<accessories>
	<accessory>
		<name>Parachute</name>
		<armslevel>7</armslevel>
		<description>Deployed when the tank falls.  
Prevents the tank from taking falling damage.
Parachutes must be enbabled before they are
effective.</description>
		<icon>para.bmp</icon>
		<activationsound>misc/para.wav</activationsound>
		<bundlesize>8</bundlesize>
		<cost>10000</cost>
		<accessoryaction type='Parachute'></accessoryaction>
	</accessory>
	<accessory>
		<name>Battery</name>
		<armslevel>7</armslevel>
		<description>Used to re-charge tank life.
Giving more health and longer shots.</description>
		<icon>battery.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>10</bundlesize>
		<cost>5000</cost>
		<accessoryaction type='Battery'></accessoryaction>
	</accessory>
	<accessory>
		<name>Fuel</name>
		<armslevel>7</armslevel>
		<description>Allows the tank to move.
When it is the players turn the tank may choose 
to move rather than fire.</description>
		<icon>fuel.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>40</bundlesize>
		<cost>6000</cost>
		<accessoryaction type='Fuel'></accessoryaction>
	</accessory>
	<accessory>
		<name>Shield</name>
		<armslevel>8</armslevel>
		<description>A small defensive shield that protects 
the tank from small amounts of damage. 
Shields must be activated before they 
work.</description>
		<icon>shield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>3</bundlesize>
		<cost>20000</cost>
		<accessoryaction type='Shield'>
			<radius>small</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>1.0</penetration>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Shield</name>
		<armslevel>7</armslevel>
		<description>A large defensive shield that protects
the tank from small amounts of damage.
Shields must be activated before they 
work.</description>
		<icon>hshield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>25000</cost>
		<accessoryaction type='Shield'>
			<radius>large</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>10</removepower>
			<penetration>0.8</penetration>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Force Shield</name>
		<armslevel>6</armslevel>
		<description>A small reflective shield that protects 
the tank from large amounts of damage. 
Force shields reflect any shots that hit 
them. Shields must be activated before 
they work.</description>
		<icon>fshield.bmp</icon>
		<activationsound>shield/activateforce.wav</activationsound>
		<bundlesize>3</bundlesize>
		<cost>30000</cost>
		<accessoryaction type='ShieldReflective'>
			<radius>large</radius>
			<halfshield>false</halfshield>
			<color>
				<r>0.5</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>10</removepower>
			<penetration>0.6</penetration>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mag Deflect</name>
		<armslevel>8</armslevel>
		<description>A small reflective shield that protects
the tank from small amounts of damage. 
Mag shields reflect any shots that hit
them but only from above. Shields must 
be activated before they work.</description>
		<icon>mag.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<accessoryaction type='ShieldMag'>
			<radius>large</radius>
			<halfshield>true</halfshield>
			<deflectpower>50</deflectpower>
			<color>
				<r>0.0</r>
				<g>1.0</g>
				<b>0.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>4</removepower>
			<penetration>1.0</penetration>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Mag</name>
		<armslevel>6</armslevel>
		<description>A large reflective shield that protects
the tank from small amounts of damage.
Mag shields reflect any shots that hit
them but only from above. Shields must be 
activated before they work.</description>
		<icon>smag.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>25000</cost>
		<accessoryaction type='ShieldMag'>
			<radius>large</radius>
			<halfshield>true</halfshield>
			<deflectpower>100</deflectpower>
			<color>
				<r>1.0</r>
				<g>0.0</g>
				<b>0.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>3</removepower>
			<penetration>0.8</penetration>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Auto Defense</name>
		<armslevel>7</armslevel>
		<description>Allows the tank to raise shields and 
activate parachutes before the tanks 
main move.</description>
		<icon>autod.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>3000</cost>
		<maximumnumber>1</maximumnumber>
		<accessoryaction type='AutoDefense'></accessoryaction>
	</accessory>
	<accessory>
		<name>Napalm</name>
		<armslevel>5</armslevel>
		<description>A projectile weapon that explodes 
into a river of flame. Any tanks
near the flames will loose life.</description>
		<icon>napalm.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<napalmtime>8.0</napalmtime>
				<napalmheight>2.0</napalmheight>
				<steptime>0.1</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>1.0</hurtpersecond>
				<numberstreams>2</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hot Napalm</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that explodes 
into a large river of flame. Any 
tanks near the flames near tanks 
will loose life.</description>
		<icon>hnapalm.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<napalmtime>8.0</napalmtime>
				<napalmheight>2.0</napalmheight>
				<steptime>0.1</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>2.0</hurtpersecond>
				<numberstreams>3</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Roller</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
into a number of rolling bombs. These 
bombs roll downhill exploding on 
contact with any tank.</description>
		<icon>broller.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>8</numberrollers>
				<time>8</time>
				<rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/small.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Roller</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
into a number of rolling bombs.  These
bombs roll downhill exploding on contact 
with any tank.</description>
		<icon>roller.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>6000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>8</numberrollers>
				<time>8</time>
				<rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>9</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/medium.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Roller</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
