<?xml version="1.0"?>

<!--
generic weapon data:
********************
sHUDanimName="ANM_NAME" - name of the animation that contains all necessary weapon graphics for the HUD
fSpeedPenaltyPercent="0.0" - percent of moving speed that you pay for having this weapon. Gets summed from all equipped weapons/gear.
bPassive="false" - not used as a weapon but only reading properties from it
sMuzzleFlashAnim="no muzzle flash" - animation from actives.bsx to be displayed when shooting (if looping it's always displayed)

PRIMARY mode data:
******************
bAnimSync - syncs shooting with animation (animation needs to be NON looping and has to have an action flag on the shooting frame)
nClipSize=-1 - infinite number of bullets (used on melee weapons too)
nBurstSize=0 - no burst
fSpreadFOV - default bullet spread
fAimErrorMaxFOV,fAimErrorAddPerShot,fAimErrorMulPerShot(default:1.0),fAimErrorCooldownPerSec - recoil, error added with each bullet and recoil cooldown
math: new recoil = (old recoil + fAimErrorAddPerShot) * fAimErrorMulPerShot; so it can grow non linearly;
fAimErrorMulPerShot must be >1.0 or it will make your recoil actually get lower
fAimErrorAddPerShot - if you set this on negative value it starts with max AIM error and goes to min aim error (see MAC IVIL)

fJammedDuration - weapon jam duration on received hit
bBulletChamber=false - Does it have a bullet chamber?

fShooterSpeedSlowingPercent - what percentage of your speed you lose while handling weapon (divided by actor dexterity); 
special values: 100.0 (large values) - you can't move while shooting

-->

<WeaponTemplates>

<!-- PLAYER SMGs -->

  <WPN_SMG_MP5A3 sHUDanimName="WEAPON_SMG_MP5A3" fSpeedPenaltyPercent="0.0" sMuzzleFlashAnim="MUZZLE_SMG1">
    <PRIMARY bAnimSync="false" bBulletChamber="true" fShooterSpeedSlowingPercent="0.2" bMakesLight="true" fSpreadFOV="0.05" fAimErrorMaxFOV="0.28" fAimErrorAddPerShot="0.015" fAimErrorMulPerShot="1.12" fAimErrorCooldownPerSec="0.74" nClipSize="30" nReloadUnitSize="30" fReloadTimePerUnit="1.0" fFireRatePerSec="13.0" bCanResetFireRate="false" nBurstSize="0"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="true" bCanShootFromLadders="false" nDropShellFrame="0"
             sSndShoot="GUN_MP5_01" sSndShoot2="GUN_MP5_02" sSndReload="RELOAD_TACTICAL" sSndReload2="RELOAD_EMERGENCY" sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             sBulletType="BULLET_TRACER1" nBulletsPerShot="1" fBulletDamage="20.0" nArmorPiercingRating="1" fBulletDamageLossPPx="0.0" fBulletLife="0.25" fBulletMomentum="0.02" bBulletHeadshotCapable="true" fBulletStunDuration="0.025" fBulletSpeed="1000.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletDieOnImpact="true" fSoundRadius="240.0" />
  </WPN_SMG_MP5A3>

  <WPN_SMG_UMP45 sHUDanimName="WEAPON_SMG_UMP45" fSpeedPenaltyPercent="0.0" sMuzzleFlashAnim="MUZZLE_SMG1">
    <PRIMARY bAnimSync="false" bBulletChamber="true" fShooterSpeedSlowingPercent="0.2" bMakesLight="true" fSpreadFOV="0.05" fAimErrorMaxFOV="0.45" fAimErrorAddPerShot="0.035" fAimErrorMulPerShot="1.35" fAimErrorCooldownPerSec="2" nClipSize="25" nReloadUnitSize="25" fReloadTimePerUnit="1.0" fFireRatePerSec="10.0" bCanResetFireRate="false" nBurstSize="0"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="true" bCanShootFromLadders="false" nDropShellFrame="0"
             sSndShoot="GUN_UMP45_01" sSndShoot2="GUN_UMP45_02" sSndReload="RELOAD_TACTICAL"  sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             sBulletType="BULLET_TRACER1" nBulletsPerShot="1" fBulletDamage="40.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.0" fBulletLife="0.25" fBulletMomentum="0.03" bBulletHeadshotCapable="true" fBulletStunDuration="0.03" fBulletSpeed="1000.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletDieOnImpact="true" fSoundRadius="240.0" />
  </WPN_SMG_UMP45>

