module GWP{

      imports{
          Base
      }
/*---------------- MELEE WEAPONS ---------------------------------------*/     
item MoraKnife
    {
        /*=========== STATS ============*/
        DisplayName                 =   Mora Knife,     
        DisplayCategory             =   Weapon,
        SubCategory                 =   Stab,
        Categories                  =   SmallBlade,
        AttachmentType              =   Knife,
        Type                        =   Weapon,
        Tags                        =   CutPlant;SharpKnife,
        Icon                        =   MoraKnife,
        WeaponSprite                =   GWP.MoraKnife,
        WeaponLength                =   0.20,
        Weight                      =   0.16,
        MetalValue                  =   30,
        /*=========== PERFORMANCE ============*/
        MinDamage                   =   0.7,
        MaxDamage                   =   1.2,
        MinRange                    =   0.61,
        MaxRange                    =   0.6,
        MinAngle                    =   0.65,
        MinimumSwingTime            =   2,
        KnockBackOnNoDeath          =   FALSE,
        SwingAmountBeforeImpact     =   0.02,
        SwingTime                   =   2,
        DamageCategory              =   Slash,
        DamageMakeHole              =   TRUE,
        SplatNumber                 =   4,
        PushBackMod                 =   0.3,
        AimingMod                   =   0.8,
        ConditionMax                =   10,
        ConditionLowerChanceOneIn   =   40,
        MaxHitCount                 =   1,
        DoorDamage                  =   1,  
        IsAimedHandWeapon           =   TRUE,       
        CloseKillMove               =   Jaw_Stab,   
        KnockdownMod                =   0,
        SplatBloodOnNoDeath         =   TRUE,
        TreeDamage                  =   1,
        EnduranceMod                =   0.5,     
        CriticalChance              =   40,
        CritDmgMultiplier           =   3,
        /*=========== SOUND & ANIMATION ============*/
        HitFloorSound               =   HuntingKnifeHit,
        ImpactSound                 =   HuntingKnifeHit,
        DoorHitSound                =   HuntingKnifeHit,
        HitSound                    =   HuntingKnifeHit,
        SwingSound                  =   HuntingKnifeSwing,
        BreakSound                  =   HuntingKnifeBreak,
        RunAnim                     =   Run_Weapon2,
        IdleAnim                    =   Idle_Weapon2,
        SwingAnim                   =   Stab,

    }
    


 item Wakizashi
    {
        /*=========== STATS ============*/
        DisplayName                 =   Wakizashi Blade,     
        DisplayCategory             =   Weapon,
        SubCategory                 =   Swinging,
        Categories                  =   LongBlade,
        AttachmentType              =   Knife,
        Type                        =   Weapon,
        Tags                        =   CutPlant;SharpKnife,
        Icon                        =   Wakizashi,
        WeaponSprite                =   GWP.Wakizashi,
        WeaponLength                =   0.3,
        Weight                      =   1.4,
        MetalValue                  =   30,
        /*=========== PERFORMANCE ============*/
        MinDamage                   =   2,
        MaxDamage                   =   3,
        MinRange                    =   0.61,
        MaxRange                    =   1.23,
        MinAngle                    =   0.7,
        MinimumSwingTime            =   3,
        KnockBackOnNoDeath          =   FALSE,
        SwingAmountBeforeImpact     =   0.02,
        SwingTime                   =   3,
        DamageCategory              =   Slash,
        DamageMakeHole              =   TRUE,
        SplatNumber                 =   2,
        PushBackMod                 =   0.3,
        AimingMod                   =   0.8,
        ConditionMax                =   10,
        ConditionLowerChanceOneIn   =   40,
        MaxHitCount                 =   1,
        DoorDamage                  =   10,  
        IsAimedHandWeapon           =   TRUE,       
        CloseKillMove               =   Jaw_Stab,   
        KnockdownMod                =   2,
        SplatBloodOnNoDeath         =   FALSE,
        TreeDamage                  =   1,
        EnduranceMod                =   0.5,     
        CriticalChance              =   30,
        CritDmgMultiplier           =   5,
        BaseSpeed                   =   1,
        /*=========== SOUND & ANIMATION ============*/
        HitFloorSound               =   MacheteHit,
        ImpactSound                 =   MacheteHit,
        DoorHitSound                =   MacheteHit,
        HitSound                    =   MacheteHit,
        SwingSound                  =   MacheteSwing,
        BreakSound                  =   MacheteBreak,
        RunAnim                     =   Run_Weapon2,
        IdleAnim                    =   Idle_Weapon2,
        SwingAnim                   =   Bat,

    }
     


item KatanaGoldRed
    {
        /*=========== STATS ============*/
        DisplayName                 =   Gold Katana Red Grip,     
        DisplayCategory             =   Weapon,
        SubCategory                 =   Swinging,
        Categories                  =   LongBlade,
        AttachmentType              =   BigBlade,
        Type                        =   Weapon,
        Icon                        =   KatanaGoldRed,
        WeaponSprite                =   GWP.KatanaGoldRed,
        WeaponLength                =   0.5,
        Weight                      =   2.5,
        TwoHandWeapon               =   TRUE,
        MetalValue                  =   30,
        /*=========== PERFORMANCE ============*/
        MinDamage                   =   8,
        MaxDamage                   =   8,
        MinRange                    =   0.61,
        MaxRange                    =   1.6,
        MinAngle                    =   0.8,
        MinimumSwingTime            =   3,
        KnockBackOnNoDeath          =   TRUE,
        SwingAmountBeforeImpact     =   0.02,
        SwingTime                   =   3,
        DamageCategory              =   Slash,
        DamageMakeHole              =   TRUE,
        PushBackMod                 =   0.5,
        ConditionMax                =   10,
        ConditionLowerChanceOneIn   =   40,
        MaxHitCount                 =   3,
        DoorDamage                  =   12,    
        KnockdownMod                =   0,
        SplatBloodOnNoDeath         =   FALSE,
        TreeDamage                  =   2,
        EnduranceMod                =   0.5,     
        CriticalChance              =   40,
        CritDmgMultiplier           =   12,
        BaseSpeed                   =   1,
        HitAngleMod                 =   -30,
        /*=========== SOUND & ANIMATION ============*/
        HitFloorSound               =   KatanaHit,
        ImpactSound                 =   KatanaHit,
        DoorHitSound                =   KatanaHit,
        HitSound                    =   KatanaHit,
        SwingSound                  =   KatanaSwing,
        BreakSound                  =   KatanaBreak,
        RunAnim                     =   Run_Weapon2,
        IdleAnim                    =   Idle_Weapon2,
        SwingAnim                   =   Bat,

