/************************************************************************
**
**      Alien vs. Predator 2 Weapons Attributes file
**
**   This file contains the following weapon related definitions:
**
**   WeaponSet,
**   AmmoPool,
**   Ammo,
**   Barrel,
**   Weapon
**
** NOTES:  
**
**   1) All definition properties (i.e., [Marine_Knife]) ARE case sensitive.
**   If you are adding a new definition, it is best to start with a 
**   copy of an existing (working) definition.
**   2) Name properties are NOT case sensitive (i.e., Name = "Joe" is the same
**   as Name = "JOE")
**   3) All time is specified in seconds (unless otherwise noted)
**   4) The Float type is the same as Real (i.e., 1.0 or 1.5)
**   5) The valid range of all RGB color properties is between
**   0 and 255 (e.g., (0, 255, 0) would be green).
**   6) The names inside the bracket cannot contain a space!
*/

/************************************************************************
**
** WEAPONSET
**
** Weaponset defines the weapons available to each character. This name is  
** referenced by the characterbutes.txt. 
**  
**	LegalWeapon0-X
**		Defines a weapon that the character can use. All weapons are illegal
**		unless stated here specifically.
**
**	DeafultWeapon0-X
**		Is this a defult weapon for this set?
**
**	CanPickup0-X
**		Can this weapon be picked up as a new weapon for this set?
**
**	Also, this order maps the weapon command bindings (i.e., AddAction
**	Weapon_1 -> Weapon_XXX in the autoexec.cfg file) to the corresponding
**	weapon. (e.g., Weapon0 = the weapon selected when the Weapon_1
**  action is selected).
*/

//-------------------------------------------------------------------//
//
// SINGLE PLAYER WEAPON SETS
//
//-------------------------------------------------------------------//

[Marine_SP]

Type = "WeaponSet"

LegalWeapon0     = "Knife"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Pistol"
DefaultWeapon1   = 0
CanPickup1       = 1
LegalWeapon2     = "Shotgun"
DefaultWeapon2   = 0
CanPickup2       = 1
LegalWeapon3     = "Pulse_Rifle"
DefaultWeapon3   = 0
CanPickup3       = 1
LegalWeapon4     = "Grenade_Launcher"
DefaultWeapon4   = 0
CanPickup4       = 1
LegalWeapon5     = "Flame_Thrower"
DefaultWeapon5   = 0
CanPickup5       = 1
LegalWeapon6     = "Smart_Gun"
DefaultWeapon6   = 0
CanPickup6       = 1
LegalWeapon7     = "SADAR"
DefaultWeapon7   = 0
CanPickup7       = 1
LegalWeapon8     = "Minigun"
DefaultWeapon8   = 0
CanPickup8       = 1
LegalWeapon9     = "Rail_Gun"
DefaultWeapon9   = 0
CanPickup9       = 1

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Marine_MarineNoHand]

Type = "WeaponSet"

LegalWeapon0     = "Marine_Dummy"
DefaultWeapon0   = 1
CanPickup0       = 1

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Predator_SP]

Type = "WeaponSet"

LegalWeapon0     = "Wristblades"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Spear"
DefaultWeapon1   = 0
CanPickup1       = 1
LegalWeapon2     = "Predator_Pistol"
DefaultWeapon2   = 0
CanPickup2       = 1
LegalWeapon3     = "Spear_Gun"
DefaultWeapon3   = 0
CanPickup3       = 1
LegalWeapon4     = "Shoulder_Cannon"
DefaultWeapon4   = 0
CanPickup4       = 1
LegalWeapon5     = "Disc"
DefaultWeapon5   = 0
CanPickup5       = 1
LegalWeapon6     = "Net_Gun"
DefaultWeapon6   = 0
CanPickup6       = 1
LegalWeapon7     = "StickyHotbomb"
DefaultWeapon7   = 0
CanPickup7       = 1

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Alien_Standard]

Type = "WeaponSet"

LegalWeapon0     = "Claws"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Head_Bite"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Tail"
DefaultWeapon2   = 1
CanPickup2       = 1
LegalWeapon3     = "Tear"
DefaultWeapon3   = 1
CanPickup3       = 0

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Facehugger_Standard]

Type = "WeaponSet"

LegalWeapon0     = "Facehugger_Dummy"
DefaultWeapon0   = 1
CanPickup0       = 0

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Chestburster_Standard]

Type = "WeaponSet"

LegalWeapon0     = "Bite"
DefaultWeapon0   = 1
CanPickup0       = 1

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Runner_Standard]

Type = "WeaponSet"

LegalWeapon0     = "Claws_Runner"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Head_Bite"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Tail"
DefaultWeapon2   = 1
CanPickup2       = 1
LegalWeapon3     = "Tear"
DefaultWeapon3   = 1
CanPickup3       = 0

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Praetorian_Standard]

Type = "WeaponSet"

LegalWeapon0     = "Claws_Praetorian"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Head_Bite"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Tail"
DefaultWeapon2   = 1
CanPickup2       = 1
LegalWeapon3     = "Tear"
DefaultWeapon3   = 1
CanPickup3       = 0

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Predalien_Standard]

Type = "WeaponSet"

LegalWeapon0     = "Claws_Predalien"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Tail"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Tear_Predalien"
DefaultWeapon2   = 1
CanPickup2       = 0

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Queen_Standard]

Type = "WeaponSet"

LegalWeapon0     = "ClawsQueen"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Queen_tail"
DefaultWeapon1   = 1
CanPickup1       = 1

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Exosuit_Standard]

Type = "WeaponSet"

LegalWeapon0     = "Exosuit_Flame_Thrower"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Exosuit_Minigun"
DefaultWeapon1   = 1
CanPickup1       = 1
//LegalWeapon2     = "Exosuit_Dummy"
//DefaultWeapon2   = 1
//CanPickup2       = 0

//-------------------------------------------------------------------//
//
// MULTI-PLAYER STANDARD WEAPON SETS
//
//-------------------------------------------------------------------//

[Marine_MP]

Type = "WeaponSet"

LegalWeapon0     = "Knife_MP"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Pistol_MP"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Shotgun_MP"
DefaultWeapon2   = 0
CanPickup2       = 1
LegalWeapon3     = "Pulse_Rifle_MP"
DefaultWeapon3   = 1
CanPickup3       = 1
LegalWeapon4     = "Grenade_Launcher_MP"
DefaultWeapon4   = 0
CanPickup4       = 1
LegalWeapon5     = "Flame_Thrower_MP"
DefaultWeapon5   = 0
CanPickup5       = 1
LegalWeapon6     = "Smart_Gun_MP"
DefaultWeapon6   = 0
CanPickup6       = 1
LegalWeapon7     = "SADAR_MP"
DefaultWeapon7   = 0
CanPickup7       = 1
LegalWeapon8     = "Minigun_MP"
DefaultWeapon8   = 0
CanPickup8       = 1
LegalWeapon9     = "Rail_Gun_MP"
DefaultWeapon9   = 0
CanPickup9       = 1

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Predator_MP]

Type = "WeaponSet"

LegalWeapon0     = "Wristblades_MP"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Spear_MP"
DefaultWeapon1   = 0
CanPickup1       = 1
LegalWeapon2     = "Predator_Pistol_MP"
DefaultWeapon2   = 0
CanPickup2       = 1
LegalWeapon3     = "Spear_Gun_MP"
DefaultWeapon3   = 0
CanPickup3       = 1
LegalWeapon4     = "Shoulder_Cannon_MP"
DefaultWeapon4   = 1
CanPickup4       = 1
LegalWeapon5     = "Disc_MP"
DefaultWeapon5   = 0
CanPickup5       = 1
LegalWeapon6     = "Net_Gun_MP"
DefaultWeapon6   = 0
CanPickup6       = 1
LegalWeapon7     = "StickyHotbomb_MP"
DefaultWeapon7   = 0
CanPickup7       = 1

//-------------------------------------------------------------------//
//
// MULTI-PLAYER CLASS SPECIFIC WEAPON SETS
//
//-------------------------------------------------------------------//

// Jones

[Marine_MP_HeavyWeapons]

Type = "WeaponSet"

LegalWeapon0     = "Blowtorch"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Pistol_MP"
DefaultWeapon1   = 0
CanPickup1       = 1
LegalWeapon2     = "Shotgun_MP"
DefaultWeapon2   = 0
CanPickup2       = 1
LegalWeapon3     = "Pulse_Rifle_MP"
DefaultWeapon3   = 1
CanPickup3       = 1
LegalWeapon4     = "Grenade_Launcher_MP"
DefaultWeapon4   = 1
CanPickup4       = 1
LegalWeapon5     = "Flame_Thrower_MP"
DefaultWeapon5   = 0
CanPickup5       = 1
LegalWeapon6     = "Smart_Gun_MP"
DefaultWeapon6   = 0
CanPickup6       = 1
LegalWeapon7     = "SADAR_MP"
DefaultWeapon7   = 1
CanPickup7       = 1
LegalWeapon8     = "Minigun_MP"
DefaultWeapon8   = 1
CanPickup8       = 1
LegalWeapon9     = "Rail_Gun_MP"
DefaultWeapon9   = 0
CanPickup9       = 1

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

// Ichiro

[Marine_MP_Sniper]

Type = "WeaponSet"

LegalWeapon0     = "MarineHackingDevice"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Pistol_MP"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Shotgun_MP"
DefaultWeapon2   = 1
CanPickup2       = 1
LegalWeapon3     = "Pulse_Rifle_MP"
DefaultWeapon3   = 1
CanPickup3       = 1
LegalWeapon4     = "Grenade_Launcher_MP"
DefaultWeapon4   = 0
CanPickup4       = 1
LegalWeapon5     = "Flame_Thrower_MP"
DefaultWeapon5   = 0
CanPickup5       = 1
LegalWeapon6     = "Smart_Gun_MP"
DefaultWeapon6   = 0
CanPickup6       = 1
LegalWeapon7     = "SADAR_MP"
DefaultWeapon7   = 0
CanPickup7       = 1
LegalWeapon8     = "Minigun_MP"
DefaultWeapon8   = 0
CanPickup8       = 1
LegalWeapon9     = "Rail_Gun_MP"
DefaultWeapon9   = 1
CanPickup9       = 1

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

// Johnson

[Marine_MP_Demolitions]

Type = "WeaponSet"

LegalWeapon0     = "Blowtorch"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Pistol_MP"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Shotgun_MP"
DefaultWeapon2   = 1
CanPickup2       = 1
LegalWeapon3     = "Pulse_Rifle_MP"
DefaultWeapon3   = 1
CanPickup3       = 1
LegalWeapon4     = "Grenade_Launcher_MP"
DefaultWeapon4   = 0
CanPickup4       = 1
LegalWeapon5     = "Flame_Thrower_MP"
DefaultWeapon5   = 1
CanPickup5       = 1
LegalWeapon6     = "Smart_Gun_MP"
DefaultWeapon6   = 0
CanPickup6       = 1
LegalWeapon7     = "SADAR_MP"
DefaultWeapon7   = 0
CanPickup7       = 1
LegalWeapon8     = "Minigun_MP"
DefaultWeapon8   = 0
CanPickup8       = 1
LegalWeapon9     = "Rail_Gun_MP"
DefaultWeapon9   = 0
CanPickup9       = 1

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

// Harrison

[Marine_MP_Gunner]

Type = "WeaponSet"

LegalWeapon0     = "MarineHackingDevice"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Pistol_MP"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Shotgun_MP"
DefaultWeapon2   = 1
CanPickup2       = 1
LegalWeapon3     = "Pulse_Rifle_MP"
DefaultWeapon3   = 1
CanPickup3       = 1
LegalWeapon4     = "Grenade_Launcher_MP"
DefaultWeapon4   = 0
CanPickup4       = 1
LegalWeapon5     = "Flame_Thrower_MP"
DefaultWeapon5   = 0
CanPickup5       = 1
LegalWeapon6     = "Smart_Gun_MP"
DefaultWeapon6   = 1
CanPickup6       = 1
LegalWeapon7     = "SADAR_MP"
DefaultWeapon7   = 0
CanPickup7       = 1
LegalWeapon8     = "Minigun_MP"
DefaultWeapon8   = 0
CanPickup8       = 1
LegalWeapon9     = "Rail_Gun_MP"
DefaultWeapon9   = 0
CanPickup9       = 1


//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

// Dunya

[Marine_MP_MercTrooper]

Type = "WeaponSet"

LegalWeapon0     = "MarineHackingDevice"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Pistol_MP"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Shotgun_MP"
DefaultWeapon2   = 0
CanPickup2       = 0
LegalWeapon3     = "Pulse_Rifle_MP"
DefaultWeapon3   = 0
CanPickup3       = 0
LegalWeapon4     = "Grenade_Launcher_MP"
DefaultWeapon4   = 0
CanPickup4       = 0
LegalWeapon5     = "Flame_Thrower_MP"
DefaultWeapon5   = 1
CanPickup5       = 1
LegalWeapon6     = "Smart_Gun_MP"
DefaultWeapon6   = 0
CanPickup6       = 0
LegalWeapon7     = "SADAR_MP"
DefaultWeapon7   = 0
CanPickup7       = 0
LegalWeapon8     = "Minigun_MP"
DefaultWeapon8   = 0
CanPickup8       = 0
LegalWeapon9     = "Rail_Gun_MP"
DefaultWeapon9   = 1
CanPickup9       = 1

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

// Rykov

[Marine_MP_MercCommander]

Type = "WeaponSet"

LegalWeapon0     = "Blowtorch"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Pistol_MP"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Shotgun_MP"
DefaultWeapon2   = 1
CanPickup2       = 1
LegalWeapon3     = "Pulse_Rifle_MP"
DefaultWeapon3   = 1
CanPickup3       = 1
LegalWeapon4     = "Grenade_Launcher_MP"
DefaultWeapon4   = 1
CanPickup4       = 1
LegalWeapon5     = "Flame_Thrower_MP"
DefaultWeapon5   = 0
CanPickup5       = 0
LegalWeapon6     = "Smart_Gun_MP"
DefaultWeapon6   = 0
CanPickup6       = 0
LegalWeapon7     = "SADAR_MP"
DefaultWeapon7   = 0
CanPickup7       = 0
LegalWeapon8     = "Minigun_MP"
DefaultWeapon8   = 0
CanPickup8       = 0
LegalWeapon9     = "Rail_Gun_MP"
DefaultWeapon9   = 0
CanPickup9       = 0

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

// Dimitri

[Marine_MP_MercGunner]

Type = "WeaponSet"

LegalWeapon0     = "MarineHackingDevice"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Pistol_MP"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Shotgun_MP"
DefaultWeapon2   = 1
CanPickup2       = 1
LegalWeapon3     = "Pulse_Rifle_MP"
DefaultWeapon3   = 0
CanPickup3       = 0
LegalWeapon4     = "Grenade_Launcher_MP"
DefaultWeapon4   = 1
CanPickup4       = 1
LegalWeapon5     = "Flame_Thrower_MP"
DefaultWeapon5   = 1
CanPickup5       = 1
LegalWeapon6     = "Smart_Gun_MP"
DefaultWeapon6   = 0
CanPickup6       = 0
LegalWeapon7     = "SADAR_MP"
DefaultWeapon7   = 0
CanPickup7       = 0
LegalWeapon8     = "Minigun_MP"
DefaultWeapon8   = 0
CanPickup8       = 0
LegalWeapon9     = "Rail_Gun_MP"
DefaultWeapon9   = 0
CanPickup9       = 0

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

// Ivan

[Marine_MP_MercHeavy]

Type = "WeaponSet"

LegalWeapon0     = "Blowtorch"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Pistol_MP"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Shotgun_MP"
DefaultWeapon2   = 1
CanPickup2       = 1
LegalWeapon3     = "Pulse_Rifle_MP"
DefaultWeapon3   = 0
CanPickup3       = 0
LegalWeapon4     = "Grenade_Launcher_MP"
DefaultWeapon4   = 0
CanPickup4       = 0
LegalWeapon5     = "Flame_Thrower_MP"
DefaultWeapon5   = 0
CanPickup5       = 0
LegalWeapon6     = "Smart_Gun_MP"
DefaultWeapon6   = 0
CanPickup6       = 0
LegalWeapon7     = "SADAR_MP"
DefaultWeapon7   = 0
CanPickup7       = 0
LegalWeapon8     = "Minigun_MP"
DefaultWeapon8   = 1
CanPickup8       = 1
LegalWeapon9     = "Rail_Gun_MP"
DefaultWeapon9   = 0
CanPickup9       = 0

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Predator_MP_Bezerker]

Type = "WeaponSet"

LegalWeapon0     = "Wristblades_MP"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Spear_MP"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Predator_Pistol_MP"
DefaultWeapon2   = 0
CanPickup2       = 0
LegalWeapon3     = "Spear_Gun_MP"
DefaultWeapon3   = 0
CanPickup3       = 0
LegalWeapon4     = "Shoulder_Cannon_MP"
DefaultWeapon4   = 0
CanPickup4       = 0
LegalWeapon5     = "Disc_MP"
DefaultWeapon5   = 1
CanPickup5       = 1
LegalWeapon6     = "Net_Gun_MP"
DefaultWeapon6   = 1
CanPickup6       = 1
LegalWeapon7     = "StickyHotbomb_MP"
DefaultWeapon7   = 0
CanPickup7       = 0

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Predator_MP_Stalker]

Type = "WeaponSet"

LegalWeapon0     = "Wristblades_MP"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Spear_MP"
DefaultWeapon1   = 0
CanPickup1       = 0
LegalWeapon2     = "Predator_Pistol_MP"
DefaultWeapon2   = 0
CanPickup2       = 0
LegalWeapon3     = "Spear_Gun_MP"
DefaultWeapon3   = 1
CanPickup3       = 1
LegalWeapon4     = "Shoulder_Cannon_MP"
DefaultWeapon4   = 0
CanPickup4       = 0
LegalWeapon5     = "Disc_MP"
DefaultWeapon5   = 1
CanPickup5       = 1
LegalWeapon6     = "Net_Gun_MP"
DefaultWeapon6   = 0
CanPickup6       = 0
LegalWeapon7     = "StickyHotbomb_MP"
DefaultWeapon7   = 1
CanPickup7       = 1

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Predator_MP_Striker]

Type = "WeaponSet"

LegalWeapon0     = "Wristblades_MP"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Spear_MP"
DefaultWeapon1   = 0
CanPickup1       = 0
LegalWeapon2     = "Predator_Pistol_MP"
DefaultWeapon2   = 1
CanPickup2       = 1
LegalWeapon3     = "Spear_Gun_MP"
DefaultWeapon3   = 0
CanPickup3       = 0
LegalWeapon4     = "Shoulder_Cannon_MP"
DefaultWeapon4   = 1
CanPickup4       = 1
LegalWeapon5     = "Disc_MP"
DefaultWeapon5   = 0
CanPickup5       = 0
LegalWeapon6     = "Net_Gun_MP"
DefaultWeapon6   = 1
CanPickup6       = 1
LegalWeapon7     = "StickyHotbomb_MP"
DefaultWeapon7   = 1
CanPickup7       = 1

//-------------------------------------------------------------------//
//-------------------------------------------------------------------//

[Predator_MP_Maurauder]

Type = "WeaponSet"

LegalWeapon0     = "Wristblades_MP"
DefaultWeapon0   = 1
CanPickup0       = 1
LegalWeapon1     = "Spear_MP"
DefaultWeapon1   = 1
CanPickup1       = 1
LegalWeapon2     = "Predator_Pistol_MP"
DefaultWeapon2   = 1
CanPickup2       = 1
LegalWeapon3     = "Spear_Gun_MP"
DefaultWeapon3   = 0
CanPickup3       = 0
LegalWeapon4     = "Shoulder_Cannon_MP"
DefaultWeapon4   = 0
CanPickup4       = 0
LegalWeapon5     = "Disc_MP"
DefaultWeapon5   = 1
CanPickup5       = 1
LegalWeapon6     = "Net_Gun_MP"
DefaultWeapon6   = 1
CanPickup6       = 1
LegalWeapon7     = "StickyHotbomb_MP"
DefaultWeapon7   = 0
CanPickup7       = 0


/************************************************************************
**
** AMMOPOOL
**
**   AmmoPool is used to specify the pool of material used to create a 
**		given ammo in AVP3. The AmmoPool defines the maximum pool of material
**		available for creating ammunitions. This is shown in the HUD as 
**		the ammo count for the given barrel. 
**
**	Name (String)
**
**		User friendly name used in DEdit.	
**
**	NameId (Integer)
**
**		Id that maps to the Localizable Ammo name (stored in CRes.dll)	
**
**	PickupIcon (String)
**
**		Name of the interface icon associated with the ammo type, for the pickup display.
**
**	CounterIcon (String)
**
**		Name of the interface icon associated with the ammo type, for the ammo counter display.
**
**	MaxAmount (Integer)
**
**		Specifies the maximum amount of ammo that can be "carried" of this
**		type.
**
**	Save (Integer)
**
**		1 = Save data, 0 = Do Not save data. (minimize SP save size)
**
*/

[Blades]
Type = "AmmoPool"

NameId         = 8500
PickupIcon     = ""
CounterIcon    = ""
MaxAmount      = 1
DefaultAmount  = 1
Save           = 1

[Pistol_Bullets]
Type = "AmmoPool"

NameId         = 8501
PickupIcon     = "interface\statusbar\marine\i_pu_pistolbullet.pcx"
CounterIcon    = "interface\statusbar\marine\i_pistolbullet.pcx"
MaxAmount      = 50
DefaultAmount  = 25
Save           = 1

// You cannot use Default ammo for secondary ammo weapons.

[Pistol_BulletsAP]
Type = "AmmoPool"

NameId         = 8501
PickupIcon     = "interface\statusbar\marine\i_pu_pistolbulletAP.pcx"
CounterIcon    = "interface\statusbar\marine\i_pistolbulletAP.pcx"
MaxAmount      = 25
DefaultAmount  = 0
Save           = 1


[Shotgun_Shells]
Type = "AmmoPool"

NameId         = 8502
PickupIcon     = "interface\statusbar\marine\i_pu_shotshell.pcx"
CounterIcon    = "interface\statusbar\marine\i_shotshell.pcx"
MaxAmount      = 48
DefaultAmount  = 24
Save           = 1


[Shotgun_Slugs]
Type = "AmmoPool"

NameId         = 8503
PickupIcon     = "interface\statusbar\marine\i_pu_shotslug.pcx"
CounterIcon    = "interface\statusbar\marine\i_shotslug.pcx"
MaxAmount      = 48
DefaultAmount  = 0
Save           = 1


[Pulse_Rifle_Bullets]
Type = "AmmoPool"

NameId         = 8504
PickupIcon     = "interface\statusbar\marine\i_pu_pulsebullet.pcx"
CounterIcon    = "interface\statusbar\marine\i_pulsebullet.pcx"
MaxAmount      = 495
DefaultAmount  = 297
Save           = 1


[Impact_Grenades]
Type = "AmmoPool"

NameId         = 8505
PickupIcon     = "interface\statusbar\marine\i_pu_pulsegrenade.pcx"
CounterIcon    = "interface\statusbar\marine\i_pulsegrenade.pcx"
MaxAmount      = 8
DefaultAmount  = 2
Save           = 1


[Smart_Gun_Bullets]
Type = "AmmoPool"

NameId         = 8506
PickupIcon     = "interface\statusbar\marine\i_pu_smartbullet.pcx"
CounterIcon    = "interface\statusbar\marine\i_smartbullet.pcx"
MaxAmount      = 750
DefaultAmount  = 600
Save           = 1


[Rail_Gun_Bullets]
Type = "AmmoPool"

NameId         = 8507
PickupIcon     = "interface\statusbar\marine\i_pu_railbullet.pcx"
CounterIcon    = "interface\statusbar\marine\i_railbullet.pcx"
MaxAmount      = 10
DefaultAmount  = 10
Save           = 1


[Pipe_Grenades]
Type = "AmmoPool"

NameId         = 8508
PickupIcon     = "interface\statusbar\marine\i_pu_gren_time.pcx"
CounterIcon    = "interface\statusbar\marine\i_gren_time.pcx"
MaxAmount      = 12
DefaultAmount  = 12
Save           = 1


[Prox_Grenades]
Type = "AmmoPool"

NameId         = 8509
PickupIcon     = "interface\statusbar\marine\i_pu_gren_prox.pcx"
CounterIcon    = "interface\statusbar\marine\i_gren_prox.pcx"
MaxAmount      = 12
DefaultAmount  = 3
Save           = 1


[EMP_Grenades]
Type = "AmmoPool"

NameId         = 8510
PickupIcon     = "interface\statusbar\marine\i_pu_gren_emp.pcx"
CounterIcon    = "interface\statusbar\marine\i_gren_emp.pcx"
MaxAmount      = 12
DefaultAmount  = 3
Save           = 1


[Spider_Grenades]
Type = "AmmoPool"

NameId         = 8511
PickupIcon     = "interface\statusbar\marine\i_pu_gren_spider.pcx"
CounterIcon    = "interface\statusbar\marine\i_gren_spider.pcx"
MaxAmount      = 12
DefaultAmount  = 12
Save           = 1


[SADAR_Rockets]
Type = "AmmoPool"

NameId         = 8512
PickupIcon     = "interface\statusbar\marine\i_pu_rocket.pcx"
CounterIcon    = "interface\statusbar\marine\i_rocket.pcx"
MaxAmount      = 12
DefaultAmount  = 12
Save           = 1


[SADAR_Tracking_Rockets]
Type = "AmmoPool"

NameId         = 8513
PickupIcon     = "interface\statusbar\marine\i_pu_rocketguide.pcx"
CounterIcon    = "interface\statusbar\marine\i_rocketguide.pcx"
MaxAmount      = 12
DefaultAmount  = 3
Save           = 1


[Napalm]
Type = "AmmoPool"