  <WPN_CARABINE_M4A1 sHUDanimName="WEAPON_SMG_M4A1" fSpeedPenaltyPercent="0.0" sMuzzleFlashAnim="MUZZLE_SMG1">
    <PRIMARY bAnimSync="false" bBulletChamber="true" fShooterSpeedSlowingPercent="0.2" bMakesLight="true" fSpreadFOV="0.005" fAimErrorMaxFOV="0.7" fAimErrorAddPerShot="0.005" fAimErrorMulPerShot="3.8" fAimErrorCooldownPerSec="3" nClipSize="30" nReloadUnitSize="30" fReloadTimePerUnit="1.0" fFireRatePerSec="11.0" bCanResetFireRate="false" nBurstSize="0"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="true" bCanShootFromLadders="false" nDropShellFrame="0"
             sSndShoot="GUN_M4_01" sSndShoot2="GUN_M4_02" sSndReload="RELOAD_TACTICAL" sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             sBulletType="BULLET_TRACER1" nBulletsPerShot="1" fBulletDamage="40.0" nArmorPiercingRating="3" fBulletDamageLossPPx="0.1" fBulletLife="0.25" fBulletMomentum="0.02" bBulletHeadshotCapable="true" fBulletStunDuration="0.025" fBulletSpeed="1000.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletDieOnImpact="true" fSoundRadius="240.0" />
  </WPN_CARABINE_M4A1>

<!-- PLAYER SHOTGUNS -->

  <WPN_SHOTGUN_M590 sHUDanimName="WEAPON_SHOTGUN_M590" sMuzzleFlashAnim="MUZZLE_SHOTGUN">
    <PRIMARY bAnimSync="true" bBulletChamber="true" fShooterSpeedSlowingPercent="0.3" bMakesLight="true" fSpreadFOV="0.1" fAimErrorMaxFOV="0.5" fAimErrorAddPerShot="0.05" fAimErrorMulPerShot="1.35" fAimErrorCooldownPerSec="0.4" nClipSize="8" nReloadUnitSize="1" fReloadTimePerUnit="0.4" fFireRatePerSec="1.8" bCanResetFireRate="false" nBurstSize="0" 
             sSndShoot="GUN_MOSSBERG_590A_01" sSndShoot2="GUN_MOSSBERG_590A_02" sSndReload="RELOAD_SHOTGUN_SHELL"  sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="true" bCanShootFromLadders="false" nDropShellFrame="1"
             sBulletType="BULLET_SHOTGUN" nBulletsPerShot="8" fBulletDamage="14.0" fBulletDamageObjects="15.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.008" fBulletLife="0.2" fBulletMomentum="0.2" fBulletStunDuration="0.1" bBulletHeadshotCapable="false" fBulletSpeed="900.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletDieOnImpact="true" bBulletCanSplat="true" fSoundRadius="300.0" />
  </WPN_SHOTGUN_M590>

  <WPN_SHOTGUN_JCOMBAT sHUDanimName="WEAPON_SHOTGUN_JCOMBAT" sMuzzleFlashAnim="MUZZLE_SHOTGUN">
    <PRIMARY bAnimSync="true" bBulletChamber="true" fShooterSpeedSlowingPercent="0.3" bMakesLight="true" fSpreadFOV="0.12" fAimErrorMaxFOV="0.9" fAimErrorAddPerShot="0.08" fAimErrorMulPerShot="2" fAimErrorCooldownPerSec="1.4" nClipSize="5" nReloadUnitSize="1" fReloadTimePerUnit="0.4" fFireRatePerSec="3" bCanResetFireRate="true" nBurstSize="0" 
             sSndShoot="GUN_JC_SHOTGUN_01" sSndShoot2="GUN_JC_SHOTGUN_02" sSndReload="RELOAD_SHOTGUN_SHELL"  sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="true" bCanShootFromLadders="false" nDropShellFrame="1"
             sBulletType="BULLET_SHOTGUN" nBulletsPerShot="8" fBulletDamage="14.0" fBulletDamageObjects="15.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.01" fBulletLife="0.35" fBulletMomentum="0.2" fBulletStunDuration="0.1" bBulletHeadshotCapable="false" fBulletSpeed="900.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletDieOnImpact="true" bBulletCanSplat="true" fSoundRadius="300.0" />
  </WPN_SHOTGUN_JCOMBAT>

