<root>
<Table>
	<Weapon>
		<Name>sp_EDF_Scout1</Name>
		<Weapon_Class>vehicle</Weapon_Class>
		<Trigger_Type>single</Trigger_Type>
		<Magazine_Size>50</Magazine_Size>
		<Range_Max>225</Range_Max>
		<Sound_Radius>50</Sound_Radius>
		<Damage_Max>
			<NPC_Damage>160</NPC_Damage>
			<Player_Damage>45</Player_Damage>
			</Damage_Max>
		<_Editor>
			<Category>Entries:Vehicle</Category>
			</_Editor>
		<Ragdoll_Force_Shoot>400</Ragdoll_Force_Shoot>
		<Animation_Group>Default</Animation_Group>
		<AI_Range_Max>225</AI_Range_Max>
		<Muzzle_Effect>rpg_a_ignite</Muzzle_Effect>
		<Flags>
			<Flag>unlimited ammo</Flag>
			</Flags>
		<Category>WPNCAT_RIFLE</Category>
		<PlayerWeaponSpread>
			<SpreadMinMax>
				<Player_Spread_Max>2.5</Player_Spread_Max>
				<Player_Spread_Min>0.2</Player_Spread_Min>
				<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
				</SpreadMinMax>
			<SpreadDynamics>
				<Player_To_Spread_Max>9</Player_To_Spread_Max>
				<Player_To_Spread_Min>600</Player_To_Spread_Min>
				</SpreadDynamics>
			<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
			</PlayerWeaponSpread>
		<NPCWeaponSpread>
			<SpreadMinMax>
				<NPC_Spread_Max>5</NPC_Spread_Max>
				<NPC_Spread_Min>0.5</NPC_Spread_Min>
				<SpreadTargetMovementMultipliers>
					<Target_Movement_Multiplier_Walk>1.15</Target_Movement_Multiplier_Walk>
					<Target_Movement_Multiplier_Run>1.35</Target_Movement_Multiplier_Run>
					<Target_Movement_Multiplier_Sprint>1.8</Target_Movement_Multiplier_Sprint>
					<Target_Movement_Multiplier_Vehicle>1.5</Target_Movement_Multiplier_Vehicle>
					</SpreadTargetMovementMultipliers>
				</SpreadMinMax>
			<SpreadDynamics>
				<NPC_To_Spread_Max>5</NPC_To_Spread_Max>
				<NPC_To_Spread_Min>650</NPC_To_Spread_Min>
				</SpreadDynamics>
			</NPCWeaponSpread>
		<Tracer_Frequency>1</Tracer_Frequency>
		<feedback_name_shot_in_vehicle>IV_WF_RF_M16</feedback_name_shot_in_vehicle>
		<feedback_name_shot_on_foot>OF_WF_RF_M16</feedback_name_shot_on_foot>
		<feedback_name_melee_soft>OF_WF_BS__Default_Soft</feedback_name_melee_soft>
		<feedback_name_melee_hard>OF_WF_BS__Default_Hard</feedback_name_melee_hard>
		<pickup_info>
			<min_ammo_given>25</min_ammo_given>
			<max_ammo_given>40</max_ammo_given>
			</pickup_info>
		<Time_Management>
			<Refire_Delay>75</Refire_Delay>
			<min>0</min>
			<max>0</max>
			</Time_Management>
		<feedback_name_spinup>Null_Feedback</feedback_name_spinup>
		<Ammo>RPG</Ammo>
		<Inv_Slot>vehicle</Inv_Slot>
		<Ammo_per_Shot>0</Ammo_per_Shot>
		<Audio>
			<Fire_Sound>WEP_HELIROCKET_FIRE</Fire_Sound>
			<Fire_Release_Sound>WEP_HELIMGUN_RELEASE</Fire_Release_Sound>
			<NPC_Fire_Release_Sound>WEP_HELIMGUN_RELEASE</NPC_Fire_Release_Sound>
			<No_Ammo_Sound>XM8_FIRE_DRY</No_Ammo_Sound>
			<Hit_Wall_Sound>IMP_METAL_HIT</Hit_Wall_Sound>
			<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
			<NPC_Fire_Sound>WEP_HELIROCKET_FIRE</NPC_Fire_Sound>
			</Audio>
		<Constant_Effects></Constant_Effects>
		<Vehicle_Weapon>
			<Primary_Weapons>
				<Weapon>
					<UID>111</UID>
					<Weapon_Class>launcher</Weapon_Class>
					<Target_Reticule>True</Target_Reticule>
					<Min_Heading>-180</Min_Heading>
					<Max_Heading>180</Max_Heading>
					<Min_Pitch>-20</Min_Pitch>
					<Max_Pitch>90</Max_Pitch>
					<Max_Heading_Speed>550</Max_Heading_Speed>
					<Heading_Damp>40</Heading_Damp>
					<Max_Pitch_Speed>270</Max_Pitch_Speed>
					<Pitch_Damp>30</Pitch_Damp>
					</Weapon>
				</Primary_Weapons>
			<Alt_Weapons></Alt_Weapons>
			</Vehicle_Weapon>
		<Alt_Trigger_Type>single</Alt_Trigger_Type>
		<Object_Bullet_Hit_Impulse_Magnitude>20</Object_Bullet_Hit_Impulse_Magnitude>
		<Spinebend_Limits>Default</Spinebend_Limits>
		<Strafe_Angles>Default</Strafe_Angles>
		<Player_Combat_Ready_MS>3000</Player_Combat_Ready_MS>
		<NPC_Combat_Ready_MS>2000</NPC_Combat_Ready_MS>
		<Explosion>RPG_Heli</Explosion>
		<Underwater_Explosion>Underwater Large</Underwater_Explosion>
		<Projectile_Info>
			<Model>rpg_projectile</Model>
			<Speed>55</Speed>
			<Post_Ignition_Speed>55</Post_Ignition_Speed>
			<Attached_Effect>rpg_heli_trail</Attached_Effect>
			<Gravity>-1.0</Gravity>
			<Sound>WEP_HELIROCKET_LOOP</Sound>
			<Mass>10</Mass>
			<Projectile_Flags>
				<Flag>has light attached</Flag>
				<Flag>rocket flight</Flag>
				<Flag>guided</Flag>
				<Flag>attach_effect_after_ignition</Flag>
				</Projectile_Flags>
			<Fade_Out_Time>0.0</Fade_Out_Time>
			<Projectile_Ignition_Delay_MS>0.0</Projectile_Ignition_Delay_MS>
			<AI_Can_Guide>2000</AI_Can_Guide>
			</Projectile_Info>
		</Weapon>
	<Weapon>
		<Name>plane_fighter02</Name>
		<Weapon_Class>vehicle</Weapon_Class>
		<Trigger_Type>burst</Trigger_Type>
		<Magazine_Size>100</Magazine_Size>
		<Range_Max>225</Range_Max>
		<Sound_Radius>150</Sound_Radius>
		<Damage_Max>
			<NPC_Damage>250</NPC_Damage>
			<Player_Damage>50</Player_Damage>
			</Damage_Max>
		<Projectile_Info>
			<Model>rpg_projectile</Model>
			<Speed>55</Speed>
			<Gravity>-1.0</Gravity>
			<Sound>WEP_HELIROCKET_LOOP</Sound>
			<Attached_Effect>rpg_heli_trail</Attached_Effect>
			<Projectile_Flags>
				<Flag>has light attached</Flag>
				<Flag>rocket flight</Flag>
				<Flag>attach_effect_after_ignition</Flag>
				<Flag>guided</Flag>
				</Projectile_Flags>
			<Mass>10</Mass>
			<X>0.0</X>
			<Y>0.0</Y>
			<Z>0.0</Z>
			<Foley_Name></Foley_Name>
			<Fade_Out_Time>0.0</Fade_Out_Time>
			<Post_Ignition_Speed>55</Post_Ignition_Speed>
			<Projectile_Ignition_Delay_MS>0</Projectile_Ignition_Delay_MS>
			<AI_Can_Guide>2000</AI_Can_Guide>
			</Projectile_Info>
		<_Editor>
			<Category>Entries:Vehicle</Category>
			</_Editor>
		<Ragdoll_Force_Shoot>900</Ragdoll_Force_Shoot>
		<Animation_Group>Default</Animation_Group>
		<AI_Range_Max>150</AI_Range_Max>
		<Brass>Rifle</Brass>
		<Muzzle_Effect>muzz_minigun</Muzzle_Effect>
		<Flags>
			<Flag>has alt fire</Flag>
			<Flag>unlimited ammo</Flag>
			<Flag>alt unlimited ammo</Flag>
			<Flag>infinite magazine capacity</Flag>
			</Flags>
		<Category>WPNCAT_RIFLE</Category>
		<PlayerWeaponSpread>
			<SpreadMinMax>
				<Player_Spread_Max>4</Player_Spread_Max>
				<Player_Spread_Min>0.2</Player_Spread_Min>
				<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
				</SpreadMinMax>
			<SpreadDynamics>
				<Player_To_Spread_Max>9</Player_To_Spread_Max>
				<Player_To_Spread_Min>600</Player_To_Spread_Min>
				</SpreadDynamics>
			<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
			</PlayerWeaponSpread>
		<NPCWeaponSpread>
			<SpreadMinMax>
				<NPC_Spread_Max>5</NPC_Spread_Max>
				<NPC_Spread_Min>0.5</NPC_Spread_Min>
				<SpreadTargetMovementMultipliers>
					<Target_Movement_Multiplier_Walk>1.15</Target_Movement_Multiplier_Walk>
					<Target_Movement_Multiplier_Run>1.35</Target_Movement_Multiplier_Run>
					<Target_Movement_Multiplier_Sprint>1.8</Target_Movement_Multiplier_Sprint>
					<Target_Movement_Multiplier_Vehicle>1.5</Target_Movement_Multiplier_Vehicle>
					</SpreadTargetMovementMultipliers>
				</SpreadMinMax>
			<SpreadDynamics>
				<NPC_To_Spread_Max>5</NPC_To_Spread_Max>
				<NPC_To_Spread_Min>650</NPC_To_Spread_Min>
				</SpreadDynamics>
			</NPCWeaponSpread>
		<Tracer_Frequency>1</Tracer_Frequency>
		<feedback_name_shot_in_vehicle>OF_WF_RF_MINIGUN</feedback_name_shot_in_vehicle>
		<feedback_name_shot_on_foot>OF_WF_RF_MINIGUN</feedback_name_shot_on_foot>
		<feedback_name_melee_soft>OF_WF_BS__Default_Soft</feedback_name_melee_soft>
		<feedback_name_melee_hard>OF_WF_BS__Default_Hard</feedback_name_melee_hard>
		<pickup_info>
			<min_ammo_given>20</min_ammo_given>
			<max_ammo_given>45</max_ammo_given>
			</pickup_info>
		<Time_Management>
			<Refire_Delay>75</Refire_Delay>
			<min>0</min>
			<max>0</max>
			</Time_Management>
		<feedback_name_spinup>OF_WF__SpinUp</feedback_name_spinup>
		<Ammo>Bullet Rifle</Ammo>
		<Inv_Slot>vehicle</Inv_Slot>
		<Ammo_per_Shot>0</Ammo_per_Shot>
		<Audio>
			<Fire_Sound>WEP_HELIMGUN_FIRE</Fire_Sound>
			<Secondary_Fire_Sound>WEP_HELIROCKET_FIRE</Secondary_Fire_Sound>
			<Fire_Release_Sound>WEP_HELIMGUN_RELEASE</Fire_Release_Sound>
			<Reload_Sound>M16_RELOAD</Reload_Sound>
			<No_Ammo_Sound>XM8_FIRE_DRY</No_Ammo_Sound>
			<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
			<EmittingSound>
				<Start_Spinning_Sound>WEP_HELIMGUN_SPINUP</Start_Spinning_Sound>
				<OnTrigger>
					<Warmup_Delay>1000</Warmup_Delay>
					<Cooldown_Delay>0</Cooldown_Delay>
					</OnTrigger>
				<Stop_Spinning_Sound>WEP_HELIMGUN_SPINDOWN</Stop_Spinning_Sound>
				<Spinning_Sound>WEP_HELIMGUN_SPIN</Spinning_Sound>
				</EmittingSound>
			</Audio>
		<Projectile_Info>
			<Model>AR50grenade</Model>
			<Speed>35</Speed>
			<Fuse_Time>0</Fuse_Time>
			<FoleyCollision>PROJ_IMP_GRENADE_BOUNCE</FoleyCollision>
			<Mass>3</Mass>
			<Linear_Damp>.85</Linear_Damp>
			<Angular_Damp>.5</Angular_Damp>
			<Restitution>0</Restitution>
			<Friction>1</Friction>
			<Angular_Velocity>
				<X>30</X>
				<Y>0.0</Y>
				<Z>0.0</Z>
				</Angular_Velocity>
			<Fade_Out_Time>0.0</Fade_Out_Time>
			<Attached_Effect>trail_gren</Attached_Effect>
			</Projectile_Info>
		<Constant_Effects></Constant_Effects>
		<Explosion>RPG_Heli</Explosion>
		<Vehicle_Weapon>
			<Primary_Weapons>
				<Weapon>
					<UID>110</UID>
					<Weapon_Class>rifle</Weapon_Class>
					<Target_Reticule>True</Target_Reticule>
					<Min_Heading>-180</Min_Heading>
					<Max_Heading>180</Max_Heading>
					<Min_Pitch>-90</Min_Pitch>
					<Max_Pitch>0</Max_Pitch>
					<Max_Heading_Speed>120</Max_Heading_Speed>
					<Heading_Damp>40</Heading_Damp>
					<Max_Pitch_Speed>90</Max_Pitch_Speed>
					<Pitch_Damp>30</Pitch_Damp>
					</Weapon>
				</Primary_Weapons>
			<Alt_Weapons>
				<Weapon>
					<UID>111</UID>
					<Weapon_Class>launcher</Weapon_Class>
					<Target_Reticule>False</Target_Reticule>
					<Min_Heading>0</Min_Heading>
					<Max_Heading>0</Max_Heading>
					<Min_Pitch>0</Min_Pitch>
					<Max_Pitch>0</Max_Pitch>
					<Max_Heading_Speed>0</Max_Heading_Speed>
					<Heading_Damp>0</Heading_Damp>
					<Max_Pitch_Speed>0</Max_Pitch_Speed>
					<Pitch_Damp>0</Pitch_Damp>
					</Weapon>
				<Weapon>
					<UID>112</UID>
					<Weapon_Class>launcher</Weapon_Class>
					<Target_Reticule>False</Target_Reticule>
					<Min_Heading>0</Min_Heading>
					<Max_Heading>0</Max_Heading>
					<Min_Pitch>0</Min_Pitch>
					<Max_Pitch>0</Max_Pitch>
					<Max_Heading_Speed>0</Max_Heading_Speed>
					<Heading_Damp>0</Heading_Damp>
					<Max_Pitch_Speed>0</Max_Pitch_Speed>
					<Pitch_Damp>0</Pitch_Damp>
					</Weapon>
				</Alt_Weapons>
			</Vehicle_Weapon>
		<Alt_Ammo>RPG</Alt_Ammo>
		<Alt_Trigger_Type>single</Alt_Trigger_Type>
		<Alt_Time_Management>
			<Refire_Delay>2500</Refire_Delay>
			<npc_refire_delay>
				<min>3000</min>
				<max>6000</max>
				</npc_refire_delay>
			</Alt_Time_Management>
		<Alt_Muzzle_Effect>muzz_rpg_heli</Alt_Muzzle_Effect>
		<Object_Bullet_Hit_Impulse_Magnitude>200</Object_Bullet_Hit_Impulse_Magnitude>
