module Base	{
	item BA_30Clip45ACP
    {
        CanStack	    = FALSE,
        Weight		    = 0.1,
        Type		    = Normal,
        DisplayName	    = BA_30Clip45ACP,
	    DisplayCategory	= GunMag,
        Icon		    = BA_30Clip45ACP,
        MaxAmmo 	    = 30,
        AmmoType 	    = Base.Bullets45,
        StaticModel 	= GunMagazine,
	    GunType		    = Base.BA_Weapon_Shiroishi_Utaha,
    }
	item BA_32Clip38SP
    {
        CanStack	    = FALSE,
        Weight		    = 0.2,
        Type		    = Normal,
        DisplayName	    = BA_32Clip38SP,
	    DisplayCategory	= GunMag,
        Icon		    = BA_32Clip38SP,
        MaxAmmo 	    = 32,
        AmmoType 	    = Base.Bullets38,
        StaticModel 	= GunMagazine,
	    GunType		    = Base.BA_Weapon_Akeshiro_Rumi,
    }
	item BA_71Clip38SP
    {
        CanStack	    = FALSE,
        Weight		    = 0.2,
        Type		    = Normal,
        DisplayName	    = BA_71Clip38SP,
	    DisplayCategory	= GunMag,
        Icon		    = BA_71Clip38SP,
        MaxAmmo 	    = 71,
        AmmoType 	    = Base.Bullets38,
        StaticModel 	= GunMagazine,
	    GunType		    = Base.BA_Weapon_Ikekura_Marina,
    }
	
	item BA_Weapon_Saten_Ruiko
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Saten_Ruiko,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Saten_Ruiko,
		WeaponSprite 		            = BA_Weapon_Saten_Ruiko,
		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 		= 120,              /* 耐久降低可能性1/n */
		MaxRange 		                = 16,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 1.6,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.1,
		MaxDamage 		                = 1.5,
		CriticalChance 		            = 30,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 14,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 48,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 12,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.895,
		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 		                    = 4.5,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_30Clip45ACP,
		AmmoType 		                = Base.Bullets45,
		AmmoBox 		                = Bullets45Box,
		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 		                = 6,
		StopPower 		                = 6,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 40,               /* 音量 */
		SoundRadius 		            = 50,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M1911BringToBear,
		SwingSound 		                = M1911Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M1911Jam,
		BreakSound 		                = M1911Break,
		EquipSound 		                = M1911Equip,              /* 改 */
		UnequipSound 		            = M1911UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M1911InsertAmmo,
        EjectAmmoSound                  = M1911EjectAmmo,
		InsertAmmoStartSound            = M1911InsertAmmoStart,
		InsertAmmoStopSound             = M1911InsertAmmoStop,
		EjectAmmoStartSound             = M1911EjectAmmoStart,
		EjectAmmoStopSound              = M1911EjectAmmoStop,
		ShellFallSound 		            = M1911CartridgeFall,
		RackSound 		                = M1911Rack,               /* 改 */
	}
	
	item BA_Weapon_Shiroishi_Utaha
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Shiroishi_Utaha,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Shiroishi_Utaha,
		WeaponSprite 		            = BA_Weapon_Shiroishi_Utaha,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = handgun,          /* 重新装填方式 */
		FireMode 		                = BAAuto_10,
		FireModePossibilities 		    = BAAuto_10/BASingle,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		RequiresEquippedBothHands 		= FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 100,              /* 耐久降低可能性1/n */
		MaxRange 		                = 15,
		MinRange 		                = 0.61,
		AimingPerkRangeModifier 		= 1.5,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 1.0,
		MaxDamage 		                = 1.4,
		CriticalChance 		            = 28,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 14,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 40,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 10,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.845,
		AimingPerkMinAngleModifier 		= 0.02,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 2.7,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_30Clip45ACP,
		AmmoType 		                = Base.Bullets45,
		AmmoBox 		                = Bullets45Box,
		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 		                = 6,
		StopPower 		                = 7,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Handgun,
		MetalValue 		                = 45,
		SoundVolume 		            = 50,               /* 音量 */
		SoundRadius 		            = 50,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M1911BringToBear,
		SwingSound 		                = M1911Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M1911Jam,
		BreakSound 		                = M1911Break,
		EquipSound 		                = M1911Equip,              /* 改 */
		UnequipSound 		            = M1911UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M1911InsertAmmo,
        EjectAmmoSound                  = M1911EjectAmmo,
		InsertAmmoStartSound            = M1911InsertAmmoStart,
		InsertAmmoStopSound             = M1911InsertAmmoStop,
		EjectAmmoStartSound             = M1911EjectAmmoStart,
		EjectAmmoStopSound              = M1911EjectAmmoStop,
		ShellFallSound 		            = M1911CartridgeFall,
		RackSound 		                = M1911Rack,               /* 改 */
	}
	
