<weaponinfo version="1">

	<!-- GRENADE LAUNCHER -->
	<weapon type="EPISODIC_1">
		<data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="25.0" weaponrange="1200" clipsize="1" ammomax="8" timebetweenshots="800">
			<damage networkplayermod="2.0" networkpedmod="1.0"/>
			<reload time="2066" fasttime="2066" crouchtime="2066"/>

			<aiming accuracy="1.0">
				<offset 				x="0.15" y="1.0" z="0.53"/>
				<crouchedoffset x="0.12" y="1.0" z="0.05"/>
				<reticule standing="1.0" ducked="1.0" scale="0.0"/>
				<ordnanceoffset pitch="0.1"/>
			</aiming>

			<pickup regentime="600000" ammoonstreet="4"/>

			<controller>
				<rumble duration="100" intensity="0.8"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>2HANDED</flag>
				<flag>HEAVY_WEAPON_USES_RIFLE_ANIMS</flag>
			</flags>

			<projectile>
				<typetocreate type="EPISODIC_5"/>
				<offset 	 x="0.55" y="0.0" z="0.08"/>
				<rotoffset x="0.0"	y="0.0" z="0.0"/>
			</projectile>
		</data>

		<assets model="w_e2_glauncher">
			<anim group="gun@grnde_launch"/>
		</assets>
	</weapon>

	<!-- GRENADE for GRENADE LAUNCHER (not usable as a thrown weapon on its own) -->
	<weapon type="EPISODIC_5">
		<data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="1000.0" clipsize="1" stattype="EPISODIC_1">
			<damage networkplayermod="2.0" networkpedmod="1.0"/>

			<projectile type="IMPACT">
				<explosion type="EPISODIC_1"/>
				<physics force="160.0"/>
			</projectile>
		</data>

		<assets model="w_e2_grenade">
			<effects>
				<trail fx="weap_pipe_bomb_trail"/>
			</effects>
		</assets>
	</weapon>

	<!-- PISTOL 44 AUTOMAG -->
	<weapon type="EPISODIC_9">
		<data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_LARGE" targetrange="50.0" weaponrange="800" clipsize="8" ammomax="112" timebetweenshots="333">
			<damage base="360" networkplayermod="4.0" networkpedmod="1.0"/>
			<physics force="200"/>
			<reload time="2000" fasttime="2000" crouchtime="2000"/>

			<aiming accuracy="0.5">
				<offset 				x="0.15" y="1.0" z="0.55"/>
				<crouchedoffset x="0.2"  y="1.0" z="0.05"/>
				<reticule standing="0.6" ducked="0.5" scale="0.3"/>
			</aiming>

			<pickup regentime="240000" ammoonstreet="21"/>

			<controller>
				<rumble duration="150" intensity="0.8"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_AIM</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>HIGHER_BREAK_FORCE</flag>
			</flags>
		</data>

		<assets model="w_e2_44amag">
			<anim group="gun@44A" meleegroup1="firearm_core"/>

			<effects>
				<muzzle fx="muz_pistol_large"/>
				<shell fx="weap_ejected_pistol"/>
			</effects>
		</assets>
	</weapon>

	<!-- EXPLOSIVE ROUND FIRING SHOTGUN -->
	<weapon type="EPISODIC_10">
		<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="30.0" weaponrange="500" clipsize="20" ammomax="80" timebetweenshots="133">
			<damage base="9999" networkplayermod="2.5" networkpedmod="1.25"/>
			<physics force="350"/>
			<reload time="2066" fasttime="1166" crouchtime="2066"/>

			<aiming accuracy="3.0" pellets="1">
				<offset 				x="0.14" y="1.0" z="0.55"/>
				<crouchedoffset x="0.08"	y="1.0" z="0.12"/>
				<reticule standing="0.6" ducked="0.5" scale="0.3"/>
			</aiming>

