module Base
{
	imports    
    {
		Base
	}
	item Pistol3
    {
        
        DisplayName	                        =	Pistol Desert Eagle,
        Icon	                            =	DE,
        WeaponSprite	                    =	DE,
        Weight	                            =	1.7,
        AmmoType                            =   Base.Bullets44,
        AmmoBox                             =   Base.Bullets44Box,
        MagazineType                        =   Base.44Clip,
        MaxAmmo                             =   8,
        RecoilDelay	                        =	0,
        ReloadTime                          =   6,
        AimingTime                          =   30,
        MinRange	                        =	0.61,
        MaxRange	                        =	24,
        MinAngle	                        =	0.965,
        DoorDamage	                        =	2,
        MinDamage	                        =	1.1,
        MaxDamage	                        =	1.6,
        StopPower                           =   20,
        PiercingBullets                     =   True,
        KnockdownMod	                    =	8,
        PushBackMod	                        =	0.3,
        FireMode                            =   Single,
        FireModePossibilities               =   Single,

        
        CriticalChance                      = 40,
        CritDmgMultiplier                   = 4,
        AimingPerkCritModifier              = 10,
        HitChance                           = 20,
        AimingPerkHitChanceModifier         = 20,
        AimingPerkMinAngleModifier          = 0.05,
        AimingPerkRangeModifier             = 1,
        
        
        SoundVolume	                        = 200,
        SoundRadius	                        = 100,
        SwingSound	                        = o_DE_o,
        BreakSound                          = DesertEagleBreak,
        InsertAmmoSound                     = DesertEagleInsertAmmo,
        EjectAmmoSound                      = DesertEagleEjectAmmo,
        RackSound                           = DesertEagleRack,
        BringToBearSound                    = DesertEagleBringToBear,
        HitSound                            = BulletHitBody,
		ClickSound                          = DesertEagleJam,
        EquipSound                          = DesertEagleEquip,
		UnequipSound                        = DesertEagleUnEquip,
        InsertAmmoStartSound                = DesertEagleInsertAmmoStart,
		InsertAmmoStopSound                 = DesertEagleInsertAmmoStop,
		EjectAmmoStartSound                 = DesertEagleEjectAmmoStart,
		EjectAmmoStopSound                  = DesertEagleEjectAmmoStop,
        ShellFallSound                      = DesertEagleCartridgeFall,

        
        Type	                            =	Weapon,
        DisplayCategory	                    =	Weapon,
        SubCategory                         =	Firearm,
        IsAimedFirearm	                    =	TRUE,
        UseEndurance	                    =	FALSE,
        ConditionMax	                    =	50,
        JamGunChance                        =   0,
        Ranged	                            =	TRUE,
        MetalValue                          =   45,
        SwingTime	                        =	0.5,
        MinimumSwingTime	                =	0.5,
        ToHitModifier	                    =	1.5,
        SwingAmountBeforeImpact	            =	0,
        MultipleHitConditionAffected	    =	FALSE,
        SplatSize	                        =	3,
        SplatNumber	                        =	3,
        SplatBloodOnNoDeath	                =	TRUE,
        ImpactSound	                        =	null,
        NPCSoundBoost	                    =	1.5,
        SoundGain                           =   2,
        SwingAnim	                        =	Handgun,
        RunAnim	                            =	Run_Weapon2,
        IdleAnim	                        =	Idle_Weapon2,
        ShareDamage	                        =	FALSE,
        MaxHitCount	                        =	2,
        KnockBackOnNoDeath	                =	TRUE,
        ProjectileCount	                    =	1,
        ConditionLowerChanceOneIn	        =	60,
        WeaponReloadType                    =   Handgun,
        AttachmentType                      =   Holster,

        
        ModelWeaponPart                     = Laser Laser laser laser,
        ModelWeaponPart                     = GunLight GunLight gunlight gunlight,
        ModelWeaponPart                     = IronSight IronSight scope scope,
    }
	model DE
	{
		mesh                                = weapons/firearm/DE,
		texture                             = weapons/firearm/DE,
		scale                               = 0.01,

		attachment muzzle
		{
		offset                              = 0.0000 0.1690 -0.0420,
		rotate                              = -90.0000 0.0000 0.0000,
		}

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