponPart = RecoilPad RecoilPad recoilpad recoilpad,
        ModelWeaponPart = WPA.x20Scope x8Scope scope scope,
        ModelWeaponPart = WPA.x40Scope x8Scope scope scope,
        ModelWeaponPart = WPA.StealthTacticalScope WPA.Rifle_TacticalScope scope2 scope2,
        ModelWeaponPart = WPA.StealthTacticalScope2 WPA.Rifle_ScopeArmy scope2 scope2,
        ModelWeaponPart = WPA.Silencer3 WPA.RifleSilencer silencer silencer,
        ModelWeaponPart = WPA.Silencer6 WPA.RifleSilencer2 silencer silencer,
        ModelWeaponPart = WPA.RecoilPad3 WPA.Rifle_RecoilPad3 recoilpad2 recoilpad2,
        RackAfterShoot = TRUE,
        MagazineType = Base.308Clip,
        JamGunChance = 5,
        AttachmentType = Rifle,
		StopPower = 20,
    }

    item IronSight
    {
		DisplayCategory = WeaponPart,
        Type = WeaponPart,
        DisplayName = Iron Sight,
        Icon = ScopeIronSight,
        Weight = 0.1,
        WeightModifier = 0.1,
        MaxRangeModifier = 3,
        MountOn = HuntingRifle; VarmintRifle; Pistol; Pistol2; Pistol3,
        PartType = Scope,
        Tooltip = Tooltip_IronSight,
        MetalValue = 15,
		WorldStaticModel = Rifle_IronSights_Ground,
    }

    item RedDot
    {
		DisplayCategory = WeaponPart,
        Type = WeaponPart,
        DisplayName = Red Dot,
        Icon = RedDot,
        Weight = 0.2,
        WeightModifier = 0.2,
        AimingTimeModifier = 5,
        MountOn = Pistol; Pistol2; Pistol3,
        PartType = Scope,
        Tooltip = Tooltip_RedDot,
        MetalValue = 15,
		WorldStaticModel = Handgun_RedDotScope_Ground,
    }

    item Laser
    {
		DisplayCategory = WeaponPart,
        Type = WeaponPart,
        DisplayName = Laser,
        Icon = HandgunLaser,
        Weight = 0.2,
        WeightModifier = 0.2,
        HitChanceModifier = 5,
        MountOn = Pistol; Pistol2; Pistol3,
        PartType = Sling,
        Tooltip = Tooltip_Laser,
        MetalValue = 15,
		WorldStaticModel = Handgun_Laser_Ground,
    }

    item x4Scope
    {
		DisplayCategory = WeaponPart,
        Type = WeaponPart,
        DisplayName = x4 Scope,
        Icon = Scope4x,
        Weight = 0.4,
        WeightModifier = 0.4,
        MaxRangeModifier = 13,
        MinRangeModifier = 8,
        MountOn = HuntingRifle; VarmintRifle,
        PartType = Scope,
        Tooltip = Tooltip_Scope,
        MetalValue = 22,
		WorldStaticModel = Rifle_4XScope_Ground,
    }

    item x8Scope
    {
		DisplayCategory = WeaponPart,
        Type = WeaponPart,
        DisplayName = x8 Scope,
        Icon = Scope8x,
        Weight = 0.8,
        WeightModifier = 0.8,
        MaxRangeModifier = 15,
        MinRangeModifier = 10,
        MountOn = HuntingRifle; VarmintRifle,
        PartType = Scope,
        Tooltip = Tooltip_Scope,
        MetalValue = 22,
		WorldStaticModel = Rifle_8XScope_Ground,
    }
}