    } 


 item VikingAxe
    {
        /*=========== STATS ============*/
        DisplayName                 =   Viking Bearded Axe,     
        DisplayCategory             =   Weapon,
        SubCategory                 =   Swinging,
        Categories                  =   Axe,
        AttachmentType              =   Hammer,
        Type                        =   Weapon,
        Icon                        =   VikingAxe,
        WeaponSprite                =   GWP.VikingAxe,
        WeaponLength                =   0.4,
        Weight                      =   2,
        MetalValue                  =   30,
        /*=========== PERFORMANCE ============*/
        MinDamage                   =   0.9,
        MaxDamage                   =   1.7,
        MinRange                    =   0.61,
        MaxRange                    =   1.1,
        MinAngle                    =   0.67,
        MinimumSwingTime            =   3,
        KnockBackOnNoDeath          =   FALSE,
        SwingAmountBeforeImpact     =   0.02,
        SwingTime                   =   4,
        DamageCategory              =   Slash,
        DamageMakeHole              =   TRUE,
        PushBackMod                 =   0.3,
        ConditionMax                =   10,
        ConditionLowerChanceOneIn   =   30,
        MaxHitCount                 =   2,
        DoorDamage                  =   20,    
        KnockdownMod                =   2,
        SplatBloodOnNoDeath         =   FALSE,
        SplatNumber                 =   2,
        TreeDamage                  =   15,   
        CriticalChance              =   25,
        CritDmgMultiplier           =   5,
        BaseSpeed                   =   1,
        Tags                        =   ChopTree;CutPlant,
        /*=========== SOUND & ANIMATION ============*/
        HitFloorSound               =   HandAxeHit,
        ImpactSound                 =   HandAxeHit,
        DoorHitSound                =   HandAxeHit,
        HitSound                    =   HandAxeHit,
        SwingSound                  =   HandAxeSwing,
        BreakSound                  =   HandAxeBreak,
        RunAnim                     =   Run_Weapon2,
        IdleAnim                    =   Idle_Weapon2,
        SwingAnim                   =   Bat,

    } 
    
/*---------------- PISTOLS ---------------------------------------*/  
 
item ColtPeacemaker {

    /*=========== STATS ============*/
    DisplayName                     =   Colt Peacemaker,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   ColtPeacemaker,
    WeaponSprite                    =   GWP.ColtPeacemaker,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   revolver,
    AttachmentType                  =   Holster,
    UseEndurance                    =   FALSE,
    Weight                          =   1.5,
    MetalValue                      =   30,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   10,
    AimingPerkRangeModifier         =   1.5,
    MinDamage                       =   2.1,
    MaxDamage                       =   2.5,    
    CriticalChance                  =   25,
    CritDmgMultiplier               =   4,
    AimingPerkCritModifier          =   10,
    HitChance                       =   25, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   12,
    AimingPerkMinAngleModifier      =   0.05,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   70,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   0,
    ReloadTime                      =   30,
    AimingTime                      =   35,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   30,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.Bullets44,
    AmmoBox                         =   Bullets44Box,
    MaxAmmo                         =   6,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    haveChamber                     =   FALSE,
    ManuallyRemoveSpentRounds       =   TRUE, 
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   2,
    DoorDamage                      =   10,
    StopPower                       =   12,
    /*=========== SOUND ============*/
    SoundVolume                     =   65,
    SoundRadius                     =   65,
    SoundGain                       =   1.5,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   MagnumBringToBear,
    SwingSound                      =   ColtPeacemakerShot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   MagnumJam,
    BreakSound                      =   MagnumBreak,
    EquipSound                      =   MagnumEquip,
    UnequipSound                    =   MagnumUnEquip,
    InsertAmmoSound                 =   MagnumInsertAmmo,
    EjectAmmoSound                  =   MagnumEjectAmmo,
    InsertAmmoStartSound            =   MagnumInsertAmmoStart,
    InsertAmmoStopSound             =   MagnumInsertAmmoStop,
    EjectAmmoStartSound             =   MagnumEjectAmmoStart,
    EjectAmmoStopSound              =   MagnumEjectAmmoStop,
    ShellFallSound                  =   MagnumCartridgeFall,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    SwingAnim                       =   Handgun,
    
    }

item Heritage22Revolver {

    /*=========== STATS ============*/
    DisplayName                     =   Heritage .22 Revolver,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   Heritage22Revolver,
    WeaponSprite                    =   GWP.Heritage22Revolver,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   revolver,
    AttachmentType                  =   Holster,
    UseEndurance                    =   FALSE,
    Weight                          =   0.9,
    MetalValue                      =   20,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   6,
    AimingPerkRangeModifier         =   1.5,
    MinDamage                       =   0.5,
    MaxDamage                       =   1.0,    
    CriticalChance                  =   25,
    CritDmgMultiplier               =   1,
    AimingPerkCritModifier          =   15,
    HitChance                       =   50, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   8,
    AimingPerkMinAngleModifier      =   0.05,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   75,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   0,
    ReloadTime                      =   30,
    AimingTime                      =   15,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   15,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.22Bullets,
    AmmoBox                         =   22Box,
    MaxAmmo                         =   6,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    haveChamber                     =   FALSE,
    ManuallyRemoveSpentRounds       =   TRUE, 
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   1,
    DoorDamage                      =   2,
    StopPower                       =   2,
    /*=========== SOUND ============*/
    SoundVolume                     =   25,
    SoundRadius                     =   25,
    SoundGain                       =   1.5,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   M36BringToBear,
    SwingSound                      =   1022Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   M36Jam,
    BreakSound                      =   M36Break,
    EquipSound                      =   M36Equip,
    UnequipSound                    =   M36UnEquip,
    InsertAmmoSound                 =   M36InsertAmmo,
    EjectAmmoSound                  =   M36EjectAmmo,
    InsertAmmoStartSound            =   M36InsertAmmoStart,
    InsertAmmoStopSound             =   M36InsertAmmoStop,
    EjectAmmoStartSound             =   M36EjectAmmoStart,
    EjectAmmoStopSound              =   M36EjectAmmoStop,
    ShellFallSound                  =   M36CartridgeFall,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    SwingAnim                       =   Handgun,
    
    }
    
 item RugerMarkII {

    /*=========== STATS ============*/
    DisplayName                     =   Ruger Mark II Target Pistol,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   RugerMarkII,
    WeaponSprite                    =   GWP.RugerMarkII,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   handgun,
    AttachmentType                  =   Holster,
    UseEndurance                    =   FALSE,
    Weight                          =   1.2,
    MetalValue                      =   20,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   7,
    AimingPerkRangeModifier         =   1.5,
    MinDamage                       =   0.6,
    MaxDamage                       =   1.1,    
    CriticalChance                  =   28,
    CritDmgMultiplier               =   1,
    AimingPerkCritModifier          =   15,
    HitChance                       =   65, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   8,
    AimingPerkMinAngleModifier      =   0.05,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   75,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   1,
    ReloadTime                      =   20,
    AimingTime                      =   12,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   12,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.22Bullets,
    AmmoBox                         =   22Box,
    MagazineType                    =   22MarkIIMag,
    MaxAmmo                         =   10,
    ClipSize                        =   10,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   1,
    DoorDamage                      =   2,
    StopPower                       =   2,
    /*=========== SOUND ============*/
    SoundVolume                     =   23,
    SoundRadius                     =   23,
    SoundGain                       =   1.5,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   M36BringToBear,
    SwingSound                      =   RugerMarkIIShot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   M9Jam,
    BreakSound                      =   M9Break,
    EquipSound                      =   M9Equip,
    UnequipSound                    =   M9UnEquip,
    InsertAmmoSound                 =   M9InsertAmmo,
    EjectAmmoSound                  =   M9EjectAmmo,
    InsertAmmoStartSound            =   M9InsertAmmoStart,
    InsertAmmoStopSound             =   M9InsertAmmoStop,
    EjectAmmoStartSound             =   M9EjectAmmoStart,
    EjectAmmoStopSound              =   M9EjectAmmoStop,
    ShellFallSound                  =   M9CartridgeFall,
    RackSound                       =   M9Rack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    SwingAnim                       =   Handgun,
    
