<weaponinfo version="3">	Edited By ADITYA FAUZI RAHMAN
					Realistic Weapon 

	<!--              -->
	<!--PISTOL WEAPONS-->
	<!--              -->

	<weapon type="EPISODIC_4">
		<data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="FIRE" group="PISTOL_SMALL" targetrange="45.0" weaponrange="50.0" clipsize="9" ammomax="1500" timebetweenshots="333">
			<damage base="20" networkplayermod="4.0" networkpedmod="1.0"/>
			<physics force="75.0"/>
			<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>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>SILENCED</flag>
				<flag>ARMOUR_PENETRATING</flag>
			</flags>

		</data>

		<assets model="w_e2_44amag">
			<anim group="gun@44A" meleegroup1="firearm_core"/>
			<effects>
				<muzzle fx="col_electrical"/>
				<shell fx="weap_ejected_smg"/>
			</effects>
		</assets>
	</weapon>

	<!--              -->
	<!--SHOTGUN WEAPONS-->
	<!--              -->

	<!-- EXPLOSIVE ROUND FIRING SHOTGUN -->
	<weapon type="EPISODIC_13">
		<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" 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>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>2HANDED</flag>
			</flags>
		</data>

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

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

	<!-- AUTO ASSAULT SHOTGUN -->
	<weapon type="EPISODIC_12">
		<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>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="1.0" blindfirerate="1.0"/>
			</anim>

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

	<!--           -->
	<!--SMG WEAPONS-->
	<!--           -->

	<weapon type="EPISODIC_9">
		<data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="55.0" weaponrange="60.0" clipsize="30" ammomax="1200" timebetweenshots="66">
			<damage base="20" networkplayermod="2.5" networkpedmod="1.25"/>
			<physics force="50.0"/>
			<reload time="1666" fasttime="1666" crouchtime="2533"/>

			<aiming accuracy="0.55">
				<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="360000" ammoonstreet="60"/>

			<controller>
				<rumble duration="100" 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>
				<flag>TREAT_AS_2HANDED_IN_COVER</flag>
			</flags>
		</data>

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


	<weapon type="EPISODIC_7">
		<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>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</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>

	<!--              -->
	<!--RIFLE WEAPONS-->
	<!--              -->

	<weapon type="EPISODIC_16">
		<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>

	<!--              -->
	<!--SNIPER WEAPONS-->
	<!--              -->

	<weapon type="EPISODIC_15">
		<data slot="SNIPER" firetype="DELAYED_HIT" damagetype="BULLET" group="RIFLE_SNIPER" targetrange="50.0" weaponrange="1500.0" clipsize="10" ammomax="50" timebetweenshots="400">
			<damage base="40" fps="75" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="100.0"/>
			<reload time="2066" 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="20"/>

			<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>

	<!--              -->
	<!--EXPLOSIVE WEAPONS-->
	<!--              -->

	<weapon type="EPISODIC_18"> 
		<data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="25.0" weaponrange="27.5" clipsize="6" ammomax="120" 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>CREATE_VISIBLE_ORDNANCE</flag>-->
				<flag>2HANDED</flag>
				<flag>HEAVY_WEAPON_USES_RIFLE_ANIMS</flag>
			</flags>

			<projectile>
				<typetocreate type="GRENADE"/>
				<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_rocket"/>
				<shell fx="weap_ejected_rifle"/>
				</effects>
		</assets>
	</weapon>

	<!--               -->
	<!--MINIGUN WEAPONS-->
	<!--               -->

	<weapon type="EPISODIC_24">
		<data slot="HEAVY" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="200.0" weaponrange="400.0" clipsize="9999" ammomax="9999" timebetweenshots="0">
			<damage base="50" networkplayermod="1.0" networkpedmod="1.0"/>
			<physics force="150.0"/>
			<reload time="3000" fasttime="3000" crouchtime="3000"/>
			<aiming accuracy="0.9">
				<offset x="0.19" y="0.31" z="-0.27"/>

			</aiming>

			<pickup regentime="0" ammoonstreet="9999"/>

			<controller>
				<rumble duration="60" intensity="0.3"/>
			</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>TREAT_AS_2HANDED_IN_COVER</flag>
			</flags>
		</data>

		<assets model="w_minigun">
			<anim group="gun@mp5k" meleegroup1="firearm_core">
       			<rates firerate="1.0" blindfirerate="1.4"/>
      </anim>
     			<effects>
				<muzzle fx="muz_machine"/>
				<shell fx="weap_ejected_smg"/>
			</effects>

	</weapon>

</weaponinfo>