  <WPN_SHOTGUN_S12K sHUDanimName="WEAPON_SHOTGUN_S12K" sMuzzleFlashAnim="MUZZLE_SHOTGUN">
    <PRIMARY bAnimSync="true" bBulletChamber="true" fShooterSpeedSlowingPercent="0.3" bMakesLight="true" fSpreadFOV="0.15" fAimErrorMaxFOV="1.1" fAimErrorAddPerShot="0.1" fAimErrorMulPerShot="1.8" fAimErrorCooldownPerSec="1.2" nClipSize="7" nReloadUnitSize="7" fReloadTimePerUnit="1.65" fFireRatePerSec="2.4" bCanResetFireRate="false" nBurstSize="0" 
             sSndShoot="GUN_S12K_01" sSndShoot2="GUN_S12K_02" sSndReload="RELOAD_TACTICAL"  sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="true" bCanShootFromLadders="false" nDropShellFrame="1"
             sBulletType="BULLET_SHOTGUN" nBulletsPerShot="8" fBulletDamage="14.0" fBulletDamageObjects="15.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.01" fBulletLife="0.35" fBulletMomentum="0.2" fBulletStunDuration="0.1" bBulletHeadshotCapable="false" fBulletSpeed="900.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletDieOnImpact="true" bBulletCanSplat="true" fSoundRadius="300.0" />
  </WPN_SHOTGUN_S12K>

  <!-- PLAYER PISTOLS -->  
  
  <WPN_PISTOL_G17 sHUDanimName="WEAPON_PISTOL_G17" sMuzzleFlashAnim="MUZZLE_GUN">
    <PRIMARY bAnimSync="false" bBulletChamber="true" fShooterSpeedSlowingPercent="0.1" bMakesLight="true" fSpreadFOV="0.05" fAimErrorMaxFOV="0.66" fAimErrorAddPerShot="0.045" fAimErrorMulPerShot="1.5" fAimErrorCooldownPerSec="1.6" nClipSize="17" nReloadUnitSize="17" fReloadTimePerUnit="1.5" fFireRatePerSec="5.0" bCanResetFireRate="true" nBurstSize="0" 
             sSndShoot="GUN_GLOCK_17_01" sSndShoot2="GUN_GLOCK_17_02" sSndReload="RELOAD_REVOLVER"  sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="true" bCanShootFromLadders="false" nDropShellFrame="0"
             sBulletType="BULLET_TRACER1" nBulletsPerShot="1" fBulletDamage="33.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.085" fBulletLife="0.24" fBulletMomentum="0.06" fBulletStunDuration="0.05" bBulletHeadshotCapable="true" fBulletSpeed="1000.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletDieOnImpact="true" fSoundRadius="160.0" />
  </WPN_PISTOL_G17>

  <WPN_PISTOL_MP40 sHUDanimName="WEAPON_PISTOL_MP40" sMuzzleFlashAnim="MUZZLE_GUN">
    <PRIMARY bAnimSync="false" bBulletChamber="true" fShooterSpeedSlowingPercent="0.1" bMakesLight="true" fSpreadFOV="0.05" fAimErrorMaxFOV="0.75" fAimErrorAddPerShot="0.055" fAimErrorMulPerShot="2" fAimErrorCooldownPerSec="1.6" nClipSize="15" nReloadUnitSize="15" fReloadTimePerUnit="1.5" fFireRatePerSec="5.0" bCanResetFireRate="true" nBurstSize="0" 
             sSndShoot="GUN_MP40_01" sSndShoot2="GUN_MP40_02" sSndReload="RELOAD_REVOLVER"  sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="true" bCanShootFromLadders="false" nDropShellFrame="0"
             sBulletType="BULLET_TRACER1" nBulletsPerShot="1" fBulletDamage="40.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.10" fBulletLife="0.25" fBulletMomentum="0.08" fBulletStunDuration="0.05" bBulletHeadshotCapable="true" fBulletSpeed="1000.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletDieOnImpact="true" fSoundRadius="160.0" />
  </WPN_PISTOL_MP40>

  <WPN_PISTOL_1911 sHUDanimName="WEAPON_PISTOL_1911" sMuzzleFlashAnim="MUZZLE_GUN">
    <PRIMARY bAnimSync="false" bBulletChamber="true" fShooterSpeedSlowingPercent="0.11" bMakesLight="true" fSpreadFOV="0.05" fAimErrorMaxFOV="0.8" fAimErrorAddPerShot="0.17" fAimErrorMulPerShot="1" fAimErrorCooldownPerSec="1.6" nClipSize="7" nReloadUnitSize="7" fReloadTimePerUnit="1.3" fFireRatePerSec="5.0" bCanResetFireRate="true" nBurstSize="0" 
             sSndShoot="GUN_1911_45ACP_01" sSndShoot2="GUN_1911_45ACP_02" sSndReload="RELOAD_REVOLVER"  sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="true" bCanShootFromLadders="false" nDropShellFrame="0"
             sBulletType="BULLET_TRACER1" nBulletsPerShot="1" fBulletDamage="51.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.011" fBulletLife="0.25" fBulletMomentum="0.09" fBulletStunDuration="0.05" bBulletHeadshotCapable="true" fBulletSpeed="1000.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletDieOnImpact="true" fSoundRadius="160.0" />
  </WPN_PISTOL_1911>