    }
    
item ColtPython357 {

    /*=========== STATS ============*/
    DisplayName                     =   Colt Python (.357 Magnum),
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   ColtPython,
    WeaponSprite                    =   GWP.ColtPython,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   revolver,
    AttachmentType                  =   Holster,
    UseEndurance                    =   FALSE,
    Weight                          =   1.3,
    MetalValue                      =   30,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.60,
    MaxRange                        =   9,
    AimingPerkRangeModifier         =   1.5,
    MinDamage                       =   1.8,
    MaxDamage                       =   2.2,    
    CriticalChance                  =   27,
    CritDmgMultiplier               =   4,
    AimingPerkCritModifier          =   10,
    HitChance                       =   28, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   12,
    AimingPerkMinAngleModifier      =   0.05,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   80,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   0,
    ReloadTime                      =   30,
    AimingTime                      =   25,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   25,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   GWP.357Bullets,
    AmmoBox                         =   GWP.357Box,
    MaxAmmo                         =   6,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    haveChamber                     =   FALSE,
    ManuallyRemoveSpentRounds       =   TRUE, 
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   2,
    DoorDamage                      =   10,
    StopPower                       =   12,
    /*=========== SOUND ============*/
    SoundVolume                     =   60,
    SoundRadius                     =   60,
    SoundGain                       =   1.5,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   MagnumBringToBear,
    SwingSound                      =   ColtPython357Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   MagnumJam,
    BreakSound                      =   MagnumBreak,
    EquipSound                      =   MagnumEquip,
    UnequipSound                    =   MagnumUnEquip,
    InsertAmmoSound                 =   MagnumInsertAmmo,
    EjectAmmoSound                  =   MagnumEjectAmmo,
    InsertAmmoStartSound            =   MagnumInsertAmmoStart,
    InsertAmmoStopSound             =   MagnumInsertAmmoStop,
    EjectAmmoStartSound             =   MagnumEjectAmmoStart,
    EjectAmmoStopSound              =   MagnumEjectAmmoStop,
    ShellFallSound                  =   MagnumCartridgeFall,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    SwingAnim                       =   Handgun,
    
    }
    
item ColtPython38 {

    /*=========== STATS ============*/
    DisplayName                     =   Colt Python (.38 Special),
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   ColtPython,
    WeaponSprite                    =   GWP.ColtPython,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   revolver,
    AttachmentType                  =   Holster,
    UseEndurance                    =   FALSE,
    Weight                          =   1.3,
    MetalValue                      =   30,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.60,
    MaxRange                        =   7,
    AimingPerkRangeModifier         =   1.5,
    MinDamage                       =   1.0,
    MaxDamage                       =   1.5,    
    CriticalChance                  =   20,
    CritDmgMultiplier               =   2,
    AimingPerkCritModifier          =   10,
    HitChance                       =   28, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   12,
    AimingPerkMinAngleModifier      =   0.05,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   80,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   0,
    ReloadTime                      =   30,
    AimingTime                      =   25,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   15,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.Bullets38,
    AmmoBox                         =   Bullets38Box,
    MaxAmmo                         =   6,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    haveChamber                     =   FALSE,
    ManuallyRemoveSpentRounds       =   TRUE, 
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   2,
    DoorDamage                      =   10,
    StopPower                       =   12,
    /*=========== SOUND ============*/
    SoundVolume                     =   40,
    SoundRadius                     =   40,
    SoundGain                       =   1.5,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   MagnumBringToBear,
    SwingSound                      =   ColtPython38Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   MagnumJam,
    BreakSound                      =   MagnumBreak,
    EquipSound                      =   MagnumEquip,
    UnequipSound                    =   MagnumUnEquip,
    InsertAmmoSound                 =   MagnumInsertAmmo,
    EjectAmmoSound                  =   MagnumEjectAmmo,
    InsertAmmoStartSound            =   MagnumInsertAmmoStart,
    InsertAmmoStopSound             =   MagnumInsertAmmoStop,
    EjectAmmoStartSound             =   MagnumEjectAmmoStart,
    EjectAmmoStopSound              =   MagnumEjectAmmoStop,
    ShellFallSound                  =   MagnumCartridgeFall,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    SwingAnim                       =   Handgun,
    
    }
    
 item Glock21 {

    /*=========== STATS ============*/
    DisplayName                     =   Glock 21,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   Glock21,
    WeaponSprite                    =   GWP.Glock21,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   handgun,
    AttachmentType                  =   Holster,
    UseEndurance                    =   FALSE,
    Weight                          =   1.6,
    MetalValue                      =   30,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.60,
    MaxRange                        =   8,
    AimingPerkRangeModifier         =   1.5,
    MinDamage                       =   1.1,
    MaxDamage                       =   1.5,    
    CriticalChance                  =   25,
    CritDmgMultiplier               =   4,
    AimingPerkCritModifier          =   10,
    HitChance                       =   36, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   12,
    AimingPerkMinAngleModifier      =   0.05,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   90,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   0.5,
    ReloadTime                      =   25,
    AimingTime                      =   18,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   10,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.Bullets45,
    AmmoBox                         =   Bullets45Box,
    MagazineType                    =   GWP.Glock21Mag,
    MaxAmmo                         =   13,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    haveChamber                     =   TRUE,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   1,
    DoorDamage                      =   5,
    StopPower                       =   7,
    /*=========== SOUND ============*/
    SoundVolume                     =   45,
    SoundRadius                     =   45,
    SoundGain                       =   1.5,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   M36BringToBear,
    SwingSound                      =   Glock21Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   M9Jam,
    BreakSound                      =   M9Break,
    EquipSound                      =   M9Equip,
    UnequipSound                    =   M9UnEquip,
    InsertAmmoSound                 =   M9InsertAmmo,
    EjectAmmoSound                  =   M9EjectAmmo,
    InsertAmmoStartSound            =   M9InsertAmmoStart,
    InsertAmmoStopSound             =   M9InsertAmmoStop,
    EjectAmmoStartSound             =   M9EjectAmmoStart,
    EjectAmmoStopSound              =   M9EjectAmmoStop,
    ShellFallSound                  =   M9CartridgeFall,
    RackSound                       =   M9Rack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    SwingAnim                       =   Handgun,
    
    }

/*---------------- SUBMACHINE GUNS ---------------------------------------*/ 

item ThompsonM1A1 {

    /*=========== STATS ============*/
    DisplayName                     =   Thompson M1A1 Submachine Gun,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   ThompsonM1A1,
    WeaponSprite                    =   GWP.ThompsonM1A1,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   MP5,
    FireMode                        =   Single,
    FireModePossibilities           =   Auto/Single,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   4.5,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   9,
    AimingPerkRangeModifier         =   3,
    MinDamage                       =   1.2,
    MaxDamage                       =   1.5,    
    CriticalChance                  =   20,
    CritDmgMultiplier               =   4,
    AimingPerkCritModifier          =   10,
    HitChance                       =   30, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   10,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.965,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   60,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   2,
    ReloadTime                      =   25,
    AimingTime                      =   25,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   0,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.Bullets45,
    AmmoBox                         =   Bullets45Box,
    MaxAmmo                         =   30,
    MagazineType                    =   GWP.45Clip30,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   False,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   1,
    DoorDamage                      =   20,
    StopPower                       =   7,
    /*=========== SOUND ============*/
    SoundVolume                     =   50,
    SoundRadius                     =   50,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   M16BringToBear,
    SwingSound                      =   ThompsonM1A1,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   M16Jam,
    BreakSound                      =   M16Break,
    EquipSound                      =   M16Equip,
    UnequipSound                    =   M16UnEquip,
    InsertAmmoSound                 =   MP5_Magin,
    EjectAmmoSound                  =   MP5_Magout,
    InsertAmmoStartSound            =   MP5Magin,
    InsertAmmoStopSound             =   M9InsertAmmoStop,
    EjectAmmoStartSound             =   MP5Magout,
    EjectAmmoStopSound              =   M9EjectAmmoStop,
    ShellFallSound                  =   M16CartridgeFall,
    RackSound                       =   ThompsonM1A1Reload,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    
    }
            
