<root>
<Table>
	<Weapon>
		<Name>bike_jet03_w</Name>
		<Weapon_Class>vehicle</Weapon_Class>
		<Trigger_Type>automatic</Trigger_Type>
		<Magazine_Size>50</Magazine_Size>
		<Range_Max>225</Range_Max>
		<Damage_Max>
			<NPC_Damage>300</NPC_Damage>
			<Player_Damage>150</Player_Damage>
			</Damage_Max>
		<_Editor>
			<Category>Entries:Vehicle</Category>
			</_Editor>
		<Ragdoll_Force_Shoot>400</Ragdoll_Force_Shoot>
		<Animation_Group>Default</Animation_Group>
		<AI_Ideal_Range_Max>20</AI_Ideal_Range_Max>
		<Brass>Rifle</Brass>
		<Flags>
			<Flag>unlimited ammo</Flag>
			<Flag>infinite magazine capacity</Flag>
			</Flags>
		<Category>WPNCAT_RIFLE</Category>
		<PlayerWeaponSpread>
			<SpreadMinMax>
				<Player_Spread_Max>0</Player_Spread_Max>
				<Player_Spread_Min>0</Player_Spread_Min>
				<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
				</SpreadMinMax>
			<SpreadDynamics>
				<Player_To_Spread_Max>8</Player_To_Spread_Max>
				<Player_To_Spread_Min>1000</Player_To_Spread_Min>
				</SpreadDynamics>
			<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
			</PlayerWeaponSpread>
		<NPCWeaponSpread>
			<SpreadMinMax>
				<NPC_Spread_Max>0</NPC_Spread_Max>
				<NPC_Spread_Min>0</NPC_Spread_Min>
				</SpreadMinMax>
			<SpreadDynamics>
				<NPC_To_Spread_Max>8</NPC_To_Spread_Max>
				<NPC_To_Spread_Min>1000</NPC_To_Spread_Min>
				</SpreadDynamics>
			</NPCWeaponSpread>
		<Time_Management>
			<Refire_Delay>150</Refire_Delay>
			<min>0</min>
			<max>0</max>
			<npc_refire_delay>
				<min>6000</min>
				<max>3000</max>
				<npc_refire_type>1. Random Range</npc_refire_type>
				</npc_refire_delay>
			</Time_Management>
		<Ammo>Bullet Rifle</Ammo>
		<Inv_Slot>vehicle</Inv_Slot>
		<Ammo_per_Shot>1</Ammo_per_Shot>
		<Audio>
			<Weapon_Model>SP_UFO02_W</Weapon_Model>
			<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
			<Warmup_Delay>1000</Warmup_Delay>
			<looping>False</looping>
			<Cooldown_Delay>0</Cooldown_Delay>
			<Sound_Radius>150</Sound_Radius>
			<Soundbank_Name>PAK2_Always_Loaded</Soundbank_Name>
			<alt_looping>True</alt_looping>
			<Stop_Override_Event>PAK2_WEAPON_SECONDARY_FIRE_STOP</Stop_Override_Event>
			</Audio>
		<Constant_Effects></Constant_Effects>
		<Vehicle_Weapon>
			<Primary_Weapons>
				<Weapon>
					<UID>110</UID>
					<Weapon_Class>rifle</Weapon_Class>
					<Middle_Component>
						<Flags></Flags>
						<Min_Angle>-180</Min_Angle>
						<Max_Angle>180</Max_Angle>
						<Max_Speed>550</Max_Speed>
						<Damp_Angle>40</Damp_Angle>
						<Unmanned_Speed>100</Unmanned_Speed>
						<Max_Force>0.0</Max_Force>
						</Middle_Component>
					<Top_Component>
						<Flags></Flags>
						<Min_Angle>-90</Min_Angle>
						<Max_Angle>90</Max_Angle>
						<Max_Speed>270</Max_Speed>
						<Damp_Angle>30</Damp_Angle>
						<Unmanned_Speed>100</Unmanned_Speed>
						<Max_Force>0.0</Max_Force>
						</Top_Component>
					<Flags>
						<Flag>Target reticule</Flag>
						</Flags>
					</Weapon>
				</Primary_Weapons>
			<Alt_Weapons></Alt_Weapons>
			</Vehicle_Weapon>
		<Alt_Trigger_Type>single</Alt_Trigger_Type>
		<Object_Bullet_Hit_Impulse_Magnitude>200</Object_Bullet_Hit_Impulse_Magnitude>
		<Strafe_Angles>Default</Strafe_Angles>
		<AI_Ideal_Range_Min>10</AI_Ideal_Range_Min>
		<Effect_Situations></Effect_Situations>
		<Ammo_Regeneration>0.0</Ammo_Regeneration>
		<Riot_Shield_Damage_Multiplier>1.0</Riot_Shield_Damage_Multiplier>
		<Muzzle_Effect>Brute_MiniGun</Muzzle_Effect>
		<NPC_Aim_Drift>VehicleMGTurret</NPC_Aim_Drift>
		<Camera_Info>
			<Primary_Fire_Camera_Shake>weapon_fire_ar</Primary_Fire_Camera_Shake>
			<Primary_Fire_Camera_Shake_Intensity>0.4</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>0.4</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>
		<Ragdoll_Info>
			<Death_Velocity_Horizontal>4</Death_Velocity_Horizontal>
			<Death_Velocity_Vertical>2</Death_Velocity_Vertical>
			<Death_Point_Velocity>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>
			<Chance>1.0</Chance>
			</Ragdoll_Info>
		<Tracer_Info>
			<Tracer>Alien_MiniGunBike</Tracer>
			<Tracer_NPC>Alien_MiniGunBike</Tracer_NPC>
			<Alt_Tracer>Alien_MiniGunBike</Alt_Tracer>
			<Alt_Tracer_NPC>Alien_MiniGunBike</Alt_Tracer_NPC>
			<Tracer_Frequency>1</Tracer_Frequency>
			</Tracer_Info>
		<Diversion_Kill_Multiplier>1.0</Diversion_Kill_Multiplier>
		<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>0.0</Percent_Decrease_Per_Reload>
			<Percent_Decrease_Per_Second_Overheated>0.3</Percent_Decrease_Per_Second_Overheated>
			<Percent_Decrease_Per_Reload_Overheated>0.0</Percent_Decrease_Per_Reload_Overheated>
			<Overheat_Flags>
				<Flag>applies to primary</Flag>
				</Overheat_Flags>
			</Overheat_Info>
		<Blood_Decal_Scale>1.0</Blood_Decal_Scale>
		<vehicle_damage_scale>2.5</vehicle_damage_scale>
		<Info_Slot_Index>82</Info_Slot_Index>
		<Framework>dlc2</Framework>
		<Is_DLC>True</Is_DLC>
		<Override_Bullet_Impact_Effect>Veh_Stag_HitFX</Override_Bullet_Impact_Effect>
		<Override_Bullet_Impact_Effect_NPC>Veh_Stag_HitFX</Override_Bullet_Impact_Effect_NPC>
		</Weapon>
	<Weapon>
		<Name>DLC_GrenadeLauncher</Name>
		<Weapon_Class>rifle</Weapon_Class>
		<Trigger_Type>automatic</Trigger_Type>
		<Magazine_Size>10000</Magazine_Size>
		<Range_Max>200</Range_Max>
		<Damage_Max>
			<NPC_Damage>350</NPC_Damage>
			<Player_Damage>125</Player_Damage>
			</Damage_Max>
		<Fire_Cone_Angle>0.0</Fire_Cone_Angle>
		<Shots_Per_Round>1</Shots_Per_Round>
		<_Editor>
			<Category>Entries:weapon_radial:special</Category>
			</_Editor>
		<Ragdoll_Force_Shoot>400</Ragdoll_Force_Shoot>
		<Animation_Group>Rifle</Animation_Group>
		<AI_Ideal_Range_Max>100</AI_Ideal_Range_Max>
		<Muzzle_Effect>VFX_AlienLauncher_Muzz</Muzzle_Effect>
		<Category>WPNCAT_SPECIAL</Category>
		<Time_Management>
			<Refire_Delay>160</Refire_Delay>
			<npc_refire_delay>
				<min>2000</min>
				<max>4000</max>
				<npc_refire_type>2. Scale up in groups</npc_refire_type>
				</npc_refire_delay>
			</Time_Management>
		<Ammo>Airstrike</Ammo>
		<Inv_Slot>explosive</Inv_Slot>
		<Ammo_per_Shot>1</Ammo_per_Shot>
		<Audio>
			<Weapon_Model>DLC2_GRENADELAUNCHER</Weapon_Model>
			<Hit_Wall_Sound>IMP_METAL_HIT</Hit_Wall_Sound>
			<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
			<looping>False</looping>
			<Sound_Radius>50</Sound_Radius>
			<Soundbank_Name>DLC2_M02</Soundbank_Name>
			<alt_looping>False</alt_looping>
			</Audio>
		<Constant_Effects></Constant_Effects>
		<Alt_Trigger_Type>single</Alt_Trigger_Type>
		<Flags>
			<Flag>melee can dislodge movers</Flag>
			<Flag>unlockable</Flag>
			<Flag>allow offhand grenade</Flag>
			<Flag>one shot shatter</Flag>
			<Flag>apply force to live ragdolls</Flag>
			<Flag>do not hide when sprinting</Flag>
			<Flag>explosions damage tanks</Flag>
			<Flag>infinite magazine capacity</Flag>
			<Flag>unlimited ammo</Flag>
			</Flags>
		<Strafe_Angles>Pistol</Strafe_Angles>
		<Reload_Animation_Group>Pistol</Reload_Animation_Group>
		<Melee_Attack_Info>AK</Melee_Attack_Info>
		<AI_Ideal_Range_Min>2</AI_Ideal_Range_Min>
		<Camera_Info>
			<Primary_Fire_Camera_Shake>weapon_fire_rpg</Primary_Fire_Camera_Shake>
			<Primary_Fire_Camera_Shake_Intensity>0.25</Primary_Fire_Camera_Shake_Intensity>
			<Primary_Fine_Aim_Camera_Shake>weapon_fire_rpg</Primary_Fine_Aim_Camera_Shake>
			<Player_Hit_Camera_Shake>bullet_hit</Player_Hit_Camera_Shake>
			<Player_Hit_Camera_Shake_Intensity>2.5</Player_Hit_Camera_Shake_Intensity>
			<Primary_Fire_Fine_Aim_Camera_Shake_Intensity>0.25</Primary_Fire_Fine_Aim_Camera_Shake_Intensity>
			<Primary_Recoil_Multiplier>0.1</Primary_Recoil_Multiplier>
			</Camera_Info>
		<Effect_Situations>
			<Effect_Situation>
				<Situation>charge release charging muzzle</Situation>
				<Effect>Wep_cybergun_Charging</Effect>
				</Effect_Situation>
			<Effect_Situation>
				<Situation>muzzle flash</Situation>
				<Effect>VFX_AlienLauncher_Muzz</Effect>
				</Effect_Situation>
			</Effect_Situations>
		<Ammo_Regeneration>0.0</Ammo_Regeneration>
		<Tracer_Info>
			<Tracer>Alien_Launcher</Tracer>
			<Tracer_NPC>Alien_Launcher</Tracer_NPC>
			<Alt_Tracer>Alien_Launcher</Alt_Tracer>
			<Alt_Tracer_NPC>Alien_Launcher</Alt_Tracer_NPC>
			<Tracer_Frequency>1</Tracer_Frequency>
			</Tracer_Info>
		<Riot_Shield_Damage_Multiplier>1.0</Riot_Shield_Damage_Multiplier>
		<Diversion_Kill_Multiplier>1.0</Diversion_Kill_Multiplier>
		<Blood_Decal_Scale>1.0</Blood_Decal_Scale>
		<Info_Slot_Index>0</Info_Slot_Index>
		<Framework>dlc2</Framework>
		<Is_DLC>True</Is_DLC>
		<Overheat_Info>
			<Percent_Increase_Per_Shot>0.10</Percent_Increase_Per_Shot>
			<Percent_Decrease_Per_Second>0.15</Percent_Decrease_Per_Second>
			<Percent_Decrease_Per_Reload>0.03</Percent_Decrease_Per_Reload>
			<Percent_Decrease_Per_Second_Overheated>0.3</Percent_Decrease_Per_Second_Overheated>
			<Percent_Decrease_Per_Reload_Overheated>0.06</Percent_Decrease_Per_Reload_Overheated>
			<Overheat_Flags>
				<Flag>applies to primary</Flag>
				</Overheat_Flags>
			</Overheat_Info>
		<NPC_Desired_Burst_Size>4</NPC_Desired_Burst_Size>
		<Override_Bullet_Impact_Effect>VFX_Alien_HitFX</Override_Bullet_Impact_Effect>
		</Weapon>
	<Weapon>
		<Name>DLC_LaserPistol</Name>
		<Weapon_Class>pistol</Weapon_Class>
		<Trigger_Type>single</Trigger_Type>
		<Magazine_Size>40</Magazine_Size>
		<Range_Max>100</Range_Max>
		<Damage_Max>
			<NPC_Damage>90</NPC_Damage>
			<Player_Damage>30</Player_Damage>
			</Damage_Max>
		<_Editor>
			<Category>Entries:weapon_radial:pistol</Category>
			</_Editor>
		<Ragdoll_Force_Shoot>300</Ragdoll_Force_Shoot>
		<Animation_Group>Pistol</Animation_Group>
		<AI_Ideal_Range_Max>18</AI_Ideal_Range_Max>
		<Flags>
			<Flag>infinite magazine capacity</Flag>
			<Flag>allow offhand grenade</Flag>
			<Flag>do not hide when sprinting</Flag>
			<Flag>dual wieldable</Flag>
			</Flags>
		<Category>WPNCAT_PISTOL</Category>
		<NPCWeaponSpread>
			<SpreadMinMax>
				<NPC_Spread_Max>3</NPC_Spread_Max>
				<NPC_Spread_Min>0.5</NPC_Spread_Min>
				<SpreadMovementMultipliers>
					<Movement_Multiplier_Crouch>0.8</Movement_Multiplier_Crouch>
					<Movement_Multiplier_Vehicle>1</Movement_Multiplier_Vehicle>
					<Movement_Multiplier_Walk>1.0</Movement_Multiplier_Walk>
					<Movement_Multiplier_Run>1.0</Movement_Multiplier_Run>
					<Movement_Multiplier_Sprint>1.0</Movement_Multiplier_Sprint>
					</SpreadMovementMultipliers>
				</SpreadMinMax>
			<SpreadDynamics>
				<NPC_To_Spread_Max>1</NPC_To_Spread_Max>
				<NPC_To_Spread_Min>1000</NPC_To_Spread_Min>
				</SpreadDynamics>
			</NPCWeaponSpread>
		<Time_Management>
			<Refire_Delay>200</Refire_Delay>
			<min>0</min>
			<max>0</max>
			<npc_refire_delay>
				<min>300</min>
				<max>1500</max>
				<npc_refire_type>2. Scale up in groups</npc_refire_type>
				</npc_refire_delay>
			</Time_Management>
		<Ammo>Bullet Rifle</Ammo>
		<Inv_Slot>pistol</Inv_Slot>
		<Ammo_per_Shot>1</Ammo_per_Shot>
		<Audio>
			<Weapon_Model>DLC2_LASER_PISTOL</Weapon_Model>
			<Hit_Wall_Sound>IMP_METAL_HIT</Hit_Wall_Sound>
			<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
			<looping>False</looping>
			<Sound_Radius>50</Sound_Radius>
			<Soundbank_Name>DLC2_M02</Soundbank_Name>
			<alt_looping>False</alt_looping>
			</Audio>
		<Constant_Effects></Constant_Effects>
		<Alt_Trigger_Type>single</Alt_Trigger_Type>
		<Strafe_Angles>Pistol</Strafe_Angles>
		<Melee_Attack_Info>pistol</Melee_Attack_Info>