  <!-- PLAYER SHIELDS -->
  <WPN_SHIELD_TACTICAL bPassive="true">
    <PRIMARY />
  </WPN_SHIELD_TACTICAL>

  <WPN_SHIELD_ASSAULT bPassive="true">
    <PRIMARY />
  </WPN_SHIELD_ASSAULT>

  <WPN_SHIELD_IRONMAN bPassive="true">
    <PRIMARY />
  </WPN_SHIELD_IRONMAN>

  <!-- PLAYER Special Abilities -->

  <!-- don't change the name of this one. Hardwired.-->
  <WPN_SUBMACHINE_STEADY  sHUDanimName="WPNALT_AIMED">
    <PRIMARY bAnimSync="true" fShooterSpeedSlowingPercent="100.0" bMakesLight="true" bHasLaserSight="true" fSpreadFOV="0.03" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="1.0" nClipSize="-1" fFireRatePerSec="0.5" bCanResetFireRate="false" nBurstSize="0" 
             sSndShoot="GUN_MP5_01" sSndReload="RELOAD_TACTICAL"  sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false" nDropShellFrame="0"
             sBulletType="BULLET_TRACER_AIMED_SHOT" nBulletsPerShot="1" fBulletDamage="150.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.0" fBulletLife="0.3" fBulletMomentum="0.5" bBulletHeadshotCapable="true" fBulletStunDuration="0.05" fBulletSpeed="1000.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletDieOnImpact="true" fSoundRadius="240.0" />
  </WPN_SUBMACHINE_STEADY>

  <WPN_SHOTGUN_SLUG sHUDanimName="WPNALT_SLUG">
    <PRIMARY bAnimSync="true" fShooterSpeedSlowingPercent="100.0" bMakesLight="true" fSpreadFOV="0.03" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="1.0" nClipSize="-1" fFireRatePerSec="0.5" bCanResetFireRate="false" nBurstSize="0" 
             sSndShoot="GUN_SLUG_01" sSndShoot2="GUN_SLUG_02" sSndReload="RELOAD_SHOTGUN_SHELL"  sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false" nDropShellFrame="1"
             sBulletType="BULLET_SHOTGUN_SLUG" nBulletsPerShot="1" fBulletDamage="200.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.0" fBulletLife="0.7" fBulletMomentum="0.8" fBulletStunDuration="0.05" fBulletSpeed="525.0" bBulletHeadshotCapable="false" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletCanSplat="true" fSoundRadius="240.0" />
  </WPN_SHOTGUN_SLUG>

  <WPN_SHIELD_MELEE sHUDanimName="WPNALT_BASH">
    <PRIMARY bAnimSync="true" bMakesLight="false" fSpreadFOV="0.0" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="1.0" nClipSize="-1" nReloadUnitSize="0.0" fReloadTimePerUnit="0.0" fFireRatePerSec="1.6" bCanResetFireRate="false" nBurstSize="0" 
             sSndShoot="HIT_MELEE_SHIELD_01"
             bCanShootFromCrouch="false" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false" 
             sBulletType="BULLET_MELEE" nBulletsPerShot="1" fBulletDamage="25.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.0" fBulletLife="0.2" fBulletMomentum="2500.0" fBulletStunDuration="1.5" fBulletSpeed="160.0" bBulletIgnoreArmor="true" bBulletHeadshotCapable="false" bBulletIgnoreCover="true" />
  </WPN_SHIELD_MELEE>

  <WPN_SHIELD_FLASH sHUDanimName="WPNALT_FLASH">
    <PRIMARY bAnimSync="true" bMakesLight="true" fSpreadFOV="0.0" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="1.0" nClipSize="-1" nReloadUnitSize="0.0" fReloadTimePerUnit="0.0" fFireRatePerSec="0.2" bCanResetFireRate="false" nBurstSize="0" 
             sSndShoot="SHIELD_FLASH_DISCHARGE"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false"
             sBulletType="BULLET_SHIELD_FLASH" nBulletsPerShot="1" fBulletDamage="1.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.0" fBulletLife="0.01" fBulletMomentum="0.0" fBulletSpeed="1.0" />
  </WPN_SHIELD_FLASH>

