module Base
{
	imports    
    {
		Base
	}
	item CJ_AI_AWP
    {
        
        DisplayName	                        =	Rifle AI AWP,
        Icon	                            =	AI_AWP,
        WeaponSprite	                    =	AI_AWP,
        Weight	                            =	6.5,
        AmmoType                            =   Base.308Bullets,
        AmmoBox                             =   308Box,
        MagazineType                        =   MagAI_AW,
        MaxAmmo                             =   10,
        RecoilDelay	                        =	0,
        ReloadTime                          =   25,
        AimingTime                          =   40,
        MinRange	                        =	0.61,
        MaxRange	                        =	38,
        MinAngle	                        =	0.965,
        DoorDamage	                        =	5,
        MinDamage	                        =	2.0,
        MaxDamage	                        =	2.5,
        StopPower                           =   15,
        PiercingBullets                     =   true,
        KnockdownMod	                    =	2,
        PushBackMod	                        =	0.3,
        FireMode                            =   Single,
        FireModePossibilities               =   Single,
        RackAfterShoot                      = TRUE,
        
        CriticalChance                      = 33,
        AimingPerkCritModifier              = 4,
        HitChance                           = 20,
        AimingPerkHitChanceModifier         = 9,
        AimingPerkMinAngleModifier          = 0.01,
        AimingPerkRangeModifier             = 1,
        
        
        SoundVolume	                        = 200,
        SoundRadius	                        = 200,
        SwingSound	                        = o_AI_AWP_o,
        BreakSound                          = MSR700Break,
        InsertAmmoSound                     = MSR700InsertAmmo,
        EjectAmmoSound                      = MSR700EjectAmmo,
        RackSound                           = MSR700Rack,
        BringToBearSound                    = MSR700BringToBear,
        HitSound                            = BulletHitBody,
		ClickSound                          = MSR700Jam,
        EquipSound                          = MSR700Equip,
		UnequipSound                        = MSR700UnEquip,
        InsertAmmoStartSound                = MSR700InsertAmmoStart,
		InsertAmmoStopSound                 = MSR700InsertAmmoStop,
		EjectAmmoStartSound                 = MSR700EjectAmmoStart,
		EjectAmmoStopSound                  = MSR700EjectAmmoStop,
        ShellFallSound                      = MSR700CartridgeFall,

        
        Type	                            =	Weapon,
        DisplayCategory	                    =	Weapon,
        SubCategory                         =	Firearm,
        IsAimedFirearm	                    =	TRUE,
        UseEndurance	                    =	FALSE,
        ConditionMax	                    =	50,
        JamGunChance                        =   0,
        Ranged	                            =	TRUE,
        MetalValue                          =   45,
        SwingTime	                        =	2.0,
        MinimumSwingTime	                =	0.5,
        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	                        =	3,
        KnockBackOnNoDeath	                =	TRUE,
        ProjectileCount	                    =	1,
        ConditionLowerChanceOneIn	        =	50,
        TwoHandWeapon                       =   TRUE,
        RequiresEquippedBothHands           =   TRUE,
        WeaponReloadType                    =   boltaction,
        AttachmentType                      =   Rifle,

        
        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 AI_AWP
	{
		mesh                                = weapons/firearm/AI_AWP,
		texture                             = weapons/firearm/AI_AWP,
		scale                               = 0.01,

		attachment muzzle
		{
			offset                          = 0.0000 -0.0500 -0.5840,
			rotate                          = 180.0000 0.0000 0.0000,
		}

		attachment upper_mount
		{
			offset                          = 0.0000 -0.0580 -0.1010,
			rotate                          = -90.0000 0.0000 0.0000,
		}

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