module Base	{
	item BA_Weapon_Wanibuchi_Akari
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Wanibuchi_Akari,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Wanibuchi_Akari,
		WeaponSprite 		            = BA_Weapon_Wanibuchi_Akari,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,  /* 重新装填方式 */
		FireMode 		                = BABase,
		FireModePossibilities 		    = BABase/BASingle,
		AttachmentType 		            = Rifle,       /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Wanibuchi_Akari,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,          /* 耐久 */
		ConditionLowerChanceOneIn 		= 130,         /* 耐久降低可能性1/n */
		MaxRange 		                = 30,
		MinRange 		                = 0.7,
		AimingPerkRangeModifier 		= 3,           /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.5,
		MaxDamage 		                = 1.8,
		CriticalChance 		            = 25,          /* 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 	= 9,           /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,         /* 命中修正率 */
		MinAngle 		                = 0.945,
		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 		            = 0.01,        /* 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 		                    = 5.1,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		            = 35,          /* 音量 */
		SoundRadius 		            = 75,          /* 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_Wanibuchi_Akari_Launcher,
	}
	
	item BA_Weapon_Wanibuchi_Akari_Launcher
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Wanibuchi_Akari_Launcher,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Wanibuchi_Akari,
		WeaponSprite 		            = BA_Weapon_Wanibuchi_Akari,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag, /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Rifle,           /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		haveChamber 		            = FALSE,
		RequiresEquippedBothHands 		= TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Wanibuchi_Akari_Launcher,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,             /* 耐久降低可能性1/n */
		MaxRange 		                = 18,
		MinRange 		                = 0.7,
		AimingPerkRangeModifier 		= 0,               /* 随瞄准等级增长范围 */
		MinDamage 		                = 0,
		MaxDamage 		                = 0,
		CriticalChance 		            = 0,               /* 爆率 */
		CritDmgMultiplier 		        = 0,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 0,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 0,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 0,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.9,
		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 		                = 25,              /* 瞄准时间 */
		ReloadTime 		                = 40,              /* 上弹时间 */
		RecoilDelay 		            = 0,               /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 5.1,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.BA_40mmGrenade,
		AmmoBox 		                = BA_40mmGrenadeBox,
		MaxAmmo 		                = 1,
		ProjectileCount 		        = 1,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 0,               /* 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？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 5,
		DoorDamage 		                = 20,
		StopPower 		                = 20,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 100,             /* 音量 */
		SoundRadius 		            = 100,             /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,
		SwingSound 		                = JS2000ShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                    /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = JS2000ShotgunInsertAmmo,          /* 改，装弹音效 */
		EjectAmmoSound 		            = JS2000ShotgunEjectAmmo,           /* 改，退弹音效 */
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,       /* 弹壳落地音效 */
		RackSound 		                = JS2000ShotgunRack,
		/* =========== 榴弹参数 =========== */
		UseSelf                     	= FALSE,
		PhysicsObject               	= Football,
		TriggerExplosionTimer       	= 20,
		ExtraDamage                 	= 125,
		ExplosionRange              	= 4,
		ExplosionSound            	    = PipeBombExplode,
		SmokeRange			            = 3,
		/* =========== 函数 =========== */			
		BASwitchMode	                = Base.BA_Weapon_Wanibuchi_Akari,
	}
	
	item BA_Weapon_Ajitani_Hifumi
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Ajitani_Hifumi,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Ajitani_Hifumi,
		WeaponSprite 		            = BA_Weapon_Ajitani_Hifumi,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,  /* 重新装填方式 */
		FireMode 		                = BAAuto_6,
		FireModePossibilities 		    = BAAuto_6/BASingle,
		AttachmentType 		            = Rifle,       /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,          /* 耐久 */
		ConditionLowerChanceOneIn 		= 100,         /* 耐久降低可能性1/n */
		MaxRange 		                = 34,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 3.2,         /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.6,
		MaxDamage 		                = 1.8,
		CriticalChance 		            = 24,          /* 爆率 */
		CritDmgMultiplier 		        = 8,           /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 12,          /* 随瞄准等级增长爆率 */
		HitChance 		                = 25,          /* 命中率 */
		AimingPerkHitChanceModifier 	= 8,           /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,         /* 命中修正率 */
		MinAngle 		                = 0.885,
		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 		            = 0.5,         /* 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 		                    = 4.6,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		            = 0.6,         /* 击退距离？ */
		PiercingBullets 		        = TRUE,        /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 6,
		DoorDamage 		                = 12,
		StopPower 		                = 5,           /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 40,          /* 音量 */
		SoundRadius 		            = 80,          /* 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 */
	}
	