item Mac10SD {

    /*=========== STATS ============*/
    DisplayName                     =   Mac-10 Submachine Gun SD,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   Mac10SD,
    WeaponSprite                    =   GWP.Mac10SD,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   MP5,
    FireMode                        =   Single,
    FireModePossibilities           =   Auto/Single,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   2.8,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   7,
    AimingPerkRangeModifier         =   3,
    MinDamage                       =   1.1,
    MaxDamage                       =   1.4,    
    CriticalChance                  =   20,
    CritDmgMultiplier               =   3,
    AimingPerkCritModifier          =   10,
    HitChance                       =   30, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   10,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.965,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   70,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   2,
    ReloadTime                      =   25,
    AimingTime                      =   25,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   0,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.Bullets45,
    AmmoBox                         =   Bullets45Box,
    MaxAmmo                         =   30,
    MagazineType                    =   GWP.45Clip30Mac10,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   False,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   0,
    DoorDamage                      =   20,
    StopPower                       =   6,
    /*=========== SOUND ============*/
    SoundVolume                     =   25,
    SoundRadius                     =   25,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   M16BringToBear,
    SwingSound                      =   SuppressedShot2,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   M16Jam,
    BreakSound                      =   M16Break,
    EquipSound                      =   M16Equip,
    UnequipSound                    =   M16UnEquip,
    InsertAmmoSound                 =   MP5_Magin,
    EjectAmmoSound                  =   MP5_Magout,
    InsertAmmoStartSound            =   MP5Magin,
    InsertAmmoStopSound             =   M9InsertAmmoStop,
    EjectAmmoStartSound             =   MP5Magout,
    EjectAmmoStopSound              =   M9EjectAmmoStop,
    ShellFallSound                  =   M16CartridgeFall,
    RackSound                       =   ThompsonM1A1-Reload,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    
    }
    
 item MiniUzi {

    /*=========== STATS ============*/
    DisplayName                     =   Mini Uzi Submachine Gun,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   MiniUzi,
    WeaponSprite                    =   GWP.MiniUzi,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   handgun2,
    FireMode                        =   Single,
    FireModePossibilities           =   Auto/Single,
    AttachmentType                  =   Holster,
    UseEndurance                    =   FALSE,
    Weight                          =   2.7,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.21,
    MaxRange                        =   7,
    AimingPerkRangeModifier         =   3,
    MinDamage                       =   1.0,
    MaxDamage                       =   1.3,    
    CriticalChance                  =   20,
    CritDmgMultiplier               =   2,
    AimingPerkCritModifier          =   4,
    HitChance                       =   35, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   10,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.965,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   85,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   2,
    ReloadTime                      =   20,
    AimingTime                      =   18,
    SwingTime                       =   0,
    MinimumSwingTime                =   0,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   0,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.Bullets9mm,
    AmmoBox                         =   Bullets9mmBox,
    MaxAmmo                         =   30,
    MagazineType                    =   GWP.Uzi9mmMag,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   False,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   1,
    DoorDamage                      =   20,
    StopPower                       =   2,
    /*=========== SOUND ============*/
    SoundVolume                     =   55,
    SoundRadius                     =   55,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   M16BringToBear,
    SwingSound                      =   UziShot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   M16Jam,
    BreakSound                      =   M16Break,
    EquipSound                      =   M16Equip,
    UnequipSound                    =   M16UnEquip,
    InsertAmmoSound                 =   MP5_Magin,
    EjectAmmoSound                  =   MP5_Magout,
    InsertAmmoStartSound            =   MP5Magin,
    InsertAmmoStopSound             =   M9InsertAmmoStop,
    EjectAmmoStartSound             =   MP5Magout,
    EjectAmmoStopSound              =   M9EjectAmmoStop,
    ShellFallSound                  =   M16CartridgeFall,
    RackSound                       =   MP5_Rack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Handgun2,
    
    }   
    
 

 
 
/*---------------- CARBINE RIFLES ---------------------------------------*/ 
 
item DeLisleCarbine {

    /*=========== STATS ============*/
    DisplayName                     =   De Lisle Carbine,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   DeLisleCarbine,
    WeaponSprite                    =   GWP.DeLisleCarbine,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   boltactionnomag,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   3.7,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   10,
    AimingPerkRangeModifier         =   3,
    MinDamage                       =   1.3,
    MaxDamage                       =   1.7,    
    CriticalChance                  =   20,
    CritDmgMultiplier               =   6,
    AimingPerkCritModifier          =   15,
    HitChance                       =   55, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   15,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.965,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   80,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   1,
    ReloadTime                      =   15,
    AimingTime                      =   15,
    SwingTime                       =   0.4,
    MinimumSwingTime                =   0.4,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   5,
    RackAfterShoot                  =   TRUE,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.Bullets45,
    AmmoBox                         =   Bullets45Box,
    MaxAmmo                         =   7,
    MagazineType                    =   Base.45Clip,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   False,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   0,
    DoorDamage                      =   10,
    StopPower                       =   6,
    /*=========== SOUND ============*/
    SoundVolume                     =   18,
    SoundRadius                     =   18,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   MSR788BringToBear,
    SwingSound                      =   DeLisleCarbine,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   MSR788Jam,
    BreakSound                      =   MSR788Break,
    EquipSound                      =   MSR788Equip,
    UnequipSound                    =   MSR788UnEquip,
    InsertAmmoSound                 =   MSR788InsertAmmo,
    EjectAmmoSound                  =   MSR788EjectAmmo,
    InsertAmmoStartSound            =   MSR788InsertAmmoStart,
    InsertAmmoStopSound             =   MSR788InsertAmmoStop,
    EjectAmmoStartSound             =   MSR788EjectAmmoStart,
    EjectAmmoStopSound              =   MSR788EjectAmmoStop,
    ShellFallSound                  =   MSR788Rack,
    RackSound                       =   MSR788Rack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    
    }        

item Winchester1894 {

    /*=========== STATS ============*/
    DisplayName                     =   Winchester 1894 Rifle,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   Winchester1894,
    WeaponSprite                    =   GWP.Winchester1894,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   Lever,
    RackAfterShoot                  =   TRUE,
    FireMode                        =   Single,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   4,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   12,
    AimingPerkRangeModifier         =   2,
    MinDamage                       =   2.0,
    MaxDamage                       =   2.5,    
    CriticalChance                  =   25,
    CritDmgMultiplier               =   8,
    AimingPerkCritModifier          =   12,
    HitChance                       =   25, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   15,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   75,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   1,
    ReloadTime                      =   25,
    AimingTime                      =   25,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   3,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.Bullets44,
    AmmoBox                         =   Base.Bullets44Box,
    MaxAmmo                         =   9,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   FALSE,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   1,
    DoorDamage                      =   20,
    StopPower                       =   12,
    /*=========== SOUND ============*/
    SoundVolume                     =   45,
    SoundRadius                     =   45,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   MSR700BringToBear,
    SwingSound                      =   Winchester1894Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   MSR700Jam,
    BreakSound                      =   MSR700Break,
    EquipSound                      =   MSR700Equip,
    UnequipSound                    =   MSR700UnEquip,
    InsertAmmoSound                 =   MagnumInsertAmmo,
    EjectAmmoSound                  =   MagnumEjectAmmo,
    InsertAmmoStartSound            =   MSR700InsertAmmoStart,
    InsertAmmoStopSound             =   MSR700InsertAmmoStop,
    EjectAmmoStartSound             =   MSR700EjectAmmoStart,
    EjectAmmoStopSound              =   MSR700EjectAmmoStop,
    ShellFallSound                  =   M36CartridgeFall,
    RackSound                       =   LeverRack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/
    ModelWeaponPart = Base.x4Scope Base.x4Scope scope scope,
    ModelWeaponPart = Base.AmmoStraps Base.BulletLoops bulletloops bulletloops,
    }