		<Underwater_Explosion>Underwater Large</Underwater_Explosion>
		<Spinebend_Limits>Default</Spinebend_Limits>
		<Strafe_Angles>Default</Strafe_Angles>
		<Player_Combat_Ready_MS>3000</Player_Combat_Ready_MS>
		<NPC_Combat_Ready_MS>2000</NPC_Combat_Ready_MS>
		<Tracer_Effect>heli_tracer</Tracer_Effect>
		<Target_Lockon>
			<Lockon_Time_MS>1000</Lockon_Time_MS>
			<Locking_Size_Multiplier>1.75</Locking_Size_Multiplier>
			<Beep_Timing_Slowest>1.0</Beep_Timing_Slowest>
			<Beep_Timing_Fastest>0.1</Beep_Timing_Fastest>
			<Angle_From_Reticule>7.5</Angle_From_Reticule>
			<Angle_From_Reticule_Lose_Target>50.0</Angle_From_Reticule_Lose_Target>
			<Locking_Rotation_Furthest_Angle>45</Locking_Rotation_Furthest_Angle>
			<Locked_Size_Multiplier>1.0</Locked_Size_Multiplier>
			</Target_Lockon>
		<feedback_name_shot_in_vehicle_alt>OF_WF_RPG_Launcher</feedback_name_shot_in_vehicle_alt>
		<feedback_name_shot_on_foot_alt>OF_WF_RPG_Launcher</feedback_name_shot_on_foot_alt>
		</Weapon>
	<Weapon>
		<Name>heli_fighter_02</Name>
		<Weapon_Class>vehicle</Weapon_Class>
		<Trigger_Type>burst</Trigger_Type>
		<Magazine_Size>100</Magazine_Size>
		<Range_Max>225</Range_Max>
		<Sound_Radius>150</Sound_Radius>
		<Damage_Max>
			<NPC_Damage>250</NPC_Damage>
			<Player_Damage>50</Player_Damage>
			</Damage_Max>
		<Projectile_Info>
			<Model>rpg_projectile</Model>
			<Speed>55</Speed>
			<Gravity>-1.0</Gravity>
			<Sound>WEP_HELIROCKET_LOOP</Sound>
			<Attached_Effect>rpg_heli_trail</Attached_Effect>
			<Projectile_Flags>
				<Flag>has light attached</Flag>
				<Flag>rocket flight</Flag>
				<Flag>attach_effect_after_ignition</Flag>
				<Flag>guided</Flag>
				</Projectile_Flags>
			<Mass>10</Mass>
			<X>0.0</X>
			<Y>0.0</Y>
			<Z>0.0</Z>
			<Foley_Name></Foley_Name>
			<Fade_Out_Time>0.0</Fade_Out_Time>
			<Post_Ignition_Speed>55</Post_Ignition_Speed>
			<Projectile_Ignition_Delay_MS>0</Projectile_Ignition_Delay_MS>
			<AI_Can_Guide>2000</AI_Can_Guide>
			</Projectile_Info>
		<_Editor>
			<Category>Entries:Vehicle</Category>
			</_Editor>
		<Ragdoll_Force_Shoot>900</Ragdoll_Force_Shoot>
		<Animation_Group>Default</Animation_Group>
		<AI_Range_Max>150</AI_Range_Max>
		<Brass>Rifle</Brass>
		<Muzzle_Effect>muzz_minigun</Muzzle_Effect>
		<Flags>
			<Flag>has alt fire</Flag>
			<Flag>unlimited ammo</Flag>
			<Flag>alt unlimited ammo</Flag>
			<Flag>infinite magazine capacity</Flag>
			</Flags>
		<Category>WPNCAT_RIFLE</Category>
		<PlayerWeaponSpread>
			<SpreadMinMax>
				<Player_Spread_Max>4</Player_Spread_Max>
				<Player_Spread_Min>0.2</Player_Spread_Min>
				<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
				</SpreadMinMax>
			<SpreadDynamics>
				<Player_To_Spread_Max>9</Player_To_Spread_Max>
				<Player_To_Spread_Min>600</Player_To_Spread_Min>
				</SpreadDynamics>
			<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
			</PlayerWeaponSpread>
		<NPCWeaponSpread>
			<SpreadMinMax>
				<NPC_Spread_Max>5</NPC_Spread_Max>
				<NPC_Spread_Min>0.5</NPC_Spread_Min>
				<SpreadTargetMovementMultipliers>
					<Target_Movement_Multiplier_Walk>1.15</Target_Movement_Multiplier_Walk>
					<Target_Movement_Multiplier_Run>1.35</Target_Movement_Multiplier_Run>
					<Target_Movement_Multiplier_Sprint>1.8</Target_Movement_Multiplier_Sprint>
					<Target_Movement_Multiplier_Vehicle>1.5</Target_Movement_Multiplier_Vehicle>
					</SpreadTargetMovementMultipliers>
				</SpreadMinMax>
			<SpreadDynamics>
				<NPC_To_Spread_Max>5</NPC_To_Spread_Max>
				<NPC_To_Spread_Min>650</NPC_To_Spread_Min>
				</SpreadDynamics>
			</NPCWeaponSpread>
		<Tracer_Frequency>1</Tracer_Frequency>
		<feedback_name_shot_in_vehicle>OF_WF_RF_MINIGUN</feedback_name_shot_in_vehicle>
		<feedback_name_shot_on_foot>OF_WF_RF_MINIGUN</feedback_name_shot_on_foot>
		<feedback_name_melee_soft>OF_WF_BS__Default_Soft</feedback_name_melee_soft>
		<feedback_name_melee_hard>OF_WF_BS__Default_Hard</feedback_name_melee_hard>
		<pickup_info>
			<min_ammo_given>0</min_ammo_given>
			<max_ammo_given>40</max_ammo_given>
			</pickup_info>
		<Time_Management>
			<Refire_Delay>75</Refire_Delay>
			<min>0</min>
			<max>0</max>
			</Time_Management>
		<feedback_name_spinup>OF_WF__SpinUp</feedback_name_spinup>
		<Ammo>Bullet Rifle</Ammo>
		<Inv_Slot>vehicle</Inv_Slot>
		<Ammo_per_Shot>0</Ammo_per_Shot>
		<Audio>
			<Fire_Sound>WEP_HELIMGUN_FIRE</Fire_Sound>
			<Secondary_Fire_Sound>WEP_HELIROCKET_FIRE</Secondary_Fire_Sound>
			<Fire_Release_Sound>WEP_HELIMGUN_RELEASE</Fire_Release_Sound>
			<Reload_Sound>M16_RELOAD</Reload_Sound>
			<No_Ammo_Sound>XM8_FIRE_DRY</No_Ammo_Sound>
			<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
			<EmittingSound>
				<Start_Spinning_Sound>WEP_HELIMGUN_SPINUP</Start_Spinning_Sound>
				<OnTrigger>
					<Warmup_Delay>1000</Warmup_Delay>
					<Cooldown_Delay>0</Cooldown_Delay>
					</OnTrigger>
				<Stop_Spinning_Sound>WEP_HELIMGUN_SPINDOWN</Stop_Spinning_Sound>
				<Spinning_Sound>WEP_HELIMGUN_SPIN</Spinning_Sound>
				</EmittingSound>
			</Audio>
		<Projectile_Info>
			<Model>AR50grenade</Model>
			<Speed>35</Speed>
			<Fuse_Time>0</Fuse_Time>
			<FoleyCollision>PROJ_IMP_GRENADE_BOUNCE</FoleyCollision>
			<Mass>3</Mass>
			<Linear_Damp>.85</Linear_Damp>
			<Angular_Damp>.5</Angular_Damp>
			<Restitution>0</Restitution>
			<Friction>1</Friction>
			<Angular_Velocity>
				<X>30</X>
				<Y>0.0</Y>
				<Z>0.0</Z>
				</Angular_Velocity>
			<Fade_Out_Time>0.0</Fade_Out_Time>
			<Attached_Effect>trail_gren</Attached_Effect>
			</Projectile_Info>
		<Constant_Effects></Constant_Effects>
		<Explosion>RPG_Heli</Explosion>
		<Vehicle_Weapon>
			<Primary_Weapons>
				<Weapon>
					<UID>110</UID>
					<Weapon_Class>rifle</Weapon_Class>
					<Target_Reticule>True</Target_Reticule>
					<Min_Heading>-180</Min_Heading>
					<Max_Heading>180</Max_Heading>
					<Min_Pitch>-90</Min_Pitch>
					<Max_Pitch>0</Max_Pitch>
					<Max_Heading_Speed>550</Max_Heading_Speed>
					<Heading_Damp>40</Heading_Damp>
					<Max_Pitch_Speed>300</Max_Pitch_Speed>
					<Pitch_Damp>30</Pitch_Damp>
					</Weapon>
				</Primary_Weapons>
			<Alt_Weapons>
				<Weapon>
					<UID>111</UID>
					<Weapon_Class>launcher</Weapon_Class>
					<Target_Reticule>False</Target_Reticule>
					<Min_Heading>0</Min_Heading>
					<Max_Heading>0</Max_Heading>
					<Min_Pitch>0</Min_Pitch>
					<Max_Pitch>0</Max_Pitch>
					<Max_Heading_Speed>0</Max_Heading_Speed>
					<Heading_Damp>0</Heading_Damp>
					<Max_Pitch_Speed>0</Max_Pitch_Speed>
					<Pitch_Damp>0</Pitch_Damp>
					</Weapon>
				<Weapon>
					<UID>112</UID>
					<Weapon_Class>launcher</Weapon_Class>
					<Target_Reticule>False</Target_Reticule>
					<Min_Heading>0</Min_Heading>
					<Max_Heading>0</Max_Heading>
					<Min_Pitch>0</Min_Pitch>
					<Max_Pitch>0</Max_Pitch>
					<Max_Heading_Speed>0</Max_Heading_Speed>
					<Heading_Damp>0</Heading_Damp>
					<Max_Pitch_Speed>0</Max_Pitch_Speed>
					<Pitch_Damp>0</Pitch_Damp>
					</Weapon>
				</Alt_Weapons>
			</Vehicle_Weapon>
		<Alt_Ammo>RPG</Alt_Ammo>
		<Alt_Trigger_Type>single</Alt_Trigger_Type>
		<Alt_Time_Management>
			<Refire_Delay>2500</Refire_Delay>
			<npc_refire_delay>
				<min>3000</min>
				<max>6000</max>
				</npc_refire_delay>
			</Alt_Time_Management>
		<Alt_Muzzle_Effect>muzz_rpg_heli</Alt_Muzzle_Effect>
		<Object_Bullet_Hit_Impulse_Magnitude>200</Object_Bullet_Hit_Impulse_Magnitude>
		<Underwater_Explosion>Underwater Large</Underwater_Explosion>
		<Spinebend_Limits>Default</Spinebend_Limits>
		<Strafe_Angles>Default</Strafe_Angles>
		<Player_Combat_Ready_MS>3000</Player_Combat_Ready_MS>
		<NPC_Combat_Ready_MS>2000</NPC_Combat_Ready_MS>
		<Tracer_Effect>heli_tracer</Tracer_Effect>
		<Target_Lockon>
			<Lockon_Time_MS>1000</Lockon_Time_MS>
			<Locking_Size_Multiplier>1.75</Locking_Size_Multiplier>
			<Beep_Timing_Slowest>1.0</Beep_Timing_Slowest>
			<Beep_Timing_Fastest>0.1</Beep_Timing_Fastest>
			<Angle_From_Reticule>7.5</Angle_From_Reticule>
			<Angle_From_Reticule_Lose_Target>50.0</Angle_From_Reticule_Lose_Target>
			<Locking_Rotation_Furthest_Angle>45</Locking_Rotation_Furthest_Angle>
			<Locked_Size_Multiplier>1.0</Locked_Size_Multiplier>
			</Target_Lockon>
		<feedback_name_shot_in_vehicle_alt>OF_WF_RPG_Launcher</feedback_name_shot_in_vehicle_alt>
		<feedback_name_shot_on_foot_alt>OF_WF_RPG_Launcher</feedback_name_shot_on_foot_alt>
		</Weapon>
	<Weapon>
		<Name>boat_speed04</Name>
		<Weapon_Class>vehicle</Weapon_Class>
		<Trigger_Type>burst</Trigger_Type>
		<Magazine_Size>50</Magazine_Size>
		<Range_Max>225</Range_Max>
		<Sound_Radius>50</Sound_Radius>
		<Damage_Max>
			<NPC_Damage>160</NPC_Damage>
			<Player_Damage>45</Player_Damage>
			</Damage_Max>
		<_Editor>
			<Category>Entries:Vehicle</Category>
			</_Editor>
		<Ragdoll_Force_Shoot>125</Ragdoll_Force_Shoot>
		<Animation_Group>Default</Animation_Group>
		<AI_Range_Max>225</AI_Range_Max>
		<Brass>Rifle</Brass>
		<Muzzle_Effect>muzz_minigun</Muzzle_Effect>
		<Flags>
			<Flag>unlimited ammo</Flag>
			</Flags>
		<Category>WPNCAT_RIFLE</Category>
		<PlayerWeaponSpread>
			<SpreadMinMax>
				<Player_Spread_Max>2.5</Player_Spread_Max>
				<Player_Spread_Min>0.2</Player_Spread_Min>
				<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
				</SpreadMinMax>
			<SpreadDynamics>
				<Player_To_Spread_Max>9</Player_To_Spread_Max>
				<Player_To_Spread_Min>600</Player_To_Spread_Min>
				</SpreadDynamics>
			<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
			</PlayerWeaponSpread>
		<NPCWeaponSpread>
			<SpreadMinMax>
				<NPC_Spread_Max>5</NPC_Spread_Max>
				<NPC_Spread_Min>0.5</NPC_Spread_Min>
				<SpreadTargetMovementMultipliers>
					<Target_Movement_Multiplier_Walk>1.15</Target_Movement_Multiplier_Walk>
					<Target_Movement_Multiplier_Run>1.35</Target_Movement_Multiplier_Run>
					<Target_Movement_Multiplier_Sprint>1.8</Target_Movement_Multiplier_Sprint>
					<Target_Movement_Multiplier_Vehicle>1.5</Target_Movement_Multiplier_Vehicle>
					</SpreadTargetMovementMultipliers>
				</SpreadMinMax>
			<SpreadDynamics>
				<NPC_To_Spread_Max>5</NPC_To_Spread_Max>
				<NPC_To_Spread_Min>650</NPC_To_Spread_Min>
				</SpreadDynamics>
			</NPCWeaponSpread>
		<Tracer_Frequency>1</Tracer_Frequency>
		<feedback_name_shot_in_vehicle>IV_WF_RF_M16</feedback_name_shot_in_vehicle>
		<feedback_name_shot_on_foot>OF_WF_RF_M16</feedback_name_shot_on_foot>
		<feedback_name_melee_soft>OF_WF_BS__Default_Soft</feedback_name_melee_soft>
		<feedback_name_melee_hard>OF_WF_BS__Default_Hard</feedback_name_melee_hard>
		<pickup_info>
			<min_ammo_given>25</min_ammo_given>
			<max_ammo_given>40</max_ammo_given>
			</pickup_info>
		<Time_Management>
			<Refire_Delay>75</Refire_Delay>
			<min>0</min>
			<max>0</max>
			</Time_Management>
		<feedback_name_spinup>Null_Feedback</feedback_name_spinup>
		<Ammo>Bullet Rifle</Ammo>
		<Inv_Slot>vehicle</Inv_Slot>
		<Ammo_per_Shot>0</Ammo_per_Shot>
		<Audio>
			<Hit_Wall_Sound>IMP_METAL_HIT</Hit_Wall_Sound>
			<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