			<pickup regentime="800000" ammoonstreet="100"/>

			<controller>
				<rumble duration="90" intensity="0.1"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_AIM</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>2HANDED</flag>
				<flag>MISSION_CAN_FORCE_DRIVEBY_USE</flag>
				<flag>DONT_RUMBLE_WHEN_DOING_DRIVE_BY</flag>
				<flag>EXPLOSION_BASED_ON_IMPACT</flag>
				<flag>ADD_SMOKE_ON_EXPLOSION</flag>
			</flags>
		</data>

		<assets model="w_e2_aa12_exp">
			<anim group="gun@aa12">
				<rates firerate="2.5" blindfirerate="1.0"/>
			</anim>

			<effects>
				<muzzle fx="muz_AA12"/>
				<shell fx="weap_ejected_AA12_grn"/>
			</effects>
		</assets>
	</weapon>

	<!-- AUTO ASSAULT SHOTGUN -->
	<weapon type="EPISODIC_11">
		<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="10" weaponrange="200" clipsize="20" ammomax="80" timebetweenshots="133">
			<damage base="50" networkplayermod="5.0" networkpedmod="1.0"/>
			<physics force="15.0"/>
			<reload time="2933" fasttime="2933" crouchtime="2933"/>

			<aiming accuracy="0.06" pellets="24">
				<offset 				x="0.16" y="1.0" z="0.44"/>
				<crouchedoffset x="0.16" y="1.0" z="0.0"/>
				<reticule standing="1.0" ducked="1.0" scale="0.0"/>
			</aiming>

			<pickup regentime="240000" ammoonstreet="16"/>

			<controller>
				<rumble duration="180" intensity="0.8"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_AIM</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>2HANDED</flag>
				<flag>HIGHER_BREAK_FORCE</flag>
				<flag>MISSION_CAN_FORCE_DRIVEBY_USE</flag>
				<flag>DONT_RUMBLE_WHEN_DOING_DRIVE_BY</flag>
			</flags>
		</data>

		<assets model="w_e2_aa12">
			<anim group="gun@aa12">
				<rates firerate="2.5" blindfirerate="1.0"/>
			</anim>

			<effects>
				<muzzle fx="muz_shotgun"/>
				<shell fx="weap_ejected_AA12_red"/>
			</effects>
		</assets>
	</weapon>

	<!-- P90 -->
	<weapon type="EPISODIC_12">
		<data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="25.0" weaponrange="425.75" clipsize="50" ammomax="300" timebetweenshots="66">
			<damage base="79.5" networkplayermod="2.5" networkpedmod="1.25"/>
			<physics force="30.0"/>
			<reload time="2266" fasttime="2266" crouchtime="2000"/>

			<aiming accuracy="0.735">
				<offset 				x="0.13" y="1.0" z="0.45"/>
				<crouchedoffset x="0.11"  y="1.0" z="-0.02"/>
				<reticule standing="0.75" ducked="0.6" scale="0.3"/>
			</aiming>

			<pickup regentime="240000" ammoonstreet="74"/>

			<controller>
				<rumble duration="100" intensity="0.04"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_AIM</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>2HANDED</flag>
				<flag>SILENCED</flag>
        		<flag>CAN_BE_USED_AS_DRIVEBY</flag>
			</flags>
		</data>

		<assets model="w_e2_p90">
			<anim group="gun@p90">
				<rates firerate="1.6" blindfirerate="1.6"/>
			</anim>

			<effects>
				<muzzle fx="muz_P90"/>
				<shell fx="weap_ejected_p90"/>
			</effects>
		</assets>
	</weapon>

	<!-- SOLID GOLD UZI -->
	<weapon type="EPISODIC_13">
		<data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="25.0" weaponrange="380.0" clipsize="32" ammomax="352" timebetweenshots="66">
			<damage base="75" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="30.0"/>
			<reload time="2266" fasttime="2266" crouchtime="2000"/>

