<root>
<Table>
	<Weapon_Upgrade><Name>baseball_batLvl2</Name><Flags></Flags><_Editor><Category>Radial:Melee:baseball_bat</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><Melee_Damage_Overrides><NPC>110</NPC><Player>500</Player><Online>110</Online></Melee_Damage_Overrides><Melee_Damage_Overrides_OM>OM_REPLACE</Melee_Damage_Overrides_OM><upgrade_price>2500</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_MELEE_BAT_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Explosive-GrenadeLauncherLvl2</Name><Flags><Flag>apply force to live ragdolls</Flag><Flag>explosions damage tanks</Flag><Flag>instant ragdoll</Flag><Flag>manually detonates</Flag><Flag>one shot shatter</Flag><Flag>unlockable</Flag><Flag>attaches</Flag><Flag>do not hide when sprinting</Flag></Flags><_Editor><Category>Radial:Explosive:Explosive-GrenadeLauncher</Category></_Editor><Flags_OM>OM_REPLACE</Flags_OM><Magazine_Size>8</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Projectile_Info><Model>Luchadore_GL_Projectile</Model><Speed>50</Speed><Fuse_Time>6000</Fuse_Time><Gravity>-8</Gravity><FoleyCollision>Grenade_Bounce</FoleyCollision><Mass>1</Mass><Linear_Damp>0.6</Linear_Damp><Angular_Damp>0.6</Angular_Damp><Restitution>0</Restitution><Friction>0.8</Friction><Projectile_Flags><Flag>sticky</Flag><Flag>use bullet collision quality</Flag></Projectile_Flags><Fade_Out_Time>0.0</Fade_Out_Time><Attached_Effect>VFX_GrenadeTrail</Attached_Effect></Projectile_Info><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>20000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_EXPLOSIVE_LAUNCHER_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Explosive-GrenadeLauncherLvl3</Name><Flags><Flag>apply force to live ragdolls</Flag><Flag>explosions damage tanks</Flag><Flag>instant ragdoll</Flag><Flag>manually detonates</Flag><Flag>one shot shatter</Flag><Flag>unlockable</Flag><Flag>attaches</Flag><Flag>do not hide when sprinting</Flag></Flags><_Editor><Category>Radial:Explosive:Explosive-GrenadeLauncher</Category></_Editor><Flags_OM>OM_REPLACE</Flags_OM><Magazine_Size>10</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Projectile_Info><Model>Luchadore_GL_Projectile</Model><Speed>50</Speed><Fuse_Time>6000</Fuse_Time><Gravity>-8</Gravity><FoleyCollision>Grenade_Bounce</FoleyCollision><Mass>1</Mass><Linear_Damp>0.6</Linear_Damp><Angular_Damp>0.6</Angular_Damp><Restitution>0</Restitution><Friction>0.8</Friction><Projectile_Flags><Flag>sticky</Flag><Flag>use bullet collision quality</Flag></Projectile_Flags><Fade_Out_Time>0.0</Fade_Out_Time><Attached_Effect>VFX_GrenadeTrail</Attached_Effect></Projectile_Info><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>40000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_EXPLOSIVE_LAUNCHER_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Explosive-GrenadeLauncherLvl4</Name><Flags><Flag>apply force to live ragdolls</Flag><Flag>explosions damage tanks</Flag><Flag>instant ragdoll</Flag><Flag>manually detonates</Flag><Flag>one shot shatter</Flag><Flag>unlockable</Flag><Flag>attaches</Flag><Flag>do not hide when sprinting</Flag></Flags><_Editor><Category>Radial:Explosive:Explosive-GrenadeLauncher</Category></_Editor><Flags_OM>OM_REPLACE</Flags_OM><Magazine_Size>12</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Projectile_Info><Model>Luchadore_GL_Projectile</Model><Speed>50</Speed><Gravity>-8</Gravity><FoleyCollision>Grenade_Bounce</FoleyCollision><Mass>1</Mass><Linear_Damp>0.6</Linear_Damp><Angular_Damp>0.6</Angular_Damp><Restitution>0</Restitution><Friction>0.8</Friction><Projectile_Flags><Flag>sticky</Flag><Flag>use bullet collision quality</Flag></Projectile_Flags><Fade_Out_Time>0.0</Fade_Out_Time><Attached_Effect>VFX_GrenadeTrail</Attached_Effect></Projectile_Info><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>80000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_EXPLOSIVE_LAUNCHER_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Explosive-RocketLauncherLvl2</Name><Flags></Flags><_Editor><Category>Radial:Explosive:Explosive-RocketLauncher</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>15000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Explosion>RPG_Upgrade1</Explosion><Explosion_OM>OM_REPLACE</Explosion_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_EXPLOSIVE_RPG_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Explosive-RocketLauncherLvl3</Name><Flags></Flags><_Editor><Category>Radial:Explosive:Explosive-RocketLauncher</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>30000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Explosion>RPG_Upgrade2</Explosion><Explosion_OM>OM_REPLACE</Explosion_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_EXPLOSIVE_RPG_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Explosive-RocketLauncherLvl4</Name><Flags><Flag>gibs victims</Flag></Flags><_Editor><Category>Radial:Explosive:Explosive-RocketLauncher</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>60000</upgrade_price><Projectile_Info><Model>rpg_projectile</Model><Speed>50</Speed><Post_Ignition_Speed>50</Post_Ignition_Speed><Attached_Effect>Wep_RPG_Trail</Attached_Effect><Gravity>0</Gravity><Mass>10</Mass><Projectile_Flags><Flag>has light attached</Flag><Flag>rocket flight</Flag><Flag>attach effect after ignition</Flag><Flag>use bullet collision quality</Flag><Flag>gibs victims</Flag><Flag>dont detonate from explosion</Flag><Flag>guided on fine aim</Flag></Projectile_Flags><Fade_Out_Time>0.0</Fade_Out_Time><Projectile_Ignition_Delay_MS>0</Projectile_Ignition_Delay_MS><Speed_NPC>50</Speed_NPC><Post_Ignition_Speed_NPC>50</Post_Ignition_Speed_NPC></Projectile_Info><Projectile_Info_OM>OM_REPLACE</Projectile_Info_OM><Target_Lockon><Lockon_Time_MS>1500</Lockon_Time_MS><Locking_Size_Multiplier>1.25</Locking_Size_Multiplier><Locked_Size_Multiplier>1.0</Locked_Size_Multiplier><Beep_Timing_Slowest>1.0</Beep_Timing_Slowest><Beep_Timing_Fastest>0.1</Beep_Timing_Fastest><Angle_From_Reticle>7.5</Angle_From_Reticle><Angle_From_Reticle_Lose_Target>50.0</Angle_From_Reticle_Lose_Target><Locking_Rotation_Furthest_Angle>0.0</Locking_Rotation_Furthest_Angle><Flags></Flags></Target_Lockon><Target_Lockon_OM>OM_REPLACE</Target_Lockon_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Constant_Effects><Constant_Effect><Effect>vfx_screen_rpg</Effect><Weapon_Prop_Point>vfx5</Weapon_Prop_Point><Condition>weapon raised</Condition></Constant_Effect><Constant_Effect><Effect>vfx_lasersight</Effect><Weapon_Prop_Point>vfx4</Weapon_Prop_Point><Condition>fine aim</Condition></Constant_Effect></Constant_Effects><Explosion>RPG_Upgrade2</Explosion><Explosion_OM>OM_REPLACE</Explosion_OM><Camera_Info><Primary_Fire_Camera_Shake>anim_rumble_medium</Primary_Fire_Camera_Shake><Primary_Fire_Camera_Shake_Intensity>1.0</Primary_Fire_Camera_Shake_Intensity><Primary_Fine_Aim_Camera_Shake>anim_rumble_medium</Primary_Fine_Aim_Camera_Shake><Primary_Fire_Fine_Aim_Camera_Shake_Intensity>1.0</Primary_Fire_Fine_Aim_Camera_Shake_Intensity><Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake><Player_Hit_Camera_Shake_Intensity>0.5</Player_Hit_Camera_Shake_Intensity></Camera_Info><Camera_Info_OM>OM_REPLACE</Camera_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_EXPLOSIVE_RPG_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>FlashbangLvl1</Name><Flags></Flags><Explosion>Flashbang_2</Explosion><Explosion_OM>OM_REPLACE</Explosion_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>5000</upgrade_price><_Editor><Category>Radial:Grenades:Flashbang</Category></_Editor><upgrade_description>CUST_WPN_UPGRADE_DESC_GRENADE_FLASHBANG_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>FlashbangLvl2</Name><Flags></Flags><Projectile_Info><Model>flashbang</Model><Speed>40</Speed><Fuse_Time>2000</Fuse_Time><Gravity>-8</Gravity><Mass>1</Mass><Linear_Damp>0.6</Linear_Damp><Angular_Damp>0.5</Angular_Damp><Restitution>0.5</Restitution><Friction>1</Friction><Angular_Velocity><X>6</X><Y>0</Y><Z>0</Z></Angular_Velocity><Fade_Out_Time>0.0</Fade_Out_Time><Attached_Effect>VFX_GrenadeTrail</Attached_Effect><Attached_Effect_Prop_Point>VFX1</Attached_Effect_Prop_Point><FoleyCollision>Flashbang_Bounce</FoleyCollision></Projectile_Info><Projectile_Info_OM>OM_REPLACE</Projectile_Info_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>10000</upgrade_price><_Editor><Category>Radial:Grenades:Flashbang</Category></_Editor><upgrade_description>CUST_WPN_UPGRADE_DESC_GRENADE_FLASHBANG_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>FlashbangLvl3</Name><Flags></Flags><Explosion>Fart In A Jar</Explosion><Explosion_OM>OM_REPLACE</Explosion_OM><Projectile_Info><Model>fart_in_a_jar</Model><Speed>40</Speed><Fuse_Time>0</Fuse_Time><Gravity>-8</Gravity><Mass>1</Mass><Linear_Damp>0.6</Linear_Damp><Angular_Damp>0.5</Angular_Damp><Restitution>0.5</Restitution><Friction>1</Friction><Angular_Velocity><X>6</X><Y>0</Y><Z>0</Z></Angular_Velocity><Fade_Out_Time>0.0</Fade_Out_Time><Attached_Effect>vfx_fart_jar_inside</Attached_Effect><Attached_Effect_Prop_Point>VFX1</Attached_Effect_Prop_Point><FoleyCollision>Flashbang_Bounce</FoleyCollision></Projectile_Info><Projectile_Info_OM>OM_REPLACE</Projectile_Info_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>20000</upgrade_price><_Editor><Category>Radial:Grenades:Flashbang</Category></_Editor><Display_Name_Override>fart_in_a_jar</Display_Name_Override><Object_Item_Override>fart_in_a_jar</Object_Item_Override><Bitmap_Override>ui_hud_inv_grenade_fart</Bitmap_Override><upgrade_description>CUST_WPN_UPGRADE_DESC_GRENADE_FLASHBANG_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Grenade_ElectricLvl1</Name><Flags></Flags><Explosion>electric_grenade_2</Explosion><Explosion_OM>OM_REPLACE</Explosion_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>5000</upgrade_price><_Editor><Category>Radial:Grenades:Grenade_Electric</Category></_Editor><upgrade_description>CUST_WPN_UPGRADE_DESC_GRENADE_ELECTRIC_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Grenade_ElectricLvl2</Name><Flags></Flags><Projectile_Info><Model>grenade_electric</Model><Speed>40</Speed><Fuse_Time>3000</Fuse_Time><Gravity>-8</Gravity><Mass>1</Mass><Linear_Damp>0.6</Linear_Damp><Angular_Damp>0.5</Angular_Damp><Restitution>0.5</Restitution><Friction>1</Friction><Angular_Velocity><X>6</X><Y>0</Y><Z>0</Z></Angular_Velocity><Fade_Out_Time>0.0</Fade_Out_Time><Attached_Effect>VFX_DeckerSwordTrail</Attached_Effect><Attached_Effect_Prop_Point>VFX1</Attached_Effect_Prop_Point><FoleyCollision>Grenade_Bounce</FoleyCollision></Projectile_Info><Projectile_Info_OM>OM_REPLACE</Projectile_Info_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>10000</upgrade_price><_Editor><Category>Radial:Grenades:Grenade_Electric</Category></_Editor><upgrade_description>CUST_WPN_UPGRADE_DESC_GRENADE_ELECTRIC_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Grenade_ElectricLvl3</Name><Flags></Flags><Projectile_Info><Model>grenade_electric</Model><Speed>40</Speed><Fuse_Time>3000</Fuse_Time><Gravity>-8</Gravity><Mass>1</Mass><Linear_Damp>0.6</Linear_Damp><Angular_Damp>0.5</Angular_Damp><Restitution>0.5</Restitution><Friction>1</Friction><Angular_Velocity><X>6</X><Y>0</Y><Z>0</Z></Angular_Velocity><Fade_Out_Time>0.0</Fade_Out_Time><Attached_Effect>VFX_DeckerSwordTrail</Attached_Effect><Attached_Effect_Prop_Point>VFX1</Attached_Effect_Prop_Point><Projectile_Flags><Flag>sticky</Flag></Projectile_