module BAWeapon
{
	imports
	{
		Base
	}
	
	item Chidori_Michiru
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Chidori_Michiru,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Chidori_Michiru,
		WeaponSprite                    = BA_Weapon_Chidori_Michiru,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = shotgun,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		RackAfterShoot                  = TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Chidori_Michiru,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 400,
		MaxSightRange                   = 8,
		MinSightRange                   = 3,
		MaxRange                        = 17,
		MinRange                        = 0.61,
		MaxDamage                       = 2.3,
		MinDamage                       = 1.6,
		CriticalChance                  = 70,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 10,
		HitChance                       = 70,
		AimingPerkHitChanceModifier     = 4,
		MinAngle                        = 0.9,
		JamGunChance                    = 0.01,
		AimingMod                       = 2,
		AimingTime                      = 25,
		ReloadTime                      = 20,
		RecoilDelay                     = 12,
		SwingTime                       = 2,
		Weight                          = 4.4,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 7,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 1,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = FALSE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 9,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 2,
		KnockdownMod                    = 20,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 30,
		StopPower                       = 20,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 200,
		SoundRadius                     = 100,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = JS2000ShotgunAimRelease,
		SwingSound                      = JS2000ShotgunShoot,
		BreakSound                      = JS2000ShotgunBreak,
		BringToBearSound                = JS2000ShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = JS2000ShotgunEquip,
		UnequipSound                    = JS2000ShotgunUnEquip,
		ClickSound                      = JS2000ShotgunJam,
		DropSound                       = JS2000ShotgunDrop,
		RackSound                       = JS2000ShotgunRack,
		ShellFallSound                  = JS2000ShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun,
		/* =========== 函数 =========== */			
		BASwitchMode	                = BAWeapon.Chidori_Michiru_A,
	}
	
	item Chidori_Michiru_A
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Chidori_Michiru_A,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Chidori_Michiru,
		WeaponSprite                    = BA_Weapon_Chidori_Michiru,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = shotgun,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		RackAfterShoot                  = TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 300,
		MaxSightRange                   = 8,
		MinSightRange                   = 3,
		MaxRange                        = 11,
		MinRange                        = 0.61,
		MaxDamage                       = 2.0,
		MinDamage                       = 1.2,
		CriticalChance                  = 70,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 10,
		HitChance                       = 70,
		AimingPerkHitChanceModifier     = 5,
		MinAngle                        = 0.955,
		JamGunChance                    = 0.01,
		AimingMod                       = 2,
		AimingTime                      = 20,
		ReloadTime                      = 30,
		RecoilDelay                     = 12,
		SwingTime                       = 2,
		Weight                          = 4.4,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 3,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 1.5,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = FALSE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 9,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 1.4,
		KnockdownMod                    = 14,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 60,
		StopPower                       = 10,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 200,
		SoundRadius                     = 100,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = SawnOffJS2000ShotgunAimRelease,
		SwingSound                      = SawnOffJS2000ShotgunShoot,
		BreakSound                      = JS2000ShotgunBreak,
		BringToBearSound                = JS2000ShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = JS2000ShotgunEquip,
		UnequipSound                    = JS2000ShotgunUnEquip,
		ClickSound                      = JS2000ShotgunJam,
		DropSound                       = JS2000ShotgunDrop,
		RackSound                       = JS2000ShotgunRack,
		ShellFallSound                  = JS2000ShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun,
		/* =========== 函数 =========== */			
		BASwitchMode	                = BAWeapon.Chidori_Michiru,
	}
	