into a number of rolling bombs.  These
bombs roll downhill exploding on contact 
with any tank.</description>
		<icon>hroller.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>7500</cost>
		<activationsound>shoot/large.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>8</numberrollers>
				<time>8</time>
				<rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>12</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/large.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Missile</name>
		<armslevel>10</armslevel>
		<description>A small explosive projectile weapon</description>
		<icon>bmissile.bmp</icon>
		<startingnumber>-1</startingnumber>
		<activationsound>shoot/small.wav</activationsound>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<spinspeed>1.0</spinspeed>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>4</size>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/small.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Missile</name>
		<armslevel>9</armslevel>
		<description>A mid-size explosive projectile weapon</description>
		<icon>missile.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>1875</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<modelscale>0.75</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.75</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>6</size>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/medium.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Nuke</name>
		<armslevel>6</armslevel>
		<description>A large explosive projectile weapon</description>
		<icon>bnuke.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>6000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<deathanimationweight>60</deathanimationweight>
		<model type='MilkShape'>littleboy/littleboy.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>littleboy/littleboy.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>11</size>
				<explosionshake>2.0</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/large.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Nuke</name>
		<armslevel>4</armslevel>
		<description>A very large explosive projectile weapon</description>
		<icon>nuke.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<deathanimationweight>10</deathanimationweight>
		<model type='MilkShape'>fatman/fatman.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>fatman/fatman.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>18</size>
				<createmushroom></createmushroom>
				<minlife>0.5</minlife>
				<maxlife>1.5</maxlife>
				<explosionshake>4.0</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/xlarge.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Clod</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that explodes making 
a small mound of earth. The explosion 
does not  harm tanks but can be used 
to cover them.</description>
		<icon>dclod.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>dirt/dirt.txt</model>
		<modelscale>0.6</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
			<projectilescale>0.6</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<deform>up</deform>
				<size>6</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Ball</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that explodes making
a medium mound of earth.  The explosion
does not harm tanks but can be used to 
cover them.</description>
		<icon>dball.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>dirt/dirt.txt</model>
		<modelscale>0.8</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
			<projectilescale>0.8</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>10</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Ton Of Dirt</name>
		<armslevel>7</armslevel>
		<description>A projectile weapon that explodes making
a large mound of earth.  The explosion
does not harm tanks but can be used to 
cover them.</description>
		<icon>tdirt.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>6750</cost>
		<activationsound>shoot/small.wav</activationsound>
		<deathanimationweight>10</deathanimationweight>
		<model type='MilkShape'>dirt/dirt.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>18</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Charge</name>
		<armslevel>9</armslevel>
		<description>A Dirt Charge expels a cloud of dirt into 
the air in a wedge shape.</description>
		<icon>dcharge.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>5000</cost>
		<model type='MilkShape'>dirt/dirt.txt</model>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>3.0</translatedist>
			<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<deform>up</deform>
					<size>2</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/gloop.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponTranslate'>
					<translatedist>4.0</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>0.0</hurtamount>
							<nocreatedebris></nocreatedebris>
							<deform>up</deform>
							<size>3</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>5.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<nocreatedebris></nocreatedebris>
								<deform>up</deform>
								<size>4</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Bomb</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that explodes removing
a small amount of earth. The explosion
does not harm tanks but can be used to 
remove earth from under them.</description>
		<icon>rbomb.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>riot/riot.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>riot/riot.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>down</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>6</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hvy Riot Bomb</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes removing
a large amount of earth. The explosion
does not harm tanks but can be used to 
remove earth from under them.</description>
		<icon>hrbomb.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>4750</cost>
		<activationsound>shoot/small.wav</activationsound>
		<deathanimationweight>10</deathanimationweight>
		<model type='MilkShape'>riot/riot.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>riot/riot.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>down</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>12</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Charge</name>