  <!-- generic player melee (kick) -->
  <WPN_PLAYER_MELEE>
    <PRIMARY bAnimSync="true" fShooterSpeedSlowingPercent="100.0" bMakesLight="false" fSpreadFOV="0.0" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="1.0" nClipSize="-1" nReloadUnitSize="0.0" fReloadTimePerUnit="0.0" fFireRatePerSec="3.0" bCanResetFireRate="false" nBurstSize="0"
             bCanShootFromCrouch="false" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false"
             sBulletType="BULLET_MELEE" nBulletsPerShot="1" fBulletDamage="25.0" fBulletDamageObjects="35.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.0" fBulletLife="0.1" fBulletMomentum="8750.0" fBulletStunDuration="1.4" fBulletSpeed="160.0" bBulletIgnoreArmor="true" bBulletHeadshotCapable="false" bBulletIgnoreCover="true" />
  </WPN_PLAYER_MELEE>

  <!-- PLAYER GEAR -->
  <!-- Player grenades should always be bAnimSynced and burstSize should always be 1 -->
  <WPN_GRENADE sHUDanimName="GEAR_GRENADE">
    <PRIMARY bAnimSync="true" bMakesLight="false" fSpreadFOV="0.0" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="0.0" nClipSize="3" nReloadUnitSize="0" fReloadTimePerUnit="0.0" fFireRatePerSec="1.0" bCanResetFireRate="false" nBurstSize="1" 
             sActorShootVerse="USE_GRENADE"
             bCanShootFromCrouch="true" bCanShootFromCover="true" bCanShootFromAir="true" bCanShootFromLadders="true"
             sBulletType="BULLET_GRENADE" nBulletsPerShot="1" fBulletDamage="1.0" fBulletLife="1.65" fBulletSpeed="150.0" />
  </WPN_GRENADE>

  <WPN_FLASHBANG sHUDanimName="GEAR_FLASHBANG">
    <PRIMARY bAnimSync="true" bMakesLight="false" fSpreadFOV="0.0" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="0.0" nClipSize="3" nReloadUnitSize="0" fReloadTimePerUnit="0.0" fFireRatePerSec="1.0" bCanResetFireRate="false" nBurstSize="1" 
             sActorShootVerse="USE_FLASHBANG"
             bCanShootFromCrouch="true" bCanShootFromCover="true" bCanShootFromAir="true" bCanShootFromLadders="true"
             sBulletType="BULLET_FLASHBANG" nBulletsPerShot="1"  fBulletDamage="1.0" fBulletLife="0.5" fBulletSpeed="200.0" />
  </WPN_FLASHBANG>

  <!-- don't change the name of this weapon (hardcoded) -->
  <WPN_BREACHING_CHARGE sHUDanimName="GEAR_CHARGE">
    <PRIMARY bAnimSync="true" bMakesLight="false" fSpreadFOV="0.0" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="0.0" nClipSize="2" nReloadUnitSize="0" fReloadTimePerUnit="0.0" fFireRatePerSec="1.0" bCanResetFireRate="false" nBurstSize="1" 
             sActorShootVerse="USE_BREACHING_CHARGE"
             bCanShootFromCrouch="true" bCanShootFromCover="true" bCanShootFromAir="true" bCanShootFromLadders="true"
             sBulletType="BULLET_BREACHING_CHARGE" nBulletsPerShot="1"  fBulletDamage="1.0" fBulletLife="1.0" fBulletSpeed="150.0" />
  </WPN_BREACHING_CHARGE>

  <!-- ENEMY WEAPONS -->  
  
  <WPN_MELEE_MACHETTE>
    <PRIMARY bAnimSync="true" fShooterSpeedSlowingPercent="100.0" bMakesLight="false" fSpreadFOV="0.0" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="1.0" nClipSize="-1" nReloadUnitSize="0.0" fReloadTimePerUnit="0.0" fFireRatePerSec="2.5" bCanResetFireRate="false" nBurstSize="0" 
             sSndShoot="ENEMY_MACHETE_HIT_01" sSndShoot2="ENEMY_MACHETE_HIT_02"
             bCanShootFromCrouch="false" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false"
             sBulletType="BULLET_MELEE" nBulletsPerShot="1" fBulletDamage="20.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.0" fBulletLife="0.15" fBulletMomentum="0.0" fBulletStunDuration="0.0" fBulletSpeed="160.0" bBulletIgnoreArmor="true" bBulletHeadshotCapable="false" bBulletIgnoreCover="true" bBulletDieOnImpact="true" />
  </WPN_MELEE_MACHETTE>

