module Base	{
	item BA_10Clip45ACP
    {
        CanStack	    = FALSE,
        Weight		    = 0.1,
        Type		    = Normal,
        DisplayName	    = BA_10Clip45ACP,
	    DisplayCategory	= GunMag,
        Icon		    = BA_10Clip45ACP,
        MaxAmmo 	    = 10,
        AmmoType 	    = Base.Bullets45,
        StaticModel 	= GunMagazine,
	    GunType		    = Base.BA_Weapon_Onikata_Kayoko,
    }
	item BA_8Clip38SP
    {
        CanStack	    = FALSE,
        Weight		    = 0.1,
        Type		    = Normal,
        DisplayName	    = BA_8Clip38SP,
	    DisplayCategory	= GunMag,
        Icon		    = BA_8Clip38SP,
        MaxAmmo 	    = 8,
        AmmoType 	    = Base.Bullets38,
        StaticModel 	= GunMagazine,
	    GunType		    = Base.BA_Weapon_Kirifuji_Nagisa,
    }
	
	item BA_Weapon_Nakatsukasa_Kirino
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Nakatsukasa_Kirino,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Nakatsukasa_Kirino,
		WeaponSprite 		            = BA_Weapon_Nakatsukasa_Kirino,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = revolver,         /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		haveChamber 		            = FALSE,            /* 是否有弹仓 */
		RequiresEquippedBothHands 		= FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,              /* 耐久降低可能性1/n */
		MaxRange 		                = 10,
		MinRange 		                = 0.61,
		AimingPerkRangeModifier 		= 1.2,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 0.6,
		MaxDamage 		                = 1,
		CriticalChance 		            = 20,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 16,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 64,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 13,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.805,
		AimingPerkMinAngleModifier 		= 0.02,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0,                /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 20,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 0.7,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.Bullets38,
		AmmoBox 		                = Bullets38Box,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 1,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.2,              /* 击退距离？ */
		PiercingBullets 		        = FALSE,            /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 2,
		DoorDamage 		                = 4,
		StopPower 		                = 4,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Handgun,
		MetalValue 		                = 45,
		SoundVolume 		            = 25,               /* 音量 */
		SoundRadius 		            = 30,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M36BringToBear,
		SwingSound 		                = M36Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M36Jam,
		BreakSound 		                = M36Break,
		EquipSound 		                = M36Equip,              /* 改 */
		UnequipSound 		            = M36UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M36InsertAmmo,
        EjectAmmoSound                  = M36EjectAmmo,
		InsertAmmoStartSound            = M36InsertAmmoStart,
		InsertAmmoStopSound             = M36InsertAmmoStop,
		EjectAmmoStartSound             = M36EjectAmmoStart,
		EjectAmmoStopSound              = M36EjectAmmoStop,
		ShellFallSound 		            = M36CartridgeFall,
		RackSound 		                = M36Rack,               /* 改 */
	}
	
	item BA_Weapon_Onikata_Kayoko
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Onikata_Kayoko,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Onikata_Kayoko,
		WeaponSprite 		            = BA_Weapon_Onikata_Kayoko,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = handgun,          /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		RequiresEquippedBothHands 		= FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 100,              /* 耐久降低可能性1/n */
		MaxRange 		                = 15,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 1.5,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.1,
		MaxDamage 		                = 1.5,
		CriticalChance 		            = 35,               /* 爆率 */
		CritDmgMultiplier 		        = 5,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 13,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 45,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 11,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.885,
		AimingPerkMinAngleModifier 		= 0.01,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 1.1,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_10Clip45ACP,
		AmmoType 		                = Base.Bullets45,
		AmmoBox 		                = Bullets45Box,
		MaxAmmo 		                = 10,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 1,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.4,              /* 击退距离？ */
		PiercingBullets 		        = FALSE,            /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 4,
		DoorDamage 		                = 6,
		StopPower 		                = 7,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Handgun,
		MetalValue 		                = 45,
		SoundVolume 		            = 15,               /* 音量 */
		SoundRadius 		            = 25,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M1911BringToBear,
		SwingSound 		                = M1911Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M1911Jam,
		BreakSound 		                = M1911Break,
		EquipSound 		                = M1911Equip,              /* 改 */
		UnequipSound 		            = M1911UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M1911InsertAmmo,
        EjectAmmoSound                  = M1911EjectAmmo,
		InsertAmmoStartSound            = M1911InsertAmmoStart,
		InsertAmmoStopSound             = M1911InsertAmmoStop,
		EjectAmmoStartSound             = M1911EjectAmmoStart,
		EjectAmmoStopSound              = M1911EjectAmmoStop,
		ShellFallSound 		            = M1911CartridgeFall,
		RackSound 		                = M1911Rack,               /* 改 */
	}
	