	item BA_Weapon_Aikiyo_Fuuka
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Aikiyo_Fuuka,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Aikiyo_Fuuka,
		WeaponSprite 		            = BA_Weapon_Aikiyo_Fuuka,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = handgun,          /* 重新装填方式 */
		FireMode 		                = BAAuto_8,
		FireModePossibilities 		    = BAAuto_8/BASingle,
		AttachmentType 		            = Holster,          /* 物品携带方式 */
		UseEndurance 		            = FALSE,
		TwoHandWeapon 		            = FALSE,
		RequiresEquippedBothHands 		= FALSE,
		/* ============ 枪械数据 ============= */
		ConditionMax 		            = 10,               /* 耐久 */
		ConditionLowerChanceOneIn 		= 160,              /* 耐久降低可能性1/n */
		MaxRange 		                = 13,
		MinRange 		                = 0.61,
		AimingPerkRangeModifier 		= 1.4,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 0.5,
		MaxDamage 		                = 1.4,
		CriticalChance 		            = 28,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 15,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 54,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 8,                /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.845,
		AimingPerkMinAngleModifier 		= 0.02,             /* 随瞄准等级增长射击角度 */
		MultipleHitConditionAffected 	= TRUE,             /* 耐久随维护等级改变 */
		JamGunChance 		            = 0.05,             /* 卡壳率 */
		AimingTime 		                = 20,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 1.8,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_32Clip9mm,
		AmmoType 		                = Base.Bullets9mm,
		AmmoBox 		                = Bullets9mmBox,
		MaxAmmo 		                = 32,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 1,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.3,              /* 击退距离？ */
		PiercingBullets 		        = FALSE,            /* 是否击穿 */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 3,
		DoorDamage 		                = 5,
		StopPower 		                = 5,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Handgun,
		MetalValue 		                = 45,
		SoundVolume 		            = 35,               /* 音量 */
		SoundRadius 		            = 45,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M9BringToBear,
		SwingSound 		                = M9Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M9Jam,
		BreakSound 		                = M9Break,
		EquipSound 		                = M9Equip,              /* 改 */
		UnequipSound 		            = M9UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M9InsertAmmo,
        EjectAmmoSound                  = M9EjectAmmo,
		InsertAmmoStartSound            = M9InsertAmmoStart,
		InsertAmmoStopSound             = M9InsertAmmoStop,
		EjectAmmoStartSound             = M9EjectAmmoStart,
		EjectAmmoStopSound              = M9EjectAmmoStop,
		ShellFallSound 		            = M9CartridgeFall,
		RackSound 		                = M9Rack,               /* 改 */
	}
	
	item BA_Weapon_Akeshiro_Rumi
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Akeshiro_Rumi,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Akeshiro_Rumi,
		WeaponSprite 		            = BA_Weapon_Akeshiro_Rumi,
		Ranged 		                    = TRUE,
		IsAimedFirearm 		            = TRUE,
		WeaponReloadType 		        = boltaction,       /* 重新装填方式 */
		FireMode 		                = BAAuto_10,
		FireModePossibilities 		    = BAAuto_10/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 		                = 12,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 1.3,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 0.8,
		MaxDamage 		                = 1.1,
		CriticalChance 		            = 25,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 16,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 64,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 14,               /* 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 		                = 25,               /* 瞄准时间 */
		ReloadTime 		                = 25,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 3.2,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_32Clip38SP,
		AmmoType 		                = Base.Bullets38,
		AmmoBox 		                = Bullets38Box,
		MaxAmmo 		                = 32,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 1,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.2,              /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 2,
		DoorDamage 		                = 4,
		StopPower 		                = 4,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 10,               /* 音量 */
		SoundRadius 		            = 20,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M36BringToBear,
		SwingSound 		                = M36Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M36Jam,
		BreakSound 		                = M36Break,
		EquipSound 		                = M36Equip,              /* 改 */
		UnequipSound 		            = M36UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M36InsertAmmo,
        EjectAmmoSound                  = M36EjectAmmo,
		InsertAmmoStartSound            = M36InsertAmmoStart,
		InsertAmmoStopSound             = M36InsertAmmoStop,
		EjectAmmoStartSound             = M36EjectAmmoStart,
		EjectAmmoStopSound              = M36EjectAmmoStop,
		ShellFallSound 		            = M36CartridgeFall,
		RackSound 		                = M36Rack,               /* 改 */
	}
	