		<AI_Ideal_Range_Min>13</AI_Ideal_Range_Min>
		<Camera_Info>
			<Primary_Recoil_Multiplier>0.1</Primary_Recoil_Multiplier>
			<Primary_Fine_Aim_Recoil_Multiplier>0.1</Primary_Fine_Aim_Recoil_Multiplier>
			<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>
			</Camera_Info>
		<Effect_Situations>
			<Effect_Situation>
				<Situation>overheat</Situation>
				<Effect>Wep_OverHeat</Effect>
				</Effect_Situation>
			<Effect_Situation>
				<Situation>muzzle flash</Situation>
				<Effect>VFX_AlienPistol_Muzz</Effect>
				</Effect_Situation>
			<Effect_Situation>
				<Situation>tracer</Situation>
				<Effect>VFX_AlienPistol_Tracer</Effect>
				</Effect_Situation>
			</Effect_Situations>
		<Overheat_Info>
			<Percent_Increase_Per_Shot>0.09</Percent_Increase_Per_Shot>
			<Percent_Decrease_Per_Second>0.25</Percent_Decrease_Per_Second>
			<Overheat_Flags>
				<Flag>applies to primary</Flag>
				<Flag>play reload anim</Flag>
				</Overheat_Flags>
			<Percent_Decrease_Per_Reload>0.06</Percent_Decrease_Per_Reload>
			<Percent_Decrease_Per_Second_Overheated>0.15</Percent_Decrease_Per_Second_Overheated>
			<Percent_Decrease_Per_Reload_Overheated>0.06</Percent_Decrease_Per_Reload_Overheated>
			</Overheat_Info>
		<Muzzle_Effect>VFX_AlienPistol_Muzz</Muzzle_Effect>
		<Override_Bullet_Impact_Effect>VFX_Alien_HitFX</Override_Bullet_Impact_Effect>
		<Ammo_Regeneration>0.0</Ammo_Regeneration>
		<Tracer_Info>
			<Tracer>Alien_Pistol</Tracer>
			<Tracer_NPC>Alien_Pistol</Tracer_NPC>
			<Alt_Tracer>Alien_Pistol</Alt_Tracer>
			<Alt_Tracer_NPC>Alien_Pistol</Alt_Tracer_NPC>
			<Tracer_Frequency>1</Tracer_Frequency>
			</Tracer_Info>
		<Object_Bullet_Hit_Impulse_Magnitude>100</Object_Bullet_Hit_Impulse_Magnitude>
		<PlayerWeaponSpread>
			<SpreadMinMax>
				<Player_Spread_Max>1</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>0.5</Movement_Multiplier_Fine_Aim>
					<Movement_Multiplier_Walk>1.0</Movement_Multiplier_Walk>
					<Movement_Multiplier_Run>1.0</Movement_Multiplier_Run>
					<Movement_Multiplier_Sprint>1.0</Movement_Multiplier_Sprint>
					</SpreadMovementMultipliers>
				</SpreadMinMax>
			<SpreadDynamics>
				<Player_To_Spread_Max>3</Player_To_Spread_Max>
				<Player_To_Spread_Min>1000</Player_To_Spread_Min>
				</SpreadDynamics>
			</PlayerWeaponSpread>
		<Riot_Shield_Damage_Multiplier>2</Riot_Shield_Damage_Multiplier>
		<Diversion_Kill_Multiplier>1.0</Diversion_Kill_Multiplier>
		<NPC_Aim_Drift>Pistol</NPC_Aim_Drift>
		<Blood_Decal_Scale>1.0</Blood_Decal_Scale>
		<Info_Slot_Index>0</Info_Slot_Index>
		<Framework>dlc2</Framework>
		<Is_DLC>True</Is_DLC>
		</Weapon>
	<Weapon>
		<Name>DLC_LaserSMG</Name>
		<Weapon_Class>smg</Weapon_Class>
		<Trigger_Type>automatic</Trigger_Type>
		<Magazine_Size>40</Magazine_Size>
		<Range_Max>100</Range_Max>
		<Damage_Max>
			<NPC_Damage>90</NPC_Damage>
			<Player_Damage>30</Player_Damage>
			</Damage_Max>
		<_Editor>
			<Category>Entries:weapon_radial:smg</Category>
			</_Editor>
		<Ragdoll_Force_Shoot>400</Ragdoll_Force_Shoot>
		<Animation_Group>Rifle</Animation_Group>
		<AI_Ideal_Range_Max>13</AI_Ideal_Range_Max>
		<Flags>
			<Flag>infinite magazine capacity</Flag>
			<Flag>allow offhand grenade</Flag>
			<Flag>do not hide when sprinting</Flag>
			<Flag>dual wieldable</Flag>
			</Flags>
		<Category>WPNCAT_SUB_MACHINE_GUN</Category>
		<NPCWeaponSpread>
			<SpreadMinMax>
				<NPC_Spread_Max>0</NPC_Spread_Max>
				<NPC_Spread_Min>0</NPC_Spread_Min>
				<SpreadMovementMultipliers>
					<Movement_Multiplier_Crouch>0.8</Movement_Multiplier_Crouch>
					<Movement_Multiplier_Vehicle>0.5</Movement_Multiplier_Vehicle>
					<Movement_Multiplier_Walk>1.0</Movement_Multiplier_Walk>
					<Movement_Multiplier_Run>1.0</Movement_Multiplier_Run>
					<Movement_Multiplier_Sprint>1.0</Movement_Multiplier_Sprint>
					</SpreadMovementMultipliers>
				</SpreadMinMax>
			<SpreadDynamics>
				<NPC_To_Spread_Max>4</NPC_To_Spread_Max>
				<NPC_To_Spread_Min>800</NPC_To_Spread_Min>
				</SpreadDynamics>
			</NPCWeaponSpread>
		<Time_Management>
			<Refire_Delay>80</Refire_Delay>
			<min>0</min>
			<max>0</max>
			<npc_refire_delay>
				<min>1000</min>
				<max>3000</max>
				<npc_refire_type>2. Scale up in groups</npc_refire_type>
				</npc_refire_delay>
			</Time_Management>
		<Ammo>Bullet SMG</Ammo>
		<Inv_Slot>smg</Inv_Slot>
		<Ammo_per_Shot>1</Ammo_per_Shot>
		<Audio>
			<Weapon_Model>DLC2_LASER_SMG</Weapon_Model>
			<Hit_Wall_Sound>IMP_METAL_HIT</Hit_Wall_Sound>
			<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
			<looping>True</looping>
			<Sound_Radius>50</Sound_Radius>
			<Soundbank_Name>DLC2_M02</Soundbank_Name>
			<alt_looping>False</alt_looping>
			<Stop_Override_Event>PAK2_WEAPON_FIRE_STOP</Stop_Override_Event>
			</Audio>
		<Constant_Effects></Constant_Effects>
		<Alt_Trigger_Type>single</Alt_Trigger_Type>
		<Strafe_Angles>Pistol</Strafe_Angles>
		<Melee_Attack_Info>pistol</Melee_Attack_Info>
		<AI_Ideal_Range_Min>8</AI_Ideal_Range_Min>
		<Camera_Info>
			<Primary_Recoil_Multiplier>0.1</Primary_Recoil_Multiplier>
			<Primary_Fire_Camera_Shake>weapon_fire_ar</Primary_Fire_Camera_Shake>
			<Primary_Fire_Camera_Shake_Intensity>0.2</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>0.2</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>
		<Effect_Situations>
			<Effect_Situation>
				<Situation>overheat</Situation>
				<Effect>Wep_OverHeat</Effect>
				</Effect_Situation>
			<Effect_Situation>
				<Situation>muzzle flash</Situation>
				<Effect>vfx_aliensmg_muzz</Effect>
				</Effect_Situation>
			<Effect_Situation>
				<Situation>tracer</Situation>
				<Effect>SMG_UpgradedTracer</Effect>
				</Effect_Situation>
			</Effect_Situations>
		<Overheat_Info>
			<Percent_Increase_Per_Shot>0.075</Percent_Increase_Per_Shot>
			<Percent_Decrease_Per_Second>0.4</Percent_Decrease_Per_Second>
			<Overheat_Flags>
				<Flag>applies to primary</Flag>
				</Overheat_Flags>
			<Percent_Decrease_Per_Reload>0.06</Percent_Decrease_Per_Reload>
			<Percent_Decrease_Per_Second_Overheated>0.3</Percent_Decrease_Per_Second_Overheated>
			<Percent_Decrease_Per_Reload_Overheated>0.05</Percent_Decrease_Per_Reload_Overheated>
			</Overheat_Info>
		<Muzzle_Effect>vfx_aliensmg_muzz</Muzzle_Effect>
		<Override_Bullet_Impact_Effect>VFX_Alien_HitFX</Override_Bullet_Impact_Effect>
		<Ammo_Regeneration>0.0</Ammo_Regeneration>
		<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>
		<Object_Bullet_Hit_Impulse_Magnitude>100</Object_Bullet_Hit_Impulse_Magnitude>
		<PlayerWeaponSpread>
			<SpreadMinMax>
				<Player_Spread_Max>4</Player_Spread_Max>
				<Player_Spread_Min>1</Player_Spread_Min>
				<SpreadMovementMultipliers>
					<Movement_Multiplier_Crouch>0.8</Movement_Multiplier_Crouch>
					<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
					<Movement_Multiplier_Fine_Aim>0.5</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>
		<Riot_Shield_Damage_Multiplier>2</Riot_Shield_Damage_Multiplier>
		<Diversion_Kill_Multiplier>1.0</Diversion_Kill_Multiplier>
		<NPC_Aim_Drift>SMG-Cyber</NPC_Aim_Drift>
		<Blood_Decal_Scale>1.0</Blood_Decal_Scale>
		<Info_Slot_Index>0</Info_Slot_Index>
		<Framework>dlc2</Framework>
		<Is_DLC>True</Is_DLC>
		<NPC_Desired_Burst_Size>10</NPC_Desired_Burst_Size>
		</Weapon>
	<Weapon>
		<Name>sp_ufo02_w</Name>
		<Weapon_Class>vehicle</Weapon_Class>
		<Trigger_Type>charge release</Trigger_Type>
		<Magazine_Size>100</Magazine_Size>
		<Range_Max>400</Range_Max>
		<Damage_Max>
			<NPC_Damage>750</NPC_Damage>
			<Player_Damage>50</Player_Damage>
			</Damage_Max>
		<Projectile_Info>
			<Model>rpg_projectile</Model>
			<Speed>125</Speed>
			<Projectile_Flags>
				<Flag>has light attached</Flag>
				<Flag>rocket flight</Flag>
				<Flag>attach effect after ignition</Flag>
				<Flag>guided</Flag>
				<Flag>detonate on vehicle collision</Flag>
				<Flag>seek to target pos</Flag>
				<Flag>use bullet collision quality</Flag>
				</Projectile_Flags>
			<Mass>10</Mass>
			<X>0.0</X>
			<Y>0.0</Y>
			<Z>0.0</Z>
			<Foley_Name></Foley_Name>
			<Fade_Out_Time>0.0</Fade_Out_Time>
			<Post_Ignition_Speed>125</Post_Ignition_Speed>
			<Projectile_Ignition_Delay_MS>0.0</Projectile_Ignition_Delay_MS>
			<Attached_Effect>VFX_UFO_Projectile</Attached_Effect>
			<Gravity>0</Gravity>
			<Post_Ignition_Speed_NPC>100</Post_Ignition_Speed_NPC>
			<Speed_NPC>100</Speed_NPC>
			<AI_Can_Guide>2000</AI_Can_Guide>
			</Projectile_Info>
		<_Editor>
			<Category>Entries:Vehicle</Category>
			</_Editor>
		<Ragdoll_Force_Shoot>400</Ragdoll_Force_Shoot>
		<Animation_Group>Default</Animation_Group>
		<AI_Ideal_Range_Max>400</AI_Ideal_Range_Max>
		<Brass>Rifle</Brass>
		<Flags>
			<Flag>has alt fire</Flag>
			<Flag>unlimited ammo</Flag>
			<Flag>alt unlimited ammo</Flag>
			<Flag>infinite magazine capacity</Flag>
			<Flag>on trigger</Flag>
			<Flag>bullets damage tanks</Flag>
			<Flag>explosions damage tanks</Flag>
			</Flags>
		<Category>WPNCAT_RIFLE</Category>
		<Time_Management>
			<Refire_Delay>50</Refire_Delay>
			<min>0</min>
			<max>0</max>
			<npc_refire_delay>
				<min>6000</min>
				<max>12000</max>
				<npc_refire_type>1. Random Range</npc_refire_type>
				</npc_refire_delay>
			</Time_Management>
		<Ammo>Bullet Rifle</Ammo>
		<Inv_Slot>vehicle</Inv_Slot>
		<Ammo_per_Shot>1</Ammo_per_Shot>
		<Audio>
			<Weapon_Model>SP_UFO02_W</Weapon_Model>
			<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
			<Warmup_Delay>1000</Warmup_Delay>
			<looping>False</looping>
			<Cooldown_Delay>0</Cooldown_Delay>
			<Sound_Radius>150</Sound_Radius>
			<Soundbank_Name>PAK2_Always_Loaded</Soundbank_Name>
			<alt_looping>True</alt_looping>
			<Stop_Override_Event>PAK2_WEAPON_SECONDARY_FIRE_STOP</Stop_Override_Event>
			</Audio>
		<Projectile_Info>
			<Model>AR50grenade</Model>
			<Speed>35</Speed>
			<Fuse_Time>0</Fuse_Time>
			<FoleyCollision>PROJ_IMP_GRENADE_BOUNCE</FoleyCollision>
			<Mass>3</Mass>
			<Linear_Damp>.85</Linear_Damp>
			<Angular_Damp>.5</Angular_Damp>
			<Restitution>0</Restitution>
			<Friction>1</Friction>
			<Angular_Velocity>
				<X>30</X>
				<Y>0.0</Y>
				<Z>0.0</Z>
				</Angular_Velocity>
			<Fade_Out_Time>0.0</Fade_Out_Time>
			<Attached_Effect>trail_gren</Attached_Effect>
			</Projectile_Info>
		<Constant_Effects></Constant_Effects>
		<Explosion>Alien_Exp</Explosion>
		<Vehicle_Weapon>
			<Primary_Weapons>
				<Weapon>0
					<UID>111</UID>
					<Weapon_Class>launcher</Weapon_Class>
					<Flags>
						<Flag>Target reticule</Flag>
						</Flags>
					<Middle_Component>
						<Flags></Flags>
						<Min_Angle>-180</Min_Angle>
						<Max_Angle>180</Max_Angle>
						<Max_Speed>550</Max_Speed>
						<Damp_Angle>0.1</Damp_Angle>
						<Unmanned_Speed>100</Unmanned_Speed>
						<Max_Force>0.0</Max_Force>
						</Middle_Component>
					<Top_Component>
						<Flags></Flags>
						<Min_Angle>-90</Min_Angle>
						<Max_Angle>90</Max_Angle>
						<Max_Speed>300</Max_Speed>
						<Damp_Angle>0.1</Damp_Angle>
						<Unmanned_Speed>100</Unmanned_Speed>
						<Max_Force>0.0</Max_Force>
						</Top_Component>
					</Weapon>
				</Primary_Weapons>
			<Alt_Weapons>
				<Weapon>
					<UID>110</UID>
					<Weapon_Class>rifle</Weapon_Class>
					<Middle_Component>
						<Flags></Flags>
						<Min_Angle>-180</Min_Angle>
						<Max_Angle>180</Max_Angle>
						<Max_Speed>550</Max_Speed>
						<Damp_Angle>0.1</Damp_Angle>
						<Unmanned_Speed>100</Unmanned_Speed>
						<Max_Force>0.0</Max_Force>
						</Middle_Component>