item BigBoy45ACP {

    /*=========== STATS ============*/
    DisplayName                     =   Henry Big Boy .45ACP,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   BigBoy45ACP,
    WeaponSprite                    =   GWP.BigBoy45ACP,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   Lever,
    RackAfterShoot                  =   TRUE,
    FireMode                        =   Single,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   3.1,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   9,
    AimingPerkRangeModifier         =   2,
    MinDamage                       =   1.1,
    MaxDamage                       =   1.7,    
    CriticalChance                  =   25,
    CritDmgMultiplier               =   6,
    AimingPerkCritModifier          =   12,
    HitChance                       =   35, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   15,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   75,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   1,
    ReloadTime                      =   25,
    AimingTime                      =   25,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   2,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.Bullets45,
    AmmoBox                         =   Base.Bullets45Box,
    MaxAmmo                         =   10,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   FALSE,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   1,
    DoorDamage                      =   20,
    StopPower                       =   8,
    /*=========== SOUND ============*/
    SoundVolume                     =   40,
    SoundRadius                     =   40,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   MSR700BringToBear,
    SwingSound                      =   BigBoy45ACPShot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   MSR700Jam,
    BreakSound                      =   MSR700Break,
    EquipSound                      =   MSR700Equip,
    UnequipSound                    =   MSR700UnEquip,
    InsertAmmoSound                 =   MagnumInsertAmmo,
    EjectAmmoSound                  =   MagnumEjectAmmo,
    InsertAmmoStartSound            =   MSR700InsertAmmoStart,
    InsertAmmoStopSound             =   MSR700InsertAmmoStop,
    EjectAmmoStartSound             =   MSR700EjectAmmoStart,
    EjectAmmoStopSound              =   MSR700EjectAmmoStop,
    ShellFallSound                  =   M36CartridgeFall,
    RackSound                       =   LeverRack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/
    ModelWeaponPart = Base.x4Scope Base.x4Scope scope scope,
    ModelWeaponPart = Base.AmmoStraps Base.BulletLoops bulletloops bulletloops,
    }

        
item Model44 {

    /*=========== STATS ============*/
    DisplayName                     =   Ruger Model 44 Carbine,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   Model44,
    WeaponSprite                    =   GWP.Model44,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   boltactionnomag,
    FireMode                        =   Single,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   2.8,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   11,
    AimingPerkRangeModifier         =   3,
    MinDamage                       =   2.0,
    MaxDamage                       =   2.6,    
    CriticalChance                  =   32,
    CritDmgMultiplier               =   2,
    AimingPerkCritModifier          =   0,
    HitChance                       =   35, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   9,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.965,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   75,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   0.4,
    ReloadTime                      =   20,
    AimingTime                      =   15,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   6,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.Bullets44,
    AmmoBox                         =   Base.Bullets44Box,
    MaxAmmo                         =   4,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   FALSE,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   2,
    DoorDamage                      =   30,
    StopPower                       =   13,
    /*=========== SOUND ============*/
    SoundVolume                     =   45,
    SoundRadius                     =   45,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   MSR700BringToBear,
    SwingSound                      =   Model44Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   MSR700Jam,
    BreakSound                      =   MSR700Break,
    EquipSound                      =   MSR700Equip,
    UnequipSound                    =   MSR700UnEquip,
    InsertAmmoSound                 =   MagnumInsertAmmo,
    EjectAmmoSound                  =   MagnumEjectAmmo,
    InsertAmmoStartSound            =   MSR700InsertAmmoStart,
    InsertAmmoStopSound             =   MSR700InsertAmmoStop,
    EjectAmmoStartSound             =   MSR700EjectAmmoStart,
    EjectAmmoStopSound              =   MSR700EjectAmmoStop,
    ShellFallSound                  =   M36CartridgeFall,
    RackSound                       =   M14Rack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/
    ModelWeaponPart = Base.x2Scope Base.x2Scope scope scope,
    ModelWeaponPart = Base.x4Scope Base.x4Scope scope scope,
    ModelWeaponPart = Base.RecoilPad Base.RecoilPad recoilpad recoilpad,
    ModelWeaponPart = Base.AmmoStraps Base.BulletLoops bulletloops bulletloops,
    }
    
 item Marlin1894Custom357 {

    /*=========== STATS ============*/
    DisplayName                     =   Marlin 1894 Custom (.357 Magnum),
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   Marlin1894Custom,
    WeaponSprite                    =   GWP.Marlin1894Custom,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   Lever,
    RackAfterShoot                  =   TRUE,
    FireMode                        =   Single,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   3.3,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   10,
    AimingPerkRangeModifier         =   2,
    MinDamage                       =   1.9,
    MaxDamage                       =   2.4,    
    CriticalChance                  =   25,
    CritDmgMultiplier               =   8,
    AimingPerkCritModifier          =   12,
    HitChance                       =   38, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   15,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   85,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   1,
    ReloadTime                      =   20,
    AimingTime                      =   20,
    SwingTime                       =   0.3,
    MinimumSwingTime                =   0.3,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   2,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   GWP.357Bullets,
    AmmoBox                         =   GWP.357Box,
    MaxAmmo                         =   8,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   FALSE,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   1,
    DoorDamage                      =   20,
    StopPower                       =   8,
    /*=========== SOUND ============*/
    SoundVolume                     =   45,
    SoundRadius                     =   45,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   MSR700BringToBear,
    SwingSound                      =   Marlin1894Custom357Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   MSR700Jam,
    BreakSound                      =   MSR700Break,
    EquipSound                      =   MSR700Equip,
    UnequipSound                    =   MSR700UnEquip,
    InsertAmmoSound                 =   MagnumInsertAmmo,
    EjectAmmoSound                  =   MagnumEjectAmmo,
    InsertAmmoStartSound            =   MSR700InsertAmmoStart,
    InsertAmmoStopSound             =   MSR700InsertAmmoStop,
    EjectAmmoStartSound             =   MSR700EjectAmmoStart,
    EjectAmmoStopSound              =   MSR700EjectAmmoStop,
    ShellFallSound                  =   M36CartridgeFall,
    RackSound                       =   LeverRack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/
    ModelWeaponPart = Base.x2Scope Base.x2Scope scope scope,
    ModelWeaponPart = Base.x4Scope Base.x4Scope scope scope,
    ModelWeaponPart = Base.RecoilPad Base.RecoilPad recoilpad recoilpad,
    ModelWeaponPart = Base.RedDot Base.RedDot reddot reddot,
    ModelWeaponPart = Base.AmmoStraps Base.BulletLoops bulletloops bulletloops,
    }
    