Flags></Projectile_Info><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>20000</upgrade_price><_Editor><Category>Radial:Grenades:Grenade_Electric</Category></_Editor><upgrade_description>CUST_WPN_UPGRADE_DESC_GRENADE_ELECTRIC_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>GrenadeLvl1</Name><Flags></Flags><Explosion>Grenade_2</Explosion><Explosion_OM>OM_REPLACE</Explosion_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>5000</upgrade_price><_Editor><Category>Radial:Grenades:Grenade</Category></_Editor><upgrade_description>CUST_WPN_UPGRADE_DESC_GRENADE_EXPLOSIVE_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>GrenadeLvl2</Name><Flags></Flags><Projectile_Info><Model>grenade</Model><Speed>40</Speed><Fuse_Time>2000</Fuse_Time><Gravity>-8</Gravity><Mass>1</Mass><Linear_Damp>0.6</Linear_Damp><Angular_Damp>0.5</Angular_Damp><Restitution>0.5</Restitution><Friction>1</Friction><Angular_Velocity><X>6</X><Y>0</Y><Z>0</Z></Angular_Velocity><Fade_Out_Time>0.0</Fade_Out_Time><Attached_Effect>VFX_GrenadeTrail</Attached_Effect><Attached_Effect_Prop_Point>VFX1</Attached_Effect_Prop_Point><FoleyCollision>Grenade_Bounce</FoleyCollision></Projectile_Info><Projectile_Info_OM>OM_REPLACE</Projectile_Info_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>10000</upgrade_price><_Editor><Category>Radial:Grenades:Grenade</Category></_Editor><upgrade_description>CUST_WPN_UPGRADE_DESC_GRENADE_EXPLOSIVE_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>GrenadeLvl3</Name><Flags></Flags><Explosion>Grenade_3</Explosion><Explosion_OM>OM_REPLACE</Explosion_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>20000</upgrade_price><_Editor><Category>Radial:Grenades:Grenade</Category></_Editor><upgrade_description>CUST_WPN_UPGRADE_DESC_GRENADE_EXPLOSIVE_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>MolotovLvl1</Name><Flags></Flags><Explosion>Molotov Explosion_2</Explosion><Explosion_OM>OM_REPLACE</Explosion_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>5000</upgrade_price><_Editor><Category>Radial:Grenades:Molotov</Category></_Editor><upgrade_description>CUST_WPN_UPGRADE_DESC_GRENADE_MOLOTOV_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>MolotovLvl2</Name><Flags></Flags><Projectile_Info><Model>molotov</Model><Speed>40</Speed><Fuse_Time>0</Fuse_Time><Gravity>-8</Gravity><Mass>1</Mass><Linear_Damp>0.6</Linear_Damp><Angular_Damp>0.5</Angular_Damp><Restitution>0</Restitution><Friction>1</Friction><Angular_Velocity><X>6</X><Y>0</Y><Z>0</Z></Angular_Velocity><Fade_Out_Time>0.0</Fade_Out_Time><Attached_Effect>Wep_Moltov_Trail</Attached_Effect><Attached_Effect_Prop_Point>VFX1</Attached_Effect_Prop_Point></Projectile_Info><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>10000</upgrade_price><_Editor><Category>Radial:Grenades:Molotov</Category></_Editor><upgrade_description>CUST_WPN_UPGRADE_DESC_GRENADE_MOLOTOV_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>MolotovLvl3</Name><Flags></Flags><Explosion>Molotov Explosion_3</Explosion><Explosion_OM>OM_REPLACE</Explosion_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>20000</upgrade_price><_Editor><Category>Radial:Grenades:Molotov</Category></_Editor><upgrade_description>CUST_WPN_UPGRADE_DESC_GRENADE_MOLOTOV_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Pistol-GangLvl2</Name><Flags></Flags><_Editor><Category>Radial:Pistol:Pistol-Gang</Category></_Editor><Time_Management><Refire_Delay>300</Refire_Delay></Time_Management><Time_Management_OM>OM_REPLACE</Time_Management_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>100</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Tracer_Info_OM>OM_REPLACE</Tracer_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_PISTOL_GANG_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Pistol-GangLvl3</Name><Flags></Flags><_Editor><Category>Radial:Pistol:Pistol-Gang</Category></_Editor><Magazine_Size>6</Magazine_Size><Magazine_Size_OM>OM_ADDITIVE</Magazine_Size_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>10000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_PISTOL_GANG_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Pistol-GangLvl4</Name><Flags></Flags><_Editor><Category>Radial:Pistol:Pistol-Gang</Category></_Editor><Muzzle_Effect>PistolGang_Muzzle_Upgrade</Muzzle_Effect><Muzzle_Effect_OM>OM_REPLACE</Muzzle_Effect_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><Penetrating_End_Point_Explosion>Ammo - Explosive</Penetrating_End_Point_Explosion><upgrade_price>20000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Tracer_Info><Tracer>Pistol-Gang-Upgraded</Tracer><Tracer_NPC>Pistol-Gang</Tracer_NPC><Alt_Tracer>Pistol-Gang-Upgraded</Alt_Tracer><Alt_Tracer_NPC>Pistol-Gang</Alt_Tracer_NPC><Tracer_Frequency>1</Tracer_Frequency></Tracer_Info><upgrade_description>CUST_WPN_UPGRADE_DESC_PISTOL_GANG_4</upgrade_description><Tracer_Info_OM>OM_REPLACE</Tracer_Info_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Pistol-PoliceLvl2</Name><Flags></Flags><_Editor><Category>Radial:Pistol:Pistol-Police</Category></_Editor><Magazine_Size>9</Magazine_Size><Magazine_Size_OM>OM_ADDITIVE</Magazine_Size_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>100</upgrade_price><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_PISTOL_POLICE_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Pistol-PoliceLvl3</Name><Flags></Flags><_Editor><Category>Radial:Pistol:Pistol-Police</Category></_Editor><Damage_Max><NPC_Damage>240</NPC_Damage><Player_Damage>60</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>10000</upgrade_price><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_PISTOL_POLICE_3</upgrade_description><Camera_Info><Primary_Fire_Camera_Shake>weapon_fire_pistol</Primary_Fire_Camera_Shake><Primary_Fire_Camera_Shake_Intensity>0.6</Primary_Fire_Camera_Shake_Intensity><Primary_Fine_Aim_Camera_Shake>weapon_fire_pistol</Primary_Fine_Aim_Camera_Shake><Primary_Fire_Fine_Aim_Camera_Shake_Intensity>0.6</Primary_Fire_Fine_Aim_Camera_Shake_Intensity><Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake><Player_Hit_Camera_Shake_Intensity>0.5</Player_Hit_Camera_Shake_Intensity><Primary_Recoil_Multiplier>0.05</Primary_Recoil_Multiplier><Primary_Fine_Aim_Recoil_Multiplier>0.05</Primary_Fine_Aim_Recoil_Multiplier></Camera_Info><Camera_Info_OM>OM_REPLACE</Camera_Info_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Pistol-PoliceLvl4</Name><Flags><Flag>allow offhand grenade</Flag><Flag>bullets damage tanks</Flag><Flag>do not hide when sprinting</Flag><Flag>dual wieldable</Flag><Flag>armor piercing override</Flag></Flags><_Editor><Category>Radial:Pistol:Pistol-Police</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>20000</upgrade_price><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Constant_Effects><Constant_Effect><Effect>VFX_LaserSight</Effect><Weapon_Prop_Point>vfx5</Weapon_Prop_Point><Condition>weapon raised</Condition></Constant_Effect></Constant_Effects><Tracer_Info_OM>OM_REPLACE</Tracer_Info_OM><Constant_Effects_OM>OM_REPLACE</Constant_Effects_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_PISTOL_POLICE_4</upgrade_description><Flags_OM>OM_REPLACE</Flags_OM><Muzzle_Effect>SMG_MuzzleFlash_Upgrade</Muzzle_Effect><Muzzle_Effect_OM>OM_REPLACE</Muzzle_Effect_OM><Tracer_Info><Tracer>SMG_UpgradedTracer</Tracer><Tracer_NPC>SMG_UpgradedTracer</Tracer_NPC><Alt_Tracer>SMG_UpgradedTracer</Alt_Tracer><Alt_Tracer_NPC>SMG_UpgradedTracer</Alt_Tracer_NPC><Tracer_Frequency>1</Tracer_Frequency></Tracer_Info><PlayerWeaponSpread><SpreadMinMax><Player_Spread_Max>2</Player_Spread_Max><Player_Spread_Min>0.25</Player_Spread_Min><SpreadMovementMultipliers><Movement_Multiplier_Crouch>0.8</Movement_Multiplier_Crouch><Movement_Multiplier_Walk>1.0</Movement_Multiplier_Walk><Movement_Multiplier_Run>1.0</Movement_Multiplier_Run><Movement_Multiplier_Sprint>1.0</Movement_Multiplier_Sprint><Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle><Movement_Multiplier_Fine_Aim>0.5</Movement_Multiplier_Fine_Aim></SpreadMovementMultipliers></SpreadMinMax><SpreadDynamics><Player_To_Spread_Max>3</Player_To_Spread_Max><Player_To_Spread_Min>1000</Player_To_Spread_Min></SpreadDynamics></PlayerWeaponSpread><PlayerWeaponSpread_OM>OM_REPLACE</PlayerWeaponSpread_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Rifle-GangLvl2</Name><Flags></Flags><_Editor><Category>Radial:Rifle:Rifle-Gang</Category></_Editor><Damage_Max><NPC_Damage>150</NPC_Damage><Player_Damage>0.0</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>10000</upgrade_price><PlayerWeaponSpread><SpreadMinMax><Player_Spread_Max>1.5</Player_Spread_Max><Player_Spread_Min>0</Player_Spread_Min><SpreadMovementMultipliers><Movement_Multiplier_Crouch>0.8</Movement_Multiplier_Crouch><Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle><Movement_Multiplier_Fine_Aim>0.4</Movement_Multiplier_Fine_Aim></SpreadMovementMultipliers></SpreadMinMax><SpreadDynamics><Player_To_Spread_Max>4</Player_To_Spread_Max><Player_To_Spread_Min>800</Player_To_Spread_Min></SpreadDynamics></PlayerWeaponSpread><PlayerWeaponSpread_OM>OM_REPLACE</PlayerWeaponSpread_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Ragdoll_Info><Chance>0.5</Chance><Death_Velocity_Horizontal>4</Death_Velocity_Horizontal><Death_Velocity_Vertical>2</Death_Velocity_Vertical><Death_Point_Velocity>0.0</Death_Point_Velocity><Death_Angular_Velocity_Vertical>10</Death_Angular_Velocity_Vertical><Death_Angular_Velocity_Horizontal>10</Death_Angular_Velocity_Horizontal><Death_Range_Min>20</Death_Range_Min><Death_Range_Max>40</Death_Range_Max></Ragdoll_Info><Ragdoll_Iinfo_OM>OM_REPLACE</Ragdoll_Iinfo_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_RIFLE_GANG_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Rifle-GangLvl3</Name><Flags></Flags><_Editor><Category>Radial:Rifle:Rifle-Gang</Category></_Editor><Magazine_Size>60</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>20000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Time_Management><Refire_Delay>100</Refire_Delay></Time_Management><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_RIFLE_GANG_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Rifle-GangLvl4</Name><Flags><Flag>allow offhand grenade</Flag><Flag>do not hide when sprinting</Flag><Flag>has alt fire</Flag><Flag>secondary trigger fires grenades</Flag><Flag>explosions damage tanks</Flag></Flags><_Editor><Category>Radial:Rifle:Rifle-Gang</Category></_Editor><Projectile_Info><Model>Luchadore_GL_Projectile</Model><Speed>30</Speed><Attached_Effect>Luch_GrenadeBlink</Attached_Effect><Mass>1</Mass><Linear_Damp>0.6</Linear_Damp><Angular_Damp>0.5</Angular_Damp><Restitution>1</Restitution><Friction>1</Friction><Angular_Velocity><X>6</X><Y>0.0</Y><Z>0.0</Z></Angular_Velocity><Fade_Out_Time>0.0</Fade_Out_Time><Gravity>-8</Gravity><FoleyCollision>Grenade_Bounce</FoleyCollision></Projectile_Info><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>40000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Alt_Time_Management><Refire_Delay>600</Refire_Delay></Alt_Time_Management><Magazine_Size>120</Magazine_Size><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Flags_OM>OM_REPLACE</Flags_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_RIFLE_GANG_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Rifle-NGLvl2</Name><Flags><Flag>allow offhand grenade</Flag><Flag>do not hide when