module Base
{
	imports    
    {
		Base
	}
	item CJ_ASVAL
    {
        
        DisplayName	                            =	Rifle ASVAL,
        Icon	                                =	ASVAL,
        WeaponSprite	                        =	ASVAL,
        Weight	                                =	2.5,
        AmmoType                                =   CJ9_39,
        AmmoBox                                 =   CJ9_39Box,
        MagazineType                            =   MagVSS,
        MaxAmmo                                 =   10,
        RecoilDelay	                            =	0,
        ReloadTime                              =   25,
        AimingTime                              =   20,
        MinRange	                            =	0.67,
        MaxRange	                            =	33,
        MinAngle	                            =	0.965,
        DoorDamage	                            =	10,
        MinDamage	                            =	1.6,
        MaxDamage	                            =	2.1,
        StopPower                               =   2,
        PiercingBullets                         =   FALSE,
        KnockdownMod	                        =	4,
        PushBackMod	                            =	0.3,
        FireMode                                =   Auto,
        FireModePossibilities                   =   Auto/Single,

        
        CriticalChance                          = 30,
        AimingPerkCritModifier                  = 0,
        HitChance                               = 20,
        AimingPerkHitChanceModifier             = 12,
        AimingPerkMinAngleModifier              = 0.01,
        AimingPerkRangeModifier                 = 1,
        
        
        SoundVolume	                            = 200,
        SoundRadius	                            = 130,
        SwingSound	                            = o_VSS_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	                            =	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	                            =	1,
        KnockBackOnNoDeath	                    =	TRUE,
        ProjectileCount	                        =	1,
        ConditionLowerChanceOneIn               =	30,
        TwoHandWeapon                           =   TRUE,
        RequiresEquippedBothHands               =   TRUE,
        WeaponReloadType                        =   boltaction,
        AttachmentType                          =   Rifle,

            ModelWeaponPart 				    = 	MODNAME MODNAME reddot reddot,
			ModelWeaponPart                     = 1x_scope_ru 1x_scope_ru 1xru 1xru,
			ModelWeaponPart                     = 1x_scope_ru_2 1x_scope_ru_2 1xru 1xru,
			ModelWeaponPart                     = 2x_scope_ru 2x_scope_ru 1xru 1xru,
			ModelWeaponPart                     = 4x_scope_ru 4x_scope_ru 1xru 1xru,
			ModelWeaponPart                     = 4x_scope_ru_2 4x_scope_ru_2 1xru 1xru,
			ModelWeaponPart                     = 4x_scope_ru_3 4x_scope_ru_3 1xru 1xru,
    }
	model ASVAL
	{
		mesh                                    = weapons/firearm/ASVAL,
		texture                                 = weapons/firearm/ASVAL,
		scale                                   = 0.01,

		attachment muzzle
		{
			offset = 0.0000 -0.0400 -0.4030,
			rotate = -180.0000 0.0000 0.0000,
		}

		attachment 1xru
		{
			offset = 0.0000 -0.0430 -0.0520,
			rotate = -90.0000 0.0000 0.0000,
		}

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