<weaponinfo version="1">
	<weapon type="EPISODIC_1">
		<data slot="MELEE" firetype="MELEE" damagetype="MELEE" group="MELEE_WOOD" targetrange="10.0" weaponrange="1.6">
			<damage base="1" networkplayermod="1.0" networkpedmod="1.0"/>

			<pickup regentime="120000"/>

			<controller>
				<rumble duration="60" intensity="0.23"/>
			</controller>

			<flags>
				<flag>CAN_AIM</flag>
				<flag>MELEE_CLUB</flag>
				<flag>ARMOUR_PENETRATING</flag>
			</flags>
		</data>

		<assets model="w_e1_cue">
			<anim meleegroup2="club_extra" meleegroup1="club_core"/>
		</assets>
	</weapon>

	<weapon type="EPISODIC_2">
		<data slot="MELEE" firetype="MELEE" damagetype="MELEE" group="MELEE_WOOD" targetrange="10.0" weaponrange="1.6">
			<damage base="1" networkplayermod="1.0" networkpedmod="1.0"/>

			<pickup regentime="120000"/>

			<controller>
				<rumble duration="60" intensity="0.23"/>
			</controller>

			<flags>
				<flag>CAN_AIM</flag>
				<flag>MELEE_CLUB</flag>
				<flag>ARMOUR_PENETRATING</flag>
			</flags>
		</data>

		<assets model="w_e1_cuehalf">
			<anim meleegroup2="club_extra" meleegroup1="club_core"/>
		</assets>
	</weapon>

	<weapon type="EPISODIC_3">
		<data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_LARGE" targetrange="45.0" weaponrange="50.0" clipsize="8" ammomax="1500" timebetweenshots="333">
			<damage base="60" networkplayermod="4.0" networkpedmod="1.0"/>
			<physics force="100.0"/>
			<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="30"/>

			<controller>
				<rumble duration="150" intensity="0.1"/>
			</controller>


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

	<weapon type="EPISODIC_4">
		<data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_SMALL" targetrange="55.0" weaponrange="65.0" clipsize="17" ammomax="1200" timebetweenshots="333">
			<damage base="20" networkplayermod="3.0" networkpedmod="1.0"/>
			<physics force="50.0"/>
			<reload time="2000" fasttime="2000" crouchtime="2000"/>

			<aiming accuracy="1.0" accuracyTime="1500.0">
				<offset         x="0.15" y="1.0" z="0.55"/>
				<crouchedoffset x="0.2"  y="1.0" z="0.05"/>
				<reticule standing="0.65" ducked="0.55" scale="0.3"/>
			</aiming>

			<pickup regentime="120000" ammoonstreet="30"/>

			<controller>
				<rumble duration="110" intensity="0.02"/>
			</controller>


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

		<assets model="w_e1_cz75">
			<anim group="gun@cz75" meleegroup1="firearm_core"/>
			<effects>
				<muzzle fx="muz_pistol_small"/>
				<shell fx="weap_ejected_pistol"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="EPISODIC_5">
		<data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="45.0" weaponrange="50.0" clipsize="30" ammomax="1200" timebetweenshots="66">
			<damage base="25" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="50.0"/>
			<reload time="2266" fasttime="2266" crouchtime="2000"/>

			<aiming accuracy="0.55">
				<offset 				x="0.15" y="1.0" z="0.55"/>
				<crouchedoffset x="0.2"  y="1.0" z="0.1"/>
				<reticule standing="0.75" ducked="0.6" scale="0.3"/>
			</aiming>

			<pickup regentime="240000" ammoonstreet="60"/>

			<controller>
				<rumble duration="100" intensity="0.04"/>
			</controller>
			<flags>
				<flag>GUN</flag>
				<flag>CAN_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_CROUCH_FIRE</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>

	<weapon type="EPISODIC_6">
		<data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="45.0" weaponrange="50.0" clipsize="50" ammomax="1200" timebetweenshots="66">
			<damage base="25" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="50.0"/>
			<reload time="2266" fasttime="2266" crouchtime="2000"/>

			<aiming accuracy="0.7">
				<offset 				x="0.1" y="0.8" z="0.55"/>
				<crouchedoffset x="0.1"  y="0.8" z="0.1"/>
				<reticule standing="0.75" ducked="0.6" scale="0.3"/>
			</aiming>

			<pickup regentime="240000" ammoonstreet="60"/>

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

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

		<assets model="w_e2_p90">
			<anim group="gun@p90" meleegroup1="firearm_core"/>
			<effects>
				<muzzle fx="muz_smg"/>
				<shell fx="weap_ejected_smg"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="EPISODIC_7">
		<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="75.0" weaponrange="75.0" clipsize="2" ammomax="160" timebetweenshots="1233">
			<damage base="30" networkplayermod="5.0" networkpedmod="1.0"/>
			<physics force="27.0"/>
			<reload time="1001" fasttime="1001" crouchtime="1001"/>