	item Igusa_Haruka
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Igusa_Haruka,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Igusa_Haruka,
		WeaponSprite                    = BA_Weapon_Igusa_Haruka,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = shotgun,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		RackAfterShoot                  = TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 300,
		MaxSightRange                   = 8,
		MinSightRange                   = 3,
		MaxRange                        = 24,
		MinRange                        = 0.61,
		MaxDamage                       = 2.2,
		MinDamage                       = 1.6,
		CriticalChance                  = 70,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 10,
		HitChance                       = 70,
		AimingPerkHitChanceModifier     = 6,
		MinAngle                        = 0.9,
		JamGunChance                    = 0.02,
		AimingMod                       = 2,
		AimingTime                      = 25,
		ReloadTime                      = 20,
		RecoilDelay                     = 12,
		SwingTime                       = 2,
		Weight                          = 3.5,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 6,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 1,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = FALSE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 9,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 2,
		KnockdownMod                    = 20,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 25,
		StopPower                       = 25,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 180,
		SoundRadius                     = 90,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = JS2000ShotgunAimRelease,
		SwingSound                      = JS2000ShotgunShoot,
		BreakSound                      = JS2000ShotgunBreak,
		BringToBearSound                = JS2000ShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = JS2000ShotgunEquip,
		UnequipSound                    = JS2000ShotgunUnEquip,
		ClickSound                      = JS2000ShotgunJam,
		DropSound                       = JS2000ShotgunDrop,
		RackSound                       = JS2000ShotgunRack,
		ShellFallSound                  = JS2000ShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun,
	}
	
	item Izumimoto_Eimi
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Izumimoto_Eimi,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Izumimoto_Eimi,
		WeaponSprite                    = BA_Weapon_Izumimoto_Eimi,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = shotgun,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Rack,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 300,
		MaxSightRange                   = 8,
		MinSightRange                   = 3,
		MaxRange                        = 14,
		MinRange                        = 0.61,
		MaxDamage                       = 2.0,
		MinDamage                       = 1.4,
		CriticalChance                  = 70,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 10,
		HitChance                       = 70,
		AimingPerkHitChanceModifier     = 6,
		MinAngle                        = 0.915,
		JamGunChance                    = 0.1,
		AimingMod                       = 2,
		AimingTime                      = 25,
		ReloadTime                      = 20,
		RecoilDelay                     = 12,
		SwingTime                       = 2,
		Weight                          = 4.4,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 8,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 1,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = FALSE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 9,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 1.6,
		KnockdownMod                    = 16,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 16,
		StopPower                       = 16,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 200,
		SoundRadius                     = 100,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = JS2000ShotgunAimRelease,
		SwingSound                      = JS2000ShotgunShoot,
		BreakSound                      = JS2000ShotgunBreak,
		BringToBearSound                = JS2000ShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = JS2000ShotgunEquip,
		UnequipSound                    = JS2000ShotgunUnEquip,
		ClickSound                      = JS2000ShotgunJam,
		DropSound                       = JS2000ShotgunDrop,
		RackSound                       = JS2000ShotgunRack,
		ShellFallSound                  = JS2000ShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun,
		/* =========== 函数 =========== */
		BARack	                        = BAWeapon.Izumimoto_Eimi_A,
	}
	
	item Izumimoto_Eimi_A
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Izumimoto_Eimi_A,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Izumimoto_Eimi,
		WeaponSprite                    = BA_Weapon_Izumimoto_Eimi,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = shotgun,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		RackAfterShoot                  = TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Rack,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 300,
		MaxSightRange                   = 8,
		MinSightRange                   = 3,
		MaxRange                        = 16,
		MinRange                        = 0.61,
		MaxDamage                       = 2.2,
		MinDamage                       = 1.6,
		CriticalChance                  = 70,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 10,
		HitChance                       = 70,
		AimingPerkHitChanceModifier     = 6,
		MinAngle                        = 0.915,
		JamGunChance                    = 0.02,
		AimingMod                       = 2,
		AimingTime                      = 25,
		ReloadTime                      = 20,
		RecoilDelay                     = 12,
		SwingTime                       = 2,
		Weight                          = 4.4,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 8,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 1,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = FALSE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 9,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 2,
		KnockdownMod                    = 20,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 20,
		StopPower                       = 20,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 200,
		SoundRadius                     = 90,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = JS2000ShotgunAimRelease,
		SwingSound                      = JS2000ShotgunShoot,
		BreakSound                      = JS2000ShotgunBreak,
		BringToBearSound                = JS2000ShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = JS2000ShotgunEquip,
		UnequipSound                    = JS2000ShotgunUnEquip,
		ClickSound                      = JS2000ShotgunJam,
		DropSound                       = JS2000ShotgunDrop,
		RackSound                       = JS2000ShotgunRack,
		ShellFallSound                  = JS2000ShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun,
		/* =========== 函数 =========== */
		BARack	                        = BAWeapon.Izumimoto_Eimi,
	}
	