sprinting</Flag></Flags><_Editor><Category>Radial:Rifle:Rifle-NG</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>10000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><PlayerWeaponSpread><SpreadMinMax><SpreadMovementMultipliers><Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle></SpreadMovementMultipliers></SpreadMinMax><SpreadDynamics><Player_To_Spread_Max>5</Player_To_Spread_Max><Player_To_Spread_Min>800</Player_To_Spread_Min></SpreadDynamics></PlayerWeaponSpread><Burst_Fire_Info><Shots>5</Shots><Burst_Delay_ms>300</Burst_Delay_ms></Burst_Fire_Info><Camera_Info><Primary_Fire_Camera_Shake>weapon_fire_ar</Primary_Fire_Camera_Shake><Primary_Fire_Camera_Shake_Intensity>0.6</Primary_Fire_Camera_Shake_Intensity><Primary_Fine_Aim_Camera_Shake>weapon_fire_ar</Primary_Fine_Aim_Camera_Shake><Primary_Fire_Fine_Aim_Camera_Shake_Intensity>0.6</Primary_Fire_Fine_Aim_Camera_Shake_Intensity><Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake><Player_Hit_Camera_Shake_Intensity>0.3</Player_Hit_Camera_Shake_Intensity><Primary_Recoil_Multiplier>0.8</Primary_Recoil_Multiplier><Primary_Fine_Aim_Recoil_Multiplier>0.4</Primary_Fine_Aim_Recoil_Multiplier></Camera_Info><Camera_Info_OM>OM_REPLACE</Camera_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_RIFLE_NG_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Rifle-NGLvl3</Name><Flags></Flags><_Editor><Category>Radial:Rifle:Rifle-NG</Category></_Editor><Magazine_Size>60</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>20000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Camera_Info><Primary_Fire_Camera_Shake>weapon_fire_ar</Primary_Fire_Camera_Shake><Primary_Fire_Camera_Shake_Intensity>0.6</Primary_Fire_Camera_Shake_Intensity><Primary_Fine_Aim_Camera_Shake>weapon_fire_ar</Primary_Fine_Aim_Camera_Shake><Primary_Fire_Fine_Aim_Camera_Shake_Intensity>0.6</Primary_Fire_Fine_Aim_Camera_Shake_Intensity><Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake><Player_Hit_Camera_Shake_Intensity>0.3</Player_Hit_Camera_Shake_Intensity><Primary_Recoil_Multiplier>0.8</Primary_Recoil_Multiplier><Primary_Fine_Aim_Recoil_Multiplier>0.4</Primary_Fine_Aim_Recoil_Multiplier></Camera_Info><Camera_Info_OM>OM_REPLACE</Camera_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_RIFLE_NG_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Rifle-NGLvl4</Name><Flags><Flag>allow offhand grenade</Flag><Flag>can zoom</Flag><Flag>do not hide when sprinting</Flag><Flag>zoom allows fine aim</Flag></Flags><_Editor><Category>Radial:Rifle:Rifle-NG</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>40000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Flags_OM>OM_REPLACE</Flags_OM><Camera_Info><Primary_Fire_Camera_Shake>weapon_fire_ar</Primary_Fire_Camera_Shake><Primary_Fire_Camera_Shake_Intensity>0.6</Primary_Fire_Camera_Shake_Intensity><Primary_Fine_Aim_Camera_Shake>weapon_fire_ar</Primary_Fine_Aim_Camera_Shake><Primary_Fire_Fine_Aim_Camera_Shake_Intensity>0.6</Primary_Fire_Fine_Aim_Camera_Shake_Intensity><Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake><Player_Hit_Camera_Shake_Intensity>0.3</Player_Hit_Camera_Shake_Intensity><Primary_Recoil_Multiplier>0.6</Primary_Recoil_Multiplier><Zoom_Steps>2</Zoom_Steps><Maximum_FOV>20</Maximum_FOV><Minimum_FOV>5</Minimum_FOV><Zoom_Type>non-progressive</Zoom_Type></Camera_Info><Camera_Info_OM>OM_REPLACE</Camera_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_RIFLE_NG_4</upgrade_description><Damage_Max><NPC_Damage>250</NPC_Damage><Player_Damage>65</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Rifle-STAGLvl2</Name><Flags></Flags><_Editor><Category>Radial:Rifle:Rifle-STAG</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>20000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Time_Management><Refire_Delay>200</Refire_Delay></Time_Management><Overheat_Info><Percent_Increase_Per_Shot>0.083</Percent_Increase_Per_Shot><Percent_Decrease_Per_Second>0.2</Percent_Decrease_Per_Second><Percent_Decrease_Per_Reload>0.04</Percent_Decrease_Per_Reload><Percent_Decrease_Per_Second_Overheated>0.1</Percent_Decrease_Per_Second_Overheated><Percent_Decrease_Per_Reload_Overheated>0.04</Percent_Decrease_Per_Reload_Overheated><Overheat_Flags><Flag>applies to primary</Flag><Flag>play reload anim</Flag></Overheat_Flags></Overheat_Info><Overheat_Info_OM>OM_REPLACE</Overheat_Info_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><PlayerAltWeaponSpread><SpreadMinMax><Player_Spread_Max>0.5</Player_Spread_Max><Player_Spread_Min>0.0</Player_Spread_Min><SpreadMovementMultipliers><Movement_Multiplier_Crouch>0.5</Movement_Multiplier_Crouch><Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle><Movement_Multiplier_Fine_Aim>0.5</Movement_Multiplier_Fine_Aim></SpreadMovementMultipliers></SpreadMinMax><SpreadDynamics><Player_To_Spread_Max>2</Player_To_Spread_Max><Player_To_Spread_Min>1000</Player_To_Spread_Min></SpreadDynamics></PlayerAltWeaponSpread><PlayerAltWeaponSpread_OM>OM_REPLACE</PlayerAltWeaponSpread_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_RIFLE_STAG_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Rifle-STAGLvl3</Name><Flags></Flags><_Editor><Category>Radial:Rifle:Rifle-STAG</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>40000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Time_Management><Refire_Delay>150</Refire_Delay></Time_Management><Overheat_Info><Percent_Increase_Per_Shot>0.067</Percent_Increase_Per_Shot><Percent_Decrease_Per_Second>0.2</Percent_Decrease_Per_Second><Percent_Decrease_Per_Reload>0.04</Percent_Decrease_Per_Reload><Percent_Decrease_Per_Second_Overheated>0.1</Percent_Decrease_Per_Second_Overheated><Percent_Decrease_Per_Reload_Overheated>0.04</Percent_Decrease_Per_Reload_Overheated><Overheat_Flags><Flag>applies to primary</Flag><Flag>play reload anim</Flag></Overheat_Flags></Overheat_Info><Overheat_Info_OM>OM_REPLACE</Overheat_Info_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><PlayerAltWeaponSpread><SpreadMinMax><Player_Spread_Max>0.5</Player_Spread_Max><Player_Spread_Min>0.0</Player_Spread_Min><SpreadMovementMultipliers><Movement_Multiplier_Crouch>0.5</Movement_Multiplier_Crouch><Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle><Movement_Multiplier_Fine_Aim>0.5</Movement_Multiplier_Fine_Aim></SpreadMovementMultipliers></SpreadMinMax><SpreadDynamics><Player_To_Spread_Max>3</Player_To_Spread_Max><Player_To_Spread_Min>1000</Player_To_Spread_Min></SpreadDynamics></PlayerAltWeaponSpread><PlayerAltWeaponSpread_OM>OM_REPLACE</PlayerAltWeaponSpread_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_RIFLE_STAG_3</upgrade_description><Camera_Info><Primary_Fire_Camera_Shake>weapon_fire_ar</Primary_Fire_Camera_Shake><Primary_Fire_Camera_Shake_Intensity>0.6</Primary_Fire_Camera_Shake_Intensity><Primary_Fine_Aim_Camera_Shake>weapon_fire_ar</Primary_Fine_Aim_Camera_Shake><Primary_Fire_Fine_Aim_Camera_Shake_Intensity>0.6</Primary_Fire_Fine_Aim_Camera_Shake_Intensity><Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake><Player_Hit_Camera_Shake_Intensity>0.5</Player_Hit_Camera_Shake_Intensity><Primary_Recoil_Multiplier>0.5</Primary_Recoil_Multiplier><Primary_Fine_Aim_Recoil_Multiplier>0.25</Primary_Fine_Aim_Recoil_Multiplier></Camera_Info><Camera_Info_OM>OM_REPLACE</Camera_Info_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Rifle-STAGLvl4</Name><Flags></Flags><_Editor><Category>Radial:Rifle:Rifle-STAG</Category></_Editor><Overheat_Info><Percent_Increase_Per_Shot>0.05</Percent_Increase_Per_Shot><Percent_Decrease_Per_Second>0.2</Percent_Decrease_Per_Second><Percent_Decrease_Per_Reload>0.04</Percent_Decrease_Per_Reload><Percent_Decrease_Per_Second_Overheated>0.1</Percent_Decrease_Per_Second_Overheated><Percent_Decrease_Per_Reload_Overheated>0.04</Percent_Decrease_Per_Reload_Overheated><Overheat_Flags><Flag>applies to primary</Flag><Flag>play reload anim</Flag></Overheat_Flags></Overheat_Info><Overheat_Info_OM>OM_REPLACE</Overheat_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>80000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Time_Management><Refire_Delay>100</Refire_Delay></Time_Management><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><PlayerAltWeaponSpread><SpreadMinMax><Player_Spread_Max>0.5</Player_Spread_Max><Player_Spread_Min>0.0</Player_Spread_Min><SpreadMovementMultipliers><Movement_Multiplier_Crouch>0.5</Movement_Multiplier_Crouch><Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle><Movement_Multiplier_Fine_Aim>0.5</Movement_Multiplier_Fine_Aim></SpreadMovementMultipliers></SpreadMinMax><SpreadDynamics><Player_To_Spread_Max>4</Player_To_Spread_Max><Player_To_Spread_Min>1000</Player_To_Spread_Min></SpreadDynamics></PlayerAltWeaponSpread><PlayerAltWeaponSpread_OM>OM_REPLACE</PlayerAltWeaponSpread_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_RIFLE_STAG_4</upgrade_description><Camera_Info><Primary_Fire_Camera_Shake>weapon_fire_ar</Primary_Fire_Camera_Shake><Primary_Fire_Camera_Shake_Intensity>0.6</Primary_Fire_Camera_Shake_Intensity><Primary_Fine_Aim_Camera_Shake>weapon_fire_ar</Primary_Fine_Aim_Camera_Shake><Primary_Fire_Fine_Aim_Camera_Shake_Intensity>0.6</Primary_Fire_Fine_Aim_Camera_Shake_Intensity><Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake><Player_Hit_Camera_Shake_Intensity>0.5</Player_Hit_Camera_Shake_Intensity><Primary_Recoil_Multiplier>0.4</Primary_Recoil_Multiplier><Primary_Fine_Aim_Recoil_Multiplier>0.2</Primary_Fine_Aim_Recoil_Multiplier></Camera_Info><Camera_Info_OM>OM_REPLACE</Camera_Info_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>SatchelLvl2</Name><Flags></Flags><_Editor><Category>Radial:Explosive:Satchel</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>10000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_EXPLOSIVE_SATCHEL_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>SatchelLvl3</Name><Flags></Flags><_Editor><Category>Radial:Explosive:Satchel</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>20000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_EXPLOSIVE_SATCHEL_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>SatchelLvl4</Name><Flags><Flag>gibs victims</Flag></Flags><_Editor><Category>Radial:Explosive:Satchel</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>40000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_EXPLOSIVE_SATCHEL_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Shotgun-GangLvl2</Name><Flags></Flags><_Editor><Category>Radial:Shotgun:Shotgun-Gang</Category></_Editor><Magazine_Size>8</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Damage_Max><NPC_Damage>110</NPC_Damage><Player_Damage>110</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Time_Management><Refire_Delay>900</Refire_Delay></Time_Management><Time_Management_OM>OM_REPLACE</Time_Management_OM><Damage_Min><NPC_Damage>40</NPC_Damage><Player_Damage>40</Player_Damage></Damage_Min><Damage_Min_OM>OM_REPLACE</Damage_Min_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SHOTGUN_GANG_2</upgrade_description><upgrade_price>10000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Shotgun-GangLvl3</Name><Flags></Flags><_Editor><Category>Radial:Shotgun:Shotgun-Gang</Category></_Editor><Magazine_Size>10</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Time_Management><Refire_Delay>800</Refire_Delay></Time_Management><Time_Management_OM>OM_REPLACE</Time_Management_OM><Damage_Max><NPC_Damage>130</NPC_Damage><Player_Damage>130</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Damage_Min><NPC_Damage>45</NPC_Damage><Player_Damage>45</Player_Damage></Damage_Min><Damage_Min_OM>OM_REPLACE</Damage_Min_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SHOTGUN_GANG_3</upgrade_description><upgrade_price>20000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Shotgun-GangLvl4</Name><Flags><Flag>allow