	item BA_Weapon_Ushio_Noa
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Ushio_Noa,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Ushio_Noa,
		WeaponSprite 		            = BA_Weapon_Ushio_Noa,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = handgun,          /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		RequiresEquippedBothHands 		= FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 250,              /* 耐久降低可能性1/n */
		MaxRange 		                = 15,
		MinRange 		                = 0.61,
		AimingPerkRangeModifier 		= 1.5,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.0,
		MaxDamage 		                = 1.5,
		CriticalChance 		            = 30,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 14,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 60,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 15,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.845,
		AimingPerkMinAngleModifier 		= 0.02,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.01,             /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 12,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 1.9,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.45Clip,
		AmmoType 		                = Base.Bullets45,
		AmmoBox 		                = Bullets45Box,
		MaxAmmo 		                = 7,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 2,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.5,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 5,
		DoorDamage 		                = 6,
		StopPower 		                = 7,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Handgun,
		MetalValue 		                = 45,
		SoundVolume 		            = 35,               /* 音量 */
		SoundRadius 		            = 45,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M1911BringToBear,
		SwingSound 		                = M1911Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M1911Jam,
		BreakSound 		                = M1911Break,
		EquipSound 		                = M1911Equip,              /* 改 */
		UnequipSound 		            = M1911UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M1911InsertAmmo,
        EjectAmmoSound                  = M1911EjectAmmo,
		InsertAmmoStartSound            = M1911InsertAmmoStart,
		InsertAmmoStopSound             = M1911InsertAmmoStop,
		EjectAmmoStartSound             = M1911EjectAmmoStart,
		EjectAmmoStopSound              = M1911EjectAmmoStop,
		ShellFallSound 		            = M1911CartridgeFall,
		RackSound 		                = M1911Rack,               /* 改 */
	}
	
	item BA_Weapon_Wakaba_Hinata
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Wakaba_Hinata,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Wakaba_Hinata,
		WeaponSprite 		            = BA_Weapon_Wakaba_Hinata,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = handgun,          /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		RequiresEquippedBothHands 		= FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,              /* 耐久降低可能性1/n */
		MaxRange 		                = 20,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 2.5,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.6,
		MaxDamage 		                = 2.4,
		CriticalChance 		            = 45,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 10,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 25,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 10.5,             /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.855,
		AimingPerkMinAngleModifier 		= 0.015,            /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 1.7,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.44Clip,
		AmmoType 		                = Base.Bullets44,
		AmmoBox 		                = Bullets44Box,
		MaxAmmo 		                = 8,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 3,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.9,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 9,
		DoorDamage 		                = 10,
		StopPower 		                = 15,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Handgun,
		MetalValue 		                = 45,
		SoundVolume 		            = 75,               /* 音量 */
		SoundRadius 		            = 70,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = DesertEagleBringToBear,
		SwingSound 		                = DesertEagleShoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = DesertEagleJam,
		BreakSound 		                = DesertEagleBreak,
		EquipSound 		                = DesertEagleEquip,              /* 改 */
		UnequipSound 		            = DesertEagleUnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = DesertEagleInsertAmmo,
        EjectAmmoSound                  = DesertEagleEjectAmmo,
		InsertAmmoStartSound            = DesertEagleInsertAmmoStart,
		InsertAmmoStopSound             = DesertEagleInsertAmmoStop,
		EjectAmmoStartSound             = DesertEagleEjectAmmoStart,
		EjectAmmoStopSound              = DesertEagleEjectAmmoStop,
		ShellFallSound 		            = DesertEagleCartridgeFall,
		RackSound 		                = DesertEagleRack,               /* 改 */
	}
	