					<Top_Component>
						<Flags></Flags>
						<Min_Angle>-90</Min_Angle>
						<Max_Angle>90</Max_Angle>
						<Max_Speed>300</Max_Speed>
						<Damp_Angle>0.1</Damp_Angle>
						<Unmanned_Speed>100</Unmanned_Speed>
						<Max_Force>0.0</Max_Force>
						</Top_Component>
					<Flags>
						<Flag>Target reticule</Flag>
						</Flags>
					</Weapon>
				</Alt_Weapons>
			</Vehicle_Weapon>
		<Alt_Ammo>RPG</Alt_Ammo>
		<Alt_Trigger_Type>automatic</Alt_Trigger_Type>
		<Alt_Time_Management>
			<Refire_Delay>50</Refire_Delay>
			<npc_refire_delay>
				<min>2000</min>
				<max>2000</max>
				<npc_refire_type>1. Random Range</npc_refire_type>
				</npc_refire_delay>
			<min>0</min>
			<max>0</max>
			</Alt_Time_Management>
		<Object_Bullet_Hit_Impulse_Magnitude>200</Object_Bullet_Hit_Impulse_Magnitude>
		<Strafe_Angles>Default</Strafe_Angles>
		<AI_Ideal_Range_Min>20</AI_Ideal_Range_Min>
		<Effect_Situations>
			<Effect_Situation>
				<Situation>charge release charging muzzle</Situation>
				<Effect>VFX_UFO_Muzzle</Effect>
				</Effect_Situation>
			</Effect_Situations>
		<Ammo_Regeneration>0.0</Ammo_Regeneration>
		<Tracer_Info>
			<Tracer>Alien_MiniGun</Tracer>
			<Tracer_NPC>Alien_MiniGun</Tracer_NPC>
			<Alt_Tracer>Alien_MiniGun</Alt_Tracer>
			<Alt_Tracer_NPC>Alien_MiniGun</Alt_Tracer_NPC>
			<Tracer_Frequency>1</Tracer_Frequency>
			</Tracer_Info>
		<Muzzle_Effect>VFX_UFO_Release</Muzzle_Effect>
		<NPC_Aim_Drift>FlyerMG</NPC_Aim_Drift>
		<Riot_Shield_Damage_Multiplier>1.0</Riot_Shield_Damage_Multiplier>
		<Alt_Muzzle_Effect>VFX_UFO_Release</Alt_Muzzle_Effect>
		<Camera_Info>
			<Primary_Fire_Camera_Shake>explosion_small</Primary_Fire_Camera_Shake>
			<Primary_Fire_Camera_Shake_Intensity>0.2</Primary_Fire_Camera_Shake_Intensity>
			<Secondary_Fire_Camera_Shake>weapon_fire_ar</Secondary_Fire_Camera_Shake>
			<Secondary_Fire_Camera_Shake_Intensity>0.4</Secondary_Fire_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_Fine_Aim_Camera_Shake>explosion_small</Primary_Fine_Aim_Camera_Shake>
			<Primary_Fire_Fine_Aim_Camera_Shake_Intensity>0.2</Primary_Fire_Fine_Aim_Camera_Shake_Intensity>
			<Secondary_Fire_Fine_Aim_Camera_Shake>weapon_fire_ar</Secondary_Fire_Fine_Aim_Camera_Shake>
			<Secondary_Fire_Fine_Aim_Camera_Shake_Intensity>0.4</Secondary_Fire_Fine_Aim_Camera_Shake_Intensity>
			</Camera_Info>
		<Diversion_Kill_Multiplier>1.0</Diversion_Kill_Multiplier>
		<NPC_Explosion>Alien_Exp</NPC_Explosion>
		<Blood_Decal_Scale>1.0</Blood_Decal_Scale>
		<Info_Slot_Index>0</Info_Slot_Index>
		<Framework>dlc2</Framework>
		<PlayerAltWeaponSpread>
			<SpreadMinMax>
				<Player_Spread_Max>0.4</Player_Spread_Max>
				<Player_Spread_Min>0.0</Player_Spread_Min>
				</SpreadMinMax>
			<SpreadDynamics>
				<Player_To_Spread_Max>10</Player_To_Spread_Max>
				<Player_To_Spread_Min>1000</Player_To_Spread_Min>
				</SpreadDynamics>
			</PlayerAltWeaponSpread>
		<NPCAltWeaponSpread>
			<SpreadMinMax>
				<NPC_Spread_Max>0</NPC_Spread_Max>
				<NPC_Spread_Min>0</NPC_Spread_Min>
				</SpreadMinMax>
			<SpreadDynamics>
				<NPC_To_Spread_Max>10</NPC_To_Spread_Max>
				<NPC_To_Spread_Min>1000</NPC_To_Spread_Min>
				</SpreadDynamics>
			</NPCAltWeaponSpread>
		<Charge_Release_Info>
			<Charge_Time_sec>0.30</Charge_Time_sec>
			<Min_Charge_Percent>1</Min_Charge_Percent>
			<Charge_Base>0</Charge_Base>
			<Auto_Release>True</Auto_Release>
			<Charging_Camera_Shake>charging</Charging_Camera_Shake>
			<Charged_Camera_Shake>charged</Charged_Camera_Shake>
			<Charge_Flags>
				<Flag>Show HUD on charge</Flag>
				</Charge_Flags>
			<Pre_Charge_Delay>0</Pre_Charge_Delay>
			</Charge_Release_Info>
		<Alt_Override_Bullet_Impact_Effect>Veh_Stag_HitFX</Alt_Override_Bullet_Impact_Effect>
		<Alt_Override_Bullet_Impact_Effect_NPC>Veh_Stag_HitFX</Alt_Override_Bullet_Impact_Effect_NPC>
		<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>
		<Is_DLC>True</Is_DLC>
		</Weapon>
	<Weapon>
		<Name>Special-CameraProp</Name>
		<Info_Slot_Index>82</Info_Slot_Index>
		<Inv_Slot>single_use</Inv_Slot>
		<Flags>
			<Flag>disallow reload</Flag>
			<Flag>do not hide when sprinting</Flag>
			<Flag>infinite magazine capacity</Flag>
			<Flag>no random give</Flag>
			<Flag>unlimited ammo</Flag>
			<Flag>no bullet decal</Flag>
			</Flags>
		<Weapon_Class>script</Weapon_Class>
		<Category>WPNCAT_SPECIAL</Category>
		<Animation_Group>RPG</Animation_Group>
		<Strafe_Angles>RPG</Strafe_Angles>
		<Constant_Effects></Constant_Effects>
		<Audio>
			<Weapon_Model>GENKI_GUN</Weapon_Model>
			<looping>False</looping>
			<alt_looping>False</alt_looping>
			</Audio>
		<Trigger_Type>single</Trigger_Type>
		<Alt_Trigger_Type>single</Alt_Trigger_Type>
		<Magazine_Size>30</Magazine_Size>
		<Ammo_per_Shot>1</Ammo_per_Shot>
		<Ammo_Regeneration>0.0</Ammo_Regeneration>
		<Range_Max>40</Range_Max>
		<AI_Ideal_Range_Min>10</AI_Ideal_Range_Min>
		<AI_Ideal_Range_Max>20</AI_Ideal_Range_Max>
		<Time_Management>
			<Refire_Delay>0</Refire_Delay>
			</Time_Management>
		<Damage_Max>
			<NPC_Damage>0.0</NPC_Damage>
			<Player_Damage>0.0</Player_Damage>
			</Damage_Max>
		<Riot_Shield_Damage_Multiplier>1.0</Riot_Shield_Damage_Multiplier>
		<Ragdoll_Force_Shoot>0.0</Ragdoll_Force_Shoot>
		<Effect_Situations></Effect_Situations>
		<Diversion_Kill_Multiplier>1.0</Diversion_Kill_Multiplier>
		<Is_DLC>True</Is_DLC>
		<Blood_Decal_Scale>1.0</Blood_Decal_Scale>
		<_Editor>
			<Category>Entries:weapon_radial:special</Category>
			</_Editor>
		<Framework>dlc2</Framework>
		</Weapon>
	</Table>

<TableTemplates>
	<Weapon>
		<Name>dlc2_testExplosive-RocketLauncher</Name>
		<Weapon_Class>launcher</Weapon_Class>
		<Trigger_Type>single</Trigger_Type>
		<Magazine_Size>1</Magazine_Size>
		<Range_Max>300</Range_Max>
		<Damage_Max>
			<NPC_Damage>0</NPC_Damage>
			<Player_Damage>0</Player_Damage>
			</Damage_Max>
		<Explosion>genki_exp</Explosion>
		<Projectile_Info>
			<Model>rpg_projectile</Model>
			<Speed>110</Speed>
			<Attached_Effect>vfx_genki_gun_trail</Attached_Effect>
			<Projectile_Flags>
				<Flag>has light attached</Flag>
				<Flag>rocket flight</Flag>
				<Flag>dont detonate from explosion</Flag>
				<Flag>use bullet collision quality</Flag>
				</Projectile_Flags>
			<Mass>10</Mass>
			<X>0.0</X>
			<Y>0.0</Y>
			<Z>0.0</Z>
			<Foley_Name></Foley_Name>
			<Fade_Out_Time>0.0</Fade_Out_Time>
			<Post_Ignition_Speed>110</Post_Ignition_Speed>
			<Projectile_Ignition_Delay_MS>0</Projectile_Ignition_Delay_MS>
			<Gravity>0</Gravity>
			<Speed_NPC>50</Speed_NPC>
			<Post_Ignition_Speed_NPC>50</Post_Ignition_Speed_NPC>
			</Projectile_Info>
		<_Editor>
			<Category>Entries:weapon_radial:explosive</Category>
			</_Editor>
		<Animation_Group>RPG</Animation_Group>
		<AI_Ideal_Range_Max>100</AI_Ideal_Range_Max>
		<Flags>
			<Flag>melee can dislodge movers</Flag>
			<Flag>explosions damage tanks</Flag>
			<Flag>allow offhand grenade</Flag>
			<Flag>do not hide when sprinting</Flag>
			<Flag>show reserve in hud</Flag>
			<Flag>unlimited ammo</Flag>
			</Flags>
		<Category>WPNCAT_SPECIAL</Category>
		<NPCWeaponSpread>
			<SpreadMinMax>
				<NPC_Spread_Max>4</NPC_Spread_Max>
				<NPC_Spread_Min>4</NPC_Spread_Min>
				</SpreadMinMax>
			</NPCWeaponSpread>
		<Underwater_Explosion>Underwater Large</Underwater_Explosion>
		<Time_Management>
			<Refire_Delay>2000</Refire_Delay>
			<npc_refire_delay>
				<min>6000</min>
				<max>12000</max>
				<npc_refire_type>2. Scale up in groups</npc_refire_type>
				</npc_refire_delay>
			</Time_Management>
		<Ammo>RPG</Ammo>
		<Inv_Slot>explosive</Inv_Slot>
		<Ammo_per_Shot>1</Ammo_per_Shot>
		<Audio>
			<Weapon_Model>EXPLOSIVE_RPG</Weapon_Model>
			<Hit_Wall_Sound>IMP_METAL_HIT</Hit_Wall_Sound>
			<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
			<looping>False</looping>
			<Sound_Radius>100</Sound_Radius>
			<Soundbank_Name>Wep_Ranged_Explosives</Soundbank_Name>
			<alt_looping>False</alt_looping>
			</Audio>
		<Constant_Effects></Constant_Effects>
		<Alt_Trigger_Type>single</Alt_Trigger_Type>
		<Alt_Time_Management>
			<Refire_Delay>0</Refire_Delay>
			<min>0</min>
			<max>0</max>
			</Alt_Time_Management>
		<Strafe_Angles>RPG</Strafe_Angles>
		<Melee_Attack_Info>RPG</Melee_Attack_Info>
		<AI_Ideal_Range_Min>10</AI_Ideal_Range_Min>
		<Camera_Info>
			<Primary_Fire_Camera_Shake>weapon_fire_rpg</Primary_Fire_Camera_Shake>
			<Primary_Fine_Aim_Camera_Shake>weapon_fire_rpg</Primary_Fine_Aim_Camera_Shake>
			<Primary_Fire_Camera_Shake_Intensity>1.0</Primary_Fire_Camera_Shake_Intensity>
			<Primary_Fire_Fine_Aim_Camera_Shake_Intensity>1.0</Primary_Fire_Fine_Aim_Camera_Shake_Intensity>
			</Camera_Info>
		<Ragdoll_Force_Shoot>0.0</Ragdoll_Force_Shoot>
		<Effect_Situations></Effect_Situations>
		<Muzzle_Effect>WEP_RPG_Muzzle</Muzzle_Effect>
		<Ammo_Regeneration>0.0</Ammo_Regeneration>
		<Riot_Shield_Damage_Multiplier>1.0</Riot_Shield_Damage_Multiplier>
		<Diversion_Kill_Multiplier>1.0</Diversion_Kill_Multiplier>
		<NPC_Explosion>RPG-NPC</NPC_Explosion>
		<Blood_Decal_Scale>1.0</Blood_Decal_Scale>
		<vehicle_damage_scale>1.5</vehicle_damage_scale>
		<NPC_Aim_Drift>RPG</NPC_Aim_Drift>
		<Framework>dlc2</Framework>
		<Info_Slot_Index>82</Info_Slot_Index>
		<Is_DLC>True</Is_DLC>
		</Weapon>
	<Weapon>
		<Name>sp_ufo02_w2</Name>
		<Weapon_Class>vehicle</Weapon_Class>
		<Trigger_Type>automatic</Trigger_Type>
		<Magazine_Size>500</Magazine_Size>
		<Range_Max>400</Range_Max>
		<Damage_Max>
			<NPC_Damage>1000</NPC_Damage>
			<Player_Damage>50</Player_Damage>
			</Damage_Max>
		<_Editor>
			<Category>Entries:Vehicle</Category>
			</_Editor>
		<Ragdoll_Force_Shoot>400</Ragdoll_Force_Shoot>
		<Animation_Group>Default</Animation_Group>
		<AI_Ideal_Range_Max>400</AI_Ideal_Range_Max>
		<Brass>Rifle</Brass>
		<Flags>
			<Flag>unlimited ammo</Flag>
			<Flag>infinite magazine capacity</Flag>
			<Flag>on trigger</Flag>
			<Flag>bullets damage tanks</Flag>
			<Flag>explosions damage tanks</Flag>
			</Flags>
		<Category>WPNCAT_RIFLE</Category>
		<PlayerWeaponSpread>
			<SpreadMinMax>
				<Player_Spread_Max>0.4</Player_Spread_Max>
				<Player_Spread_Min>0</Player_Spread_Min>
				<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
				</SpreadMinMax>
			<SpreadDynamics>
				<Player_To_Spread_Max>10</Player_To_Spread_Max>
				<Player_To_Spread_Min>1000</Player_To_Spread_Min>
				</SpreadDynamics>
			<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
			</PlayerWeaponSpread>
		<Time_Management>
			<Refire_Delay>50</Refire_Delay>
			<min>0</min>
			<max>0</max>
			<npc_refire_delay>
				<min>1000</min>
				<max>3000</max>
				<npc_refire_type>1. Random Range</npc_refire_type>
				</npc_refire_delay>
			</Time_Management>
		<Ammo>Bullet Rifle</Ammo>
		<Inv_Slot>vehicle</Inv_Slot>
		<Ammo_per_Shot>1</Ammo_per_Shot>
		<Audio>
			<Weapon_Model>SP_VTOL02_W</Weapon_Model>
			<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
			<Warmup_Delay>1000</Warmup_Delay>
			<looping>True</looping>
			<Cooldown_Delay>0</Cooldown_Delay>
			<Sound_Radius>150</Sound_Radius>
			<Soundbank_Name>Wep_VTOL_Minigun</Soundbank_Name>
			<alt_looping>False</alt_looping>
			</Audio>
		<Constant_Effects></Constant_Effects>
		<Vehicle_Weapon>
			<Primary_Weapons>
				<Weapon>0
					<UID>111</UID>
					<Weapon_Class>rifle</Weapon_Class>
					<Flags>
						<Flag>Target reticule</Flag>
						</Flags>
					<Middle_Component>
						<Flags></Flags>
						<Min_Angle>-180</Min_Angle>