NameId         = 8514
PickupIcon     = "interface\statusbar\marine\i_pu_napalm.pcx"
CounterIcon    = "interface\statusbar\marine\i_napalm.pcx"
MaxAmount      = 200
DefaultAmount  = 150
Save           = 1


[Minigun_Bullets]
Type = "AmmoPool"

NameId         = 8515
PickupIcon     = "interface\statusbar\marine\i_pu_minigunbullet.pcx"
CounterIcon    = "interface\statusbar\marine\i_minigunbullet.pcx"
MaxAmount      = 900
DefaultAmount  = 600
Save           = 1


[Predator_Energy]
Type = "AmmoPool"

NameId         = 8516
PickupIcon     = ""
CounterIcon    = ""
MaxAmount      = 54
DefaultAmount  = 54
Save           = 1


[Spears]
Type = "AmmoPool"

NameId         = 8517
PickupIcon     = "interface\statusbar\predator\inv_pu_spearammo.pcx"
CounterIcon    = "interface\statusbar\predator\inv_spearammo.pcx"
MaxAmount      = 50
DefaultAmount  = 20
Save           = 1


[Discs]
Type = "AmmoPool"

NameId         = 8518
PickupIcon     = "interface\statusbar\predator\inv_pu_discammo.pcx"
CounterIcon    = "interface\statusbar\predator\inv_discammo.pcx"
MaxAmount      = 1
DefaultAmount  = 1
Save           = 1


[Nets]
Type = "AmmoPool"

NameId         = 8519
PickupIcon     = "interface\statusbar\predator\inv_pu_netammo.pcx"
CounterIcon    = "interface\statusbar\predator\inv_netammo.pcx"
MaxAmount      = 6
DefaultAmount  = 3
Save           = 1


[Exosuit_Plasma]
Type = "AmmoPool"

NameId         = 8520
PickupIcon     = "interface\statusbar\exosuit\icon_pu_laser.pcx"
CounterIcon    = "interface\statusbar\exosuit\icon_laser.pcx"
MaxAmount      = 750
DefaultAmount  = 25
Save           = 1


[Exosuit_Napalm]
Type = "AmmoPool"

NameId         = 8521
PickupIcon     = "interface\statusbar\exosuit\icon_pu_flame.pcx"
CounterIcon    = "interface\statusbar\exosuit\icon_flame.pcx"
MaxAmount      = 900
DefaultAmount  = 50
Save           = 1


[Exosuit_Bullets]
Type = "AmmoPool"

NameId         = 8522
PickupIcon     = "interface\statusbar\exosuit\icon_pu_bullets.pcx"
CounterIcon    = "interface\statusbar\exosuit\icon_bullets.pcx"
MaxAmount      = 900
DefaultAmount  = 50
Save           = 1

[Exosuit_Rockets]
Type = "AmmoPool"

NameId         = 8523
PickupIcon     = "interface\statusbar\exosuit\icon_rockets.pcx"
CounterIcon    = "interface\statusbar\exosuit\icon_pu_rockets.pcx"
MaxAmount      = 500
DefaultAmount  = 5
Save           = 1

[Flares]
Type = "AmmoPool"

NameId         = 8524
PickupIcon     = "interface\statusbar\marine\i_pu_flares.pcx"
CounterIcon    = "interface\statusbar\marine\i_flares.pcx"
MaxAmount      = 20
DefaultAmount  = 5
Save           = 1

[Exosuit_Energy]
Type = "AmmoPool"

NameId         = 8525
PickupIcon     = ""
CounterIcon    = ""
MaxAmount      = 100
DefaultAmount  = 0
Save           = 1

[Blowtorch_Fuel]
Type = "AmmoPool"

NameId         = 8527
PickupIcon     = ""
CounterIcon    = ""
MaxAmount      = 1
DefaultAmount  = 1
Save           = 1

[MarineHackingDevice_Fuel]
Type = "AmmoPool"

NameId         = 8528
PickupIcon     = ""
CounterIcon    = ""
MaxAmount      = 1
DefaultAmount  = 1
Save           = 1

[PredatorHackingDevice_Fuel]
Type = "AmmoPool"

NameId         = 8529
PickupIcon     = ""
CounterIcon    = ""
MaxAmount      = 1
DefaultAmount  = 1
Save           = 1

[Sentry_Gun_Bullets]
Type = "AmmoPool"

NameId         = 8530
PickupIcon     = ""
CounterIcon    = ""
MaxAmount      = 1
DefaultAmount  = 1
Save           = 1

[Sticky_Hotbombs]
Type = "AmmoPool"

NameId         = 8531
PickupIcon     = "interface\statusbar\predator\puicon_hotbomb.pcx"
CounterIcon    = "interface\statusbar\predator\inv_hotbombammo.pcx"
MaxAmount      = 12
DefaultAmount  = 3
Save           = 1


/************************************************************************
**
** AMMO
**
** Ammo definitions are used by Weapon definitions to determine 
** the types of ammo a particular weapon can use (see the WEAPON 
** definition for more info)
**
**   Here is a list of all valid DamageTypes (Defined
**		in Shared\DamageTypes.h):
**
**			-1 - Invalid damage type
**			0  - Unspecified
**			1  - Bullet
**			2  - Burn
**			3  - Acid
**			4  - Choke
**			5  - Crush
**			6  - Electric
**			7  - Explode 
**			8  - Freeze
**			9  - Poison
**			10 - Bleeding
**			11 - Stun
**          		12 - Bite
**          		13 - Headbite
**			14 - Endless fall
**			15 - Alien Claw
**			16 - EMP Effect
**			17 - Napalm
**			18 - Spear
**			19 - Slice
**			20 - Facehug
**			21 - Blowtorch Cut
**			22 - Blowtorch Weld
**			23 - Marine Hacking Device
**			24 - High Caliber
**			25 - Alien Tear
**			26 - Pred Hotbomb
**			27 - Shotgun
**			28 - Bullet - No Gib
**
**
** All ammo definitions should contain the following properties:
**
**	Name (String)
**
**		User friendly name used in DEdit.	
**
**	NameId (Integer)
**
**		Id that maps to the Localizable Ammo name (stored in CRes.dll)	
**
**	AmmoType (Integer)	
**
**		Specifies the type of ammo.  Valid values are:
**
**		0 - Vector
**		1 - Projectile
**		2 - Cannon
**		3 - Gadget
**		4 - Alien Pounce
**		5 - Facehug
**
**	AmmoPoolName(String)
**		
**		Name of the AmmoPool used to create the ammo.
**
**	AmmoPoolAmount(Integer)
**
**		Amount of AmmoPool material required to create the ammo.
**
**	InstDamage (Integer)	
**
**		Specifies the amount of Instantaneous damage done by this type of 
**		ammo.
**
**	InstDamageType (Integer)
**
**		Specifies the type of Instantaneous damage done by this type of ammo.
**		(See valid DamageTypes above).
**
**	AreaDamage (Integer)	
**
**		Specifies the amount of Area damage done by this type of 
**		ammo.
**
**	AreaDamageType (Integer)
**
**		Specifies the type of Area damage done by this type of ammo.
**		(See valid DamageTypes above).
**
**	AreaDamageRadius (Integer)
**
**		Specifies the radius of effect in game units for the Area
**		damage.
**
**	AreaDamageDuration (Float)
**
**		Specifies the time the Area damage lasts.
**
**	ProgDamage (Float)	
**
**		Specifies the amount of Progressive damage done by this type of 
**		ammo.  This is the amount of damage that is done per second.
**
**	ProgDamageType (Integer)
**
**		Specifies the type of Progressive damage done by this type of ammo.
**		(See valid DamageTypes above).
**
**	ProgDamageDuration (Float)
**
**		Specifies the time the Progressive damage lasts.
**
**	ImpactFXName (String) (OPTIONAL)
**
**		Specifies the impact special fx.  The value of this 
**		property MUST correspond to the name of an ImpactFX specified in
**		the FX.txt file.
**
**	UWImpactFXName (String) (OPTIONAL)
**
**		Specifies the under water impact special fx.  The value of this 
**		property MUST correspond to the name of an ImpactFX specified in
**		the FX.txt file.
**
**	ProjectileFXName (String) (OPTIONAL)
**
**		Specifies the a projectile special fx.  The value of this 
**		property MUST correspond to the name of a ProjectileFX specified in
**		the FX.txt file.
**
**	FireFXName (String) (OPTIONAL)
**
**		Specifies a fire special fx.  The value of this property MUST 
**		correspond to the name of a FireFX specified in the FX.txt file.
**
**	ShellCasingDelay (Float)
**
**		Specifies the time after the shot is fired that the shell gets ejected.
**
**	MakeBubbleTrail (Bool)
**		
**		Should this ammo create a bubble trail in watter?
**			0 = NO TRAIL, 1 = MAKE TRAIL
*/


/*
** Ammo0 - Knife
*/

[Knife_Ammo]
Type = "Ammo"

NameId  		= 4100
AmmoType		= 1
AmmoPoolName        	= "Blades"
AmmoPoolAmount      	= 1
InstDamage          	= 5
InstDamageType      	= 28
AreaDamage          	= 0
AreaDamageType      	= 0
AreaDamageRadius    	= 0
AreaDamageDuration  	= 0
ProgDamage          	= 0.000000
ProgDamageType      	= 0
ProgDamageDuration  	= 0
ImpactFXName        	= "knife"
UWImpactFXName      	= "UWknife"
FireFXName          	= "FireSoundOnly"
TracerFXName        	= ""
ProjectileFXName    	= "FlameProjFX_Flamethrower"
ShellCasingDelay	= 0.000000
MakeBubbleTrail		= 0

/*
** Ammo1 - Pistol Bullets
*/

[Pistol_Bullets_Ammo]
Type = "Ammo"

NameId  = 4101
AmmoType= 0
AmmoPoolName        = "Pistol_Bullets"
AmmoPoolAmount      = 1
InstDamage          = 35
InstDamageType      = 28
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "Bullet"
UWImpactFXName      = "UWBullet"
FireFXName          = "Standard"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo1a - Pistol Bullets Armor Piercing
*/

[Pistol_Bullets_AP_Ammo]
Type = "Ammo"

NameId  = 4101
AmmoType= 0
AmmoPoolName        = "Pistol_BulletsAP"
AmmoPoolAmount      = 1
InstDamage          = 35
InstDamageType      = 24
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "Bullet"
UWImpactFXName      = "UWBullet"
FireFXName          = "Standard"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo2 - Shotgun Shells
*/

[Shotgun_Shells_Ammo]
Type = "Ammo"

NameId  = 4102
AmmoType= 1
AmmoPoolName        = "Shotgun_Shells"
AmmoPoolAmount      = 1
InstDamage          = 40
InstDamageType      = 1
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "DullBullet"
UWImpactFXName      = "UWDullBullet"
FireFXName          = "FlameThrower"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.900000
MakeBubbleTrail		= 1

/*
** Ammo3 - Shotgun Slugs
*/

[Shotgun_Slugs_Ammo]
Type = "Ammo"

NameId  = 4103
AmmoType= 0
AmmoPoolName        = "Shotgun_Slugs"
AmmoPoolAmount      = 1
InstDamage          = 180
InstDamageType      = 24
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "SlugBullet"
UWImpactFXName      = "UWDullBullet"
FireFXName          = "ShotgunFireFX"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.900000
MakeBubbleTrail		= 1

/*
** Ammo4 - Pulse Rifle Bullets
*/

[Pulse_Rifle_Bullets_Ammo]
Type = "Ammo"

NameId  = 4104
AmmoType= 1
AmmoPoolName        = "Pulse_Rifle_Bullets"
AmmoPoolAmount      = 1
InstDamage          = 15
InstDamageType      = 2
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "Bullet"
UWImpactFXName      = "UWBullet"
FireFXName          = "FlameThrower"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo5 - Impact Grenades
*/

[Impact_Grenades_Ammo]
Type = "Ammo"

NameId  = 4105
AmmoType= 1
AmmoPoolName        = "Impact_Grenades"
AmmoPoolAmount      = 1
InstDamage          = 50
InstDamageType      = 7
AreaDamage          = 250
AreaDamageType      = 7
AreaDamageRadius    = 200
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "ImpactGrenade"
UWImpactFXName      = "UWImpactGrenade"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "GrenadeProjFX_Impact"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo6 - Smart Gun Bullets
*/

[Smart_Gun_Bullets_Ammo]
Type = "Ammo"

NameId  = 4106
AmmoType= 1
AmmoPoolName        = "Smart_Gun_Bullets"
AmmoPoolAmount      = 3
InstDamage          = 18
InstDamageType      = 28
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "Bullet"
UWImpactFXName      = "UWBullet"
FireFXName          = "FlameThrower"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo7 - Rail Gun Bullets
*/

[Rail_Gun_Bullets_Ammo]
Type = "Ammo"

NameId  = 4107
AmmoType= 1
AmmoPoolName        = "Rail_Gun_Bullets"
AmmoPoolAmount      = 1
InstDamage          = 400
InstDamageType      = 24
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0.000000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "ImpactRailgun"
UWImpactFXName      = "UWBullet"
FireFXName          = "NoShells"
TracerFXName        = "RailgunTracer"
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo8 - Pipe Grenade
*/

[Pipe_Grenades_Ammo]
Type = "Ammo"

NameId  = 4108
AmmoType= 1
AmmoPoolName        = "Pipe_Grenades"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 7
AreaDamage          = 250
AreaDamageType      = 7
AreaDamageRadius    = 250
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "ImpactGrenade"
UWImpactFXName      = "UWImpactGrenade"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "GrenadeProjFX_Pipe"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo9 - Prox Grenade
*/

[Prox_Grenades_Ammo]
Type = "Ammo"

NameId  = 4109
AmmoType= 1
AmmoPoolName        = "Prox_Grenades"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 7
AreaDamage          = 250
AreaDamageType      = 7
AreaDamageRadius    = 250
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "ImpactGrenade"
UWImpactFXName      = "UWImpactGrenade"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "GrenadeProjFX_Prox"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo10 - EMP Grenade
*/

[EMP_Grenades_Ammo]
Type = "Ammo"

NameId  = 4110
AmmoType= 1
AmmoPoolName        = "EMP_Grenades"
AmmoPoolAmount      = 1
InstDamage          = 25
InstDamageType      = 16
AreaDamage          = 110
AreaDamageType      = 16
AreaDamageRadius    = 150
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 16
ProgDamageDuration  = 10.000000
ImpactFXName        = "EMPGrenade"
UWImpactFXName      = "EMPGrenade"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "GrenadeProjFX_EMP"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo11 - Spider Grenade
*/

[Spider_Grenades_Ammo]
Type = "Ammo"

NameId  = 4111
AmmoType= 1
AmmoPoolName        = "Spider_Grenades"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 7
AreaDamage          = 250
AreaDamageType      = 7
AreaDamageRadius    = 250
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "SpiderGrenadeImpact"
UWImpactFXName      = "UWSpiderGrenadeImpact"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "GrenadeProjFX_Spider"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo12 - SADAR Rockets
*/

[SADAR_Rockets_Ammo]
Type = "Ammo"

NameId  = 4112
AmmoType= 1
AmmoPoolName        = "SADAR_Rockets"
AmmoPoolAmount      = 1
InstDamage          = 50
InstDamageType      = 7
AreaDamage          = 400
AreaDamageType      = 7
AreaDamageRadius    = 250
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "SADARImpact"
UWImpactFXName      = "UWSADARImpact"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "RocketProjFX_SADAR"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo13 - SADAR Tracking Rockets
*/

[SADAR_Tracking_Rockets_Ammo]
Type = "Ammo"

NameId  = 4113
AmmoType= 1
AmmoPoolName        = "SADAR_Tracking_Rockets"
AmmoPoolAmount      = 1
InstDamage          = 50
InstDamageType      = 7
AreaDamage          = 400
AreaDamageType      = 7
AreaDamageRadius    = 250
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "SADARImpact"
UWImpactFXName      = "UWSADARImpact"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "RocketProjFX_Tracking_SADAR"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo14 - Napalm
*/

[Napalm_Ammo]
Type = "Ammo"

NameId  = 4114
AmmoType= 1
AmmoPoolName        = "Napalm"
AmmoPoolAmount      = 1
InstDamage          = 25
InstDamageType      = 2
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = ""
UWImpactFXName      = ""
FireFXName          = "FlameThrower"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo15 - Minigun Bullets
*/

[Minigun_Bullets_Ammo]
Type = "Ammo"

NameId  = 4115
AmmoType= 1
AmmoPoolName        = "Minigun_Bullets"
AmmoPoolAmount      = 3
InstDamage          = 60
InstDamageType      = 1
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "ImpactRailgun"
UWImpactFXName      = "UWBullet"
FireFXName          = "NoShells"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo16 - Wristblades
*/

[Wristblades_Ammo]
Type = "Ammo"

NameId  = 4116
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 30
InstDamageType      = 19
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "blades"
UWImpactFXName      = "UWblades"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo17 - Spear
*/

[Spear_Ammo]
Type = "Ammo"

NameId  = 4117
AmmoType= 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 50
InstDamageType      = 24
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "spear"
UWImpactFXName      = "UWspear"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo18 - Spears
*/

[Spears_Ammo]
Type = "Ammo"

NameId  		= 4118
AmmoType		= 1
AmmoPoolName        = "Spears"
AmmoPoolAmount      = 1
InstDamage          = 140
InstDamageType      = 18
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "spear"
UWImpactFXName      = "UWspear"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "RocketProjFX_SpearGun"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo18 - Spears
*/

[Spears_Multi_Ammo]
Type = "Ammo"

NameId  = 4118
AmmoType= 1
AmmoPoolName        = "Spears"
AmmoPoolAmount      = 3
InstDamage          = 75
InstDamageType      = 18
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "spear"
UWImpactFXName      = "UWspear"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "RocketProjFX_SpearGun"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo19 - Predator Pistol
*/

[Predator_Pistol_Ammo]
Type = "Ammo"

NameId  = 4119
AmmoType= 1
AmmoPoolName        = "Predator_Energy"
AmmoPoolAmount      = 3
InstDamage          = 50
InstDamageType      = 7
AreaDamage          = 80
AreaDamageType      = 7
AreaDamageRadius    = 250
AreaDamageDuration  = 0.000000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 5
ImpactFXName        = "Predator_Pistol_Impact"
UWImpactFXName      = "Predator_Pistol_Impact"
FireFXName          = "NoShells"
TracerFXName        = "Blood_Shower_Alien_Large"
ProjectileFXName    = "RocketProjFX_PredPistol"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

[Predator_Pistol_AmmoAlt]
Type = "Ammo"

NameId  = 4119
AmmoType= 1
AmmoPoolName        = "Predator_Energy"
AmmoPoolAmount      = 1
InstDamage          = 50
InstDamageType      = 7
AreaDamage          = 50
AreaDamageType      = 7
AreaDamageRadius    = 150
AreaDamageDuration  = 1.500000
ProgDamage          = 0.000000
ProgDamageType      = 16
ProgDamageDuration  = 5
ImpactFXName        = "Predator_Pistol_ImpactAlt"
UWImpactFXName      = "Predator_Pistol_ImpactAlt"
FireFXName          = "NoShells"
TracerFXName        = ""
ProjectileFXName    = "AltRocketProjFX_PredPistol"
// _alt
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo20 - Shoulder Cannon
*/

[Shoulder_Cannon_Ammo]
Type = "Ammo"

NameId  = 4120
AmmoType= 1
AmmoPoolName        = "Predator_Energy"
AmmoPoolAmount      = 1
InstDamage          = 70
InstDamageType      = 7
AreaDamage          = 35
AreaDamageType      = 7
AreaDamageRadius    = 100
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "Predator_Cannon_Impact"
UWImpactFXName      = "UWPredator_Cannon_Impact"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "RocketProjFX_ShoulderCannon"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo21 - Discs
*/

[Discs_Ammo]
Type = "Ammo"

NameId  = 4121
AmmoType= 1
AmmoPoolName        = "Discs"
AmmoPoolAmount      = 1
InstDamage          = 300
InstDamageType      = 24
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0.000000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "disc"
UWImpactFXName      = "disc"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "PredProjFX_Disc"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo22 - Nets
*/

[Nets_Ammo]
Type = "Ammo"

NameId  = 4122
AmmoType= 1
AmmoPoolName        = "Nets"
AmmoPoolAmount      = 1
InstDamage          = 0
InstDamageType      = 0
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0.000000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0.000000
ImpactFXName        = "net"
UWImpactFXName      = "net"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "PredProjFX_Net"
ShellCasingDelay    = 0.000000
MakeBubbleTrail	    = 1

/*
** Ammo23 - Medicomp
*/

[Medicomp_Ammo]
Type = "Ammo"

NameId  = 4123
AmmoType= 1
AmmoPoolName        = "Predator_Energy"
AmmoPoolAmount      = 30
InstDamage          = 0
InstDamageType      = 0
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0.000000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "SpiderGrenadeImpact"
UWImpactFXName      = ""
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo24 - Energy Sift
*/

[Energy_Sift_Ammo]
Type = "Ammo"

NameId  = 4124
AmmoType= 1
AmmoPoolName        = "Predator_Energy"
AmmoPoolAmount      = 11
InstDamage          = 0
InstDamageType      = 0
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0.000000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = ""
UWImpactFXName      = ""
FireFXName          = "SoundAndLight"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo25 - Face Hug
*/

[Face_Hug_Ammo]
Type = "Ammo"

NameId  = 4125
AmmoType= 5
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 1000
InstDamageType      = 15
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "facehug"
UWImpactFXName      = "facehug"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo26 - Bite
*/

[Bite_Ammo]
Type = "Ammo"

NameId  = 4126
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 10
InstDamageType      = 12
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "blades"
UWImpactFXName      = "UWblades"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo27 - Claws,  if you change this please modify AI_Claws_Ammo, #55.
*/

[Claws_Ammo]
Type = "Ammo"

NameId  = 4127
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 40
InstDamageType      = 15
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "claws"
UWImpactFXName      = "UWclaws"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0


/*
** Ammo53 - ClawsRunner
*/

[ClawsRunner_Ammo]
Type = "Ammo"

NameId  = 4153
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 30
InstDamageType      = 15
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "claws"
UWImpactFXName      = "UWclaws"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo53 - ClawsPredalien
*/

[ClawsPredalien_Ammo]
Type = "Ammo"

NameId  = 4153
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 60
InstDamageType      = 15
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "claws"
UWImpactFXName      = "UWclaws"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo53 - ClawsPraetorian
*/

[ClawsPraetorian_Ammo]
Type = "Ammo"

NameId  = 4153
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 15
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "claws"
UWImpactFXName      = "UWclaws"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo53 - ClawsQueen
*/

[ClawsQueen_Ammo]
Type = "Ammo"

NameId  = 4153
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 15
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "claws"
UWImpactFXName      = "UWclaws"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo54 - Tail queen Ammo
*/

[TailQueen_Ammo]
Type = "Ammo"

NameId  = 4154
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 400
InstDamageType      = 27
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "tail"
UWImpactFXName      = "UWtail"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo38 - Tail Ammo1
*/

[Tail_Ammo1]
Type = "Ammo"

NameId  = 4138
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 2
InstDamageType      = 27
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 11
ProgDamageDuration  = 3.000000
ImpactFXName        = ""
UWImpactFXName      = ""
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail	    = 0

/*
** Ammo39 - Tail Ammo2
*/

[Tail_Ammo2]
Type = "Ammo"

NameId  = 4139
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 5
InstDamageType      = 27
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 11
ProgDamageDuration  = 5.00000
ImpactFXName        = ""
UWImpactFXName      = ""
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo40 - Tail Ammo3
*/

[Tail_Ammo3]
Type = "Ammo"

NameId  = 4140
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 30
InstDamageType      = 27
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 11
ProgDamageDuration  = 7.0000000
ImpactFXName        = ""
UWImpactFXName      = ""
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo29 - Head Bite Ammo
*/

[Head_Bite_Ammo]
Type = "Ammo"

NameId  = 4129
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 100000
InstDamageType      = 13
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "blades"
UWImpactFXName      = "UWblades"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo30 - Pounce Ammo, if you modify this please modify AI_Pounce_Ammo, Ammo56
*/

[Pounce_Ammo]
Type = "Ammo"

NameId  = 4130
AmmoType= 4
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 550
InstDamageType      = 0
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "blades"
UWImpactFXName      = "UWblades"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo55 - AI Claws
*/

[AI_Claws_Ammo]
Type = "Ammo"

NameId  = 4155
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 15
InstDamageType      = 15
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "claws"
UWImpactFXName      = "UWclaws"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo56 - AI Pounce
*/

[AI_Pounce_Ammo]
Type = "Ammo"

NameId  = 4156
AmmoType= 4
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 40
InstDamageType      = 0
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "blades"
UWImpactFXName      = "UWblades"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo31 - Exosuit Energy
*/

[Exosuit_Plasma_Ammo]
Type = "Ammo"

NameId  = 4131
AmmoType= 1
AmmoPoolName        = "Exosuit_Energy"
AmmoPoolAmount      = 5
InstDamage          = 100
InstDamageType      = 7
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0.000000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "ImpactLaser"
UWImpactFXName      = "UWImpactLaser"
FireFXName          = "FireSoundOnly"
TracerFXName        = "Laser"
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo32 - Exosuit Napalm
*/

[Exosuit_Napalm_Ammo]
Type = "Ammo"

NameId  = 4132
AmmoType= 1
AmmoPoolName        = "Exosuit_Napalm"
AmmoPoolAmount      = 1
InstDamage          = 25
InstDamageType      = 2
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 20.000000
ProgDamageType      = 17
ProgDamageDuration  = 5
ImpactFXName        = ""
UWImpactFXName      = ""
FireFXName          = "FlameThrower"
TracerFXName        = ""
ProjectileFXName    = "ExoFlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0


/*
** Ammo33 - Exosuit Bullets
*/

[Exosuit_Bullets_Ammo]
Type = "Ammo"