	item BA_Weapon_Ikekura_Marina
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Ikekura_Marina,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Ikekura_Marina,
		WeaponSprite 		            = BA_Weapon_Ikekura_Marina,
		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 		= 140,              /* 耐久降低可能性1/n */
		MaxRange 		                = 11,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 1.3,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 0.7,
		MaxDamage 		                = 1.1,
		CriticalChance 		            = 24,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 16,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 60,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 13,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.895,
		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 		                = 35,               /* 上弹时间 */
		RecoilDelay 		            = 0,                /* 反冲 */
		SwingTime 		                = 2,
		MinimumSwingTime 		        = 0.5,
		SwingAmountBeforeImpact 		= 0,
		Weight 		                    = 4.3,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_71Clip38SP,
		AmmoType 		                = Base.Bullets38,
		AmmoBox 		                = Bullets38Box,
		MaxAmmo 		                = 71,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 1,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.2,              /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 2,
		DoorDamage 		                = 5,
		StopPower 		                = 5,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 20,               /* 音量 */
		SoundRadius 		            = 30,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M36BringToBear,
		SwingSound 		                = M36Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M36Jam,
		BreakSound 		                = M36Break,
		EquipSound 		                = M36Equip,              /* 改 */
		UnequipSound 		            = M36UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M36InsertAmmo,
        EjectAmmoSound                  = M36EjectAmmo,
		InsertAmmoStartSound            = M36InsertAmmoStart,
		InsertAmmoStopSound             = M36InsertAmmoStop,
		EjectAmmoStartSound             = M36EjectAmmoStart,
		EjectAmmoStopSound              = M36EjectAmmoStop,
		ShellFallSound 		            = M36CartridgeFall,
		RackSound 		                = M36Rack,               /* 改 */
	}
	
	item BA_Weapon_Kuda_Izuna
	{
		DisplayCategory 		        = Weapon,
		DisplayName 		            = BA_Weapon_Kuda_Izuna,
		Type 		                    = Weapon,
		SubCategory 		            = Firearm,
		Icon 		                    = BA_Weapon_Kuda_Izuna,
		WeaponSprite 		            = BA_Weapon_Kuda_Izuna,
		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 		= 120,              /* 耐久降低可能性1/n */
		MaxRange 		                = 10,
		MinRange 		                = 0.65,
		AimingPerkRangeModifier 		= 1.2,              /* 随瞄准等级增长范围 */
		MinDamage 		                = 0.6,
		MaxDamage 		                = 1,
		CriticalChance 		            = 20,               /* 爆率 */
		CritDmgMultiplier 		        = 4,                /* 暴击伤害增长率 */
		AimingPerkCritModifier 		    = 15,               /* 随瞄准等级增长爆率 */
		HitChance 		                = 60,               /* 命中率 */
		AimingPerkHitChanceModifier 	= 15,               /* 随瞄准等级增长命中率 */
		ToHitModifier 		            = 1.5,              /* 命中修正率 */
		MinAngle 		                = 0.865,
		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 		            = 0.1,              /* 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 		                    = 4.2,
		/* ============ 子弹数据 ============= */
		MagazineType                    = Base.BA_32Clip38SP,
		AmmoType 		                = Base.Bullets38,
		AmmoBox 		                = Bullets38Box,
		MaxAmmo 		                = 32,
		ProjectileCount 		        = 1,                /* 弹丸数量(决定伤害) */
		MaxHitCount 		            = 1,                /* 最大命中数量 */
		ShareDamage 		            = FALSE,            /* 枪械为否 */
		SplatSize 		                = 3,                /* ？ */
		SplatNumber 		            = 5,                /* ？ */
		SplatBloodOnNoDeath 		    = TRUE,             /* ？ */
		PushBackMod 		            = 0.2,              /* 击退距离？ */
		KnockBackOnNoDeath 		        = TRUE,
		KnockdownMod 		            = 2,
		DoorDamage 		                = 3,
		StopPower 		                = 3,                /* 停止力 */
		/* ============ 枪械调用声音 ============= */
		RunAnim 		                = Run_Weapon2,
		IdleAnim 		                = Idle_Weapon2,
		SwingAnim 		                = Rifle,
		MetalValue 		                = 45,
		SoundVolume 		            = 20,               /* 音量 */
		SoundRadius 		            = 25,               /* 声音半径 */
		SoundGain 		                = 2,                /* 声音增益 */
		NPCSoundBoost 		            = 1.5,
		BringToBearSound 		        = M36BringToBear,
		SwingSound 		                = M36Shoot,              /* 改 */
		HitSound 		                = BulletHitBody,
		ClickSound 		                = M36Jam,
		BreakSound 		                = M36Break,
		EquipSound 		                = M36Equip,              /* 改 */
		UnequipSound 		            = M36UnEquip,            /* 改 */
		ImpactSound 		            = null,
		InsertAmmoSound                 = M36InsertAmmo,
        EjectAmmoSound                  = M36EjectAmmo,
		InsertAmmoStartSound            = M36InsertAmmoStart,
		InsertAmmoStopSound             = M36InsertAmmoStop,
		EjectAmmoStartSound             = M36EjectAmmoStart,
		EjectAmmoStopSound              = M36EjectAmmoStop,
		ShellFallSound 		            = M36CartridgeFall,
		RackSound 		                = M36Rack,               /* 改 */
	}
}