module VGE
{
	item Shirt_TacticalBlue
	{
		DisplayName = Shirt - Tactical Blue,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Shirt_TacticalBlue,
		BloodLocation = ShirtLongSleeves,
		BodyLocation = Shirt,
		ClothingItem = Shirt_TacticalBlue,
		ClothingItemExtra = Shirt_TacticalBlueRolled,
		ClothingItemExtraOption = Rolled,
		FabricType = Cotton,
		Insulation = 0.20,
		WindResistance = 0.15,
		WorldStaticModel = Shirt_Ground,
		Tags = RipClothingCotton,
	}

	item Shirt_TacticalGray
	{
		DisplayName = Shirt - Tactical Gray,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Shirt_TacticalGray,
		BloodLocation = ShirtLongSleeves,
		BodyLocation = Shirt,
		ClothingItem = Shirt_TacticalGray,
		ClothingItemExtra = Shirt_TacticalGrayRolled,
		ClothingItemExtraOption = Rolled,
		FabricType = Cotton,
		Insulation = 0.20,
		WindResistance = 0.15,
		WorldStaticModel = Shirt_Ground,
		Tags = RipClothingCotton,
	}

	item Shirt_TacticalGreen
	{
		DisplayName = Shirt - Tactical Green,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Shirt_TacticalGreen,
		BloodLocation = ShirtLongSleeves,
		BodyLocation = Shirt,
		ClothingItem = Shirt_TacticalGreen,
		ClothingItemExtra = Shirt_TacticalGreenRolled,
		ClothingItemExtraOption = Rolled,
		FabricType = Cotton,
		Insulation = 0.20,
		WindResistance = 0.15,
		WorldStaticModel = Shirt_Ground,
		Tags = RipClothingCotton,
	}

	item Shirt_TacticalBlueRolled
	{
		DisplayName = Shirt - Tactical Blue,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Shirt_TacticalBlue,
		BloodLocation = ShirtLongSleeves,
		BodyLocation = Shirt,
		ClothingItem = Shirt_TacticalBlueRolled,
		ClothingItemExtra = Shirt_TacticalBlue,
		ClothingItemExtraOption = Unrolled,
		FabricType = Cotton,
		Insulation = 0.20,
		WindResistance = 0.15,
		WorldStaticModel = Shirt_Ground,
		Tags = RipClothingCotton,
	}

	item Shirt_TacticalGrayRolled
	{
		DisplayName = Shirt - Tactical Gray,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Shirt_TacticalGray,
		BloodLocation = ShirtLongSleeves,
		BodyLocation = Shirt,
		ClothingItem = Shirt_TacticalGrayRolled,
		ClothingItemExtra = Shirt_TacticalGray,
		ClothingItemExtraOption = Unrolled,
		FabricType = Cotton,
		Insulation = 0.20,
		WindResistance = 0.15,
		WorldStaticModel = Shirt_Ground,
		Tags = RipClothingCotton,
	}

	item Shirt_TacticalGreenRolled
	{
		DisplayName = Shirt - Tactical Green,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Shirt_TacticalGreen,
		BloodLocation = ShirtLongSleeves,
		BodyLocation = Shirt,
		ClothingItem = Shirt_TacticalGreenRolled,
		ClothingItemExtra = Shirt_TacticalGreen,
		ClothingItemExtraOption = Unrolled,
		FabricType = Cotton,
		Insulation = 0.20,
		WindResistance = 0.15,
		WorldStaticModel = Shirt_Ground,
		Tags = RipClothingCotton,
	}

	item Trousers_TacticalBlue
	{
		DisplayName = Pants - Tactical Blue,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Trousers_TacticalBlue,
		BiteDefense = 10,
		BloodLocation = Trousers,
		BodyLocation = Pants,
		ClothingItem = Trousers_TacticalBlue,
		ClothingItemExtra = Trousers_TacticalBlueTucked,
		ClothingItemExtraOption = Tucked,
		FabricType = Cotton,
		Insulation = 0.40,
		ScratchDefense = 10,
		WaterResistance = 0.15,
		WindResistance = 0.30,
		WorldStaticModel = Trousers_Ground,
		Tags = RipClothingCotton,
	}