  item Marlin1894Custom38 {

    /*=========== STATS ============*/
    DisplayName                     =   Marlin 1894 Custom (.38 Special),
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   Marlin1894Custom,
    WeaponSprite                    =   GWP.Marlin1894Custom,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   Lever,
    RackAfterShoot                  =   TRUE,
    FireMode                        =   Single,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   3.3,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   9,
    AimingPerkRangeModifier         =   2,
    MinDamage                       =   1.2,
    MaxDamage                       =   1.7,    
    CriticalChance                  =   25,
    CritDmgMultiplier               =   4,
    AimingPerkCritModifier          =   8,
    HitChance                       =   40, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   15,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   85,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   1,
    ReloadTime                      =   20,
    AimingTime                      =   20,
    SwingTime                       =   0.3,
    MinimumSwingTime                =   0.3,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   2,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.Bullets38,
    AmmoBox                         =   Base.Bullets38ox,
    MaxAmmo                         =   8,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   FALSE,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   1,
    DoorDamage                      =   20,
    StopPower                       =   8,
    /*=========== SOUND ============*/
    SoundVolume                     =   35,
    SoundRadius                     =   35,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   MSR700BringToBear,
    SwingSound                      =   Marlin1894Custom38Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   MSR700Jam,
    BreakSound                      =   MSR700Break,
    EquipSound                      =   MSR700Equip,
    UnequipSound                    =   MSR700UnEquip,
    InsertAmmoSound                 =   MagnumInsertAmmo,
    EjectAmmoSound                  =   MagnumEjectAmmo,
    InsertAmmoStartSound            =   MSR700InsertAmmoStart,
    InsertAmmoStopSound             =   MSR700InsertAmmoStop,
    EjectAmmoStartSound             =   MSR700EjectAmmoStart,
    EjectAmmoStopSound              =   MSR700EjectAmmoStop,
    ShellFallSound                  =   M36CartridgeFall,
    RackSound                       =   LeverRack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/
    ModelWeaponPart = Base.x2Scope Base.x2Scope scope scope,
    ModelWeaponPart = Base.x4Scope Base.x4Scope scope scope,
    ModelWeaponPart = Base.RecoilPad Base.RecoilPad recoilpad recoilpad,
    ModelWeaponPart = Base.RedDot Base.RedDot reddot reddot,
    ModelWeaponPart = Base.AmmoStraps Base.BulletLoops bulletloops bulletloops,
    }
    
 item M1carbine9mm {

    /*=========== STATS ============*/
    DisplayName                     =   M1-9 Carbine,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   M1carbine9mm,
    WeaponSprite                    =   GWP.M1carbine9mm,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   boltaction,
    FireMode                        =   Single,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   2.8,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   12,
    AimingPerkRangeModifier         =   3,
    MinDamage                       =   1.2,
    MaxDamage                       =   1.4,    
    CriticalChance                  =   22,
    CritDmgMultiplier               =   2,
    AimingPerkCritModifier          =   8,
    HitChance                       =   35, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   12,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   85,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   1,
    ReloadTime                      =   20,
    AimingTime                      =   20,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   8,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.Bullets9mm,
    AmmoBox                         =   Base.Bullets9mmBox,
    MagazineType                    =   Base.9mmClip,
    MaxAmmo                         =   15,
    ClipSize                        =   15,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   FALSE,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   0,
    DoorDamage                      =   20,
    StopPower                       =   2,
    /*=========== SOUND ============*/
    SoundVolume                     =   40,
    SoundRadius                     =   40,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   M14BringToBear,
    SwingSound                      =   M1carbine9mmShot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   M14Jam,
    BreakSound                      =   M14Break,
    EquipSound                      =   M14Equip,
    UnequipSound                    =   M14UnEquip,
    InsertAmmoSound                 =   M14InsertAmmo,
    EjectAmmoSound                  =   M14EjectAmmo,
    InsertAmmoStartSound            =   M14InsertAmmoStart,
    InsertAmmoStopSound             =   M14InsertAmmoStop,
    EjectAmmoStartSound             =   M14EjectAmmoStart,
    EjectAmmoStopSound              =   M14EjectAmmoStop,
    ShellFallSound                  =   M14CartridgeFall,
    RackSound                       =   M14Rack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/
    ModelWeaponPart = Base.RedDot Base.RedDot reddot reddot,
    ModelWeaponPart = Base.RecoilPad Base.RecoilPad recoilpad recoilpad,
    }
    
/*---------------- LARGE CALIBER RIFLES ---------------------------------------*/

item PSG1 {

    /*=========== STATS ============*/
    DisplayName                     =   H&K PSG-1 Sniper Rifle,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   PSG1,
    WeaponSprite                    =   GWP.PSG1,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   boltaction,
    FireMode                        =   Single,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   7,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   15,
    AimingPerkRangeModifier         =   4,
    MinDamage                       =   2.2,
    MaxDamage                       =   2.7,    
    CriticalChance                  =   35,
    CritDmgMultiplier               =   12,
    AimingPerkCritModifier          =   16,
    HitChance                       =   70, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   7,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   75,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   0.5,
    ReloadTime                      =   30,
    AimingTime                      =   36,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   5,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.308Bullets,
    AmmoBox                         =   Base.308Box,
    MagazineType                    =   GWP.HK308Mag,
    MaxAmmo                         =   20,
    ClipSize                        =   20,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   TRUE,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   1,
    DoorDamage                      =   20,
    StopPower                       =   2,
    /*=========== SOUND ============*/
    SoundVolume                     =   90,
    SoundRadius                     =   90,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   M14BringToBear,
    SwingSound                      =   PSG1Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   M14Jam,
    BreakSound                      =   M14Break,
    EquipSound                      =   M14Equip,
    UnequipSound                    =   M14UnEquip,
    InsertAmmoSound                 =   M14InsertAmmo,
    EjectAmmoSound                  =   M14EjectAmmo,
    InsertAmmoStartSound            =   M14InsertAmmoStart,
    InsertAmmoStopSound             =   M14InsertAmmoStop,
    EjectAmmoStartSound             =   M14EjectAmmoStart,
    EjectAmmoStopSound              =   M14EjectAmmoStop,
    ShellFallSound                  =   M14CartridgeFall,
    RackSound                       =   M14Rack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/
    ModelWeaponPart = Base.x2Scope Base.x2Scope scope scope,
    ModelWeaponPart = Base.x4Scope Base.x4Scope scope scope,
    ModelWeaponPart = Base.x8Scope Base.x8Scope scope scope,
    ModelWeaponPart = Base.RecoilPad Base.RecoilPad recoilpad recoilpad,
    ModelWeaponPart = Base.Laser Base.Laser laser laser,
    ModelWeaponPart = Base.Bipod Base.Bipod bipod bipod,
    }

