<weaponinfo version="1">

	<!-- 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_e2_glauncher">
			<anim group="gun@grnde_launch"/>

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

			<projectile type="FUSE" fusetime="2000">
				<explosion type="EPISODIC_1"/>
				<physics force="33.0"/>
			</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="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>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</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>

	<!-- EXPLOSIVE ROUND FIRING SHOTGUN -->
	<weapon type="EPISODIC_10">
		<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_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="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_AA12"/>
				<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="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>CAN_FREE_AIM</flag>
				<flag>ANIM_RELOAD</flag>
				<flag>ANIM_CROUCH_FIRE</flag>
				<flag>TREAT_AS_2HANDED_IN_COVER</flag>
				<flag>2HANDED</flag>
			</flags>
		</data>

		<assets model="w_e2_p90">
			<anim group="gun@p90">
				<rates firerate="1.0" blindfirerate="1.45"/>
			</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="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>

	<!-- M249 AUTOMATIC WEAPON -->
	<weapon type="EPISODIC_14">
		<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="15" networkplayermod="2.5" networkpedmod="1.25"/>
			<physics force="80.0"/>
			<reload time="2066" fasttime="1166" crouchtime="2066"/>

			<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="0.2"/>
			</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_m249">
			<anim group="gun@m249">
				<rates firerate="0.8" blindfirerate="2.0"/>
			</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="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>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="1.0" blindfirerate="1.0"/>
     			 </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="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="90000">
				<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="50.0" weaponrange="80.0" clipsize="1" timebetweenshots="66">
			<damage base="100" networkplayermod="1.0" networkpedmod="1.0"/>
			<reload time="400" fasttime="400" crouchtime="400"/>

			<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>HEAVY</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="80.0" 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="170">
				<explosion type="EPISODIC_5"/>
				<physics force="149.9" 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="50.0" weaponrange="200.0" clipsize="1" timebetweenshots="0">
			<damage base="100" networkplayermod="1.0" networkpedmod="1.0"/>
			<physics force="300.0"/>
			<reload time="66" fasttime="66" crouchtime="66"/>

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

	<!-- APC cannon -->
	<weapon type="EPISODIC_20">
		<data slot="HEAVY" firetype="INSTANT_HIT" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="50.0" weaponrange="200.0" clipsize="1" timebetweenshots="0">
			<damage base="100" networkplayermod="1.0" networkpedmod="1.0"/>
			<physics force="300.0"/>
			<reload time="200" fasttime="200" crouchtime="200"/>

			<aiming accuracy="0.3">
				<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>
			</flags>
		</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="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>

	<!-- OVERRIDE GTA DEAGLE WITH NEW MODEL -->
	<weapon type="DEAGLE">
		<data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_LARGE" targetrange="45.0" weaponrange="50.0" clipsize="9" ammomax="1500" timebetweenshots="333">
			<damage base="40" 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>
			</flags>
		</data>

		<assets model="w_e2_eagle">
			<anim group="gun@deagle" meleegroup1="firearm_core"/>

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

</weaponinfo>