	item Trousers_TacticalGray
	{
		DisplayName = Pants - Tactical Gray,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Trousers_TacticalGray,
		BiteDefense = 10,
		BloodLocation = Trousers,
		BodyLocation = Pants,
		ClothingItem = Trousers_TacticalGray,
		ClothingItemExtra = Trousers_TacticalGrayTucked,
		ClothingItemExtraOption = Tucked,
		FabricType = Cotton,
		Insulation = 0.40,
		ScratchDefense = 10,
		WaterResistance = 0.15,
		WindResistance = 0.30,
		WorldStaticModel = Trousers_Ground,
		Tags = RipClothingCotton,
	}

	item Trousers_TacticalGreen
	{
		DisplayName = Pants - Tactical Green,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Trousers_TacticalGreen,
		BiteDefense = 10,
		BloodLocation = Trousers,
		BodyLocation = Pants,
		ClothingItem = Trousers_TacticalGreen,
		ClothingItemExtra = Trousers_TacticalGreenTucked,
		ClothingItemExtraOption = Tucked,
		FabricType = Cotton,
		Insulation = 0.40,
		ScratchDefense = 10,
		WaterResistance = 0.15,
		WindResistance = 0.30,
		WorldStaticModel = Trousers_Ground,
		Tags = RipClothingCotton,
	}

	item Trousers_TacticalBlueTucked
	{
		DisplayName = Pants - Tactical Blue,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Trousers_TacticalBlue,
		BiteDefense = 10,
		BloodLocation = Trousers,
		BodyLocation = Pants,
		ClothingItem = Trousers_TacticalBlueTucked,
		ClothingItemExtra = Trousers_TacticalBlue,
		ClothingItemExtraOption = Untucked,
		FabricType = Cotton,
		Insulation = 0.40,
		ScratchDefense = 10,
		WaterResistance = 0.15,
		WindResistance = 0.30,
		WorldStaticModel = Trousers_Ground,
		Tags = RipClothingCotton,
	}

	item Trousers_TacticalGrayTucked
	{
		DisplayName = Pants - Tactical Gray,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Trousers_TacticalGray,
		BiteDefense = 10,
		BloodLocation = Trousers,
		BodyLocation = Pants,
		ClothingItem = Trousers_TacticalGrayTucked,
		ClothingItemExtra = Trousers_TacticalGray,
		ClothingItemExtraOption = Untucked,
		FabricType = Cotton,
		Insulation = 0.40,
		ScratchDefense = 10,
		WaterResistance = 0.15,
		WindResistance = 0.30,
		WorldStaticModel = Trousers_Ground,
		Tags = RipClothingCotton,
	}

	item Trousers_TacticalGreenTucked
	{
		DisplayName = Pants - Tactical Green,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Trousers_TacticalGreen,
		BiteDefense = 10,
		BloodLocation = Trousers,
		BodyLocation = Pants,
		ClothingItem = Trousers_TacticalGreenTucked,
		ClothingItemExtra = Trousers_TacticalGreen,
		ClothingItemExtraOption = Untucked,
		FabricType = Cotton,
		Insulation = 0.40,
		ScratchDefense = 10,
		WaterResistance = 0.15,
		WindResistance = 0.30,
		WorldStaticModel = Trousers_Ground,
		Tags = RipClothingCotton,
	}

	item Trousers_TacticalBlueTEXTURE
	{
		DisplayName = Pants - Tactical Blue,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Trousers_TacticalBlue,
		BiteDefense = 10,
		BloodLocation = Trousers,
		BodyLocation = Pants,
		ClothingItem = Trousers_TacticalBlueTEXTURE,
		ClothingItemExtra = Trousers_TacticalBlueTuckedTEXTURE,
		ClothingItemExtraOption = Tucked,
		FabricType = Cotton,
		Insulation = 0.40,
		ScratchDefense = 10,
		WaterResistance = 0.15,
		WindResistance = 0.30,
		WorldStaticModel = Trousers_Ground,
		Tags = RipClothingCotton,
	}