offhand grenade</Flag><Flag>brass during reload only</Flag><Flag>do not hide when sprinting</Flag><Flag>use underslung fine aim</Flag><Flag>incendiary shots</Flag></Flags><_Editor><Category>Radial:Shotgun:Shotgun-Gang</Category></_Editor><Magazine_Size>12</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Damage_Max><NPC_Damage>150</NPC_Damage><Player_Damage>150</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Time_Management><Refire_Delay>700</Refire_Delay></Time_Management><Time_Management_OM>OM_REPLACE</Time_Management_OM><Damage_Min><NPC_Damage>50</NPC_Damage><Player_Damage>50</Player_Damage></Damage_Min><Damage_Min_OM>OM_REPLACE</Damage_Min_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SHOTGUN_GANG_4</upgrade_description><upgrade_price>40000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Flags_OM>OM_REPLACE</Flags_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Shotgun-PoliceLvl2</Name><Flags></Flags><_Editor><Category>Radial:Shotgun:Shotgun-Police</Category></_Editor><Magazine_Size>10</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Damage_Max><NPC_Damage>100</NPC_Damage><Player_Damage>100</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Time_Management><Refire_Delay>950</Refire_Delay></Time_Management><Time_Management_OM>OM_REPLACE</Time_Management_OM><Damage_Min><NPC_Damage>35</NPC_Damage><Player_Damage>35</Player_Damage></Damage_Min><Damage_Min_OM>OM_REPLACE</Damage_Min_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>10000</upgrade_price><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Reload_Animation_Group>Rifle</Reload_Animation_Group><Reload_Animation_Group_OM>OM_REPLACE</Reload_Animation_Group_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SHOTGUN_POLICE_2</upgrade_description><Fire_Cone_Angle>8.0</Fire_Cone_Angle><Fire_Cone_Angle_OM>OM_REPLACE</Fire_Cone_Angle_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Shotgun-PoliceLvl3</Name><Flags></Flags><_Editor><Category>Radial:Shotgun:Shotgun-Police</Category></_Editor><Magazine_Size>12</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Damage_Max><NPC_Damage>110</NPC_Damage><Player_Damage>110</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Time_Management><Refire_Delay>800</Refire_Delay></Time_Management><Time_Management_OM>OM_REPLACE</Time_Management_OM><Damage_Min><NPC_Damage>40</NPC_Damage><Player_Damage>40</Player_Damage></Damage_Min><Damage_Min_OM>OM_REPLACE</Damage_Min_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>20000</upgrade_price><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Reload_Animation_Group>Rifle</Reload_Animation_Group><Reload_Animation_Group_OM>OM_REPLACE</Reload_Animation_Group_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SHOTGUN_POLICE_3</upgrade_description><Fire_Cone_Angle>7.0</Fire_Cone_Angle><Fire_Cone_Angle_OM>OM_REPLACE</Fire_Cone_Angle_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Shotgun-PoliceLvl4</Name><Flags><Flag>allow offhand grenade</Flag><Flag>do not hide when sprinting</Flag></Flags><_Editor><Category>Radial:Shotgun:Shotgun-Police</Category></_Editor><Magazine_Size>14</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Time_Management><Refire_Delay>300</Refire_Delay></Time_Management><Time_Management_OM>OM_REPLACE</Time_Management_OM><Damage_Min_OM>OM_REPLACE</Damage_Min_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>40000</upgrade_price><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Animation_Group>Rifle</Animation_Group><Animation_Group_OM>OM_REPLACE</Animation_Group_OM><Fine_Aim_Animation_Group>Rifle</Fine_Aim_Animation_Group><Fine_Aim_Animation_Group_OM>OM_REPLACE</Fine_Aim_Animation_Group_OM><Camera_Info><Primary_Fire_Camera_Shake>weapon_fire_ar</Primary_Fire_Camera_Shake><Primary_Fire_Camera_Shake_Intensity>0.8</Primary_Fire_Camera_Shake_Intensity><Primary_Fine_Aim_Camera_Shake>weapon_fire_ar</Primary_Fine_Aim_Camera_Shake><Primary_Fire_Fine_Aim_Camera_Shake_Intensity>0.8</Primary_Fire_Fine_Aim_Camera_Shake_Intensity><Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake><Player_Hit_Camera_Shake_Intensity>0.3</Player_Hit_Camera_Shake_Intensity><Primary_Recoil_Multiplier>0.4</Primary_Recoil_Multiplier><Primary_Fine_Aim_Recoil_Multiplier>0.2</Primary_Fine_Aim_Recoil_Multiplier></Camera_Info><Camera_Info_OM>OM_REPLACE</Camera_Info_OM><Constant_Effects><Constant_Effect><Effect>VFX_LaserSight</Effect><Weapon_Prop_Point>vfx5</Weapon_Prop_Point><Condition>weapon raised</Condition></Constant_Effect></Constant_Effects><Constant_Effects_OM>OM_REPLACE</Constant_Effects_OM><Flags_OM>OM_REPLACE</Flags_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SHOTGUN_POLICE_4</upgrade_description><Fire_Cone_Angle>6.0</Fire_Cone_Angle><Fire_Cone_Angle_OM>OM_REPLACE</Fire_Cone_Angle_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Shotgun-STAGLvl2</Name><Flags></Flags><_Editor><Category>Radial:Shotgun:Shotgun-STAG</Category></_Editor><Time_Management><Refire_Delay>850</Refire_Delay></Time_Management><Time_Management_OM>OM_REPLACE</Time_Management_OM><Damage_Max><NPC_Damage>110</NPC_Damage><Player_Damage>110</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Damage_Min><NPC_Damage>40</NPC_Damage><Player_Damage>40</Player_Damage></Damage_Min><Damage_Min_OM>OM_REPLACE</Damage_Min_OM><Overheat_Info><Percent_Increase_Per_Shot>.23</Percent_Increase_Per_Shot><Percent_Decrease_Per_Second>.15</Percent_Decrease_Per_Second><Percent_Decrease_Per_Reload>.04</Percent_Decrease_Per_Reload><Percent_Decrease_Per_Second_Overheated>.2</Percent_Decrease_Per_Second_Overheated><Percent_Decrease_Per_Reload_Overheated>.04</Percent_Decrease_Per_Reload_Overheated><Overheat_Flags><Flag>applies to primary</Flag></Overheat_Flags></Overheat_Info><Overheat_Info_OM>OM_REPLACE</Overheat_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>20000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SHOTGUN_STAG_2</upgrade_description><Fire_Cone_Angle>6.0</Fire_Cone_Angle><Fire_Cone_Angle_OM>OM_REPLACE</Fire_Cone_Angle_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Shotgun-STAGLvl3</Name><Flags></Flags><_Editor><Category>Radial:Shotgun:Shotgun-STAG</Category></_Editor><Time_Management><Refire_Delay>700</Refire_Delay></Time_Management><Time_Management_OM>OM_REPLACE</Time_Management_OM><Damage_Max><NPC_Damage>130</NPC_Damage><Player_Damage>130</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Damage_Min><NPC_Damage>45</NPC_Damage><Player_Damage>45</Player_Damage></Damage_Min><Damage_Min_OM>OM_REPLACE</Damage_Min_OM><Overheat_Info><Percent_Increase_Per_Shot>.21</Percent_Increase_Per_Shot><Percent_Decrease_Per_Second>.15</Percent_Decrease_Per_Second><Percent_Decrease_Per_Reload>.04</Percent_Decrease_Per_Reload><Percent_Decrease_Per_Second_Overheated>.2</Percent_Decrease_Per_Second_Overheated><Percent_Decrease_Per_Reload_Overheated>.04</Percent_Decrease_Per_Reload_Overheated><Overheat_Flags><Flag>applies to primary</Flag></Overheat_Flags></Overheat_Info><Overheat_Info_OM>OM_REPLACE</Overheat_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>40000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SHOTGUN_STAG_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Shotgun-STAGLvl4</Name><Flags></Flags><_Editor><Category>Radial:Shotgun:Shotgun-STAG</Category></_Editor><Time_Management><Refire_Delay>550</Refire_Delay></Time_Management><Time_Management_OM>OM_REPLACE</Time_Management_OM><Damage_Max><NPC_Damage>150</NPC_Damage><Player_Damage>150</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Damage_Min><NPC_Damage>50</NPC_Damage><Player_Damage>50</Player_Damage></Damage_Min><Damage_Min_OM>OM_REPLACE</Damage_Min_OM><Overheat_Info><Percent_Increase_Per_Shot>.19</Percent_Increase_Per_Shot><Percent_Decrease_Per_Second>.15</Percent_Decrease_Per_Second><Percent_Decrease_Per_Reload>.04</Percent_Decrease_Per_Reload><Percent_Decrease_Per_Second_Overheated>.2</Percent_Decrease_Per_Second_Overheated><Percent_Decrease_Per_Reload_Overheated>.04</Percent_Decrease_Per_Reload_Overheated><Overheat_Flags><Flag>applies to primary</Flag></Overheat_Flags></Overheat_Info><Overheat_Info_OM>OM_REPLACE</Overheat_Info_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>80000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SHOTGUN_STAG_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>SMG-GangLvl2</Name><Flags></Flags><_Editor><Category>Radial:SMG:SMG-Gang</Category></_Editor><Magazine_Size>60</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Damage_Max><NPC_Damage>90</NPC_Damage><Player_Damage>0.0</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>7500</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SMG_GANG_2</upgrade_description><PlayerWeaponSpread><SpreadMinMax><Player_Spread_Max>4.0</Player_Spread_Max><Player_Spread_Min>1.0</Player_Spread_Min><SpreadMovementMultipliers><Movement_Multiplier_Crouch>0.8</Movement_Multiplier_Crouch><Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle><Movement_Multiplier_Fine_Aim>0.4</Movement_Multiplier_Fine_Aim></SpreadMovementMultipliers></SpreadMinMax><SpreadDynamics><Player_To_Spread_Max>4</Player_To_Spread_Max><Player_To_Spread_Min>800</Player_To_Spread_Min></SpreadDynamics></PlayerWeaponSpread><PlayerWeaponSpread_OM>OM_REPLACE</PlayerWeaponSpread_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>SMG-GangLvl3</Name><Flags></Flags><_Editor><Category>Radial:SMG:SMG-Gang</Category></_Editor><Damage_Max><NPC_Damage>100</NPC_Damage><Player_Damage>0.0</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Magazine_Size>60</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>10000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SMG_GANG_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>SMG-GangLvl4</Name><Flags></Flags><_Editor><Category>Radial:SMG:SMG-Gang</Category></_Editor><Damage_Max><NPC_Damage>110</NPC_Damage><Player_Damage>0.0</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Muzzle_Effect>PistolGang_Muzzle_Upgrade</Muzzle_Effect><Muzzle_Effect_OM>OM_REPLACE</Muzzle_Effect_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Magazine_Size>60</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><Penetrating_End_Point_Explosion>Ammo - Incendiary</Penetrating_End_Point_Explosion><upgrade_price>20000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Tracer_Info><Tracer>Pistol-Gang-Upgraded</Tracer><Tracer_NPC>Pistol-Gang</Tracer_NPC><Alt_Tracer>Pistol-Gang-Upgraded</Alt_Tracer><Alt_Tracer_NPC>Pistol-Gang</Alt_Tracer_NPC><Tracer_Frequency>1</Tracer_Frequency></Tracer_Info><Constant_Effects><Constant_Effect><Effect>vfx_lasersight</Effect><Weapon_Prop_Point>vfx1</Weapon_Prop_Point><Condition>weapon