			<aiming accuracy="0.16" pellets="28">
				<offset         x="0.16" y="1.0" z="0.44"/>
				<crouchedoffset x="0.16" y="1.0" z="0.0"/>
				<reticule standing="1.4" ducked="1.4" scale="0.0"/>
			</aiming>

			<pickup regentime="240000" ammoonstreet="16"/>
			<controller>
				<rumble duration="200" intensity="1.0"/>
			</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>CAN_BE_USED_AS_DRIVEBY</flag>
			</flags>
		</data>

		<assets model="w_e1_sawnoff">
			<anim group="gun@sawnoff"/>
			<effects>
				<muzzle fx="muz_shotgun"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="EPISODIC_8">
		<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="40.0" clipsize="10" ammomax="80" timebetweenshots="433">
			<damage base="10" networkplayermod="5.0" networkpedmod="1.0"/>
			<physics force="12.0"/>
			<reload time="2933" fasttime="2933" crouchtime="2933"/>

			<aiming accuracy="0.05">
				<offset x="0.15" y="1.0" z="0.55"/>
				<crouchedoffset x="0.15" y="1.0" z="0.05"/>
				<reticule standing="1.0" ducked="1.0" scale="0.0"/>
			</aiming>

			<pickup regentime="480000" ammoonstreet="15"/>

			<controller>
				<rumble duration="200" intensity="1.0"/>
			</controller>

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

		<assets model="w_e1_pumpshot">
			<anim group="gun@baretta"/>
			<effects>
				<muzzle fx="muz_shotgun"/>
				<shell fx="weap_ejected_shotgun"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="EPISODIC_9">
		<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="35.0" clipsize="20" ammomax="250" timebetweenshots="1500">
			<damage base="25" networkplayermod="5.0" networkpedmod="1.0"/>
			<physics force="15.0"/>
			<reload time="2933" fasttime="2933" crouchtime="2933"/>

			<aiming accuracy="0.06">
				<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>2HANDED</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>HIGHER_BREAK_FORCE</flag>
			</flags>
		</data>

		<assets model="w_e2_aa12">
			<anim group="gun@aa12"/>
			<effects>
				<muzzle fx="muz_shotgun"/>
				<shell fx="weap_ejected_shotgun"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="EPISODIC_10">
		<data slot="SHOTGUN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="SHOTGUN" targetrange="65.0" weaponrange="70.0" clipsize="20" ammomax="600" timebetweenshots="133">
			<damage base="30" networkplayermod="2.5" networkpedmod="1.25"/>
			<physics force="200.0"/>
			<reload time="2066" fasttime="1166" crouchtime="2066"/>

			<aiming accuracy="0.7" 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="600000" ammoonstreet="80"/>

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

			<flags>
				<flag>GUN</flag>
				<flag>CAN_AIM</flag>
				<flag>2HANDED</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>ARMOUR_PENETRATING</flag>
				<flag>HIGHER_BREAK_FORCE</flag>
				<flag>INSTANT_KILL_IN_MP</flag>
				<flag>EXPLOSION_BASED_ON_IMPACT</flag>
			</flags>

			<projectile fusetime="2000">
				<typetocreate type="ROCKET"/>
				<offset x="0.56" y="0.0" z="0.07"/>
				<rotoffset x="0.0" y="0.0" z="0.0"/>
			</projectile>
		</data>

		<assets model="w_e2_aa12_exp">
			<anim group="gun@aa12"/>
			<effects>
				<muzzle fx="muz_shotgun"/>
				<shell fx="weap_ejected_shotgun"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="EPISODIC_11">
		<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="35.0" clipsize="8" ammomax="250" timebetweenshots="1233">
			<damage base="25" networkplayermod="5.0" networkpedmod="1.0"/>
			<physics force="15.0"/>
			<reload time="2933" fasttime="2933" crouchtime="2933"/>

			<aiming accuracy="0.06">
				<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>2HANDED</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>HIGHER_BREAK_FORCE</flag>
			</flags>
		</data>

		<assets model="w_e1_sweeper">
			<anim group="gun@sweeper"/>
			<effects>
				<muzzle fx="muz_shotgun"/>
				<shell fx="weap_ejected_shotgun"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="EPISODIC_12">
		<data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="65.0" weaponrange="70.0" clipsize="200" ammomax="600" timebetweenshots="133">
			<damage base="30" networkplayermod="2.5" networkpedmod="1.25"/>
			<physics force="75.0"/>
			<reload time="2066" fasttime="1166" crouchtime="2066"/>

			<aiming accuracy="0.5">
				<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="600000" ammoonstreet="80"/>

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

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

		<assets model="w_e2_m249">
			<anim group="gun@m249"/>
			<effects>
				<muzzle fx="muz_machine"/>
				<shell fx="weap_ejected_rifle"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="EPISODIC_13">
		<data slot="SNIPER" firetype="DELAYED_HIT" damagetype="BULLET" group="RIFLE_SNIPER" targetrange="50.0" weaponrange="1500.0" clipsize="10" ammomax="50" timebetweenshots="333">
			<damage base="20" fps="75" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="150.0"/>
			<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>2HANDED</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>FIRST_PERSON</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
			</flags>
		</data>