	item BA_Weapon_Ichinose_Asuna
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Ichinose_Asuna,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Ichinose_Asuna,
		WeaponSprite 		            = BA_Weapon_Ichinose_Asuna,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,   /* 重新装填方式 */
		FireMode 		                = BAAuto_5,
		FireModePossibilities 		    = BAAuto_5/BASingle,
		AttachmentType 		            = Rifle,        /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,           /* 耐久 */
		ConditionLowerChanceOneIn 		= 140,          /* 耐久降低可能性1/n */
		MaxRange 		                = 20,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 2.9,          /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.6,
		MaxDamage 		                = 1.9,
		CriticalChance 		            = 26,           /* 爆率 */
		CritDmgMultiplier 		        = 8,            /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 16,           /* 随瞄准等级增长爆率 */
		HitChance 		                = 25,           /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,           /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,          /* 命中修正率 */
		MinAngle 		                = 0.875,
		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 		                = 20,           /* 瞄准时间 */
		ReloadTime 		                = 30,           /* 上弹时间 */
		RecoilDelay 		            = 0,            /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 3.4,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		            = 0.6,          /* 击退距离？ */
		PiercingBullets 		        = TRUE,         /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 6,
		DoorDamage 		                = 12,
		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 */
	}
	
	item BA_Weapon_Asagao_Hanae
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Asagao_Hanae,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Asagao_Hanae,
		WeaponSprite 		            = BA_Weapon_Asagao_Hanae,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BAAuto_6,
		FireModePossibilities 		    = BAAuto_6/BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 110,              /* 耐久降低可能性1/n */
		MaxRange 		                = 34,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 3,                /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.3,
		MaxDamage 		                = 2.0,
		CriticalChance 		            = 28,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 16,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 26,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.895,
		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 		            = 0.5,              /* 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 		                    = 4.6,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		            = 40,               /* 音量 */
		SoundRadius 		            = 75,               /* 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 */
	}
	
	item BA_Weapon_Joumae_Saori
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Joumae_Saori,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Joumae_Saori,
		WeaponSprite 		            = BA_Weapon_Joumae_Saori,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BABase,
		FireModePossibilities 		    = BABase/BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,              /* 耐久降低可能性1/n */
		MaxRange 		                = 34,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.1,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.3,
		MaxDamage 		                = 2.1,
		CriticalChance 		            = 30,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 14,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 25,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.925,
		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 		                = 20,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 3.7,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		            = 0.6,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 6,
		DoorDamage 		                = 12,
		StopPower 		                = 5,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 50,               /* 音量 */
		SoundRadius 		            = 80,               /* 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 */
	}
	
	item BA_Weapon_Kagami_Chihiro
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kagami_Chihiro,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kagami_Chihiro,
		WeaponSprite 		            = BA_Weapon_Kagami_Chihiro,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BABase,
		FireModePossibilities 		    = BABase/BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,              /* 耐久降低可能性1/n */
		MaxRange 		                = 22,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.0,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.4,
		MaxDamage 		                = 1.8,
		CriticalChance 		            = 25,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 15,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 35,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 8,                /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.905,
		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 		            = 0.08,             /* 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 		                    = 3.6,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		            = 0.6,               /* 击退距离？ */
		PiercingBullets 		        = TRUE,              /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 6,
		DoorDamage 		                = 8,
		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 		            = 65,                /* 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 */
	}
	
	item BA_Weapon_Morizuki_Suzumi
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Morizuki_Suzumi,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Morizuki_Suzumi,
		WeaponSprite 		            = BA_Weapon_Morizuki_Suzumi,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BABase,
		FireModePossibilities 		    = BABase/BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 120,              /* 耐久降低可能性1/n */
		MaxRange 		                = 20,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3.0,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.5,
		MaxDamage 		                = 1.9,
		CriticalChance 		            = 25,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 16,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 30,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 9,                /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.905,
		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 		            = 0.04,             /* 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 		                    = 2.6,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		                = 8,
		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 */
	}
	