raised</Condition></Constant_Effect></Constant_Effects><Constant_Effects_OM>OM_REPLACE</Constant_Effects_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SMG_GANG_4</upgrade_description><PlayerWeaponSpread><SpreadMinMax><Player_Spread_Max>3.0</Player_Spread_Max><Player_Spread_Min>0.8</Player_Spread_Min><SpreadMovementMultipliers><Movement_Multiplier_Crouch>0.8</Movement_Multiplier_Crouch><Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle><Movement_Multiplier_Fine_Aim>0.4</Movement_Multiplier_Fine_Aim></SpreadMovementMultipliers></SpreadMinMax><SpreadDynamics><Player_To_Spread_Max>8</Player_To_Spread_Max><Player_To_Spread_Min>1200</Player_To_Spread_Min></SpreadDynamics></PlayerWeaponSpread><PlayerWeaponSpread_OM>OM_REPLACE</PlayerWeaponSpread_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>SMG-StormLvl2</Name><Flags></Flags><_Editor><Category>Radial:SMG:SMG-Storm</Category></_Editor><Magazine_Size>20</Magazine_Size><Magazine_Size_OM>OM_ADDITIVE</Magazine_Size_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>7500</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SMG_STORM_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>SMG-StormLvl3</Name><Flags></Flags><_Editor><Category>Radial:SMG:SMG-Storm</Category></_Editor><Time_Management><Refire_Delay>60</Refire_Delay></Time_Management><Time_Management_OM>OM_REPLACE</Time_Management_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>15000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SMG_STORM_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>SMG-StormLvl4</Name><Flags><Flag>allow offhand grenade</Flag><Flag>do not hide when sprinting</Flag><Flag>dual wieldable</Flag><Flag>armor piercing override</Flag><Flag>bullets damage tanks</Flag></Flags><_Editor><Category>Radial:SMG:SMG-Storm</Category></_Editor><Time_Management><Refire_Delay>60</Refire_Delay></Time_Management><Time_Management_OM>OM_REPLACE</Time_Management_OM><Muzzle_Effect>SMG_MuzzleFlash_Upgrade</Muzzle_Effect><Muzzle_Effect_OM>OM_REPLACE</Muzzle_Effect_OM><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>30000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Flags_OM>OM_REPLACE</Flags_OM><Tracer_Info><Tracer>SMG_UpgradedTracer</Tracer><Tracer_NPC>SMG_UpgradedTracer</Tracer_NPC><Alt_Tracer>SMG_UpgradedTracer</Alt_Tracer><Alt_Tracer_NPC>SMG_UpgradedTracer</Alt_Tracer_NPC><Tracer_Frequency>1</Tracer_Frequency></Tracer_Info><Damage_Max><NPC_Damage>100</NPC_Damage><Player_Damage>100</Player_Damage></Damage_Max><upgrade_description>CUST_WPN_UPGRADE_DESC_SMG_STORM_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Special-AirstrikeLvl2</Name><Flags></Flags><_Editor><Category>Radial:Special:Special-Airstrike</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>50000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Charge_Release_Info><Charge_Time_sec>1.5</Charge_Time_sec><Charge_Base>0.0</Charge_Base><Auto_Release>True</Auto_Release><Charge_Flags><Flag>Show HUD on charge</Flag></Charge_Flags></Charge_Release_Info><Charge_Release_Info_OM>OM_REPLACE</Charge_Release_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SPECIAL_STRIKE_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Special-AirstrikeLvl3</Name><Flags></Flags><_Editor><Category>Radial:Special:Special-Airstrike</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>100000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Charge_Release_Info><Charge_Time_sec>1</Charge_Time_sec><Charge_Base>0.0</Charge_Base><Auto_Release>True</Auto_Release><Charge_Flags><Flag>Show HUD on charge</Flag></Charge_Flags></Charge_Release_Info><Charge_Release_Info_OM>OM_REPLACE</Charge_Release_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SPECIAL_STRIKE_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Special-AirstrikeLvl4</Name><Flags></Flags><_Editor><Category>Radial:Special:Special-Airstrike</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>200000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Charge_Release_Info><Charge_Time_sec>0.5</Charge_Time_sec><Charge_Base>0.0</Charge_Base><Auto_Release>True</Auto_Release><Charge_Flags><Flag>Show HUD on charge</Flag></Charge_Flags></Charge_Release_Info><Charge_Release_Info_OM>OM_REPLACE</Charge_Release_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SPECIAL_STRIKE_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Special-DroneLvl2</Name><Flags></Flags><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>30000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><_Editor><Category>Radial:Special:Special-Drone</Category></_Editor><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SPECIAL_DRONE_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Special-DroneLvl3</Name><Flags></Flags><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>60000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><_Editor><Category>Radial:Special:Special-Drone</Category></_Editor><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SPECIAL_DRONE_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Special-DroneLvl3</Name><Flags></Flags><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>120000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><_Editor><Category>Radial:Special:Special-Drone</Category></_Editor><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SPECIAL_DRONE_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Special-RCVehicleGunLvl2</Name><Flags></Flags><_Editor><Category>Radial:Special:Special-RCVehicleGun</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>15000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Projectile_Info><Model>RCGun_Projectile</Model><Speed>30</Speed><Attached_Effect>VEH_AirCraft_Yellow</Attached_Effect><Gravity>0</Gravity><Mass>3</Mass><Linear_Damp>.85</Linear_Damp><Angular_Damp>.5</Angular_Damp><Projectile_Flags><Flag>sticky</Flag><Flag>vehicle rc</Flag><Flag>teleport to target</Flag></Projectile_Flags><Fade_Out_Time>0.0</Fade_Out_Time><Speed_NPC>0.0</Speed_NPC><Post_Ignition_Speed_NPC>0.0</Post_Ignition_Speed_NPC></Projectile_Info><upgrade_description>CUST_WPN_UPGRADE_DESC_SPECIAL_RCGUN_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Special-RCVehicleGunLvl3</Name><Flags></Flags><_Editor><Category>Radial:Special:Special-RCVehicleGun</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>30000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Projectile_Info><Model>RCGun_Projectile</Model><Speed>30</Speed><Projectile_Flags><Flag>sticky</Flag><Flag>vehicle rc</Flag><Flag>teleport to target</Flag><Flag>rc self destruct</Flag></Projectile_Flags><Fade_Out_Time>0.0</Fade_Out_Time><Gravity>0</Gravity><Mass>3</Mass><Linear_Damp>0.85</Linear_Damp><Angular_Damp>0.5</Angular_Damp><Attached_Effect>VEH_AirCraft_Green</Attached_Effect><Speed_NPC>0.0</Speed_NPC><Post_Ignition_Speed_NPC>0.0</Post_Ignition_Speed_NPC></Projectile_Info><Projectile_Info_OM>OM_REPLACE</Projectile_Info_OM><Constant_Effects><Constant_Effect><Effect>vfx_screen_rcgun</Effect><Weapon_Prop_Point>vfx5</Weapon_Prop_Point><Condition>weapon raised</Condition></Constant_Effect></Constant_Effects><upgrade_description>CUST_WPN_UPGRADE_DESC_SPECIAL_RCGUN_3</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Special-RCVehicleGunLvl4</Name><Flags></Flags><_Editor><Category>Radial:Special:Special-RCVehicleGun</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>60000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Constant_Effects_OM>OM_REPLACE</Constant_Effects_OM><Projectile_Info><Model>RCGun_Projectile</Model><Speed>30</Speed><Projectile_Flags><Flag>sticky</Flag><Flag>Victim is Not Ally</Flag><Flag>vehicle rc</Flag><Flag>teleport to target</Flag><Flag>rc military allowed</Flag><Flag>rc self destruct</Flag></Projectile_Flags><Fade_Out_Time>0.0</Fade_Out_Time><Gravity>0</Gravity><Mass>3</Mass><Linear_Damp>0.85</Linear_Damp><Angular_Damp>0.5</Angular_Damp><Attached_Effect>VEH_AirCraft_Blue</Attached_Effect><Speed_NPC>0.0</Speed_NPC><Post_Ignition_Speed_NPC>0.0</Post_Ignition_Speed_NPC></Projectile_Info><Projectile_Info_OM>OM_REPLACE</Projectile_Info_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SPECIAL_RCGUN_4</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Special-SniperRifleLvl2</Name><Flags></Flags><_Editor><Category>Radial:Special:Special-SniperRifle</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>50000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Magazine_Size>9</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SPECIAL_SNIPER_2</upgrade_description></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Special-SniperRifleLvl3</Name><Flags></Flags><_Editor><Category>Radial:Special:Special-SniperRifle</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>100000</upgrade_price><Effect_Situations_OM>OM_REPLACE</Effect_Situations_OM><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Magazine_Size>12</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SPECIAL_SNIPER_3</upgrade_description><Camera_Info><Primary_Fire_Camera_Shake>weapon_fire_sniper2</Primary_Fire_Camera_Shake><Primary_Fire_Camera_Shake_Intensity>1</Primary_Fire_Camera_Shake_Intensity><Primary_Fine_Aim_Camera_Shake>weapon_fire_sniper2</Primary_Fine_Aim_Camera_Shake><Primary_Fire_Fine_Aim_Camera_Shake_Intensity>1</Primary_Fire_Fine_Aim_Camera_Shake_Intensity><Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake><Player_Hit_Camera_Shake_Intensity>10</Player_Hit_Camera_Shake_Intensity><Zoom_Steps>2</Zoom_Steps><Maximum_FOV>20</Maximum_FOV><Minimum_FOV>5</Minimum_FOV><Zoom_Type>non-progressive</Zoom_Type></Camera_Info><Camera_Info_OM>OM_REPLACE</Camera_Info_OM></Weapon_Upgrade>
	<Weapon_Upgrade><Name>Special-SniperRifleLvl4</Name><Flags></Flags><_Editor><Category>Radial:Special:Special-SniperRifle</Category></_Editor><Grebade_Type_OM>OM_REPLACE</Grebade_Type_OM><Alt_Override_Bullet_Impact_Effect_OM>OM_REPLACE</Alt_Override_Bullet_Impact_Effect_OM><Override_Bullet_Impact_Effect_OM>OM_REPLACE</Override_Bullet_Impact_Effect_OM><Penetrating_End_Point_Explosion_OM>OM_REPLACE</Penetrating_End_Point_Explosion_OM><Alt_Penetrating_End_Point_Explosion_OM>OM_REPLACE</Alt_Penetrating_End_Point_Explosion_OM><upgrade_price>200000</upgrade_price><Burst_Fire_Info_OM>OM_REPLACE</Burst_Fire_Info_OM><Magazine_Size>15</Magazine_Size><Magazine_Size_OM>OM_REPLACE</Magazine_Size_OM><upgrade_description>CUST_WPN_UPGRADE_DESC_SPECIAL_SNIPER_4</upgrade_description><Damage_Max><NPC_Damage>1250</NPC_Damage><Player_Damage>750</Player_Damage></Damage_Max><Damage_Max_OM>OM_REPLACE</Damage_Max_OM><Camera_Info><Primary_Fire_Camera_Shake>weapon_fire_sniper3</Primary_Fire_Camera_Shake><Primary_Fire_Camera_Shake_Intensity>1</Primary_Fire_Camera_Shake_Intensity><Primary_Fine_Aim_Camera_Shake>weapon_fire_sniper3</Primary_Fine_Aim_Camera_Shake><Primary_Fire_Fine_Aim_Camera_Shake_Intensity>1</Primary_Fire_Fine_Aim_Camera_Shake_Intensity><Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake><Player_Hit_Camera_Shake_Intensity>10</Player_Hit_Camera_Shake_Intensity><Zoom_Steps>2</Zoom_Steps><Maximum_FOV>20</Maximum_FOV><Minimum_FOV>5</Minimum_FOV><Zoom_Type>non-progressive</Zoom_Type></Camera_Info><Camera_Info_OM>OM_REPLACE</Camera_Info_OM></Weapon_Upgrade>
	</Table>
<TableTemplates>
	</TableTemplates>
<TableDescription>
	<Name>Weapon_Upgrade</Name><Type>TableDescription</Type><Display_Name>Weapon Upgrade</Display_Name><Element><Name>Name</Name><Type>String</Type><Description>Unique name for this weapon.</Description><Default>knife</Default></Element>
	<Element><Name>Display_Name_Override</Name><Type>Reference</Type><Display_Name>Display Name Override</Display_Name><Required>false</Required><Reference><File>localized_exports\HUD_text.xtbl</File><Type>HUD_Identifier.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element>