 
item HKG3 {

    /*=========== STATS ============*/
    DisplayName                     =   H&K G3 Battle Rifle,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   HKG3,
    WeaponSprite                    =   GWP.HKG3,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   MP5,
    FireMode                        =   Auto,
    FireModePossibilities           =   Auto/Single,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   4.3,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   11,
    AimingPerkRangeModifier         =   3,
    MinDamage                       =   1.5,
    MaxDamage                       =   2.1,    
    CriticalChance                  =   30,
    CritDmgMultiplier               =   10,
    AimingPerkCritModifier          =   10,
    HitChance                       =   30, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   7,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   65,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   2,
    ReloadTime                      =   25,
    AimingTime                      =   25,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   0,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.308Bullets,
    AmmoBox                         =   Base.308Box,
    MagazineType                    =   GWP.HK308Mag,
    MaxAmmo                         =   20,
    ClipSize                        =   20,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   FALSE,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   3,
    DoorDamage                      =   20,
    StopPower                       =   2,
    /*=========== SOUND ============*/
    SoundVolume                     =   85,
    SoundRadius                     =   85,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   M14BringToBear,
    SwingSound                      =   G3Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   G3Click,
    BreakSound                      =   M14Break,
    EquipSound                      =   M14Equip,
    UnequipSound                    =   M14UnEquip,
    InsertAmmoSound                 =   M14InsertAmmo,
    EjectAmmoSound                  =   M14EjectAmmo,
    InsertAmmoStartSound            =   M14InsertAmmoStart,
    InsertAmmoStopSound             =   M14InsertAmmoStop,
    EjectAmmoStartSound             =   M14EjectAmmoStart,
    EjectAmmoStopSound              =   M14EjectAmmoStop,
    ShellFallSound                  =   M14CartridgeFall,
    RackSound                       =   M14Rack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/
    ModelWeaponPart = Base.x2Scope Base.x2Scope scope scope,
    ModelWeaponPart = Base.x4Scope Base.x4Scope scope scope,
    ModelWeaponPart = Base.RedDot Base.RedDot reddot reddot,
    ModelWeaponPart = Base.RecoilPad Base.RecoilPad recoilpad recoilpad,
    ModelWeaponPart = Base.Laser Base.Laser laser laser,
    }
    
 item Mini30 {

    /*=========== STATS ============*/
    DisplayName                     =   Ruger Mini-30 Rifle,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   Mini30,
    WeaponSprite                    =   GWP.Mini30,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   boltaction,
    FireMode                        =   Single,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   3.1,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   12,
    AimingPerkRangeModifier         =   3,
    MinDamage                       =   1.8,
    MaxDamage                       =   2.3,    
    CriticalChance                  =   33,
    CritDmgMultiplier               =   10,
    AimingPerkCritModifier          =   10,
    HitChance                       =   35, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   9,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   75,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   2,
    ReloadTime                      =   25,
    AimingTime                      =   25,
    SwingTime                       =   0.5,
    MinimumSwingTime                =   0.5,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   12,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.762Bullets,
    AmmoBox                         =   Base.762Box,
    MagazineType                    =   GWP.Mini30Mag,
    MaxAmmo                         =   20,
    ClipSize                        =   20,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   FALSE,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   3,
    DoorDamage                      =   20,
    StopPower                       =   2,
    /*=========== SOUND ============*/
    SoundVolume                     =   80,
    SoundRadius                     =   80,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   M14BringToBear,
    SwingSound                      =   Mini30Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   M14Jam,
    BreakSound                      =   M14Break,
    EquipSound                      =   M14Equip,
    UnequipSound                    =   M14UnEquip,
    InsertAmmoSound                 =   M14InsertAmmo,
    EjectAmmoSound                  =   M14EjectAmmo,
    InsertAmmoStartSound            =   M14InsertAmmoStart,
    InsertAmmoStopSound             =   M14InsertAmmoStop,
    EjectAmmoStartSound             =   M14EjectAmmoStart,
    EjectAmmoStopSound              =   M14EjectAmmoStop,
    ShellFallSound                  =   M14CartridgeFall,
    RackSound                       =   M14Rack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/
    ModelWeaponPart = Base.x2Scope Base.x2Scope scope scope,
    ModelWeaponPart = Base.x4Scope Base.x4Scope scope scope,
    ModelWeaponPart = Base.x8Scope Base.x8Scope scope scope,
    ModelWeaponPart = Base.RedDot Base.RedDot reddot reddot,
    ModelWeaponPart = Base.RecoilPad Base.RecoilPad recoilpad recoilpad,
    }
    
 item NorincoMak90 {

    /*=========== STATS ============*/
    DisplayName                     =   Norinco Mak-90,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   NorincoMak90,
    WeaponSprite                    =   GWP.NorincoMak90,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   boltaction,
    FireMode                        =   Single,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   3.4,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   11,
    AimingPerkRangeModifier         =   3,
    MinDamage                       =   1.7,
    MaxDamage                       =   2.3,    
    CriticalChance                  =   24,
    CritDmgMultiplier               =   2,
    AimingPerkCritModifier          =   10,
    HitChance                       =   36, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   9,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   95,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   1,
    ReloadTime                      =   25,
    AimingTime                      =   22,
    SwingTime                       =   0.25,
    MinimumSwingTime                =   0.25,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   0,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.762Bullets,
    AmmoBox                         =   Base.762Box,
    MagazineType                    =   Base.762Clip,
    MaxAmmo                         =   30,
    ClipSize                        =   30,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   FALSE,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   3,
    DoorDamage                      =   20,
    StopPower                       =   2,
    /*=========== SOUND ============*/
    SoundVolume                     =   85,
    SoundRadius                     =   85,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   M14BringToBear,
    SwingSound                      =   NorincoMak90Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   M14Jam,
    BreakSound                      =   M14Break,
    EquipSound                      =   M14Equip,
    UnequipSound                    =   M14UnEquip,
    InsertAmmoSound                 =   M14InsertAmmo,
    EjectAmmoSound                  =   M14EjectAmmo,
    InsertAmmoStartSound            =   M14InsertAmmoStart,
    InsertAmmoStopSound             =   M14InsertAmmoStop,
    EjectAmmoStartSound             =   M14EjectAmmoStart,
    EjectAmmoStopSound              =   M14EjectAmmoStop,
    ShellFallSound                  =   M14CartridgeFall,
    RackSound                       =   M14Rack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/

    }
    
/*---------------- SHOTGUNS ---------------------------------------*/
    
item R870Police {

    /*=========== STATS ============*/
    DisplayName                     =   Model 870 Police,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   R870Police,
    WeaponSprite                    =   GWP.R870Police,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    IsAimedHandWeapon               =   TRUE,
    WeaponReloadType                =   shotgun,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   4,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   7,
    RangeFalloff                    =   TRUE,
    MinDamage                       =   1.6,
    MaxDamage                       =   2.3,    
    CriticalChance                  =   65,
    CritDmgMultiplier               =   2,
    AimingPerkCritModifier          =   4,
    HitChance                       =   75, 
    AimingPerkHitChanceModifier     =   5,
    MinAngle                        =   0.9,
    AngleFalloff                    =   TRUE,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   75,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   2,
    ReloadTime                      =   25,
    AimingTime                      =   18,
    AimingMod                       =   2,
    SwingTime                       =   1.8,
    RecoilDelay                     =   46,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.ShotgunShells,
    AmmoBox                         =   Base.ShotgunShellsBox,
    MaxAmmo                         =   6,
    ProjectileCount                 =   5,
    MaxHitCount                     =   3,
    ShareDamage                     =   FALSE,
    SplatNumber                     =   5,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.8,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   8,
    DoorDamage                      =   20,
    StopPower                       =   20,
    RackAfterShoot                  =   TRUE,
    /*=========== SOUND ============*/
    SoundVolume                     =   100,
    SoundRadius                     =   100,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   JS2000ShotgunBringToBear,
    SwingSound                      =   R870PoliceShot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   JS2000ShotgunJam,
    BreakSound                      =   JS2000ShotgunBreak,
    EquipSound                      =   JS2000ShotgunEquip,
    UnequipSound                    =   JS2000ShotgunUnEquip,
    InsertAmmoSound                 =   JS2000ShotgunInsertAmmo,
    EjectAmmoSound                  =   JS2000ShotgunEjectAmmo,
    InsertAmmoStartSound            =   JS2000ShotgunInsertAmmoStart,
    InsertAmmoStopSound             =   JS2000ShotgunInsertAmmoStop,
    EjectAmmoStartSound             =   JS2000ShotgunEjectAmmoStart,
    EjectAmmoStopSound              =   JS2000ShotgunEjectAmmoStop,
    ShellFallSound                  =   JS2000ShotgunCartridgeFall,
    RackSound                       =   JS2000ShotgunRack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/
    ModelWeaponPart = Base.ChokeTubeFull Base.ChokeTube choketube choketube,
    ModelWeaponPart = Base.ChokeTubeImproved Base.ChokeTube choketube choketube,
    ModelWeaponPart = Base.ShellHolder Base.ShellHolder shellholder shellholder,
    }