	item BA_Weapon_Shirasu_Azusa
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Shirasu_Azusa,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Shirasu_Azusa,
		WeaponSprite 		            = BA_Weapon_Shirasu_Azusa,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BAAuto_8,
		FireModePossibilities 		    = BAAuto_8/BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 200,              /* 耐久降低可能性1/n */
		MaxRange 		                = 20,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 2.8,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.4,
		MaxDamage 		                = 2.0,
		CriticalChance 		            = 30,               /* 爆率 */
		CritDmgMultiplier 		        = 10,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 15,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 35,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 9,                /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.925,
		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 		            = 0.02,             /* 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 		                    = 2.7,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		            = 0.6,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 6,
		DoorDamage 		                = 14,
		StopPower 		                = 5,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 35,               /* 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 */
	}
	
	item BA_Weapon_Sumi_Serina
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Sumi_Serina,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Sumi_Serina,
		WeaponSprite 		            = BA_Weapon_Sumi_Serina,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BABase,
		FireModePossibilities 		    = BABase/BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 100,              /* 耐久降低可能性1/n */
		MaxRange 		                = 32,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 3.0,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.4,
		MaxDamage 		                = 1.8,
		CriticalChance 		            = 25,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 16,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 20,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.895,
		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 		            = 1,                /* 卡壳率 */
		AimingTime 		                = 30,               /* 瞄准时间 */
		ReloadTime 		                = 20,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4.6,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		                = 8,
		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 		            = 65,                /* 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 */
	}
	
	item BA_Weapon_Sunaookami_Shiroko
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Sunaookami_Shiroko,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Sunaookami_Shiroko,
		WeaponSprite 		            = BA_Weapon_Sunaookami_Shiroko,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BABase,
		FireModePossibilities 		    = BABase/BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 140,              /* 耐久降低可能性1/n */
		MaxRange 		                = 28,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3,                /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.3,
		MaxDamage 		                = 2.2,
		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 	= 10,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.905,
		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 		            = 0.09,             /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 20,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 3.7,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		            = 0.6,              /* 击退距离？ */
		PiercingBullets 		        = TRUE,             /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 6,
		DoorDamage 		                = 15,
		StopPower 		                = 5,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 40,               /* 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 */
	}
	
	item BA_Weapon_Urawa_Hanako
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Urawa_Hanako,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Urawa_Hanako,
		WeaponSprite 		            = BA_Weapon_Urawa_Hanako,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BABase,
		FireModePossibilities 		    = BABase/BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Urawa_Hanako,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 100,              /* 耐久降低可能性1/n */
		MaxRange 		                = 33,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 3.0,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.5,
		MaxDamage 		                = 1.8,
		CriticalChance 		            = 25,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 16,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 30,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 8.5,              /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.885,
		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 		            = 2,                /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 30,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 6.1,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		                = 8,
		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 		            = 65,               /* 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_Urawa_Hanako_Launcher,
	}
	