			<aiming accuracy="0.75">
				<offset 				x="0.2" y="1.0" z="0.6"/>
				<crouchedoffset x="0.3"  y="1.0" z="0.09"/>
				<reticule standing="0.75" ducked="0.6" scale="0.3"/>
			</aiming>

			<pickup regentime="240000" ammoonstreet="64"/>

			<controller>
				<rumble duration="100" intensity="0.04"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_AIM</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>TREAT_AS_2HANDED_IN_COVER</flag>
			</flags>
		</data>

		<assets model="w_e2_uzi">
			<anim group="gun@GOLD_UZI" meleegroup1="firearm_core"/>

			<effects>
				<muzzle fx="muz_smg"/>
				<shell fx="weap_ejected_smg"/>
			</effects>
		</assets>
	</weapon>

	<!-- M249 AUTOMATIC WEAPON -->
	<weapon type="EPISODIC_14">
		<data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="100.0" weaponrange="750.0" clipsize="200" ammomax="600" timebetweenshots="88">
			<damage base="110" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="75.0"/>
			<reload time="2066" fasttime="1166" crouchtime="2066"/>

			<aiming accuracy="0.5">
				<offset         x="0.16" y="1.0" z="0.55"/>
				<crouchedoffset x="0.1"  y="1.0" z="0.12"/>
				<reticule standing="0.6" ducked="0.5" scale="0.3"/>
			</aiming>

			<pickup regentime="480000" ammoonstreet="80"/>

			<controller>
				<rumble duration="90" intensity="0.1"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_AIM</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>2HANDED</flag>
			</flags>
		</data>

		<assets model="w_e2_m249">
			<anim group="gun@m249">
				<rates firerate="1" blindfirerate="2"/>
			</anim>

			<effects>
				<muzzle fx="muz_M249"/>
				<shell fx="weap_ejected_rifle"/>
			</effects>
		</assets>
	</weapon>

	<!-- DSR-1 SNIPER RIFLE -->
	<weapon type="EPISODIC_15">
		<data slot="SNIPER" firetype="DELAYED_HIT" damagetype="BULLET" group="RIFLE_SNIPER" targetrange="200.0" weaponrange="10000.0" clipsize="10" ammomax="20" timebetweenshots="333">
			<damage base="500" fps="75" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="300"/>
			<reload time="1300" fasttime="2066" crouchtime="2066"/>

			<aiming accuracy="10.0" accuracyfps="0.0">
				<offset 				x="0.16" y="1.0" z="0.55"/>
				<crouchedoffset x="0.16" y="1.0" z="0.12"/>
				<reticule standing="0.6" ducked="0.5" scale="0.05"/>
			</aiming>

			<pickup regentime="360000" ammoonstreet="10"/>

			<controller>
				<rumble duration="120" intensity="0.3"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>FIRST_PERSON</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>2HANDED</flag>
			</flags>
		</data>

		<assets model="w_e2_dsr1">
			<anim group="gun@DSR1">
				<rates firerate="1.3" blindfirerate="1.3"/>
      </anim>
			<effects>
				<muzzle fx="muz_machine"/>
				<shell fx="weap_ejected_rifle"/>
			</effects>
    </assets>
  </weapon>

	<!-- STICKY BOMB -->
	<weapon type="EPISODIC_16">
		<data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="75.0" clipsize="1" ammomax="10">
			<damage networkplayermod="2.0" networkpedmod="1.0"/>

			<aiming accuracy="1.0">
				<offset 				x="0.0" y="1.0" z="0.0"/>
				<crouchedoffset x="0.0" y="1.0" z="0.0"/>
			</aiming>

			<pickup regentime="360000" ammoonstreet="8"/>

			<controller>
				<rumble duration="50" intensity="0.1"/>
			</controller>

			<flags>
				<flag>THROWN</flag>
				<flag>CAN_AIM</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>EXPLOSION_BASED_ON_IMPACT</flag>
				<flag>ADD_SMOKE_ON_EXPLOSION</flag>
				<flag>SILENCED</flag>
			</flags>