	item Trousers_TacticalGrayTEXTURE
	{
		DisplayName = Pants - Tactical Gray,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Trousers_TacticalGray,
		BiteDefense = 10,
		BloodLocation = Trousers,
		BodyLocation = Pants,
		ClothingItem = Trousers_TacticalGrayTEXTURE,
		ClothingItemExtra = Trousers_TacticalGrayTuckedTEXTURE,
		ClothingItemExtraOption = Tucked,
		FabricType = Cotton,
		Insulation = 0.40,
		ScratchDefense = 10,
		WaterResistance = 0.15,
		WindResistance = 0.30,
		WorldStaticModel = Trousers_Ground,
		Tags = RipClothingCotton,
	}

	item Trousers_TacticalGreenTEXTURE
	{
		DisplayName = Pants - Tactical Green,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Trousers_TacticalGreen,
		BiteDefense = 10,
		BloodLocation = Trousers,
		BodyLocation = Pants,
		ClothingItem = Trousers_TacticalGreenTEXTURE,
		ClothingItemExtra = Trousers_TacticalGreenTuckedTEXTURE,
		ClothingItemExtraOption = Tucked,
		FabricType = Cotton,
		Insulation = 0.40,
		ScratchDefense = 10,
		WaterResistance = 0.15,
		WindResistance = 0.30,
		WorldStaticModel = Trousers_Ground,
		Tags = RipClothingCotton,
	}

	item Trousers_TacticalBlueTuckedTEXTURE
	{
		DisplayName = Pants - Tactical Blue,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Trousers_TacticalBlue,
		BiteDefense = 10,
		BloodLocation = Trousers,
		BodyLocation = Pants,
		ClothingItem = Trousers_TacticalBlueTuckedTEXTURE,
		ClothingItemExtra = Trousers_TacticalBlueTEXTURE,
		ClothingItemExtraOption = Untucked,
		FabricType = Cotton,
		Insulation = 0.40,
		ScratchDefense = 10,
		WaterResistance = 0.15,
		WindResistance = 0.30,
		WorldStaticModel = Trousers_Ground,
		Tags = RipClothingCotton,
	}

	item Trousers_TacticalGrayTuckedTEXTURE
	{
		DisplayName = Pants - Tactical Gray,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Trousers_TacticalGray,
		BiteDefense = 10,
		BloodLocation = Trousers,
		BodyLocation = Pants,
		ClothingItem = Trousers_TacticalGrayTuckedTEXTURE,
		ClothingItemExtra = Trousers_TacticalGrayTEXTURE,
		ClothingItemExtraOption = Untucked,
		FabricType = Cotton,
		Insulation = 0.40,
		ScratchDefense = 10,
		WaterResistance = 0.15,
		WindResistance = 0.30,
		WorldStaticModel = Trousers_Ground,
		Tags = RipClothingCotton,
	}

	item Trousers_TacticalGreenTuckedTEXTURE
	{
		DisplayName = Pants - Tactical Green,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Trousers_TacticalGreen,
		BiteDefense = 10,
		BloodLocation = Trousers,
		BodyLocation = Pants,
		ClothingItem = Trousers_TacticalGreenTuckedTEXTURE,
		ClothingItemExtra = Trousers_TacticalGreenTEXTURE,
		ClothingItemExtraOption = Untucked,
		FabricType = Cotton,
		Insulation = 0.40,
		ScratchDefense = 10,
		WaterResistance = 0.15,
		WindResistance = 0.30,
		WorldStaticModel = Trousers_Ground,
		Tags = RipClothingCotton,
	}