	item BA_Weapon_Iochi_Mari
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Iochi_Mari,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Iochi_Mari,
		WeaponSprite 		            = BA_Weapon_Iochi_Mari,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = handgun,          /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		RequiresEquippedBothHands 		= FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 140,              /* 耐久降低可能性1/n */
		MaxRange 		                = 22,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 2.6,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 2,
		MaxDamage 		                = 2.6,
		CriticalChance 		            = 45,               /* 爆率 */
		CritDmgMultiplier 		        = 6,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 9,                /* 随瞄准等级增长爆率 */
		HitChance 		                = 20,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 9,                /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.855,
		AimingPerkMinAngleModifier 		= 0.015,            /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 1.8,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.44Clip,
		AmmoType 		                = Base.Bullets44,
		AmmoBox 		                = Bullets44Box,
		MaxAmmo 		                = 8,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 3,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 1,                /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 10,
		DoorDamage 		                = 12,
		StopPower 		                = 18,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Handgun,
		MetalValue 		                = 45,
		SoundVolume 		            = 75,               /* 音量 */
		SoundRadius 		            = 80,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = DesertEagleBringToBear,
		SwingSound 		                = DesertEagleShoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = DesertEagleJam,
		BreakSound 		                = DesertEagleBreak,
		EquipSound 		                = DesertEagleEquip,              /* 改 */
		UnequipSound 		            = DesertEagleUnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = DesertEagleInsertAmmo,
        EjectAmmoSound                  = DesertEagleEjectAmmo,
		InsertAmmoStartSound            = DesertEagleInsertAmmoStart,
		InsertAmmoStopSound             = DesertEagleInsertAmmoStop,
		EjectAmmoStartSound             = DesertEagleEjectAmmoStart,
		EjectAmmoStopSound              = DesertEagleEjectAmmoStop,
		ShellFallSound 		            = DesertEagleCartridgeFall,
		RackSound 		                = DesertEagleRack,               /* 改 */
	}
	
	item BA_Weapon_Kazekura_Moe
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kazekura_Moe,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kazekura_Moe,
		WeaponSprite 		            = BA_Weapon_Kazekura_Moe,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = handgun,          /* 重新装填方式 */
		FireMode 		                = BASingle,
		FireModePossibilities 		    = BASingle/BAAuto_6,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		RequiresEquippedBothHands 		= FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,              /* 耐久降低可能性1/n */
		MaxRange 		                = 14,
		MinRange 		                = 0.61,
		AimingPerkRangeModifier 		= 1.4,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.0,
		MaxDamage 		                = 1.4,
		CriticalChance 		            = 28,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 14,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 48,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.855,
		AimingPerkMinAngleModifier 		= 0.015,            /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.06,             /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 1,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_10Clip45ACP,
		AmmoType 		                = Base.Bullets45,
		AmmoBox 		                = Bullets45Box,
		MaxAmmo 		                = 10,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 2,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.4,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 4,
		DoorDamage 		                = 6,
		StopPower 		                = 8,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Handgun,
		MetalValue 		                = 45,
		SoundVolume 		            = 40,               /* 音量 */
		SoundRadius 		            = 45,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M1911BringToBear,
		SwingSound 		                = M1911Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M1911Jam,
		BreakSound 		                = M1911Break,
		EquipSound 		                = M1911Equip,              /* 改 */
		UnequipSound 		            = M1911UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M1911InsertAmmo,
        EjectAmmoSound                  = M1911EjectAmmo,
		InsertAmmoStartSound            = M1911InsertAmmoStart,
		InsertAmmoStopSound             = M1911InsertAmmoStop,
		EjectAmmoStartSound             = M1911EjectAmmoStart,
		EjectAmmoStopSound              = M1911EjectAmmoStop,
		ShellFallSound 		            = M1911CartridgeFall,
		RackSound 		                = M1911Rack,               /* 改 */
	}
	