		<armslevel>8</armslevel>
		<description>Riot Charges destroy a wedge-shaped section of
dirt from around your turret.  This weapon's
primary use is to unbury yourself when you get
covered with dirt.</description>
		<icon>rcharge.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>2000</cost>
		<model type='MilkShape'>riot/riot.txt</model>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>2.0</translatedist>
			<projectilemodel type='MilkShape'>riot/riot.txt</projectilemodel>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<deform>down</deform>
					<size>2</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/crunch.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponTranslate'>
					<translatedist>3.0</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>0.0</hurtamount>
							<nocreatedebris></nocreatedebris>
							<deform>down</deform>
							<size>5</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>6.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<nocreatedebris></nocreatedebris>
								<deform>down</deform>
								<size>6</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Blast</name>
		<armslevel>7</armslevel>
		<description>Riot Blasts are a larger version of the Riot
Charge.  The destroy a wider angle of dirt, and
the thickness of the wedge destroyed is also greater.</description>
		<icon>rblast.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>5000</cost>
		<model type='MilkShape'>riot/riot.txt</model>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>2.0</translatedist>
			<projectilemodel type='MilkShape'>riot/riot.txt</projectilemodel>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/crunch.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponTranslate'>
					<translatedist>3.0</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>0.0</hurtamount>
							<nocreatedebris></nocreatedebris>
							<deform>down</deform>
							<size>7</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>6.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<nocreatedebris></nocreatedebris>
								<deform>down</deform>
								<size>10</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Leap Frog</name>
		<armslevel>7</armslevel>
		<description>An explosive projectile weapon.  When the 
warhead explodes it creates other
small warheads that continue in the 
same direction as the original.</description>
		<icon>lfrog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>8</size>
					<explosiontexture>exp01</explosiontexture>
					<explosionsound>explosions/medium.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponLeapFrog'>
					<bounce>0.6</bounce>
					<collisionaction type='WeaponProjectile'>
						<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<hurtamount>1.0</hurtamount>
								<deform>down</deform>
								<size>7</size>
								<explosiontexture>exp01</explosiontexture>
								<explosionsound>explosions/medium.wav</explosionsound>
							</subweapon1>
							<subweapon2 type='WeaponLeapFrog'>
								<bounce>0.6</bounce>
								<collisionaction type='WeaponProjectile'>
									<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
									<collisionaction type='WeaponExplosion'>
										<hurtamount>1.0</hurtamount>
										<deform>down</deform>
										<size>6</size>
										<explosiontexture>exp01</explosiontexture>
										<explosionsound>explosions/medium.wav</explosionsound>
									</collisionaction>
								</collisionaction>
							</subweapon2>
						</collisionaction>
					</collisionaction>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Digger</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
creating some small riot bombs.</description>
		<icon>bdigger.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>3</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<projectilescale>0.5</projectilescale>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Digger</name>
		<armslevel>7</armslevel>
		<description>A projectile weapon that explodes
creating some riot bombs.</description>
		<icon>digger.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>2500</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>5</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Digger</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that explodes 
creating many large riot bombs.</description>
		<icon>hdigger.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>6750</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>10</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>2</projectilescale>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Sandhog</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes creating
some small burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>bshog.bmp</icon>
		<bundlesize>7</bundlesize>
		<cost>14000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>2</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.5</projectilescale>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Sandhog</name>
		<armslevel>5</armslevel>
		<description>A projectile weapon that explodes
creating some burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>shog.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>5</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Sandhog</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that explodes
creating many burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>hshog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>30000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>10</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>2</projectilescale>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MIRV</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that on 
reaching its highest point releases 
several small warheads. These warheads 
fan out in a straight line from the 
direction of the firer.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='ase'>
			<mesh>clusterbomb.ase</mesh>
			<skin>white.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='ase'>
				<mesh>clusterbomb.ase</mesh>
				<skin>white.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<hspreaddist>0.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.2</projectilescale>
					<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>6</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Spread MIRV</name>