						<Max_Angle>180</Max_Angle>
						<Max_Speed>800</Max_Speed>
						<Damp_Angle>40</Damp_Angle>
						<Unmanned_Speed>100</Unmanned_Speed>
						<Max_Force>0.0</Max_Force>
						</Middle_Component>
					<Top_Component>
						<Flags></Flags>
						<Min_Angle>-90</Min_Angle>
						<Max_Angle>90</Max_Angle>
						<Max_Speed>300</Max_Speed>
						<Damp_Angle>30</Damp_Angle>
						<Unmanned_Speed>100</Unmanned_Speed>
						<Max_Force>0.0</Max_Force>
						</Top_Component>
					</Weapon>
				</Primary_Weapons>
			<Alt_Weapons></Alt_Weapons>
			</Vehicle_Weapon>
		<Alt_Trigger_Type>automatic</Alt_Trigger_Type>
		<Object_Bullet_Hit_Impulse_Magnitude>200</Object_Bullet_Hit_Impulse_Magnitude>
		<Strafe_Angles>Default</Strafe_Angles>
		<AI_Ideal_Range_Min>20</AI_Ideal_Range_Min>
		<NPC_Aim_Drift>FlyerMG</NPC_Aim_Drift>
		<Effect_Situations></Effect_Situations>
		<Ammo_Regeneration>0.0</Ammo_Regeneration>
		<Tracer_Info>
			<Tracer>Alien_MiniGun</Tracer>
			<Tracer_NPC>Alien_MiniGun</Tracer_NPC>
			<Alt_Tracer>Alien_MiniGun</Alt_Tracer>
			<Alt_Tracer_NPC>Alien_MiniGun</Alt_Tracer_NPC>
			<Tracer_Frequency>1</Tracer_Frequency>
			</Tracer_Info>
		<Warmup_Delay>500</Warmup_Delay>
		<Muzzle_Effect>Veh_Stag_Muzzle</Muzzle_Effect>
		<Override_Bullet_Impact_Effect>Veh_Stag_HitFX</Override_Bullet_Impact_Effect>
		<Riot_Shield_Damage_Multiplier>1.0</Riot_Shield_Damage_Multiplier>
		<NPC_Desired_Burst_Size>40</NPC_Desired_Burst_Size>
		<Overheat_Info>
			<Percent_Increase_Per_Shot>0.02</Percent_Increase_Per_Shot>
			<Percent_Decrease_Per_Second>0.2</Percent_Decrease_Per_Second>
			<Percent_Decrease_Per_Reload>0.0</Percent_Decrease_Per_Reload>
			<Percent_Decrease_Per_Second_Overheated>0.3</Percent_Decrease_Per_Second_Overheated>
			<Percent_Decrease_Per_Reload_Overheated>0.0</Percent_Decrease_Per_Reload_Overheated>
			<Overheat_Flags>
				<Flag>applies to primary</Flag>
				</Overheat_Flags>
			</Overheat_Info>
		<Camera_Info>
			<Primary_Fire_Camera_Shake>weapon_fire_ar</Primary_Fire_Camera_Shake>
			<Primary_Fire_Camera_Shake_Intensity>0.4</Primary_Fire_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_Fine_Aim_Camera_Shake>weapon_fire_ar</Primary_Fine_Aim_Camera_Shake>
			<Primary_Fire_Fine_Aim_Camera_Shake_Intensity>0.4</Primary_Fire_Fine_Aim_Camera_Shake_Intensity>
			</Camera_Info>
		<Diversion_Kill_Multiplier>1.0</Diversion_Kill_Multiplier>
		<NPCWeaponSpread>
			<SpreadMinMax>
				<NPC_Spread_Max>0</NPC_Spread_Max>
				<NPC_Spread_Min>0</NPC_Spread_Min>
				</SpreadMinMax>
			<SpreadDynamics>
				<NPC_To_Spread_Max>10</NPC_To_Spread_Max>
				<NPC_To_Spread_Min>1000</NPC_To_Spread_Min>
				</SpreadDynamics>
			</NPCWeaponSpread>
		<Blood_Decal_Scale>1.0</Blood_Decal_Scale>
		<Info_Slot_Index>0</Info_Slot_Index>
		<Framework>dlc2</Framework>
		<Is_DLC>True</Is_DLC>
		</Weapon>
	</TableTemplates>

<TableDescription>
	<Name>Weapon</Name>
	<Type>TableDescription</Type>
	<Required>false</Required>
	<Element>
		<Name>Name</Name>
		<Type>String</Type>
		<Description>Unique name for this weapon.</Description>
		<Default>knife</Default>
		</Element>
	<Element>
		<Name>Framework</Name>
		<Type>Reference</Type>
		<Required>false</Required>
		<Reference>
			<File>dlc_frameworks.xtbl</File>
			<Type>BundleInfo.Flag_String</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Info_Slot_Index</Name>
		<Type>Int</Type>
		<Display_Name>Info Slot Index</Display_Name>
		<Default>0</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>Ammo</Name>
		<Type>Reference</Type>
		<Required>false</Required>
		<Reference>
			<File>ammo.xtbl</File>
			<Type>Ammo.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Alt_Ammo</Name>
		<Type>Reference</Type>
		<Display_Name>Alt Ammo</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>ammo.xtbl</File>
			<Type>Ammo.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Inv_Slot</Name>
		<Type>Reference</Type>
		<Display_Name>Inventory Slot</Display_Name>
		<Default>unarmed</Default>
		<Reference>
			<File>weapon_inventory_slots.xtbl</File>
			<Type>Inv_Slot.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Flags</Name>
		<Type>Flags</Type>
		<Description>Flags for this weapon.</Description>
		<Required>false</Required>
		<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>armor piercing override</Flag>
		<Flag>attach to forearm</Flag>
		<Flag>attaches</Flag>
		<Flag>brass during reload only</Flag>
		<Flag>bullets can hit multiple humans</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 crouching</Flag>
		<Flag>disallow forward throw in vehicle</Flag>
		<Flag>disallow jumping</Flag>
		<Flag>disallow reload</Flag>
		<Flag>disallowed in demos</Flag>
		<Flag>do not hide when sprinting</Flag>
		<Flag>dual wieldable</Flag>
		<Flag>explosions damage tanks</Flag>
		<Flag>gibs victims</Flag>
		<Flag>has alt fire</Flag>
		<Flag>heavy weapon move speed</Flag>
		<Flag>incendiary shots</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 blood splat</Flag>
		<Flag>no combat ready</Flag>
		<Flag>no random give</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>secondary weapon</Flag>
		<Flag>unlimited ammo</Flag>
		<Flag>unlockable</Flag>
		<Flag>use block flinch anims</Flag>
		<Flag>use box shape for melee casts</Flag>
		<Flag>use mission srid for effects</Flag>
		<Flag>use modified bullet direction</Flag>
		<Flag>use underslung fine aim</Flag>
		<Flag>zoom allows fine aim</Flag>
		<Flag>show reserve in hud</Flag>
		<Flag>drops with full reserve</Flag>
		<Flag>player instant reload</Flag>
		<Flag>melee always dislodge</Flag>
		<Flag>no bullet decal</Flag>
		<Flag>manned turret</Flag>
		</Element>
	<Element>
		<Name>Special_Case_Type</Name>
		<Type>Selection</Type>
		<Display_Name>Special Case Type</Display_Name>
		<Description>This is meant for special-case weapons. Weapons that will have very specific behavior that will not be duplicated by other weapons. They will require special-case code, and will thus require only a flag in the table to tell them what to do.</Description>
		<Required>false</Required>
		<Choice>RC Gun</Choice>
		<Choice>Air Strike</Choice>
		<Choice>Sonic Wave Gun</Choice>
		<Choice>Riot Shield</Choice>
		<Choice>Needler Prototype</Choice>
		<Choice>Flak Cannon Prototype</Choice>
		<Choice>Multi Launcher Prototype</Choice>
		<Choice>Satellite Drone Prototype</Choice>
		<Choice>Wieldable Prop Weapon</Choice>
		<Choice>Avatar Sword</Choice>
		<Choice>Heli Spotlight</Choice>
		<Choice>Cyber Cannon</Choice>
		<Choice>Flamethrower</Choice>
		<Choice>Chum</Choice>
		</Element>
	<Element>
		<Name>Weapon_Class</Name>
		<Type>Reference</Type>
		<Display_Name>Weapon Class</Display_Name>
		<Description>the class of the weapon, which affects how weapon behave gameside</Description>
		<Default>pistol</Default>
		<Reference>
			<File>weapon_class.xtbl</File>
			<Type>Weapon_Class.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Category</Name>
		<Type>Reference</Type>
		<Description>Weapon category for stash and gun store.</Description>
		<Reference>
			<File>weapon_categories.xtbl</File>
			<Type>Categories.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Animation_Group</Name>
		<Type>Reference</Type>
		<Display_Name>Animation Group</Display_Name>
		<Description>Which group of animation to use from the animation set of the character</Description>
		<Reference>
			<File>anim_groups.xtbl</File>
			<Type>Anim_Group.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Fine_Aim_Animation_Group</Name>
		<Type>Reference</Type>
		<Display_Name>Fine Aim Animation Group</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>anim_groups.xtbl</File>
			<Type>Anim_Group.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Reload_Animation_Group</Name>
		<Type>Reference</Type>
		<Display_Name>Reload Animation Group</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>anim_groups.xtbl</File>
			<Type>Anim_Group.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Reload_override_time_sec</Name>
		<Type>Float</Type>
		<Display_Name>Reload Override Time (sec)</Display_Name>
		<Description>So design can tweak reload times (or allow delays without a reload animation)</Description>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<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>
		<Required>false</Required>
		<Default>0</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>Cooldown_Delay</Name>
		<Type>Int</Type>
		<Display_Name>Cooldown Delay</Display_Name>
		<Description>Cooldown time for weapon</Description>
		<Required>false</Required>
		<Default>0</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>Strafe_Angles</Name>
		<Type>Reference</Type>
		<Display_Name>Strafe Angles</Display_Name>
		<Reference>
			<File>strafe_angles.xtbl</File>
			<Type>Strafe_Angles.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Muzzle_Effect</Name>
		<Type>Reference</Type>
		<Display_Name>Muzzle Effect</Display_Name>
		<Description>The muzzle effect for this weapon.</Description>
		<Required>false</Required>
		<Reference>
			<File>effects.xtbl</File>
			<Type>Effect.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Alt_Muzzle_Effect</Name>
		<Type>Reference</Type>
		<Display_Name>Alt Muzzle Effect</Display_Name>
		<Description>The muzzle effect for alternate fire for this weapon.</Description>
		<Required>false</Required>
		<Reference>
			<File>effects.xtbl</File>
			<Type>Effect.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Melee_Effect</Name>
		<Type>Reference</Type>
		<Display_Name>Melee Effect</Display_Name>
		<Description>Effect played when weapon makes melee contact.</Description>
		<Required>false</Required>
		<Reference>
			<File>effects.xtbl</File>
			<Type>Effect.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Constant_Effects</Name>
		<Type>List</Type>
		<Display_Name>Constant Effects</Display_Name>
		<Description>List of effects to play for this weapon whenever the weapon is equipped.  These should be looping effects.</Description>
		<Element>
			<Name>Constant_Effect</Name>
			<Type>Element</Type>
			<Display_Name>Constant Effect</Display_Name>
			<Element>
				<Name>Effect</Name>
				<Type>Reference</Type>
				<Description>Which effect to continuously play</Description>
				<Reference>
					<File>effects.xtbl</File>
					<Type>Effect.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			<Element>
				<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>Audio</Name>
		<Type>Element</Type>
		<Description>Audio attributes for this weapon.</Description>
		<Element>
			<Name>Weapon_Model</Name>
			<Type>Reference</Type>
			<Display_Name>Audio Weapon Model</Display_Name>
			<Description>Weapon Model switch defined  in Wwise.</Description>
			<Reference>
				<File>audio_syncs.xtbl</File>
				<Type>NewEntity.Switches.WEAPON_MODEL.Values.Entry.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Soundbank_Name</Name>
			<Type>Reference</Type>
			<Display_Name>Soundbank</Display_Name>
			<Required>false</Required>
			<Reference>
				<File>audio_banks.xtbl</File>
				<Type>NewEntity.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>looping</Name>
			<Type>Selection</Type>
			<Display_Name>Looping Sound</Display_Name>
			<Description>This weapon uses a looping sound - if this field is true, issue the stop event to kill the sound.</Description>
			<Default>False</Default>
			<Choice>True</Choice>
			<Choice>False</Choice>
			</Element>