	item BA_Weapon_Kirifuji_Nagisa
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kirifuji_Nagisa,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kirifuji_Nagisa,
		WeaponSprite 		            = BA_Weapon_Kirifuji_Nagisa,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = handgun,          /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		haveChamber 		            = FALSE,            /* 是否有弹仓 */
		RequiresEquippedBothHands 		= FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 120,              /* 耐久降低可能性1/n */
		MaxRange 		                = 8,
		MinRange 		                = 0.61,
		AimingPerkRangeModifier 		= 1,                /* 随瞄准等级增长范围 */
		MinDamage 		                = 0.4,
		MaxDamage 		                = 0.8,
		CriticalChance 		            = 15,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 18,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 65,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 15,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.805,
		AimingPerkMinAngleModifier 		= 0.03,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0,                /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 30,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 0.6,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_8Clip38SP,
		AmmoType 		                = Base.Bullets38,
		AmmoBox 		                = Bullets38Box,
		MaxAmmo 		                = 8,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 1,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.1,              /* 击退距离？ */
		PiercingBullets 		        = FALSE,            /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 1,
		DoorDamage 		                = 2,
		StopPower 		                = 3,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Handgun,
		MetalValue 		                = 45,
		SoundVolume 		            = 20,               /* 音量 */
		SoundRadius 		            = 25,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M36BringToBear,
		SwingSound 		                = M36Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M36Jam,
		BreakSound 		                = M36Break,
		EquipSound 		                = M36Equip,              /* 改 */
		UnequipSound 		            = M36UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M36InsertAmmo,
        EjectAmmoSound                  = M36EjectAmmo,
		InsertAmmoStartSound            = M36InsertAmmoStart,
		InsertAmmoStopSound             = M36InsertAmmoStop,
		EjectAmmoStartSound             = M36EjectAmmoStart,
		EjectAmmoStopSound              = M36EjectAmmoStop,
		ShellFallSound 		            = M36CartridgeFall,
		RackSound 		                = M36Rack,               /* 改 */
	}
	
	item BA_Weapon_Mizuha_Mimori
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Mizuha_Mimori,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Mizuha_Mimori,
		WeaponSprite 		            = BA_Weapon_Mizuha_Mimori,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = handgun,          /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		haveChamber 		            = FALSE,            /* 是否有弹仓 */
		RequiresEquippedBothHands 		= FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 100,              /* 耐久降低可能性1/n */
		MaxRange 		                = 8,
		MinRange 		                = 0.61,
		AimingPerkRangeModifier 		= 1,                /* 随瞄准等级增长范围 */
		MinDamage 		                = 0.3,
		MaxDamage 		                = 0.7,
		CriticalChance 		            = 12,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 18,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 65,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 16,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.795,
		AimingPerkMinAngleModifier 		= 0.03,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0,                /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 30,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 0.5,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_8Clip38SP,
		AmmoType 		                = Base.Bullets38,
		AmmoBox 		                = Bullets38Box,
		MaxAmmo 		                = 8,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 1,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.1,              /* 击退距离？ */
		PiercingBullets 		        = FALSE,            /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 1,
		DoorDamage 		                = 2,
		StopPower 		                = 2,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Handgun,
		MetalValue 		                = 45,
		SoundVolume 		            = 20,               /* 音量 */
		SoundRadius 		            = 20,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M36BringToBear,
		SwingSound 		                = M36Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M36Jam,
		BreakSound 		                = M36Break,
		EquipSound 		                = M36Equip,              /* 改 */
		UnequipSound 		            = M36UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M36InsertAmmo,
        EjectAmmoSound                  = M36EjectAmmo,
		InsertAmmoStartSound            = M36InsertAmmoStart,
		InsertAmmoStopSound             = M36InsertAmmoStop,
		EjectAmmoStartSound             = M36EjectAmmoStart,
		EjectAmmoStopSound              = M36EjectAmmoStop,
		ShellFallSound 		            = M36CartridgeFall,
		RackSound 		                = M36Rack,               /* 改 */
	}
	