	item BA_Weapon_Urawa_Hanako_Launcher
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Urawa_Hanako_Launcher,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Urawa_Hanako,
		WeaponSprite 		            = BA_Weapon_Urawa_Hanako,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag, /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Rifle,           /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		haveChamber 		            = FALSE,
		RequiresEquippedBothHands 		= TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Urawa_Hanako_Launcher,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,             /* 耐久降低可能性1/n */
		MaxRange 		                = 18,
		MinRange 		                = 0.7,
		AimingPerkRangeModifier 		= 0,               /* 随瞄准等级增长范围 */
		MinDamage 		                = 0,
		MaxDamage 		                = 0,
		CriticalChance 		            = 0,               /* 爆率 */
		CritDmgMultiplier 		        = 0,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 0,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 0,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 0,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,             /* 命中修正率 */
		MinAngle 		                = 0.9,
		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 		                = 25,              /* 瞄准时间 */
		ReloadTime 		                = 40,              /* 上弹时间 */
		RecoilDelay 		            = 0,               /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 5.1,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.BA_40mmGrenade,
		AmmoBox 		                = BA_40mmGrenadeBox,
		MaxAmmo 		                = 1,
		ProjectileCount 		        = 1,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 0,               /* 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？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 5,
		DoorDamage 		                = 25,
		StopPower 		                = 25,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 100,             /* 音量 */
		SoundRadius 		            = 100,             /* 声音半径 */
		SoundGain 		                = 2,               /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = JS2000ShotgunBringToBear,
		SwingSound 		                = JS2000ShotgunShoot,               /* 改，枪声 */
		HitSound 		                = BulletHitBody,                    /* 击中音效 */
		ClickSound 		                = JS2000ShotgunJam,                 /* 卡壳音效 */
		BreakSound 		                = JS2000ShotgunBreak,               /* 损坏音效 */
		EquipSound 		                = JS2000ShotgunEquip,               /* 装备音效 */
		UnequipSound 		            = JS2000ShotgunUnEquip,             /* 解除装备音效 */
		ImpactSound 		            = null,
		InsertAmmoSound 		        = JS2000ShotgunInsertAmmo,          /* 改，装弹音效 */
		EjectAmmoSound 		            = JS2000ShotgunInsertAmmo,          /* 改，退弹音效 */
		ShellFallSound 		            = JS2000ShotgunCartridgeFall,       /* 弹壳落地音效 */
		RackSound 		                = JS2000ShotgunRack,
		/* =========== 榴弹参数 =========== */
		UseSelf                     	= FALSE,
		PhysicsObject               	= Football,
		TriggerExplosionTimer       	= 20,
		ExtraDamage                 	= 125,
		ExplosionRange              	= 4,
		ExplosionSound            	    = PipeBombExplode,
		SmokeRange			            = 3,
		/* =========== 函数 =========== */			
		BASwitchMode	                = Base.BA_Weapon_Urawa_Hanako,
	}
	
	item BA_Weapon_Utazumi_Sakurako
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Utazumi_Sakurako,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Utazumi_Sakurako,
		WeaponSprite 		            = BA_Weapon_Utazumi_Sakurako,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BABase,
		FireModePossibilities 		    = BABase/BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 140,              /* 耐久降低可能性1/n */
		MaxRange 		                = 20,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 3.0,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.4,
		MaxDamage 		                = 2.0,
		CriticalChance 		            = 25,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 13,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 20,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.9,
		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 		            = 2,                /* 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 		                    = 3.5,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		            = 40,               /* 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 */
	}
	
	item BA_Weapon_Misaka_Mikoto
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Misaka_Mikoto,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Misaka_Mikoto,
		WeaponSprite 		            = BA_Weapon_Misaka_Mikoto,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BAAuto_8,
		FireModePossibilities 		    = BAAuto_8/BASingle,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 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 		= 3.2,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.5,
		MaxDamage 		                = 1.9,
		CriticalChance 		            = 25,               /* 爆率 */
		CritDmgMultiplier 		        = 8,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 15,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 32,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 8,                /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.87,
		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 		            = 0.03,                /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 35,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 3.6,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		                = 14,
		StopPower 		                = 5,               /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 35,               /* 音量 */
		SoundRadius 		            = 80,               /* 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 */
	}
	
	item BA_Weapon_Tanga_Ibuki
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Tanga_Ibuki,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Tanga_Ibuki,
		WeaponSprite 		            = BA_Weapon_Tanga_Ibuki,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,  /* 重新装填方式 */
		FireMode 		                = BABase,
		FireModePossibilities 		    = BABase/BASingle,
		AttachmentType 		            = Rifle,       /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,          /* 耐久 */
		ConditionLowerChanceOneIn 		= 140,         /* 耐久降低可能性1/n */
		MaxRange 		                = 23,
		MinRange 		                = 0.67,
		AimingPerkRangeModifier 		= 3,           /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.6,
		MaxDamage 		                = 1.8,
		CriticalChance 		            = 25,          /* 爆率 */
		CritDmgMultiplier 		        = 8,           /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 16,          /* 随瞄准等级增长爆率 */
		HitChance 		                = 30,          /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,          /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,         /* 命中修正率 */
		MinAngle 		                = 0.905,
		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 		            = 0.01,        /* 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 		                    = 3,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.556Clip,
		AmmoType 		                = Base.556Bullets,
		AmmoBox 		                = 556Box,
		MaxAmmo 		                = 30,
		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 		                = 8,
		StopPower 		                = 4,           /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 35,          /* 音量 */
		SoundRadius 		            = 75,          /* 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 */
	}
}