	item Gloves_Tactical
	{
		DisplayName = Gloves - Tactical,
		DisplayCategory = Accessory,
		Type = Clothing,
		Weight = 0.1,
		Icon = Gloves_Tactical,
		BiteDefense = 15,
		BloodLocation = Hands,
		BodyLocation = Hands,
		ClothingItem = Gloves_Tactical,
		FabricType = Leather,
		Insulation = 0.75,
		ScratchDefense = 30,
		WindResistance = 0.75,
		WorldStaticModel = Gloves_Ground,
	}

	item Gloves_FingerlessTactical
	{
		DisplayName = Gloves - Fingerless Tactical,
		DisplayCategory = Accessory,
		Type = Clothing,
		Weight = 0.1,
		Icon = Gloves_Tactical_Fingerless,
		BloodLocation = Hands,
		BodyLocation = Hands,
		ClothingItem = Gloves_FingerlessTactical,
		Insulation = 0.25,
		ScratchDefense = 15,
		WindResistance = 0.3,
		WorldStaticModel = Gloves_Ground,
	}

	item Vest_BulletATF
	{
		DisplayName = Bulletproof Vest - ATF,
		DisplayCategory = ProtectiveGear,
		Type = Clothing,
		Icon = BulletVest_ATF,
		BiteDefense = 30,
		BloodLocation = ShirtNoSleeves,
		BodyLocation = TorsoExtraVestBullet,
		BulletDefense = 100,
		ClothingItem = Vest_BulletATF,
		Insulation = 0.65,
		ScratchDefense = 55,
		WindResistance = 0.30,
		WorldStaticModel = BulletVest_Ground,
		DamagedSound = ArmourBreakKevlar,
		Weight = 5, /* it's significant body armor with 100% bullet defense */
		DiscomfortModifier = 0.25,
		AttachmentsProvided = WebbingRight;WebbingLeft,
	}

	item Vest_BulletPress
	{
		DisplayName = Bulletproof Vest - Press,
		DisplayCategory = ProtectiveGear,
		Type = Clothing,
		Icon = BulletVest_Press,
		BiteDefense = 30,
		BloodLocation = ShirtNoSleeves,
		BodyLocation = TorsoExtraVestBullet,
		BulletDefense = 100,
		ClothingItem = Vest_BulletPress,
		Insulation = 0.65,
		ScratchDefense = 55,
		WindResistance = 0.30,
		WorldStaticModel = BulletVest_Ground,
		DamagedSound = ArmourBreakKevlar,
		Weight = 5, /* it's significant body armor with 100% bullet defense */
		DiscomfortModifier = 0.25,
	}

	item Vest_BulletPoliceGray
	{
		DisplayName = Bulletproof Vest - Police,
		DisplayCategory = ProtectiveGear,
		Type = Clothing,
		Icon = BulletVest_PoliceGray,
		BiteDefense = 30,
		BloodLocation = ShirtNoSleeves,
		BodyLocation = TorsoExtraVestBullet,
		BulletDefense = 100,
		ClothingItem = Vest_BulletPoliceGray,
		Insulation = 0.65,
		ScratchDefense = 55,
		WindResistance = 0.30,
		WorldStaticModel = BulletVest_Ground,
		DamagedSound = ArmourBreakKevlar,
		Weight = 5, /* it's significant body armor with 100% bullet defense */
		DiscomfortModifier = 0.25,
		AttachmentsProvided = WebbingRight;WebbingLeft,
	}

	item Vest_BulletFBI
	{
		DisplayName = Bulletproof Vest - FBI,
		DisplayCategory = ProtectiveGear,
		Type = Clothing,
		Icon = BulletVest_ATF,
		BiteDefense = 30,
		BloodLocation = ShirtNoSleeves,
		BodyLocation = TorsoExtraVestBullet,
		BulletDefense = 100,
		ClothingItem = Vest_BulletFBI,
		Insulation = 0.65,
		ScratchDefense = 55,
		WindResistance = 0.30,
		WorldStaticModel = BulletVest_Ground,
		DamagedSound = ArmourBreakKevlar,
		Weight = 5, /* it's significant body armor with 100% bullet defense */
		DiscomfortModifier = 0.25,
		AttachmentsProvided = WebbingRight;WebbingLeft,
	}

