// Should turn Word Wrap OFF to view this file correctly

// Format:
// id,accuracy,bullets in clip,kick,maxmags,maxrange,soundlevel,firerate,meshname,mindamage,maxdamage,AI Rating,weight,mag weight,x1st,y1st,x3rd,y3rd,z3rd

// id (the item number of this gun)
// accuracy (between 0 and 1, higher means less accurate)
// bulletsinclip (how many bullets per clip)
// kick (between 0 and 1, higher means more kick per shot)
// maxmags (how many mags max a character can carry)
// maxrange (how far before the bullet is totally ineffective, in feet)
// effective range (used by the AI. maximum distance at which this weapon is usably accurate, in feet)
// soundlevel (max noise it makes as far as AI is concerned.  most guns do 300. note that the number for grenades represents the noise of throwing them (currently not used) not the explosion (which is in the code and can't be tweaked right now).  anything 250 or more alerts the AI out as far out as possible (at least in relation to the default senses files).  the only difference over 250 is a tendancy to go for one gun over another or over other items that make noise if the target is out of view.  if you make this number too high it could mess up the AI.)
// firerate (how many seconds delay between shots on a rapid fire weapon)
// number of mesh names to use
// a list of mesh names, seperated by commas (see Models/meshnames.txt for a list)
// mindamage (minimum damage this weapon can do)
// maxdamage (maximum damage this weapon can do)
// AI Rating (how "dangerous" this weapon is to the AI.  the higher the number, the more the AI will tend to target a soldier wielding that weapon if the AI is within the effective range of that weapon)
// weight (how much this item weighs, in pounds, not counting extra magazines, or how much one of this item weighs in the case of grenades)
// mag weight (how much a magazine weighs in pounds)
// 3rd person muzzle flash loc x (in world units kinda)
// 3rd person muzzle flash loc y (in world units kinda)
// 3rd person muzzle flash loc z (in world units kinda)
// X rotation of 3rd person muzzle flash in degrees
// Y rotation of 3rd person muzzle flash in degrees
// scale of 3rd person muzzle flash

// .45 Pistol
52,0.01,7,0.01,10,300,82,150,0,2,colt45,backpack,40,60,200,2.5,0.5,0,0.05,0.8,0,0,0.6

// US Grenade
53,0,1,0,6,120,105,15,0,2,grenade,backpack,0,0,500,1,1,0,0,0,0,0,1

// M1 Carbine
54,0.008,15,0.01,10,8000,250,180,0,2,m1carbine,backpack,60,110,300,5.2,0.6,0.6,-0.8,3.35, 12,-83,1

// US Smoke Grenade
55,0,1,0,6,120,105,15,0,2,grenade-smoke,backpack,0,0,500,1.2,1.2,0,0,0,0,0,1

// M16 (800rpm or 13 a second)
56,0.012,30,0.02,10,9000,200,150,0.075,2,m16,backpack,45,65,400,8.3,0.5,0.6,-0.6,2.8, 12,-83,1

// M21
57,0.002,20,0.04,10,9600,500,400,0,2,m21,backpack,80,120,350,8.7,0.7,0.6,-0.8,3.8, 12,-83,1

// AK47 (600rpm or 10 a second)
58,0.012,30,0.02,10,9000,200,150,0.1,2,ak47,backpack,50,70,400,9.5,0.8,0.6,-0.6,2.8, 12,-83,1

// SKS
59,0.008,10,0.01,10,8000,300,300,0,2,sks,backpack,60,110,300,8,0.4,0.6,-0.8,3.8, 12,-83,1

// .Tokarev Pistol
60,0.01,8,0.01,10,200,82,150,0,2,tokarev,backpack,40,60,200,1.7,0.5,0.3,-0.2,0.8,12,-83,0.6

// Shotgun ("R" 870)
61,0.05,4,0.03,10,200,100,180,0,3,shotgun,shotgun pump,backpack,15,25,300,7.1,0.4, 0.9,-0.8,3.9, 12,-83,1

// M72 LAW
62,0.020,1,0.08,1,1200,360,350,0,2,m72law,backpack,0,0,500,5.0,0.1,0,0,0,0,0,0.000001

// RPG
63,0.020,1,0.08,12,1200,360,350,0,3,rpg,rpg - rocket,backpack,0,0,500,15.3,5,0,0,0,0,0,0.000001

// M79 Grenade Launcher
64,0.020,1,0.08,22,1000,300,350,0,3,m79 stock,m79 barrell,backpack,0,0,500,6,1,0,0,0,0,0,0.000001

// M60 LMG
65,0.02,100,0.04,5,9000,300,180,0.075,2,m60,backpack,70,110,450,18.75,2,0.0,1.2,8.9, 0,0,2.5

// RPD LMG
66,0.02,100,0.04,5,9000,300,180,0.075,2,rpd,backpack,70,110,450,16.3,2.65,0.0,4.2,29, 0,0,8

// SVD
67,0.002,20,0.04,10,9600,500,400,0,2,SVD,backpack,80,120,350,9.4,0.8,0.0,1.8,31, 0,0,7

// M21 w/ Starlight Scope
68,0.002,20,0.04,10,9600,500,400,0,2,m21,backpack,80,120,350,8.7,0.7,0.6,-0.8,3.8, 12,-83,1

// EOF