module AmputationsRP
{
imports
	{
		Base
	}


    item Amp_LA
	{
	    DisplayCategory         = Accessory,
		Type                    = Clothing,
		DisplayName             = Amputation (Left Arm),
		ClothingItem            = Amp_LA,
		BodyLocation            = Amputation_LA,
		Icon         			= amputationLeftArm,
		CanHaveHoles            = false,
        ChanceToFall            = 0,
		Weight                  = 0.5,
		BloodLocation 			= Jacket,
	}

	item Pros_LA
	{
	    DisplayCategory         = Accessory,
		Type                    = Clothing,
		DisplayName             = Prosthetic (Left Arm),
		ClothingItem            = Pros_LA,
		BodyLocation            = Prosthetic_LA,
		Icon         			= armProsthetic,
		CanHaveHoles            = false,
        ChanceToFall            = 0,
		Weight                  = 0.5,
        WorldStaticModel        = prostheticArm,
		BloodLocation			= Jacket,
	}

	item Amp_RA
	{
	    DisplayCategory         = Accessory,
		Type                    = Clothing,
		DisplayName             = Amputation (Right Arm),
		ClothingItem            = Amp_RA,
		BodyLocation            = Amputation_RA,
		Icon         			= amputationRightArm,
		CanHaveHoles            = false,
        ChanceToFall            = 0,
		Weight                  = 0.5,
		BloodLocation 			= Jacket,
	}

	item Pros_RA
	{
	    DisplayCategory         = Accessory,
		Type                    = Clothing,
		DisplayName             = Prosthetic (Right Arm),
		ClothingItem            = Pros_RA,
		BodyLocation            = Prosthetic_RA,
		Icon         			= armProsthetic,
		CanHaveHoles            = false,
        ChanceToFall            = 0,
		Weight                  = 0.5,
        WorldStaticModel        = prostheticArm,
		BloodLocation 			= Jacket,
	}

	item Amp_BA
	{
	    DisplayCategory         = Accessory,
		Type                    = Clothing,
		DisplayName             = Amputation (Both Arms),
		ClothingItem            = Amp_BA,
		BodyLocation            = Amputation_BA,
		Icon         			= amputationBothArm,
		CanHaveHoles            = false,
        ChanceToFall            = 0,
		Weight                  = 0.5,
		BloodLocation 			= Jacket,
	}

	item HearingAid_R
	{
	    DisplayCategory 		= Accessory,
		Type 					= Clothing,
		DisplayName 			= Hearing Aid (Right),
		ClothingItem 			= HearingAidRight,
		BodyLocation 			= Ears,
		Icon 					= HA_Right,
		Weight 					= 0.1,
		Cosmetic 				= TRUE,
		WorldStaticModel 		= hearingAid,
	}

	item HearingAid_L
	{
	    DisplayCategory 		= Accessory,
		Type 					= Clothing,
		DisplayName 			= Hearing Aid (Left),
		ClothingItem 			= HearingAidLeft,
		BodyLocation 			= Ears,
		Icon 					= HA_Left,
		Weight 					= 0.1,
		Cosmetic 				= TRUE,
		WorldStaticModel 		= hearingAid,
	}

	item HearingAid_Both
	{
	    DisplayCategory 		= Accessory,
		Type 					= Clothing,
		DisplayName 			= Hearing Aid (Both),
		ClothingItem 			= HearingAidBoth,
		BodyLocation 			= Ears,
		Icon 					= HA_BE,
		Weight 					= 0.1,
		Cosmetic 				= TRUE,
		WorldStaticModel 		= hearingAid,
	}