	<Element><Name>Description_Override</Name><Type>Reference</Type><Display_Name>Description Override</Display_Name><Required>false</Required><Reference><File>localized_exports\HUD_text.xtbl</File><Type>HUD_Identifier.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element>
	<Element><Name>Bitmap_Override</Name><Type>Reference</Type><Display_Name>Bitmap Override</Display_Name><Required>false</Required><Reference><File>bitmap_sheets\ui_bms_00.xtbl</File><Type>BitmapSheets.Images.Properties.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element>
	<Element><Name>Object_Item_Override</Name><Type>Reference</Type><Display_Name>Object Item Override</Display_Name><Required>false</Required><Reference><File>items_3d.xtbl</File><Type>Item.Name</Type><OpenSeparate>False</OpenSeparate></Reference></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>Ammo_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Alt_Ammo_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></Element>
	<Element><Name>Flags</Name><Type>Flags</Type><Description>If you choose to override any of the flags, remember that they are all overridden.  If there is any behavior from the base weapon you wish to keep, the relevant flags need to be set if the flags are overridden.</Description><Flag>allow offhand grenade</Flag><Flag>alt unlimited ammo</Flag><Flag>always play melee vfx</Flag><Flag>always wear on back</Flag><Flag>apply force to live ragdolls</Flag><Flag>attaches</Flag><Flag>brass during reload only</Flag><Flag>bullets damage tanks</Flag><Flag>can zoom</Flag><Flag>causes convulsions</Flag><Flag>constant vfx on combat ready only</Flag><Flag>constant vfx only at night</Flag><Flag>cutscene only</Flag><Flag>disallow forward throw in vehicle</Flag><Flag>disallowed in demos</Flag><Flag>do not hide when sprinting</Flag><Flag>dual wieldable</Flag><Flag>explosions damage tanks</Flag><Flag>has alt fire</Flag><Flag>heavy weapon move speed</Flag><Flag>infinite magazine capacity</Flag><Flag>instant ragdoll</Flag><Flag>left hand</Flag><Flag>other hand ik during attack only</Flag><Flag>lethal melee</Flag><Flag>looping muzzle flash</Flag><Flag>manually detonates</Flag><Flag>melee can dislodge movers</Flag><Flag>melee continue on world collide</Flag><Flag>no combat ready</Flag><Flag>no vehicle combat ready</Flag><Flag>not allowed in vehicle</Flag><Flag>not allowed with human shield</Flag><Flag>on selection</Flag><Flag>on trigger</Flag><Flag>one shot shatter</Flag><Flag>revives humans</Flag><Flag>secondary trigger fires grenades</Flag><Flag>unlimited ammo</Flag><Flag>unlockable</Flag><Flag>use block flinch anims</Flag><Flag>use modified bullet direction</Flag><Flag>secondary weapon</Flag><Flag>use box shape for melee casts</Flag><Flag>disallow jumping</Flag><Flag>disallow crouching</Flag><Flag>use underslung fine aim</Flag><Flag>disallow reload</Flag><Flag>incendiary shots</Flag><Flag>armor piercing override</Flag><Flag>zoom allows fine aim</Flag></Element>
	<Element><Name>Flags_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice></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><Required>false</Required><Reference><File>anim_groups.xtbl</File><Type>Anim_Group.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element>
	<Element><Name>Animation_Group_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice></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>Fine_Aim_Animation_Group_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Reload_Animation_Group_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></Element>
	<Element><Name>Strafe_Angles</Name><Type>Reference</Type><Display_Name>Strafe Angles</Display_Name><Required>false</Required><Reference><File>strafe_angles.xtbl</File><Type>Strafe_Angles.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element>
	<Element><Name>Strafe_Angles_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice></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>False</ShowPreload></Element>
	<Element><Name>Clip_Mesh_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>False</ShowPreload></Element>
	<Element><Name>Reload_Clip_Mesh_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>False</ShowPreload></Element>
	<Element><Name>Left_Hand_Mesh_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Muzzle_Effect_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Alt_Muzzle_Effect_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Melee_Effect_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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><Required>false</Required><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><Name>Weapon_Prop_Point</Name><Type>String</Type><Display_Name>Weapon Prop Point</Display_Name><Required>false</Required></Element><Element><Name>Condition</Name><Type>Selection</Type><Default>always on</Default><Choice>always on</Choice><Choice>during melee swing</Choice><Choice>fine aim</Choice><Choice>weapon raised</Choice></Element></Element><Max_Children>4</Max_Children><Num_Display_Rows>8</Num_Display_Rows></Element>
	<Element><Name>Constant_Effects_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Choice>OM_REPLACE</Choice><Choice>OM_REMOVE</Choice></Element>
	<Element><Name>Audio</Name><Type>Element</Type><Description>Audio attributes for this weapon.</Description><Required>false</Required><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>audio_events.xtbl</File><Type>NewEntity.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>audio_events.xtbl</File><Type>NewEntity.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>audio_events.xtbl</File><Type>NewEntity.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>audio_events.xtbl</File><Type>NewEntity.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>audio_events.xtbl</File><Type>NewEntity.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>audio_events.xtbl</File><Type>NewEntity.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>audio_events.xtbl</File><Type>NewEntity.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>audio_events.xtbl</File><Type>NewEntity.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>audio_events.xtbl</File><Type>NewEntity.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>audio_events.xtbl</File><Type>NewEntity.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>audio_events.xtbl</File><Type>NewEntity.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>audio_events.xtbl</File><Type>NewEntity.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>Audio_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice></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>Brass_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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><Required>false</Required><Default>single</Default><Choice>single</Choice><Choice>burst</Choice><Choice>rapid</Choice><Choice>continuous</Choice><Choice>charge release</Choice></Element>
	<Element><Name>Trigger_Type_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REPLACE</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><Required>false</Required><Default>single</Default><Choice>single</Choice><Choice>burst</Choice><Choice>rapid</Choice><Choice>continuous</Choice></Element>
	<Element><Name>Alt_Trigger_Type_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REPLACE</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><Required>false</Required><Default>0</Default></Element>
	<Element><Name>Magazine_Size_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REPLACE</Choice></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><Required>false</Required><Default>1</Default></Element>
	<Element><Name>Ammo_per_Shot_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REPLACE</Choice></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><Required>false</Required><Default>0.0</Default></Element>
	<Element><Name>Range_Max_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REPLACE</Choice></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><Required>false</Required><Default>0.0</Default></Element>
	<Element><Name>AI_Range_Max_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REPLACE</Choice></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>Sound_Radius_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></Element>
	<Element><Name>NPC_Aim_Drift</Name><Type>Reference</Type><Display_Name>NPC Aim Drift Profile</Display_Name><Required>false</Required><Reference><File>aim_drift.xtbl</File><Type>Profile.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element>
	<Element><Name>NPC_Aim_Drift_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></Element>
	<Element><Name>Time_Management</Name><Type>Element</Type><Display_Name>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>Time_Management_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice></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>Alt_Time_Management_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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><Required>false</Required><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_Max_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice></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>Damage_Min_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></Element>
	<Element><Name>Melee_Attack_Info</Name><Type>Reference</Type><Display_Name>Melee Attack Info</Display_Name><Description>Set of melee attacks that will be used when this weapon is equipped. (References weapon_melee_attacks.xtbl)</Description><Required>false</Required><Reference><File>weapon_melee_attacks.xtbl</File><Type>Melee_Attack_Set.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element>
	<Element><Name>Melee_Attack_Info_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Melee_Damage_Overrides_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Explosion_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Underwater_Explosion_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Fire_Damage_Per_Second_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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_Max_Dist_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Damage_Min_Dist_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></Element>
	<Element><Name>Flat_Spread_Metrics</Name><Type>Element</Type><Display_Name>Flat Spread Metrics</Display_Name><Description>For weapons that have a flat spread, this determines how the spread is formed.</Description><Required>false</Required><Element><Name>Flat_Spread_Width_Angle</Name><Type>Float</Type><Display_Name>Flat Spread Width Angle</Display_Name><Description>Width of the firing spread, in degrees. (The long axis of the plane created by the spread.)</Description><Default>0.0</Default><MinValue>0</MinValue><MaxValue>90</MaxValue></Element><Element><Name>Flat_Spread_Height_Angle</Name><Type>Float</Type><Display_Name>Flat Spread Height Angle</Display_Name><Description>Height of the firing spread, in degrees. (The short axis of the plane created by the spread.)</Description><Default>0.0</Default><MinValue>0</MinValue><MaxValue>90</MaxValue></Element><Element><Name>Flat_Spread_Rotation</Name><Type>Float</Type><Display_Name>Flat Spread Rotation</Display_Name><Description>When 0, the spread is horizontally flat. The axes will be rotated by this value so that if this value is 90 (or -90), the spread will be vertically flat.</Description><Default>0.0</Default><MinValue>-90</MinValue><MaxValue>90</MaxValue></Element><Element><Name>Flat_Spread_Rotation_Per_Shot</Name><Type>Float</Type><Display_Name>Flat Spread Rotation Per Shot</Display_Name><Description>How much the flat spread rotates on each shot.</Description><Default>0.0</Default></Element></Element>