  <WPN_MADMACHETE_MELEE>
    <PRIMARY bAnimSync="true" fShooterSpeedSlowingPercent="100.0" bMakesLight="false" fSpreadFOV="0.0" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="1.0" nClipSize="-1" nReloadUnitSize="0.0" fReloadTimePerUnit="0.0" fFireRatePerSec="2.5" bCanResetFireRate="false" nBurstSize="0" 
             sSndShoot="ENEMY_MACHETE_HIT_01" sSndShoot2="ENEMY_MACHETE_HIT_02"
             bCanShootFromCrouch="false" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false"
             sBulletType="BULLET_MELEE" nBulletsPerShot="1" fBulletDamage="20.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.0" fBulletLife="0.18" fBulletMomentum="0.0" fBulletStunDuration="0.0" fBulletSpeed="160.0" bBulletIgnoreArmor="true" bBulletHeadshotCapable="false" bBulletIgnoreCover="true" bBulletDieOnImpact="true" />
  </WPN_MADMACHETE_MELEE>
  
  <WPN_MADMACHETE_EXECUTE>
    <PRIMARY bAnimSync="true" fShooterSpeedSlowingPercent="100.0" bMakesLight="false" fSpreadFOV="0.0" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="1.0" nClipSize="-1" nReloadUnitSize="0.0" fReloadTimePerUnit="0.0" fFireRatePerSec="2.5" bCanResetFireRate="false" nBurstSize="0" 
             sSndShoot="ENEMY_MACHETE_CRIT_01" sSndShoot2="ENEMY_MACHETE_CRIT_02"
             bCanShootFromCrouch="false" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false"
             sBulletType="BULLET_MELEE" nBulletsPerShot="1" fBulletDamage="200.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.0" fBulletLife="0.18" fBulletMomentum="0.0" fBulletStunDuration="0.0" fBulletSpeed="160.0" bBulletIgnoreArmor="true" bBulletHeadshotCapable="false" bBulletIgnoreCover="true" bBulletDieOnImpact="true" />
  </WPN_MADMACHETE_EXECUTE>
  
    
  <WPN_UZZI_MACIVIL>
    <PRIMARY bAnimSync="false" fShooterSpeedSlowingPercent="0.2" bMakesLight="true" fSpreadFOV="0.2" fAimErrorMaxFOV="0.8" fAimErrorAddPerShot="-0.065" fAimErrorMulPerShot="1.7" fAimErrorCooldownPerSec="0.55" fJammedDuration="0.2" nClipSize="32" nReloadUnitSize="32" fReloadTimePerUnit="2.4" fFireRatePerSec="20.0" bCanResetFireRate="false" nBurstSize="16" fBurstCooldown="1.0" 
             sSndShoot="GUN_ENEMY_MAC10_01" sSndShoot2="GUN_ENEMY_MAC10_02" sSndReload="RELOAD_TACTICAL"  sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="true" bCanShootFromLadders="false" nDropShellFrame="0"
             sBulletType="BULLET_TRACER1" nBulletsPerShot="1" fBulletDamage="18.0" nArmorPiercingRating="1" fBulletDamageLossPPx="0.1" fBulletLife="0.35" fBulletMomentum="0.1" fBulletStunDuration="0.05" fBulletSpeed="1000.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletHeadshotCapable="true" fSoundRadius="200.0" />
  </WPN_UZZI_MACIVIL>

  <WPN_TACKDIVER>
    <PRIMARY bAnimSync="true" fShooterSpeedSlowingPercent="100.0" bMakesLight="true" bHasLaserSight="true" fSpreadFOV="0.01" fAimErrorMaxFOV="0.25" fAimErrorAddPerShot="0.05" fAimErrorCooldownPerSec="0.14" fJammedDuration="0.0" nClipSize="31" nReloadUnitSize="31" fReloadTimePerUnit="2.4" fFireRatePerSec="10.0" bCanResetFireRate="false" nBurstSize="1" fBurstCooldown="2.0" 
             sSndShoot="GUN_ENEMY_AK47_01" sSndShoot2="GUN_ENEMY_AK47_02" sSndReload="RELOAD_TACTICAL" sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="false" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false" nDropShellFrame="0"
             sBulletType="BULLET_TRACER1" nBulletsPerShot="1" fBulletDamage="55.0" nArmorPiercingRating="3" fBulletDamageLossPPx="0.0" fBulletLife="0.35" fBulletMomentum="0.1" fBulletStunDuration="0.05" fBulletSpeed="1000.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletHeadshotCapable="true" fSoundRadius="200.0" />
  </WPN_TACKDIVER>
    