			<EmittingSound>
				<Start_Spinning_Sound>WW2_FIGHTER_ATTACK</Start_Spinning_Sound>
				<Spinning_Sound>WW2_FIGHTER_LOOP</Spinning_Sound>
				<Stop_Spinning_Sound>WW2_FIGHTER_RELEASE</Stop_Spinning_Sound>
				<OnTrigger>
					<Warmup_Delay>60</Warmup_Delay>
					<Cooldown_Delay>0</Cooldown_Delay>
					</OnTrigger>
				</EmittingSound>
			</Audio>
		<Constant_Effects></Constant_Effects>
		<Vehicle_Weapon>
			<Primary_Weapons>
				<Weapon>
					<UID>110</UID>
					<Weapon_Class>rifle</Weapon_Class>
					<Target_Reticule>True</Target_Reticule>
					<Min_Heading>-130</Min_Heading>
					<Max_Heading>130</Max_Heading>
					<Min_Pitch>-20</Min_Pitch>
					<Max_Pitch>90</Max_Pitch>
					<Max_Heading_Speed>550</Max_Heading_Speed>
					<Heading_Damp>40</Heading_Damp>
					<Max_Pitch_Speed>270</Max_Pitch_Speed>
					<Pitch_Damp>30</Pitch_Damp>
					</Weapon>
				</Primary_Weapons>
			<Alt_Weapons></Alt_Weapons>
			</Vehicle_Weapon>
		<Alt_Trigger_Type>single</Alt_Trigger_Type>
		<Object_Bullet_Hit_Impulse_Magnitude>20</Object_Bullet_Hit_Impulse_Magnitude>
		<Spinebend_Limits>Default</Spinebend_Limits>
		<Strafe_Angles>Default</Strafe_Angles>
		<Player_Combat_Ready_MS>3000</Player_Combat_Ready_MS>
		<NPC_Combat_Ready_MS>2000</NPC_Combat_Ready_MS>
		<Tracer_Effect>gun_tracer</Tracer_Effect>
		</Weapon>
	<Weapon>
		<Name>boat_speed04Rear</Name>
		<Weapon_Class>vehicle</Weapon_Class>
		<Trigger_Type>burst</Trigger_Type>
		<Magazine_Size>50</Magazine_Size>
		<Range_Max>225</Range_Max>
		<Sound_Radius>50</Sound_Radius>
		<Damage_Max>
			<NPC_Damage>160</NPC_Damage>
			<Player_Damage>45</Player_Damage>
			</Damage_Max>
		<_Editor>
			<Category>Entries:Vehicle</Category>
			</_Editor>
		<Ragdoll_Force_Shoot>125</Ragdoll_Force_Shoot>
		<Animation_Group>Default</Animation_Group>
		<AI_Range_Max>225</AI_Range_Max>
		<Brass>Rifle</Brass>
		<Muzzle_Effect>muzz_minigun</Muzzle_Effect>
		<Flags>
			<Flag>unlimited ammo</Flag>
			</Flags>
		<Category>WPNCAT_RIFLE</Category>
		<PlayerWeaponSpread>
			<SpreadMinMax>
				<Player_Spread_Max>2.5</Player_Spread_Max>
				<Player_Spread_Min>0.2</Player_Spread_Min>
				<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
				</SpreadMinMax>
			<SpreadDynamics>
				<Player_To_Spread_Max>9</Player_To_Spread_Max>
				<Player_To_Spread_Min>600</Player_To_Spread_Min>
				</SpreadDynamics>
			<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
			</PlayerWeaponSpread>
		<NPCWeaponSpread>
			<SpreadMinMax>
				<NPC_Spread_Max>5</NPC_Spread_Max>
				<NPC_Spread_Min>0.5</NPC_Spread_Min>
				<SpreadTargetMovementMultipliers>
					<Target_Movement_Multiplier_Walk>1.15</Target_Movement_Multiplier_Walk>
					<Target_Movement_Multiplier_Run>1.35</Target_Movement_Multiplier_Run>
					<Target_Movement_Multiplier_Sprint>1.8</Target_Movement_Multiplier_Sprint>
					<Target_Movement_Multiplier_Vehicle>1.5</Target_Movement_Multiplier_Vehicle>
					</SpreadTargetMovementMultipliers>
				</SpreadMinMax>
			<SpreadDynamics>
				<NPC_To_Spread_Max>5</NPC_To_Spread_Max>
				<NPC_To_Spread_Min>650</NPC_To_Spread_Min>
				</SpreadDynamics>
			</NPCWeaponSpread>
		<Tracer_Frequency>1</Tracer_Frequency>
		<feedback_name_shot_in_vehicle>IV_WF_RF_M16</feedback_name_shot_in_vehicle>
		<feedback_name_shot_on_foot>OF_WF_RF_M16</feedback_name_shot_on_foot>
		<feedback_name_melee_soft>OF_WF_BS__Default_Soft</feedback_name_melee_soft>
		<feedback_name_melee_hard>OF_WF_BS__Default_Hard</feedback_name_melee_hard>
		<pickup_info>
			<min_ammo_given>25</min_ammo_given>
			<max_ammo_given>40</max_ammo_given>
			</pickup_info>
		<Time_Management>
			<Refire_Delay>75</Refire_Delay>
			<min>0</min>
			<max>0</max>
			</Time_Management>
		<feedback_name_spinup>Null_Feedback</feedback_name_spinup>
		<Ammo>Bullet Rifle</Ammo>
		<Inv_Slot>vehicle</Inv_Slot>
		<Ammo_per_Shot>0</Ammo_per_Shot>
		<Audio>
			<Hit_Wall_Sound>IMP_METAL_HIT</Hit_Wall_Sound>
			<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
			<EmittingSound>
				<Start_Spinning_Sound>WW2_FIGHTER_ATTACK</Start_Spinning_Sound>
				<Spinning_Sound>WW2_FIGHTER_LOOP</Spinning_Sound>
				<Stop_Spinning_Sound>WW2_FIGHTER_RELEASE</Stop_Spinning_Sound>
				<OnTrigger>
					<Warmup_Delay>60</Warmup_Delay>
					<Cooldown_Delay>0</Cooldown_Delay>
					</OnTrigger>
				</EmittingSound>
			</Audio>
		<Constant_Effects></Constant_Effects>
		<Vehicle_Weapon>
			<Primary_Weapons>
				<Weapon>
					<UID>111</UID>
					<Weapon_Class>rifle</Weapon_Class>
					<Target_Reticule>True</Target_Reticule>
					<Min_Heading>-180</Min_Heading>
					<Max_Heading>180</Max_Heading>
					<Min_Pitch>-20</Min_Pitch>
					<Max_Pitch>90</Max_Pitch>
					<Max_Heading_Speed>550</Max_Heading_Speed>
					<Heading_Damp>40</Heading_Damp>
					<Max_Pitch_Speed>270</Max_Pitch_Speed>
					<Pitch_Damp>30</Pitch_Damp>
					</Weapon>
				</Primary_Weapons>
			<Alt_Weapons></Alt_Weapons>
			</Vehicle_Weapon>
		<Alt_Trigger_Type>single</Alt_Trigger_Type>
		<Object_Bullet_Hit_Impulse_Magnitude>20</Object_Bullet_Hit_Impulse_Magnitude>
		<Spinebend_Limits>Default</Spinebend_Limits>
		<Strafe_Angles>Default</Strafe_Angles>
		<Player_Combat_Ready_MS>3000</Player_Combat_Ready_MS>
		<NPC_Combat_Ready_MS>2000</NPC_Combat_Ready_MS>
		<Tracer_Effect>gun_tracer</Tracer_Effect>
		</Weapon>
	</Table>

<TableTemplates>
	</TableTemplates>

<TableDescription>
	<Name>Weapon</Name>
	<Type>TableDescription</Type>
	<Element>
		<Name>Name</Name>
		<Type>String</Type>
		<Description>Unique name for this weapon.</Description>
		<Default>knife</Default>
		</Element>
	<Element>
		<Name>Ammo</Name>
		<Type>Reference</Type>
		<Required>false</Required>
		<Reference>
			<File>ammo.xtbl</File>
			<Type>Ammo.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Alt_Ammo</Name>
		<Type>Reference</Type>
		<Display_Name>Alt Ammo</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>ammo.xtbl</File>
			<Type>Ammo.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Inv_Slot</Name>
		<Type>Selection</Type>
		<Display_Name>Inventory Slot</Display_Name>
		<Default>unarmed</Default>
		<Choice>unarmed</Choice>
		<Choice>melee</Choice>
		<Choice>pistol</Choice>
		<Choice>smg</Choice>
		<Choice>shotgun</Choice>
		<Choice>rifle</Choice>
		<Choice>launcher</Choice>
		<Choice>thrown</Choice>
		<Choice>vehicle</Choice>
		</Element>
	<Element>
		<Name>Flags</Name>
		<Type>Flags</Type>
		<Description>Flags for this weapon.</Description>
		<Required>false</Required>
		<Flag>can zoom</Flag>
		<Flag>one shot shatter</Flag>
		<Flag>brass during reload only</Flag>
		<Flag>melee can dislodge movers</Flag>
		<Flag>clip separate</Flag>
		<Flag>cutscene only</Flag>
		<Flag>disallowed in demos</Flag>
		<Flag>unlockable</Flag>
		<Flag>instant ragdoll</Flag>
		<Flag>dual wieldable</Flag>
		<Flag>manually detonates</Flag>
		<Flag>oriented explosion</Flag>
		<Flag>causes convulsions</Flag>
		<Flag>revives humans</Flag>
		<Flag>no combat ready</Flag>
		<Flag>always play melee vfx</Flag>
		<Flag>attaches</Flag>
		<Flag>use block flinch anims</Flag>
		<Flag>constant vfx on combat ready only</Flag>
		<Flag>secondary trigger fires grenades</Flag>
		<Flag>unlimited ammo</Flag>
		<Flag>alt unlimited ammo</Flag>
		<Flag>has alt fire</Flag>
		<Flag>infinite magazine capacity</Flag>
		<Flag>draw_both_hands</Flag>
		<Flag>use strafe weapon hand swap</Flag>
		<Flag>lethal melee</Flag>
		<Flag>allow nohit combos</Flag>
		<Flag>disallow forward throw in vehicle</Flag>
		<Flag>apply force to live ragdolls</Flag>
		<Flag>not allowed in human shield</Flag>
		<Flag>not allowed in vehicle</Flag>
		<Flag>left_hand_ik_during_attack_only</Flag>
		<Flag>no vehicle combat ready</Flag>
		</Element>
	<Element>
		<Name>Weapon_Class</Name>
		<Type>Reference</Type>
		<Display_Name>Weapon Class</Display_Name>
		<Description>the class of the weapon, which affects how weapon behave gameside</Description>
		<Default>pistol</Default>
		<Reference>
			<File>weapon_class.xtbl</File>
			<Type>Weapon_Class.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Category</Name>
		<Type>Reference</Type>
		<Description>Weapon category for stash and gun store.</Description>
		<Reference>
			<File>weapon_categories.xtbl</File>
			<Type>Categories.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Animation_Group</Name>
		<Type>Reference</Type>
		<Display_Name>Animation Group</Display_Name>
		<Description>Which group of animation to use from the animation set of the character</Description>
		<Reference>
			<File>anim_groups.xtbl</File>
			<Type>Anim_Group.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Fine_Aim_Animation_Group</Name>
		<Type>Reference</Type>
		<Display_Name>Fine Aim Animation Group</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>anim_groups.xtbl</File>
			<Type>Anim_Group.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Reload_Animation_Group</Name>
		<Type>Reference</Type>
		<Display_Name>Reload Animation Group</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>anim_groups.xtbl</File>
			<Type>Anim_Group.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Spinebend_Limits</Name>
		<Type>Reference</Type>
		<Display_Name>Spinebend Limits</Display_Name>
		<Reference>
			<File>spinebend_limits.xtbl</File>
			<Type>Spinebend_Limits.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Strafe_Angles</Name>
		<Type>Reference</Type>
		<Display_Name>Strafe Angles</Display_Name>
		<Reference>
			<File>strafe_angles.xtbl</File>
			<Type>Strafe_Angles.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Clip_Mesh</Name>
		<Type>Filename</Type>
		<Display_Name>Clip Mesh</Display_Name>
		<Description>Static mesh to use for the weapon's clip.</Description>
		<Required>false</Required>
		<Extension>smeshx</Extension>
		<StartingPath>data</StartingPath>
		<ShowPreload>True</ShowPreload>
		</Element>
	<Element>
		<Name>Reload_Clip_Mesh</Name>
		<Type>Filename</Type>
		<Display_Name>Reload Clip Mesh</Display_Name>
		<Description>Static mesh to use for the weapon's clip when the weapon is being reloaded.</Description>
		<Required>false</Required>
		<Extension>smeshx</Extension>
		<StartingPath>data</StartingPath>
		<ShowPreload>True</ShowPreload>
		</Element>
	<Element>
		<Name>Left_Hand_Mesh</Name>
		<Type>Filename</Type>
		<Display_Name>Left Hand Mesh</Display_Name>
		<Description>Object appearing in left hand</Description>
		<Required>false</Required>
		<Extension>smeshx</Extension>
		<StartingPath>data</StartingPath>
		<ShowPreload>True</ShowPreload>
		</Element>
	<Element>
		<Name>Muzzle_Flash</Name>
		<Type>Reference</Type>
		<Display_Name>Muzzle Flash</Display_Name>
		<Description>The muzzle flash effect for this weapon. (DISABLED!)</Description>
		<Required>false</Required>
		<Reference>
			<File>glares.xtbl</File>
			<Type>Glare.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Muzzle_Effect</Name>
		<Type>Reference</Type>
		<Display_Name>Muzzle Effect</Display_Name>