	<Element><Name>Flat_Spread_Metrics_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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_Angle_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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_Length_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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_Metrics_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Fire_Cone_Impact_Effect_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Shots_Per_Round_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>PlayerWeaponSpread_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></Element>
	<Element><Name>PlayerAltWeaponSpread</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>PlayerAltWeaponSpread_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>NPCWeaponSpread_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Ragdoll_Force_Shoot_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></Element>
	<Element><Name>Ragdoll_Info</Name><Type>Element</Type><Display_Name>Ragdoll Info</Display_Name><Required>false</Required><Element><Name>Chance</Name><Type>Float</Type><Default>1.0</Default><MinValue>0</MinValue><MaxValue>1</MaxValue></Element><Element><Name>Death_Velocity_Horizontal</Name><Type>Float</Type><Display_Name>Death Velocity Horizontal</Display_Name><Default>0.0</Default></Element><Element><Name>Death_Velocity_Vertical</Name><Type>Float</Type><Display_Name>Death Velocity Vertical</Display_Name><Default>0.0</Default></Element><Element><Name>Death_Point_Velocity</Name><Type>Float</Type><Display_Name>Death Point Velocity</Display_Name><Default>0.0</Default></Element><Element><Name>Death_Angular_Velocity_Vertical</Name><Type>Float</Type><Display_Name>Death Angular Velocity Vertical</Display_Name><Default>0.0</Default></Element><Element><Name>Death_Angular_Velocity_Horizontal</Name><Type>Float</Type><Display_Name>Death Angular Velocity Horizontal</Display_Name><Default>0.0</Default></Element><Element><Name>Death_Range_Min</Name><Type>Float</Type><Display_Name>Death Range Min</Display_Name><Description>The smaller of the "range" parameters.  A distance of this (or closer) will result in maximum ragdoll velocities.</Description><Default>0.0</Default></Element><Element><Name>Death_Range_Max</Name><Type>Float</Type><Display_Name>Death Range Max</Display_Name><Description>The larger of the "range" parameters.  A distance of this (or further) will result in minimum ragdoll velocities.</Description><Default>0.0</Default></Element></Element>
	<Element><Name>Ragdoll_Iinfo_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Object_Bullet_Hit_Impulse_Magnitude_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>Speed_NPC</Name><Type>Float</Type><Display_Name>Speed (Thrown) - NPC</Display_Name><Required>false</Required><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>Post_Ignition_Speed_NPC</Name><Type>Float</Type><Display_Name>Post Ignition Speed - NPC</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>Attached_Effect_Prop_Point</Name><Type>String</Type><Display_Name>Attached Effect Prop Point</Display_Name><Required>false</Required></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>audio_events.xtbl</File><Type>NewEntity.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>sticky</Flag><Flag>harpoon</Flag><Flag>satchel charge</Flag><Flag>guided</Flag><Flag>attach effect after ignition</Flag><Flag>detonate on vehicle collision</Flag><Flag>use bullet collision quality</Flag><Flag>orient projectile to velocity</Flag><Flag>dont detonate from explosion</Flag><Flag>seek to target pos</Flag><Flag>does not fire from muzzle</Flag><Flag>detonate on human collision</Flag><Flag>swarm</Flag><Flag>vehicle rc</Flag><Flag>teleport to target</Flag><Flag>guided on fine aim</Flag><Flag>rc self destruct</Flag><Flag>rc military allowed</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>Projectile_Info_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>melee_damage_to_anchored_scaler_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>vehicle_damage_scale_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_ADDITIVE</Choice><Choice>OM_MULTIPLICATIVE</Choice><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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>melee_material_effects_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></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_Reticle</Name><Type>Float</Type><Display_Name>Angle From Reticle</Display_Name><Description>When locking onto a vehicle, you need to keep within this angle from the targetting reticle</Description><Default>7.5</Default><MinValue>0</MinValue></Element><Element><Name>Angle_From_Reticle_Lose_Target</Name><Type>Float</Type><Display_Name>Angle From Reticle Lose Target</Display_Name><Description>Once locked, if the targeting reticle 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><Name>Flags</Name><Type>Flags</Type><Flag>enemy aircraft only</Flag></Element></Element>
	<Element><Name>Target_Lockon_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REMOVAL</Choice><Choice>OM_REPLACE</Choice></Element>
	<Element><Name>Camera_Info</Name><Type>Element</Type><Display_Name>Camera Info</Display_Name><Required>false</Required><Element><Name>Primary_Fire_Camera_Shake</Name><Type>Reference</Type><Display_Name>Primary Fire Camera Shake</Display_Name><Description>Camera shake to play when firing the primary weapon normally.</Description><Required>false</Required><Reference><File>camera_shake.xtbl</File><Type>Camera_Shake.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Primary_Fire_Camera_Shake_Intensity</Name><Type>Float</Type><Display_Name>Primary Fire Camera Shake Intensity</Display_Name><Required>false</Required><Default>1.0</Default></Element><Element><Name>Primary_Fine_Aim_Camera_Shake</Name><Type>Reference</Type><Display_Name>Primary Fire Fine Aim Camera Shake</Display_Name><Required>false</Required><Reference><File>camera_shake.xtbl</File><Type>Camera_Shake.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Primary_Fire_Fine_Aim_Camera_Shake_Intensity</Name><Type>Float</Type><Display_Name>Primary Fire Fine Aim Camera Shake Intensity</Display_Name><Required>false</Required><Default>1.0</Default></Element><Element><Name>Secondary_Fire_Camera_Shake</Name><Type>Reference</Type><Display_Name>Secondary Fire Camera Shake</Display_Name><Required>false</Required><Reference><File>camera_shake.xtbl</File><Type>Camera_Shake.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Secondary_Fire_Camera_Shake_Intensity</Name><Type>Float</Type><Display_Name>Secondary Fire Camera Shake Intensity</Display_Name><Required>false</Required><Default>1.0</Default></Element><Element><Name>Secondary_Fire_Fine_Aim_Camera_Shake</Name><Type>Reference</Type><Display_Name>Secondary Fire Fine Aim Camera Shake</Display_Name><Required>false</Required><Reference><File>camera_shake.xtbl</File><Type>Camera_Shake.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Secondary_Fire_Fine_Aim_Camera_Shake_Intensity</Name><Type>Float</Type><Display_Name>Secondary Fire Fine Aim Camera Shake Intensity</Display_Name><Required>false</Required><Default>1.0</Default></Element><Element><Name>Player_Hit_Camera_Shake</Name><Type>Reference</Type><Display_Name>Player Hit Camera Shake</Display_Name><Description>Camera shake to play if the player is hit by this bullet.</Description><Required>false</Required><Reference><File>camera_shake.xtbl</File><Type>Camera_Shake.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Player_Hit_Camera_Shake_Intensity</Name><Type>Float</Type><Display_Name>Player Hit Camera Shake Intensity</Display_Name><Required>false</Required><Default>1.0</Default></Element><Element><Name>Melee_Hard_Camera_Shake</Name><Type>Reference</Type><Display_Name>Melee Hard Camera Shake</Display_Name><Description>Camera shake to play when the weapon is used in melee against a hard suface.</Description><Required>false</Required><Reference><File>camera_shake.xtbl</File><Type>Camera_Shake.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Melee_Hard_Camera_Shake_Intensity</Name><Type>Float</Type><Display_Name>Melee Hard Camera Shake Intensity</Display_Name><Required>false</Required><Default>1.0</Default></Element><Element><Name>Melee_Soft_Camera_Shake</Name><Type>Reference</Type><Display_Name>Melee Soft Camera Shake</Display_Name><Description>Camera shake to play when the weapon is usedd in melee against a soft surface.</Description><Required>false</Required><Reference><File>camera_shake.xtbl</File><Type>Camera_Shake.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Melee_Soft_Camera_Shake_Intensity</Name><Type>Float</Type><Display_Name>Melee Soft Camera Shake Intensity</Display_Name><Required>false</Required><Default>0.0</Default></Element><Element><Name>Primary_Recoil_Multiplier</Name><Type>Float</Type><Display_Name>Primary Recoil Multiplier</Display_Name><Description>Multiplier to the random recoil value calculated when firing the primary weapon.</Description><Required>false</Required><Default>0.0</Default></Element><Element><Name>Primary_Fine_Aim_Recoil_Multiplier</Name><Type>Float</Type><Display_Name>Primary Fine Aim Recoil Multiplier</Display_Name><Description>Multiplier to the random recoil value calculated when firing the primary in fine aim or scoped.</Description><Required>false</Required><Default>0.0</Default></Element><Element><Name>Primary_Recoil_Delay_ms</Name><Type>Float</Type><Display_Name>Primary Recoil Delay (ms)</Display_Name><Description>This is the amount of time before the primary recoil is at the desired level.  This is only used for automatic weapons, as the timer is reset when the trigger is released.</Description><Required>false</Required><Default>0.0</Default></Element><Element><Name>Primary_Recoil_Ramped</Name><Type>Selection</Type><Display_Name>Primary Recoil Ramped</Display_Name><Description>(Defaults to True)
If this is true, the recoil will be ramped based on the percentage of the timer completed.  If not, recoil will not be used until the timer has expired.</Description><Required>false</Required><Default>True</Default><Choice>True</Choice><Choice>False</Choice></Element><Element><Name>Secondary_Recoil_Multiplier</Name><Type>Float</Type><Display_Name>Secondary Recoil Multiplier</Display_Name><Description>Multiplier to the random recoil value calculated when firing the secondary weapon.</Description><Required>false</Required><Default>0.0</Default></Element><Element><Name>Secondary_Fine_Aim_Recoil_Multiplier</Name><Type>Float</Type><Display_Name>Secondary Fine Aim Recoil Multiplier</Display_Name><Description>Multiplier to the random recoil value calculated when firing the secondary weapon in fine aim or scoped.</Description><Required>false</Required><Default>0.0</Default></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>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>Maximum_FOV</Name><Type>Float</Type><Display_Name>Maximum FOV</Display_Name><Required>false</Required><Default>0.0</Default></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>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>