		<assets model="w_e2_dsr1">
			<anim group="gun@DSR1"/>
		</assets>
	</weapon>

	<weapon type="EPISODIC_14">
		<data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="35.0" weaponrange="70.0" clipsize="1" ammomax="80" timebetweenshots="1500">
			<damage base="10" networkplayermod="5.0" networkpedmod="1.0"/>
			<physics force="12.0"/>
			<reload time="2933" fasttime="2933" crouchtime="2933"/>

			<aiming accuracy="0.05">
				<offset x="0.15" y="1.0" z="0.55"/>
				<crouchedoffset x="0.15" y="1.0" z="0.05"/>
				<reticule standing="2.0" ducked="2.0" scale="0.3"/>
			</aiming>

			<pickup regentime="480000" ammoonstreet="8"/>

			<controller>
				<rumble duration="20" intensity="1.0"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_AIM</flag>
				<flag>SILENCED</flag>
				<flag>2HANDED</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>ARMOUR_PENETRATING</flag>
				<flag>INSTANT_KILL_IN_MP</flag>
				<flag>EXPLOSION_BASED_ON_IMPACT</flag>
			</flags>

			<projectile fusetime="2000">
				<typetocreate type="GRENADE"/>
				<offset x="0.56" y="0.0" z="0.07"/>
				<rotoffset x="0.0" y="0.0" z="0.0"/>
			</projectile>
		</data>

		<assets model="w_e1_glauncher">
			<anim group="gun@grnde_launch"/>
			<effects>
				<muzzle fx="muz_shotgun"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="EPISODIC_15">
		<data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="35.0" weaponrange="70.0" clipsize="1" ammomax="80" timebetweenshots="1500">
			<damage base="10" networkplayermod="5.0" networkpedmod="1.0"/>
			<physics force="12.0"/>
			<reload time="2933" fasttime="2933" crouchtime="2933"/>

			<aiming accuracy="0.05">
				<offset x="0.15" y="1.0" z="0.55"/>
				<crouchedoffset x="0.15" y="1.0" z="0.05"/>
				<reticule standing="2.0" ducked="2.0" scale="0.3"/>
			</aiming>

			<pickup regentime="480000" ammoonstreet="8"/>

			<controller>
				<rumble duration="20" intensity="1.0"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_AIM</flag>
				<flag>SILENCED</flag>
				<flag>2HANDED</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>ARMOUR_PENETRATING</flag>
				<flag>INSTANT_KILL_IN_MP</flag>
				<flag>EXPLOSION_BASED_ON_IMPACT</flag>
			</flags>

			<projectile fusetime="2000">
				<typetocreate type="MOLOTOV"/>
				<offset x="0.56" y="0.0" z="0.07"/>
				<rotoffset x="0.0" y="0.0" z="0.0"/>
			</projectile>
		</data>

		<assets model="w_e2_glauncher">
			<anim group="gun@grnde_launch"/>
			<effects>
				<muzzle fx="muz_shotgun"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="EPISODIC_16">
		<data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="35.0" weaponrange="70.0" clipsize="1" ammomax="80" timebetweenshots="1500">
			<damage base="10" networkplayermod="5.0" networkpedmod="1.0"/>
			<physics force="12.0"/>
			<reload time="2933" fasttime="2933" crouchtime="2933"/>

			<aiming accuracy="0.05">
				<offset x="0.15" y="1.0" z="0.55"/>
				<crouchedoffset x="0.15" y="1.0" z="0.05"/>
				<reticule standing="2.0" ducked="2.0" scale="0.3"/>
			</aiming>

			<pickup regentime="480000" ammoonstreet="8"/>

			<controller>
				<rumble duration="20" intensity="1.0"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>CAN_AIM</flag>
				<flag>SILENCED</flag>
				<flag>2HANDED</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>ARMOUR_PENETRATING</flag>
				<flag>INSTANT_KILL_IN_MP</flag>
				<flag>EXPLOSION_BASED_ON_IMPACT</flag>
			</flags>

			<projectile fusetime="2000">
				<typetocreate type="EPISODIC_17"/>
				<offset x="0.56" y="0.0" z="0.07"/>
				<rotoffset x="0.0" y="0.0" z="0.0"/>
			</projectile>
		</data>

		<assets model="w_e2_glauncher">
			<anim group="gun@grnde_launch"/>
			<effects>
				<muzzle fx="muz_shotgun"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="EPISODIC_17">
		<data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="35.0" clipsize="1" ammomax="25">
			<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>ADD_SMOKE_ON_EXPLOSION</flag>
				<flag>SILENCED</flag>
			</flags>

			<projectile type="STICKY" fusetime="5000">
				<explosion type="EPISODIC_1"/>
				<physics force="45.0" vehiclevelocity="10.0"/>
			</projectile>
		</data>

		<assets model="w_grenade">
			<anim group="grenade"/>
	</weapon>
</weaponinfo>