module Base
{
	imports 
 {
 Base
 }
	item AssaultRifle
 {
 DisplayName                  = Assault Rifle M16,
 Icon                         = cj_icon_firearm_m16,
 WeaponSprite                 = cj_sprite_m16,
 AmmoType                     = Base.556Bullets,
 Weight                       = 4,
 DisplayCategory              = Weapon,
 Type                         = Weapon,


 AimingPerkCritModifier       = 6,
 AimingPerkHitChanceModifier  = 4,
 AimingPerkMinAngleModifier   = 0.01,
 AimingPerkRangeModifier      = 0,
 AimingTime                   = 20,
 AmmoBox                      = 556Box,

 AttachmentType               = Rifle,
 BreakSound                   = M16Break,
 BringToBearSound             = M16BringToBear,
 ClickSound                   = M16Jam,
 ConditionLowerChanceOneIn    = 200,
 ConditionMax                 = 10,
 CritDmgMultiplier            = 4,
 CriticalChance               = 20,
 DoorDamage                   = 5,
 DropSound                    = M16Drop,
 EjectAmmoSound               = M16EjectAmmo,
 EjectAmmoStartSound          = M16EjectAmmoStart,
 EjectAmmoStopSound           = M16EjectAmmoStop,
 EquipSound                   = M16Equip,
 FireMode                     = Auto,
 FireModePossibilities        = Auto/Single,
 HitChance                    = 70,
 HitSound                     = BulletHitBody,
 IdleAnim                     = Idle_Weapon2,
 ImpactSound                  = null,
 InsertAmmoSound              = M16InsertAmmo,
 InsertAmmoStartSound         = M16InsertAmmoStart,
 InsertAmmoStopSound          = M16InsertAmmoStop,
 IsAimedFirearm               = TRUE,
 JamGunChance                 = 3,
 KnockBackOnNoDeath           = TRUE,
 KnockdownMod                 = 4,
 MagazineType                 = Base.556Clip,
 MaxAmmo                      = 30,
 MaxDamage                    = 2.0,
 MaxHitCount                  = 2,
 MaxRange                     = 30,
 MinSightRange                = 2,
 MaxSightRange                = 10,
 MetalValue                   = 45,
 MinAngle                     = 0.965,
 MinDamage                    = 1.0,
 MinRange                     = 0.61,
 MinimumSwingTime             = 0.2,
 ModelWeaponPart              = IronSight IronSight scope2 scope2,
 ModelWeaponPart              = Laser Laser laser laser,
 ModelWeaponPart              = RecoilPad RecoilPad recoilpad recoilpad,
 ModelWeaponPart              = RedDot RedDot reddot reddot,
 ModelWeaponPart              = x2Scope x2Scope scope scope,
 ModelWeaponPart              = x4Scope x4Scope scope scope,
 
 MultipleHitConditionAffected = FALSE,
 NPCSoundBoost                = 1.5,
 PiercingBullets              = TRUE,
 ProjectileCount              = 1,
 PushBackMod                  = 0.3,
 RackSound                    = M16Rack,
 Ranged                       = TRUE,
 RecoilDelay                  = 5,
 ReloadTime                   = 25,
 RequiresEquippedBothHands    = TRUE,
 RunAnim                      = Run_Weapon2,
 ShareDamage                  = FALSE,
 ShellFallSound               = M16CartridgeFall,
 SoundGain                    = 2,
 SoundRadius                  = 150,
 SoundVolume                  = 75,
 SplatBloodOnNoDeath          = TRUE,
 SplatNumber                  = 3,
 SplatSize                    = 3,
 StopPower                    = 2,
 SubCategory                  = Firearm,
 SwingAmountBeforeImpact      = 0,
 SwingAnim                    = Rifle,
 SwingSound                   = M16Shoot,
 SwingTime                    = 0.2,
 ToHitModifier                = 1.5,
 TwoHandWeapon                = TRUE,
 UnequipSound                 = M16UnEquip,
 UseEndurance                 = FALSE,
 WeaponReloadType             = boltaction,
 Tags                         = HasMetal;Firearm,

  ModelWeaponPart             = suppressor_us_5_56 suppressor_us_5_56 muzzle_on muzzle_on,
 }
	model cj_sprite_m16
	{
		mesh                         = weapons/firearm/cj_mdl_m16,
		texture                      = weapons/firearm/cj_texture_m16,
		scale                        = 0.01,

		attachment muzzle
		{
			offset = 0.0000 0.4684 0.0296,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment muzzle_on
		{
			offset = 0.0000 0.0000 0.0000,
			rotate = 0.0000 0.0000 0.0000,
		}

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