	<Element><Name>Camera_Info_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Choice>OM_REPLACE</Choice><Choice>OM_REMOVE</Choice></Element>
	<Element><Name>Burst_Fire_Info</Name><Type>Element</Type><Display_Name>Burst Fire Info</Display_Name><Description>If this is a burst trigger weapon, these are the parameters that determine how that works.</Description><Required>false</Required><Element><Name>Shots</Name><Type>Int</Type><Default>4</Default><MinValue>1</MinValue></Element><Element><Name>Burst_Delay_ms</Name><Type>Int</Type><Display_Name>Burst Delay (ms)</Display_Name><Description>The minimum amount of time between bursts (from the final shot of the previous burst to the first shot of the next) in ms.</Description><Default>300</Default><MinValue>0</MinValue></Element></Element>
	<Element><Name>Burst_Fire_Info_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice><Choice>OM_REMOVE</Choice></Element>
	<Element><Name>Charge_Release_Info</Name><Type>Element</Type><Display_Name>Charge Release Info</Display_Name><Required>false</Required><Element><Name>Charge_Time_sec</Name><Type>Float</Type><Display_Name>Charge Time (sec)</Display_Name><Description>The amount of time in seconds it takes to fully charge the</Description><Default>0.0</Default></Element><Element><Name>Min_Charge_Percent</Name><Type>Float</Type><Display_Name>Min Charge Percent</Display_Name><Description>Minimum amount of charge required to fire.  Defaults to 1.</Description><Required>false</Required><Default>0.0</Default><MinValue>0</MinValue><MaxValue>1</MaxValue></Element><Element><Name>Charge_Base</Name><Type>Float</Type><Display_Name>Charge Base</Display_Name><Description>The charge percent will ramp between this base and 1.0 based on how long the player holds the trigger, so if you just tap the trigger it will be this amount of charge.</Description><Default>0.0</Default></Element><Element><Name>Auto_Release</Name><Type>Selection</Type><Display_Name>Auto Release</Display_Name><Description>Should the weapon automatically release when fully charged?</Description><Default>False</Default><Choice>True</Choice><Choice>False</Choice></Element><Element><Name>Charging_Camera_Shake</Name><Type>Reference</Type><Display_Name>Charging Camera Shake</Display_Name><Required>false</Required><Reference><File>camera_shake.xtbl</File><Type>Camera_Shake.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Charged_Camera_Shake</Name><Type>Reference</Type><Required>false</Required><Reference><File>camera_shake.xtbl</File><Type>Camera_Shake.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Charge_Flags</Name><Type>Flags</Type><Display_Name>Charge Flags</Display_Name><Flag>Show HUD on charge</Flag></Element><Element><Name>Min_Range</Name><Type>Float</Type><Display_Name>Min Range</Display_Name><Description>The weapon will use a range betwenn this and the weapon's max_range field</Description><Required>false</Required><Default>0.0</Default></Element></Element>
	<Element><Name>Charge_Release_Info_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice><Choice>OM_REMOVE</Choice></Element>
	<Element><Name>Overheat_Info</Name><Type>Element</Type><Display_Name>Overheat Info</Display_Name><Required>false</Required><Element><Name>Percent_Increase_Per_Shot</Name><Type>Float</Type><Display_Name>Percent Increase Per Shot</Display_Name><Default>0.0</Default><MinValue>0</MinValue><MaxValue>1</MaxValue></Element><Element><Name>Percent_Decrease_Per_Second</Name><Type>Float</Type><Display_Name>Percent Decrease Per Second</Display_Name><Default>0.0</Default><MinValue>0</MinValue></Element><Element><Name>Percent_Decrease_Per_Reload</Name><Type>Float</Type><Display_Name>Percent Decrease Per Reload</Display_Name><Default>0.0</Default><MinValue>0</MinValue></Element><Element><Name>Percent_Decrease_Per_Second_Overheated</Name><Type>Float</Type><Display_Name>Percent Decrease Per Second Overheated</Display_Name><Default>0.0</Default><MinValue>0</MinValue></Element><Element><Name>Percent_Decrease_Per_Reload_Overheated</Name><Type>Float</Type><Display_Name>Percent Decrease Per Reload Overheated</Display_Name><Default>0.0</Default><MinValue>0</MinValue><MaxValue>1</MaxValue></Element><Element><Name>Overheat_Flags</Name><Type>Flags</Type><Display_Name>Overheat Flags</Display_Name><Flag>applies to primary</Flag><Flag>applies to alt fire</Flag><Flag>play reload anim</Flag></Element></Element>
	<Element><Name>Overheat_Info_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice><Choice>OM_REMOVE</Choice></Element>
	<Element><Name>Grenade_Type</Name><Type>Selection</Type><Display_Name>Grenade Type</Display_Name><Required>false</Required><Choice>standard</Choice><Choice>stun</Choice><Choice>flashbang</Choice><Choice>molotov</Choice></Element>
	<Element><Name>Grebade_Type_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice><Choice>OM_REMOVE</Choice></Element>
	<Element><Name>Alt_Override_Bullet_Impact_Effect</Name><Type>Reference</Type><Display_Name>Alt Override Bullet Impact Effect</Display_Name><Description>Play this effect instead of "bullet sparks" for the alternate weapon.</Description><Required>false</Required><Reference><File>effects.xtbl</File><Type>Effect.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element>
	<Element><Name>Alt_Override_Bullet_Impact_Effect_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice><Choice>OM_REMOVE</Choice></Element>
	<Element><Name>Override_Bullet_Impact_Effect</Name><Type>Reference</Type><Display_Name>Override Bullet Impact Effect</Display_Name><Description>Play this effect instead of "bullet sparks" for the primary weapon.</Description><Required>false</Required><Reference><File>effects.xtbl</File><Type>Effect.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element>
	<Element><Name>Override_Bullet_Impact_Effect_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice><Choice>OM_REMOVE</Choice></Element>
	<Element><Name>Penetrating_End_Point_Explosion</Name><Type>Reference</Type><Display_Name>Penetrating End Point Explosion</Display_Name><Description>Play this explosion at the last point of a penetrating bullet hit.</Description><Required>false</Required><Reference><File>explosions.xtbl</File><Type>Explosion.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element>
	<Element><Name>Penetrating_End_Point_Explosion_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice><Choice>OM_REMOVE</Choice><Choice>OM_ADDITIVE</Choice></Element>
	<Element><Name>Alt_Penetrating_End_Point_Explosion</Name><Type>Reference</Type><Display_Name>Alt Penetrating End Point Explosion</Display_Name><Description>Play this explosion at the last point of a penetrating bullet hit for the alt weapon.</Description><Required>false</Required><Reference><File>explosions.xtbl</File><Type>Explosion.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element>
	<Element><Name>Alt_Penetrating_End_Point_Explosion_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice><Choice>OM_REMOVE</Choice></Element>
	<Element><Name>upgrade_description</Name><Type>Reference</Type><Required>false</Required><Reference><File>localized_exports\WeaponUpgradeDescriptions.xtbl</File><Type>WeaponUpgradeDescriptions_Identifier.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element>
	<Element><Name>upgrade_price</Name><Type>Int</Type><Default>0</Default></Element>
	<Element><Name>Effect_Situations</Name><Type>Grid</Type><Display_Name>Effect Situations</Display_Name><Required>false</Required><Element><Name>Effect_Situation</Name><Type>Element</Type><Display_Name>Effect Situation</Display_Name><Element><Name>Situation</Name><Type>Selection</Type><Choice>muzzle flash</Choice><Choice>alt muzzle flash</Choice><Choice>bullet impact override</Choice><Choice>alt bullet impact override</Choice><Choice>charge release charging muzzle</Choice><Choice>charge release charging ribbon</Choice><Choice>charge release charging target</Choice><Choice>tracer</Choice><Choice>alt tracer</Choice><Choice>overheat</Choice><Choice>player flashlight</Choice><Choice>npc flashlight</Choice><Choice>laser cutter ribbon</Choice><Choice>laser guide target</Choice><Choice>laser guide ribbon</Choice></Element><Element><Name>Effect</Name><Type>Reference</Type><Reference><File>effects.xtbl</File><Type>Effect.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element></Element><Num_Display_Rows>8</Num_Display_Rows></Element>
	<Element><Name>Effect_Situations_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice><Choice>OM_REMOVE</Choice><Choice>OM_ADDITIVE</Choice></Element>
	<Element><Name>Tracer_Info</Name><Type>Element</Type><Required>false</Required><Element><Name>Tracer</Name><Type>Reference</Type><Reference><File>weapon_tracers.xtbl</File><Type>Weapon_Tracers.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Tracer_NPC</Name><Type>Reference</Type><Display_Name>Tracer NPC</Display_Name><Reference><File>weapon_tracers.xtbl</File><Type>Weapon_Tracers.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Alt_Tracer</Name><Type>Reference</Type><Display_Name>Alt Tracer</Display_Name><Reference><File>weapon_tracers.xtbl</File><Type>Weapon_Tracers.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Alt_Tracer_NPC</Name><Type>Reference</Type><Display_Name>Alt Tracer NPC</Display_Name><Reference><File>weapon_tracers.xtbl</File><Type>Weapon_Tracers.Name</Type><OpenSeparate>False</OpenSeparate></Reference></Element><Element><Name>Tracer_Frequency</Name><Type>Int</Type><Display_Name>Tracer Frequency</Display_Name><Default>0</Default></Element></Element>
	<Element><Name>Tracer_Info_OM</Name><Type>Selection</Type><Display_Name>-&gt; Override Method</Display_Name><Required>false</Required><Default>OM_REPLACE</Default><Choice>OM_REPLACE</Choice><Choice>OM_REMOVE</Choice></Element>
	<Single_Line_XML>True</Single_Line_XML>
	</TableDescription>
<EntryCategories>
	<Category><Name>Radial</Name><Category><Name>Explosive</Name><Category><Name>Explosive-GrenadeLauncher</Name></Category><Category><Name>Explosive-RocketLauncher</Name></Category><Category><Name>Satchel</Name></Category></Category><Category><Name>Grenades</Name><Category><Name>Flashbang</Name></Category><Category><Name>Grenade</Name></Category><Category><Name>Grenade_Electric</Name></Category><Category><Name>Molotov</Name></Category></Category><Category><Name>Melee</Name><Category><Name>baseball_bat</Name></Category></Category><Category><Name>Pistol</Name><Category><Name>Pistol-Gang</Name></Category><Category><Name>Pistol-Police</Name></Category></Category><Category><Name>Rifle</Name><Category><Name>Rifle-Gang</Name></Category><Category><Name>Rifle-NG</Name></Category><Category><Name>Rifle-STAG</Name></Category></Category><Category><Name>Shotgun</Name><Category><Name>Shotgun-Gang</Name></Category><Category><Name>Shotgun-Police</Name></Category><Category><Name>Shotgun-STAG</Name></Category></Category><Category><Name>SMG</Name><Category><Name>SMG-Gang</Name></Category><Category><Name>SMG-Storm</Name></Category></Category><Category><Name>Special</Name><Category><Name>Special-Airstrike</Name></Category><Category><Name>Special-Drone</Name></Category><Category><Name>Special-RCVehicleGun</Name></Category><Category><Name>Special-SniperRifle</Name></Category></Category></Category>
	</EntryCategories>
</root>