NameId  = 4133
AmmoType= 1
AmmoPoolName        	= "Exosuit_Bullets"
AmmoPoolAmount      	= 1
InstDamage          	= 40
InstDamageType      	= 24
AreaDamage          	= 0
AreaDamageType      	= 0
AreaDamageRadius    	= 0
AreaDamageDuration  	= 0
ProgDamage          	= 0.000000
ProgDamageType      	= 0
ProgDamageDuration  	= 0
ImpactFXName        	= "Bullet"
UWImpactFXName      	= "UWBullet"
FireFXName          	= "Standard"
TracerFXName        	= ""
ProjectileFXName    	= "FlameProjFX_Flamethrower"
ShellCasingDelay    	= 0.000000
MakeBubbleTrail		= 1

/*
** Ammo34 - Exosuit Rockets
*/

[Exosuit_Rockets_Ammo]
Type = "Ammo"

NameId  = 4134
AmmoType= 1
AmmoPoolName        = "Exosuit_Rockets"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 7
AreaDamage          = 400
AreaDamageType      = 7
AreaDamageRadius    = 300
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "ImpactExoRocket"
UWImpactFXName      = "UWImpactGrenade"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "RocketProjFX_ExoRocket"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1


/*
** Ammo35 - Wristblades1
*/

[Wristblades_Ammo1]
Type = "Ammo"

NameId  = 4135
AmmoType= 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 19
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "blades"
UWImpactFXName      = "UWblades"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0


/*
** Ammo36 - Wristblades2
*/

[Wristblades_Ammo2]
Type = "Ammo"

NameId  = 4136
AmmoType= 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 175
InstDamageType      = 19
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "blades"
UWImpactFXName      = "UWblades"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo37 - Wristblades3
*/

[Wristblades_Ammo3]
Type = "Ammo"

NameId  = 4137
AmmoType= 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 250
InstDamageType      = 19
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "blades"
UWImpactFXName      = "UWblades"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0


/*
** Ammo41 - Flare Pouch
*/

[Flare_Pouch_Ammo]
Type = "Ammo"

NameId  = 4141
AmmoType= 1
AmmoPoolName        = "Flares"
AmmoPoolAmount      = 1
InstDamage          = 0
InstDamageType      = 0
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = ""
UWImpactFXName      = ""
FireFXName          = ""
TracerFXName        = ""
ProjectileFXName    = "GrenadeProjFX_Flare"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo42 - Shoulder Cannon 2
*/

[Shoulder_Cannon_Ammo2]
Type = "Ammo"

NameId  = 4142
AmmoType= 1
AmmoPoolName        = "Predator_Energy"
AmmoPoolAmount      = 2
InstDamage          = 40
InstDamageType      = 7
AreaDamage          = 60
AreaDamageType      = 7
AreaDamageRadius    = 200
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "Predator_Cannon_Impact2"
UWImpactFXName      = "UWPredator_Cannon_Impact2"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "RocketProjFX_ShoulderCannon2"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo43 - Shoulder Cannon 3
*/

[Shoulder_Cannon_Ammo3]
Type = "Ammo"

NameId  = 4143
AmmoType= 1
AmmoPoolName        = "Predator_Energy"
AmmoPoolAmount      = 3
InstDamage          = 40
InstDamageType      = 7
AreaDamage          = 150
AreaDamageType      = 7 
AreaDamageRadius    = 400
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "Predator_Cannon_Impact3"
UWImpactFXName      = "UWPredator_Cannon_Impact3"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "RocketProjFX_ShoulderCannon3"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1

/*
** Ammo44 - Knife Ammo 1
*/

[Knife_Ammo1]
Type = "Ammo"

NameId  = 4144
AmmoType= 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 30
InstDamageType      = 19
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "knife"
UWImpactFXName      = "UWknife"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo45 - Knife Ammo 2
*/

[Knife_Ammo2]
Type = "Ammo"

NameId  = 4145
AmmoType= 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 60
InstDamageType      = 19
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "knife"
UWImpactFXName      = "UWknife"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo46 - Knife Ammo 3
*/

[Knife_Ammo3]
Type = "Ammo"

NameId  = 4146
AmmoType= 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 19
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "knife"
UWImpactFXName      = "UWknife"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo47 - Blowtorch Ammo
*/

[Blowtorch_Ammo_Cut]
Type = "Ammo"

NameId  = 4147
AmmoType= 0
AmmoPoolName        = "Blowtorch_Fuel"
AmmoPoolAmount      = 1
InstDamage          = 1
InstDamageType      = 21
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = ""
UWImpactFXName      = ""
FireFXName          = ""
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo48 - Blowtorch Ammo Weld
*/

[Blowtorch_Ammo_Weld]
Type = "Ammo"

NameId  = 4148
AmmoType= 0
AmmoPoolName        = "Blowtorch_Fuel"
AmmoPoolAmount      = 1
InstDamage          = 1
InstDamageType      = 22
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = ""
UWImpactFXName      = ""
FireFXName          = ""
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/*
** Ammo49 - Marine Hacking Device Ammo
*/

[MarineHackingDevice_Ammo]
Type = "Ammo"

NameId  = 4149
AmmoType= 0
AmmoPoolName        = "MarineHackingDevice_Fuel"
AmmoPoolAmount      = 1
InstDamage          = 1
InstDamageType      = 23
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = ""
UWImpactFXName      = ""
FireFXName          = ""
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0


/*
** Ammo50 - Tear
*/

[Tear_Ammo]
Type = "Ammo"

NameId  = 4150
AmmoType= 0
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 100000
InstDamageType      = 25
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "claws"
UWImpactFXName      = "UWclaws"
FireFXName          = "FireSoundOnly"
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0


/*
** Ammo52 - Sentry_Gun_Bullets_Ammo
*/

[Sentry_Gun_Bullets_Ammo]
Type = "Ammo"

NameId  = 4152
AmmoType= 1
AmmoPoolName        = "Sentry_Gun_Bullets"
AmmoPoolAmount      = 1
InstDamage          = 10
InstDamageType      = 1
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "Bullet"
UWImpactFXName      = "UWBullet"
FireFXName          = "NoShells"
TracerFXName        = ""
ProjectileFXName    = "FlameProjFX_Flamethrower"
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 1



/*
** Ammo57 - Sticky Hotbomb Grenades
*/

[Sticky_Hotbomb_Ammo]
Type 			= "Ammo"

NameId  		= 4157
AmmoType		= 1
AmmoPoolName        	= "Sticky_Hotbombs"
AmmoPoolAmount      	= 1
InstDamage          	= 100
InstDamageType      	= 7
AreaDamage          	= 250
AreaDamageType      	= 7
AreaDamageRadius    	= 250
AreaDamageDuration  	= 0.500000
ProgDamage          	= 0.000000
ProgDamageType      	= 0
ProgDamageDuration  	= 0
ImpactFXName        	= "ImpactGrenade"
UWImpactFXName      	= "UWImpactGrenade"
FireFXName          	= "FireSoundOnly"
TracerFXName        	= ""
ProjectileFXName    	= "GrenadeProjFX_StickyHotbomb"
ShellCasingDelay    	= 0.000000
MakeBubbleTrail		= 1

/*
** Ammo58 - Predator Hacking Device Ammo
*/

[PredatorHackingDevice_Ammo]
Type = "Ammo"

NameId  = 4158
AmmoType= 0
AmmoPoolName        = "PredatorHackingDevice_Fuel"
AmmoPoolAmount      = 1
InstDamage          = 1
InstDamageType      = 23
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0
ImpactFXName        = "Predator_Hacking_Impact"
UWImpactFXName      = ""
FireFXName          = ""
TracerFXName        = ""
ProjectileFXName    = ""
ShellCasingDelay    = 0.000000
MakeBubbleTrail		= 0

/************************************************************************
**
** MP AMMO
**

/*
** Ammo0 - Knife
*/

[Knife_Ammo_MP]
Parent = "Knife_Ammo"
Type = "Ammo"

NameId              = 4100
AmmoType            = 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 5
InstDamageType      = 19

/*
** Ammo1 - Pistol Bullets
*/

[Pistol_Bullets_Ammo_MP]
Parent = "Pistol_Bullets_Ammo"
Type = "Ammo"

NameId              = 4101
AmmoType            = 1
AmmoPoolName        = "Pistol_Bullets"
AmmoPoolAmount      = 1
InstDamage          = 10
InstDamageType      = 28

/*
** Ammo1a - Pistol Bullets Armor Piercing
*/

[Pistol_Bullets_AP_Ammo_MP]
Parent = "Pistol_Bullets_AP_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Pistol_BulletsAP"
AmmoPoolAmount      = 1
InstDamage          = 55
InstDamageType      = 24

/*
** Ammo2 - Shotgun Shells
*/

[Shotgun_Shells_Ammo_MP]
Parent = "Shotgun_Shells_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Shotgun_Shells"
AmmoPoolAmount      = 1
InstDamage          = 25
InstDamageType      = 1

/*
** Ammo3 - Shotgun Slugs
*/

[Shotgun_Slugs_Ammo_MP]
Parent = "Shotgun_Slugs_Ammo"
Type = "Ammo"

NameId              = 4103
AmmoType            = 1
AmmoPoolName        = "Shotgun_Slugs"
AmmoPoolAmount      = 1
InstDamage          = 180
InstDamageType      = 24

/*
** Ammo4 - Pulse Rifle Bullets
*/

[Pulse_Rifle_Bullets_Ammo_MP]
Parent = "Pulse_Rifle_Bullets_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Pulse_Rifle_Bullets"
AmmoPoolAmount      = 1
InstDamage          = 15
InstDamageType      = 1

/*
** Ammo5 - Impact Grenades
*/

[Impact_Grenades_Ammo_MP]
Parent = "Impact_Grenades_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Impact_Grenades"
AmmoPoolAmount      = 1
InstDamage          = 50
InstDamageType      = 7
AreaDamage          = 250
AreaDamageType      = 7
AreaDamageRadius    = 200
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000

/*
** Ammo6 - Smart Gun Bullets
*/

[Smart_Gun_Bullets_Ammo_MP]
Parent = "Smart_Gun_Bullets_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Smart_Gun_Bullets"
AmmoPoolAmount      = 6
InstDamage          = 12
InstDamageType      = 28

/*
** Ammo7 - Rail Gun Bullets
*/

[Rail_Gun_Bullets_Ammo_MP]
Parent = "Rail_Gun_Bullets_Ammo"
Type = "Ammo"

NameId              = 4107
AmmoType            = 1
AmmoPoolName        = "Rail_Gun_Bullets"
AmmoPoolAmount      = 1
InstDamage          = 400
InstDamageType      = 24

/*
** Ammo8 - Pipe Grenade
*/

[Pipe_Grenades_Ammo_MP]
Parent = "Pipe_Grenades_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Pipe_Grenades"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 7
AreaDamage          = 250
AreaDamageType      = 7
AreaDamageRadius    = 500
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000

/*
** Ammo9 - Prox Grenade
*/

[Prox_Grenades_Ammo_MP]
Parent = "Prox_Grenades_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Prox_Grenades"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 7
AreaDamage          = 250
AreaDamageType      = 7
AreaDamageRadius    = 250
AreaDamageDuration  = 0.500000

/*
** Ammo10 - EMP Grenade
*/

[EMP_Grenades_Ammo_MP]
Parent = "EMP_Grenades_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "EMP_Grenades"
AmmoPoolAmount      = 1
InstDamage          = 25
InstDamageType      = 16
AreaDamage          = 110
AreaDamageType      = 16
AreaDamageRadius    = 150
AreaDamageDuration  = 0.500000
ProgDamage          = 0.000000
ProgDamageType      = 16
ProgDamageDuration  = 10.000000

/*
** Ammo11 - Spider Grenade
*/

[Spider_Grenades_Ammo_MP]
Parent = "Spider_Grenades_Ammo"
Type = "Ammo"

NameId              = 4111
AmmoType            = 1
AmmoPoolName        = "Spider_Grenades"
AmmoPoolAmount      = 1
InstDamage          = 50
InstDamageType      = 7
AreaDamage          = 125
AreaDamageType      = 7
AreaDamageRadius    = 250
AreaDamageDuration  = 0.500000

/*
** Ammo12 - SADAR Rockets
*/

[SADAR_Rockets_Ammo_MP]
Parent = "SADAR_Rockets_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "SADAR_Rockets"
AmmoPoolAmount      = 1
InstDamage          = 1000
InstDamageType      = 7
AreaDamage          = 10000
AreaDamageType      = 7
AreaDamageRadius    = 500
AreaDamageDuration  = 0.500000


/*
** Ammo13 - SADAR Tracking Rockets
*/

[SADAR_Tracking_Rockets_Ammo_MP]
Parent = "SADAR_Tracking_Rockets_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "SADAR_Tracking_Rockets"
AmmoPoolAmount      = 1
InstDamage          = 50
InstDamageType      = 7
AreaDamage          = 400
AreaDamageType      = 7
AreaDamageRadius    = 250
AreaDamageDuration  = 0.500000

/*
** Ammo14 - Napalm
*/

[Napalm_Ammo_MP]
Parent = "Napalm_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Napalm"
AmmoPoolAmount      = 1
InstDamage          = 20
InstDamageType      = 2
AreaDamage          = 0
AreaDamageType      = 0
AreaDamageRadius    = 0
AreaDamageDuration  = 0
ProgDamage          = 0
ProgDamageType      = 0
ProgDamageDuration  = 0


/*
** Ammo15 - Minigun Bullets
*/

[Minigun_Bullets_Ammo_MP]
Parent = "Minigun_Bullets_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Minigun_Bullets"
AmmoPoolAmount      = 3
InstDamage          = 50
InstDamageType      = 24

/*
** Ammo16 - Wristblades
*/

[Wristblades_Ammo_MP]
Parent = "Wristblades_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 60
InstDamageType      = 28

/*
** Ammo17 - Spear
*/

[Spear_Ammo_MP]
Parent = "Spear_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 28

/*
** Ammo18 - Spears
*/

[Spears_Ammo_MP]
Parent = "Spears_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Spears"
AmmoPoolAmount      = 1
InstDamage          = 20
InstDamageType      = 11
AreaDamage          = 50
AreaDamageType      = 9
AreaDamageRadius    = 200
AreaDamageDuration  = 0.5
ProgDamage          = 10.000000
ProgDamageType      = 9
ProgDamageDuration  = 8

/*
** Ammo18 - Spears
*/

[Spears_Multi_Ammo_MP]
Parent = "Spears_Multi_Ammo"
Type = "Ammo"

NameId              = 4118
AmmoType            = 1
AmmoPoolName        = "Spears"
AmmoPoolAmount      = 3
InstDamage          = 40
InstDamageType      = 11
AreaDamage          = 50
AreaDamageType      = 9
AreaDamageRadius    = 300
AreaDamageDuration  = 0.5
ProgDamage          = 10.000000
ProgDamageType      = 9
ProgDamageDuration  = 8

/*
** Ammo19 - Predator Pistol
*/

[Predator_Pistol_Ammo_MP]
Parent = "Predator_Pistol_Ammo"
Type = "Ammo"

NameId              = 4119
AmmoType            = 1
AmmoPoolName        = "Predator_Energy"
AmmoPoolAmount      = 6
InstDamage          = 50
InstDamageType      = 7
AreaDamage          = 200
AreaDamageType      = 7
AreaDamageRadius    = 250
AreaDamageDuration  = 0.000000
ProgDamage          = 0.000000
ProgDamageType      = 0
ProgDamageDuration  = 0

[Predator_Pistol_AmmoAlt_MP]
Parent = "Predator_Pistol_AmmoAlt"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Predator_Energy"
AmmoPoolAmount      = 1
InstDamage          = 50
InstDamageType      = 7
AreaDamage          = 150
AreaDamageType      = 7
AreaDamageRadius    = 200
AreaDamageDuration  = 1.500000
ProgDamage          = 0.000000
ProgDamageType      = 16
ProgDamageDuration  = 5

/*
** Ammo20 - Shoulder Cannon
*/

[Shoulder_Cannon_Ammo_MP]
Parent = "Shoulder_Cannon_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Predator_Energy"
AmmoPoolAmount      = 3
InstDamage          = 35
InstDamageType      = 7
AreaDamage          = 15
AreaDamageType      = 7
AreaDamageRadius    = 100
AreaDamageDuration  = 0.500000

/*
** Ammo21 - Discs
*/

[Discs_Ammo_MP]
Parent = "Discs_Ammo"
Type = "Ammo"

NameId              = 4121
AmmoType            = 1
AmmoPoolName        = "Discs"
AmmoPoolAmount      = 1
InstDamage          = 1000
InstDamageType      = 24

/*
** Ammo22 - Nets
*/

[Nets_Ammo_MP]
Parent = "Nets_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Nets"
AmmoPoolAmount      = 1
ProjectileFXName    = "PredProjFX_Net"

/*
** Ammo35 - Wristblades1
*/

[Wristblades_Ammo1_MP]
Parent = "Wristblades_Ammo1"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 19

/*
** Ammo36 - Wristblades2
*/

[Wristblades_Ammo2_MP]
Parent = "Wristblades_Ammo2"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 175
InstDamageType      = 19

/*
** Ammo37 - Wristblades3
*/

[Wristblades_Ammo3_MP]
Parent = "Wristblades_Ammo3"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 250
InstDamageType      = 19

/*
** Ammo43 - Shoulder Cannon 3
*/

[Shoulder_Cannon_Ammo3_MP]
Parent = "Shoulder_Cannon_Ammo3"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Predator_Energy"
AmmoPoolAmount      = 9
InstDamage          = 120
InstDamageType      = 7
AreaDamage          = 50
AreaDamageType      = 7 
AreaDamageRadius    = 200
AreaDamageDuration  = 0.500000

/*
** Ammo44 - Knife Ammo 1
*/

[Knife_Ammo1_MP]
Parent = "Knife_Ammo1"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 500
InstDamageType      = 19

/*
** Ammo45 - Knife Ammo 2
*/

[Knife_Ammo2_MP]
Parent = "Knife_Ammo2"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 500
InstDamageType      = 19

/*
** Ammo46 - Knife Ammo 3
*/

[Knife_Ammo3_MP]
Parent = "Knife_Ammo3"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Blades"
AmmoPoolAmount      = 1
InstDamage          = 500
InstDamageType      = 19

/*
** Ammo57 - Sticky Hotbomb Grenades
*/

[Sticky_Hotbomb_Ammo_MP]
Parent = "Sticky_Hotbomb_Ammo"
Type = "Ammo"

AmmoType            = 1
AmmoPoolName        = "Sticky_Hotbombs"
AmmoPoolAmount      = 1
InstDamage          = 100
InstDamageType      = 7
AreaDamage          = 250
AreaDamageType      = 7
AreaDamageRadius    = 250
AreaDamageDuration  = 0.500000


/************************************************************************
**
** WEAPON
**
** Weapon definitions specify the properties making up a
** weapon.
**
** All weapon definitions should contain the following
** properties:
**
**	Name (String)
**
**		User friendly name used in WeaponOrder above and in DEdit.
**
**	NameId (Integer)
**
**		Id that maps to the weapon Localizable name (stored in CRes.dll)	
**
**	DescriptionId (Integer)
**
**		Id that maps to the weapon description (stored in CRes.dll)	
**
**	AniType (Integer)
**
**		Classify the weapon into a style of animation when holding the 	
**		weapon. The values below must correspond to animation stored with 
**		the model or the engine will fail on start up.
**
**		Values :
**
**		0	- one handed pistol
**		1	- two handed rifle
**		2	- two handed pistol
**		3	- weapon type 4
**		4	- weapon type 5
**		5	- weapon type 6
**		6	- weapon type 7
**		7	- weapon type 8
**
**	Icon (String)
**
**		Name of the interface icon associated with the weapon.
**
**	Pos (Vector)
**
**		The player-view weapon model pos (offset from player model in
**		x, y, and z)
**
**	PVModel (String)
**
**		Name of the player-view weapon model.
**
**	PVSkins0-X (String)
**
**		Name of the player-view weapon skins.
**
**	HHModel (String)
**
**		Name of the hand-held (and powerup) weapon model.
**
**	HHSkins0-X (String)
**
**		Name of the hand-held (and powerup) weapon skins.
**
**	HHModelScale (Vector)
**
**		The scale of the hand-held (and powerup) weapon model.
**
**	AlphaFlag (Integer)
**
**		Specifies how the alpha mask gets used for this weapon.
**
**			0 = Nothing
**			1 = Environment mapping
**
**	SelectSnd (String)
**	
**		Specifies the sound to play when this weapon is selected.
**
**	DeselectSnd (String)
**	
**		Specifies the sound to play when this weapon is deselected.
**
**	Barrel0-X (String)
**
**		Specifies the barrel(s) used by the weapon. 
**
**	CounterType (Integer)
**
**		Determines the type of ammo count display to be used in the HUD
**			0 = No ammo counter
**			1 = Normal ammo counter, ammo and clips
**			2 = Multi-ammo barrel counter, (marine grenade launcher)
**			3 = Predator spear counter
**
**	TargetingType (Integer)
**
**		Type of targeting this weapon uses:
**			0 = Normal
**			1 = Predator Shoulder Cannon Auto-Targeting
**			2 = Alien Auto-Targeting
**			3 = Marine Smartgun Targeting
**			4 = Marine SADAR Targeting
**			5 = Predator Disk
**			6 = Alien Face Hugger Auto-Targeting
**			7 = Alien Chest Burster Auto-Targeting
**			8 = Predalien Auto-Targeting
**			9 = Marine Sadar
**			10 = Alien Runner
**			11 = Pred Hotbomb
**
**	LoopFireAnim (Bool)
**
**		Does the fire animation need to be looped?
**			0 = Normal Fire Animation
**			1 = Looping Fire Animation (Mini-gun style)
**
**
**	LoopAltFireAnim (Bool)
**
**		Does the alt-fire animation need to be looped?
**			0 = Normal Alt-Fire Animation
**			1 = Looping Alt-Fire Animation (Mini-gun style)
**
**	TargetingSprite (String)
**		
**		The targeting sprite used to project on the walls.
**
**	TargetingSpriteScale (Vector)
**
**		The scale vector used to scale the targeting sprite.
**
**	CrosshairImage (String)
**		
**		The targeting crosshair image used.
**
**	CrosshairScale (Float)
**
**		The scale used to scale the Crosshair image.
**
**	CrosshairAlpha (Float)
**
**		The alpha value used to faid the Crosshair image.
**
**	AimingPitchSet (Integer)
**
**		The index into the aiming pitch ranges (ModelButes) to use for this weapon.
**		This is specific to Players in multiplayer.
**
**	Melee (Bool)
**
**		This tells if this is a melee weapon or not. This is used to determine what
**		animation state the PlayerObj uses.
**
**
**	SpeedMod (Float)
**
**		The mod to normal character movement ground speed for this weapon.  1.0 is full speed, 0.5
**		would be half speed.  This only effects players NOT AIs.
**
**	Save (Integer)
**
**		1 = Save data, 0 = Do Not save data. (minimize SP save size)
**
**	CacheInMP (Integer)
**
**		1 = Yes, chache this weapon in MP, 0 = Do Not save cache this weapon in MP. 
*/

/*
** Marine Knife
*/

[Knife]
Type = "Weapon"

NameId  		= 7000
DescriptionId       	= 7050
AniType 		= 0
Icon    		= "Interface\StatusBar\Marine\inv_knife.pcx"
PickupIcon          	= ""
PickupName		= "Weapon_MKnife"
Pos     		= <0.000000, -0.700000, 1.195000>
PVModel 		= "Models\Weapons\Marine\mknife_pv.abc"
PVSkins0		= "Skins\Weapons\Marine\mknife_pv.dtx"
PVSkins1		= "Skins\Weapons\Marine\mhands_%s_pv.dtx"
HHModel 		= "Models\Weapons\Marine\mknife_hh.abc"
HHSkins0		= "Skins\Weapons\Marine\mknife_hh.dtx"
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 1
SelectSnd           	= ""
DeselectSnd         	= ""
Barrel0 		= "Knife_Barrel"
CounterType         	= 0
TargetingType       	= 0
LoopFireAnim        	= 0
LoopAltFireAnim     	= 0
TargetingSprite     	= ""
TargetingSpriteScale	= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      	= 0
Melee   		= 1
SpeedMod		= 2.000000
Save                	= 1
CacheInMP       = 0

/*
** Pistol
*/

[Pistol]
Type = "Weapon"

NameId  		= 7001
DescriptionId       	= 7051
AniType 		= 0
Icon    		= "Interface\StatusBar\Marine\inv_pistol.pcx"
PickupIcon          	= "Interface\StatusBar\Marine\sel_pistol.pcx"
PickupName          	= "Weapon_MPistol"
Pos     		= <0.600000, -0.900000, 1.130000>
PVModel 		= "Models\Weapons\Marine\mpistol_pv.abc"
PVSkins0		= "Skins\Weapons\Marine\mpistol_pv.dtx"
PVSkins1		= "Skins\Weapons\Marine\mhands_%s_pv.dtx"
HHModel 		= "Models\Weapons\Marine\mpistol_hh.abc"
HHSkins0		= "Skins\Weapons\Marine\mpistol_hh.dtx"
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 0
SelectSnd           	= ""
DeselectSnd         	= ""
Barrel0 		= "Pistol_Barrel"
CounterType         	= 2
TargetingType       	= 0
LoopFireAnim        	= 0
LoopAltFireAnim     	= 0
TargetingSprite     	= ""
TargetingSpriteScale	= <0.000000, 0.000000, 0.000000>
CrosshairImage      	= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale      	= 1.000000
CrosshairAlpha	    	= 0.600000
AimingPitchSet      	= 1
Melee   		= 0
SpeedMod	    	= 1.000000
Save                	= 1
CacheInMP       = 0

/*
** Shotgun
*/

[Shotgun]
Type = "Weapon"