		<Description>The muzzle effect for this weapon.</Description>
		<Required>false</Required>
		<Reference>
			<File>effects.xtbl</File>
			<Type>Effect.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Alt_Muzzle_Effect</Name>
		<Type>Reference</Type>
		<Display_Name>Alt Muzzle Effect</Display_Name>
		<Description>The muzzle effect for alternate fire for this weapon.</Description>
		<Required>false</Required>
		<Reference>
			<File>effects.xtbl</File>
			<Type>Effect.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Melee_Effect</Name>
		<Type>Reference</Type>
		<Display_Name>Melee Effect</Display_Name>
		<Description>Effect played when weapon makes melee contact.</Description>
		<Required>false</Required>
		<Reference>
			<File>effects.xtbl</File>
			<Type>Effect.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Tracer_Effect</Name>
		<Type>Reference</Type>
		<Display_Name>Tracer Effect</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>effects.xtbl</File>
			<Type>Effect.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Target_Glare</Name>
		<Type>Reference</Type>
		<Display_Name>Target Glare</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>glares.xtbl</File>
			<Type>Glare.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Constant_Effects</Name>
		<Type>List</Type>
		<Display_Name>Constant Effects</Display_Name>
		<Description>List of effects to play for this weapon whenever the weapon is equipped.  These should be looping effects.</Description>
		<Element>
			<Name>Constant_Effect</Name>
			<Type>Element</Type>
			<Display_Name>Constant Effect</Display_Name>
			<Element>
				<Name>Effect</Name>
				<Type>Reference</Type>
				<Description>Which effect to continuously play</Description>
				<Reference>
					<File>effects.xtbl</File>
					<Type>Effect.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			</Element>
		<Max_Children>4</Max_Children>
		<Num_Display_Rows>8</Num_Display_Rows>
		</Element>
	<Element>
		<Name>Audio</Name>
		<Type>Element</Type>
		<Description>Audio attributes for this weapon.</Description>
		<Element>
			<Name>Fire_Sound</Name>
			<Type>Reference</Type>
			<Display_Name>Fire/Attack Sound</Display_Name>
			<Description>Played when weapon is fired.	 (firearms) or when weapon is used in a non-pron melee attack.</Description>
			<Required>false</Required>
			<Reference>
				<File>foley.xtbl</File>
				<Type>Foley.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>NPC_Fire_Sound</Name>
			<Type>Reference</Type>
			<Display_Name>NPC Fire/Attack Sound</Display_Name>
			<Description>Played when weapon is fired.	 (firearms) or when weapon is used (Melee).</Description>
			<Required>false</Required>
			<Reference>
				<File>foley.xtbl</File>
				<Type>Foley.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Secondary_Fire_Sound</Name>
			<Type>Reference</Type>
			<Display_Name>Secondary Attack Sound</Display_Name>
			<Description>Played when tossing a throw weapon or secondary firearm attack.</Description>
			<Required>false</Required>
			<Reference>
				<File>foley.xtbl</File>
				<Type>Foley.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Fire_Release_Sound</Name>
			<Type>Reference</Type>
			<Display_Name>Fire Release Sound</Display_Name>
			<Description>Played when weapon stops firing.</Description>
			<Required>false</Required>
			<Reference>
				<File>foley.xtbl</File>
				<Type>Foley.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>NPC_Fire_Release_Sound</Name>
			<Type>Reference</Type>
			<Display_Name>NPC Fire Release Sound</Display_Name>
			<Description>Sound to be played when an NPC releases the trigger.</Description>
			<Required>false</Required>
			<Reference>
				<File>foley.xtbl</File>
				<Type>Foley.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Reload_Sound</Name>
			<Type>Reference</Type>
			<Display_Name>Reload Sound</Display_Name>
			<Description>Played when weapon is reloaded.</Description>
			<Required>false</Required>
			<Reference>
				<File>foley.xtbl</File>
				<Type>Foley.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>No_Ammo_Sound</Name>
			<Type>Reference</Type>
			<Display_Name>No Ammo Sound</Display_Name>
			<Description>Played when attempting to reload weapon with no ammo in reserves.</Description>
			<Required>false</Required>
			<Reference>
				<File>foley.xtbl</File>
				<Type>Foley.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>MeleeSound</Name>
			<Type>Element</Type>
			<Display_Name>Melee</Display_Name>
			<Description>Melee sounds for this weapon.</Description>
			<Required>false</Required>
			<Element>
				<Name>ProneAttackSound</Name>
				<Type>Reference</Type>
				<Display_Name>Prone Attack Sound</Display_Name>
				<Description>Played when a melee weapon is used on a prone human.</Description>
				<Required>false</Required>
				<Reference>
					<File>foley.xtbl</File>
					<Type>Foley.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			<Element>
				<Name>ImpactFoleyFlesh</Name>
				<Type>Reference</Type>
				<Display_Name>Impact Foley - Human</Display_Name>
				<Description>Foley to play when this attack connects with a human.</Description>
				<Required>false</Required>
				<Reference>
					<File>foley.xtbl</File>
					<Type>Foley.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			<Element>
				<Name>Hit_Wall_Sound</Name>
				<Type>Reference</Type>
				<Display_Name>Imapct Foley - Wall</Display_Name>
				<Description>Played when the weapon hits a wall.</Description>
				<Required>false</Required>
				<Reference>
					<File>foley.xtbl</File>
					<Type>Foley.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			<Element>
				<Name>ImpactFoleyWorld</Name>
				<Type>Reference</Type>
				<Display_Name>Impact Foley - World</Display_Name>
				<Description>Foley to play when this attack connects with the world.</Description>
				<Required>false</Required>
				<Reference>
					<File>foley.xtbl</File>
					<Type>Foley.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			</Element>
		<Element>
			<Name>EmittingSound</Name>
			<Type>Element</Type>
			<Display_Name>Emitting Sound</Display_Name>
			<Description>Used for things like the minigun whine, flamethrower, pepper spray, etc. This is separate from the Fire/Attack sounds and can be used together.</Description>
			<Required>false</Required>
			<Element>
				<Name>Start_Spinning_Sound</Name>
				<Type>Reference</Type>
				<Display_Name>Emitting Start Sound</Display_Name>
				<Description>The start sound for the emitting loop.</Description>
				<Required>false</Required>
				<Reference>
					<File>foley.xtbl</File>
					<Type>Foley.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			<Element>
				<Name>Spinning_Sound</Name>
				<Type>Reference</Type>
				<Display_Name>Emitting Loop Sound</Display_Name>
				<Description>The looping emitting sound for this weapon.</Description>
				<Required>false</Required>
				<Reference>
					<File>foley.xtbl</File>
					<Type>Foley.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			<Element>
				<Name>Stop_Spinning_Sound</Name>
				<Type>Reference</Type>
				<Display_Name>Emitting Stop Sound</Display_Name>
				<Description>The stop sound for the emitting loop.</Description>
				<Required>false</Required>
				<Reference>
					<File>foley.xtbl</File>
					<Type>Foley.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			<Element>
				<Name>OnTrigger</Name>
				<Type>Element</Type>
				<Display_Name>On Trigger</Display_Name>
				<Description>Sounds are played together when the trigger is pulled.</Description>
				<Required>false</Required>
				<Element>
					<Name>Warmup_Delay</Name>
					<Type>Int</Type>
					<Display_Name>Warmup Delay</Display_Name>
					<Description>Time (in milliseconds) for the weapon to spin-up, warm-up, 
or otherwise transition from non-firing to firing.</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				<Element>
					<Name>Cooldown_Delay</Name>
					<Type>Int</Type>
					<Display_Name>Cooldown Delay</Display_Name>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				</Element>
			<Element>
				<Name>OnSelection</Name>
				<Type>Element</Type>
				<Display_Name>On Selection</Display_Name>
				<Description>Sounds are played together when the weapon is selected and when the trigger is pulled.</Description>
				<Required>false</Required>
				<Element>
					<Name>Warmup_Delay</Name>
					<Type>Int</Type>
					<Display_Name>Fire/Attack Fade In Time (ms)</Display_Name>
					<Description>How quickly to fade this loop int to blend correctly with the attack sound.</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				<Element>
					<Name>Cooldown_Delay</Name>
					<Type>Int</Type>
					<Display_Name>Fire/Attack Fade Out Time (ms)</Display_Name>
					<Description>How quickly to fade this loop out to blend correctly with the release sound.</Description>
					<Default>0</Default>
					<MinValue>0</MinValue>
					</Element>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>Brass</Name>
		<Type>Reference</Type>
		<Description>Type of brass to use for this weapon.</Description>
		<Required>false</Required>
		<Reference>
			<File>shells.xtbl</File>
			<Type>Shell.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Trigger_Type</Name>
		<Type>Selection</Type>
		<Display_Name>Trigger Type</Display_Name>
		<Description>See the trigger type enumeration for specifics...

"single" (button press required for each shot)
"burst" (hold button down for multiple shots)
"rapid" (which is the same as burst but the audio is treated as a 'single' shot)
"continuous" (which is the same as rapid but the audio is treated as a looping).</Description>
		<Default>single</Default>
		<Choice>single</Choice>
		<Choice>burst</Choice>
		<Choice>rapid</Choice>
		<Choice>continuous</Choice>
		</Element>
	<Element>
		<Name>Alt_Trigger_Type</Name>
		<Type>Selection</Type>
		<Display_Name>Alt Trigger Type</Display_Name>
		<Description>See trigger type for explanation.</Description>
		<Default>single</Default>
		<Choice>single</Choice>
		<Choice>burst</Choice>
		<Choice>rapid</Choice>
		<Choice>continuous</Choice>
		</Element>
	<Element>
		<Name>Magazine_Size</Name>
		<Type>Int</Type>
		<Display_Name>Magazine Size</Display_Name>
		<Description>Number of rounds in a single magazine (ignored for "thrown" and "melee" weapons).</Description>
		<Default>0</Default>
		</Element>
	<Element>
		<Name>Ammo_per_Shot</Name>
		<Type>Float</Type>
		<Display_Name>Ammo per Shot</Display_Name>
		<Description>Units of ammo consumed per shot. If the weapon is continuous-fire (refire delay of 0 ms), this is how much ammo is consumed per second.</Description>
		<Default>1</Default>
		</Element>
	<Element>
		<Name>Range_Max</Name>
		<Type>Float</Type>
		<Display_Name>Max. Range</Display_Name>
		<Description>Maximum range of weapon (in meters, ignored for "thrown" weapons)</Description>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>AI_Range_Max</Name>