			<projectile type="STICKY" fusetime="900000">
				<explosion type="EPISODIC_7"/>
				<physics force="45.0" vehiclevelocity="10.0"/>
			</projectile>
		</data>

		<assets model="w_e2_stickybomb">
			<anim group="grenade"/>
			<effects>
				<trail fx="weap_sticky_trail"/>
			</effects>
		</assets>
	</weapon>

	<!-- BUZZARD (heli) rocket launcher -->
	<weapon type="EPISODIC_17">
		<data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="12000" weaponrange="15000" clipsize="16" timebetweenshots="66">
			<damage base="999" networkplayermod="1.0" networkpedmod="1.0"/>
			<reload time="3000" fasttime="3000" crouchtime="3000"/>

			<aiming accuracy="1.0">
				<offset 				x="0.0" y="1.0" z="0.0"/>
				<crouchedoffset x="0.0" y="1.0" z="0.0"/>
			</aiming>

			<pickup regentime="0" ammoonstreet="500"/>

			<controller>
				<rumble duration="60" intensity="0.3"/>
			</controller>

			<projectile>
				<typetocreate type="EPISODIC_18"/>
			</projectile>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>CREATE_VISIBLE_ORDNANCE</flag>
				<flag>HEAVY</flag>
				<flag>KEEP_CAMERA_BEHIND</flag>
			</flags>
		</data>

	</weapon>

	<!-- BUZZARD (heli) rocket for BUZZARD rocket launcher. Not for use on its own -->
	<weapon type="EPISODIC_18">
		<data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="15000" clipsize="1" timebetweenshots="180">
			<damage networkplayermod="1.0" networkpedmod="1.0"/>

			<aiming accuracy="1.0">
				<offset 				x="0.0" y="1.0" z="0.0"/>
				<crouchedoffset x="0.0" y="1.0" z="0.0"/>
				<reticule standing="0.65" ducked="0.55" scale="0.3"/>
			</aiming>

			<pickup regentime="360000" ammoonstreet="8"/>

			<controller>
				<rumble duration="0" intensity="0.0"/>
			</controller>

			<flags>
				<flag>THROWN</flag>
				<flag>EXPLOSION_BASED_ON_IMPACT</flag>
				<flag>ADD_SMOKE_ON_EXPLOSION</flag>
			</flags>

			<projectile type="ROCKET" fusetime="1">
				<explosion type="EPISODIC_5"/>
				<physics force="360" explodeimpactthreshold="0.0" explodeimpactwithvehiclethreshold="0.0"/>
			</projectile>
		</data>

		<assets model="W_e2_rocket">
			<effects>
				<trail fx="weap_rocket_buzzard"/>
			</effects>
		</assets>
	</weapon>

	<!-- BUZZARD (heli) minigun -->
	<weapon type="EPISODIC_19">
		<data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="5000" weaponrange="5000" clipsize="500" timebetweenshots="66">
			<damage base="9999" networkplayermod="1.0" networkpedmod="1.0"/>
			<physics force="600.0"/>
			<reload time="5000" fasttime="4500" crouchtime="4500"/>

			<aiming accuracy="1.0">
				<offset 				x="0.0" y="1.0" z="0.0"/>
				<crouchedoffset x="0.0" y="1.0" z="0.0"/>
			</aiming>

			<pickup regentime="0" ammoonstreet="500"/>

			<controller>
				<rumble duration="60" intensity="0.3"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>HEAVY</flag>
			</flags>
		</data>

		<assets>
			<effects>
				<muzzle fx="muz_minigun"/>
				<shell fx="weap_ejected_rifle"/>
			</effects>
		</assets>
	</weapon>

	<!-- APC cannon -->
	<weapon type="EPISODIC_20">
		<data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="201.168" weaponrange="4023.36" clipsize="200" timebetweenshots="75">
			<damage base="9999" networkplayermod="1.0" networkpedmod="1.0"/>
			<physics force="500.0"/>
			<reload time="4000" fasttime="4000" crouchtime="4000"/>

