require "Definitions/AttachedWeaponDefinitions"

-- assault rifle on soldier's back
AttachedWeaponDefinitions.assaultRifleOnSoldierBack = {
	id = "assaultRifleSoldier",
	chance = 90,
	outfit = {"ArmySoldierGear", "ArmyKZS"},
	weaponLocation =  {"Rifle On Back"},
	bloodLocations = nil,
	addHoles = false,
	daySurvived = 0,
	weapons = {
		"Base.AssaultRifle",
		"Base.AKM",
	},
}

-- assault rifle on airman's back
AttachedWeaponDefinitions.assaultRifleOnAirmanBack = {
	id = "assaultRifleAirman",
	chance = 90,
	outfit = {"ArmySoldierButanGear"},
	weaponLocation =  {"Rifle On Back"},
	bloodLocations = nil,
	addHoles = false,
	daySurvived = 0,
	weapons = {
		"Base.AKS74Rifle_Folded",
		"Base.AKMS_Folded",
	},
}

-- assault rifle on sniper's back
AttachedWeaponDefinitions.assaultRifleOnSoldierBack = {
	id = "sniperRifleSniper",
	chance = 100,
	outfit = {"ArmySniper", "MinistrySniper"},
	weaponLocation =  {"Rifle On Back"},
	bloodLocations = nil,
	addHoles = false,
	daySurvived = 0,
	weapons = {
		"Base.SVDRifle",
	},
}

-- special weapons on back
AttachedWeaponDefinitions.assaultRifleOnSpetsnaz = {
	id = "assaultRifleSpetsnaz",
	chance = 90,
	outfit = {"Spetsnaz", "MinistryTactical"},
	weaponLocation =  {"Rifle On Back"},
	bloodLocations = nil,
	addHoles = false,
	daySurvived = 0,
	weapons = {
		"Base.ASValrifle_Folded",
		"Base.VSSrifle",
		"Base.AKSURifle_Folded",
		"Base.AK74MRifle_Folded",
		"Base.AKS74Rifle_Folded",
	},
}

-- Define some custom weapons attached on some specific outfit, so for example police have way more chance to have guns in holster and not simply a spear in stomach or something

AttachedWeaponDefinitions.attachedWeaponCustomOutfit.ArmySoldierGear = {
	chance = 90;
	maxitem = 3;
	weapons = {
		AttachedWeaponDefinitions.assaultRifleSoldier,	
	},
}
AttachedWeaponDefinitions.attachedWeaponCustomOutfit.ArmyKZS = {
	chance = 90;
	maxitem = 3;
	weapons = {
		AttachedWeaponDefinitions.assaultRifleSoldier,	
	},
}
AttachedWeaponDefinitions.attachedWeaponCustomOutfit.ArmySoldierButanGear = {
	chance = 90;
	maxitem = 3;
	weapons = {
		AttachedWeaponDefinitions.assaultRifleAirman,	
	},
}
AttachedWeaponDefinitions.attachedWeaponCustomOutfit.Spetsnaz = {
	chance = 90;
	maxitem = 3;
	weapons = {
		AttachedWeaponDefinitions.assaultRifleSpetsnaz,	
	},
}
AttachedWeaponDefinitions.attachedWeaponCustomOutfit.MinistryTactical = {
	chance = 90;
	maxitem = 3;
	weapons = {
		AttachedWeaponDefinitions.assaultRifleSpetsnaz,	
	},
}
AttachedWeaponDefinitions.attachedWeaponCustomOutfit.ArmySniper = {
	chance = 90;
	maxitem = 3;	
	weapons = {
		AttachedWeaponDefinitions.sniperRifleSniper,	
	},
}
AttachedWeaponDefinitions.attachedWeaponCustomOutfit.MinistrySniper = {
	chance = 90;
	maxitem = 3;	
	weapons = {
		AttachedWeaponDefinitions.sniperRifleSniper,	
	},
}