		<Type>Float</Type>
		<Display_Name>AI Max. Range</Display_Name>
		<Description>Max range of a weapon from an AI point of view.  The AI will only use weapon if target is within this range.</Description>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Sound_Radius</Name>
		<Type>Float</Type>
		<Display_Name>AI Sound Radius</Display_Name>
		<Description>Radius of attack sound (in meters).</Description>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Tracer_Frequency</Name>
		<Type>Int</Type>
		<Display_Name>Tracer Frequency</Display_Name>
		<Description>Number of shots before a tracer is emitted (only for "burst" fire weapons).</Description>
		<Required>false</Required>
		<Default>0</Default>
		</Element>
	<Element>
		<Name>Time_Management</Name>
		<Type>Element</Type>
		<Display_Name>Time Management</Display_Name>
		<Element>
			<Name>Refire_Delay</Name>
			<Type>Int</Type>
			<Display_Name>Refire Delay</Display_Name>
			<Description>Delay between shots (in milliseconds, ignored for "thrown" and "melee" weapons).</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>npc_refire_delay</Name>
			<Type>Element</Type>
			<Display_Name>NPC refire delay:</Display_Name>
			<Description>Specifies a min/max refire delay for NPCs only</Description>
			<Required>false</Required>
			<Element>
				<Name>min</Name>
				<Type>Int</Type>
				<Display_Name>Min</Display_Name>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>max</Name>
				<Type>Int</Type>
				<Display_Name>Max</Display_Name>
				<Default>0</Default>
				</Element>
			</Element>
		<Element>
			<Name>Pre_Detonate_Delay</Name>
			<Type>Int</Type>
			<Display_Name>Pre Detonate Delay</Display_Name>
			<Description>Delay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it.</Description>
			<Required>false</Required>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Post_Detonate_Delay</Name>
			<Type>Int</Type>
			<Display_Name>Post Detonate Delay</Display_Name>
			<Description>Delay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type.</Description>
			<Required>false</Required>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Firecone_ramp_in_time</Name>
			<Type>Float</Type>
			<Display_Name>Firecone ramp in time</Display_Name>
			<Required>false</Required>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Alt_Time_Management</Name>
		<Type>Element</Type>
		<Display_Name>Alt Time Management</Display_Name>
		<Required>false</Required>
		<Element>
			<Name>Refire_Delay</Name>
			<Type>Int</Type>
			<Display_Name>Refire Delay</Display_Name>
			<Description>Delay between shots (in milliseconds, ignored for "thrown" and "melee" weapons).</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>npc_refire_delay</Name>
			<Type>Element</Type>
			<Display_Name>NPC refire delay:</Display_Name>
			<Description>Specifies a min/max refire delay for NPCs only</Description>
			<Required>false</Required>
			<Element>
				<Name>min</Name>
				<Type>Int</Type>
				<Display_Name>Min</Display_Name>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>max</Name>
				<Type>Int</Type>
				<Display_Name>Max</Display_Name>
				<Default>0</Default>
				</Element>
			</Element>
		<Element>
			<Name>Pre_Detonate_Delay</Name>
			<Type>Int</Type>
			<Display_Name>Pre Detonate Delay</Display_Name>
			<Description>Delay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it.</Description>
			<Required>false</Required>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Post_Detonate_Delay</Name>
			<Type>Int</Type>
			<Display_Name>Post Detonate Delay</Display_Name>
			<Description>Delay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type.</Description>
			<Required>false</Required>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Firecone_ramp_in_time</Name>
			<Type>Float</Type>
			<Display_Name>Firecone ramp in time</Display_Name>
			<Required>false</Required>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Damage_Max</Name>
		<Type>Element</Type>
		<Display_Name>Max. Damage Per Shot</Display_Name>
		<Description>The maximum damage that this weapon can do per shot in different situations.  Weapons can have more than one shot per round (see Shots Per Round).</Description>
		<Element>
			<Name>NPC_Damage</Name>
			<Type>Float</Type>
			<Display_Name>To NPC</Display_Name>
			<Description>The maximum damage that this weapon can do to an NPC.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Player_Damage</Name>
			<Type>Float</Type>
			<Display_Name>To Player</Display_Name>
			<Description>The maximum damage that this weapon can do to the player.</Description>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Damage_Min</Name>
		<Type>Element</Type>
		<Display_Name>Min. Damage Per Shot</Display_Name>
		<Description>The minimum damage that this weapon can do per shot in different situations.  Weapons can have more than one shot per round (see Shots Per Round).</Description>
		<Required>false</Required>
		<Element>
			<Name>NPC_Damage</Name>
			<Type>Float</Type>
			<Display_Name>To NPC</Display_Name>
			<Description>The minimum damage that this weapon can do to an NPC.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Player_Damage</Name>
			<Type>Float</Type>
			<Display_Name>To Player</Display_Name>
			<Description>The minimum damage that this weapon can do to the player.</Description>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>MeleeAttacks</Name>
		<Type>Element</Type>
		<Display_Name>Melee Attacks</Display_Name>
		<Description>Opening moves for melee attack combos</Description>
		<Required>false</Required>
		<Element>
			<Name>StandingPrimary</Name>
			<Type>Reference</Type>
			<Display_Name>Standing Primary</Display_Name>
			<Description>Primary attack move while standing normally.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>StandingSecondary</Name>
			<Type>Reference</Type>
			<Display_Name>Standing Secondary</Display_Name>
			<Description>Secondary attack move while standing normally.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Hard_Primary</Name>
			<Type>Reference</Type>
			<Display_Name>Standing Hard Primary</Display_Name>
			<Description>Opening primary power attack.  Should be followed in the primary branch by the next (more powerful) attack.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Hard_Secondary</Name>
			<Type>Reference</Type>
			<Display_Name>Standing Hard Secondary</Display_Name>
			<Description>Opening secondary power attack.  Should be followed in the secondary branch by the next (more powerful) attack.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>MovingPrimary</Name>
			<Type>Reference</Type>
			<Display_Name>Moving Primary</Display_Name>
			<Description>Primary attack move while moving.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>MovingSecondary</Name>
			<Type>Reference</Type>
			<Display_Name>Moving Secondary</Display_Name>
			<Description>Secondary attack move while moving.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Crouching</Name>
			<Type>Reference</Type>
			<Description>Attack move while crouching but not moving.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>CrouchMoving</Name>
			<Type>Reference</Type>
			<Display_Name>Crouch Moving</Display_Name>
			<Description>Attack move while crouching and moving.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>ProneAttackPrimary</Name>
			<Type>Reference</Type>
			<Display_Name>Prone Attack Primary</Display_Name>
			<Description>Primary attack move to play when attacking prone targets.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>ProneAttackSecondary</Name>
			<Type>Reference</Type>
			<Display_Name>Prone Attack Secondary</Display_Name>
			<Description>Secondary attack move to play when attacking prone targets.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>StandingSynced</Name>
			<Type>Reference</Type>
			<Display_Name>Standing Synced Bash</Display_Name>
			<Description>If we're doing a firearm bash on a human, it'll do this synced move.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>MovingSynced</Name>
			<Type>Reference</Type>
			<Display_Name>Moving Synced Bash</Display_Name>
			<Description>If we're doing a firearm bash on a human, it'll do this synced move.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Melee_Range</Name>
			<Type>Float</Type>
			<Display_Name>Target Search Range</Display_Name>
			<Description>How far the system should look when searching for targets.</Description>
			<Default>1.4</Default>
			<MaxValue>3</MaxValue>
			</Element>
		<Element>
			<Name>Non_Fancy_Primary</Name>
			<Type>Reference</Type>
			<Display_Name>Non Fancy Primary</Display_Name>
			<Description>Primary move to be used outside special sword fights.  This is really only meant for swords, but maybe in SR3 or something they'll want fancy baseball bat fights or some crap like that.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Non_Fancy_Secondary</Name>
			<Type>Reference</Type>
			<Display_Name>Non Fancy Secondary</Display_Name>
			<Description>Secondary move to be used outside special sword fights.  This is really only meant for swords, but maybe in SR3 or something they'll want fancy baseball bat fights or some crap like that.</Description>
			<Required>false</Required>
			<Reference>
				<File>melee.xtbl</File>
				<Type>MeleeMove.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		</Element>
	<Element>
		<Name>Melee_Damage_Overrides</Name>
		<Type>Element</Type>
		<Display_Name>Override Melee Damage Dealt By</Display_Name>
		<Description>Overrides melee.xtbl damage entries</Description>
		<Required>false</Required>
		<Element>
			<Name>NPC</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Player</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Online</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Explosion</Name>
		<Type>Reference</Type>
		<Description>The explosion associated with this weapon.</Description>
		<Required>false</Required>
		<Reference>
			<File>explosions.xtbl</File>
			<Type>Explosion.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Underwater_Explosion</Name>
		<Type>Reference</Type>
		<Description>The underwater explosion associated with this weapon.</Description>
		<Required>false</Required>
		<Reference>
			<File>explosions.xtbl</File>
			<Type>Explosion.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Fire_Damage_Per_Second</Name>
		<Type>Float</Type>
		<Display_Name>Fire Damage Per Second</Display_Name>
		<Description>Amount of fire damage a human will take per second from an explosion caused by this weapon.</Description>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Damage_Max_Dist</Name>
		<Type>Float</Type>
		<Display_Name>Damage Max. Distance</Display_Name>
		<Description>Distance (in meters) at or below which weapon does maximum damage (defaults to zero)
- for "bullet" type weapons, the distance is measured from the gun to the target.