		<Element>
			<Name>alt_looping</Name>
			<Type>Selection</Type>
			<Display_Name>Alt Looping Sound</Display_Name>
			<Default>False</Default>
			<Choice>True</Choice>
			<Choice>False</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>Stop_Override_Event</Name>
			<Type>Reference</Type>
			<Required>false</Required>
			<Reference>
				<File>audio_events.xtbl</File>
				<Type>NewEntity.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Alt_Fire_Stop_Override_Event</Name>
			<Type>Reference</Type>
			<Required>false</Required>
			<Reference>
				<File>audio_events.xtbl</File>
				<Type>NewEntity.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		</Element>
	<Element>
		<Name>Brass</Name>
		<Type>Reference</Type>
		<Description>Type of brass to use for this weapon.</Description>
		<Required>false</Required>
		<Reference>
			<File>shells.xtbl</File>
			<Type>Shell.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Trigger_Type</Name>
		<Type>Selection</Type>
		<Display_Name>Trigger Type</Display_Name>
		<Description>See the trigger type enumeration for specifics...

"single" (button press required for each shot)
"burst" (fires a specified number of shots in succession for each trigger pull)
"automatic" (fires while the trigger is down as long as there is ammo)
"charge release" (fires after the trigger is releaset, having been charged for a period of time)</Description>
		<Default>single</Default>
		<Choice>single</Choice>
		<Choice>burst</Choice>
		<Choice>automatic</Choice>
		<Choice>charge release</Choice>
		</Element>
	<Element>
		<Name>Alt_Trigger_Type</Name>
		<Type>Selection</Type>
		<Display_Name>Alt Trigger Type</Display_Name>
		<Description>See trigger type for explanation.</Description>
		<Default>single</Default>
		<Choice>single</Choice>
		<Choice>burst</Choice>
		<Choice>automatic</Choice>
		<Choice>charge release</Choice>
		</Element>
	<Element>
		<Name>Magazine_Size</Name>
		<Type>Int</Type>
		<Display_Name>Magazine Size</Display_Name>
		<Description>Number of rounds in a single magazine (ignored for "thrown" and "melee" weapons).</Description>
		<Default>0</Default>
		</Element>
	<Element>
		<Name>Ammo_per_Shot</Name>
		<Type>Float</Type>
		<Display_Name>Ammo per Shot</Display_Name>
		<Description>Units of ammo consumed per shot. If the weapon is continuous-fire (refire delay of 0 ms), this is how much ammo is consumed per second.</Description>
		<Default>1</Default>
		</Element>
	<Element>
		<Name>Ammo_Regeneration</Name>
		<Type>Float</Type>
		<Display_Name>Ammo Regeneration</Display_Name>
		<Description>How quickly the ammunition regenerates in rounds per second.  Set to 0.0 to not regenerate</Description>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Wieldable_Prop_Hits_Allowed</Name>
		<Type>Int</Type>
		<Display_Name>Wieldable Prop - Hits Allowed</Display_Name>
		<Required>false</Required>
		<Default>10</Default>
		</Element>
	<Element>
		<Name>Wieldable_Prop_Death_VFX</Name>
		<Type>Reference</Type>
		<Display_Name>Wieldable Prop Death VFX</Display_Name>
		<Description>Death effect to use for the wieldable prop when it is destroyed.</Description>
		<Required>false</Required>
		<Reference>
			<File>effects.xtbl</File>
			<Type>Effect.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Range_Max</Name>
		<Type>Float</Type>
		<Display_Name>Max. Range</Display_Name>
		<Description>Maximum range of weapon (in meters, ignored for "thrown" weapons)</Description>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>AI_Ideal_Range_Min</Name>
		<Type>Float</Type>
		<Display_Name>AI Ideal Range Min</Display_Name>
		<Description>The distance when a AI will start to back up.</Description>
		<Default>5.0</Default>
		<MinValue>0</MinValue>
		</Element>
	<Element>
		<Name>AI_Ideal_Range_Max</Name>
		<Type>Float</Type>
		<Display_Name>AI Ideal Range Max</Display_Name>
		<Description>AI will move closer if futher than this.</Description>
		<Default>25</Default>
		<MinValue>0</MinValue>
		</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>Time_Management</Name>
		<Type>Element</Type>
		<Display_Name>Time Management</Display_Name>
		<Element>
			<Name>Refire_Delay</Name>
			<Type>Int</Type>
			<Display_Name>Refire Delay</Display_Name>
			<Description>Delay between shots (in milliseconds, ignored for "thrown" and "melee" weapons).</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>npc_refire_delay</Name>
			<Type>Element</Type>
			<Display_Name>NPC refire delay:</Display_Name>
			<Description>Specifies a min/max refire delay for NPCs only</Description>
			<Required>false</Required>
			<Element>
				<Name>min</Name>
				<Type>Int</Type>
				<Display_Name>Min</Display_Name>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>max</Name>
				<Type>Int</Type>
				<Display_Name>Max</Display_Name>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>npc_refire_type</Name>
				<Type>Selection</Type>
				<Display_Name>Refire Type</Display_Name>
				<Default>1. Random Range</Default>
				<Choice>1. Random Range</Choice>
				<Choice>2. Scale up in groups</Choice>
				</Element>
			</Element>
		<Element>
			<Name>Pre_Detonate_Delay</Name>
			<Type>Int</Type>
			<Display_Name>Pre Detonate Delay</Display_Name>
			<Description>Delay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it.</Description>
			<Required>false</Required>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Post_Detonate_Delay</Name>
			<Type>Int</Type>
			<Display_Name>Post Detonate Delay</Display_Name>
			<Description>Delay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type.</Description>
			<Required>false</Required>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Firecone_ramp_in_time</Name>
			<Type>Float</Type>
			<Display_Name>Firecone ramp in time</Display_Name>
			<Required>false</Required>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Alt_Time_Management</Name>
		<Type>Element</Type>
		<Display_Name>Alt Time Management</Display_Name>
		<Required>false</Required>
		<Element>
			<Name>Refire_Delay</Name>
			<Type>Int</Type>
			<Display_Name>Refire Delay</Display_Name>
			<Description>Delay between shots (in milliseconds, ignored for "thrown" and "melee" weapons).</Description>
			<Default>0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>npc_burst_time</Name>
			<Type>Element</Type>
			<Display_Name>NPC burst time</Display_Name>
			<Description>Value for how long a weapon should burst for.  Only used by vehicle weapons</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>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>
				<Name>npc_refire_type</Name>
				<Type>Selection</Type>
				<Display_Name>Refire Type</Display_Name>
				<Default>1. Random Range</Default>
				<Choice>1. Random Range</Choice>
				<Choice>2. Scale up in groups</Choice>
				</Element>
			</Element>
		<Element>
			<Name>Pre_Detonate_Delay</Name>
			<Type>Int</Type>
			<Display_Name>Pre Detonate Delay</Display_Name>
			<Description>Delay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it.</Description>
			<Required>false</Required>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Post_Detonate_Delay</Name>
			<Type>Int</Type>
			<Display_Name>Post Detonate Delay</Display_Name>
			<Description>Delay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type.</Description>
			<Required>false</Required>
			<Default>0</Default>
			</Element>
		<Element>
			<Name>Firecone_ramp_in_time</Name>
			<Type>Float</Type>
			<Display_Name>Firecone ramp in time</Display_Name>
			<Required>false</Required>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Damage_Max</Name>
		<Type>Element</Type>
		<Display_Name>Max. Damage Per Shot</Display_Name>
		<Description>The maximum damage that this weapon can do per shot in different situations.  Weapons can have more than one shot per round (see Shots Per Round).</Description>
		<Element>
			<Name>NPC_Damage</Name>
			<Type>Float</Type>
			<Display_Name>To NPC</Display_Name>
			<Description>The maximum damage that this weapon can do to an NPC.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Player_Damage</Name>
			<Type>Float</Type>
			<Display_Name>To Player</Display_Name>
			<Description>The maximum damage that this weapon can do to the player.</Description>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Damage_Min</Name>
		<Type>Element</Type>
		<Display_Name>Min. Damage Per Shot</Display_Name>
		<Description>The minimum damage that this weapon can do per shot in different situations.  Weapons can have more than one shot per round (see Shots Per Round).</Description>
		<Required>false</Required>
		<Element>
			<Name>NPC_Damage</Name>
			<Type>Float</Type>
			<Display_Name>To NPC</Display_Name>
			<Description>The minimum damage that this weapon can do to an NPC.</Description>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Player_Damage</Name>
			<Type>Float</Type>
			<Display_Name>To Player</Display_Name>
			<Description>The minimum damage that this weapon can do to the player.</Description>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Riot_Shield_Damage_Multiplier</Name>
		<Type>Float</Type>
		<Display_Name>Riot Shield Damage Multiplier</Display_Name>
		<Default>1.0</Default>
		</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_Damage_Overrides</Name>
		<Type>Element</Type>
		<Display_Name>Override Melee Damage Dealt By</Display_Name>
		<Description>Overrides melee.xtbl damage entries</Description>
		<Required>false</Required>
		<Element>
			<Name>NPC</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Player</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Online</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Explosion</Name>
		<Type>Reference</Type>
		<Description>The explosion associated with this weapon.</Description>
		<Required>false</Required>
		<Reference>
			<File>explosions.xtbl</File>
			<Type>Explosion.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Alt_Explosion</Name>
		<Type>Reference</Type>
		<Display_Name>Alt Explosion</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>explosions.xtbl</File>
			<Type>Explosion.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>NPC_Explosion</Name>
		<Type>Reference</Type>
		<Required>false</Required>
		<Reference>
			<File>explosions.xtbl</File>
			<Type>Explosion.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>NPC_Alt_Explosion</Name>
		<Type>Reference</Type>
		<Required>false</Required>
		<Reference>
			<File>explosions.xtbl</File>
			<Type>Explosion.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Underwater_Explosion</Name>
		<Type>Reference</Type>
		<Description>The underwater explosion associated with this weapon.</Description>
		<Required>false</Required>
		<Reference>
			<File>explosions.xtbl</File>
			<Type>Explosion.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Fire_Damage_Per_Second</Name>
		<Type>Float</Type>
		<Display_Name>Fire Damage Per Second</Display_Name>
		<Description>Amount of fire damage a human will take per second from an explosion caused by this weapon.</Description>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Damage_Max_Dist</Name>
		<Type>Float</Type>
		<Display_Name>Damage Max. Distance</Display_Name>
		<Description>Distance (in meters) at or below which weapon does maximum damage (defaults to zero)
- for "bullet" type weapons, the distance is measured from the gun to the target.
