module Base
{
	imports    
    {
		Base
	}
    item AssaultRifle2
    {
        DisplayCategory                 = Weapon,
        ImpactSound	                    =	null,
        MaxRange	                    =	38,
        WeaponSprite	                =	M14,
        SoundVolume	                    =	200,
        MinAngle	                    =	0.95,
        Type	                        =	Weapon,
        MinimumSwingTime	            =	0.5,
        ToHitModifier	                =	1.5,
        NPCSoundBoost	                =	1.5,
        KnockBackOnNoDeath	            =	TRUE,
        Ranged	                        =	TRUE,
        SwingAmountBeforeImpact	        =	0,
        ProjectileCount	                =	1,
        ConditionLowerChanceOneIn	    =	60,
        Weight	                        =	4.2,
        SplatNumber	                    =	3,
        PushBackMod	                    =	0.3,
        SubCategory	                    =	Firearm,
        ConditionMax	                =	50,
        ShareDamage	                    =	FALSE,
        MaxHitCount	                    =	3,
        IsAimedFirearm	                =	TRUE,
        DoorDamage	                    =	5,
        UseEndurance	                =	FALSE,
        SwingAnim	                    =	Rifle,
        DisplayName	                    =	Rifle M14,
        MinRange	                    =	0.61,
        SwingTime	                    =	0.5,
        MultipleHitConditionAffected	=	FALSE,
		BringToBearSound                = M14BringToBear,
        SwingSound                      = o_M14,
        HitSound                        = BulletHitBody,
		ClickSound                      = M14Jam,
        SoundRadius	                    =	160,
        MinDamage	                    =	2.0,
        MaxDamage	                    =	2.5,
        SplatSize	                    =	3,
        KnockdownMod	                =	2,
        SplatBloodOnNoDeath	            =	TRUE,
        Icon	                        =	AssaultRifle2,
        RunAnim	                        =	Run_Weapon2,
        IdleAnim	                    =	Idle_Weapon2,
        CriticalChance                  = 30,
        CritDmgMultiplier               = 10,
        AimingPerkCritModifier          = 15,
        HitChance                       = 50,
        AimingPerkHitChanceModifier     = 5,
        AimingPerkMinAngleModifier      = 0.01,
        AimingPerkRangeModifier         = 3,
        RecoilDelay                     = 0,
        SoundGain                       = 2,
        ClipSize                        = 20,
        ReloadTime                      = 25,
        AimingTime                      = 25,
		EquipSound                      = M14Equip,
		UnequipSound                    = M14UnEquip,
        InsertAmmoSound                 = M14InsertAmmo,
        EjectAmmoSound                  = M14EjectAmmo,
		InsertAmmoStartSound            = M14InsertAmmoStart,
		InsertAmmoStopSound             = M14InsertAmmoStop,
		EjectAmmoStartSound             = M14EjectAmmoStart,
		EjectAmmoStopSound              = M14EjectAmmoStop,
        ShellFallSound                  = M14CartridgeFall,
        RackSound                       = M14Rack,
        RequiresEquippedBothHands       = TRUE,
        BreakSound                      = M14Break,
        TwoHandWeapon                   = TRUE,
        MetalValue                      = 45,
        MagazineType                    = Base.M14Clip,
        AmmoType                        = Base.308Bullets,
        WeaponReloadType                = boltaction,
        JamGunChance                    = 0,
        AttachmentType                  = Rifle,
        FireMode                        = Single,
        AmmoBox                         = 308Box,
        MaxAmmo                         = 20,
		PiercingBullets                 =   true,
        ModelWeaponPart                 = x2Scope x2Scope scope scope,
        ModelWeaponPart                 = x4Scope x4Scope scope scope,
        ModelWeaponPart                 = x8Scope x8Scope scope scope,
        ModelWeaponPart                 = IronSight IronSight scope2 scope2,
        ModelWeaponPart                 = RedDot RedDot reddot reddot,
        ModelWeaponPart                 = RecoilPad RecoilPad recoilpad recoilpad,
        ModelWeaponPart                 = Laser Laser laser laser,
        StopPower                       = 2,
    }
}