- for "projectile" and "thrown" type weapons, the distance is measured from the projectile to the target.</Description>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Damage_Min_Dist</Name>
		<Type>Float</Type>
		<Display_Name>Damage Min. Distance</Display_Name>
		<Description>Distance (in meters) at or above which weapon does minimum damage (defaults to max range)
- for "bullet" type weapons, the distance is measured from the gun to the target.
- for "projectile" and "thrown" type weapons, the distance is measured from the projectile to the target.</Description>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Fire_Cone_Angle</Name>
		<Type>Float</Type>
		<Display_Name>Fire Cone Angle</Display_Name>
		<Description>(THIS IS GOING TO BE DEPRECATED, PLEASE 
USE THE FIRE CONE METRICS, BELOW)

Angle of cone extending from the barrel in which targets take damage (defaults to zero).</Description>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Fire_Cone_Length</Name>
		<Type>Float</Type>
		<Display_Name>Fire Cone Length</Display_Name>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Fire_Cone_Metrics</Name>
		<Type>Element</Type>
		<Display_Name>Fire Cone Metrics</Display_Name>
		<Description>Metrics to define the fire cone of weapons that fire multiple 
shots per round or otherwise damage objects within a cone 
rather than just along a ray.</Description>
		<Required>false</Required>
		<Element>
			<Name>Metric_Type</Name>
			<Type>ComboElement</Type>
			<Display_Name>Metric Type</Display_Name>
			<Description>Type of fire cone metrics specified.</Description>
			<Element>
				<Name>Angle</Name>
				<Type>Element</Type>
				<Required>false</Required>
				<Element>
					<Name>Angle</Name>
					<Type>Float</Type>
					<Description>Angle (degrees) of cone extending from the barrel in 
which targets take damage (defaults to zero).</Description>
					<Default>0.0</Default>
					</Element>
				</Element>
			<Element>
				<Name>Min_Max</Name>
				<Type>Element</Type>
				<Display_Name>Min-Max</Display_Name>
				<Required>false</Required>
				<Element>
					<Name>Near_Radius</Name>
					<Type>Float</Type>
					<Display_Name>Near Radius</Display_Name>
					<Description>Radius (meters) of the cone at the barrel of the gun.</Description>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Far_Radius</Name>
					<Type>Float</Type>
					<Display_Name>Far Radius</Display_Name>
					<Description>Radius (meters) of the fire cone at the maximum distance 
of the weapon.</Description>
					<Default>0.0</Default>
					</Element>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>Fire_Cone_Impact_Effect</Name>
		<Type>Reference</Type>
		<Display_Name>Fire Cone Impact Effect</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>effects.xtbl</File>
			<Type>Effect.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Shots_Per_Round</Name>
		<Type>Int</Type>
		<Display_Name>Shots Per Round</Display_Name>
		<Description>Number of shots emitted per round (defaults to one).</Description>
		<Required>false</Required>
		<Default>1</Default>
		</Element>
	<Element>
		<Name>PlayerWeaponSpread</Name>
		<Type>Element</Type>
		<Display_Name>Player Weapon Spread</Display_Name>
		<Description>Weapon spread values</Description>
		<Required>false</Required>
		<Element>
			<Name>SpreadMinMax</Name>
			<Type>Element</Type>
			<Display_Name>Spread Min/Max</Display_Name>
			<Description>Minimum and maximum spread values for the weapon</Description>
			<Required>false</Required>
			<Element>
				<Name>Player_Spread_Max</Name>
				<Type>Float</Type>
				<Display_Name>Max. Spread</Display_Name>
				<Description>Maximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>Player_Spread_Min</Name>
				<Type>Float</Type>
				<Display_Name>Min. Spread</Display_Name>
				<Description>Minimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>SpreadMovementMultipliers</Name>
				<Type>Element</Type>
				<Display_Name>Spread Movement Multipliers</Display_Name>
				<Description>Spread min/max multipliers due to movement</Description>
				<Required>false</Required>
				<Element>
					<Name>Movement_Multiplier_Crouch</Name>
					<Type>Float</Type>
					<Display_Name>Crouch</Display_Name>
					<Description>Spread min/max multiplier when crouched (includes stationary crouch and crouch walk)</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Walk</Name>
					<Type>Float</Type>
					<Display_Name>Walk</Display_Name>
					<Description>Spread min/max multiplier when walking</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Run</Name>
					<Type>Float</Type>
					<Display_Name>Run</Display_Name>
					<Description>Spread min/max multiplier when running</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Sprint</Name>
					<Type>Float</Type>
					<Display_Name>Sprint</Display_Name>
					<Description>Spread min/max multiplier when sprinting</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Vehicle</Name>
					<Type>Float</Type>
					<Display_Name>Vehicle</Display_Name>
					<Description>Spread min/max multiplier when in a vehicle</Description>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Fine_Aim</Name>
					<Type>String</Type>
					<Display_Name>Fine Aim</Display_Name>
					<Description>Spread min/max multiplier when in fine-aim</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				</Element>
			</Element>
		<Element>
			<Name>SpreadDynamics</Name>
			<Type>Element</Type>
			<Display_Name>Spread Dynamics</Display_Name>
			<Description>Values affecting how quickly weapon spread increases and decreases</Description>
			<Required>false</Required>
			<Element>
				<Name>Player_To_Spread_Max</Name>
				<Type>Int</Type>
				<Display_Name>To Max. Spread</Display_Name>
				<Description>Number of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>Player_To_Spread_Min</Name>
				<Type>Int</Type>
				<Display_Name>To Min. Spread</Display_Name>
				<Description>Time (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>SpreadDynamicMultipliers</Name>
				<Type>Element</Type>
				<Display_Name>Spread Dynamic Multipliers</Display_Name>
				<Description>Spread dynamic multipliers due to movement (values &gt; 1.0 speed up spread recovery, values &lt; 1.0 slow down spread recovery)</Description>
				<Required>false</Required>
				<Element>
					<Name>Movement_Multiplier_Crouch</Name>
					<Type>Float</Type>
					<Display_Name>Crouch</Display_Name>
					<Description>Spread dynamic multiplier when crouching (includes stationary crouch and crouch walk)</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Walk</Name>
					<Type>Float</Type>
					<Display_Name>Walk</Display_Name>
					<Description>Spread dynamic multiplier when walking</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Run</Name>
					<Type>Float</Type>
					<Display_Name>Run</Display_Name>
					<Description>Spread dynamic multiplier when running</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Sprint</Name>
					<Type>Float</Type>
					<Display_Name>Sprint</Display_Name>
					<Description>Spread dynamic multiplier when sprinting</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Vehicle</Name>
					<Type>Float</Type>
					<Display_Name>Vehicle</Display_Name>
					<Description>Spread dynamic multiplier when in a vehicle</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Fine_Aim</Name>
					<Type>String</Type>
					<Display_Name>Fine Aim</Display_Name>
					<Description>Spread dynamic multiplier when in fine-aim</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>NPCWeaponSpread</Name>
		<Type>Element</Type>
		<Display_Name>NPC Weapon Spread</Display_Name>
		<Description>Weapon spread values</Description>
		<Required>false</Required>
		<Element>
			<Name>SpreadMinMax</Name>
			<Type>Element</Type>
			<Display_Name>Spread Min/Max</Display_Name>
			<Description>Minimum and maximum spread values for the weapon</Description>
			<Required>false</Required>
			<Element>
				<Name>NPC_Spread_Max</Name>
				<Type>Float</Type>
				<Display_Name>Max. Spread</Display_Name>
				<Description>Maximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>NPC_Spread_Min</Name>
				<Type>Float</Type>
				<Display_Name>Min. Spread</Display_Name>
				<Description>Minimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>SpreadMovementMultipliers</Name>
				<Type>Element</Type>
				<Display_Name>Spread Movement Multipliers</Display_Name>
				<Description>Spread min/max multipliers due to movement</Description>
				<Required>false</Required>
				<Element>
					<Name>Movement_Multiplier_Crouch</Name>
					<Type>Float</Type>
					<Display_Name>Crouch</Display_Name>
					<Description>Spread min/max multiplier when crouched (includes stationary crouch and crouch walk)</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Walk</Name>
					<Type>Float</Type>
					<Display_Name>Walk</Display_Name>
					<Description>Spread min/max multiplier when walking</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Run</Name>
					<Type>Float</Type>
					<Display_Name>Run</Display_Name>
					<Description>Spread min/max multiplier when running</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Sprint</Name>
					<Type>Float</Type>
					<Display_Name>Sprint</Display_Name>
					<Description>Spread min/max multiplier when sprinting</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Vehicle</Name>
					<Type>Float</Type>
					<Display_Name>Vehicle</Display_Name>
					<Description>Spread min/max multiplier when in a vehicle</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				</Element>
			<Element>
				<Name>SpreadTargetMovementMultipliers</Name>
				<Type>Element</Type>
				<Display_Name>Spread Target Movement Multipliers</Display_Name>
				<Description>Spread min/max multipliers due to target movement</Description>
				<Required>false</Required>
				<Element>
					<Name>Target_Movement_Multiplier_Walk</Name>
					<Type>Float</Type>
					<Display_Name>Walk</Display_Name>
					<Description>Spread min/max multiplier when the target is walking</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Target_Movement_Multiplier_Run</Name>
					<Type>Float</Type>
					<Display_Name>Run</Display_Name>
					<Description>Spread min/max multiplier when the target is running</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Target_Movement_Multiplier_Sprint</Name>
					<Type>Float</Type>
					<Display_Name>Sprint</Display_Name>
					<Description>Spread min/max multiplier when the target is sprinting</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Target_Movement_Multiplier_Vehicle</Name>
					<Type>Float</Type>
					<Display_Name>Vehicle</Display_Name>
					<Description>Spread min/max multiplier when the target is in a vehicle</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				</Element>
			</Element>
		<Element>
			<Name>SpreadDynamics</Name>
			<Type>Element</Type>
			<Display_Name>Spread Dynamics</Display_Name>
			<Description>Values affecting how quickly weapon spread increases and decreases</Description>
			<Required>false</Required>
			<Element>
				<Name>NPC_To_Spread_Max</Name>
				<Type>Int</Type>
				<Display_Name>To Max. Spread</Display_Name>
				<Description>Number of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>NPC_To_Spread_Min</Name>
				<Type>Int</Type>
				<Display_Name>To Min. Spread</Display_Name>
				<Description>Time (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>SpreadDynamicMultipliers</Name>
				<Type>Element</Type>
				<Display_Name>Spread Dynamic Multipliers</Display_Name>
				<Description>Spread dynamic multipliers due to movement (values &gt; 1.0 speed up spread recovery, values &lt; 1.0 slow down spread recovery)</Description>
				<Required>false</Required>
				<Element>
					<Name>Movement_Multiplier_Crouch</Name>
					<Type>Float</Type>
					<Display_Name>Crouch</Display_Name>
					<Description>Spread dynamic multiplier when crouching (includes stationary crouch and crouch walk)</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Walk</Name>
					<Type>Float</Type>
					<Display_Name>Walk</Display_Name>
					<Description>Spread dynamic multiplier when walking</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Run</Name>