- for "projectile" and "thrown" type weapons, the distance is measured from the projectile to the target.</Description>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Damage_Min_Dist</Name>
		<Type>Float</Type>
		<Display_Name>Damage Min. Distance</Display_Name>
		<Description>Distance (in meters) at or above which weapon does minimum damage (defaults to max range)
- for "bullet" type weapons, the distance is measured from the gun to the target.
- for "projectile" and "thrown" type weapons, the distance is measured from the projectile to the target.</Description>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Operator_Damage_Multiplier</Name>
		<Type>String</Type>
		<Display_Name>Operator Damage Multiplier</Display_Name>
		<Description>Damage multiplier for all damage applied to the human using this weapon.</Description>
		<Required>false</Required>
		<Default>1.0</Default>
		</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>Fire_Cone_Angle</Name>
		<Type>Float</Type>
		<Display_Name>Fire Cone Angle</Display_Name>
		<Description>(THIS IS GOING TO BE DEPRECATED, PLEASE 
USE THE FIRE CONE METRICS, BELOW)

Angle of cone extending from the barrel in which targets take damage (defaults to zero).</Description>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Fire_Cone_Length</Name>
		<Type>Float</Type>
		<Display_Name>Fire Cone Length</Display_Name>
		<Required>false</Required>
		<Default>0.0</Default>
		</Element>
	<Element>
		<Name>Fire_Cone_Metrics</Name>
		<Type>Element</Type>
		<Display_Name>Fire Cone Metrics</Display_Name>
		<Description>Metrics to define the fire cone of weapons that fire multiple 
shots per round or otherwise damage objects within a cone 
rather than just along a ray.</Description>
		<Required>false</Required>
		<Element>
			<Name>Metric_Type</Name>
			<Type>ComboElement</Type>
			<Display_Name>Metric Type</Display_Name>
			<Description>Type of fire cone metrics specified.</Description>
			<Element>
				<Name>Angle</Name>
				<Type>Element</Type>
				<Required>false</Required>
				<Element>
					<Name>Angle</Name>
					<Type>Float</Type>
					<Description>Angle (degrees) of cone extending from the barrel in 
which targets take damage (defaults to zero).</Description>
					<Default>0.0</Default>
					</Element>
				</Element>
			<Element>
				<Name>Min_Max</Name>
				<Type>Element</Type>
				<Display_Name>Min-Max</Display_Name>
				<Required>false</Required>
				<Element>
					<Name>Near_Radius</Name>
					<Type>Float</Type>
					<Display_Name>Near Radius</Display_Name>
					<Description>Radius (meters) of the cone at the barrel of the gun.</Description>
					<Default>0.0</Default>
					</Element>
				<Element>
					<Name>Far_Radius</Name>
					<Type>Float</Type>
					<Display_Name>Far Radius</Display_Name>
					<Description>Radius (meters) of the fire cone at the maximum distance 
of the weapon.</Description>
					<Default>0.0</Default>
					</Element>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>Fire_Cone_Impact_Effect</Name>
		<Type>Reference</Type>
		<Display_Name>Fire Cone Impact Effect</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>effects.xtbl</File>
			<Type>Effect.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Shots_Per_Round</Name>
		<Type>Int</Type>
		<Display_Name>Shots Per Round</Display_Name>
		<Description>Number of shots emitted per round (defaults to one).</Description>
		<Required>false</Required>
		<Default>1</Default>
		</Element>
	<Element>
		<Name>PlayerWeaponSpread</Name>
		<Type>Element</Type>
		<Display_Name>Player Weapon Spread</Display_Name>
		<Description>Weapon spread values</Description>
		<Required>false</Required>
		<Element>
			<Name>SpreadMinMax</Name>
			<Type>Element</Type>
			<Display_Name>Spread Min/Max</Display_Name>
			<Description>Minimum and maximum spread values for the weapon</Description>
			<Required>false</Required>
			<Element>
				<Name>Player_Spread_Max</Name>
				<Type>Float</Type>
				<Display_Name>Max. Spread</Display_Name>
				<Description>Maximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>Player_Spread_Min</Name>
				<Type>Float</Type>
				<Display_Name>Min. Spread</Display_Name>
				<Description>Minimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>SpreadMovementMultipliers</Name>
				<Type>Element</Type>
				<Display_Name>Spread Movement Multipliers</Display_Name>
				<Description>Spread min/max multipliers due to movement</Description>
				<Required>false</Required>
				<Element>
					<Name>Movement_Multiplier_Crouch</Name>
					<Type>Float</Type>
					<Display_Name>Crouch</Display_Name>
					<Description>Spread min/max multiplier when crouched (includes stationary crouch and crouch walk)</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Walk</Name>
					<Type>Float</Type>
					<Display_Name>Walk</Display_Name>
					<Description>Spread min/max multiplier when walking</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Run</Name>
					<Type>Float</Type>
					<Display_Name>Run</Display_Name>
					<Description>Spread min/max multiplier when running</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Sprint</Name>
					<Type>Float</Type>
					<Display_Name>Sprint</Display_Name>
					<Description>Spread min/max multiplier when sprinting</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Vehicle</Name>
					<Type>Float</Type>
					<Display_Name>Vehicle</Display_Name>
					<Description>Spread min/max multiplier when in a vehicle</Description>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Fine_Aim</Name>
					<Type>String</Type>
					<Display_Name>Fine Aim</Display_Name>
					<Description>Spread min/max multiplier when in fine-aim</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				</Element>
			</Element>
		<Element>
			<Name>SpreadDynamics</Name>
			<Type>Element</Type>
			<Display_Name>Spread Dynamics</Display_Name>
			<Description>Values affecting how quickly weapon spread increases and decreases</Description>
			<Required>false</Required>
			<Element>
				<Name>Player_To_Spread_Max</Name>
				<Type>Int</Type>
				<Display_Name>To Max. Spread</Display_Name>
				<Description>Number of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>Player_To_Spread_Min</Name>
				<Type>Int</Type>
				<Display_Name>To Min. Spread</Display_Name>
				<Description>Time (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>SpreadDynamicMultipliers</Name>
				<Type>Element</Type>
				<Display_Name>Spread Dynamic Multipliers</Display_Name>
				<Description>Spread dynamic multipliers due to movement (values &gt; 1.0 speed up spread recovery, values &lt; 1.0 slow down spread recovery)</Description>
				<Required>false</Required>
				<Element>
					<Name>Movement_Multiplier_Crouch</Name>
					<Type>Float</Type>
					<Display_Name>Crouch</Display_Name>
					<Description>Spread dynamic multiplier when crouching (includes stationary crouch and crouch walk)</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Walk</Name>
					<Type>Float</Type>
					<Display_Name>Walk</Display_Name>
					<Description>Spread dynamic multiplier when walking</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Run</Name>
					<Type>Float</Type>
					<Display_Name>Run</Display_Name>
					<Description>Spread dynamic multiplier when running</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Sprint</Name>
					<Type>Float</Type>
					<Display_Name>Sprint</Display_Name>
					<Description>Spread dynamic multiplier when sprinting</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Vehicle</Name>
					<Type>Float</Type>
					<Display_Name>Vehicle</Display_Name>
					<Description>Spread dynamic multiplier when in a vehicle</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Fine_Aim</Name>
					<Type>String</Type>
					<Display_Name>Fine Aim</Display_Name>
					<Description>Spread dynamic multiplier when in fine-aim</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>PlayerAltWeaponSpread</Name>
		<Type>Element</Type>
		<Display_Name>Player Alt Weapon Spread</Display_Name>
		<Description>Weapon spread values for alt-fire</Description>
		<Required>false</Required>
		<Element>
			<Name>SpreadMinMax</Name>
			<Type>Element</Type>
			<Display_Name>Spread Min/Max</Display_Name>
			<Description>Minimum and maximum spread values for the weapon</Description>
			<Required>false</Required>
			<Element>
				<Name>Player_Spread_Max</Name>
				<Type>Float</Type>
				<Display_Name>Max. Spread</Display_Name>
				<Description>Maximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>Player_Spread_Min</Name>
				<Type>Float</Type>
				<Display_Name>Min. Spread</Display_Name>
				<Description>Minimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>SpreadMovementMultipliers</Name>
				<Type>Element</Type>
				<Display_Name>Spread Movement Multipliers</Display_Name>
				<Description>Spread min/max multipliers due to movement</Description>
				<Required>false</Required>
				<Element>
					<Name>Movement_Multiplier_Crouch</Name>
					<Type>Float</Type>
					<Display_Name>Crouch</Display_Name>
					<Description>Spread min/max multiplier when crouched (includes stationary crouch and crouch walk)</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Walk</Name>
					<Type>Float</Type>
					<Display_Name>Walk</Display_Name>
					<Description>Spread min/max multiplier when walking</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Run</Name>
					<Type>Float</Type>
					<Display_Name>Run</Display_Name>
					<Description>Spread min/max multiplier when running</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Sprint</Name>
					<Type>Float</Type>
					<Display_Name>Sprint</Display_Name>
					<Description>Spread min/max multiplier when sprinting</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Vehicle</Name>
					<Type>Float</Type>
					<Display_Name>Vehicle</Display_Name>
					<Description>Spread min/max multiplier when in a vehicle</Description>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Fine_Aim</Name>
					<Type>String</Type>
					<Display_Name>Fine Aim</Display_Name>
					<Description>Spread min/max multiplier when in fine-aim</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				</Element>
			</Element>
		<Element>
			<Name>SpreadDynamics</Name>
			<Type>Element</Type>
			<Display_Name>Spread Dynamics</Display_Name>
			<Description>Values affecting how quickly weapon spread increases and decreases</Description>
			<Required>false</Required>
			<Element>
				<Name>Player_To_Spread_Max</Name>
				<Type>Int</Type>
				<Display_Name>To Max. Spread</Display_Name>
				<Description>Number of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>Player_To_Spread_Min</Name>
				<Type>Int</Type>
				<Display_Name>To Min. Spread</Display_Name>
				<Description>Time (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>SpreadDynamicMultipliers</Name>
				<Type>Element</Type>
				<Display_Name>Spread Dynamic Multipliers</Display_Name>
				<Description>Spread dynamic multipliers due to movement (values &gt; 1.0 speed up spread recovery, values &lt; 1.0 slow down spread recovery)</Description>
				<Required>false</Required>
				<Element>
					<Name>Movement_Multiplier_Crouch</Name>
					<Type>Float</Type>
					<Display_Name>Crouch</Display_Name>
					<Description>Spread dynamic multiplier when crouching (includes stationary crouch and crouch walk)</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Walk</Name>
					<Type>Float</Type>
					<Display_Name>Walk</Display_Name>
					<Description>Spread dynamic multiplier when walking</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Run</Name>
					<Type>Float</Type>
					<Display_Name>Run</Display_Name>
					<Description>Spread dynamic multiplier when running</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Sprint</Name>
					<Type>Float</Type>
					<Display_Name>Sprint</Display_Name>
					<Description>Spread dynamic multiplier when sprinting</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Vehicle</Name>
					<Type>Float</Type>
					<Display_Name>Vehicle</Display_Name>
					<Description>Spread dynamic multiplier when in a vehicle</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Fine_Aim</Name>
					<Type>String</Type>
					<Display_Name>Fine Aim</Display_Name>
					<Description>Spread dynamic multiplier when in fine-aim</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>NPCWeaponSpread</Name>
		<Type>Element</Type>
		<Display_Name>NPC Weapon Spread</Display_Name>
		<Description>Weapon spread values</Description>
		<Required>false</Required>
		<Element>
			<Name>SpreadMinMax</Name>
			<Type>Element</Type>
			<Display_Name>Spread Min/Max</Display_Name>
			<Description>Minimum and maximum spread values for the weapon</Description>
			<Required>false</Required>
			<Element>
				<Name>NPC_Spread_Max</Name>
				<Type>Float</Type>
				<Display_Name>Max. Spread</Display_Name>
				<Description>Maximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>NPC_Spread_Min</Name>
				<Type>Float</Type>
				<Display_Name>Min. Spread</Display_Name>
				<Description>Minimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0.0</Default>
				</Element>
			<Element>
				<Name>SpreadMovementMultipliers</Name>
				<Type>Element</Type>
				<Display_Name>Spread Movement Multipliers</Display_Name>