	item Hat_BaseballCap_ATF
	{
		DisplayName = Baseball Cap - ATF,
		DisplayCategory = Accessory,
		Type = Clothing,
		Weight = 0.5,
		Icon = BaseballHat_ATF,
		BodyLocation = Hat,
		CanHaveHoles = FALSE,
		ChanceToFall = 60,
		ClothingExtraSubmenu = ForwardCap,
		ClothingItem = Hat_BaseballCap_ATF,
		ClothingItemExtra = Hat_BaseballCap_ATF_Reverse,
		ClothingItemExtraOption = ReverseCap,
		Insulation = 0.10,
		Tags = IsFireFuel;IsFireTinder,
	}

	item Hat_BaseballCap_ATF_Reverse
	{
		DisplayName = Baseball Cap - ATF,
		DisplayCategory = Accessory,
		Type = Clothing,
		Weight = 0.5,
		Icon = BaseballHat_ATF,
		BodyLocation = Hat,
		CanHaveHoles = FALSE,
		ChanceToFall = 60,
		ClothingExtraSubmenu = ReverseCap,
		ClothingItem = Hat_BaseballCap_ATF_Reverse,
		ClothingItemExtra = Hat_BaseballCap_ATF,
		ClothingItemExtraOption = ForwardCap,
		Insulation = 0.10,
		Tags = IsFireFuel;IsFireTinder,
	}

	item Hat_BaseballCap_Press
	{
		DisplayName = Baseball Cap - Press,
		DisplayCategory = Accessory,
		Type = Clothing,
		Weight = 0.5,
		Icon = BaseballHat_Press,
		BodyLocation = Hat,
		CanHaveHoles = FALSE,
		ChanceToFall = 60,
		ClothingExtraSubmenu = ForwardCap,
		ClothingItem = Hat_BaseballCap_Press,
		ClothingItemExtra = Hat_BaseballCap_Press_Reverse,
		ClothingItemExtraOption = ReverseCap,
		Insulation = 0.10,
		Tags = IsFireFuel;IsFireTinder,
	}

	item Hat_BaseballCap_Press_Reverse
	{
		DisplayName = Baseball Cap - Press,
		DisplayCategory = Accessory,
		Type = Clothing,
		Weight = 0.5,
		Icon = BaseballHat_Press,
		BodyLocation = Hat,
		CanHaveHoles = FALSE,
		ChanceToFall = 60,
		ClothingExtraSubmenu = ReverseCap,
		ClothingItem = Hat_BaseballCap_Press_Reverse,
		ClothingItemExtra = Hat_BaseballCap_Press,
		ClothingItemExtraOption = ForwardCap,
		Insulation = 0.10,
		Tags = IsFireFuel;IsFireTinder,
	}

	item Bag_ChestRig_Tactical
	{
		DisplayName = Chest Rig - Tactical,
		DisplayCategory = Bag,
		Type = Container,
		Icon = ChestRig_Tactical,
		BodyLocation = Webbing,
		CanBeEquipped = Webbing,
		Capacity = 5,
		CloseSound = CloseCargoVest,
		OpenSound = OpenCargoVest,
		PutInSound = StoreItemCargoVest,
		RunSpeedModifier = 0.98,
		WeightReduction = 85,
		ClothingItem = Bag_ChestRig_Tactical,
		WorldStaticModel = ALICE_BeltSus_Ground,
		Tags = ReloadFastMagazines;IgnoreZombieDensity;IsFireFuel;IsFireTinder,
		Tooltip = Tooltip_Webbing,
		MaxItemSize = 1.3,
		CombatSpeedModifier = 0.98,
		AttachmentsProvided = WebbingRight;WebbingLeft,
	}