NameId  		= 7002
DescriptionId       	= 7052
AniType 		= 1
Icon    		= "Interface\StatusBar\Marine\inv_shotgun.pcx"
PickupIcon          	= "Interface\StatusBar\Marine\sel_shotgun.pcx"
PickupName          	= "Weapon_MShotgun"
Pos     		= <0.375000, -0.660000, 0.320000>
PVModel 		= "Models\Weapons\Marine\mshotgun_pv.abc"
PVSkins0		= "Skins\Weapons\Marine\mshotgun_pv.dtx"
PVSkins1		= "Skins\Weapons\Marine\mhands_%s_pv.dtx"
HHModel 		= "Models\Weapons\Marine\mshotgun_hh.abc"
HHSkins0		= "Skins\Weapons\Marine\mshotgun_hh.dtx"
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 1
SelectSnd           	= "Sounds\Weapons\Marine\Shotgun\Select.wav"
DeselectSnd         	= "Sounds\Weapons\Marine\Shotgun\Deselect.wav"
Barrel0 		= "Shotgun_Barrel"
CounterType         	= 2
TargetingType       	= 0
LoopFireAnim        	= 0
LoopAltFireAnim     	= 0
TargetingSprite     	= ""
TargetingSpriteScale	= <0.000000, 0.000000, 0.000000>
CrosshairImage      	= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale      	= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      	= 1
Melee   		= 0
SpeedMod		= 1.000000
Save                	= 1
CacheInMP       = 0

/*
** Pulse Rifle
*/

[Pulse_Rifle]
Type = "Weapon"

NameId  		= 7003
DescriptionId       	= 7053
AniType 		= 1
Icon    		= "Interface\StatusBar\Marine\inv_pulserifle.pcx"
PickupIcon          	= "Interface\StatusBar\Marine\sel_pulserifle.pcx"
PickupName		= "Weapon_MPulseRifle"
Pos     		= <0.765000, -0.770000, 0.500000>
PVModel 		= "Models\Weapons\Marine\mpulserifle_pv.abc"
PVSkins0		= "Skins\Weapons\Marine\mpulserifle_pv.dtx"
PVSkins1		= "Skins\Weapons\Marine\mhands_%s_pv.dtx"
HHModel 		= "Models\Weapons\Marine\mpulserifle_hh.abc"
HHSkins0		= "Skins\Weapons\Marine\mpulserifle_hh.dtx"
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 1
SelectSnd           	= "Sounds\Weapons\Marine\PulseRifle\Select.wav"
DeselectSnd         	= "Sounds\Weapons\Marine\PulseRifle\Deselect.wav"
Barrel0 		= "Pulse_Rifle_Bullet_Barrel"
Barrel1 		= "Pulse_Rifle_Grenade_Barrel"
//PVFXName0           	= "PulseGrenadeMuzzleFX "
CounterType         	= 1
TargetingType       	= 0
LoopFireAnim        	= 1
LoopAltFireAnim     	= 0
TargetingSprite     	= ""
TargetingSpriteScale	= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      	= 1
Melee   		= 0
SpeedMod		= 1.000000
Save                	= 1
CacheInMP       = 0

/*
** Smart Gun
*/

[Smart_Gun]
Type 			= "Weapon"

NameId  		= 7004
DescriptionId       	= 7054
AniType 		= 1
Icon    		= "Interface\StatusBar\Marine\inv_smartgun.pcx"
PickupIcon          	= "Interface\StatusBar\Marine\sel_smartgun.pcx"
PickupName		= "Weapon_MSmartGun"
Pos     		= <0.590000, -0.970000, 0.925000>
PVModel 		= "Models\Weapons\Marine\msmartgun_pv.abc"
PVSkins0		= "Skins\Weapons\Marine\msmartgun_pv.dtx"
PVSkins1		= "Skins\Weapons\Marine\mhands_%s_pv.dtx"
HHModel 		= "Models\Weapons\Marine\msmartgun_hh.abc"
HHSkins0		= "Skins\Weapons\Marine\msmartgun_hh.dtx"
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 0
SelectSnd           	= "Sounds\Weapons\Marine\SmartGun\Select.wav"
DeselectSnd         	= "Sounds\Weapons\Marine\SmartGun\Deselect.wav"
Barrel0 		= "Smart_Gun_Barrel"
//PVFXName0           	= "SmartgunPVModel"
CounterType         	= 1
TargetingType       	= 3
LoopFireAnim        	= 1
LoopAltFireAnim     	= 0
TargetingSprite     	= ""
TargetingSpriteScale	= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Marine\xhair_smartgun.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      	= 1
Melee   		= 0
SpeedMod		= 1.000000
Save                	= 1
CacheInMP       = 0

/*
** Rail Gun
*/

[Rail_Gun]
Type 			= "Weapon"

NameId  		= 7005
DescriptionId       	= 7055
AniType 		= 1
Icon    		= "Interface\StatusBar\Marine\inv_railgun.pcx"
PickupIcon          	= "Interface\StatusBar\Marine\sel_railgun.pcx"
PickupName		= "Weapon_MRailGun"
Pos     		= <0.765000, -0.770000, 0.925000>
PVModel 		= "Models\Weapons\Marine\mrailgun_pv.abc"
PVSkins0		= "Skins\Weapons\Marine\mrailgun_pv.dtx"
PVSkins1		= "Skins\Weapons\Marine\mhands_%s_pv.dtx"
PVSkins2		= "Skins\Weapons\Marine\mrailgunscope_pv.dtx"
HHModel 		= "Models\Weapons\Marine\mrailgun_hh.abc"
HHSkins0		= "Skins\Weapons\Marine\mrailgun_hh.dtx"
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 1
SelectSnd           	= "Sounds\Weapons\Marine\RailGun\Select.wav"
DeselectSnd         	= "Sounds\Weapons\Marine\RailGun\Deselect.wav"
Barrel0 		= "Rail_Gun_Barrel"
CounterType         	= 1
TargetingType       	= 0
LoopFireAnim        	= 0
LoopAltFireAnim     	= 0
TargetingSprite     = "Sprites\lasercursor.spr"
TargetingSpriteScale= <0.030000, 0.030000, 0.030000>
CrosshairImage		= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      	= 1
Melee   		= 0
SpeedMod		= 1.000000
Save                	= 1
CacheInMP       = 0

/*
** Grenade Launcher
*/

[Grenade_Launcher]
Type 			= "Weapon"

NameId  		= 7006
DescriptionId       	= 7056
AniType 		= 1
Icon    		= "Interface\StatusBar\Marine\inv_glauncher.pcx"
PickupIcon          	= "Interface\StatusBar\Marine\sel_glauncher.pcx"
PickupName          	= "Weapon_MGrenadeLauncher"
Pos     		= <0.765000, -0.770000, 0.925000>
PVModel 		= "Models\Weapons\Marine\mgrenade_pv.abc"
PVSkins0		= "Skins\Weapons\Marine\mgrenade_pv.dtx"
PVSkins1		= "Skins\Weapons\Marine\mhands_%s_pv.dtx"
PVSkins2		= "Skins\Weapons\Marine\mTime.dtx"
HHModel 		= "Models\Weapons\Marine\mgrenade_hh.abc"
HHSkins0		= "Skins\Weapons\Marine\mgrenade_hh.dtx"
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 1
SelectSnd           	= "Sounds\Weapons\Marine\GrenadeLauncher\Deselect.wav"
DeselectSnd         	= "Sounds\Weapons\Marine\GrenadeLauncher\Deselect.wav"
Barrel0 		= "Pipe_Grenades_Barrel"
PVFXName0           	= "RocketFlareFX"
//PVFXName0           	= "Grenade_PVFX"
CounterType         	= 2
TargetingType       	= 0
LoopFireAnim        	= 0
LoopAltFireAnim     	= 0
TargetingSprite     	= ""
TargetingSpriteScale	= <0.000000, 0.000000, 0.000000>
CrosshairImage      	= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale      	= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      	= 1
Melee   		= 0
SpeedMod		= 1.000000
Save                	= 1
CacheInMP       = 0

/*
** SADAR
*/

[SADAR]
Type = "Weapon"

NameId  		= 7007
DescriptionId       	= 7057
AniType 		= 1
Icon    		= "Interface\StatusBar\Marine\inv_sadar.pcx"
PickupIcon          	= "Interface\StatusBar\Marine\sel_sadar.pcx"
PickupName		= "Weapon_MSADAR"
Pos     		= <1.345000, -0.470000, -0.105000>
PVModel 		= "Models\Weapons\Marine\msadar_pv.abc"
PVSkins0		= "Skins\Weapons\Marine\msadar_pv.dtx"
PVSkins1		= "Skins\Weapons\Marine\mhands_%s_pv.dtx"
HHModel 		= "Models\Weapons\Marine\msadar_hh.abc"
HHSkins0		= "Skins\Weapons\Marine\msadar_hh.dtx"
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 0
SelectSnd           	= "Sounds\Weapons\Marine\SADAR\Select.wav"
DeselectSnd         	= "Sounds\Weapons\Marine\SADAR\Deselect.wav"
Barrel0 		= "SADAR_Barrel"
//PVFXName0           	= "SADARRocketFlareFX"
CounterType         	= 2
TargetingType       	= 4
LoopFireAnim        	= 0
LoopAltFireAnim     	= 0
TargetingSprite     	= ""
TargetingSpriteScale	= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Marine\Xhair_missile.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet  	= 1
Melee   		= 0
SpeedMod		= 1.000000
Save                	= 1
CacheInMP       = 0

/*
** Flame Thrower
*/

[Flame_Thrower]
Type = "Weapon"

NameId  		= 7008
DescriptionId       	= 7058
AniType 		= 1
Icon    		= "Interface\StatusBar\Marine\inv_flamethrower.pcx"
PickupIcon      	= "Interface\StatusBar\Marine\sel_flamethrower.pcx"
PickupName		= "Weapon_MFlameThrower"
Pos     		= <0.560000, -1.240000, -0.155000>
PVModel 		= "Models\Weapons\Marine\mflamer_pv.abc"
PVSkins0		= "Skins\Weapons\Marine\mflamer_pv.dtx"
PVSkins1		= "Skins\Weapons\Marine\mhands_%s_pv.dtx"
HHModel 		= "Models\Weapons\Marine\mflamer_hh.abc"
HHSkins0		= "Skins\Weapons\Marine\mflamer_hh.dtx"
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 1
SelectSnd          	= "Sounds\Weapons\Marine\FlameThrower\Select.wav"
DeselectSnd         	= "Sounds\Weapons\Marine\FlameThrower\Deselect.wav"
Barrel0 		= "Flame_Thrower_Barrel"
CounterType         	= 1
TargetingType       	= 0
LoopFireAnim        	= 1
LoopAltFireAnim     	= 0
PVFXName0		= "PilotLight"
PVFXName1		= "PilotLightSparking"
PVFXName2		= "PilotLightSparkingSoundOnly"
TargetingSprite     	= ""
TargetingSpriteScale	= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      	= 1	
Melee   		= 0
SpeedMod		= 1.000000
Save                	= 1
CacheInMP       = 0

/*
** Minigun
*/

[Minigun]
Type	 		= "Weapon"

NameId  		= 7009
DescriptionId       	= 7059
AniType 		= 1
Icon    		= "Interface\StatusBar\Marine\inv_minigun.pcx"
PickupIcon          	= "Interface\StatusBar\Marine\sel_minigun.pcx"
PickupName		= "Weapon_MMinigun"
Pos     		= <0.350000, -0.770000, 0.670000>
PVModel 		= "Models\Weapons\Marine\mminigun_pv.abc"
PVSkins0		= "Skins\Weapons\Marine\mminigun_pv.dtx"
PVSkins1		= "Skins\Weapons\Marine\mhands_%s_pv.dtx"
HHModel 		= "Models\Weapons\Marine\mminigun_hh.abc"
HHSkins0		= "Skins\Weapons\Marine\mminigun_hh.dtx"
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 1
SelectSnd           	= "Sounds\Weapons\Marine\Minigun\Select.wav"
DeselectSnd         	= "Sounds\Weapons\Marine\Minigun\Deselect.wav"
Barrel0 		= "Minigun_Barrel"
//PVFXName0         	= "MinigunPVModel"
CounterType         	= 1
TargetingType       	= 0
LoopFireAnim        	= 1
LoopAltFireAnim     	= 0
TargetingSprite     	= ""
TargetingSpriteScale	= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      	= 1
Melee   		= 0
SpeedMod		= 1.000000
Save                	= 1
CacheInMP       	= 0

/*
** Wristblades
*/

[Wristblades]
Type 			= "Weapon"

NameId  		= 7010
DescriptionId       	= 7060
AniType 		= 0
Icon    		= "Interface\StatusBar\Predator\inv_blades.pcx"
PickupIcon          	= "Interface\StatusBar\Predator\inv_blades.pcx"
PickupName		= ""
Pos     		= <-0.300000, -0.620000, 0.080000>
PVModel 		= "Models\Weapons\Predator\pWristblades_pv.abc"
PVSkins0		= "Skins\Weapons\Predator\pLeftHand_%s_pv.dtx"
PVSkins1		= "Skins\Weapons\Predator\pRightHand_%s_pv.dtx"
PVSkins2		= ""
PVSkins3		= ""
HHModel 		= "Models\Weapons\Predator\pWristblades_hh.abc"
HHSkins0	        = "Skins\Weapons\Predator\pWristblades_hh.dtx"
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 0
SelectSnd           	= "Sounds\Weapons\Predator\Wristblades\Select.wav"
DeselectSnd         	= "Sounds\Weapons\Predator\Wristblades\Deselect.wav"
Barrel0 		= "Wristblades_Barrel"
Barrel1 		= "Wristblades_Charging_Barrel_1"
CounterType         	= 0
TargetingType       	= 0
LoopFireAnim        	= 0
LoopAltFireAnim     	= 0
TargetingSprite     	= ""
TargetingSpriteScale	= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Predator\Xhair_pred.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      	= 0
Melee   		= 1
SpeedMod		= 1.000000
Save                	= 1
CacheInMP       = 0

/*
** Spear
*/

[Spear]
Type = "Weapon"

NameId  = 7011
DescriptionId       = 7061
AniType = 0
Icon    = "Interface\StatusBar\Predator\inv_spear.pcx"
PickupIcon          = "Interface\StatusBar\Predator\inv_spear.pcx"
PickupName			= "Weapon_PSpear"
Pos     = <0.000000, -1.110000, 0.400000>
PVModel = "Models\Weapons\Predator\pSpear_pv.abc"
PVSkins0= "Skins\Weapons\Predator\pLeftHand_%s_pv.dtx"
PVSkins1= "Skins\Weapons\Predator\pRightHand_%s_pv.dtx"
PVSkins2= "Skins\Weapons\Predator\pSpear_pv.dtx"
PVSkins3= ""
HHModel = "Models\Weapons\Predator\pSpear_hh.abc"
HHSkins0	        = "Skins\Weapons\Predator\pSpear_hh.dtx"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 1
SelectSnd           = "Sounds\Weapons\Predator\Spear\Select.wav"
DeselectSnd         = "Sounds\Weapons\Predator\Spear\Deselect.wav"
Barrel0 = "Spear_Barrel"
Barrel1 = "Spear_Swipe_Barrel"
CounterType         = 0
TargetingType       = 0
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Predator\Xhair_pred.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 1
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 0

/*
** Spear Gun
*/

[Spear_Gun]
Type = "Weapon"

NameId  = 7012
DescriptionId       = 7062
AniType = 0
Icon    = "Interface\StatusBar\Predator\inv_speargun.pcx"
PickupIcon          = "Interface\StatusBar\Predator\puicon_speargun.pcx"
PickupName			= "Weapon_PSpearGun"
Pos     = <0.500000, -1.110000, 0.400000>
PVModel = "Models\Weapons\Predator\pSpearGun_pv.abc"
PVSkins0= "Skins\Weapons\Predator\pLeftHand_%s_pv.dtx"
PVSkins1= "Skins\Weapons\Predator\pRightHand_%s_pv.dtx"
PVSkins2= "Skins\Weapons\Predator\pSpearGun_pv.dtx"
PVSkins3= ""
HHModel = "Models\Weapons\Predator\pSpearGun_hh.abc"
HHSkins0	        = "Skins\Weapons\Predator\pSpearGun_hh.dtx"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 1
SelectSnd           = "Sounds\Weapons\Predator\SpearGun\Select.wav"
DeselectSnd         = "Sounds\Weapons\Predator\SpearGun\Deselect.wav"
Barrel0 = "Spear_Gun_Barrel"
Barrel1 = "Spear_Multi_Gun_Barrel"
CounterType         = 3
TargetingType       = 0
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Predator\Xhair_pred.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 1
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 0

/*
** Predator Pistol
*/

[Predator_Pistol]
Type = "Weapon"

NameId  = 7013
DescriptionId       = 7063
AniType = 0
Icon    = "Interface\StatusBar\Predator\inv_pistol.pcx"
PickupIcon          = "Interface\StatusBar\Predator\inv_pistol.pcx"
PickupName			= "Weapon_PPistol"
Pos     = <0.000000, -1.110000, 0.400000>
PVModel = "Models\Weapons\Predator\pPistol_pv.abc"
PVSkins0= "Skins\Weapons\Predator\pPistol_pv.dtx"
PVSkins1= "Skins\Weapons\Predator\pRightHand_%s_pv.dtx"
PVSkins2= ""
PVSkins3= ""
HHModel = "Models\Weapons\Predator\pPistol_hh.abc"
HHSkins0	        = "Skins\Weapons\Predator\pPistol_hh.dtx"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 1
SelectSnd           = "Sounds\Weapons\Predator\Pistol\Select.wav"
DeselectSnd         = "Sounds\Weapons\Predator\Pistol\Deselect.wav"
Barrel0 = "Predator_Pistol_Barrel"
Barrel1 = "Predator_Pistol_BarrelAlt"
CounterType         = 0
TargetingType       = 0
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Predator\Xhair_pred.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 1
Melee   = 0
SpeedMod	    = 1.000000
Save                = 1
CacheInMP       = 0

/*
** Shoulder Cannon
*/

[Shoulder_Cannon]
Type = "Weapon"

NameId  = 7014
DescriptionId       = 7064
AniType = 0
Icon    = "Interface\StatusBar\Predator\inv_cannon.pcx"
PickupIcon          = "Interface\StatusBar\Predator\inv_cannon.pcx"
PickupName			= "Weapon_PShoulderCannon"
Pos     = <0.000000, -1.110000, 0.400000>
PVModel = "Models\Weapons\Predator\pShoulderCannon_pv.abc"
PVSkins0= "Skins\Weapons\Predator\pLeftHand_%s_pv.dtx"
PVSkins1= "Skins\Weapons\Predator\pRightHand_%s_pv.dtx"
PVSkins2= "Skins\Weapons\Predator\red.dtx"
PVSkins3= "Skins\Weapons\Predator\predticks.spr"
HHModel = "Models\Weapons\Predator\pDummy_hh.abc"
HHSkins0	        = ""
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Predator\ShoulderCannon\Select.wav"
DeselectSnd         = "Sounds\Weapons\Predator\ShoulderCannon\Deselect.wav"
Barrel0 = "Shoulder_Cannon_Barrel"
Barrel1 = "Shoulder_Cannon_Alt_Barrel"
//PVFXName0           = "Shoulder_Cannon_PV_MFX"
CounterType         = 0
TargetingType       = 1
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = "Sprites\lasercursor.spr"
TargetingSpriteScale= <0.030000, 0.030000, 0.030000>
CrosshairImage		= "Interface\StatusBar\Predator\Xhair_pred.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 1
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 0

/*
** Disc
*/

[Disc]
Type = "Weapon"

NameId  = 7015
DescriptionId       = 7065
AniType = 0
Icon    = "Interface\StatusBar\Predator\inv_disc.pcx"
PickupIcon          = "" // the ammo will display, doing a weapon and ammo is counter intuitive.
PickupName			= "Weapon_PDisc"
Pos     = <0.000000, -1.110000, 0.400000>
PVModel = "Models\Weapons\Predator\pDisc_pv.abc"
PVSkins0= "Skins\Weapons\Predator\pLeftHand_%s_pv.dtx"
PVSkins1= "Skins\Weapons\Predator\pRightHand_%s_pv.dtx"
PVSkins2= ""
PVSkins3= "Skins\Weapons\Predator\pDisc_pv.dtx"
HHModel = "Models\Weapons\Predator\pDisc_hh.abc"
HHSkins0	        = "Skins\Weapons\Predator\pDisc_hh.dtx"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 1
SelectSnd           = "Sounds\Weapons\Predator\Disc\Select.wav"
DeselectSnd         = "Sounds\Weapons\Predator\Disc\Deselect.wav"
Barrel0 = "Disc_Barrel"
CounterType         = 0
TargetingType       = 5
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Predator\Xhair_pred.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 1
Melee   = 1
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 0

/*
** Net Gun
*/

[Net_Gun]
Type = "Weapon"

NameId  = 7016
DescriptionId       = 7066
AniType = 0
Icon    = "Interface\StatusBar\Predator\inv_netgun.pcx"
PickupIcon          = "Interface\StatusBar\Predator\puicon_netgun.pcx"
PickupName			= "Weapon_PNetGun"
Pos     = <0.000000, -1.110000, 0.400000>
PVModel = "Models\Weapons\Predator\pNetGun_pv.abc"
PVSkins0= "Skins\Weapons\Predator\pLeftHand_%s_pv.dtx"
PVSkins1= "Skins\Weapons\Predator\pRightHand_%s_pv.dtx"
PVSkins2= "Skins\Weapons\Predator\pNetGun_pv.dtx"
PVSkins3= ""
HHModel = "Models\Weapons\Predator\pNetGun_hh.abc"
HHSkins0	        = "Skins\Weapons\Predator\pNetGun_hh.dtx"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 1
SelectSnd           = "Sounds\Weapons\Predator\NetGun\Select.wav"
DeselectSnd         = "Sounds\Weapons\Predator\NetGun\Deselect.wav"
Barrel0 = "Net_Gun_Barrel"
CounterType         = 3
TargetingType       = 0
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Predator\Xhair_pred.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 1
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 0

/*
** Medicomp
*/

[Medicomp]
Type = "Weapon"

NameId  = 7017
DescriptionId       = 7067
AniType = 0
Icon    = "Interface\StatusBar\Predator\inv_medicomp.pcx"
PickupIcon          = "Interface\StatusBar\Predator\inv_medicomp.pcx"
PickupName          = ""
Pos     = <0.000000, -1.110000, 0.285000>
PVModel = "Models\Weapons\Predator\pMedicomp_pv.abc"
PVSkins0= "Skins\Weapons\Predator\pLeftHand_%s_pv.dtx"
PVSkins1= "Skins\Weapons\Predator\pRightHand_%s_pv.dtx"
PVSkins2= "Skins\Weapons\Predator\pMedicomp_pv.dtx"
PVSkins3= "Skins\Weapons\Predator\predticks.spr"
HHModel = "Models\Weapons\Predator\pMedicomp_hh.abc"
HHSkins0= "Skins\Weapons\Predator\pMedicomp_hh.dtx"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Predator\Medicomp\Select.wav"
DeselectSnd         = ""
Barrel0 = "Medicomp_Barrel"
CounterType         = 0
TargetingType       = 0
LoopFireAnim        = 1
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage      = ""
CrosshairScale      = 0.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 1
SpeedMod			= 0.000000
Save                = 1
CacheInMP       = 1

/*
** Energy Sift
*/

[Energy_Sift]
Type = "Weapon"

NameId  = 7018
DescriptionId       = 7068
AniType = 0
Icon    = "Interface\StatusBar\Predator\inv_energy.pcx"
PickupIcon          = "Interface\StatusBar\Predator\inv_energy.pcx"
PickupName          = ""
Pos     = <0.000000, -1.110000, 0.400000>
PVModel = "Models\Weapons\Predator\pEnergySift_pv.abc"
PVSkins0= "Skins\Weapons\Predator\pLeftHand_%s_pv.dtx"
PVSkins1= "Skins\Weapons\Predator\pRightHand_%s_pv.dtx"
PVSkins2= ""
PVSkins3= "Skins\Weapons\Predator\pEnergySift_pv.dtx"
HHModel = "Models\Weapons\Predator\pEnergySift_hh.abc"
HHSkins0= "Skins\Weapons\Predator\pEnergySift_hh.dtx"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 1
SelectSnd           = "Sounds\Weapons\Predator\EnergySift\Select.wav"
DeselectSnd         = "Sounds\Weapons\Predator\EnergySift\Deselect.wav"
Barrel0 = "Energy_Sift_Barrel"
CounterType         = 0
TargetingType       = 0
LoopFireAnim        = 1
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
PVFXName0           = "EnergySiftFX1" //1st person FX
CrosshairImage      = ""
CrosshairScale      = 0.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 0.000000
Save                = 1
CacheInMP       = 1

/*
** Face Hug
*/

[Face_Hug]
Type = "Weapon"

NameId  = 7019
DescriptionId       = 7069
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <-0.105000, -0.770000, -0.475001>
PVModel = "Models\Weapons\Alien\aFacehug_pv.abc"
PVSkins0= ""
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Alien\FaceHug\Select.wav"
DeselectSnd         = "Sounds\Weapons\Alien\FaceHug\Deselect.wav"
Barrel0 = "Face_Hug_Barrel"
CounterType         = 0
TargetingType       = 6
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_face.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Bite
*/

[Bite]
Type = "Weapon"

NameId  = 7020
DescriptionId       = 7070
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <0.015000, 0.035000, 0.535000>
PVModel = "Models\Weapons\Alien\aBite_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aJaw_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Alien\Bite\Select.wav"
DeselectSnd         = "Sounds\Weapons\Alien\Bite\Deselect.wav"
Barrel0 = "Bite_Barrel"
CounterType         = 0
TargetingType       = 7
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_chest.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 1
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Claws
*/

[Claws]
Type = "Weapon"