	item AmpWalkingCane
	{
	    DisplayCategory             =   Weapon,
		MaxRange	                =	0.9,
		WeaponSprite	            =	AmpWalkingCane,
		MinAngle	                =	0.65,
		Type	                    =	Weapon,
		MinimumSwingTime	        =	2,
		KnockBackOnNoDeath	        =	FALSE,
		SwingAmountBeforeImpact	    =	0.02,
		Categories	                =	Blunt,
		ConditionLowerChanceOneIn	=	15,
		Weight	                    =	0.5,
		SplatNumber	                =	4,
		PushBackMod	                =	0.3,
		SubCategory	                =	Stab,
		AimingMod	                =	0.8,
		ConditionMax	            =	20,
		MaxHitCount	                =	1,
		IsAimedHandWeapon	        =	TRUE,
		DoorDamage	                =	1,
		SwingAnim	                =	Stab,
		DisplayName	                =	Walking Cane,
		MinRange	                =	0.8,
		SwingTime	                =	2,
		KnockdownMod	            =	0,
		SplatBloodOnNoDeath	        =	TRUE,
		Icon	                    =	AmpwalkingCane,
		RunAnim	                    =	Run_Weapon2,
        IdleAnim	                =	Idle_Weapon2,
        TreeDamage                  =   2,
        EnduranceMod                =   0.5,
        BreakSound                  =   HuntingKnifeBreak,
        MetalValue                  =   30,
        CriticalChance	            =	50,
        CritDmgMultiplier           =   3,
        MinDamage	                =	1,
        MaxDamage	                =	2,
	 	WeaponLength                =   0.5,
        DamageCategory              =   Slash,
        DamageMakeHole              =   TRUE,
        HitFloorSound	            =	SledgehammerHit,
        ImpactSound	                =	SledgehammerHit,
        DoorHitSound                =   SledgehammerHit,
		HitSound	                =	SledgehammerHit,
		SwingSound                  =   AxeSwing,
		AttachmentType              =   BigBlade,
    }

	item AmpWheelChair
	{
	    DisplayCategory         = Accessory,
		Type                    = Clothing,
		DisplayName             = Wheelchair,
		ClothingItem            = AmpWheelchair,
		BodyLocation            = AmpWheelchair,
		Icon         			= wheelChairAmp,
		CanHaveHoles            = false,
        ChanceToFall            = 0,
		Weight                  = 0.5,
        WorldStaticModel        = ampWheelChair_Ground,
	}

	item Amp_LL
	{
	    DisplayCategory         = Accessory,
		Type                    = Clothing,
		DisplayName             = Amputation (Left Leg),
		ClothingItem            = Amp_LL,
		BodyLocation            = Amputation_LL,
		Icon         			= amputationLeftLeg,
		CanHaveHoles            = false,
        ChanceToFall            = 0,
		Weight                  = 0.5,
		BloodLocation 			= ShortsShort,
	}

	item Amp_RL
	{
	    DisplayCategory         = Accessory,
		Type                    = Clothing,
		DisplayName             = Amputation (Right Leg),
		ClothingItem            = Amp_RL,
		BodyLocation            = Amputation_RL,
		Icon         			= amputationRightLeg,
		CanHaveHoles            = false,
        ChanceToFall            = 0,
		Weight                  = 0.5,
		BloodLocation 			= ShortsShort,
	}

	item Pros_LL
	{
	    DisplayCategory         = Accessory,
		Type                    = Clothing,
		DisplayName             = Prosthetic (Left Leg),
		ClothingItem            = Pros_LL,
		BodyLocation            = Prosthetic_LL,
		Icon         			= legProsthetic,
		CanHaveHoles            = false,
        ChanceToFall            = 0,
		Weight                  = 0.5,
        WorldStaticModel        = prostheticLegNoBlade,
		BloodLocation 			= Trousers,
	}

	item Pros_RL
	{
	    DisplayCategory         = Accessory,
		Type                    = Clothing,
		DisplayName             = Prosthetic (Right Leg),
		ClothingItem            = Pros_RL,
		BodyLocation            = Prosthetic_RL,
		Icon         			= legProsthetic,
		CanHaveHoles            = false,
        ChanceToFall            = 0,
		Weight                  = 0.5,
        WorldStaticModel        = prostheticLegNoBlade,
		BloodLocation 			= Trousers,
	}

	item Pros_LL_B
	{
	    DisplayCategory         = Accessory,
		Type                    = Clothing,
		DisplayName             = Prosthetic (Left Leg Bladed),
		ClothingItem            = Pros_LL_B,
		BodyLocation            = Prosthetic_LL,
		Icon         			= bladedProsthetic,
		CanHaveHoles            = false,
        ChanceToFall            = 0,
		Weight                  = 0.5,
        WorldStaticModel        = prostheticBladed,
		BloodLocation 			= Trousers,
	}

	item Pros_RL_B
	{
	    DisplayCategory         = Accessory,
		Type                    = Clothing,
		DisplayName             = Prosthetic (Right Leg Bladed),
		ClothingItem            = Pros_RL_B,
		BodyLocation            = Prosthetic_RL,
		Icon         			= bladedProsthetic,
		CanHaveHoles            = false,
        ChanceToFall            = 0,
		Weight                  = 0.5,
        WorldStaticModel        = prostheticBladed,
		BloodLocation 			= Trousers,
	}
	
}