	item Hat_TacticalBlue
	{
		DisplayName = Helmet - Tactical Blue,
		DisplayCategory = ProtectiveGear,
		Type = Clothing,
		Icon = Helmet_TacticalBlue,
		BloodLocation = Head,
		BodyLocation = Hat,
		CanHaveHoles = FALSE,
		ChanceToFall = 10,
		ClothingItem = Hat_TacticalBlue,
		Insulation = 0.25,
		BiteDefense = 70,
		ScratchDefense = 80,
		WaterResistance = 0.2,
		VisionModifier = 0.75,
		DiscomfortModifier = 0.20,
	}

	item Hat_TacticalGray
	{
		DisplayName = Helmet - Tactical Gray,
		DisplayCategory = ProtectiveGear,
		Type = Clothing,
		Icon = Helmet_TacticalGray,
		BloodLocation = Head,
		BodyLocation = Hat,
		CanHaveHoles = FALSE,
		ChanceToFall = 10,
		ClothingItem = Hat_TacticalGray,
		Insulation = 0.25,
		BiteDefense = 70,
		ScratchDefense = 80,
		WaterResistance = 0.2,
		VisionModifier = 0.75,
		DiscomfortModifier = 0.20,
	}

	item Hat_TacticalGreen
	{
		DisplayName = Helmet - Tactical Green,
		DisplayCategory = ProtectiveGear,
		Type = Clothing,
		Icon = Helmet_TacticalGreen,
		BloodLocation = Head,
		BodyLocation = Hat,
		CanHaveHoles = FALSE,
		ChanceToFall = 10,
		ClothingItem = Hat_TacticalGreen,
		Insulation = 0.25,
		BiteDefense = 70,
		ScratchDefense = 80,
		WaterResistance = 0.2,
		VisionModifier = 0.75,
		DiscomfortModifier = 0.20,
	}

	item Hat_Riot_Tactical
	{
		DisplayName = Helmet - Riot Tactical,
		DisplayCategory = ProtectiveGear,
		Type = Clothing,
		Icon = Helmet_Riot_Tactical,
		BloodLocation = FullHelmet,
		BodyLocation = FullHat,
		CanHaveHoles = FALSE,
		ChanceToFall = 0,
		ClothingItem = Hat_Riot_Tactical,
		CombatSpeedModifier = 0.95,
		Insulation = 0.45,
		BiteDefense = 100,
		ScratchDefense = 100,
		WaterResistance = 1.0,
		WindResistance = 0.65,
		VisionModifier = 0.5,
		HearingModifier = 0.75,
		DiscomfortModifier = 0.25,
	}

	item Hat_Crash_Tactical
	{
		DisplayName = Helmet - Crash Tactical,
		DisplayCategory = ProtectiveGear,
		Type = Clothing,
		Icon = Helmet_Crash_Tactical,
		BloodLocation = FullHelmet,
		BodyLocation = Hat,
		CanHaveHoles = FALSE,
		ChanceToFall = 0,
		ClothingItem = Hat_Crash_Tactical,
		CombatSpeedModifier = 0.95,
		Insulation = 0.45,
		BiteDefense = 100,
		ScratchDefense = 100,
		WaterResistance = 1.0,
		WindResistance = 0.65,
		VisionModifier = 0.5,
		HearingModifier = 0.75,
		DiscomfortModifier = 0.25,
	}

	item Vest_Tactical
	{
		DisplayName = Vest - Tactical,
		DisplayCategory = Clothing,
		Type = Clothing,
		Icon = Huntingvest_Grey,
		BloodLocation = ShirtNoSleeves,
		BodyLocation = TorsoExtraVest,
		ClothingItem = Vest_Tactical,
		Insulation = 0.90,
		ScratchDefense = 20,
		WindResistance = 0.80,
		WorldStaticModel = HuntingVest_Ground,
	}