	item Kawawa_Shizuko
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Kawawa_Shizuko,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Kawawa_Shizuko,
		WeaponSprite                    = BA_Weapon_Kawawa_Shizuko,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = shotgun,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		RackAfterShoot                  = TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 300,
		MaxSightRange                   = 8,
		MinSightRange                   = 3,
		MaxRange                        = 17,
		MinRange                        = 0.61,
		MaxDamage                       = 2.1,
		MinDamage                       = 1.8,
		CriticalChance                  = 70,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 10,
		HitChance                       = 70,
		AimingPerkHitChanceModifier     = 6,
		MinAngle                        = 0.88,
		JamGunChance                    = 0.01,
		AimingMod                       = 2,
		AimingTime                      = 25,
		ReloadTime                      = 20,
		RecoilDelay                     = 12,
		SwingTime                       = 2,
		Weight                          = 3.1,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 5,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 1,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = FALSE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 9,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 2.2,
		KnockdownMod                    = 22,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 22,
		StopPower                       = 22,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 180,
		SoundRadius                     = 90,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = JS2000ShotgunAimRelease,
		SwingSound                      = JS2000ShotgunShoot,
		BreakSound                      = JS2000ShotgunBreak,
		BringToBearSound                = JS2000ShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = JS2000ShotgunEquip,
		UnequipSound                    = JS2000ShotgunUnEquip,
		ClickSound                      = JS2000ShotgunJam,
		DropSound                       = JS2000ShotgunDrop,
		RackSound                       = JS2000ShotgunRack,
		ShellFallSound                  = JS2000ShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun,
	}
	
	item Otohana_Sumire
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Otohana_Sumire,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Otohana_Sumire,
		WeaponSprite                    = BA_Weapon_Otohana_Sumire,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = shotgun,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 300,
		MaxSightRange                   = 8,
		MinSightRange                   = 3,
		MaxRange                        = 16,
		MinRange                        = 0.61,
		MaxDamage                       = 2.2,
		MinDamage                       = 1.5,
		CriticalChance                  = 70,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 10,
		HitChance                       = 70,
		AimingPerkHitChanceModifier     = 5,
		MinAngle                        = 0.915,
		JamGunChance                    = 0.08,
		AimingMod                       = 2,
		AimingTime                      = 25,
		ReloadTime                      = 20,
		RecoilDelay                     = 12,
		SwingTime                       = 2,
		Weight                          = 3.8,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 6,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 1,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = FALSE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 9,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 1.8,
		KnockdownMod                    = 18,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 25,
		StopPower                       = 18,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 200,
		SoundRadius                     = 100,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = JS2000ShotgunAimRelease,
		SwingSound                      = JS2000ShotgunShoot,
		BreakSound                      = JS2000ShotgunBreak,
		BringToBearSound                = JS2000ShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = JS2000ShotgunEquip,
		UnequipSound                    = JS2000ShotgunUnEquip,
		ClickSound                      = JS2000ShotgunJam,
		DropSound                       = JS2000ShotgunDrop,
		RackSound                       = JS2000ShotgunRack,
		ShellFallSound                  = JS2000ShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun,
	}
	