					<Type>Float</Type>
					<Display_Name>Run</Display_Name>
					<Description>Spread dynamic multiplier when running</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Sprint</Name>
					<Type>Float</Type>
					<Display_Name>Sprint</Display_Name>
					<Description>Spread dynamic multiplier when sprinting</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Vehicle</Name>
					<Type>Float</Type>
					<Display_Name>Vehicle</Display_Name>
					<Description>Spread dynamic multiplier when in a vehicle</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>Ragdoll_Force_Shoot</Name>
		<Type>Float</Type>
		<Display_Name>Ragdoll Force (Shoot)</Display_Name>
		<Description>How much force to apply to a ragdoll when SHOT by this weapon.  0 is none.</Description>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Object_Bullet_Hit_Impulse_Magnitude</Name>
		<Type>Float</Type>
		<Display_Name>Object Bullet Hit Impulse</Display_Name>
		<Description>Amount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).</Description>
		<Required>false</Required>
		<Default>10</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>Projectile_Info</Name>
		<Type>Element</Type>
		<Display_Name>Projectile Parameters</Display_Name>
		<Description>Projectile parameters (only for "projectile" or "thrown" weapons).</Description>
		<Required>false</Required>
		<Element>
			<Name>Model</Name>
			<Type>Reference</Type>
			<Description>The 3D model for the projectile.</Description>
			<Reference>
				<File>items_3d.xtbl</File>
				<Type>Item.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Speed</Name>
			<Type>Float</Type>
			<Display_Name>Speed (Thrown)</Display_Name>
			<Description>Speed of projectile when it is launched/thrown (in meters/second).</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Post_Ignition_Speed</Name>
			<Type>Float</Type>
			<Display_Name>Post Ignition Speed</Display_Name>
			<Required>false</Required>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Fuse_Time</Name>
			<Type>Int</Type>
			<Display_Name>Fuse Time</Display_Name>
			<Description>Time (in milliseconds) before projectile explodes (defaults to zero, i.e.: explode on impact).</Description>
			<Required>false</Required>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Attached_Effect</Name>
			<Type>Reference</Type>
			<Display_Name>Attached Effect</Display_Name>
			<Description>Effect that is attached to projectile.</Description>
			<Required>false</Required>
			<Reference>
				<File>effects.xtbl</File>
				<Type>Effect.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Gravity</Name>
			<Type>Float</Type>
			<Description>Acceleration due to gravity on the projectile (defaults to -9.8 m/s^2).</Description>
			<Required>false</Required>
			<Default>-9.8</Default>
			</Element>
		<Element>
			<Name>Sound</Name>
			<Type>Reference</Type>
			<Display_Name>Emitting Sound</Display_Name>
			<Description>Sound that the projectile makes while in flight.</Description>
			<Required>false</Required>
			<Reference>
				<File>foley.xtbl</File>
				<Type>Foley.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>FoleyCollision</Name>
			<Type>Reference</Type>
			<Display_Name>Foley Collision</Display_Name>
			<Description>The foley collision name that defines the sound and the min/max speed for volume when the projectile impacts geometry.</Description>
			<Required>false</Required>
			<Reference>
				<File>foley_collision.xtbl</File>
				<Type>FoleyCollision.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Mass</Name>
			<Type>Float</Type>
			<Description>Mass of projectile in kg.	 Default 1kg.	Only projectiles that bounce need to worry about tweaking.</Description>
			<Required>false</Required>
			<Default>1.0</Default>
			</Element>
		<Element>
			<Name>Linear_Damp</Name>
			<Type>Float</Type>
			<Display_Name>Linear Damping</Display_Name>
			<Description>Value between 0 and 1.	 Higher value results in higher drag on linear velocity (ie less distance).</Description>
			<Required>false</Required>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>Angular_Damp</Name>
			<Type>Float</Type>
			<Display_Name>Angular Damping</Display_Name>
			<Description>Value between 0 1nd 1.	 Higher value results in higher drag on angular velocity (ie less spin).</Description>
			<Required>false</Required>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>Restitution</Name>
			<Type>Float</Type>
			<Description>The restitution coefficient (usually a value from 0 to 1) specifies how much kinetic energy is lost during a collision between two objects e.g. with a value of 0, all energy is lost and objects appear to come to a complete halt when they collide. With a value of 1, no energy is lost and objects bounce off each other with an equal but opposite velocity. For values between 0 and 1, the objects lose some but not all energy with each collision.</Description>
			<Required>false</Required>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Friction</Name>
			<Type>Float</Type>
			<Description>The friction coefficient (usually a value from 0 to 1) which specifies how "sticky" or "rough" an object is.</Description>
			<Required>false</Required>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Angular_Velocity</Name>
			<Type>Vector</Type>
			<Display_Name>Angular Velocity</Display_Name>
			<Description>Starting angular velocity for projectile.</Description>
			<Required>false</Required>
			<X>
				<Name>X</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</X>
			<Y>
				<Name>Y</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Y>
			<Z>
				<Name>Z</Name>
				<Type>Float</Type>
				<Default>0.0</Default>
				</Z>
			</Element>
		<Element>
			<Name>Vertival_Angle_Offset</Name>
			<Type>Float</Type>
			<Display_Name>Vertival Angle Offset</Display_Name>
			<Required>false</Required>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Projectile_Flags</Name>
			<Type>Flags</Type>
			<Display_Name>Projectile Flags</Display_Name>
			<Required>false</Required>
			<Flag>has light attached</Flag>
			<Flag>rocket flight</Flag>
			<Flag>caltrop</Flag>
			<Flag>sticky</Flag>
			<Flag>harpoon</Flag>
			<Flag>satchel charge</Flag>
			<Flag>guided</Flag>
			<Flag>attach_effect_after_ignition</Flag>
			<Flag>detonate_on_vehicle_collision</Flag>
			</Element>
		<Element>
			<Name>Blow_Tire_Radius</Name>
			<Type>Float</Type>
			<Display_Name>Blow Tire Radius</Display_Name>
			<Description>Radius (meters) that this projectile will blow tires in.</Description>
			<Required>false</Required>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Fade_Out_Time</Name>
			<Type>Float</Type>
			<Display_Name>Fade Out Time</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Projectile_Ignition_Delay_MS</Name>
			<Type>String</Type>
			<Display_Name>Projectile Ignition Delay MS</Display_Name>
			<Required>false</Required>
			</Element>
		<Element>
			<Name>Ignition_Effect</Name>
			<Type>Reference</Type>
			<Display_Name>Ignition Effect</Display_Name>
			<Required>false</Required>
			<Reference>
				<File>effects.xtbl</File>
				<Type>Effect.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>AI_Can_Guide</Name>
			<Type>Int</Type>
			<Display_Name>AI Can Guide Time</Display_Name>
			<Description>Time (in milliseconds) that the AI can guide a rocket.</Description>
			<Required>false</Required>
			<Default>2000</Default>
			<MinValue>0</MinValue>
			<MaxValue>65000</MaxValue>
			</Element>
		</Element>
	<Element>
		<Name>Zoom_Type</Name>
		<Type>Selection</Type>
		<Display_Name>Zoom Type</Display_Name>
		<Description>Type of zoom mode.  Progressive is a smooth transition, while non-progressive moves in increments every time the player taps the zoom button.</Description>
		<Required>false</Required>
		<Choice>progressive</Choice>
		<Choice>non-progressive</Choice>
		</Element>
	<Element>
		<Name>Minimum_FOV</Name>
		<Type>Float</Type>
		<Display_Name>Minimum FOV</Display_Name>
		<Description>Minimum FOV that is zoomed to.</Description>
		<Required>false</Required>
		<Default>15.0</Default>
		<MinValue>5</MinValue>
		<MaxValue>60</MaxValue>
		</Element>
	<Element>
		<Name>Maximum_FOV</Name>
		<Type>Float</Type>
		<Display_Name>Maximum FOV</Display_Name>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Zoom_Steps</Name>
		<Type>Int</Type>
		<Display_Name>Zoom Steps</Display_Name>
		<Description>Number of taps it takes to reach the minimum FOV.  This value is only applicable to non-progressive zoom mode.</Description>
		<Required>false</Required>
		<Default>3</Default>
		<MinValue>1</MinValue>
		<MaxValue>10</MaxValue>
		</Element>
	<Element>
		<Name>FOV_Rate</Name>
		<Type>Float</Type>
		<Description>Rate at which the FOV decreases in progressive zoom mode.  This value is ignored for non-progressive zoom mode.</Description>
		<Required>false</Required>
		<Default>140.0</Default>
		<MinValue>1</MinValue>
		</Element>
	<Element>
		<Name>melee_damage_to_anchored_scaler</Name>
		<Type>Float</Type>
		<Display_Name>Scaler melee damage anchored</Display_Name>
		<Description>Scaler applied to damage from this weapon when hitting anchored movers with melee attack</Description>
		<Required>false</Required>
		<Default>0.2</Default>
		</Element>
	<Element>
		<Name>vehicle_damage_scale</Name>
		<Type>Float</Type>
		<Display_Name>Vehicle damage scale factor</Display_Name>
		<Description>Scale amount applied to damage if target is vehicle.</Description>
		<Required>false</Required>
		<Default>1.0</Default>
		</Element>
	<Element>
		<Name>melee_material_effects</Name>
		<Type>List</Type>
		<Display_Name>Melee Impact Material Effects</Display_Name>
		<Required>false</Required>
		<Element>
			<Name>material_effect</Name>
			<Type>Element</Type>
			<Display_Name>Material Effect</Display_Name>
			<Element>
				<Name>material</Name>
				<Type>Reference</Type>
				<Display_Name>Material</Display_Name>
				<Default>concrete</Default>
				<Reference>
					<File>bitmap_materials.xtbl</File>
					<Type>Bitmap_Material.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			<Element>
				<Name>effect</Name>
				<Type>Reference</Type>
				<Display_Name>Effect</Display_Name>
				<Reference>
					<File>effects.xtbl</File>
					<Type>Effect.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			</Element>
		<Num_Display_Rows>8</Num_Display_Rows>
		<Element_Name>material_effect.material</Element_Name>
		</Element>
	<Element>
		<Name>feedback_name_shot_in_vehicle</Name>
		<Type>Reference</Type>
		<Display_Name>Feedback when Shot (vehicles)</Display_Name>
		<Description>Controller feedback to play when shot (as a gun) from within a vehicle. Has no meaning to melee weapons.</Description>
		<Reference>
			<File>feedback.xtbl</File>
			<Type>Feedback.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>feedback_name_shot_in_vehicle_alt</Name>
		<Type>Reference</Type>
		<Display_Name>Feedback when Shot Alt (vehicles)</Display_Name>
		<Description>Controller feedback to play when shot (as a gun) from within a vehicle. Has no meaning to melee weapons.</Description>
		<Required>false</Required>
		<Reference>
			<File>feedback.xtbl</File>
			<Type>Feedback.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>feedback_name_shot_on_foot</Name>
		<Type>Reference</Type>
		<Display_Name>Feedback when Shot (on foot)</Display_Name>
		<Description>Controller feedback to play when shot (as a gun) while on foot. Has no meaning to melee weapons.</Description>
		<Reference>
			<File>feedback.xtbl</File>
			<Type>Feedback.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>feedback_name_shot_on_foot_alt</Name>
		<Type>Reference</Type>
		<Display_Name>Feedback when Shot Alt (on foot)</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>feedback.xtbl</File>
			<Type>Feedback.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>feedback_name_melee_soft</Name>
		<Type>Reference</Type>
		<Display_Name>Feedback on Melee v. Soft</Display_Name>
		<Description>Controller feedback to play when this weapon strikes a hard target in a melee blow.</Description>
		<Reference>
			<File>feedback.xtbl</File>