	item Hat_BalaclavaTacticalTEXTURE
	{
		DisplayName = Balaclava - Tactical,
		DisplayCategory = Accessory,
		Type = Clothing,
		Weight = 0.5,
		Icon = Tactical_Balaclava,
		BloodLocation = Head,
		BodyLocation = MakeUp_FullFace,
		CanHaveHoles = FALSE,
		ClothingItem = Hat_BalaclavaTacticalTEXTURE,
		Insulation = 0.6,
		ScratchDefense = 5,
		WaterResistance = 0.5,
		WindResistance = 0.5,
		WorldStaticModel = BalaclavaFull_Ground,
		Tags = CanEat;IsDisguise;IsFireFuel;IsFireTinder,
	}

	item Glasses_TacticalGoggles
	{
		DisplayName = Tactical Goggles,
		DisplayCategory = ProtectiveGear,
		Type = Clothing,
		Weight = 0.1,
		Icon = SafetyGoggles,
		BloodLocation = Head,
		BodyLocation = Eyes,
		ChanceToFall = 10,
		ClothingItem = Glasses_TacticalGoggles,
		/*Cosmetic = TRUE,*/
		ScratchDefense = 5,
		VisionModifier = 0.75,
	}

	item Holster_TacticalBelt
	{
		DisplayName = Tactical Belt,
		DisplayCategory = Accessory,
		Type = Clothing,
		Weight = 0.2,
		Icon = Belt_Tactical,
		AttachmentsProvided = SmallBeltLeft;SmallBeltRight;HolsterLeft;HolsterRight,
		BodyLocation = BeltExtra,
		ClothingItem = Holster_TacticalBelt,
		WorldStaticModel = ALICE_BeltSus_Ground,

	}

	item Jacket_FBI
	{
		DisplayName = Jacket - FBI,
		DisplayCategory = Clothing,
		Type = Clothing,
		Weight = 1,
		Icon = Jacket_FBI,
		BloodLocation = Jumper,
		BodyLocation = Jacket,
		ClothingItem = Jacket_FBI,
		Insulation = 0.35,
		ScratchDefense = 5,
		WindResistance = 0.4,
		WorldStaticModel = Jacket_Shellsuit_Ground,
		Tags = IsFireFuel;IsFireTinder,
	}

	item Hat_BaseballCap_FBI
	{
		DisplayName = Baseball Cap - FBI,
		DisplayCategory = Accessory,
		Type = Clothing,
		Weight = 0.5,
		Icon = BaseballHat_ATF,
		BodyLocation = Hat,
		CanHaveHoles = FALSE,
		ChanceToFall = 60,
		ClothingExtraSubmenu = ForwardCap,
		ClothingItem = Hat_BaseballCap_FBI,
		ClothingItemExtra = Hat_BaseballCap_FBI_Reverse,
		ClothingItemExtraOption = ReverseCap,
		Insulation = 0.10,
		Tags = IsFireFuel;IsFireTinder,
	}

	item Hat_BaseballCap_FBI_Reverse
	{
		DisplayName = Baseball Cap - FBI,
		DisplayCategory = Accessory,
		Type = Clothing,
		Weight = 0.5,
		Icon = BaseballHat_ATF,
		BodyLocation = Hat,
		CanHaveHoles = FALSE,
		ChanceToFall = 60,
		ClothingExtraSubmenu = ReverseCap,
		ClothingItem = Hat_BaseballCap_FBI_Reverse,
		ClothingItemExtra = Hat_BaseballCap_FBI,
		ClothingItemExtraOption = ForwardCap,
		Insulation = 0.10,
		Tags = IsFireFuel;IsFireTinder,
	}

	item Hat_Tactical_Headset
	{
		DisplayName = Tactical Headset,
		DisplayCategory = Accessory,
		Type = Clothing,
		Weight = 0.3,
		Icon = Tactical_Headset,
		BloodLocation = Head,
		BodyLocation = Ears,
		CanHaveHoles = FALSE,
		ChanceToFall = 30,
		ClothingItem = Hat_Tactical_Headset,
		Insulation = 0.35,
		WindResistance = 0.35,
		HearingModifier = 0.5,
		DiscomfortModifier = 0.05,
	}

}