NameId  = 7021
DescriptionId       = 7071
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <-0.105000, -0.770000, 0.399998>
PVModel = "Models\Weapons\Alien\aClaws_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aClaws_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Alien\Claws\Select.wav"
DeselectSnd         = "Sounds\Weapons\Alien\Claws\Deselect.wav"
Barrel0 = "Claws_Barrel"
CounterType         = 0
TargetingType       = 2
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_drone.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.500000
AimingPitchSet      = 0
Melee   = 1
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Claws_Runner
*/

[Claws_Runner]
Type = "Weapon"

NameId  = 7022
DescriptionId       = 7072
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <-0.105000, -0.770000, 0.399998>
PVModel = "Models\Weapons\Alien\aClaws_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aClaws_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Alien\Claws\Select.wav"
DeselectSnd         = "Sounds\Weapons\Alien\Claws\Deselect.wav"
Barrel0 = "ClawsRunner_Barrel"
CounterType         = 0
TargetingType       = 2
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_drone.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.500000
AimingPitchSet      = 0
Melee   = 1
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Claws_Predalien
*/

[Claws_Predalien]
Type = "Weapon"

NameId  = 7022
DescriptionId       = 7072
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <-0.105000, -0.770000, 0.399998>
PVModel = "Models\Weapons\Alien\aClaws_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aClaws_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Alien\Claws\Select.wav"
DeselectSnd         = "Sounds\Weapons\Alien\Claws\Deselect.wav"
Barrel0 = "ClawsPredalien_Barrel"
CounterType         = 0
TargetingType       = 8
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_drone.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.500000
AimingPitchSet      = 0
Melee   = 1
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Claws_Praetorian
*/

[Claws_Praetorian]
Type = "Weapon"

NameId  = 7022
DescriptionId       = 7072
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <-0.105000, -0.770000, 0.399998>
PVModel = "Models\Weapons\Alien\aClaws_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aClaws_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Alien\Claws\Select.wav"
DeselectSnd         = "Sounds\Weapons\Alien\Claws\Deselect.wav"
Barrel0 = "ClawsPraetorian_Barrel"
CounterType         = 0
TargetingType       = 2
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_drone.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.500000
AimingPitchSet      = 0
Melee   = 1
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Tail
*/

[Tail]
Type = "Weapon"

NameId  = 7023
DescriptionId       = 7073
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <2.540000, -3.130000, 4.500000>
PVModel = "Models\Weapons\Alien\aTail_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aTail_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Alien\Tail\Select.wav"
DeselectSnd         = "Sounds\Weapons\Alien\Tail\Deselect.wav"
Barrel0 = "Tail_Charging_Barrel_1"
CounterType         = 0
TargetingType       = 0
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_drone.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.500000
AimingPitchSet      = 0
Melee   = 1
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Head Bite
*/

[Head_Bite]
Type 			= "Weapon"

NameId  		= 7024
DescriptionId       	= 7074
AniType 		= 0
Icon    		= ""
PickupIcon          	= ""
PickupName		= ""
Pos     		= <0.040000, 0.035000, 1.110000>
PVModel 		= "Models\Weapons\Alien\aJaw_pv.abc"
PVSkins0		= "Skins\Weapons\Alien\aJaw_%s_pv.dtx"
HHModel 		= "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0		= ""
HHModelScale        	= <0.000000, 0.000000, 0.000000>
AlphaFlag           	= 0
SelectSnd           	= "Sounds\Weapons\Alien\HeadBite\Select.wav"
DeselectSnd         	= "Sounds\Weapons\Alien\HeadBite\Deselect.wav"
Barrel0 		= "Head_Bite_Barrel"
CounterType         	= 0
TargetingType       	= 2
LoopFireAnim        	= 0
LoopAltFireAnim     	= 0
TargetingSprite     	= ""
TargetingSpriteScale	= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_drone.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.500000
AimingPitchSet      	= 0
Melee   		= 1
SpeedMod		= 1.000000
Save               	= 1
CacheInMP       	= 1

/*
** Pounce
*/

[Pounce]
Type = "Weapon"

NameId  = 7025
DescriptionId       = 7075
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <0.000000, -1.525001, 0.620000>
PVModel = "Models\Weapons\Alien\aPounce_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aClaws_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = ""
DeselectSnd         = ""
Barrel0 = "Pounce_Barrel"
CounterType         = 0
TargetingType       = 2
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_drone.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.500000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1


/*
** Pounce_Predalien
*/

[Pounce_Predalien]
Type = "Weapon"

NameId  = 7026
DescriptionId       = 7076
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <0.000000, -1.525001, 0.620000>
PVModel = "Models\Weapons\Alien\aPounce_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aClaws_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = ""
DeselectSnd         = ""
Barrel0 = "Pounce_Barrel"
CounterType         = 0
TargetingType       = 8
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_headbite.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Exosuit Flame Thrower
*/

[Exosuit_Flame_Thrower]
Type = "Weapon"

NameId  = 7027
DescriptionId       = 7077
AniType = 0
Icon    = "Interface\StatusBar\Exosuit\inv_flamethrower.pcx"
PickupIcon          = ""
PickupName			= ""
Pos     = <-2.000000, -1.650000, 1.500000>
PVModel = "Models\Weapons\Exosuit\eFlamer_pv.abc"
PVSkins0= "Skins\Weapons\Exosuit\eFlamer_pv.dtx"
PVSkins1= "Skins\Weapons\Exosuit\eBar_pv.dtx"
HHModel = "Models\Weapons\Exosuit\eDummy_hh.abc"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Exosuit\FlameThrower\Select.wav"
DeselectSnd         = "Sounds\Weapons\Exosuit\FlameThrower\Deselect.wav"
Barrel0 = "Exosuit_Flame_Thrower_Barrel"
Barrel1 = "Exosuit_Laser_Barrel"
PVFXName0           = "ExoPilotLight"
CounterType         = 4
TargetingType       = 0
LoopFireAnim        = 1
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage      = "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale      = 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Exosuit Minigun
*/

[Exosuit_Minigun]
Type = "Weapon"

NameId  = 7028
DescriptionId       = 7078
AniType = 0
Icon    = "Interface\StatusBar\Exosuit\inv_minigun.pcx"
PickupIcon          = ""
PickupName          = ""
Pos     = <2.000000, -1.650000, 1.500000>
PVModel = "Models\Weapons\Exosuit\eMinigun_pv.abc"
PVSkins0= "Skins\Weapons\Exosuit\eMinigun_pv.dtx"
PVSkins1= "Skins\Weapons\Exosuit\eRocket_pv.dtx"
PVSkins2= "Skins\Weapons\Exosuit\eBar_pv.dtx"
HHModel = "Models\Weapons\Exosuit\eDummy_hh.abc"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Exosuit\Minigun\Select.wav"
DeselectSnd         = "Sounds\Weapons\Exosuit\Minigun\Deselect.wav"
Barrel0 = "Exosuit_Minigun_Barrel"
Barrel1 = "Exosuit_Rocket_Barrel"
PVFXName0           = "RocketFlareFX"
CounterType         = 4
TargetingType       = 0
LoopFireAnim        = 1
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage      = "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale      = 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Flare "Weapon"
*/

[Flare_Pouch_Weapon]
Type = "Weapon"

NameId  = 7029
DescriptionId       = 7079
Pos     = <0.000000, 0.000000, 0.000000>
Barrel0 = "Flare_Pouch_Barrel"
AimingPitchSet      = 0
Melee   = 0
Save                = 1
CacheInMP       = 1

/*
** Exosuit Dummy Weapon
*/

[Exosuit_Dummy]
Type = "Weapon"

NameId  = 7030
DescriptionId       = 7080
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <0.000000, -1.650000, 1.500000>
PVModel = "Models\Weapons\Exosuit\eDummy_pv.abc"
PVSkins0= "Skins\Weapons\Exosuit\eBar_pv.dtx"
HHModel = "Models\Weapons\Exosuit\eDummy_hh.abc"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 0
SelectSnd           = ""
DeselectSnd         = ""
Barrel0 = "Exosuit_Dummy_Barrel"
CounterType         = 4
TargetingType       = 0
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Exosuit Dummy Weapon
*/

[Marine_Dummy]
Type = "Weapon"

NameId  = 7030
DescriptionId       = 7080
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <0.000000, -1.650000, 1.500000>
PVModel = "Models\Weapons\Alien\aDummy_pv.abc"
PVSkins0= ""
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 0
SelectSnd           = ""
DeselectSnd         = ""
Barrel0 = "Exosuit_Dummy_Barrel"
CounterType         = 0
TargetingType       = 0
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 0

/*
** Facehugger Dummy Weapon
*/

[Facehugger_Dummy]
Type = "Weapon"

NameId  = 7031
DescriptionId       = 7081
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <0.000000, 0.000000, 0.000000>
PVModel = "Models\Weapons\Alien\aDummy_pv.abc"
PVSkins0= ""
PVSkins1= ""
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 0
SelectSnd           = ""
DeselectSnd         = ""
Barrel0 = "Facehugger_Dummy_Barrel"
CounterType         = 0
TargetingType       = 6
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_face.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Blowtorch
*/

[Blowtorch]
Type = "Weapon"

NameId  = 7033
DescriptionId       = 7083
AniType = 0
Icon    = "Interface\StatusBar\Marine\sel_torch.pcx"
PickupIcon          = "Interface\StatusBar\Marine\sel_torch.pcx"
PickupName			= ""
Pos     = <0.600000, -0.900000, 1.130000>
PVModel = "Models\Weapons\Marine\mBlowtorch_pv.abc"
PVSkins0= "Skins\Weapons\Marine\mBlowtorch_pv.dtx"
PVSkins1= "Skins\Weapons\Marine\mHands_%s_pv.dtx"
HHModel = "Models\Weapons\Marine\mBlowtorch_hh.abc"
HHSkins0= "Skins\Weapons\Marine\mBlowtorch_hh.dtx"
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Marine\torch\Select.wav"
DeselectSnd         = "Sounds\Weapons\Marine\torch\Deselect.wav"
Barrel0 = "Blowtorch_Barrel_Cut"
PVFXName0			= "SwitchLightRed"
PVFXName1			= "SwitchLightBlue"
PVFXName2           = "Blowtorch_Pilot_Cut"
PVFXName3           = "Blowtorch_Pilot_Weld"
CounterType         = 0
TargetingType       = 0
LoopFireAnim        = 1
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Marine Hacking Device
*/

[MarineHackingDevice]
Type = "Weapon"

NameId  = 7034
DescriptionId       = 7084
AniType = 0
Icon    = ""
PickupIcon          = "Interface\StatusBar\Marine\hackingtool_pickup.pcx"
PickupName			= ""
Pos     = <0.600000, -0.900000, 1.130000>
PVModel = "Models\Weapons\Marine\mHackingtool_pv.abc"
PVSkins0= "Skins\Weapons\Marine\mHackingtool_pv.dtx"
PVSkins1= "Skins\Weapons\Marine\mHands_%s_pv.dtx"
PVSkins2= "Skins\Weapons\Marine\mHack3.dtx"
PVSkins3= "Sprites\mhack.spr"
HHModel = "Models\Weapons\Marine\mHackingtool_hh.abc"
HHSkins0= "Skins\Weapons\Marine\mHackingtool_hh.dtx"
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Marine\hack\Select.wav"
DeselectSnd         = "Sounds\Weapons\Marine\hack\Deselect.wav"
Barrel0 = "MarineHackingDevice_Barrel"
CounterType         = 0
TargetingType       = 0
LoopFireAnim        = 1
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Tear
*/

[Tear]
Type = "Weapon"

NameId  = 7035
DescriptionId       = 7085
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <-0.105000, -0.770000, 0.399998>
PVModel = "Models\Weapons\Alien\aTear_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aClaws_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Alien\Claws\Select.wav"
DeselectSnd         = "Sounds\Weapons\Alien\Claws\Deselect.wav"
Barrel0 = "Tear_Barrel"
CounterType         = 0
TargetingType       = 2
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_drone.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 1
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** APC Turret
*/

[APC_Turret]
Type = "Weapon"
Pos = <0.000000, 0.000000, 0.000000>
NameId  = 7036
DescriptionId       = 7086
Barrel0 = "APC_Turret_Barrel"
AimingPitchSet      = 0
Melee   = 0
Save                = 0
CacheInMP       = 0

/*
** Sentry Gun (normal turrets)
*/

[Sentry_Gun]
Type = "Weapon"
Pos = <0.000000, 0.000000, 0.000000>
NameId  = 7037
DescriptionId       = 7087
Barrel0 = "Sentry_Gun_Barrel"
AimingPitchSet      = 0
Melee   = 0
Save                = 0
CacheInMP       = 0

/*
** Tear_Predalien
*/

[Tear_Predalien]
Type = "Weapon"

NameId  = 7035
DescriptionId       = 7085
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <-0.105000, -0.770000, 0.399998>
PVModel = "Models\Weapons\Alien\aTear_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aClaws_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Alien\Claws\Select.wav"
DeselectSnd         = "Sounds\Weapons\Alien\Claws\Deselect.wav"
Barrel0 = "Tear_Barrel"
CounterType         = 0
TargetingType       = 8
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_drone.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.500000
AimingPitchSet      = 0
Melee   = 1
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** LR Rail Gun (long range) (Some AI needs this one)
*/

[LR_Rail_Gun]
Type = "Weapon"

NameId  = 7040
DescriptionId       = 7090
AniType = 1
Icon    = "Interface\StatusBar\Marine\inv_railgun.pcx"
PickupIcon          = "Interface\StatusBar\Marine\sel_railgun.pcx"
PickupName			= "Weapon_MRailGun"
Pos     = <0.765000, -0.770000, 0.925000>
PVModel = "Models\Weapons\Marine\mrailgun_pv.abc"
PVSkins0= "Skins\Weapons\Marine\mrailgun_pv.dtx"
PVSkins1= "Skins\Weapons\Marine\mhands_%s_pv.dtx"
PVSkins2= "Skins\Weapons\Marine\mrailgunscope_pv.dtx"
HHModel = "Models\Weapons\Marine\mrailgun_hh.abc"
HHSkins0= "Skins\Weapons\Marine\mrailgun_hh.dtx"
HHModelScale        = <1.000000, 1.000000, 1.000000>
AlphaFlag           = 1
SelectSnd           = "Sounds\Weapons\Marine\RailGun\Select.wav"
DeselectSnd         = "Sounds\Weapons\Marine\RailGun\Deselect.wav"
Barrel0 = "LR_Rail_Gun_Barrel"
CounterType         = 1
TargetingType       = 0
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 0

/*
** ClawsQueen
*/

[ClawsQueen]
Type = "Weapon"

NameId  = 7041
DescriptionId       = 7091
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <-0.105000, -0.770000, 0.399998>
PVModel = "Models\Weapons\Alien\aClaws_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aClaws_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Alien\Claws\Select.wav"
DeselectSnd         = "Sounds\Weapons\Alien\Claws\Deselect.wav"
Barrel0 = "ClawsQueen_Barrel"
CounterType         = 0
TargetingType       = 0
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_drone.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.500000
AimingPitchSet      = 0
Melee   = 1
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** TailQueen
*/

[Queen_tail]
Type = "Weapon"

NameId  = 7042
DescriptionId       = 7092
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName		= ""
Pos     = <3.000000, -4.000000, 4.500000>
PVModel = "Models\Weapons\Alien\aTail_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aTail_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = "Sounds\Weapons\Alien\Tail\Select.wav"
DeselectSnd         = "Sounds\Weapons\Alien\Tail\Deselect.wav"
Barrel0 = "TailQueen_Barrel"
CounterType         = 0
TargetingType       = 0
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_drone.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.500000
AimingPitchSet      = 0
Melee   = 1
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** PounceJump
*/

[PounceJump]
Type = "Weapon"

NameId  = 7043
DescriptionId       = 7093
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <0.000000, -1.525001, 0.620000>
PVModel = "Models\Weapons\Alien\aPounceJump_pv.abc"
PVSkins0= "Skins\Weapons\Alien\aClaws_%s_pv.dtx"
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = ""
DeselectSnd         = ""
Barrel0 = "Exosuit_Dummy_Barrel"
CounterType         = 0
TargetingType       = 2
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_drone.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.500000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** PounceJumpFacehugger
*/

[PounceJumpFacehugger]
Type = "Weapon"

NameId  = 7044
DescriptionId       = 7094
AniType = 0
Icon    = ""
PickupIcon          = ""
PickupName			= ""
Pos     = <0.000000, 0.000000, 0.000000>
PVModel = "Models\Weapons\Alien\aDummy_pv.abc"
PVSkins0= ""
HHModel = "Models\Weapons\Alien\aDummy_hh.abc"
HHSkins0= ""
HHModelScale        = <0.000000, 0.000000, 0.000000>
AlphaFlag           = 0
SelectSnd           = ""
DeselectSnd         = ""
Barrel0 = "Exosuit_Dummy_Barrel"
CounterType         = 0
TargetingType       = 2
LoopFireAnim        = 0
LoopAltFireAnim     = 0
TargetingSprite     = ""
TargetingSpriteScale= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Alien\xhair_face.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      = 0
Melee   = 0
SpeedMod			= 1.000000
Save                = 1
CacheInMP       = 1

/*
** Remote Detonator
*/

[StickyHotbomb]
Type 			= "Weapon"

NameId  		= 7041
DescriptionId       	= 7095
AniType 		= 0
Icon    		= "Interface\StatusBar\Predator\inv_Hotbomb.pcx"
PickupIcon          	= ""
PickupName		= "Weapon_PHotbomb"
Pos     		= <0.000000, -1.110000, 0.400000>
PVModel 		= "Models\Weapons\Predator\pHotbomb_pv.abc"
PVSkins0		= "Skins\Weapons\Predator\pLeftHand_%s_pv.dtx"
PVSkins1		= "Skins\Weapons\Predator\pRightHand_%s_pv.dtx"
PVSkins2		= "Skins\Weapons\Predator\pHotbomb_pv.dtx"
PVSkins3		= "Skins\Weapons\Predator\predticks.spr"
HHModel 		= "Models\Weapons\Predator\pHotbomb_hh.abc"
HHSkins0	        = "Skins\Weapons\Predator\pHotbomb_hh.dtx"
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 0
SelectSnd           	= "Sounds\Weapons\Predator\Hotbomb\Select.wav"
DeselectSnd         	= "Sounds\Weapons\Predator\Hotbomb\Deselect.wav"
Barrel0 		= "StickyHotbomb_Barrel"
// was countertype = 0
CounterType         	= 3
TargetingType       	= 11
LoopFireAnim        	= 0
LoopAltFireAnim     	= 0
TargetingSprite     	= ""
TargetingSpriteScale	= <0.030000, 0.030000, 0.030000>
CrosshairImage		= "Interface\StatusBar\Predator\Xhair_pred.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      	= 0
Melee   		= 1
SpeedMod		= 1.000000
Save                	= 1
CacheInMP       	= 0


/*
** Predator Hacking Device
*/

[PredatorHackingDevice]
Type = "Weapon"

NameId  		= 7046
DescriptionId       	= 7096
AniType 		= 0
Icon    		= ""
PickupIcon          	= ""
PickupName		= ""
Pos     		= <0.000000, -1.110000, 0.400000>
PVModel 		= "Models\Weapons\Predator\pHackingDevice_pv.abc"
PVSkins0		= "Skins\Weapons\Predator\pLeftHand_%s_pv.dtx"
PVSkins1		= "Skins\Weapons\Predator\pRightHand_%s_pv.dtx"
PVSkins2		= "Skins\Weapons\Predator\red.dtx"
PVSkins3		= "Skins\Weapons\Predator\predticks.spr"
HHModel 		= "Models\Weapons\Predator\pDummy_hh.abc"
HHSkins0	        = ""
HHModelScale        	= <1.000000, 1.000000, 1.000000>
AlphaFlag           	= 0
SelectSnd           	= "Sounds\Weapons\Predator\hacking\Select.wav"
DeselectSnd         	= "Sounds\Weapons\Predator\hacking\Deselect.wav"
Barrel0 		= "PredatorHackingDevice_Barrel"
PVFXName0		= "PredatorHackingPVFX"
CounterType         	= 0
TargetingType       	= 0
LoopFireAnim        	= 1
LoopAltFireAnim     	= 0
TargetingSprite     	= ""
TargetingSpriteScale	= <0.000000, 0.000000, 0.000000>
CrosshairImage		= "Interface\StatusBar\Predator\Xhair_pred.pcx"
CrosshairScale		= 1.000000
CrosshairAlpha		= 0.600000
AimingPitchSet      	= 0
Melee   		= 0
SpeedMod		= 1.000000
Save                	= 1
CacheInMP       	= 0

/************************************************************************
**
** MP WEAPONS
**
************************************************************************/


/*
** Marine Knife
*/

[Knife_MP]
Parent = "Knife" 
Type = "Weapon"

Barrel0             = "Knife_Barrel_MP"
Save                = 0
CacheInMP       = 1

/*
** Pistol
*/

[Pistol_MP]
Parent = "Pistol" 
Type = "Weapon"

Barrel0             = "Pistol_Barrel_MP"
Save                = 0
CacheInMP       = 1

/*
** Shotgun
*/

[Shotgun_MP]
Parent = "Shotgun" 
Type = "Weapon"

Barrel0             = "Shotgun_Barrel_MP"
Save                = 0
CacheInMP       = 1

/*
** Pulse Rifle
*/

[Pulse_Rifle_MP]
Parent = "Pulse_Rifle" 
Type = "Weapon"

Barrel0             = "Pulse_Rifle_Bullet_Barrel_MP"
Barrel1             = "Pulse_Rifle_Grenade_Barrel_MP"
Save                = 0
CacheInMP       = 1

/*
** Smart Gun
*/

[Smart_Gun_MP]
Parent = "Smart_Gun" 
Type = "Weapon"

Barrel0             = "Smart_Gun_Barrel_MP"
Save                = 0
CacheInMP       = 1
SpeedMod	= 0.0

/*
** Rail Gun
*/

[Rail_Gun_MP]
Parent = "Rail_Gun" 
Type = "Weapon"

Barrel0             = "Rail_Gun_Barrel_MP"
Save                = 0
CacheInMP			= 1
CrosshairImage		= "Interface\StatusBar\Marine\Xhair_normal.pcx"
CrosshairScale		= 0.000000
CrosshairAlpha		= 0.000000

/*
** Grenade Launcher
*/

[Grenade_Launcher_MP]
Parent = "Grenade_Launcher" 
Type = "Weapon"

Barrel0             = "Pipe_Grenades_Barrel_MP"
Save                = 0
CacheInMP       = 1

/*
** SADAR
*/

[SADAR_MP]
Parent = "SADAR" 
Type = "Weapon"

Barrel0             = "SADAR_Barrel_MP"
Save                = 0
CacheInMP       = 1
SpeedMod	= 0.0

/*
** Flame Thrower
*/

[Flame_Thrower_MP]
Parent = "Flame_Thrower" 
Type = "Weapon"

Barrel0             = "Flame_Thrower_Barrel_MP"
Save                = 0
CacheInMP       = 1

/*
** Minigun
*/

[Minigun_MP]
Parent = "Minigun" 
Type = "Weapon"

Barrel0             = "Minigun_Barrel_MP"
Save                = 0
CacheInMP       = 1
SpeedMod	= 0.0

/*
** Wristblades
*/

[Wristblades_MP]
Parent = "Wristblades" 
Type = "Weapon"

Barrel0             = "Wristblades_Barrel_MP"
Barrel1             = "Wristblades_Charging_Barrel_1_MP"
Save                = 0
CacheInMP       = 1

/*
** Spear
*/

[Spear_MP]
Parent = "Spear" 
Type = "Weapon"

Barrel0             = "Spear_Barrel_MP"
Barrel1             = "Spear_Swipe_Barrel_MP"
Save                = 0
CacheInMP       = 1

/*
** Spear Gun
*/

[Spear_Gun_MP]
Parent = "Spear_Gun" 
Type = "Weapon"

Barrel0             = "Spear_Gun_Barrel_MP"
Barrel1             = "Spear_Multi_Gun_Barrel_MP"
Save                = 0
CacheInMP       = 1

/*
** Predator Pistol
*/

[Predator_Pistol_MP]
Parent = "Predator_Pistol" 
Type = "Weapon"

Barrel0             = "Predator_Pistol_Barrel_MP"
Barrel1             = "Predator_Pistol_BarrelAlt_MP"
Save                = 0
CacheInMP       = 1

/*
** Shoulder Cannon
*/

[Shoulder_Cannon_MP]
Parent = "Shoulder_Cannon" 
Type = "Weapon"

Barrel0             = "Shoulder_Cannon_Barrel_MP"
Barrel1             = "Shoulder_Cannon_Alt_Barrel_MP"
Save                = 0
CacheInMP       = 1

/*
** Disc
*/

[Disc_MP]
Parent = "Disc" 
Type = "Weapon"

Barrel0             = "Disc_Barrel_MP"
Save                = 0
CacheInMP       = 1

/*
** Net Gun
*/

[Net_Gun_MP]
Parent = "Net_Gun" 
Type = "Weapon"

Barrel0             = "Net_Gun_Barrel_MP"
Save                = 0
CacheInMP       = 1


/*
** Remote Detonator
*/

[StickyHotbomb_MP]
Parent 			= "StickyHotbomb" 
Type 			= "Weapon"

Barrel0             	= "StickyHotbomb_Barrel_MP"
Save                	= 0
CacheInMP       	= 1