				<Description>Spread min/max multipliers due to movement</Description>
				<Required>false</Required>
				<Element>
					<Name>Movement_Multiplier_Crouch</Name>
					<Type>Float</Type>
					<Display_Name>Crouch</Display_Name>
					<Description>Spread min/max multiplier when crouched (includes stationary crouch and crouch walk)</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Walk</Name>
					<Type>Float</Type>
					<Display_Name>Walk</Display_Name>
					<Description>Spread min/max multiplier when walking</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Run</Name>
					<Type>Float</Type>
					<Display_Name>Run</Display_Name>
					<Description>Spread min/max multiplier when running</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Sprint</Name>
					<Type>Float</Type>
					<Display_Name>Sprint</Display_Name>
					<Description>Spread min/max multiplier when sprinting</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Vehicle</Name>
					<Type>Float</Type>
					<Display_Name>Vehicle</Display_Name>
					<Description>Spread min/max multiplier when in a vehicle</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				</Element>
			<Element>
				<Name>SpreadTargetMovementMultipliers</Name>
				<Type>Element</Type>
				<Display_Name>Spread Target Movement Multipliers</Display_Name>
				<Description>Spread min/max multipliers due to target movement</Description>
				<Required>false</Required>
				<Element>
					<Name>Target_Movement_Multiplier_Walk</Name>
					<Type>Float</Type>
					<Display_Name>Walk</Display_Name>
					<Description>Spread min/max multiplier when the target is walking</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Target_Movement_Multiplier_Run</Name>
					<Type>Float</Type>
					<Display_Name>Run</Display_Name>
					<Description>Spread min/max multiplier when the target is running</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Target_Movement_Multiplier_Sprint</Name>
					<Type>Float</Type>
					<Display_Name>Sprint</Display_Name>
					<Description>Spread min/max multiplier when the target is sprinting</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Target_Movement_Multiplier_Vehicle</Name>
					<Type>Float</Type>
					<Display_Name>Vehicle</Display_Name>
					<Description>Spread min/max multiplier when the target is in a vehicle</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				</Element>
			</Element>
		<Element>
			<Name>SpreadDynamics</Name>
			<Type>Element</Type>
			<Display_Name>Spread Dynamics</Display_Name>
			<Description>Values affecting how quickly weapon spread increases and decreases</Description>
			<Required>false</Required>
			<Element>
				<Name>NPC_To_Spread_Max</Name>
				<Type>Int</Type>
				<Display_Name>To Max. Spread</Display_Name>
				<Description>Number of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>NPC_To_Spread_Min</Name>
				<Type>Int</Type>
				<Display_Name>To Min. Spread</Display_Name>
				<Description>Time (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).</Description>
				<Required>false</Required>
				<Default>0</Default>
				</Element>
			<Element>
				<Name>SpreadDynamicMultipliers</Name>
				<Type>Element</Type>
				<Display_Name>Spread Dynamic Multipliers</Display_Name>
				<Description>Spread dynamic multipliers due to movement (values &gt; 1.0 speed up spread recovery, values &lt; 1.0 slow down spread recovery)</Description>
				<Required>false</Required>
				<Element>
					<Name>Movement_Multiplier_Crouch</Name>
					<Type>Float</Type>
					<Display_Name>Crouch</Display_Name>
					<Description>Spread dynamic multiplier when crouching (includes stationary crouch and crouch walk)</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Walk</Name>
					<Type>Float</Type>
					<Display_Name>Walk</Display_Name>
					<Description>Spread dynamic multiplier when walking</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Run</Name>
					<Type>Float</Type>
					<Display_Name>Run</Display_Name>
					<Description>Spread dynamic multiplier when running</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Sprint</Name>
					<Type>Float</Type>
					<Display_Name>Sprint</Display_Name>
					<Description>Spread dynamic multiplier when sprinting</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				<Element>
					<Name>Movement_Multiplier_Vehicle</Name>
					<Type>Float</Type>
					<Display_Name>Vehicle</Display_Name>
					<Description>Spread dynamic multiplier when in a vehicle</Description>
					<Required>false</Required>
					<Default>1.0</Default>
					</Element>
				</Element>
			</Element>
		</Element>
	<Element>
		<Name>NPCAltWeaponSpread</Name>
		<Type>Element</Type>
		<Display_Name>NPC Alt Weapon Spread</Display_Name>
		<Description>Weapon spread values for NPCs using alt-fire</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>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>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>player_vehicle_damage_scale</Name>
		<Type>Float</Type>
		<Display_Name>Vehicle damage scale factor (player vehicle)</Display_Name>
		<Required>false</Required>
		<Default>1.0</Default>
		</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). NOTE: Havok will limit the projectile's max speed by max(speed, post_ignition_speed)</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>
			<Description>Speed of the projectile after ignition. NOTE: Havok will limit the projectile's max speed by max(speed, post_ignition_speed)</Description>
			<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>NPC_Fuse_Time</Name>
			<Type>Int</Type>
			<Display_Name>NPC Fuse Time</Display_Name>
			<Description>Time (in milliseconds) before projectile explodes (defaults to zero, i.e.: explode on impact) when an NPC is using this weapon.

If not specified, the regular fuse time will be used.</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>Creation_Effect</Name>
			<Type>Reference</Type>
			<Display_Name>Creation Effect</Display_Name>
			<Description>A non-looping effect which plays at the creation of this projectile</Description>
			<Required>false</Required>
			<Reference>
				<File>effects.xtbl</File>
				<Type>Effect.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		<Element>
			<Name>Gravity</Name>
			<Type>Float</Type>
			<Description>Acceleration due to gravity on the projectile (defaults to -9.8 m/s^2).</Description>
			<Required>false</Required>
			<Default>-9.8</Default>
			</Element>
		<Element>
			<Name>Launch_pitch_change_deg</Name>
			<Type>Float</Type>
			<Display_Name>Launch Pitch Change (deg)</Display_Name>
			<Description>The amount the muzzle fvec is rotated up to get the base launch direction (in degrees).</Description>
			<Required>false</Required>
			<Default>0.0</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>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>
			<Flag>seek to target pos (npc only)</Flag>
			<Flag>play attach sound on vehicles only</Flag>
			<Flag>show hud indicator</Flag>
			<Flag>genki</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>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_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>Base_Version</Name>
		<Type>Reference</Type>
		<Description>If this is a blinged weapon, refers to the non-blinged counterpart of the weapon.</Description>
		<Required>false</Required>
		<Reference>
			<File>weapons.xtbl</File>
			<Type>Weapon.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Waterspray_info</Name>
		<Type>Element</Type>
		<Required>false</Required>
		<Element>
			<Name>Water_stream_force</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Refill_rate_per_second</Name>
			<Type>Float</Type>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Radius_Expansion_Rate</Name>
			<Type>Float</Type>
			<Display_Name>Radius Expansion Rate</Display_Name>
			<Description>How quickly the spray gets wider as it goes out.</Description>
			<Default>0.25</Default>
			</Element>
		<Element>
			<Name>Pressure_Increase_Rate</Name>
			<Type>Float</Type>
			<Display_Name>Pressure Increase Rate</Display_Name>
			<Required>false</Required>
			<Default>0.5</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Pressure_Decrease_Rate</Name>
			<Type>Float</Type>
			<Display_Name>Pressure Decrease Rate</Display_Name>
			<Required>false</Required>
			<Default>0.1</Default>
			<MinValue>0</MinValue>
			</Element>
		<Element>
			<Name>Pressure_Restore_Time</Name>
			<Type>Float</Type>
			<Display_Name>Pressure Restore Time</Display_Name>
			<Required>false</Required>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Waterspray_Effect</Name>
			<Type>Reference</Type>
			<Display_Name>Waterspray Effect</Display_Name>
			<Description>Which effect to play for waterspray attacks</Description>
			<Reference>
				<File>effects.xtbl</File>
				<Type>Effect.Name</Type>
				<OpenSeparate>False</OpenSeparate>
				</Reference>
			</Element>
		</Element>
	<Element>
		<Name>Vehicle_Weapon</Name>
		<Type>Element</Type>
		<Display_Name>Vehicle Weapon Info</Display_Name>
		<Required>false</Required>
		<Element>
			<Name>Primary_Weapons</Name>
			<Type>Grid</Type>
			<Display_Name>Primary Weapons</Display_Name>
			<Element>
				<Name>Weapon</Name>
				<Type>Element</Type>
				<Default>0</Default>
				<Element>
					<Name>UID</Name>
					<Type>Int</Type>
					<Default>0</Default>
					</Element>
				<Element>
					<Name>Weapon_Class</Name>
					<Type>Selection</Type>
					<Display_Name>Weapon Class</Display_Name>
					<Default>pistol</Default>
					<Choice>pistol</Choice>
					<Choice>smg</Choice>
					<Choice>rifle</Choice>
					<Choice>launcher</Choice>
					<Choice>thrown</Choice>
					<Choice>shotgun</Choice>
					<Choice>knife</Choice>
					<Choice>nightstick</Choice>
					<Choice>stungun</Choice>
					<Choice>bat</Choice>
					<Choice>pimp slap</Choice>
					<Choice>video camera</Choice>
					<Choice>knuckles</Choice>
					<Choice>flamethrower</Choice>
					<Choice>cutscene only</Choice>
					<Choice>minigun</Choice>
					<Choice>pepper spray</Choice>
					<Choice>chainsaw</Choice>
					<Choice>waterspray</Choice>
					<Choice>sword</Choice>
					<Choice>script</Choice>
					<Choice>vehicle</Choice>
					<Choice>man cannon</Choice>
					</Element>
				<Element>
					<Name>Muzzle_Explosion</Name>
					<Type>Reference</Type>
					<Display_Name>Muzzle Explosion</Display_Name>
					<Description>Explosion to create at the muzzle for each shot.</Description>
					<Required>false</Required>
					<Reference>
						<File>explosions.xtbl</File>
						<Type>Explosion.Name</Type>
						<OpenSeparate>False</OpenSeparate>
						</Reference>
					</Element>
				<Element>
					<Name>Flags</Name>
					<Type>Flags</Type>
					<Flag>Target reticule</Flag>
					<Flag>Enable physics</Flag>
					</Element>
				<Element>
					<Name>Middle_Component</Name>
					<Type>Element</Type>
					<Display_Name>Middle Component</Display_Name>
					<Element>
						<Name>Flags</Name>
						<Type>Flags</Type>
						<Flag>Don't reset angle when unmanned</Flag>
						</Element>
					<Element>
						<Name>Min_Angle</Name>
						<Type>Float</Type>
						<Display_Name>Min Angle (deg)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Max_Angle</Name>
						<Type>Float</Type>
						<Display_Name>Max Angle (deg)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Max_Speed</Name>
						<Type>Float</Type>
						<Display_Name>Max Angular Speed (deg/s)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Damp_Angle</Name>
						<Type>Float</Type>
						<Display_Name>Damp Angle (deg)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Unmanned_Speed</Name>
						<Type>Float</Type>
						<Display_Name>Unmanned Angular Speed (deg/s)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Max_Force</Name>
						<Type>Float</Type>
						<Display_Name>Max Motor Force (lbs)</Display_Name>
						<Description>Applies only to weapons with physics enabled.  For them, it's the max force the constraint motor can apply to move collision.</Description>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Firing_Angle_Speed</Name>
						<Type>Float</Type>
						<Display_Name>Firing Angular Speed (deg/s)</Display_Name>
						<Required>false</Required>
						<Default>0.0</Default>
						</Element>
					</Element>
				<Element>
					<Name>Top_Component</Name>
					<Type>Element</Type>
					<Display_Name>Top Component</Display_Name>
					<Element>
						<Name>Flags</Name>
						<Type>Flags</Type>
						<Flag>Don't reset angle when unmanned</Flag>
						</Element>
					<Element>
						<Name>Min_Angle</Name>
						<Type>Float</Type>
						<Display_Name>Min Angle (deg)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Max_Angle</Name>
						<Type>Float</Type>
						<Display_Name>Max Angle (deg)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Max_Speed</Name>
						<Type>Float</Type>
						<Display_Name>Max Angular Speed (deg/s)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Damp_Angle</Name>
						<Type>Float</Type>
						<Display_Name>Damp Angle (deg)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Unmanned_Speed</Name>
						<Type>Float</Type>
						<Display_Name>Unmanned Angular Speed (deg/s)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Max_Force</Name>
						<Type>Float</Type>
						<Display_Name>Max Motor Force (lbs)</Display_Name>
