<weaponinfo version="1">

	<!--               -->
	<!-- MELEE WEAPONS -->
	<!--               -->

	<!-- POOL CUE -->
	<weapon type="EPISODIC_4">
		<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 meleegroup1="cue_e1_core" meleegroup2="cue_e1_extra"/>
		</assets>
	</weapon>

	<!--             -->
	<!-- GUN WEAPONS -->
	<!--             -->

	<!-- GRENADE LAUNCHER -->
	<weapon type="EPISODIC_1">
		<data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="25.0" weaponrange="27.5" clipsize="1" ammomax="20" 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>HEAVY</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<!--<flag>CREATE_VISIBLE_ORDNANCE</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_e1_glauncher">
			<anim group="gun@grnde_launch"/>

			<effects>
				<muzzle fx="muz_grenade_launcher"/>
			</effects>
		</assets>
	</weapon>

	<!-- SWEEPER SHOTGUN -->
	<weapon type="EPISODIC_2">
		<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>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_e1_sweeper">
			<anim group="gun@test_gun">
				<rates firerate="1.2" blindfirerate="1.2"/>
			</anim>

			<effects>
				<muzzle fx="muz_street_shotgun"/>
				<shell fx="weap_ejected_shotgun"/>
			</effects>
		</assets>
	</weapon>

	<!-- SAWNOFF SHOTGUN -->
	<weapon type="EPISODIC_6">
		<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="35.0" 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">
				<rates firerate="1.0" blindfirerate="1.0"/>
			</anim>

			<effects>
				<muzzle fx="muz_sawn_off"/>
				<shell fx="weap_ejected_shotgun"/>
			</effects>
		</assets>
	</weapon>

	<!-- SEMI-AUTO PISTOL (cz75) -->
	<weapon type="EPISODIC_7">
		<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>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
			</flags>
		</data>

		<assets model="w_e1_cz75">
			<anim group="gun@cz75" meleegroup1="firearm_core">
				<rates firerate="0.9" blindfirerate="2.9"/>
			</anim>

			<effects>
				<muzzle fx="muz_pistol_cz75"/>
				<shell fx="weap_ejected_pistol_cz75"/>
			</effects>
		</assets>
	</weapon>

	<!--                    -->
	<!-- PROJECTILE WEAPONS -->
	<!--                    -->

	<!-- 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="35.0" clipsize="1" stattype="EPISODIC_1">
			<damage networkplayermod="2.0" networkpedmod="1.0"/>

			<projectile type="FUSE" fusetime="4000">
				<explosion type="EPISODIC_2"/>
				<physics force="33.0"/>
			</projectile>
		</data>

		<assets model="w_e1_grenade">
			<effects>
				<trail fx="weap_pipe_bomb_trail"/>
			</effects>
		</assets>
	</weapon>

	<!-- PIPE BOMB -->
	<weapon type="EPISODIC_8">
		<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>CAN_BE_USED_AS_DRIVEBY</flag>
			</flags>

			<projectile type="FUSE" fusetime="5000">
				<explosion type="EPISODIC_1"/>
				<physics force="33.0" vehiclevelocity="5.0"/>
			</projectile>
		</data>

		<assets model="w_e1_pipebomb">
			<anim group="grenade"/>

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

	<weapon type="MINIGUN">
		<data slot="HEAVY" firetype="INSTANT_HIT" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="50.0" weaponrange="200.0" clipsize="100" timebetweenshots="66">
			<damage base="100" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="500.0"/>
			<reload time="2000" fasttime="2000" crouchtime="2000"/>

			<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"/>
			</effects>
		</assets>
	</weapon>


</weaponinfo>