	item BA_Weapon_Renkawa_Cherino
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Renkawa_Cherino,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Renkawa_Cherino,
		WeaponSprite 		            = BA_Weapon_Renkawa_Cherino,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = revolver,         /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		haveChamber 		            = FALSE,            /* 是否有弹仓 */
		RequiresEquippedBothHands 		= FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 140,              /* 耐久降低可能性1/n */
		MaxRange 		                = 11,
		MinRange 		                = 0.61,
		AimingPerkRangeModifier 		= 1.2,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 0.7,
		MaxDamage 		                = 1.1,
		CriticalChance 		            = 24,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 16,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 60,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 13,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.825,
		AimingPerkMinAngleModifier 		= 0.02,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0,                /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 30,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 0.8,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.Bullets38,
		AmmoBox 		                = Bullets38Box,
		MaxAmmo 		                = 7,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 1,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.2,              /* 击退距离？ */
		PiercingBullets 		        = FALSE,            /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 2,
		DoorDamage 		                = 4,
		StopPower 		                = 5,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Handgun,
		MetalValue 		                = 45,
		SoundVolume 		            = 25,               /* 音量 */
		SoundRadius 		            = 25,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M36BringToBear,
		SwingSound 		                = M36Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M36Jam,
		BreakSound 		                = M36Break,
		EquipSound 		                = M36Equip,              /* 改 */
		UnequipSound 		            = M36UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M36InsertAmmo,
        EjectAmmoSound                  = M36EjectAmmo,
		InsertAmmoStartSound            = M36InsertAmmoStart,
		InsertAmmoStopSound             = M36InsertAmmoStop,
		EjectAmmoStartSound             = M36EjectAmmoStart,
		EjectAmmoStopSound              = M36EjectAmmoStop,
		ShellFallSound 		            = M36CartridgeFall,
		RackSound 		                = M36Rack,               /* 改 */
	}
	
	item BA_Weapon_Shokuhou_Misaki
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Shokuhou_Misaki,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Shokuhou_Misaki,
		WeaponSprite 		            = BA_Weapon_Shokuhou_Misaki,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = handgun,          /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		RequiresEquippedBothHands 		= FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 200,              /* 耐久降低可能性1/n */
		MaxRange 		                = 15,
		MinRange 		                = 0.61,
		AimingPerkRangeModifier 		= 1.5,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.0,
		MaxDamage 		                = 1.4,
		CriticalChance 		            = 28,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 14,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 48,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.835,
		AimingPerkMinAngleModifier 		= 0.02,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.01,             /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 1.1,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.45Clip,
		AmmoType 		                = Base.Bullets45,
		AmmoBox 		                = Bullets45Box,
		MaxAmmo 		                = 7,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 2,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.4,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 4,
		DoorDamage 		                = 6,
		StopPower 		                = 6,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Handgun,
		MetalValue 		                = 45,
		SoundVolume 		            = 40,               /* 音量 */
		SoundRadius 		            = 45,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M1911BringToBear,
		SwingSound 		                = M1911Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M1911Jam,
		BreakSound 		                = M1911Break,
		EquipSound 		                = M1911Equip,              /* 改 */
		UnequipSound 		            = M1911UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M1911InsertAmmo,
        EjectAmmoSound                  = M1911EjectAmmo,
		InsertAmmoStartSound            = M1911InsertAmmoStart,
		InsertAmmoStopSound             = M1911InsertAmmoStop,
		EjectAmmoStartSound             = M1911EjectAmmoStart,
		EjectAmmoStopSound              = M1911EjectAmmoStop,
		ShellFallSound 		            = M1911CartridgeFall,
		RackSound 		                = M1911Rack,               /* 改 */
	}
	
