<weaponinfo version="1">

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

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

			<pickup regentime="0"/>

			<controller>
				<rumble duration="60" intensity="0.21"/>
			</controller>

			<flags>
				<flag>CAN_AIM</flag>
			</flags>
		</data>
	</weapon>

	<weapon type="BASEBALLBAT">
		<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_bat">
			<anim meleegroup1="club_core" meleegroup2="club_extra"/>
		</assets>
	</weapon>

	<weapon type="POOLCUE">
		<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_cue"/>
	</weapon>

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

			<pickup regentime="120000"/>

			<controller>
				<rumble duration="60" intensity="0.1"/>
			</controller>

			<flags>
				<flag>CAN_AIM</flag>
				<flag>MELEE_BLADE</flag>
				<flag>INSTANT_KILL_IN_MP</flag>
				<flag>ARMOUR_PENETRATING</flag>
			</flags>
		</data>

		<assets model="w_knife">
			<anim meleegroup1="blade_core" meleegroup2="blade_extra"/>
		</assets>
	</weapon>
	<!--                 -->
	<!-- FIREARM WEAPONS -->
	<!--                 -->

	<weapon type="PISTOL">
		<data slot="HANDGUN" firetype="instant_hit" damagetype="BULLET" group="PISTOL_SMALL" targetrange="45.0" weaponrange="100.0" clipsize="15" ammomax="150" timebetweenshots="488">
			<damage base="35" networkplayermod="3.0" networkpedmod="1.0"/>
			<physics force="0.001"/>
			<reload time="9000" fasttime="2000" crouchtime="9000"/>

			<aiming accuracy="1.0">
				<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="3"/>

			<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_glock">
			<anim group="gun@handgun" meleegroup1="firearm_core">
                                <rates firerate="1.60" blindfirerate="1.59"/>
                        </anim>

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

	<weapon type="DEAGLE">
		<data slot="HANDGUN" firetype="instant_hit" damagetype="BULLET" group="PISTOL_LARGE" targetrange="45.0" weaponrange="200.0" clipsize="7" ammomax="70" timebetweenshots="333">
			<damage base="40" networkplayermod="4.0" networkpedmod="1.0"/>
			<physics force="1"/>
			<reload time="3000" fasttime="2000" crouchtime="2000"/>

			<aiming accuracy="2.0">
				<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_eagle">
			<anim group="gun@deagle" meleegroup1="firearm_core">
				<rates firerate="1.10" blindfirerate="1.09"/>
			</anim>
			<effects>
				<muzzle fx="muz_pistol_large" />
				<shell fx="weap_ejected_pistol"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="SHOTGUN">
		<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="180.0" clipsize="5" ammomax="50" timebetweenshots="1233">
			<damage base="20" networkplayermod="5.0" networkpedmod="1.0"/>
			<physics force="0.001"/>
			<reload time="2933" fasttime="2933" crouchtime="2933"/>

			<aiming accuracy="0.01" pellets="8">
				<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="0"/>

			<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_shotgun">
			<anim group="gun@shotgun">
				<rates firerate="1.6" blindfirerate="1.3"/>
			</anim>
			<effects>
				<muzzle fx="muz_shotgun"/>
				<shell fx="weap_ejected_shotgun"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="BARETTA">
		<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="190.0" clipsize="8" ammomax="80" timebetweenshots="433">
			<damage base="20" networkplayermod="5.0" networkpedmod="1.0"/>
			<physics force="0.001"/>
			<reload time="2933" fasttime="2933" crouchtime="2933"/>

			<aiming accuracy="0.01" pellets="8">
				<offset         x="0.14" 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="0"/>

			<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_pumpshot">
			<anim group="gun@baretta">
				<rates firerate="1.4" blindfirerate="1.3"/>
			</anim>
			<effects>
				<muzzle fx="muz_shotgun"/>
				<shell fx="weap_ejected_shotgun"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="MICRO_UZI">
		<data slot="SMG" firetype="instant_hit" damagetype="BULLET" group="SMG" targetrange="45.0" weaponrange="30.0" clipsize="30" ammomax="320" timebetweenshots="66">
			<damage base="25" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="0.001"/>
			<reload time="2266" fasttime="2266" crouchtime="4000"/>