  <WPN_JUNKIE_REVOLVER>
    <PRIMARY bAnimSync="true" fShooterSpeedSlowingPercent="100.0" bMakesLight="true" fSpreadFOV="0.12" fAimErrorMaxFOV="0.2" fAimErrorAddPerShot="0.05" fAimErrorCooldownPerSec="0.4" nClipSize="8" nReloadUnitSize="8" fReloadTimePerUnit="2.5" fFireRatePerSec="4.5" bCanResetFireRate="false" nBurstSize="0" 
             sSndShoot="GUN_ENEMY_PISTOL_GENERIC_01" sSndShoot2="GUN_ENEMY_PISTOL_GENERIC_02" sSndReload="RELOAD_REVOLVER"  sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="false" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false"
             sBulletType="BULLET_TRACER1" nBulletsPerShot="1"  fBulletDamage="15.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.0" fBulletLife="0.35" fBulletMomentum="0.1" fBulletStunDuration="0.0" fBulletSpeed="900.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletHeadshotCapable="true" fSoundRadius="300.0" />
  </WPN_JUNKIE_REVOLVER>

  <WPN_DDAVE_SHOTGUN>
    <PRIMARY bAnimSync="true" fShooterSpeedSlowingPercent="100.0" bMakesLight="true" fSpreadFOV="0.12" fAimErrorMaxFOV="0.2" fAimErrorAddPerShot="0.05" fAimErrorCooldownPerSec="0.4" nClipSize="2" nReloadUnitSize="2" fReloadTimePerUnit="3.0" fFireRatePerSec="0.5" bCanResetFireRate="false" nBurstSize="0" 
             sSndShoot="GUN_ENEMY_SHOTGUN_BARRELS_01" sSndShoot2="GUN_ENEMY_SHOTGUN_BARRELS_02" sSndReload="GUN_ENEMY_SHOTGUN_BARRELS_RELOAD"  sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="false" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false" nDropShellFrame="-1" bBulletDieOnImpact="true"
             sBulletType="BULLET_TRACER1" nBulletsPerShot="11"  fBulletDamage="8.0" nArmorPiercingRating="1" fBulletDamageLossPPx="0.0" fBulletLife="0.35" fBulletMomentum="0.4" fBulletStunDuration="0.0" fBulletSpeed="900.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletHeadshotCapable="false" fSoundRadius="300.0" />
  </WPN_DDAVE_SHOTGUN>

  <WPN_LEMMY_PISTOL>
    <PRIMARY bAnimSync="true" fShooterSpeedSlowingPercent="100.0" bMakesLight="true" fSpreadFOV="0.12" fAimErrorMaxFOV="0.05" fAimErrorAddPerShot="0.05" fAimErrorCooldownPerSec="0.4" nClipSize="8" nReloadUnitSize="8" fReloadTimePerUnit="1.5" fFireRatePerSec="2.5" bCanResetFireRate="false" nBurstSize="0" 
             sSndShoot="GUN_ENEMY_DEAGLE_01" sSndShoot2="GUN_ENEMY_DEAGLE_02" sSndReload="RELOAD_REVOLVER" sSndEmpty="GUN_EMPTY_01" sSndEmpty2="GUN_EMPTY_02"
             bCanShootFromCrouch="false" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false" nDropShellFrame="0"
             sBulletType="BULLET_TRACER1" nBulletsPerShot="1"  fBulletDamage="28.0" nArmorPiercingRating="0" fBulletDamageLossPPx="0.0" fBulletLife="0.35" fBulletMomentum="0.1" fBulletStunDuration="0.0" fBulletSpeed="900.0" bBulletIgnoreArmor="false" bBulletIgnoreCover="false" bBulletHeadshotCapable="true" fSoundRadius="300.0" />
  </WPN_LEMMY_PISTOL>


  <!-- WPN_INSTANT_EXPLO is blowup bart's weapon. It explodes immediately after being triggered -->
  <WPN_INSTANT_EXPLO>
    <PRIMARY bAnimSync="false" bMakesLight="false" fSpreadFOV="0.0" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="0.0" nClipSize="-1" nReloadUnitSize="0" fReloadTimePerUnit="0.0" fFireRatePerSec="1.0" bCanResetFireRate="false" nBurstSize="0" 
             bCanShootFromCrouch="true" bCanShootFromCover="false" bCanShootFromAir="true" bCanShootFromLadders="false"
             sBulletType="BULLET_GRENADE" nBulletsPerShot="1" fBulletDamage="200.0" fBulletLife="0.01" fBulletSpeed="100.0" />
  </WPN_INSTANT_EXPLO>

