module Base
{
	imports 
 {
 Base
 }
	item cj_mp5sd2
 {
  
  DisplayName                   = Submachinegun MP5SD2,
  Icon                          = cj_icon_firearm_mp5sd2,
  WeaponSprite                  = cj_sprite_mp5sd2,
  Weight                        = 3.4,
  AmmoType                      = Base.Bullets9mm,
  AmmoBox                       = Base.Bullets9mmBox,
  MagazineType                  = Base.MagMP5SD2,
  MaxAmmo                       = 30,
  RecoilDelay                   = 2,
  ReloadTime                    = 25,
  AimingTime                    = 20,
  MinRange                      = 0.61,
  MaxRange                      = 31,
  MinAngle                      = 0.965,
  DoorDamage                    = 1,
  MinDamage                     = 0.8,
  MaxDamage                     = 1.3,
  StopPower                     = 2,
  PiercingBullets               = false,
  KnockdownMod                  = 4,
  PushBackMod                   = 0.3,
  FireMode                      = Auto,
  FireModePossibilities         = Auto/Single,

  
  CriticalChance                = 30,
  AimingPerkCritModifier        = 0,
  HitChance                     = 50,
  AimingPerkHitChanceModifier   = 16,
  AimingPerkMinAngleModifier    = 0.01,
  AimingPerkRangeModifier       = 1,
  
  
  SoundVolume                   = 75,
  SoundRadius                   = 30,
  SwingSound                    = o_MP5SD2_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                     = 0.15,
  MinimumSwingTime              = 0.15,
  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                   = 1,
  KnockBackOnNoDeath            = TRUE,
  ProjectileCount               = 1,
  ConditionLowerChanceOneIn     = 30,
  TwoHandWeapon                 = TRUE,
  RequiresEquippedBothHands     = TRUE,
  WeaponReloadType              = boltaction,
  AttachmentType                = Rifle,

  
  ModelWeaponPart               = MODNAME MODNAME reddot reddot,
 }
	model cj_sprite_mp5sd2
	{
		mesh                           = weapons/firearm/cj_mdl_mp5sd2,
		texture                        = weapons/firearm/cj_texture_mp5sd2,
		scale                          = 0.01,

		attachment muzzle
		{
			offset = 0.0000 0.3063 0.0326,
			rotate = -90.0000 0.0000 0.0000,
		}

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