						<Description>Applies only to weapons with physics enabled.  For them, it's the max force the constraint motor can apply to move collision.</Description>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Firing_Angle_Speed</Name>
						<Type>Float</Type>
						<Display_Name>Firing Angular Speed (deg/s)</Display_Name>
						<Required>false</Required>
						<Default>0.0</Default>
						</Element>
					</Element>
				</Element>
			<Max_Children>4</Max_Children>
			<Min_Children>1</Min_Children>
			<Num_Display_Rows>8</Num_Display_Rows>
			</Element>
		<Element>
			<Name>Alt_Weapons</Name>
			<Type>Grid</Type>
			<Display_Name>Alternate Weapons</Display_Name>
			<Element>
				<Name>Weapon</Name>
				<Type>Element</Type>
				<Default>0</Default>
				<Element>
					<Name>UID</Name>
					<Type>Int</Type>
					<Default>0</Default>
					</Element>
				<Element>
					<Name>Weapon_Class</Name>
					<Type>Selection</Type>
					<Display_Name>Weapon Class</Display_Name>
					<Description>the class of the weapon, which affects how weapon behave gameside</Description>
					<Default>pistol</Default>
					<Choice>pistol</Choice>
					<Choice>smg</Choice>
					<Choice>rifle</Choice>
					<Choice>launcher</Choice>
					<Choice>thrown</Choice>
					<Choice>shotgun</Choice>
					<Choice>knife</Choice>
					<Choice>nightstick</Choice>
					<Choice>stungun</Choice>
					<Choice>bat</Choice>
					<Choice>drug1</Choice>
					<Choice>drug2</Choice>
					<Choice>liquor</Choice>
					<Choice>box</Choice>
					<Choice>pimp slap</Choice>
					<Choice>video camera</Choice>
					<Choice>knuckles</Choice>
					<Choice>flamethrower</Choice>
					<Choice>cutscene only</Choice>
					<Choice>minigun</Choice>
					<Choice>pepper spray</Choice>
					<Choice>chainsaw</Choice>
					<Choice>waterspray</Choice>
					<Choice>sword</Choice>
					<Choice>script</Choice>
					<Choice>vehicle</Choice>
					</Element>
				<Element>
					<Name>Muzzle_Explosion</Name>
					<Type>Reference</Type>
					<Display_Name>Muzzle Explosion</Display_Name>
					<Description>Explosion to create at the muzzle for each shot.</Description>
					<Required>false</Required>
					<Reference>
						<File>explosions.xtbl</File>
						<Type>Explosion.Name</Type>
						<OpenSeparate>False</OpenSeparate>
						</Reference>
					</Element>
				<Element>
					<Name>Flags</Name>
					<Type>Flags</Type>
					<Flag>Target reticule</Flag>
					<Flag>Enable physics</Flag>
					</Element>
				<Element>
					<Name>Middle_Component</Name>
					<Type>Element</Type>
					<Display_Name>Middle Component</Display_Name>
					<Element>
						<Name>Flags</Name>
						<Type>Flags</Type>
						<Flag>Don't reset angle when unmanned</Flag>
						</Element>
					<Element>
						<Name>Min_Angle</Name>
						<Type>Float</Type>
						<Display_Name>Min Angle (deg)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Max_Angle</Name>
						<Type>Float</Type>
						<Display_Name>Max Angle (deg)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Max_Speed</Name>
						<Type>Float</Type>
						<Display_Name>Max Angular Speed (deg/s)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Damp_Angle</Name>
						<Type>Float</Type>
						<Display_Name>Damp Angle (deg)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Unmanned_Speed</Name>
						<Type>Float</Type>
						<Display_Name>Unmanned Angular Speed (deg/s)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Max_Force</Name>
						<Type>Float</Type>
						<Display_Name>Max Motor Force (lbs)</Display_Name>
						<Description>Applies only to weapons with physics enabled.  For them, it's the max force the constraint motor can apply to move collision.</Description>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Firing_Angle_Speed</Name>
						<Type>Float</Type>
						<Display_Name>Firing Angular Speed (deg/s)</Display_Name>
						<Required>false</Required>
						<Default>0.0</Default>
						</Element>
					</Element>
				<Element>
					<Name>Top_Component</Name>
					<Type>Element</Type>
					<Display_Name>Top Component</Display_Name>
					<Element>
						<Name>Flags</Name>
						<Type>Flags</Type>
						<Flag>Don't reset angle when unmanned</Flag>
						</Element>
					<Element>
						<Name>Min_Angle</Name>
						<Type>Float</Type>
						<Display_Name>Min Angle (deg)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Max_Angle</Name>
						<Type>Float</Type>
						<Display_Name>Max Angle (deg)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Max_Speed</Name>
						<Type>Float</Type>
						<Display_Name>Max Angular Speed (deg/s)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Damp_Angle</Name>
						<Type>Float</Type>
						<Display_Name>Damp Angle (deg)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Unmanned_Speed</Name>
						<Type>Float</Type>
						<Display_Name>Unmanned Angular Speed (deg/s)</Display_Name>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Max_Force</Name>
						<Type>Float</Type>
						<Display_Name>Max Motor Force (lbs)</Display_Name>
						<Description>Applies only to weapons with physics enabled.  For them, it's the max force the constraint motor can apply to move collision.</Description>
						<Default>0.0</Default>
						</Element>
					<Element>
						<Name>Firing_Angle_Speed</Name>
						<Type>Float</Type>
						<Display_Name>Firing Angular Speed (deg/s)</Display_Name>
						<Required>false</Required>
						<Default>0.0</Default>
						</Element>
					</Element>
				</Element>
			<Max_Children>4</Max_Children>
			<Num_Display_Rows>8</Num_Display_Rows>
			</Element>
		</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>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>
			<Description>Camera shake to play when firing the primary weapon in fine aim or when scoped.</Description>
			<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>
			<Description>Camera shake to play when firing the secondary weapon normally.</Description>
			<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>
			<Description>Camera shake to play when firing the secondary weapon in fine aim or scoped.</Description>
			<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>1.0</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>Int</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</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>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>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>
			<Display_Name>Charged 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>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>
			<Name>Pre_Charge_Delay</Name>
			<Type>Float</Type>
			<Display_Name>Pre Charge Delay (sec)</Display_Name>
			<Default>0.0</Default>
			</Element>
		<Element>
			<Name>Charge_Cooldown_Time</Name>
			<Type>Float</Type>
			<Display_Name>Charge Cooldown Time</Display_Name>
			<Description>After discharging this weapon, the weapon will take this long to cooldown from a full charge.</Description>
			<Required>false</Required>
			<Default>1.0</Default>
			</Element>
		</Element>
	<Element>
		<Name>NPC_Desired_Burst_Size</Name>
		<Type>Int</Type>
		<Display_Name>NPC Desired Burst Size</Display_Name>
		<Description>AUTOMATIC WEAPONS ONLY!  When an NPC fires, this is the desired burst size set.</Description>
		<Required>false</Required>
		<Default>3</Default>
		</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>
		<Default>0.0</Default>
		</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>Override_Bullet_Impact_Effect</Name>
		<Type>Reference</Type>
		<Display_Name>Override Bullet Impact Effect</Display_Name>
		<Description>Play this effect instead of normal "bullet sparks."</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</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>Override_Bullet_Impact_Effect_NPC</Name>
		<Type>Reference</Type>
		<Display_Name>Override Bullet Impact Effect NPC</Display_Name>
		<Description>Play this effect instead of normal "bullet sparks." (NPC version)</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_NPC</Name>
		<Type>Reference</Type>
		<Display_Name>Alt Override Bullet Impact Effect NPC</Display_Name>
		<Description>Play this effect instead of "bullet sparks" for the alternate weapon. (NPC version)</Description>
		<Required>false</Required>
		<Reference>
			<File>effects.xtbl</File>
			<Type>Effect.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</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>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>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>
			<Description>When the weapon is shot, this is the amount by which the heat percent value (0-1) is increased.</Description>
			<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>
			<Description>This is the rate at which the heat percent cools.</Description>
			<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>
			<Description>The player can press X to help cool the weapon.  This is the amount applied for each button press.</Description>
			<Default>0.0</Default>
			<MinValue>0</MinValue>
			<MaxValue>1</MaxValue>
			</Element>
		<Element>
			<Name>Percent_Decrease_Per_Second_Overheated</Name>
			<Type>Float</Type>
			<Display_Name>Percent Decrease Per Second Overheated</Display_Name>
			<Description>This is the rate at which the heat percent cools when overheated.</Description>
			<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>
			<Description>When overheated, the player can press X to help cool the weapon.  This is the amount applied for each button press.</Description>
			<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>Effect_Situations</Name>
		<Type>Grid</Type>
		<Display_Name>Effect Situations</Display_Name>
		<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>
				<Choice>laser cutter target near</Choice>
				<Choice>projectile</Choice>
				<Choice>projectile create</Choice>
				<Choice>projectile ignite</Choice>
				<Choice>projectile post ignition</Choice>
				<Choice>laser cutter target far</Choice>
				<Choice>sonic hit effect</Choice>
				<Choice>sonic scan charging</Choice>
				<Choice>sonic scan charged</Choice>
				<Choice>genki fire</Choice>
				</Element>
			<Element>
				<Name>Effect</Name>
				<Type>Reference</Type>
				<Reference>
					<File>effects.xtbl</File>
					<Type>Effect.Name</Type>
					<OpenSeparate>False</OpenSeparate>
					</Reference>
				</Element>
			</Element>
		<Max_Children>16</Max_Children>
		<Num_Display_Rows>8</Num_Display_Rows>
		</Element>
	<Element>
		<Name>Max_Melee_Impacts</Name>
		<Type>Int</Type>
		<Required>false</Required>
		<Default>1</Default>
		</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>molotov</Choice>
		<Choice>flashbang</Choice>
		</Element>
	<Element>
		<Name>Tracer_Info</Name>
		<Type>Element</Type>
		<Display_Name>Tracer Info</Display_Name>
		<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>
			<Description>Number of shots before a tracer is emitted (only for "burst" fire weapons).</Description>
			<Required>false</Required>
			<Default>0</Default>
			</Element>
		</Element>
	<Element>
		<Name>Offhand_Weapon_Mesh</Name>
		<Type>Reference</Type>
		<Display_Name>Offhand Weapon Mesh</Display_Name>
		<Required>false</Required>
		<Reference>
			<File>weapons.xtbl</File>
			<Type>Weapon.Name</Type>
			<OpenSeparate>False</OpenSeparate>
			</Reference>
		</Element>
	<Element>
		<Name>Diversion_Kill_Multiplier</Name>
		<Type>Float</Type>
		<Display_Name>Diversion Kill Multiplier</Display_Name>
		<Default>1.0</Default>
		</Element>
	<Element>
		<Name>Is_DLC</Name>
		<Type>Selection</Type>
		<Display_Name>Is DLC</Display_Name>
		<Description>Indicates that this content will be owned by a DLC bundle, and should only be available if included in a licensed bundle.</Description>
		<Required>false</Required>
		<Default>True</Default>
		<Choice>True</Choice>
		<Choice>False</Choice>
		</Element>
	<Element>
		<Name>Blood_Decal_Scale</Name>
		<Type>Float</Type>
		<Display_Name>Blood Decal Scale</Display_Name>
		<Default>1.0</Default>
		</Element>
	<Element>
		<Name>Blood_Decal_Delay</Name>
		<Type>String</Type>
		<Display_Name>Blood Decal Delay</Display_Name>
		<Required>false</Required>
		<Default>333</Default>
		</Element>
	<Single_Line_XML>True</Single_Line_XML>
	</TableDescription>

<EntryCategories>
	<Category>
		<Name>Entries</Name>
		<Category>
			<Name>offhand_grenades</Name>
			</Category>
		<Category>
			<Name>old_sr2</Name>
			<Category>
				<Name>melee</Name>
				</Category>
			<Category>
				<Name>Misc</Name>
				</Category>
			<Category>
				<Name>Ranged</Name>
				</Category>
			</Category>
		<Category>
			<Name>temp_pickups</Name>
			</Category>
		<Category>
			<Name>Vehicle</Name>
			</Category>
		<Category>
			<Name>weapon_radial</Name>
			<Category>
				<Name>explosive</Name>
				</Category>
			<Category>
				<Name>melee</Name>
				</Category>
			<Category>
				<Name>pistol</Name>
				</Category>
			<Category>
				<Name>rifle</Name>
				</Category>
			<Category>
				<Name>shotgun</Name>
				</Category>
			<Category>
				<Name>smg</Name>
				</Category>
			<Category>
				<Name>special</Name>
				</Category>
			</Category>
		<Category>
			<Name>Wieldable Props</Name>
			</Category>
		</Category>
	</EntryCategories>
</root>