		<armslevel>5</armslevel>
		<description>A projectile weapon that on reaching
its highest point releases several 
small warheads. These warheads fan out 
in a random direction.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='ase'>
			<mesh>clusterbomb.ase</mesh>
			<skin>white.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='ase'>
				<mesh>clusterbomb.ase</mesh>
				<skin>white.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<hspreaddist>1.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.2</projectilescale>
					<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>6</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Death's Head</name>
		<armslevel>2</armslevel>
		<description>A projectile weapon that on
reaching its highest point releases 
many large warheads. These warheads fan 
out in a random direction.</description>
		<icon>dhead.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<modelscale>5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>5</projectilescale>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>20</nowarheads>
				<hspreaddist>1.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.5</projectilescale>
					<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>18</size>
						<createmushroom></createmushroom>
						<explosionsound>explosions/xlarge.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Funky Bomb</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that on 
exploding releases many small 
missiles.  These missiles automatically 
target nearby tanks.</description>
		<icon>fbomb.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>12000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<deathanimationweight>10</deathanimationweight>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>12</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>50</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponProjectile'>
						<projectilemodel type='MilkShape'>bomb/bomb.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<hurtamount>1.0</hurtamount>
							<multicolor></multicolor>
							<deform>down</deform>
							<size>8</size>
							<explosionsound>explosions/large.wav</explosionsound>
							<explosiontexture>exp02</explosiontexture>
						</collisionaction>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<multicolor></multicolor>
					<deform>down</deform>
					<size>10</size>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>exp02</explosiontexture>
					<explosionshake>1.0</explosionshake>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Tracer</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that 
causes no damage. Can be used to 
determine range without wasting 
other weapons.  Leaves a marker at the 
final position.</description>
		<icon>tracer.bmp</icon>
		<bundlesize>20</bundlesize>
		<cost>10</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>flare.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<showendpoint></showendpoint>
			<collisionaction type='WeaponNull'></collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Smoke Tracer</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that
causes no damage.  Can be used to 
determine range without wasting 
other weapons.  Leaves a colored 
trace of the shot path.</description>
		<icon>stracer.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>500</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>flare.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<showendpoint></showendpoint>
			<showshotpath></showshotpath>
			<collisionaction type='WeaponNull'></collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>ExplosionLaserBeamRenderer</name>
		<armslevel>0</armslevel>
		<maximumnumber>0</maximumnumber>
		<deathanimationweight>10</deathanimationweight>
		<accessoryaction type='WeaponAnimation'>
			<animation>ExplosionLaserBeamRenderer</animation>
			<data>data/wav/misc/laserdeath.wav</data>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>WeaponMuzzle</name>
		<armslevel>0</armslevel>
		<description>The muzzle flash for guns</description>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMuzzle'>
			<hurtamount>0.0</hurtamount>
			<nocreatedebris></nocreatedebris>
			<nocreatesplash></nocreatesplash>
			<deform>none</deform>
			<size>2</size>
			<explosiontexture>default</explosiontexture>
			<explosionsound>none</explosionsound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Lightning</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponSound'>
				<sound>data/wav/misc/thunder.wav</sound>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponMulti'>
					<subweapon1 type='WeaponSkyFlash'></subweapon1>
					<subweapon2 type='WeaponLightning'>
						<conelength>190</conelength>
						<seglength>6</seglength>
						<segvar>12</segvar>
						<size>4</size>
						<sizevar>-1</sizevar>
						<minsize>0.1</minsize>
						<splitprob>0.2</splitprob>
						<splitvar>0.03</splitvar>
						<deathprob>0.03</deathprob>
						<derivangle>0.5</derivangle>
						<anglevar>0.94</anglevar>
						<totaltime>1</totaltime>
						<seghurt>0</seghurt>
						<seghurtradius>0</seghurtradius>
						<sound>none</sound>
					</subweapon2>
				</delayedweapon>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedOver'>
			<nowarheads>5</nowarheads>
			<percentagemiss>20</percentagemiss>
			<maxaimdistance>0</maxaimdistance>
			<inaccuracy>10</inaccuracy>
			<aimedweapon type='WeaponProjectile'>
				<projectilemodel type='ase'>
					<mesh>roller.ase</mesh>
					<skin>magma.bmp</skin>
				</projectilemodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>0.0</hurtamount>
					<deform>none</deform>
					<size>4</size>
					<explosionsound>explosions/small.wav</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</collisionaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>

	<!--<accessory>
		<name>Laser</name>
		<armslevel>10</armslevel>
		<startingnumber>-1</startingnumber>
		<accessoryaction type='WeaponLaser'>
			<nomuzzleflash/>
			<totaltime>1</totaltime>
			<minimumdistance>10</minimumdistance>
			<maximumdistance>200</maximumdistance>
			<minimumhurt>10</minimumhurt>
			<maximumhurt>100</maximumhurt>
			<color>
				<A>1.0</A>
				<B>0.0</B>
				<C>0.0</C>
			</color>
		</accessoryaction>
	</accessory>-->
</accessories>
