module Base
{
	item cj_ai_awp
 {
  DisplayName                   = Rifle AI AWP,
  Icon                          = cj_icon_firearm_ai_awp,
  WeaponSprite                  = cj_sprite_ai_awp,
  Weight                        = 6.5,
  AmmoType                      = Base.308Bullets,
  AmmoBox                       = 308Box,
  MagazineType                  = MagAI_AW,
  MaxAmmo                       = 10,
  RecoilDelay                   = 15,
  ReloadTime                    = 25,
  AimingTime                    = 35,
  MinRange                      = 0.61,
  MaxRange                      = 45,
  MinAngle                      = 0.965,
  DoorDamage                    = 5,
  MinDamage                     = 2.0,
  MaxDamage                     = 4.5,
  StopPower                     = 15,
  PiercingBullets               = true,
  KnockdownMod                  = 2,
  PushBackMod                   = 0.3,
  FireMode                      = Single,
  FireModePossibilities         = Single,
  RackAfterShoot                = TRUE,
  
  CriticalChance                = 33,
  AimingPerkCritModifier        = 4,
  HitChance                     = 80,
  AimingPerkHitChanceModifier   = 9,
  AimingPerkMinAngleModifier    = 0.01,
  AimingPerkRangeModifier       = 1,
  
  
  SoundVolume                   = 75,
  SoundRadius                   = 200,
  SwingSound                    = o_AI_AWP_o,
  BreakSound                    = M16Break,
  InsertAmmoSound               = M16InsertAmmo,
  EjectAmmoSound                = M16EjectAmmo,
  RackSound                     = M16Rack,
  BringToBearSound              = M16BringToBear,
  HitSound                      = BulletHitBody,
 ClickSound                     = M16Jam,
  EquipSound                    = M16Equip,
 UnequipSound                   = M16UnEquip,
  InsertAmmoStartSound          = M16InsertAmmoStart,
 InsertAmmoStopSound            = M16InsertAmmoStop,
 EjectAmmoStartSound            = M16EjectAmmoStart,
 EjectAmmoStopSound             = M16EjectAmmoStop,
  ShellFallSound                = M16CartridgeFall,

  
  Type                          = Weapon,
  DisplayCategory               = Weapon,
  SubCategory                   = Firearm,
  IsAimedFirearm                = TRUE,
  UseEndurance                  = FALSE,
  ConditionMax                  = 50,
  JamGunChance                  = 0,
  Ranged                        = TRUE,
  MetalValue                    = 45,
  SwingTime                     = 3.0,
  MinimumSwingTime              = 3.0,
  ToHitModifier                 = 1.5,
  SwingAmountBeforeImpact       = 0,
  MultipleHitConditionAffected  = FALSE,
  SplatSize                     = 3,
  SplatNumber                   = 3,
  SplatBloodOnNoDeath           = TRUE,
  ImpactSound                   = null,
  NPCSoundBoost                 = 1.5,
  SoundGain                     = 2,
  SwingAnim                     = Rifle,
  RunAnim                       = Run_Weapon2,
  IdleAnim                      = Idle_Weapon2,
  ShareDamage                   = FALSE,
  MaxHitCount                   = 7,
  KnockBackOnNoDeath            = TRUE,
  ProjectileCount               = 1,
  ConditionLowerChanceOneIn     = 50,
  TwoHandWeapon                 = TRUE,
  RequiresEquippedBothHands     = TRUE,
  WeaponReloadType              = boltaction,
  AttachmentType                = Rifle,
  Tags = HasMetal;Firearm,
  
  ModelWeaponPart               = 4x_scope_us 4x_scope_us upper_mount upper_mount,
  ModelWeaponPart               = 1x_scope_us_2 1x_scope_us_2 upper_mount upper_mount,
  ModelWeaponPart               = 1x_scope_us 1x_scope_us upper_mount upper_mount, 
  ModelWeaponPart               = 3x_scope_us 3x_scope_us upper_mount upper_mount,
  ModelWeaponPart               = 1x_scope_us_3 1x_scope_us_3 upper_mount upper_mount,
  ModelWeaponPart               = 4x_scope_us_2 4x_scope_us_2 upper_mount upper_mount,
  ModelWeaponPart               = 8x_scope_us 8x_scope_us upper_mount upper_mount,
  ModelWeaponPart               = 25x_scope_us 25x_scope_us upper_mount upper_mount,
 }
	model cj_sprite_ai_awp
	{
		mesh                           = weapons/firearm/cj_mdl_ai_awp,
		texture                        = weapons/firearm/cj_texture_ai_awp,
		scale                          = 0.01,

		attachment muzzle
		{
			offset = 0.0000 0.5781 0.0476,
			rotate = -90.0000 0.0000 0.0000,
		}

		attachment upper_mount
		{
			offset = 0.0000 0.1139 0.0553,
			rotate = -0.0000 0.0000 0.0000,
		}

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