/************************************************************************
**
** BARREL
**
** Barrel definitions specify the properties making up a
** barrel. 
**
** All modification definitions should contain the following
** properties:
**
**	Name (String)
**		The name of the barrel. This is primarily for debugging.
**
**	MuzzlePos (Vector)
**
**		The player-view weapon model muzzle pos (offset from the player
**		model in x, y, and z).  This is used to determine where to place 
**		muzzle fx.
**
**	MinXPerturb (Integer)
**
**		The minimum amount of perturb on each vector or projectile fired by 
**		the weapon.  A value in range from MinPerturb to MaxPerturb
**		is added to the Right component of the firing direction
**		vector based on the current accuracy of the player/ai firing the
**		weapon.
**
**	MaxXPerturb (Integer)
**
**		The maximum amount of perturb on each vector or projectile fired by 
**		the weapon.  A value in range from MinPerturb to MaxPerturb
**		is added to the Right component of the firing direction
**		vector based on the current accuracy of the player/ai firing the
**		weapon.
**
**	MinYPerturb (Integer)
**
**		The minimum amount of perturb on each vector or projectile fired by 
**		the weapon.  A value in range from MinPerturb to MaxPerturb
**		is added to the Up component of the firing direction
**		vector based on the current accuracy of the player/ai firing the
**		weapon.
**
**	MaxYPerturb (Integer)
**
**		The maximum amount of perturb on each vector or projectile fired by 
**		the weapon.  A value in range from MinPerturb to MaxPerturb
**		is added to the Up component of the firing direction
**		vector based on the current accuracy of the player/ai firing the
**		weapon.
**
**	Range (Integer)
**
**		The range of the weapon.
**
**	MinRecoilAmount (Vector)
**	MaxRecoilAmount (Vector)
**
**		The amount of weapon recoil... these are rotation amounts around each
**		axis (in degrees).
**			X = Negative tilts up, positive tilts down
**			Y = Negative tilts left, positive tilts right
**			Z = Negative tilts clockwise, positive tilts counter-clockwise
**
**	RecoilTimes (Vector)
**
**		The ramp times for the recoil effect... (in seconds)
**			X = ramp up
**			Y = stay
**			Z = ramp down
**
**	VectorsPerRound (Integer)
**
**		The number of vectors (rays cast) per round.
**
**	SingleImpactSound (Integer)
**
**		This is for multi vector per round weapons:
**		0 = Do an impact sound for every vector.
**		1 = Only do an impact sound for the first vector that hits somthing
**			other than sky.
**
**	PVMuzzleFXName (String) (OPTIONAL)
**
**		Specifies the optional player-view muzzle fx for this weapon.
**		The value of this property MUST correspond to a name specified 
**		in the MuzzleFX definitions in the Attributes\fx.txt file.
**
**	HHBreachOffset (Float)
**
**		The offset of the breach from the tip of the hand-held weapon model
**		(NOTE this value should always be non-positive).
**
**	HHMuzzleFXName (String) (OPTIONAL)
**
**		Specifies the optional hand-held muzzle fx for this weapon.
**		The value of this property MUST correspond to a name specified 
**		in the MuzzleFX definitions in the Attributes\fx.txt file.
**
**	FlashSocket0-2 (String) (OPTIONAL)
**
**		Names the socket where the shot and flash will start in 3rd person.  
**		If the HHModelName contains the string "Dummy", this socket should be 
**		on the firing model object, otherwise it should be on the weapon model.
**		If not specified, "Flash" is used.
**
**	FireSnd(String)
**
**		Name of the sound that is played when the weapon is fired.
**
**	DryFireSnd(String)
**
**		Name of the sound that is played when the weapon is dry fired.
**
**	MiscSnd0 (String)
**
**		Name of the sound that is played when the weapon is reloaded.
**		(mapped to SOUND_KEY 1)
**
**	MiscSnd1 (String)
**
**		Optionally the name of a sound that is played when the weapon 
**		is reloaded (mapped to SOUND_KEY 2).
**
**	MiscSnd2 (String)
**
**		Optionally the name of a sound that is played when the weapon 
**		is reloaded (mapped to SOUND_KEY 3).
**
**	ClipIcon (String)
**
**		Name of the clip icon for this barrel
**
**	SelectSnd (String)
**
**		Name of the sound that is played when the weapon is selected.
**		(mapped to SOUND_KEY 4)
**
**	DeselectSnd (String)
**
**		Name of the sound that is played when the weapon is deselected.
**		(mapped to SOUND_KEY 5)
**
**	FireSndRadius (Integer)
**
**		The radius at which the firing sound can be heard by enemies.
**
**	InfiniteAmmo (Integer)
**
**		Specifies whether or not the weapon has unlimited ammo. 
**		(1 = true, 0 = false)
**
**	ShotsPerClip (Integer)
**
**		The number of rounds the weapon can fire before it must be reloaded.
**
**	AmmoName# (String)
**
**		Specifies the type of ammo available for this weapon.  The value
**		of this property MUST correspond to the name specified in the
**		AMMO definitions above.  If the weapon uses multiple ammo types, 
**		you may specify multiple AmmoName properties.  For example:
**
**			AmmoName0	= "9mm fmj"
**			AmmoName1	= "9mm dum dum"
**		
**		Note:  The first (or only) ammo type specified is considered the
**			   "default" ammo type.  Every weapon MUST have at least one
**			   ammo type specified.
**
**	PVFXName# (String) (OPTIONAL)
**
**		Specifies the optional player-view fx available for this weapon.
**		The value of this property MUST correspond to a name specified 
**		in the PVFX definitions in the Attributes\fx.txt file.  An FX_KEY
**      must also be created in the Model.  This key would be declared as 
**      follows...  "FX_KEY Happy_PuppyPFVFX on".  If the weapon uses 
**      multiple pv fx, you may specify multiple PVFXName properties.
**		For example:
**
**			PVFXName0	= "LighterFlameFX"
**			PVFXName1	= "LighterLightFX"
**		
**	BarrelType (Integer)
**		0 - Normal
**		1 - Charging
**		2 - Switching
**		3 - Alien Special
**		4 - Targeting Toggle
**		5 - Minigun Special
**		6 - PreCharging
**		7 - Zooming
**		8 - ExoLazer
**		9 - Hotbomb
**		10 - StickyHotbomb
**
**	NextBarrel (String)
**
**		Name of name barrel to switch to for changing barrel types
**
**	DecloakWhenFired (Integer)
**
**		1 = Decloak when fired
**		0 = Do not Decloak when fired.
**
**	Save (Integer)
**
**		1 = Save data, 0 = Do Not save data. (minimize SP save size)
**
**	DisplayAmmo (Integer)
**
**		Should this barrel display ammo in the weapon chooser.
**		1 = Draw ammo, 0 = Do Not draw ammo
**
*/

[Knife_Barrel]
PVBreachOffset = 0.000000
Type = "Barrel"

NameId      = 4800
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 500
MaxXPerturb = 500
MinYPerturb = 5
MaxYPerturb = 5
Range       = 100
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound		= 1
PVMuzzleFXName          = "Knife_PV_MFX"
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Knife_HH_MFX"
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = ""
MiscSnd2    = ""
ClipIcon				= ""
FireSndRadius           = 550
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Knife_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0

[Pistol_Barrel]
Type = "Barrel"

NameId      = 4801
MuzzlePos   = <1.434951, -0.409984, 10.000000>
MinXPerturb = 20
MaxXPerturb = 20
MinYPerturb = 20
MaxYPerturb = 20
Range       = 1500
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes = <0.025000, 0.000000, 0.100000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pistol_PV_MFX"
PVBreachOffset          = -2.000000
HHBreachOffset          = -10.000000
HHMuzzleFXName          = "Pistol_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\Pistol\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = "Sounds\Weapons\Marine\Pistol\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\Pistol\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\Pistol\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1000
InfiniteAmmo= 0
ShotsPerClip= 12
AmmoName    = "Pistol_Bullets_Ammo"
BarrelType  = 2
NextBarrel  = "Pistol_AP_Barrel"
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo = 1

[Pistol_AP_Barrel]
Type = "Barrel"

NameId      = 4801
MuzzlePos   = <1.434951, -0.409984, 10.000000>
MinXPerturb = 20
MaxXPerturb = 20
MinYPerturb = 20
MaxYPerturb = 20
Range       = 1500
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes = <0.025000, 0.000000, 0.100000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pistol_PV_MFX"
PVBreachOffset          = -2.000000
HHBreachOffset          = -10.000000
HHMuzzleFXName          = "Pistol_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\Pistol\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\Pistol\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\Pistol\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\Pistol\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\Pistol\Reload3.wav"
ClipIcon		= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1000
InfiniteAmmo= 0
ShotsPerClip= 12
AmmoName    = "Pistol_Bullets_AP_Ammo"
BarrelType  = 2
NextBarrel  = "Pistol_Barrel"
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo = 1


[Shotgun_Barrel]
Type = "Barrel"

NameId      		= 4802
MuzzlePos   		= <1.049978, -0.270002, 10.000000>
MinXPerturb 		= 40
MaxXPerturb 		= 100
MinYPerturb 		= 40
MaxYPerturb 		= 100
Range       		= 2250
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes 		= <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 8
SingleImpactSound	= 1
PVMuzzleFXName          = "Shotgun_PV_MFX"
PVBreachOffset          = -5.000000
HHBreachOffset          = -30.000000
HHMuzzleFXName          = "Shotgun_HH_MFX"
FireSnd     		= "Sounds\Weapons\Marine\Shotgun\Fire.wav"
AltFireSnd  		= ""
DryFireSnd  		= ""
MiscSnd0    		= "Sounds\Weapons\Marine\Shotgun\Reload1.wav"
MiscSnd1    		= "Sounds\Weapons\Marine\Shotgun\Reload2.wav"
MiscSnd2    		= ""
ClipIcon    		= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1500
InfiniteAmmo		= 0
ShotsPerClip		= 6
AmmoName    		= "Shotgun_Shells_Ammo"
BarrelType  		= 2
NextBarrel  		= "Shotgun_Slug_Barrel"
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo 		= 1


[Shotgun_Slug_Barrel]
Type = "Barrel"

NameId      = 4803
MuzzlePos   = <1.049978, -0.270002, 10.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 4000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Shotgun_PV_MFX"
PVBreachOffset          = -5.000000
HHBreachOffset          = -30.000000
HHMuzzleFXName          = "Shotgun_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\Shotgun\Slug_Fire.wav"
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = "Sounds\Weapons\Marine\Shotgun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\Shotgun\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\Shotgun\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1500
InfiniteAmmo= 0
ShotsPerClip= 6
AmmoName    = "Shotgun_Slugs_Ammo"
BarrelType  = 2
NextBarrel  = "Shotgun_Barrel"
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 1


[Pulse_Rifle_Bullet_Barrel]
Type = "Barrel"

NameId      		= 4804
MuzzlePos   		= <1.359897, -1.749920, 8.639969>
MinXPerturb 		= 2
MaxXPerturb 		= 6
MinYPerturb 		= 2
MaxYPerturb 		= 6
Range       		= 3500
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes 		= <0.010000, 0.000000, 0.050000>
VectorsPerRound         = 1
SingleImpactSound	= 0
//PVMuzzleFXName        = "Pipe_Grenades_PV_MFX"
PVMuzzleFXName          = "Pulse_Rifle_Bullet_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pulse_Rifle_Bullet_HH_MFX"
FireSnd     		= ""
AltFireSnd  		= "Sounds\Weapons\Marine\PulseRifle\fireloop.wav"
DryFireSnd  		= "Sounds\Weapons\Marine\PulseRifle\Reload2.wav"
MiscSnd0    		= "Sounds\Weapons\Marine\PulseRifle\Reload1.wav"
MiscSnd1    		= "Sounds\Weapons\Marine\PulseRifle\firestart.wav"
MiscSnd2    		= "Sounds\Weapons\Marine\PulseRifle\firestop.wav"
ClipIcon		= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo		= 0
ShotsPerClip		= 99
AmmoName    		= "Pulse_Rifle_Bullets_Ammo"
BarrelType  		= 0
NextBarrel  		= ""
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo 		= 1


[Pulse_Rifle_Grenade_Barrel]
Type = "Barrel"

NameId      		= 4805
MuzzlePos   		= <1.214897, -1.804920, 10.000000>
MinXPerturb 		= 2
MaxXPerturb 		= 5
MinYPerturb 		= 2
MaxYPerturb 		= 5
Range       		= 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes 		= <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound	= 0
PVMuzzleFXName          = "Pipe_Grenades_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pipe_Grenades_HH_MFX"
FireSnd     		= ""
AltFireSnd  		= "Sounds\Weapons\Marine\PulseRifle\Grenade_Fire.wav"
DryFireSnd  		= "Sounds\Weapons\Marine\PulseRifle\DryFire.wav"
MiscSnd0    		= "Sounds\Weapons\Marine\PulseRifle\Reload1.wav"
MiscSnd1    		= "Sounds\Weapons\Marine\PulseRifle\Reload2.wav"
MiscSnd2    		= "Sounds\Weapons\Marine\PulseRifle\Reload3.wav"
ClipIcon		= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1000
InfiniteAmmo		= 0
ShotsPerClip		= 0
AmmoName    		= "Impact_Grenades_Ammo"
BarrelType  		= 0
NextBarrel  		= ""
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo 		= 1


[Smart_Gun_Barrel]
Type = "Barrel"

NameId      = 4806
MuzzlePos   = <0.035001, -1.190000, 5.705016>
MinXPerturb = 15
MaxXPerturb = 30
MinYPerturb = 15
MaxYPerturb = 30
Range       = 3000
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes = <0.010000, 0.000000, 0.050000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Smart_Gun_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Smart_Gun_HH_MFX"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Marine\SmartGun\LoopFire.wav"
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = "Sounds\Weapons\Marine\SmartGun\StartFire.wav"
MiscSnd2    = "Sounds\Weapons\Marine\SmartGun\StopFire.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 2000
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Smart_Gun_Bullets_Ammo"
BarrelType  = 4
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 1


[Rail_Gun_Barrel]
Type = "Barrel"

NameId      = 4807
MuzzlePos   = <0.000000, 0.000000, 10.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 30000
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes = <0.010000, 0.000000, 0.050000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Rail_Gun_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Rail_Gun_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\RailGun\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\RailGun\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\RailGun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\RailGun\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\RailGun\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Rail_Gun_Bullets_Ammo"
BarrelType  = 7
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 1


[Pipe_Grenades_Barrel]
Type = "Barrel"

NameId      = 4808
MuzzlePos   = <1.869895, -0.669921, 9.689993>
MinXPerturb = 2
MaxXPerturb = 5
MinYPerturb = 2
MaxYPerturb = 5
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pipe_Grenades_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Minigun_PV_MFX"
FireSnd     = "Sounds\Weapons\Marine\PipeGrenades\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\PipeGrenades\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\PipeGrenades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\PipeGrenades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\PipeGrenades\Reload3.wav"
ClipIcon    = "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 6
AmmoName    = "Pipe_Grenades_Ammo"
BarrelType  = 2
NextBarrel  = "Prox_Grenades_Barrel"
PVAltSkin   = "Skins\Weapons\Marine\mTime.dtx"
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 1


[Prox_Grenades_Barrel]
Type = "Barrel"

NameId      = 4809
MuzzlePos   = <1.869895, -0.669921, 9.689993>
MinXPerturb = 2
MaxXPerturb = 5
MinYPerturb = 2
MaxYPerturb = 5
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pipe_Grenades_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pistol_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\ProxGrenades\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = "Sounds\Weapons\Marine\ProxGrenades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\ProxGrenades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\ProxGrenades\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 6
AmmoName    = "Prox_Grenades_Ammo"
BarrelType  = 2
NextBarrel  = "EMP_Grenades_Barrel"
PVAltSkin				= "Skins\Weapons\Marine\mProx.dtx"
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 1


[EMP_Grenades_Barrel]
Type = "Barrel"

NameId      = 4810
MuzzlePos   = <1.869895, -0.669921, 9.689993>
MinXPerturb = 2
MaxXPerturb = 5
MinYPerturb = 2
MaxYPerturb = 5
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pipe_Grenades_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pistol_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\EMPGrenades\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = "Sounds\Weapons\Marine\EMPGrenades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\EMPGrenades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\EMPGrenades\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 6
AmmoName    = "EMP_Grenades_Ammo"
BarrelType  = 2
NextBarrel  = "Spider_Grenades_Barrel"
PVAltSkin				= "Skins\Weapons\Marine\mEmp.dtx"
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 1


[Spider_Grenades_Barrel]
Type = "Barrel"

NameId      = 4811
MuzzlePos   = <1.869895, -0.669921, 9.689993>
MinXPerturb = 2
MaxXPerturb = 5
MinYPerturb = 2
MaxYPerturb = 5
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pipe_Grenades_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pistol_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\SpiderGrenades\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = "Sounds\Weapons\Marine\SpiderGrenades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\SpiderGrenades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\SpiderGrenades\Reload3.wav"
ClipIcon    = "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 6
AmmoName    = "Spider_Grenades_Ammo"
BarrelType  = 2
NextBarrel  = "Pipe_Grenades_Barrel"
PVAltSkin   = "Skins\Weapons\Marine\mSpider.dtx"
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 1


[SADAR_Barrel]
Type = "Barrel"

NameId      = 4812
MuzzlePos   = <10.000000, -0.999999, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "SADAR_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "SADAR_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\SADAR\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\SADAR\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\SADAR\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\SADAR\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\SADAR\Reload3.wav"
ClipIcon    = "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 3
AmmoName    = "SADAR_Rockets_Ammo"
BarrelType  = 2
NextBarrel  = "SADAR_Tracking_Barrel"
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 1


[SADAR_Tracking_Barrel]
Type = "Barrel"

NameId      = 4813
MuzzlePos   = <10.000000, -0.999999, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "SADAR_Tracking_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "SADAR_Tracking_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\SADAR\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\SADAR\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\SADAR\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\SADAR\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\SADAR\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 3
AmmoName    = "SADAR_Tracking_Rockets_Ammo"
BarrelType  = 2
NextBarrel  = "SADAR_Barrel"
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 1


[Flame_Thrower_Barrel]
Type = "Barrel"

NameId      		= 4814
MuzzlePos   		= <1.074978, -1.530051, 10.000000>
MinXPerturb 		= 15
MaxXPerturb 		= 45
MinYPerturb 		= 15
MaxYPerturb 		= 45
Range       		= 750
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes 		= <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound	= 0
PVMuzzleFXName          = "Flame_Thrower_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Flame_Thrower_HH_MFX"
FireSnd     		= ""
AltFireSnd  		= "Sounds\Weapons\Marine\FlameThrower\loopFire.wav"
DryFireSnd  		= ""
MiscSnd0    		= ""
MiscSnd1    		= "Sounds\Weapons\Marine\FlameThrower\startFire.wav"
MiscSnd2    		= "Sounds\Weapons\Marine\FlameThrower\stopFire.wav"
ClipIcon		= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 2000
InfiniteAmmo		= 0
ShotsPerClip		= 0
AmmoName    		= "Napalm_Ammo"
BarrelType  		= 0
NextBarrel  		= ""
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo 		= 1


[Minigun_Barrel]
Type = "Barrel"

NameId      		= 4815
MuzzlePos   		= <0.530001, -1.229949, 9.929998>
MinXPerturb 		= 5
MaxXPerturb 		= 20
MinYPerturb 		= 5
MaxYPerturb 		= 20
Range       		= 3000
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes 		= <0.010000, 0.000000, 0.050000>
VectorsPerRound         = 1
SingleImpactSound	= 0
PVMuzzleFXName          = "Minigun_PV_MFX"
PVBreachOffset          = -3.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Minigun_HH_MFX"
FireSnd     		= ""
AltFireSnd 		= "Sounds\Weapons\Marine\Minigun\LoopFire.wav"
DryFireSnd  		= ""
MiscSnd0    		= "Sounds\Weapons\Marine\Minigun\Reload1.wav"
MiscSnd1    		= "Sounds\Weapons\Marine\Minigun\StartFire.wav"
MiscSnd2    		= "Sounds\Weapons\Marine\Minigun\StopFire.wav"
ClipIcon    		= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 2000
InfiniteAmmo		= 0
ShotsPerClip		= 0
AmmoName    		= "Minigun_Bullets_Ammo"
BarrelType  		= 5
NextBarrel  		= ""
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo 		= 1


[Wristblades_Barrel]
Type = "Barrel"

NameId      = 4816
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 10
MaxXPerturb = 450
MinYPerturb = 10
MaxYPerturb = 10
Range       = 150
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 4
SingleImpactSound		= 1
PVMuzzleFXName          = "Wristblades_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Wristblades_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Wristblades\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Wristblades\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Wristblades\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Wristblades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Wristblades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Wristblades\Reload3.wav"
FireSndRadius           = 550
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Wristblades_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Wristblades_Charging_Barrel_1]
Type = "Barrel"

NameId      = 4817
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 150
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Wristblades_Charging_1_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Wristblades_Charging_1_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Wristblades\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Wristblades\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Wristblades\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Wristblades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Wristblades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Wristblades\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Wristblades_Ammo1"
BarrelType  = 1
NextBarrel  = "Wristblades_Charging_Barrel_2"
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Wristblades_Charging_Barrel_2]
Type = "Barrel"

NameId      = 4818
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 150
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Wristblades_Charging_2_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Wristblades_Charging_2_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Wristblades\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Wristblades\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Wristblades\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Wristblades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Wristblades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Wristblades\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Wristblades_Ammo2"
BarrelType  = 1
NextBarrel  = "Wristblades_Charging_Barrel_3"
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Wristblades_Charging_Barrel_3]
Type = "Barrel"

NameId      = 4819
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 150
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Wristblades_Charging_3_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Wristblades_Charging_3_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Wristblades\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Wristblades\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Wristblades\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Wristblades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Wristblades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Wristblades\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Wristblades_Ammo3"
BarrelType  = 1
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Spear_Barrel]
Type = "Barrel"

NameId      = 4820
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 500
MaxXPerturb = 500
MinYPerturb = 5
MaxYPerturb = 5
Range       = 200
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound		= 1
PVMuzzleFXName          = "Spear_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Spear_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Spear\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Spear\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Spear\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Spear\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Spear\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Spear\Reload3.wav"
FireSndRadius           = 550
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Spear_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Spear_Swipe_Barrel]
Type = "Barrel"

NameId      = 4821
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 5
MinYPerturb = 500
MaxYPerturb = 500
Range       = 225
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound		= 1
PVMuzzleFXName          = "Spear_Swipe_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Spear_Swipe_HH_MFX"
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = "Sounds\Weapons\Predator\Spear\Altfire.wav"
MiscSnd1    = ""
MiscSnd2    = ""
FireSndRadius           = 550
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Spear_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Spear_Gun_Barrel]
Type = "Barrel"

NameId      = 4822
MuzzlePos   = <2.000000, -2.000000, 10.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Spear_Gun_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Spear_Gun_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\SpearGun\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\SpearGun\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\SpearGun\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\SpearGun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\SpearGun\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\SpearGun\Reload3.wav"
FireSndRadius           = 550
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Spears_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo = 1


[Spear_Multi_Gun_Barrel]
Type = "Barrel"

NameId      = 4822
MuzzlePos   = <2.000000, -2.000000, 10.000000>
MinXPerturb = 30
MaxXPerturb = 30
MinYPerturb = 30
MaxYPerturb = 30
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 3
SingleImpactSound		= 1
PVMuzzleFXName          = "Spear_Gun_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Spear_Gun_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\SpearGun\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\SpearGun\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\SpearGun\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\SpearGun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\SpearGun\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\SpearGun\Reload3.wav"
FireSndRadius           = 550
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Spears_Multi_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo = 0

[Predator_Pistol_Barrel]
Type = "Barrel"

NameId      = 4823
MuzzlePos   = <3.000000, -5.000000, 10.000000>
MinXPerturb = 2
MaxXPerturb = 10
MinYPerturb = 2
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Predator_Pistol_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Predator_Pistol_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Pistol\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Pistol\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Pistol\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Pistol\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Pistol\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Pistol\Reload3.wav"
FireSndRadius           = 1250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Predator_Pistol_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired	= 1
Save                    = 1
DisplayAmmo = 1

[Predator_Pistol_BarrelAlt]
Type = "Barrel"

NameId      = 4823
MuzzlePos   = <3.000000, -5.000000, 10.000000>
MinXPerturb = 2
MaxXPerturb = 10
MinYPerturb = 2
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Predator_Pistol_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Predator_Pistol_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Pistol\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Pistol\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Pistol\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Pistol\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Pistol\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Pistol\Reload3.wav"
FireSndRadius           = 1250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Predator_Pistol_AmmoAlt"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired	= 1
Save                    = 1
DisplayAmmo = 0


[Shoulder_Cannon_Barrel]
Type = "Barrel"

NameId      = 4824
MuzzlePos   = <-6.435100, 1.399999, 0.744933>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Shoulder_Cannon_PVMFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Shoulder_Cannon_HH_MFX"
FlashSocket0			= "ShoulderCannon"
FireSnd     = "Sounds\Weapons\Predator\ShoulderCannon\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\ShoulderCannon\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\ShoulderCannon\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\ShoulderCannon\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\ShoulderCannon\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\ShoulderCannon\Reload3.wav"
FireSndRadius           = 1250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Shoulder_Cannon_Ammo"
BarrelType  = 1
NextBarrel  = "Shoulder_Cannon_Barrel2"
DecloakWhenFired		= 1
Save                    = 1
DisplayAmmo = 1


[Disc_Barrel]
Type = "Barrel"

NameId      = 4825
MuzzlePos   = <5.000000, -5.000000, 10.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Disc_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Disc_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Disc\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Disc\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Disc\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Disc\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Disc\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Disc\Reload3.wav"
FireSndRadius           = 1250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Discs_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 1
Save                    = 1
DisplayAmmo = 1

[Net_Gun_Barrel]
Type = "Barrel"

NameId      = 4826
MuzzlePos   = <8.000000, -8.000000, 10.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 300
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Net_Gun_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Net_Gun_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\NetGun\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\NetGun\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\NetGun\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\NetGun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\NetGun\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\NetGun\Reload3.wav"
FireSndRadius           = 550
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Nets_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 1


[Medicomp_Barrel]
Type = "Barrel"

NameId      = 4827
MuzzlePos   = <0.000000, 0.000000, 40.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 1
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Medicomp_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Medicomp_HH_MFX"
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = ""
MiscSnd2    = ""
FireSndRadius           = 1250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Medicomp_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 1
Save                    = 1
DisplayAmmo = 0