			<aiming accuracy="4.0">
				<offset x="0.16" y="1.0" z="0.55"/>
				<crouchedoffset x="0.2" y="1.0" z="0.1"/>
				<reticule standing="0.8" ducked="0.65" scale="0.3"/>
			</aiming>

			<pickup regentime="240000" 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>
			</flags>
		</data>

		<assets model="w_uzi">
			<anim group="gun@uzi" meleegroup1="firearm_core">
				<rates firerate="2.50" blindfirerate="3.95"/>
			</anim>
			<effects>
				<muzzle fx="muz_smg"/>
				<shell fx="weap_ejected_smg"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="MP5">
		<data slot="SMG" firetype="DELAYED_HIT" damagetype="BULLET" group="SMG" targetrange="55.0" weaponrange="200.0" clipsize="20" ammomax="300" timebetweenshots="488">
			<damage base="25" networkplayermod="2.5" networkpedmod="1.25"/>
			<physics force="0.001"/>
			<reload time="9000" fasttime="2000" crouchtime="2000"/>

			<aiming accuracy="2.0">
				<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_mp5">
			<anim group="gun@mp5k" meleegroup1="firearm_core">
				<rates firerate="1.60" blindfirerate="1.60"/>
			</anim>
			<effects>
				<muzzle fx="muz_smg"/>
				<shell fx="weap_ejected_smg"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="AK47">
		<data slot="RIFLE" firetype="instant_hit" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="55.0" weaponrange="400.0" clipsize="30" ammomax="300" timebetweenshots="133">
			<damage base="50" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="0.001"/>
			<reload time="2000" fasttime="1100" crouchtime="2000"/>

			<aiming accuracy="1.50">
				<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>2HANDED</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
			</flags>
		</data>

		<assets model="w_ak47">
			<anim group="gun@ak47">
				<rates firerate="1.7" blindfirerate="1.7"/>
			</anim>
			<effects>
				<muzzle fx="muz_machine"/>
				<shell fx="weap_ejected_rifle"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="M4">
		<data slot="RIFLE" firetype="instant_hit" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="65.0" weaponrange="500.0" clipsize="25" ammomax="300" timebetweenshots="133">
			<damage base="45" networkplayermod="2.5" networkpedmod="1.25"/>
			<physics force="0.001"/>
			<reload time="2000" fasttime="1100" crouchtime="2000"/>

			<aiming accuracy="1.0">
				<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_m4">
			<anim group="gun@rifle">
				<rates firerate="1.80" blindfirerate="1.81"/>
			</anim>
			<effects>
				<muzzle fx="muz_machine"/>
				<shell fx="weap_ejected_rifle"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="SNIPERRIFLE">
		<data slot="SNIPER" firetype="instant_hit" damagetype="BULLET" group="RIFLE_SNIPER" targetrange="50.0" weaponrange="800.0" clipsize="5" ammomax="50" timebetweenshots="400">
			<damage base="75" fps="75" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="0.001"/>
			<reload time="9000" fasttime="2066" crouchtime="2066"/>

			<aiming accuracy="0.66" accuracyfps="0.20">
				<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_psg1">
			<anim group="gun@rifle">
                                <rates firerate="1.5" blindfirerate="1.0"/>
                        </anim>

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

	<weapon type="M40a1">
		<data slot="SNIPER" firetype="DELAYED_HIT" damagetype="BULLET" group="RIFLE_SNIPER" targetrange="50.0" weaponrange="800.0" clipsize="10" ammomax="100" timebetweenshots="400">
			<damage base="100" fps="75" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="0.001"/>
			<reload time="9000" fasttime="2066" crouchtime="2066"/>

			<aiming accuracy="0.66" accuracyfps="0.20">
				<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_rifle">
			<anim group="gun@rifle">
                                <rates firerate="1.5" blindfirerate="1.0"/>
                        </anim>