	item Takanashi_Hoshino
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Takanashi_Hoshino,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Takanashi_Hoshino,
		WeaponSprite                    = BA_Weapon_Takanashi_Hoshino,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = shotgun,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Rack,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 300,
		MaxSightRange                   = 8,
		MinSightRange                   = 3,
		MaxRange                        = 14,
		MinRange                        = 0.61,
		MaxDamage                       = 2.0,
		MinDamage                       = 1.8,
		CriticalChance                  = 70,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 10,
		HitChance                       = 70,
		AimingPerkHitChanceModifier     = 5,
		MinAngle                        = 0.885,
		JamGunChance                    = 0.08,
		AimingMod                       = 2,
		AimingTime                      = 20,
		ReloadTime                      = 20,
		RecoilDelay                     = 12,
		SwingTime                       = 2,
		Weight                          = 3.6,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 6,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 1,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = FALSE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 9,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 2.0,
		KnockdownMod                    = 20,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 20,
		StopPower                       = 20,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 200,
		SoundRadius                     = 100,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = JS2000ShotgunAimRelease,
		SwingSound                      = JS2000ShotgunShoot,
		BreakSound                      = JS2000ShotgunBreak,
		BringToBearSound                = JS2000ShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = JS2000ShotgunEquip,
		UnequipSound                    = JS2000ShotgunUnEquip,
		ClickSound                      = JS2000ShotgunJam,
		DropSound                       = JS2000ShotgunDrop,
		RackSound                       = JS2000ShotgunRack,
		ShellFallSound                  = JS2000ShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun,
		/* =========== 函数 =========== */
		BARack	                        = BAWeapon.Takanashi_Hoshino_A,
	}
	
	item Takanashi_Hoshino_A
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Takanashi_Hoshino_A,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Takanashi_Hoshino,
		WeaponSprite                    = BA_Weapon_Takanashi_Hoshino,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = shotgun,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		RackAfterShoot                  = TRUE,
		Tooltip                         = Tooltip_BA_Weapon_Rack,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 300,
		MaxSightRange                   = 8,
		MinSightRange                   = 3,
		MaxRange                        = 15,
		MinRange                        = 0.61,
		MaxDamage                       = 2.2,
		MinDamage                       = 2.0,
		CriticalChance                  = 70,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 10,
		HitChance                       = 70,
		AimingPerkHitChanceModifier     = 5,
		MinAngle                        = 0.885,
		JamGunChance                    = 0.01,
		AimingMod                       = 2,
		AimingTime                      = 20,
		ReloadTime                      = 20,
		RecoilDelay                     = 12,
		SwingTime                       = 2,
		Weight                          = 3.6,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 6,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 1,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = FALSE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 9,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 2,
		KnockdownMod                    = 20,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 25,
		StopPower                       = 25,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 180,
		SoundRadius                     = 90,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = JS2000ShotgunAimRelease,
		SwingSound                      = JS2000ShotgunShoot,
		BreakSound                      = JS2000ShotgunBreak,
		BringToBearSound                = JS2000ShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = JS2000ShotgunEquip,
		UnequipSound                    = JS2000ShotgunUnEquip,
		ClickSound                      = JS2000ShotgunJam,
		DropSound                       = JS2000ShotgunDrop,
		RackSound                       = JS2000ShotgunRack,
		ShellFallSound                  = JS2000ShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun,
		/* =========== 函数 =========== */
		BARack	                        = BAWeapon.Takanashi_Hoshino,
	}
	
	item Ushimaki_Juri
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Ushimaki_Juri,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Ushimaki_Juri,
		WeaponSprite                    = BA_Weapon_Ushimaki_Juri,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = boltactionnomag,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		HaveChamber                     = FALSE,
		RackAfterShoot                  = FALSE,
		Tooltip                         = Tooltip_BA_Weapon_Ushimaki_Juri,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 300,
		MaxSightRange                   = 9,
		MinSightRange                   = 3,
		MaxRange                        = 22,
		MinRange                        = 0.67,
		MaxDamage                       = 2.8,
		MinDamage                       = 2.2,
		CriticalChance                  = 80,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 6,
		HitChance                       = 80,
		AimingPerkHitChanceModifier     = 4,
		MinAngle                        = 0.885,
		JamGunChance                    = 0,
		AimingMod                       = 2,
		AimingTime                      = 20,
		ReloadTime                      = 30,
		RecoilDelay                     = 10,
		SwingTime                       = 2,
		Weight                          = 3.4,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 2,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 0.6,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = TRUE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 9,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 2.5,
		KnockdownMod                    = 25,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 25,
		StopPower                       = 25,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 200,
		SoundRadius                     = 100,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = DoubleBarrelShotgunAimRelease,
		SwingSound                      = DoubleBarrelShotgunShoot,
		BreakSound                      = DoubleBarrelShotgunBreak,
		BringToBearSound                = DoubleBarrelShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = DoubleBarrelShotgunEquip,
		UnequipSound                    = DoubleBarrelShotgunUnEquip,
		ClickSound                      = DoubleBarrelShotgunJam,
		DropSound                       = DoubleBarrelShotgunDrop,
		ShellFallSound                  = DoubleBarrelShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = DoubleBarrelShotgunEjectAmmo,
		EjectAmmoStartSound             = DoubleBarrelShotgunEjectAmmoStart,
		EjectAmmoStopSound              = DoubleBarrelShotgunEjectAmmoStop,
		InsertAmmoSound                 = DoubleBarrelShotgunInsertAmmo,
		InsertAmmoStartSound            = DoubleBarrelShotgunInsertAmmoStart,
		InsertAmmoStopSound             = DoubleBarrelShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun_double_barrel,
		/* =========== 函数 =========== */			
		BASwitchMode	                = BAWeapon.Ushimaki_Juri_A,
	}
	
