module Base
{
	imports    
    {
		Base
	}
	item CJ_MP5SD2
    {
        
        DisplayName	                        =	Submachinegun MP5SD2,
        Icon	                            =	MP5SD2,
        WeaponSprite	                    =	MP5SD2,
        Weight	                            =	3.4,
        AmmoType                            =   Base.Bullets9mm,
        AmmoBox                             =   Base.Bullets9mmBox,
        MagazineType                        =   Base.MagMP5SD2,
        MaxAmmo                             =   30,
        RecoilDelay	                        =	0,
        ReloadTime                          =   25,
        AimingTime                          =   20,
        MinRange	                        =	0.61,
        MaxRange	                        =	31,
        MinAngle	                        =	0.965,
        DoorDamage	                        =	1,
        MinDamage	                        =	0.8,
        MaxDamage	                        =	1.3,
        StopPower                           =   2,
        PiercingBullets                     =   false,
        KnockdownMod	                    =	4,
        PushBackMod	                        =	0.3,
        FireMode                            =   Auto,
        FireModePossibilities               =   Auto/Single,

        
        CriticalChance                      = 30,
        AimingPerkCritModifier              = 0,
        HitChance                           = 20,
        AimingPerkHitChanceModifier         = 16,
        AimingPerkMinAngleModifier          = 0.01,
        AimingPerkRangeModifier             = 1,
        
        
        SoundVolume	                        = 200,
        SoundRadius	                        = 30,
        SwingSound	                        = o_MP5SD2_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,
    }
	model MP5SD2
	{
		mesh                                = weapons/firearm/MP5SD2,
		texture                             = weapons/firearm/MP5SD2,
		scale                               = 0.01,

		attachment muzzle
		{
		offset                              = 0.0000 -0.0350 -0.3170,
		rotate                              = -180.0000 0.0000 0.0000,
		}

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