[Energy_Sift_Barrel]
Type = "Barrel"

NameId      = 4828
MuzzlePos   = <0.000000, -5.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 1
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Energy_Sift_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Energy_Sift_HH_MFX"
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = "Sounds\Weapons\Predator\EnergySift\startloop.wav"
MiscSnd1    = "Sounds\Weapons\Predator\EnergySift\loop.wav"
MiscSnd2    = "Sounds\Weapons\Predator\EnergySift\stoploop.wav"
FireSndRadius           = 1250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Energy_Sift_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 1
Save                    = 1
DisplayAmmo = 0


[Face_Hug_Barrel]
Type = "Barrel"

NameId      = 4829
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 250
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Face_Hug_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Face_Hug_HH_MFX"
FireSnd     = "Sounds\Weapons\Alien\FaceHug\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\FaceHug\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\FaceHug\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\FaceHug\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\FaceHug\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Face_Hug_Ammo"
BarrelType  = 3
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Bite_Barrel]
Type = "Barrel"

NameId      		= 4830
MuzzlePos   		= <0.000000, 0.000000, 0.000000>
MinXPerturb 		= 5
MaxXPerturb 		= 10
MinYPerturb 		= 5
MaxYPerturb 		= 10
Range       		= 100
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes 		= <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound	= 0
PVMuzzleFXName          = "Bite_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Bite_HH_MFX"
FlashSocket0		= ""
FireSnd     		= "Sounds\Weapons\Alien\Bite\Fire.wav"
AltFireSnd  		= ""
DryFireSnd  		= "Sounds\Weapons\Alien\Bite\DryFire.wav"
MiscSnd0    		= "Sounds\Weapons\Alien\Bite\Reload1.wav"
MiscSnd1    		= "Sounds\Weapons\Alien\Bite\Reload2.wav"
MiscSnd2    		= "Sounds\Weapons\Alien\Bite\Reload3.wav"
FireSndRadius           = 650
InfiniteAmmo		= 1
ShotsPerClip		= 0
AmmoName    		= "Bite_Ammo"
BarrelType  		= 3
NextBarrel  		= ""
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo 		= 0


/* If you change this, please modify "AI_Claws_Barrel" as well. */

[Claws_Barrel]
Type = "Barrel"

NameId      		= 4831
MuzzlePos   		= <0.000000, 0.000000, 0.000000>
MinXPerturb 		= 5
MaxXPerturb 		= 500
MinYPerturb 		= 5
MaxYPerturb 		= 500
Range       		= 150
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes 		= <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound	= 1
PVMuzzleFXName          = "Claws_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Claws_HH_MFX"
FlashSocket0		= ""
FireSnd     		= "Sounds\Weapons\Alien\Claws\Fire.wav"
AltFireSnd  		= ""
DryFireSnd  		= "Sounds\Weapons\Alien\Claws\DryFire.wav"
MiscSnd0    		= "Sounds\Weapons\Alien\Claws\Reload1.wav"
MiscSnd1    		= "Sounds\Weapons\Alien\Claws\Reload2.wav"
MiscSnd2    		= "Sounds\Weapons\Alien\Claws\Reload3.wav"
FireSndRadius           = 550
InfiniteAmmo		= 1
ShotsPerClip		= 0
AmmoName    		= "Claws_Ammo"
BarrelType  		= 3
NextBarrel  		= ""
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo 		= 0


[Tail_Charging_Barrel_1]
Type = "Barrel"

NameId      		= 4832
MuzzlePos   		= <0.000000, 0.000000, 0.000000>
MinXPerturb 		= 155
MaxXPerturb 		= 155
MinYPerturb 		= 155
MaxYPerturb 		= 155
Range       		= 250
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes 		= <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound	= 1
PVMuzzleFXName          = "Tail_Charging_1_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Tail_Charging_1_HH_MFX"
FlashSocket0		= ""
FireSnd     		= "Sounds\Weapons\Alien\Tail\Fire.wav"
AltFireSnd  		= "Sounds\Weapons\Alien\Tail\Fire.wav"
DryFireSnd  		= "Sounds\Weapons\Alien\Tail\DryFire.wav"
MiscSnd0    		= "Sounds\Weapons\Alien\Tail\Reload1.wav"
MiscSnd1    		= "Sounds\Weapons\Alien\Tail\Reload2.wav"
MiscSnd2    		= "Sounds\Weapons\Alien\Tail\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo		= 1
ShotsPerClip		= 0
AmmoName    		= "Tail_Ammo1"
BarrelType  		= 1
NextBarrel  		= "Tail_Charging_Barrel_2"
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo 		= 0


[Tail_Charging_Barrel_2]
Type = "Barrel"

NameId      = 4833
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 155
MaxXPerturb = 155
MinYPerturb = 155
MaxYPerturb = 155
Range       = 250
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound		= 1
PVMuzzleFXName          = "Tail_Charging_2_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Tail_Charging_2_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Tail\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Alien\Tail\Fire.wav"
DryFireSnd  = "Sounds\Weapons\Alien\Tail\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Tail\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Tail\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Tail\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Tail_Ammo2"
BarrelType  = 1
NextBarrel  = "Tail_Charging_Barrel_3"
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Tail_Charging_Barrel_3]
Type = "Barrel"

NameId      = 4834
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 155
MaxXPerturb = 155
MinYPerturb = 155
MaxYPerturb = 155
Range       = 250
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound		= 1
PVMuzzleFXName          = "Tail_Charging_3_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Tail_Charging_3_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Tail\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Alien\Tail\Fire.wav"
DryFireSnd  = "Sounds\Weapons\Alien\Tail\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Tail\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Tail\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Tail\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Tail_Ammo3"
BarrelType  = 1
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Head_Bite_Barrel]
Type = "Barrel"

NameId      		= 4835
MuzzlePos   		= <0.000000, 0.000000, 0.000000>
MinXPerturb 		= 1
MaxXPerturb 		= 2
MinYPerturb 		= 1
MaxYPerturb 		= 2
Range       		= 200
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes 		= <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound	= 0
PVMuzzleFXName          = "Head_Bite_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Head_Bite_HH_MFX"
FlashSocket0		= ""
FireSnd     		= "Sounds\Weapons\Alien\HeadBite\Fire.wav"
AltFireSnd  		= ""
DryFireSnd  		= "Sounds\Weapons\Alien\HeadBite\DryFire.wav"
MiscSnd0    		= "Sounds\Weapons\Alien\HeadBite\Reload1.wav"
MiscSnd1    		= "Sounds\Weapons\Alien\HeadBite\Reload2.wav"
MiscSnd2    		= "Sounds\Weapons\Alien\HeadBite\Reload3.wav"
FireSndRadius           = 550
InfiniteAmmo		= 1
ShotsPerClip		= 0
AmmoName    		= "Head_Bite_Ammo"
BarrelType  		= 3
NextBarrel  		= ""
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo 		= 0


[Pounce_Barrel]
Type = "Barrel"

NameId      = 4836
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 1250
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pounce_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pounce_HH_MFX"
FlashSocket0			= ""
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = ""
MiscSnd2    = ""
FireSndRadius           = 1000
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Pounce_Ammo"
BarrelType  = 3
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[FacehuggerPounce_Barrel]
Type = "Barrel"

NameId      = 4836
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 1250
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pounce_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pounce_HH_MFX"
FlashSocket0			= ""
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = ""
MiscSnd2    = ""
FireSndRadius           = 1000
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Pounce_Ammo"
BarrelType  = 3
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Exosuit_Laser_Barrel]
Type = "Barrel"

NameId      = 4837
MuzzlePos   = <-23.650000, -20.009445, 18.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Exosuit_Laser_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Exosuit_Laser_HH_MFX"
FlashSocket0			= "Muzzle_Laser"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Exosuit\Laser\Fire.wav"
DryFireSnd  = "Sounds\Weapons\Exosuit\Laser\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Exosuit\Laser\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Exosuit\Laser\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Exosuit\Laser\Reload3.wav"
FireSndRadius           = 1250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Exosuit_Plasma_Ammo"
BarrelType  = 8
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Exosuit_Flame_Thrower_Barrel]
Type = "Barrel"

NameId      = 4838
MuzzlePos   = <-14.995093, -9.000052, 18.000000>
MinXPerturb = 15
MaxXPerturb = 45
MinYPerturb = 15
MaxYPerturb = 45
Range       = 750
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Exosuit_Flame_Thrower_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Exosuit_Flame_Thrower_HH_MFX"
FlashSocket0			= "Flash"  // This must be set to "Flash" for the flame fx to work!
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Exosuit\FlameThrower\LoopFire.wav"
DryFireSnd  = "Sounds\Weapons\Exosuit\FlameThrower\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Exosuit\FlameThrower\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Exosuit\FlameThrower\startfire.wav"
MiscSnd2    = "Sounds\Weapons\Exosuit\FlameThrower\stopfire.wav"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Exosuit_Napalm_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Exosuit_Minigun_Barrel]
Type = "Barrel"

NameId      = 4839
MuzzlePos   = <1.474998, -0.034953, 10.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Exosuit_Minigun_PV_MFX"
PVBreachOffset          = -10.000000
HHBreachOffset          = -10.000000
HHMuzzleFXName          = "Exosuit_Minigun_HH_MFX"
FlashSocket0= "Muzzle_Minigun"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Exosuit\Minigun\LoopFire.wav"
DryFireSnd  = "Sounds\Weapons\Exosuit\Minigun\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Exosuit\Minigun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Exosuit\Minigun\StartFire.wav"
MiscSnd2    = "Sounds\Weapons\Exosuit\Minigun\StopFire.wav"
FireSndRadius           = 2000
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Exosuit_Bullets_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Exosuit_Rocket_Barrel]
Type = "Barrel"

NameId      = 4840
MuzzlePos   = <9.775130, -3.265026, 10.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Exosuit_Rocket_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Exosuit_Rocket_HH_MFX"
FlashSocket0			= "Muzzle_Rocket"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Exosuit\Rocket\Fire.wav"
DryFireSnd  = "Sounds\Weapons\Exosuit\Rocket\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Exosuit\Rocket\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Exosuit\Rocket\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Exosuit\Rocket\Reload3.wav"
FireSndRadius           = 1500
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Exosuit_Rockets_Ammo"
BarrelType  = 8
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Flare_Pouch_Barrel]
Type = "Barrel"

NameId      = 4841
MuzzlePos   = <0.000000, 0.000000, 10.000000>
MinXPerturb = 2
MaxXPerturb = 5
MinYPerturb = 2
MaxYPerturb = 5
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = ""
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = ""
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = ""
MiscSnd2    = ""
FireSndRadius           = 1500
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Flare_Pouch_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0

[Shoulder_Cannon_Barrel2]
Type = "Barrel"

NameId      = 4843
MuzzlePos   = <-20.000000, 0.500000, 5.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Shoulder_Cannon_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Shoulder_Cannon_HH_MFX"
FlashSocket0			= "ShoulderCannon"
FireSnd     = "Sounds\Weapons\Predator\ShoulderCannon\Altfire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\ShoulderCannon\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\ShoulderCannon\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\ShoulderCannon\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\ShoulderCannon\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\ShoulderCannon\Reload3.wav"
FireSndRadius           = 1250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Shoulder_Cannon_Ammo2"
BarrelType  = 1
NextBarrel  = "Shoulder_Cannon_Barrel3"
DecloakWhenFired		= 1
Save                    = 1
DisplayAmmo = 0


[Shoulder_Cannon_Barrel3]
Type = "Barrel"

NameId      = 4844
MuzzlePos   = <-20.000000, 0.500000, 5.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Shoulder_Cannon_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Shoulder_Cannon_HH_MFX"
FlashSocket0			= "ShoulderCannon"
FireSnd     = "Sounds\Weapons\Predator\ShoulderCannon\Altfire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\ShoulderCannon\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\ShoulderCannon\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\ShoulderCannon\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\ShoulderCannon\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\ShoulderCannon\Reload3.wav"
FireSndRadius           = 1250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Shoulder_Cannon_Ammo3"
BarrelType  = 1
NextBarrel  = ""
DecloakWhenFired		= 1
Save                    = 1
DisplayAmmo = 0


[Shoulder_Cannon_Alt_Barrel]
Type = "Barrel"

NameId      = 4845
MuzzlePos   = <-20.000000, 0.500000, 5.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Shoulder_Cannon_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Shoulder_Cannon_HH_MFX"
FlashSocket0			= "ShoulderCannon"
FireSnd     = "Sounds\Weapons\Predator\ShoulderCannon\Altfire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\ShoulderCannon\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\ShoulderCannon\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\ShoulderCannon\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\ShoulderCannon\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\ShoulderCannon\Reload3.wav"
FireSndRadius           = 1250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Shoulder_Cannon_Ammo"
BarrelType  = 6
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0

[Exosuit_Dummy_Barrel]
Type = "Barrel"

NameId      = 4849
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 1
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = ""
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = ""
FlashSocket0			= ""
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = ""
MiscSnd2    = ""
FireSndRadius           = 1
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Knife_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Facehugger_Dummy_Barrel]
Type = "Barrel"

NameId      = 4850
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 1
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = ""
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = ""
FlashSocket0			= ""
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = ""
MiscSnd2    = ""
FireSndRadius           = 1
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Knife_Ammo"
BarrelType  = 3
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Blowtorch_Barrel_Cut]
Type = "Barrel"

NameId      = 4851
MuzzlePos   = <-0.540000, 0.420000, 7.740129>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 100
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Blowtorch_pvMuzzle_Cut"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Blowtorch_hhMuzzle_Cut"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Marine\Torch\LoopFire.wav"
DryFireSnd  = "Sounds\Weapons\Marine\Torch\pilotloop.wav"
MiscSnd0    = "Sounds\Weapons\Marine\Torch\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\Torch\StartFire.wav"
MiscSnd2    = "Sounds\Weapons\Marine\Torch\StopFire.wav"
FireSndRadius           = 1200
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Blowtorch_Ammo_Cut"
BarrelType  = 2
NextBarrel  = "Blowtorch_Barrel_Weld"
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Blowtorch_Barrel_Weld]
Type = "Barrel"

NameId      = 4852
MuzzlePos   = <-0.540000, 0.420000, 7.740129>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 100
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Blowtorch_pvMuzzle_Weld"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Blowtorch_hhMuzzle_Weld"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Marine\Torch\LoopFire.wav"
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = "Sounds\Weapons\Marine\Torch\StartFire.wav"
MiscSnd2    = "Sounds\Weapons\Marine\Torch\StopFire.wav"
FireSndRadius           = 1200
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Blowtorch_Ammo_Weld"
BarrelType  = 2
NextBarrel  = "Blowtorch_Barrel_Cut"
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[MarineHackingDevice_Barrel]
Type = "Barrel"

NameId      = 4853
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 100
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = ""
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = ""
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Marine\hack\LoopFire.wav"
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = ""
MiscSnd2    = ""
FireSndRadius           = 1200
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "MarineHackingDevice_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[Tear_Barrel]
Type = "Barrel"

NameId      = 4854
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 100
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Claws_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Claws_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Claws\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\Claws\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Claws\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Claws\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Claws\Reload3.wav"
FireSndRadius           = 650
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Tear_Ammo"
BarrelType  = 3
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[APC_Turret_Barrel]
Type = "Barrel"

FlashSocket0			= "gunflare0"
FlashSocket1			= "gunflare1"
MinXPerturb = 0         // If this is greater than zero, the perturb may cause the turret to hit friendlies.
MaxXPerturb = 8
MinYPerturb = 2
MaxYPerturb = 8
Range       = 5000
VectorsPerRound         = 1
SingleImpactSound		= 0
PVBreachOffset			= 0.000000
MuzzlePos				= <0.000000, 0.000000, 0.000000>
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pulse_Rifle_Bullet_HH_MFX"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Marine\apc\fireloop.wav"
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = "Sounds\Weapons\Marine\apc\firestart.wav"
MiscSnd2    = "Sounds\Weapons\Marine\apc\firestop.wav"
FireSndRadius           = 4500
InfiniteAmmo= 1
AmmoName    = "Sentry_Gun_Bullets_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[Sentry_Gun_Barrel]
Type = "Barrel"

FlashSocket0			= "gunflare"
MinXPerturb = 0     // If this is greater than zero, the perturb may cause the turret to hit friendlies.
MaxXPerturb = 400
MinYPerturb = 40
MaxYPerturb = 400
Range       = 5000
VectorsPerRound         = 1
SingleImpactSound		= 0
PVBreachOffset			= 0.000000
MuzzlePos				= <0.000000, 0.000000, 0.000000>
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pulse_Rifle_Bullet_HH_MFX"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Marine\sentry\fireloop.wav"
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = "Sounds\Weapons\Marine\sentry\firestart.wav"
MiscSnd2    = "Sounds\Weapons\Marine\sentry\firestop.wav"
FireSndRadius           = 1200
InfiniteAmmo= 1
AmmoName    = "Sentry_Gun_Bullets_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[LR_Rail_Gun_Barrel]
PVBreachOffset = 0.000000
Type = "Barrel"

NameId      = 4807
MuzzlePos   = <0.000000, 0.000000, 10.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 30000
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes = <0.010000, 0.000000, 0.050000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Rail_Gun_PV_MFX"
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Rail_Gun_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\RailGun\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = "Sounds\Weapons\Marine\RailGun\Reload1.wav"
MiscSnd1    = ""
MiscSnd2    = ""
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Rail_Gun_Bullets_Ammo"
BarrelType  = 7
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[ClawsRunner_Barrel]
Type = "Barrel"

NameId      = 4831
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 500
MinYPerturb = 5
MaxYPerturb = 500
Range       = 150
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound		= 1
PVMuzzleFXName          = "Claws_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Claws_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Claws\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\Claws\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Claws\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Claws\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Claws\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "ClawsRunner_Ammo"
BarrelType  = 3 // Queen claws so that the tail is usable
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0

[ClawsPraetorian_Barrel]
Type = "Barrel"

NameId      = 4831
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 500
MinYPerturb = 5
MaxYPerturb = 500
Range       = 200
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound		= 1
PVMuzzleFXName          = "Claws_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Claws_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Claws\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\Claws\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Claws\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Claws\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Claws\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "ClawsPraetorian_Ammo"
BarrelType  = 3 // Queen claws so that the tail is usable
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[ClawsPredalien_Barrel]
Type = "Barrel"

NameId      = 4831
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 500
MinYPerturb = 5
MaxYPerturb = 500
Range       = 200
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound		= 1
PVMuzzleFXName          = "Claws_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Claws_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Claws\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\Claws\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Claws\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Claws\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Claws\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "ClawsPredalien_Ammo"
BarrelType  = 3 // Queen claws so that the tail is usable
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0

[ClawsQueen_Barrel]
Type = "Barrel"

NameId      = 4831
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 500
MinYPerturb = 5
MaxYPerturb = 500
Range       = 250
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound		= 1
PVMuzzleFXName          = "Claws_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Claws_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Claws\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\Claws\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Claws\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Claws\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Claws\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "ClawsQueen_Ammo"
BarrelType  = 3 // Queen claws so that the tail is usable
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 1
DisplayAmmo = 0


[TailQueen_Barrel]
Type = "Barrel"

NameId      = 4832
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 1
MaxXPerturb = 1
MinYPerturb = 1
MaxYPerturb = 1
Range       = 500
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Tail_Charging_1_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Tail_Charging_1_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Tail\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\Tail\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Tail\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Tail\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Tail\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "TailQueen_Ammo"
BarrelType  = 1
NextBarrel  = ""
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo = 0


[AI_Claws_Barrel]
Type = "Barrel"

NameId      = 4831
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 5
MinYPerturb = 5
MaxYPerturb = 5
Range       = 150
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Claws_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Claws_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Claws\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\Claws\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Claws\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Claws\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Claws\Reload3.wav"
FireSndRadius           = 550
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "AI_Claws_Ammo"
BarrelType  = 3
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Tail_Charging_Barrel_1]
Type = "Barrel"

NameId      = 4832
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 1
MaxXPerturb = 1
MinYPerturb = 1
MaxYPerturb = 1
Range       = 150
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Tail_Charging_1_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Tail_Charging_1_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Tail\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\Tail\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Tail\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Tail\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Tail\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Tail_Ammo1"
BarrelType  = 1
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Pistol_Barrel]
Type = "Barrel"

NameId      = 4801
MuzzlePos   = <1.434951, -0.409984, 10.000000>
MinXPerturb = 15
MaxXPerturb = 15
MinYPerturb = 15
MaxYPerturb = 15
Range       = 1500
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes = <0.025000, 0.000000, 0.100000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pistol_PV_MFX"
PVBreachOffset          = -2.000000
HHBreachOffset          = -10.000000
HHMuzzleFXName          = "Pistol_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\Pistol\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\Pistol\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\Pistol\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\Pistol\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\Pistol\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1000
InfiniteAmmo= 0
ShotsPerClip= 12
AmmoName    = "Pistol_Bullets_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Accurate_Pistol_Barrel]
Parent = "AI_Pistol_Barrel"
Type = "Barrel"
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Save                    = 0
DisplayAmmo = 0


[AI_Shotgun_Barrel]
Type = "Barrel"

NameId      = 4802
MuzzlePos   = <1.049978, -0.270002, 10.000000>
MinXPerturb = 20
MaxXPerturb = 50
MinYPerturb = 20
MaxYPerturb = 50
Range       = 1250
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 8
SingleImpactSound		= 1
PVMuzzleFXName          = "Shotgun_PV_MFX"
PVBreachOffset          = -5.000000
HHBreachOffset          = -30.000000
HHMuzzleFXName          = "Shotgun_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\Shotgun\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\Shotgun\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\Shotgun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\Shotgun\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\Shotgun\Reload3.wav"
ClipIcon    = "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1500
InfiniteAmmo= 0
ShotsPerClip= 6
AmmoName    = "Shotgun_Shells_Ammo"
BarrelType  = 2
NextBarrel  = "Shotgun_Slug_Barrel"
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Shotgun_Slug_Barrel]
Type = "Barrel"

NameId      = 4803
MuzzlePos   = <1.049978, -0.270002, 10.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 2500
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Shotgun_PV_MFX"
PVBreachOffset          = -5.000000
HHBreachOffset          = -30.000000
HHMuzzleFXName          = "Shotgun_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\Shotgun\Slug_Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\Shotgun\Slug_DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\Shotgun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\Shotgun\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\Shotgun\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1500
InfiniteAmmo= 0
ShotsPerClip= 6
AmmoName    = "Shotgun_Slugs_Ammo"
BarrelType  = 2
NextBarrel  = "Shotgun_Barrel"
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Accurate_Shotgun_Slug_Barrel]
Parent 		= "AI_Shotgun_Slug_Barrel"
Type 		= "Barrel"
MinXPerturb 	= 0
MaxXPerturb 	= 0
MinYPerturb 	= 0
MaxYPerturb 	= 0

[AI_Pulse_Rifle_Bullet_Barrel]
Type = "Barrel"

NameId      = 4804
MuzzlePos   = <1.874897, -1.864920, 8.639969>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3500
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes = <0.010000, 0.000000, 0.050000>
VectorsPerRound         = 1
SingleImpactSound		= 0
//PVMuzzleFXName          = "Pipe_Grenades_PV_MFX"
PVMuzzleFXName          = "Pulse_Rifle_Bullet_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pulse_Rifle_Bullet_HH_MFX"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Marine\PulseRifle\fireloop.wav"
DryFireSnd  = "Sounds\Weapons\Marine\PulseRifle\Reload2.wav"
MiscSnd0    = "Sounds\Weapons\Marine\PulseRifle\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\PulseRifle\firestart.wav"
MiscSnd2    = "Sounds\Weapons\Marine\PulseRifle\firestop.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 99
AmmoName    = "Pulse_Rifle_Bullets_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Accurate_Pulse_Rifle_Bullet_Barrel]
Type = "Barrel"
Parent = "AI_Pulse_Rifle_Bullet_Barrel"
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Save                    = 0
DisplayAmmo = 0

[AI_Pulse_Rifle_Grenade_Barrel]
Type = "Barrel"

NameId      = 4805
MuzzlePos   = <1.214897, -1.804920, 10.000000>
MinXPerturb = 2
MaxXPerturb = 5
MinYPerturb = 2
MaxYPerturb = 5
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pipe_Grenades_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pipe_Grenades_HH_MFX"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Marine\PulseRifle\Grenade_Fire.wav"
DryFireSnd  = "Sounds\Weapons\Marine\PulseRifle\Grenade_DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\PulseRifle\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\PulseRifle\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\PulseRifle\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1500
InfiniteAmmo= 0
ShotsPerClip= 4
AmmoName    = "Impact_Grenades_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Smart_Gun_Barrel]
Type = "Barrel"

NameId      		= 4806
MuzzlePos   		= <0.035001, -1.190000, 5.705016>
MinXPerturb 		= 1
MaxXPerturb 		= 3
MinYPerturb 		= 1
MaxYPerturb 		= 3
Range       		= 3000
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes 		= <0.010000, 0.000000, 0.050000>
VectorsPerRound         = 1
SingleImpactSound	= 0
PVMuzzleFXName          = "Smart_Gun_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Smart_Gun_HH_MFX"
FireSnd     		= ""
AltFireSnd  		= "Sounds\Weapons\Marine\SmartGun\LoopFire.wav"
DryFireSnd  		= "Sounds\Weapons\Marine\SmartGun\DryFire.wav"
MiscSnd0    		= "Sounds\Weapons\Marine\SmartGun\Reload1.wav"
MiscSnd1    		= "Sounds\Weapons\Marine\SmartGun\StartFire.wav"
MiscSnd2    		= "Sounds\Weapons\Marine\SmartGun\StopFire.wav"
ClipIcon		= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 2000
InfiniteAmmo		= 0
ShotsPerClip		= 0
AmmoName    		= "Smart_Gun_Bullets_Ammo"
BarrelType  		= 4
NextBarrel  		= ""
DecloakWhenFired	= 0
Save                    = 0
DisplayAmmo 		= 0