  <!-- Weapon template for the damage inflicted by the lava splats -->
  <WPN_LAVA_MELEE>
    <PRIMARY bAnimSync="false" bMakesLight="false" fSpreadFOV="0.0" fAimErrorMaxFOV="0.0" fAimErrorAddPerShot="0.0" fAimErrorCooldownPerSec="1.0" nClipSize="-1" nReloadUnitSize="0.0" fReloadTimePerUnit="0.0" fFireRatePerSec="2.5" bCanResetFireRate="false" nBurstSize="0"
             bCanShootFromCrouch="false" bCanShootFromCover="false" bCanShootFromAir="false" bCanShootFromLadders="false"  bBulletDieOnImpact="true"
             sBulletType="BULLET_MELEE" nBulletsPerShot="1" fBulletDamage="1.0" nArmorPiercingRating="5" fBulletDamageLossPPx="0.0" fBulletLife="0.2" fBulletMomentum="0.0" fBulletStunDuration="0.4" fBulletSpeed="160.0" bBulletIgnoreArmor="true" bBulletHeadshotCapable="false" bBulletIgnoreCover="true" />
  </WPN_LAVA_MELEE>

</WeaponTemplates>

<!-- aici se definesc exploziile dar unele proprietati sunt setate din cod, de exemplu felul in care arata si cum se comporta, cat dureaza grafic, etc -->
<!-- 
fDamage este damage-ul facut in centrul exploziei si scade liniar catre 0 spre raza de damage 
fStunDuration este durata de stun a inamicilor din fStunRadius 
fSoundRadius specifica pana unde se aude sunetul ca s aalerteze AIurile
fMaxImpulse - maximum throwing speed for affected actors 
sIgnoredClass - specifies the class that gets ignored by the explo
=== DAMAGE OVER TIME ===
sDoTType(DoT_NOEFFECT/DoT_FIRE/DoT_HEAL) - Damage Over Time graphic effect
fDoTRadius - DoT's affected range
fDoTDuration - Damage Over Time duration
fDoTDamagePerSec - DoT's damage per second 
sDoTIgnoredClass="PLAYER/HUMAN/TRAP/PASSIVE" - ignores specific class
-->

<ExplosionTemplates>
  <EXPLO_BARREL fDamage="200.0" nArmorPiercingRating="2" fDamageRadius="64.0" fStunDuration="0.0" fStunRadius="0.0" fSoundRadius="320.0" nShrapnelCnt="4" nNapalmCnt="6" fMaxImpulse="1000.0"  sDoTType="DoT_FIRE" fDoTRadius="64.0" fDoTDuration="3.0" fDoTDamagePerSec="1.0" />
  <EXPLO_LARGE fDamage="200.0" nArmorPiercingRating="1" fDamageRadius="64.0" fStunDuration="0.0" fStunRadius="0.0" fSoundRadius="320.0" nShrapnelCnt="4" fMaxImpulse="1000.0" />
  <EXPLO_GRENADE fDamage="200.0" nArmorPiercingRating="1" fDamageRadius="64.0" fStunDuration="0.0" fStunRadius="0.0" fSoundRadius="320.0" nShrapnelCnt="4" fMaxImpulse="800.0" />
  <EXPLO_GRENADE_GROUND fDamage="200.0" nArmorPiercingRating="1" fDamageRadius="64.0" fStunDuration="0.0" fStunRadius="0.0" fSoundRadius="320.0" nShrapnelCnt="4" fMaxImpulse="800.0" />
  <EXPLO_FLASHBANG sIgnoredClass="PLAYER" fDamage="30.0" nArmorPiercingRating="0" fDamageRadius="64.0" fStunDuration="3.0" fStunRadius="128.0" fSoundRadius="160.0" nShrapnelCnt="4" fMaxImpulse="0.0" sDoTType="DoT_FIRE" fDoTRadius="10.0" fDoTDuration="3.0" fDoTDamagePerSec="35.0" sDoTIgnoredClass="PLAYER" />
  <EXPLO_SHIELD_FLASH fDamage="0.0" nArmorPiercingRating="0" fDamageRadius="0.0" fStunDuration="3.0" fStunRadius="128.0" fSoundRadius="160.0" fMaxImpulse="0.0" sDoTIgnoredClass="PLAYER" />
  <EXPLO_CHARGE fDamage="200.0" nArmorPiercingRating="1" fDamageRadius="48.0" fStunDuration="1.5" fStunRadius="64.0" fSoundRadius="200.0" nShrapnelCnt="4" fMaxImpulse="500.0" />
  <EXPLO_CHARGE_INVISIBLE fDamage="200.0" nArmorPiercingRating="1" fDamageRadius="64.0" fStunDuration="0.6" fStunRadius="32.0" fSoundRadius="320.0" fMaxImpulse="800.0" />
  <!-- used when breaching doors using the foot-->
  <EXPLO_STUN_INVISIBLE fDamage="10.0"  nArmorPiercingRating="0" fDamageRadius="64.0" fStunDuration="0.8" fStunRadius="32.0" fSoundRadius="320.0" fMaxImpulse="3000.0" />
</ExplosionTemplates>