			<aiming accuracy="2.5">
				<offset 				x="0.0" y="1.0" z="0.0"/>
				<crouchedoffset x="0.0" y="1.0" z="0.0"/>
			</aiming>

			<pickup regentime="0" ammoonstreet="500"/>

			<controller>
				<rumble duration="75" intensity="0.30"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>HEAVY</flag>
				<flag>EXPLOSION_BASED_ON_IMPACT</flag>
				<flag>ADD_SMOKE_ON_EXPLOSION</flag>
			</flags>

			<projectile>
				<typetocreate type="ROCKET"/>
				<offset x="0.1" y="0.0" z="0.055"/>
				<rotoffset x="0.0" y="0.0" z="-1.571"/>
				<physics force="750.0" vehiclevelocity="150.0" explodeimpactthreshold="0.25" explodeimpactwithvehiclethreshold="0.05"/>
			</projectile>
		</data>
		
		<assets>
			<effects>
				<muzzle fx="muz_buzzard"/>
			</effects>
		</assets>
	</weapon>

	<!-- PARACHUTE -->
	<weapon type="EPISODIC_21">
		<data slot="PARACHUTE" firetype="MELEE" damagetype="MELEE" group="PUNCH_KICK"/>
	</weapon>

	<!-- OVERRIDE GTA MINIGUN -->
	<weapon type="MINIGUN">
		<data slot="HEAVY" firetype="INSTANT_HIT" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="300" weaponrange="5000.4" clipsize="1000" timebetweenshots="12">
			<damage base="9999" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="500.0"/>
			<reload time="12000" fasttime="10000" crouchtime="10000"/>

			<aiming accuracy="1.0">
				<offset         x="0.0" y="1.0" z="0.0"/>
				<crouchedoffset x="0.0" y="1.0" z="0.0"/>
			</aiming>

			<pickup regentime="0" ammoonstreet="500"/>

			<controller>
				<rumble duration="60" intensity="0.3"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>HEAVY</flag>
				<flag>EXPLOSION_BASED_ON_IMPACT</flag>
				<flag>ADD_SMOKE_ON_EXPLOSION</flag>
			</flags>
		</data>

		<assets>
			<effects>
				<muzzle fx="muz_minigun"/>
				<shell fx="weap_ejected_rifle"/>
			</effects>
		</assets>
	</weapon>

	<!-- OVERRIDE GTA DEAGLE WITH NEW MODEL -->
	<weapon type="DEAGLE">
		<data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_LARGE" targetrange="50.0" weaponrange="800.0" clipsize="7" ammomax="112" timebetweenshots="333">
			<damage base="300" networkplayermod="4.0" networkpedmod="1.0"/>
			<physics force="170.0"/>
			<reload time="2000" fasttime="2000" crouchtime="2000"/>

			<aiming accuracy="0.5">
				<offset x="0.15" y="1.0" z="0.55"/>
				<crouchedoffset x="0.2" y="1.0" z="0.05"/>
				<reticule standing="0.6" ducked="0.5" scale="0.3"/>
			</aiming>

			<pickup regentime="240000" ammoonstreet="21"/>

			<controller>
				<rumble duration="250" intensity="1.0"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>HIGHER_BREAK_FORCE</flag>
				<flag>ARMOUR_PENETRATING</flag>
				<flag>INSTANT_KILL_IN_MP</flag>
			</flags>
		</data>

		<assets model="w_e2_eagle">
			<anim group="gun@deagle" meleegroup1="firearm_core">
				<rates firerate="0.7" blindfirerate="0.6"/>
			</anim>
			<effects>
				<muzzle fx="muz_pistol_large"/>
				<shell fx="weap_ejected_pistol"/>
			</effects>
		</assets>
	</weapon>

</weaponinfo>