	item Ushimaki_Juri_A
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Ushimaki_Juri_A,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Ushimaki_Juri,
		WeaponSprite                    = BA_Weapon_Ushimaki_Juri,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		WeaponReloadType                = boltactionnomag,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		HaveChamber                     = FALSE,
		RackAfterShoot                  = FALSE,
		Tooltip                         = Tooltip_BA_Weapon_Ushimaki_Juri_A,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 300,
		MaxSightRange                   = 10,
		MinSightRange                   = 2,
		MaxRange                        = 66,
		MinRange                        = 0.61,
		AimingPerkRangeModifier         = 0,
		MaxDamage                       = 2.8,
		MinDamage                       = 2.0,
		CriticalChance                  = 40,
		CritDmgMultiplier               = 8,
		AimingPerkCritModifier          = 14,
		HitChance                       = 50,
		AimingPerkHitChanceModifier     = 10,
		ToHitModifier                   = 1.5,
		MinAngle                        = 0.885,
		AimingPerkMinAngleModifier      = 0.01,
		JamGunChance                    = 0,
		AimingTime                      = 20,
		ReloadTime                      = 30,
		RecoilDelay                     = 17,
		SwingTime                       = 0.5,
		MinimumSwingTime                = 0.5,
		SwingAmountBeforeImpact         = 0,
		Weight                          = 3.4,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType 		                = base:bullets_308,
		AmmoBox 		                = 308Box,
		MaxAmmo                         = 1,
		PiercingBullets                 = TRUE,
		ProjectileCount                 = 1,
		MaxHitCount                     = 3,
		SplatNumber                     = 3,
		SplatSize                       = 3,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 0.8,
		KnockdownMod                    = 8,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 18,
		StopPower                       = 10,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 50,
		SoundRadius                     = 80,
		SoundGain                       = 2,
		NPCSoundBoost                   = 1.5,
		SwingAnim                       = Rifle,
		RunAnim                         = Run_Weapon2,
		IdleAnim                        = Idle_Weapon2,
		AimReleaseSound                 = MSR700AimRelease,
		SwingSound                      = MSR700Shoot,
		BreakSound                      = SawnOffDoubleBarrelShotgunBreak,
		EquipSound                      = SawnOffDoubleBarrelShotgunEquip,
		UnequipSound                    = SawnOffDoubleBarrelShotgunUnEquip,
		ShellFallSound                  = SawnOffDoubleBarrelShotgunCartridgeFall,
		ImpactSound                     = null,
		ClickSound                      = SawnOffDoubleBarrelShotgunJam,
		DropSound                       = SawnOffDoubleBarrelShotgunDrop,
		InsertAmmoSound                 = SawnOffDoubleBarrelShotgunInsertAmmo,
		InsertAmmoStartSound            = SawnOffDoubleBarrelShotgunInsertAmmoStart,
		InsertAmmoStopSound             = SawnOffDoubleBarrelShotgunInsertAmmoStop,
		EjectAmmoSound                  = SawnOffDoubleBarrelShotgunEjectAmmo,
		EjectAmmoStartSound             = SawnOffDoubleBarrelShotgunEjectAmmoStart,
		EjectAmmoStopSound              = SawnOffDoubleBarrelShotgunEjectAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_varmint_rifle,
		/* =========== 函数 =========== */			
		BASwitchMode	                = BAWeapon.Ushimaki_Juri,
	}
	
