module Base	{
	item BA_40mmGrenade
	{
		Count			    = 1,
		Weight			    = 0.4,
		AlwaysWelcomeGift	= TRUE,
		Type			    = Normal,
		DisplayCategory 	= Ammo,
		DisplayName		    = BA_40mmGrenade,
		Icon			    = BA_40mmGrenade,
		SwitchIcon			= Base.BA_40mmGrenade_Icon,
		MetalValue 		    = 1,
		WorldStaticModel	= BA_40mmGrenade,
	}
	item BA_40mmGrenade_Icon
	{
		Count			    = 1,
		Weight			    = 0.0,
		Type			    = Normal,
		DisplayCategory 	= Junk,
		DisplayName		    = BA_40mmGrenade_Fired,
		Icon			    = BA_40mmGrenade_Fired,
	}
	
	item BA_Weapon_Hanaoka_Yuzu
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Hanaoka_Yuzu,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Hanaoka_Yuzu,
		WeaponSprite 		            = BA_Weapon_Hanaoka_Yuzu,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag, /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,         /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		haveChamber 		            = FALSE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,             /* 耐久降低可能性1/n */
		MaxRange 		                = 20,
		MinRange 		                = 0.61,
		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 		                    = 2.1,
		/* ============ 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 		                = 50,
		StopPower 		                = 50,              /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 200,             /* 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,
	}
	
	item BA_Weapon_Himuro_Sena
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Himuro_Sena,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Himuro_Sena,
		WeaponSprite 		            = BA_Weapon_Himuro_Sena,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag, /* 重新装填方式 */
		FireMode 		                = BASingle,
		AttachmentType 		            = Holster,         /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		haveChamber 		            = FALSE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,             /* 耐久降低可能性1/n */
		MaxRange 		                = 25,
		MinRange 		                = 0.67,
		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 		                    = 2.4,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.BA_40mmGrenade,
		AmmoBox 		                = BA_40mmGrenadeBox,
		MaxAmmo 		                = 1,
		PiercingBullets 		        = TRUE,            /* 是否击穿 */
		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 		            = 200,             /* 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       	= 25,
		ExtraDamage                 	= 125,
		ExplosionRange              	= 4,
		ExplosionSound            	    = PipeBombExplode,
		SmokeRange			            = 3,
	}
	
	item BA_Weapon_Mayoi_Shigure
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Mayoi_Shigure,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Mayoi_Shigure,
		WeaponSprite 		            = BA_Weapon_Mayoi_Shigure,
		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,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 250,             /* 耐久降低可能性1/n */
		MaxRange 		                = 30,
		MinRange 		                = 0.67,
		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 		                    = 6.2,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.BA_40mmGrenade,
		AmmoBox 		                = BA_40mmGrenadeBox,
		MaxAmmo 		                = 6,
		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 		            = 200,             /* 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       	= 30,
		ExtraDamage                 	= 125,
		ExplosionRange              	= 4,
		ExplosionSound                  = PipeBombExplode,
		SmokeRange			            = 3,
	}
	
	item BA_Weapon_Waraku_Chise
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Waraku_Chise,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Waraku_Chise,
		WeaponSprite 		            = BA_Weapon_Waraku_Chise,
		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,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,              /* 耐久 */
		ConditionLowerChanceOneIn 		= 150,             /* 耐久降低可能性1/n */
		MaxRange 		                = 30,
		MinRange 		                = 0.67,
		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 		                    = 6.3,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.BA_40mmGrenade,
		AmmoBox 		                = BA_40mmGrenadeBox,
		MaxAmmo 		                = 6,
		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 		            = 200,             /* 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       	= 30,
		ExtraDamage                 	= 125,
		ExplosionRange              	= 4,
		ExplosionSound            	    = PipeBombExplode,
		SmokeRange			            = 3,
	}
	
	item BA_Weapon_Tendou_Aris
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Tendou_Aris,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Tendou_Aris,
		WeaponSprite 		            = BA_Weapon_Tendou_Aris,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltactionnomag,  /* 重新装填方式 */
		FireMode 		                = BASingle_0.2,
		AttachmentType 		            = Rifle,            /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = TRUE,
		RequiresEquippedBothHands 		= TRUE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 250,              /* 耐久降低可能性1/n */
		MaxRange 		                = 100,
		MinRange 		                = 0.7,
		AimingPerkRangeModifier 		= 0,                /* 随瞄准等级增长范围 */
		MinDamage 		                = 8,
		MaxDamage 		                = 14,
		AimingMod 		                = 2,                /* 短刀和霰弹枪有，霰弹为2短刀为1 */
		CriticalChance 		            = 80,               /* 爆率 */
		CritDmgMultiplier 		        = 12,               /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 10,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 20,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 8,                /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.999,
		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 		                = 40,               /* 瞄准时间 */
		ReloadTime 		                = 40,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 30,
		RangeFalloff 		            = TRUE,
		AngleFalloff 		            = TRUE,
		/* ============ 子弹数据 ============= */
		AmmoType 		                = Base.Battery,
		AmmoBox 		                = BatteryBox,
		MaxAmmo 		                = 5,
		ProjectileCount 		        = 1,               /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 30,              /* 最大命中数量 */
		ShareDamage 		            = FALSE,           /* 枪械为否 */
		SplatSize 		                = 3,               /* ？ */
		SplatNumber 		            = 5,               /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,            /* ？ */
		PushBackMod 		            = 0,               /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 0,
		DoorDamage 		                = 100,
		StopPower 		                = 0,               /* 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 		        = 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,
	}
}