item Winchester1887 {

    /*=========== STATS ============*/
    DisplayName                     =   Winchester 1887 Shotgun,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   Winchester1887,
    WeaponSprite                    =   GWP.Winchester1887,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    IsAimedHandWeapon               =   TRUE,
    WeaponReloadType                =   Lever,
    AttachmentType                  =   Holster,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   1.8,
    MetalValue                      =   45,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   0.61,
    MaxRange                        =   6,
    RangeFalloff                    =   TRUE,
    MinDamage                       =   1.6,
    MaxDamage                       =   2.3,    
    CriticalChance                  =   65,
    CritDmgMultiplier               =   2,
    AimingPerkCritModifier          =   4,
    HitChance                       =   100, 
    AimingPerkHitChanceModifier     =   5,
    MinAngle                        =   0.9,
    AngleFalloff                    =   TRUE,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   85,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   0,
    ReloadTime                      =   25,
    AimingTime                      =   20,
    AimingMod                       =   2,
    SwingTime                       =   1.8,
    RecoilDelay                     =   55,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.ShotgunShells,
    AmmoBox                         =   Base.ShotgunShellsBox,
    MaxAmmo                         =   5,
    ProjectileCount                 =   5,
    MaxHitCount                     =   3,
    ShareDamage                     =   FALSE,
    SplatNumber                     =   5,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.8,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   8,
    DoorDamage                      =   20,
    StopPower                       =   20,
    RackAfterShoot                  =   TRUE,
    /*=========== SOUND ============*/
    SoundVolume                     =   100,
    SoundRadius                     =   100,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   JS2000ShotgunBringToBear,
    SwingSound                      =   Winchester1887Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   JS2000ShotgunJam,
    BreakSound                      =   JS2000ShotgunBreak,
    EquipSound                      =   JS2000ShotgunEquip,
    UnequipSound                    =   JS2000ShotgunUnEquip,
    InsertAmmoSound                 =   JS2000ShotgunInsertAmmo,
    EjectAmmoSound                  =   JS2000ShotgunEjectAmmo,
    InsertAmmoStartSound            =   JS2000ShotgunInsertAmmoStart,
    InsertAmmoStopSound             =   JS2000ShotgunInsertAmmoStop,
    EjectAmmoStartSound             =   JS2000ShotgunEjectAmmoStart,
    EjectAmmoStopSound              =   JS2000ShotgunEjectAmmoStop,
    ShellFallSound                  =   JS2000ShotgunCartridgeFall,
    RackSound                       =   JS2000ShotgunRack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/
    ModelWeaponPart = Base.ShellHolder Base.ShellHolder shellholder shellholder,
    }
    
 /*-------------------------------- Machine Guns -------------------------------------*/

item M60 {

    /*=========== STATS ============*/
    DisplayName                     =   M60 Machine Gun,
    DisplayCategory                 =   Weapon,
    SubCategory                     =   Firearm,
    Icon                            =   M60,
    WeaponSprite                    =   GWP.M60,
    Type                            =   Weapon,
    Ranged                          =   TRUE,
    IsAimedFirearm                  =   TRUE,
    WeaponReloadType                =   MP5,
    FireMode                        =   Auto,
    AttachmentType                  =   Rifle,
    UseEndurance                    =   FALSE,
    TwoHandWeapon                   =   TRUE,
    RequiresEquippedBothHands       =   TRUE,
    Weight                          =   10.5,
    MetalValue                      =   65,
    /*=========== PERFORMANCE ============*/
    MinRange                        =   1.00,
    MaxRange                        =   15,
    AimingPerkRangeModifier         =   3,
    MinDamage                       =   1.8,
    MaxDamage                       =   2.5,    
    CriticalChance                  =   30,
    CritDmgMultiplier               =   12,
    AimingPerkCritModifier          =   10,
    HitChance                       =   20, 
    ToHitModifier                   =   1.5,
    AimingPerkHitChanceModifier     =   7,
    AimingPerkMinAngleModifier      =   0.01,
    MinAngle                        =   0.95,
    ConditionMax                    =   20,
    ConditionLowerChanceOneIn       =   95,
    MultipleHitConditionAffected    =   FALSE,
    JamGunChance                    =   0.25,
    ReloadTime                      =   55,
    AimingTime                      =   35,
    SwingTime                       =   0,
    MinimumSwingTime                =   0,
    SwingAmountBeforeImpact         =   0,
    RecoilDelay                     =   0,
    /*=========== AMMO DATA ============*/
    AmmoType                        =   Base.308Bullets,
    AmmoBox                         =   Base.308Box,
    MagazineType                    =   GWP.M60Mag,
    MaxAmmo                         =   100,
    ClipSize                        =   100,
    ProjectileCount                 =   1,
    MaxHitCount                     =   1,
    PiercingBullets                 =   FALSE,
    ShareDamage                     =   FALSE,
    SplatSize                       =   3,
    SplatNumber                     =   3,
    SplatBloodOnNoDeath             =   TRUE,
    PushBackMod                     =   0.3,
    KnockBackOnNoDeath              =   TRUE,
    KnockdownMod                    =   3,
    DoorDamage                      =   20,
    StopPower                       =   8,
    /*=========== SOUND ============*/
    SoundVolume                     =   95,
    SoundRadius                     =   95,
    SoundGain                       =   2,
    NPCSoundBoost                   =   1.5,
    BringToBearSound                =   M14BringToBear,
    SwingSound                      =   M60Shot,
    HitSound                        =   BulletHitBody,
    ClickSound                      =   G3Click,
    BreakSound                      =   M14Break,
    EquipSound                      =   M14Equip,
    UnequipSound                    =   M14UnEquip,
    InsertAmmoSound                 =   M14InsertAmmo,
    EjectAmmoSound                  =   M14EjectAmmo,
    InsertAmmoStartSound            =   M14InsertAmmoStart,
    InsertAmmoStopSound             =   M14InsertAmmoStop,
    EjectAmmoStartSound             =   M14EjectAmmoStart,
    EjectAmmoStopSound              =   M14EjectAmmoStop,
    ShellFallSound                  =   M14CartridgeFall,
    RackSound                       =   M14Rack,
    ImpactSound                     =   null,
    /*=========== ANIMATION ============*/
    RunAnim                         =   Run_Weapon2,
    IdleAnim                        =   Idle_Weapon2,
    SwingAnim                       =   Rifle,
    /*=========== ATTACHMENTS ============*/

    } 

}