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

	<weapon type="MINIGUN">
		<data slot="HEAVY" firetype="DELAYED_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="100.0" weaponrange="1000.0" clipsize="8000" timebetweenshots="0">
			<damage base="500" fps="75" networkplayermod="2.0" networkpedmod="1.0"/>
			<physics force="15.0"/>
			<reload time="10000" fasttime="3000" crouchtime="3000"/>

			<aiming accuracy="2.0" pellets="10">
				<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>HEAVY</flag>
				<flag>CAN_FREE_AIM</flag>
                                <flag>ARMOUR_PENETRATING</flag>
                                <flag>HIGHER_BREAK_FORCE</flag>
			</flags>
		</data>

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

	<weapon type="FTHROWER"/>

	<weapon type="CAMERA"/>

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

	<weapon type="GRENADE">
		<data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="35.0" 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>SILENCED</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>ADD_SMOKE_ON_EXPLOSION</flag>
			</flags>

			<projectile type="FUSE" fusetime="7000">
				<explosion type="GRENADE"/>
				<physics force="70.0" vehiclevelocity="5.0"/>
			</projectile>
		</data>

		<assets model="w_grenade">
			<anim group="molotov"/>
		</assets>
	</weapon>

	<weapon type="MOLOTOV">
		<data slot="THROWN" firetype="PROJECTILE" damagetype="FIRE" group="MOLOTOV" targetrange="35.0" 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="240000" ammoonstreet="1"/>

			<controller>
				<rumble duration="50" intensity="0.3"/>
			</controller>

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

			<projectile type="IMPACT">
				<explosion type="MOLOTOV"/>
				<physics force="110.0" vehiclevelocity="5.0"/>
			</projectile>
		</data>

		<assets model="w_molotov">
			<anim group="molotov"/>
		</assets>
	</weapon>

	<weapon type="RLAUNCHER">
		<data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="50.0" weaponrange="920.0" clipsize="1" ammomax="10" timebetweenshots="800">
			<damage networkplayermod="2.0" networkpedmod="1.0"/>
			<reload time="10066" 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"/>
			</aiming>

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

			<controller>
				<rumble duration="200" intensity="0.4"/>
			</controller>

			<flags>
				<flag>GUN</flag>
				<flag>HEAVY</flag>
				<flag>2HANDED</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>CAN_FREE_AIM</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>KEEP_CAMERA_BEHIND</flag>
				<flag>CREATE_VISIBLE_ORDNANCE</flag>
			</flags>

			<projectile>
				<typetocreate type="ROCKET"/>
				<offset    x="0.54"    y="0.0"    z="0.055"/>
				<rotoffset x="0.0"     y="0.0"    z="-1.571"/>
			</projectile>
		</data>

		<assets model="rpg">
			<anim group="gun@rocket"/>
			<effects>
                                <muzzle fx="muz_rocket"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="ROCKET">
		<data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="35.0" clipsize="1" stattype="RLAUNCHER">
			<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"/>
				<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>ADD_SMOKE_ON_EXPLOSION</flag>
				<flag>EXPLOSION_BASED_ON_IMPACT</flag>
			</flags>

			<projectile type="ROCKET">
                                <explosion type="ROCKET"/>
				<physics force="1000.0" explodeimpactthreshold="0.0" explodeimpactwithvehiclethreshold="0.0"/>
			</projectile>
		</data>

		<assets model="cj_rpg_rocket">
			<effects>
                                <trail fx="weap_rocket_player"/>
			</effects>
		</assets>
	</weapon>

	<weapon type="OBJECT">
		<data slot="SPECIAL" firetype="PROJECTILE" damagetype="COLLISION" group="MELEE_GENERIC" targetrange="30.0" clipsize="1">
			<damage base="2" 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="75" ammoonstreet="1"/>

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

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

			<projectile type="NONE">
				<physics force="8.0"/>
			</projectile>
		</data>

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