			<Type>Feedback.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>feedback_name_melee_hard</Name>
		<Type>Reference</Type>
		<Display_Name>Feedback on Melee v. Hard</Display_Name>
		<Description>Controller feedback to play when this weapon strikes a soft, fleshy target in a melee blow.</Description>
		<Reference>
			<File>feedback.xtbl</File>
			<Type>Feedback.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>feedback_name_spinup</Name>
		<Type>Reference</Type>
		<Display_Name>Feedback while spinning up</Display_Name>
		<Description>Controller feedback to play while the weapon is spinning 
up. If marked as scalable, will linearly ramp up to full intensity 
as gun spins up.</Description>
		<Reference>
			<File>feedback.xtbl</File>
			<Type>Feedback.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>pickup_info</Name>
		<Type>Element</Type>
		<Display_Name>Looted Info</Display_Name>
		<Description>Information pertaining to when the weapon is looted off a dead body, or otherwise randomly picked up off the ground.</Description>
		<Element>
			<Name>min_ammo_given</Name>
			<Type>Int</Type>
			<Display_Name>Min Ammo Given</Display_Name>
			<Description>Minimum amount of ammo to give to the player.</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>max_ammo_given</Name>
			<Type>Int</Type>
			<Display_Name>Max Ammo Given</Display_Name>
			<Description>Maximum amount of ammo to give to the player.</Description>
			<Default>1</Default>
			<MinValue>1</MinValue>
			</Element>
		</Element>
	<Element>
		<Name>Base_Version</Name>
		<Type>Reference</Type>
		<Description>If this is a blinged weapon, refers to the non-blinged counterpart of the weapon.</Description>
		<Required>false</Required>
		<Reference>
			<File>weapons.xtbl</File>
			<Type>Weapon.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Waterspray_info</Name>
		<Type>Element</Type>
		<Required>false</Required>
		<Element>
			<Name>Water_stream_force</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Refill_rate_per_second</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Radius_Expansion_Rate</Name>
			<Type>Float</Type>
			<Display_Name>Radius Expansion Rate</Display_Name>
			<Description>How quickly the spray gets wider as it goes out.</Description>
			<Default>0.25</Default>
			</Element>
		<Element>
			<Name>Pressure_Increase_Rate</Name>
			<Type>Float</Type>
			<Display_Name>Pressure Increase Rate</Display_Name>
			<Required>false</Required>
			<Default>0.5</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Pressure_Decrease_Rate</Name>
			<Type>Float</Type>
			<Display_Name>Pressure Decrease Rate</Display_Name>
			<Required>false</Required>
			<Default>0.1</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Pressure_Restore_Time</Name>
			<Type>Float</Type>
			<Display_Name>Pressure Restore Time</Display_Name>
			<Required>false</Required>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Waterspray_Effect</Name>
			<Type>Reference</Type>
			<Display_Name>Waterspray Effect</Display_Name>
			<Description>Which effect to play for waterspray attacks</Description>
			<Reference>
				<File>effects.xtbl</File>
				<Type>Effect.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		</Element>
	<Element>
		<Name>Vehicle_Weapon</Name>
		<Type>Element</Type>
		<Display_Name>Vehicle Weapon Info</Display_Name>
		<Required>false</Required>
		<Element>
			<Name>Primary_Weapons</Name>
			<Type>Grid</Type>
			<Display_Name>Primary Weapons</Display_Name>
			<Element>
				<Name>Weapon</Name>
				<Type>Element</Type>
				<Default>0</Default>
				<Element>
					<Name>UID</Name>
					<Type>Int</Type>
					<Default>0</Default>
					</Element>
				<Element>
					<Name>Weapon_Class</Name>
					<Type>Selection</Type>
					<Display_Name>Weapon Class</Display_Name>
					<Default>pistol</Default>
					<Choice>pistol</Choice>
					<Choice>smg</Choice>
					<Choice>rifle</Choice>
					<Choice>launcher</Choice>
					<Choice>thrown</Choice>
					<Choice>shotgun</Choice>
					<Choice>knife</Choice>
					<Choice>nightstick</Choice>
					<Choice>stungun</Choice>
					<Choice>bat</Choice>
					<Choice>drug1</Choice>
					<Choice>drug2</Choice>
					<Choice>liquor</Choice>
					<Choice>box</Choice>
					<Choice>pimp slap</Choice>
					<Choice>video camera</Choice>
					<Choice>knuckles</Choice>
					<Choice>flamethrower</Choice>
					<Choice>cutscene only</Choice>
					<Choice>minigun</Choice>
					<Choice>pepper spray</Choice>
					<Choice>chainsaw</Choice>
					<Choice>waterspray</Choice>
					<Choice>sword</Choice>
					<Choice>script</Choice>
					<Choice>vehicle</Choice>
					</Element>
				<Element>
					<Name>Target_Reticule</Name>
					<Type>Selection</Type>
					<Display_Name>Target Reticule</Display_Name>
					<Description>Whether the weapon should fire at the reticle or fire in the direction of the muzzle.</Description>
					<Default>True</Default>
					<Choice>True</Choice>
					<Choice>False</Choice>
					</Element>
				<Element>
					<Name>Min_Heading</Name>
					<Type>Float</Type>
					<Display_Name>Min Heading (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Max_Heading</Name>
					<Type>Float</Type>
					<Display_Name>Max Heading (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Min_Pitch</Name>
					<Type>Float</Type>
					<Display_Name>Min Pitch (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Max_Pitch</Name>
					<Type>Float</Type>
					<Display_Name>Max Pitch (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Max_Heading_Speed</Name>
					<Type>Float</Type>
					<Display_Name>Max Heading Speed (deg/s)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Heading_Damp</Name>
					<Type>Float</Type>
					<Display_Name>Heading Damp Angle (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Max_Pitch_Speed</Name>
					<Type>Float</Type>
					<Display_Name>Max Pitch Speed (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Pitch_Damp</Name>
					<Type>Float</Type>
					<Display_Name>Pitch Damp Angle (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				</Element>
			<Max_Children>4</Max_Children>
			<Min_Children>1</Min_Children>
			<Num_Display_Rows>8</Num_Display_Rows>
			</Element>
		<Element>
			<Name>Alt_Weapons</Name>
			<Type>Grid</Type>
			<Display_Name>Alternate Weapons</Display_Name>
			<Element>
				<Name>Weapon</Name>
				<Type>Element</Type>
				<Default>0</Default>
				<Element>
					<Name>UID</Name>
					<Type>Int</Type>
					<Default>0</Default>
					</Element>
				<Element>
					<Name>Weapon_Class</Name>
					<Type>Selection</Type>
					<Display_Name>Weapon Class</Display_Name>
					<Description>the class of the weapon, which affects how weapon behave gameside</Description>
					<Default>pistol</Default>
					<Choice>pistol</Choice>
					<Choice>smg</Choice>
					<Choice>rifle</Choice>
					<Choice>launcher</Choice>
					<Choice>thrown</Choice>
					<Choice>shotgun</Choice>
					<Choice>knife</Choice>
					<Choice>nightstick</Choice>
					<Choice>stungun</Choice>
					<Choice>bat</Choice>
					<Choice>drug1</Choice>
					<Choice>drug2</Choice>
					<Choice>liquor</Choice>
					<Choice>box</Choice>
					<Choice>pimp slap</Choice>
					<Choice>video camera</Choice>
					<Choice>knuckles</Choice>
					<Choice>flamethrower</Choice>
					<Choice>cutscene only</Choice>
					<Choice>minigun</Choice>
					<Choice>pepper spray</Choice>
					<Choice>chainsaw</Choice>
					<Choice>waterspray</Choice>
					<Choice>sword</Choice>
					<Choice>script</Choice>
					<Choice>vehicle</Choice>
					</Element>
				<Element>
					<Name>Target_Reticule</Name>
					<Type>Selection</Type>
					<Display_Name>Target Reticule</Display_Name>
					<Description>Whether the weapon should fire at the reticle or fire in the direction of the muzzle.</Description>
					<Default>True</Default>
					<Choice>True</Choice>
					<Choice>False</Choice>
					</Element>
				<Element>
					<Name>Min_Heading</Name>
					<Type>Float</Type>
					<Display_Name>Min Heading (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Max_Heading</Name>
					<Type>Float</Type>
					<Display_Name>Max Heading (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Min_Pitch</Name>
					<Type>Float</Type>
					<Display_Name>Min Pitch (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Max_Pitch</Name>
					<Type>Float</Type>
					<Display_Name>Max Pitch (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Max_Heading_Speed</Name>
					<Type>Float</Type>
					<Display_Name>Max Heading Speed (deg/s)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Heading_Damp</Name>
					<Type>Float</Type>
					<Display_Name>Heading Damp Angle (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Max_Pitch_Speed</Name>
					<Type>Float</Type>
					<Display_Name>Max Pitch Speed (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Pitch_Damp</Name>
					<Type>Float</Type>
					<Display_Name>Pitch Damp Angle (deg)</Display_Name>
					<Default>0.0</Default>
					</Element>
				</Element>
			<Max_Children>4</Max_Children>
			<Num_Display_Rows>8</Num_Display_Rows>
			</Element>
		</Element>
	<Element>
		<Name>Player_Combat_Ready_MS</Name>
		<Type>Int</Type>
		<Display_Name>Player Combat Ready MS</Display_Name>
		<Default>3000</Default>
		</Element>
	<Element>
		<Name>NPC_Combat_Ready_MS</Name>
		<Type>Int</Type>
		<Display_Name>NPC Combat Ready MS</Display_Name>
		<Default>2000</Default>
		</Element>
	<Element>
		<Name>Target_Lockon</Name>
		<Type>Element</Type>
		<Display_Name>Target Lockon</Display_Name>
		<Description>use the target lockon system</Description>
		<Required>false</Required>
		<Element>
			<Name>Lockon_Time_MS</Name>
			<Type>Int</Type>
			<Display_Name>Lockon Time MS</Display_Name>
			<Description>Time it takes to completely lock on to a target</Description>
			<Default>1500</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Locking_Size_Multiplier</Name>
			<Type>Float</Type>
			<Display_Name>Locking Size Multiplier</Display_Name>
			<Description>A multiplier to determine now bug the lockon size should be when not locked on</Description>
			<Default>1.25</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Locked_Size_Multiplier</Name>
			<Type>Float</Type>
			<Display_Name>Locked Size Multiplier</Display_Name>
			<Description>A multiplier to determine now bug the lockon size should be when not locked on</Description>
			<Default>1.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Beep_Timing_Slowest</Name>
			<Type>Float</Type>
			<Display_Name>Beep Timing Slowest</Display_Name>
			<Description>The slowest time between beeps, in seconds</Description>
			<Default>1.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Beep_Timing_Fastest</Name>
			<Type>Float</Type>
			<Display_Name>Beep Timing Fastest</Display_Name>
			<Description>The fastest time between beeps, in seconds</Description>
			<Default>0.1</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Angle_From_Reticule</Name>
			<Type>Float</Type>
			<Display_Name>Angle From Reticule</Display_Name>
			<Description>When locking onto a vehicle, you need to keep within this angle from the targetting reticule</Description>
			<Default>7.5</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Angle_From_Reticule_Lose_Target</Name>
			<Type>Float</Type>
			<Display_Name>Angle From Reticule Lose Target</Display_Name>
			<Description>Once locked, if the targeting reticule moves this far from the target, the lockon begins to fade</Description>
			<Default>50.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Locking_Rotation_Furthest_Angle</Name>
			<Type>Float</Type>
			<Display_Name>Locking Rotation Furthest Angle</Display_Name>
			<Description>When the target is being locked on to, the diamond rotates by this angle</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			</Element>
		</Element>
	</TableDescription>

<EntryCategories>
	<Category>
		<Name>Entries</Name>
		<Category>
			<Name>Melee</Name>
			</Category>
		<Category>
			<Name>Misc</Name>
			</Category>
		<Category>
			<Name>Ranged</Name>
			</Category>
		<Category>
			<Name>Thrown</Name>
			</Category>
		<Category>
			<Name>Vehicle</Name>
			</Category>
		</Category>
	</EntryCategories>
</root>