	item Uzawa_Reisa
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Uzawa_Reisa,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Uzawa_Reisa,
		WeaponSprite                    = BA_Weapon_Uzawa_Reisa,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = shotgun,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		RackAfterShoot                  = TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 220,
		MaxSightRange                   = 8,
		MinSightRange                   = 3,
		MaxRange                        = 15,
		MinRange                        = 0.61,
		MaxDamage                       = 2.3,
		MinDamage                       = 1.3,
		CriticalChance                  = 70,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 10,
		HitChance                       = 70,
		AimingPerkHitChanceModifier     = 5,
		MinAngle                        = 0.89,
		JamGunChance                    = 0,
		AimingMod                       = 2,
		AimingTime                      = 25,
		ReloadTime                      = 30,
		RecoilDelay                     = 12,
		SwingTime                       = 2,
		Weight                          = 4.0,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 15,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 1,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = FALSE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 9,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 1.6,
		KnockdownMod                    = 16,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 16,
		StopPower                       = 16,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 220,
		SoundRadius                     = 110,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = JS2000ShotgunAimRelease,
		SwingSound                      = JS2000ShotgunShoot,
		BreakSound                      = JS2000ShotgunBreak,
		BringToBearSound                = JS2000ShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = JS2000ShotgunEquip,
		UnequipSound                    = JS2000ShotgunUnEquip,
		ClickSound                      = JS2000ShotgunJam,
		DropSound                       = JS2000ShotgunDrop,
		RackSound                       = JS2000ShotgunRack,
		ShellFallSound                  = JS2000ShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun,
	}
	
	item Itagaki_Kanoe
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Itagaki_Kanoe,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Itagaki_Kanoe,
		WeaponSprite                    = BA_Weapon_Itagaki_Kanoe,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = boltactionnomag,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		HaveChamber                     = FALSE,
		RackAfterShoot                  = FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 200,
		MaxSightRange                   = 9,
		MinSightRange                   = 3,
		MaxRange                        = 18,
		MinRange                        = 0.67,
		MaxDamage                       = 4.0,
		MinDamage                       = 3.0,
		CriticalChance                  = 100,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 6,
		HitChance                       = 80,
		AimingPerkHitChanceModifier     = 4,
		MinAngle                        = 0.905,
		JamGunChance                    = 0,
		AimingMod                       = 2,
		AimingTime                      = 20,
		ReloadTime                      = 40,
		RecoilDelay                     = 10,
		SwingTime                       = 2,
		Weight                          = 4.0,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 1,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 0.6,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = TRUE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 12,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 2.5,
		KnockdownMod                    = 25,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 25,
		StopPower                       = 25,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 200,
		SoundRadius                     = 100,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = DoubleBarrelShotgunAimRelease,
		SwingSound                      = DoubleBarrelShotgunShoot,
		BreakSound                      = DoubleBarrelShotgunBreak,
		BringToBearSound                = DoubleBarrelShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = DoubleBarrelShotgunEquip,
		UnequipSound                    = DoubleBarrelShotgunUnEquip,
		ClickSound                      = DoubleBarrelShotgunJam,
		DropSound                       = DoubleBarrelShotgunDrop,
		ShellFallSound                  = DoubleBarrelShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = DoubleBarrelShotgunEjectAmmo,
		EjectAmmoStartSound             = DoubleBarrelShotgunEjectAmmoStart,
		EjectAmmoStopSound              = DoubleBarrelShotgunEjectAmmoStop,
		InsertAmmoSound                 = DoubleBarrelShotgunInsertAmmo,
		InsertAmmoStartSound            = DoubleBarrelShotgunInsertAmmoStart,
		InsertAmmoStopSound             = DoubleBarrelShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun_double_barrel,
	}
	