	item BA_Weapon_Himeki_Meru
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Himeki_Meru,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Himeki_Meru,
		WeaponSprite 		            = BA_Weapon_Himeki_Meru,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag, /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,         /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		haveChamber 		            = FALSE,
		RequiresEquippedBothHands 		= FALSE,
		Tooltip                         = Tooltip_BA_Weapon_Himeki_Meru,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 140,             /* 耐久降低可能性1/n */
		MaxRange 		                = 12,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 0.2,             /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.6,
		MaxDamage 		                = 2.4,
		AimingMod 		                = 2,               /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 60,              /* 爆率 */
		CritDmgMultiplier 		        = 2,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 4,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 50,              /* 命中率 */
		AimingPerkHitChanceModifier 	= 6,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.825,
		AimingPerkMinAngleModifier 		= 0,               /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,            /* 耐久随维护等级改变 */
		JamGunChance 		            = 0,               /* 卡壳率 */
		AimingTime 		                = 20,              /* 瞄准时间 */
		ReloadTime 		                = 30,              /* 上弹时间 */
		RecoilDelay 		            = 0,               /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 1.6,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.ShotgunShells,
		AmmoBox 		                = ShotgunShellsBox,
		MaxAmmo 		                = 2,
		ProjectileCount 		        = 4,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 3,               /* 最大命中数量 */
		ShareDamage 		            = FALSE,           /* 枪械为否 */
		SplatSize 		                = 3,               /* ？ */
		SplatNumber 		            = 5,               /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,            /* ？ */
		PushBackMod 		            = 1.2,             /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 12,
		DoorDamage 		                = 12,
		StopPower 		                = 12,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 180,             /* 音量 */
		SoundRadius 		            = 80,              /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = DoubleBarrelShotgunBringToBear,
		SwingSound 		                = DoubleBarrelShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                          /* 击中音效 */
		ClickSound 		                = DoubleBarrelShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = DoubleBarrelShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = DoubleBarrelShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = DoubleBarrelShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoStartSound            = DoubleBarrelgunInsertAmmoStart,
        InsertAmmoSound                 = DoubleBarrelgunInsertAmmo,
		InsertAmmoStopSound             = DoubleBarrelgunInsertAmmoStop,
		EjectAmmoStartSound             = DoubleBarrelgunEjectAmmoStart,
        EjectAmmoSound                  = DoubleBarrelgunEjectAmmo,
		EjectAmmoStopSound              = DoubleBarrelgunEjectAmmoStop,
		ShellFallSound 		            = DoubleBarrelShotgunCartridgeFall,       /* 弹壳落地音效 */
		RackSound 		                = DoubleBarrelShotgunRack,
		/* =========== 函数 =========== */			
		BASwitchMode	                = Base.BA_Weapon_Himeki_Meru_A,
	}
	item BA_Weapon_Himeki_Meru_A
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Himeki_Meru_A,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Himeki_Meru,
		WeaponSprite 		            = BA_Weapon_Himeki_Meru,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		haveChamber 		            = FALSE,
		RequiresEquippedBothHands 		= FALSE,
		Tooltip                         = Tooltip_BA_Weapon_Himeki_Meru_A,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 140,              /* 耐久降低可能性1/n */
		MaxRange 		                = 18,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 2.8,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.6,
		MaxDamage 		                = 2,
		CriticalChance 		            = 30,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 15,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 30,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 8,                /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.845,
		AimingPerkMinAngleModifier 		= 0.015,            /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0,                /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 30,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 1.6,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 1,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 2,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.5,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 5,
		DoorDamage 		                = 10,
		StopPower 		                = 4,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 30,               /* 音量 */
		SoundRadius 		            = 70,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M16BringToBear,
		SwingSound 		                = M16Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M16Jam,
		BreakSound 		                = M16Break,
		EquipSound 		                = M16Equip,              /* 改 */
		UnequipSound 		            = M16UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = M16InsertAmmoStart,    /* 改 */
		InsertAmmoStopSound             = M16InsertAmmoStop,
		EjectAmmoSound 		            = M16EjectAmmoStart,     /* 改 */
		EjectAmmoStopSound              = M16EjectAmmoStop,
		ShellFallSound 		            = M16CartridgeFall,
		RackSound 		                = M16Rack,               /* 改 */
		/* =========== 函数 =========== */			
		BASwitchMode	                = Base.BA_Weapon_Himeki_Meru,
	}
}