module Base
{
	imports    
    {
		Base
	}
	item CJ_MilkorMGL
    {
        
        DisplayName	                    =	GL Milkor MGL,
        Icon	                        =	MilkorMGL,
        WeaponSprite	                =	MilkorMGL,
        Weight	                        =	5.3,
        AmmoType                        =   Base.ShotgunShells,
        AmmoBox                         =   ShotgunShellsBox,
        MaxAmmo                         =   6,
        RecoilDelay	                    =	10,
        ReloadTime                      =   6,
        AimingTime                      =   19,
        MinRange	                    =	0.61,
        MaxRange	                    =	25,
        MinAngle	                    =	0.9,
        DoorDamage	                    =	20,
        MinDamage	                    =	2.0,
        MaxDamage	                    =	2.5,
        StopPower                       =   20,
        PiercingBullets                 =   FALSE,
        KnockdownMod	                =	8,
        PushBackMod	                    =	0.4,
        FireMode                        =   Auto,
        FireModePossibilities           =   Auto/Single,
        haveChamber                     = FALSE,
        ManuallyRemoveSpentRounds       = TRUE,

        
        CriticalChance                  = 33,
        AimingPerkCritModifier          = 4,
        HitChance                       = 20,
        AimingPerkHitChanceModifier     = 27,
        AimingPerkMinAngleModifier      = 0.01,
        AimingPerkRangeModifier         = 1,
        
        
        SoundVolume	                    = 200,
        SoundRadius	                    = 200,
        SwingSound	                    = o_GL_o,
        BreakSound                      = JS2000ShotgunBreak,
        InsertAmmoSound                 = o_milkor_insertgrenade,
        EjectAmmoSound                  = o_milkor_ejectgrenade,
        RackSound                       = JS2000ShotgunRack,
        BringToBearSound                = JS2000ShotgunBringToBear,
        HitSound                        = BulletHitBody,
	    ClickSound                      = JS2000ShotgunJam,
        EquipSound                      = JS2000ShotgunEquip,
	    UnequipSound                    = JS2000ShotgunUnEquip,
        InsertAmmoStartSound            = o_milkor_openbarrel,
	    InsertAmmoStopSound             = o_milkor_closebarrel,
	    EjectAmmoStartSound             = o_milkor_openbarrel,
	    EjectAmmoStopSound              = o_milkor_closebarrel,
        ShellFallSound                  = JS2000ShotgunCartridgeFall,

        
        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	                    =	4,
        KnockBackOnNoDeath	            =	TRUE,
        ProjectileCount	                =	8,
        ConditionLowerChanceOneIn	    =	60,
        TwoHandWeapon                   =   TRUE,
        RequiresEquippedBothHands       =   TRUE,
        WeaponReloadType                =   boltaction,
        AttachmentType                  =   Rifle,

        
        ModelWeaponPart 				= 	MODNAME MODNAME reddot reddot,
}
	model MilkorMGL
	{
		mesh                            = weapons/firearm/MilkorMGL,
		texture                         = weapons/firearm/MilkorMGL,
		scale                           = 0.01,

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