	item Utsumi_Aoba
	{
		DisplayCategory                 = Weapon,
		DisplayName                     = Utsumi_Aoba,
		ItemType                        = base:weapon,
		SubCategory                     = Firearm,
		Icon                            = BA_Weapon_Utsumi_Aoba,
		WeaponSprite                    = BA_Weapon_Utsumi_Aoba,
		Ranged                          = TRUE,
		IsAimedFirearm                  = TRUE,
		IsAimedHandWeapon               = TRUE,
		WeaponReloadType                = shotgun,
		AttachmentType                  = Rifle,
		TwoHandWeapon                   = TRUE,
		RequiresEquippedBothHands       = TRUE,
		RackAfterShoot                  = TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax                    = 20,
		ConditionLowerChanceOneIn       = 400,
		MaxSightRange                   = 8,
		MinSightRange                   = 3,
		MaxRange                        = 19,
		MinRange                        = 0.61,
		MaxDamage                       = 2.2,
		MinDamage                       = 1.8,
		CriticalChance                  = 70,
		CritDmgMultiplier               = 12,
		AimingPerkCritModifier          = 10,
		HitChance                       = 75,
		AimingPerkHitChanceModifier     = 6,
		MinAngle                        = 0.89,
		JamGunChance                    = 0.01,
		AimingMod                       = 2,
		AimingTime                      = 25,
		ReloadTime                      = 20,
		RecoilDelay                     = 12,
		SwingTime                       = 2,
		Weight                          = 3.6,
		MetalValue                      = 45,
		/* ============ 子弹数据及其他 ============= */
		AmmoType                        = base:shotgun_shells,
		AmmoBox                         = ShotgunShellsBox,
		MaxAmmo                         = 5,
		PiercingBullets                 = FALSE,
		ProjectileCount                 = 9,
		ProjectileSpread                = 1,
		ProjectileWeightCenter          = 1.0,
		AngleFalloff                    = FALSE,
		RangeFalloff                    = TRUE,
		MaxHitCount                     = 9,
		SplatNumber                     = 5,
		SplatBloodOnNoDeath             = TRUE,
		PushBackMod                     = 2.2,
		KnockdownMod                    = 22,
		KnockBackOnNoDeath              = TRUE,
		DoorDamage                      = 22,
		StopPower                       = 22,
		UseEndurance                    = FALSE,
		MultipleHitConditionAffected    = FALSE,
		ShareDamage                     = FALSE,
		Tags                            = base:hasmetal;base:firearm,
		/* ============ 枪械声音动画 ============= */
		SoundVolume                     = 180,
		SoundRadius                     = 90,
		SoundGain                       = 2,
		RunAnim                         = Run_Weapon2,
		AimReleaseSound                 = JS2000ShotgunAimRelease,
		SwingSound                      = JS2000ShotgunShoot,
		BreakSound                      = JS2000ShotgunBreak,
		BringToBearSound                = JS2000ShotgunBringToBear,
		HitSound                        = BulletHitBody,
		EquipSound                      = JS2000ShotgunEquip,
		UnequipSound                    = JS2000ShotgunUnEquip,
		ClickSound                      = JS2000ShotgunJam,
		DropSound                       = JS2000ShotgunDrop,
		RackSound                       = JS2000ShotgunRack,
		ShellFallSound                  = JS2000ShotgunCartridgeFall,
		ImpactSound                     = null,
		EjectAmmoSound                  = JS2000ShotgunEjectAmmo,
		EjectAmmoStartSound             = JS2000ShotgunEjectAmmoStart,
		EjectAmmoStopSound              = JS2000ShotgunEjectAmmoStop,
		InsertAmmoSound                 = JS2000ShotgunInsertAmmo,
		InsertAmmoStartSound            = JS2000ShotgunInsertAmmoStart,
		InsertAmmoStopSound             = JS2000ShotgunInsertAmmoStop,
		MuzzleFlashModelKey             = muzzle_flash_shotgun,
	}
}