[AI_Accurate_Smart_Gun_Barrel]
Parent = "AI_Smart_Gun_Barrel"
Type = "Barrel"
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0

[AI_Rail_Gun_Barrel]
Type = "Barrel"

NameId      = 4807
MuzzlePos   = <0.000000, 0.000000, 10.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 30000
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes = <0.010000, 0.000000, 0.050000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Rail_Gun_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Rail_Gun_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\RailGun\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\RailGun\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\RailGun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\RailGun\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\RailGun\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Rail_Gun_Bullets_Ammo"
BarrelType  = 7
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Pipe_Grenades_Barrel]
Type = "Barrel"

NameId      = 4808
MuzzlePos   = <1.869895, -0.669921, 9.689993>
MinXPerturb = 2
MaxXPerturb = 5
MinYPerturb = 2
MaxYPerturb = 5
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pipe_Grenades_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Minigun_PV_MFX"//"Pipe_Grenades_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\PipeGrenades\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = "Sounds\Weapons\Marine\PipeGrenades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\PipeGrenades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\PipeGrenades\Reload3.wav"
ClipIcon    = "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 6
AmmoName    = "Pipe_Grenades_Ammo"
BarrelType  = 2
NextBarrel  = ""
PVAltSkin   = "Skins\Weapons\Marine\mTime.dtx"
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Prox_Grenades_Barrel]
Type = "Barrel"

NameId      = 4809
MuzzlePos   = <1.869895, -0.669921, 9.689993>
MinXPerturb = 2
MaxXPerturb = 5
MinYPerturb = 2
MaxYPerturb = 5
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pipe_Grenades_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pistol_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\ProxGrenades\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\ProxGrenades\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\ProxGrenades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\ProxGrenades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\ProxGrenades\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 6
AmmoName    = "Prox_Grenades_Ammo"
BarrelType  = 2
NextBarrel  = ""
PVAltSkin				= "Skins\Weapons\Marine\mProx.dtx"
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_EMP_Grenades_Barrel]
Type = "Barrel"

NameId      = 4810
MuzzlePos   = <1.869895, -0.669921, 9.689993>
MinXPerturb = 2
MaxXPerturb = 5
MinYPerturb = 2
MaxYPerturb = 5
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pipe_Grenades_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pistol_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\EMPGrenades\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\EMPGrenades\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\EMPGrenades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\EMPGrenades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\EMPGrenades\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 6
AmmoName    = "EMP_Grenades_Ammo"
BarrelType  = 2
NextBarrel  = "Spider_Grenades_Barrel"
PVAltSkin				= "Skins\Weapons\Marine\mEmp.dtx"
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Spider_Grenades_Barrel]
Type = "Barrel"

NameId      = 4811
MuzzlePos   = <1.869895, -0.669921, 9.689993>
MinXPerturb = 2
MaxXPerturb = 5
MinYPerturb = 2
MaxYPerturb = 5
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pipe_Grenades_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pistol_HH_MFX"//"Pipe_Grenades_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\SpiderGrenades\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\SpiderGrenades\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\SpiderGrenades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\SpiderGrenades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\SpiderGrenades\Reload3.wav"
ClipIcon    = "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 6
AmmoName    = "Spider_Grenades_Ammo"
BarrelType  = 2
NextBarrel  = "Pipe_Grenades_Barrel"
PVAltSkin   = "Skins\Weapons\Marine\mSpider.dtx"
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_SADAR_Barrel]
Type = "Barrel"

NameId      = 4812
MuzzlePos   = <17.246645, -0.999999, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "SADAR_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "SADAR_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\SADAR\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = "Sounds\Weapons\Marine\SADAR\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\SADAR\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\SADAR\Reload3.wav"
ClipIcon    = "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 3
AmmoName    = "SADAR_Rockets_Ammo"
BarrelType  = 2
NextBarrel  = "SADAR_Tracking_Barrel"
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_SADAR_Tracking_Barrel]
Type = "Barrel"

NameId      = 4813
MuzzlePos   = <10.000000, 0.500000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <-6.000000, 2.000000, -3.000000>
MaxRecoilAmount         = <-8.000000, 3.000000, -5.000000>
RecoilTimes = <0.100000, 0.000000, 0.500000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "SADAR_Tracking_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "SADAR_Tracking_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\SADAR\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\SADAR\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\SADAR\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\SADAR\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\SADAR\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 3
AmmoName    = "SADAR_Tracking_Rockets_Ammo"
BarrelType  = 2
NextBarrel  = "SADAR_Barrel"
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Flame_Thrower_Barrel]
Type = "Barrel"

NameId      = 4814
MuzzlePos   = <3.074978, -7.530051, 45.000000>
MinXPerturb = 15
MaxXPerturb = 45
MinYPerturb = 15
MaxYPerturb = 45
Range       = 750
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Flame_Thrower_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Flame_Thrower_HH_MFX"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Marine\FlameThrower\LoopFire.wav"
DryFireSnd  = "Sounds\Weapons\Marine\FlameThrower\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\FlameThrower\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\FlameThrower\StartFire.wav"
MiscSnd2    = "Sounds\Weapons\Marine\FlameThrower\StopFire.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 800
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Napalm_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Minigun_Barrel]
Type = "Barrel"

NameId      = 4815
MuzzlePos   = <0.530001, -1.229949, 9.929998>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes = <0.010000, 0.000000, 0.050000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Minigun_PV_MFX"
PVBreachOffset          = -3.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Minigun_HH_MFX"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Marine\Minigun\LoopFire.wav"
DryFireSnd  = "Sounds\Weapons\Marine\Minigun\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\Minigun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\Minigun\StartFire.wav"
MiscSnd2    = "Sounds\Weapons\Marine\Minigun\StopFire.wav"
ClipIcon    = "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 2000
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Minigun_Bullets_Ammo"
BarrelType  = 5
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Accurate_Minigun_Barrel]
Parent 		= "AI_Minigun_Barrel"
Type 		= "Barrel"
MinXPerturb 	= 0
MaxXPerturb 	= 0
MinYPerturb 	= 0
MaxYPerturb 	= 0

[AI_Wristblades_Barrel]
Type = "Barrel"

NameId      = 4816
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 10
MaxXPerturb = 450
MinYPerturb = 10
MaxYPerturb = 10
Range       = 150
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 4
SingleImpactSound		= 1
PVMuzzleFXName          = "Wristblades_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Wristblades_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Wristblades\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Wristblades\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Wristblades\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Wristblades\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Wristblades\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Wristblades\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Wristblades_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Spear_Barrel]
Type = "Barrel"

NameId      = 4820
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 500
MinYPerturb = 5
MaxYPerturb = 5
Range       = 200
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound	= 1
PVMuzzleFXName          = "Spear_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Spear_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Spear\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Spear\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Spear\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Spear\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Spear\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Spear\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Spear_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Spear_Swipe_Barrel]
Type = "Barrel"

NameId      = 4821
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 5
MinYPerturb = 250
MaxYPerturb = 250
Range       = 225
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound		= 1
PVMuzzleFXName          = "Spear_Swipe_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Spear_Swipe_HH_MFX"
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = "Sounds\Weapons\Predator\Spear\Altfire.wav"
MiscSnd1    = ""
MiscSnd2    = ""
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Spear_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Spear_Gun_Barrel]
Type = "Barrel"

NameId      = 4822
MuzzlePos   = <2.000000, -2.000000, 10.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound	= 0
PVMuzzleFXName          = "Spear_Gun_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Spear_Gun_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\SpearGun\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\SpearGun\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\SpearGun\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\SpearGun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\SpearGun\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\SpearGun\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 999
AmmoName    = "Spears_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired	= 0
Save                    = 0
DisplayAmmo = 0


[AI_Predator_Pistol_Barrel]
Type = "Barrel"

NameId      = 4823
MuzzlePos   = <3.000000, -5.000000, 10.000000>
MinXPerturb = 2
MaxXPerturb = 10
MinYPerturb = 2
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Predator_Pistol_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Predator_Pistol_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Pistol\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Pistol\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Pistol\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Pistol\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Pistol\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Pistol\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Predator_Pistol_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired	= 1
Save                    = 0
DisplayAmmo = 0


[AI_Shoulder_Cannon_Barrel]
Type = "Barrel"

NameId      = 4824
MuzzlePos   = <-6.435100, 1.399999, 0.744933>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Shoulder_Cannon_PVMFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Shoulder_Cannon_HH_MFX"
FlashSocket0			= "ShoulderCannon"
FireSnd     = "Sounds\Weapons\Predator\ShoulderCannon\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\ShoulderCannon\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\ShoulderCannon\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\ShoulderCannon\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\ShoulderCannon\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\ShoulderCannon\Reload3.wav"
FireSndRadius           = 55050
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Shoulder_Cannon_Ammo"
BarrelType  = 1
NextBarrel  = "Shoulder_Cannon_Barrel2"
DecloakWhenFired		= 1
Save                    = 0
DisplayAmmo = 0


[AI_Disc_Barrel]
Type = "Barrel"

NameId      = 4825
MuzzlePos   = <5.000000, -5.000000, 10.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Disc_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Disc_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Disc\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Disc\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Disc\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Disc\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Disc\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Disc\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Discs_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 1
Save                    = 0
DisplayAmmo = 0

[AI_Net_Gun_Barrel]
Type = "Barrel"

NameId      = 4826
MuzzlePos   = <8.000000, -8.000000, 10.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 300
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Net_Gun_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Net_Gun_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\NetGun\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\NetGun\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\NetGun\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\NetGun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\NetGun\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\NetGun\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Nets_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Net_Gun_LR_Barrel]
Type = "Barrel"
Parent = "AI_Net_Gun_Barrel"
Range       = 3000

[AI_Face_Hug_Barrel]
Type = "Barrel"

NameId      = 4829
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 250
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Face_Hug_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Face_Hug_HH_MFX"
FireSnd     = "Sounds\Weapons\Alien\FaceHug\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\FaceHug\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\FaceHug\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\FaceHug\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\FaceHug\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Face_Hug_Ammo"
BarrelType  = 3
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Bite_Barrel]
Type = "Barrel"

NameId      = 4830
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 100
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Bite_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Bite_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Bite\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\Bite\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Bite\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Bite\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Bite\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Bite_Ammo"
BarrelType  = 3
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Head_Bite_Barrel]
Type = "Barrel"

NameId      = 4835
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 1
MaxXPerturb = 2
MinYPerturb = 1
MaxYPerturb = 2
Range       = 150
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Head_Bite_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Head_Bite_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\HeadBite\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\HeadBite\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\HeadBite\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\HeadBite\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\HeadBite\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Head_Bite_Ammo"
BarrelType  = 3
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Pounce_Barrel]
Type = "Barrel"

NameId      = 4836
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 1250
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Pounce_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Pounce_HH_MFX"
FlashSocket0			= ""
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = ""
MiscSnd2    = ""
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Pounce_Ammo"
BarrelType  = 3
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Exosuit_Laser_Barrel]
Type = "Barrel"

NameId      = 4837
MuzzlePos   = <-23.650000, -20.009445, 10.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Exosuit_Laser_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Exosuit_Laser_HH_MFX"
FlashSocket0			= "Muzzle_Laser"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Exosuit\Laser\Fire.wav"
DryFireSnd  = "Sounds\Weapons\Exosuit\Laser\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Exosuit\Laser\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Exosuit\Laser\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Exosuit\Laser\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Exosuit_Plasma_Ammo"
BarrelType  = 8
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Exosuit_Flame_Thrower_Barrel]
Type = "Barrel"

NameId      = 4838
MuzzlePos   = <-14.995093, -9.000052, 10.000000>
MinXPerturb = 15
MaxXPerturb = 45
MinYPerturb = 15
MaxYPerturb = 45
Range       = 750
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Exosuit_Flame_Thrower_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Exosuit_Flame_Thrower_HH_MFX"
FlashSocket0			= "Flash"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Exosuit\FlameThrower\LoopFire.wav"
DryFireSnd  = "Sounds\Weapons\Exosuit\FlameThrower\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Exosuit\FlameThrower\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Exosuit\FlameThrower\startfire.wav"
MiscSnd2    = "Sounds\Weapons\Exosuit\FlameThrower\stopfire.wav"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Exosuit_Napalm_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Exosuit_Minigun_Barrel]
Type = "Barrel"

NameId      = 4839
MuzzlePos   = <1.474998, -0.034953, 10.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Exosuit_Minigun_PV_MFX"
PVBreachOffset          = -10.000000
HHBreachOffset          = -10.000000
HHMuzzleFXName          = "Exosuit_Minigun_HH_MFX"
FlashSocket0= "Muzzle_Minigun"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Exosuit\Minigun\LoopFire.wav"
DryFireSnd  = "Sounds\Weapons\Exosuit\Minigun\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Exosuit\Minigun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Exosuit\Minigun\StartFire.wav"
MiscSnd2    = "Sounds\Weapons\Exosuit\Minigun\StopFire.wav"
FireSndRadius           = 2000
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Exosuit_Bullets_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Exosuit_Rocket_Barrel]
Type = "Barrel"

NameId      = 4840
MuzzlePos   = <9.775130, -3.265026, 10.000000>
MinXPerturb = 5
MaxXPerturb = 10
MinYPerturb = 5
MaxYPerturb = 10
Range       = 3000
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Exosuit_Rocket_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Exosuit_Rocket_HH_MFX"
FlashSocket0			= "Muzzle_Rocket"
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\Exosuit\Rocket\Fire.wav"
DryFireSnd  = "Sounds\Weapons\Exosuit\Rocket\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Exosuit\Rocket\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Exosuit\Rocket\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Exosuit\Rocket\Reload3.wav"
FireSndRadius           = 1500
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Exosuit_Rockets_Ammo"
BarrelType  = 8
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Exosuit_Dummy_Barrel]
Type = "Barrel"

NameId      = 4849
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 1
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = ""
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = ""
FlashSocket0			= ""
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = ""
MiscSnd2    = ""
FireSndRadius           = 1
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Knife_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_Facehugger_Dummy_Barrel]
Type = "Barrel"

NameId      = 4850
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 1
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = ""
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = ""
FireSnd     = ""
AltFireSnd  = ""
DryFireSnd  = ""
MiscSnd0    = ""
MiscSnd1    = ""
MiscSnd2    = ""
FireSndRadius           = 1
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "Knife_Ammo"
BarrelType  = 3
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_Hotbomb_Barrel]
Type = "Barrel"

NameId      = 4857
MuzzlePos   = <10.000000, 0.000000, 5.000000>
PVBreachOffset			= 0.000000
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 300
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Hotbomb_PV_MFX"
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Hotbomb_HH_MFX"
FireSnd     = "Sounds\Weapons\Predator\Hotbomb\Fire.wav"
AltFireSnd  = "Sounds\Weapons\Predator\Hotbomb\Altfire.wav"
DryFireSnd  = "Sounds\Weapons\Predator\Hotbomb\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Predator\Hotbomb\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Predator\Hotbomb\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Predator\Hotbomb\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Hotbomb_Ammo"
BarrelType  = 9
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_LR_Rail_Gun_Barrel]
PVBreachOffset = 0.000000
Type = "Barrel"

NameId      = 4807
MuzzlePos   = <0.000000, 0.000000, 10.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 30000
MinRecoilAmount         = <-1.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-2.000000, 0.500000, 0.500000>
RecoilTimes = <0.010000, 0.000000, 0.050000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Rail_Gun_PV_MFX"
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Rail_Gun_HH_MFX"
FireSnd     = "Sounds\Weapons\Marine\RailGun\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Marine\RailGun\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Marine\RailGun\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Marine\RailGun\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Marine\RailGun\Reload3.wav"
ClipIcon				= "interface\statusbar\marine\i_clip.pcx"
FireSndRadius           = 1200
InfiniteAmmo= 0
ShotsPerClip= 0
AmmoName    = "Rail_Gun_Bullets_Ammo"
BarrelType  = 7
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0

[AI_ClawsQueen_Barrel]
Type = "Barrel"

NameId      = 4831
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 5
MaxXPerturb = 50
MinYPerturb = 5
MaxYPerturb = 50
Range       = 250
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 6
SingleImpactSound		= 1
PVMuzzleFXName          = "Claws_PV_MFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Claws_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Claws\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\Claws\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Claws\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Claws\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Claws\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "ClawsQueen_Ammo"
BarrelType  = 3 // Queen claws so that the tail is usable
NextBarrel  = ""
DecloakWhenFired		= 0
Save                    = 0
DisplayAmmo = 0


[AI_TailQueen_Barrel]
Type = "Barrel"

NameId      = 4832
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 1
MaxXPerturb = 1
MinYPerturb = 1
MaxYPerturb = 1
Range       = 250
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Tail_Charging_1_PV_MFX"
PVBreachOffset		= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Tail_Charging_1_HH_MFX"
FlashSocket0			= ""
FireSnd     = "Sounds\Weapons\Alien\Tail\Fire.wav"
AltFireSnd  = ""
DryFireSnd  = "Sounds\Weapons\Alien\Tail\DryFire.wav"
MiscSnd0    = "Sounds\Weapons\Alien\Tail\Reload1.wav"
MiscSnd1    = "Sounds\Weapons\Alien\Tail\Reload2.wav"
MiscSnd2    = "Sounds\Weapons\Alien\Tail\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "TailQueen_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired	= 0
Save                    = 0
DisplayAmmo = 0


[StickyHotbomb_Barrel]
Type = "Barrel"

NameId      		= 4857
MuzzlePos   		= <10.000000, 0.000000, 5.000000>
PVBreachOffset		= 0.000000
MinXPerturb 		= 0
MaxXPerturb 		= 0
MinYPerturb 		= 0
MaxYPerturb 		= 0
Range       		= 300
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes 		= <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound	= 0
PVMuzzleFXName          = "Hotbomb_PV_MFX"
HHBreachOffset          = 0.000000
HHMuzzleFXName          = "Hotbomb_HH_MFX"
FireSnd     		= "Sounds\Weapons\Predator\Hotbomb\Fire.wav"
AltFireSnd  		= "Sounds\Weapons\Predator\Hotbomb\Altfire.wav"
DryFireSnd  		= "Sounds\Weapons\Predator\Hotbomb\DryFire.wav"
MiscSnd0    		= "Sounds\Weapons\Predator\Hotbomb\Reload1.wav"
MiscSnd1    		= "Sounds\Weapons\Predator\Hotbomb\Reload2.wav"
MiscSnd2    		= "Sounds\Weapons\Predator\Hotbomb\Reload3.wav"
FireSndRadius           = 250
InfiniteAmmo		= 0
ShotsPerClip		= 18
AmmoName    		= "Sticky_Hotbomb_Ammo"
BarrelType  		= 10
NextBarrel  		= ""
DecloakWhenFired	= 0
Save                    = 1
DisplayAmmo 		= 1

[PredatorHackingDevice_Barrel]
Type = "Barrel"

NameId      = 4853
MuzzlePos   = <0.000000, 0.000000, 0.000000>
MinXPerturb = 0
MaxXPerturb = 0
MinYPerturb = 0
MaxYPerturb = 0
Range       = 100
MinRecoilAmount         = <0.000000, 0.000000, 0.000000>
MaxRecoilAmount         = <0.000000, 0.000000, 0.000000>
RecoilTimes = <0.000000, 0.000000, 0.000000>
VectorsPerRound         = 1
SingleImpactSound		= 0
PVMuzzleFXName          = "Predator_Hacking_PVMFX"
PVBreachOffset			= 0.000000
HHBreachOffset          = 0.000000
HHMuzzleFXName          = ""
FlashSocket0			= ""
FireSnd     = ""
AltFireSnd  = "Sounds\Weapons\predator\hacking\LoopFire.wav"
DryFireSnd  = "Sounds\Weapons\predator\hacking\DryFire.wav"
MiscSnd0    = ""
MiscSnd1    = "Sounds\Weapons\predator\hacking\StartFire.wav"
MiscSnd2    = "Sounds\Weapons\predator\hacking\StopFire.wav"
FireSndRadius           = 1200
InfiniteAmmo= 1
ShotsPerClip= 0
AmmoName    = "PredatorHackingDevice_Ammo"
BarrelType  = 0
NextBarrel  = ""
DecloakWhenFired		= 1
Save                    = 1
DisplayAmmo = 0

/*******************************************************
**
** MP BARRELS
**
*******************************************************/

[Knife_Barrel_MP]
Parent = "Knife_Barrel"
Type = "Barrel"

AmmoName = "Knife_Ammo_MP"
Save                    = 0

[Pistol_Barrel_MP]
Parent = "Pistol_Barrel"
Type = "Barrel"

AmmoName = "Pistol_Bullets_Ammo_MP"
NextBarrel  = "Pistol_AP_Barrel_MP"
Save                    = 0

[Pistol_AP_Barrel_MP]
Parent = "Pistol_AP_Barrel"
Type = "Barrel"

AmmoName = "Pistol_Bullets_AP_Ammo_MP"
NextBarrel  = "Pistol_Barrel_MP"
Save                    = 0

[Shotgun_Barrel_MP]
Parent = "Shotgun_Barrel"
Type = "Barrel"

AmmoName = "Shotgun_Shells_Ammo_MP"
NextBarrel  = "Shotgun_Slug_Barrel_MP"
Save                    = 0

[Shotgun_Slug_Barrel_MP]
Parent = "Shotgun_Slug_Barrel"
Type = "Barrel"

AmmoName = "Shotgun_Slugs_Ammo_MP"
NextBarrel = "Shotgun_Barrel_MP"
Save                    = 0

[Pulse_Rifle_Bullet_Barrel_MP]
Parent = "Pulse_Rifle_Bullet_Barrel"
Type = "Barrel"

AmmoName = "Pulse_Rifle_Bullets_Ammo_MP"
Save                    = 0


[Pulse_Rifle_Grenade_Barrel_MP]
Parent = "Pulse_Rifle_Grenade_Barrel"
Type = "Barrel"

AmmoName = "Impact_Grenades_Ammo_MP"
Save                    = 0


[Smart_Gun_Barrel_MP]
Parent = "Smart_Gun_Barrel"
Type = "Barrel"

AmmoName = "Smart_Gun_Bullets_Ammo_MP"
Save                    = 0

[Rail_Gun_Barrel_MP]
Parent = "Rail_Gun_Barrel"
Type = "Barrel"

AmmoName = "Rail_Gun_Bullets_Ammo_MP"
Save                    = 0


[Pipe_Grenades_Barrel_MP]
Parent = "Pipe_Grenades_Barrel"
Type = "Barrel"

AmmoName = "Pipe_Grenades_Ammo_MP"
NextBarrel  = "Prox_Grenades_Barrel_MP"
Save                    = 0

[Prox_Grenades_Barrel_MP]
Parent = "Prox_Grenades_Barrel"
Type = "Barrel"

AmmoName = "Prox_Grenades_Ammo_MP"
NextBarrel  = "EMP_Grenades_Barrel_MP"
Save                    = 0

[EMP_Grenades_Barrel_MP]
Parent = "EMP_Grenades_Barrel"
Type = "Barrel"

AmmoName = "EMP_Grenades_Ammo_MP"
NextBarrel  = "Spider_Grenades_Barrel_MP"
Save                    = 0

[Spider_Grenades_Barrel_MP]
Parent = "Spider_Grenades_Barrel"
Type = "Barrel"

AmmoName = "Spider_Grenades_Ammo_MP"
NextBarrel  = "Pipe_Grenades_Barrel_MP"
Save                    = 0

[SADAR_Barrel_MP]
Parent = "SADAR_Barrel"
Type = "Barrel"

AmmoName = "SADAR_Rockets_Ammo_MP"
NextBarrel  = "SADAR_Tracking_Barrel_MP"
Save                    = 0

[SADAR_Tracking_Barrel_MP]
Parent = "SADAR_Tracking_Barrel"
Type = "Barrel"

AmmoName = "SADAR_Tracking_Rockets_Ammo_MP"
NextBarrel  = "SADAR_Barrel_MP"
Save                    = 0

[Flame_Thrower_Barrel_MP]
Parent = "Flame_Thrower_Barrel"
Type = "Barrel"

AmmoName = "Napalm_Ammo_MP"
Save                    = 0

[Minigun_Barrel_MP]
Parent = "Minigun_Barrel"
Type = "Barrel"

MinRecoilAmount         = <-2.500000, -0.500000, -0.500000>
MaxRecoilAmount         = <-3.000000, 0.500000, 0.500000>
RecoilTimes 		= <0.100000, 0.100000, 0.050000>

AmmoName = "Minigun_Bullets_Ammo_MP"
Save                    = 0

[Wristblades_Barrel_MP]
Parent = "Wristblades_Barrel"
Type = "Barrel"
AmmoName = "Wristblades_Ammo_MP"
Save                    = 0

[Wristblades_Charging_Barrel_1_MP]
Parent = "Wristblades_Charging_Barrel_1"
Type = "Barrel"
FireSnd  = "Sounds\Characters\predator\Pred_Yell2.wav"
FireSndRadius           = 10000
AmmoName = "Wristblades_Ammo1_MP"
NextBarrel  = "Wristblades_Charging_Barrel_2_MP"
Save                    = 0

[Wristblades_Charging_Barrel_2_MP]
Parent = "Wristblades_Charging_Barrel_2"
Type = "Barrel"
FireSnd  = "Sounds\Characters\predator\Pred_Yell2.wav"
FireSndRadius           = 10000
AmmoName = "Wristblades_Ammo2"
NextBarrel  = "Wristblades_Charging_Barrel_3_MP"
Save                    = 0

[Wristblades_Charging_Barrel_3_MP]
Parent = "Wristblades_Charging_Barrel_3"
Type = "Barrel"
FireSnd  = "Sounds\Characters\predator\Pred_Yell2.wav"
FireSndRadius           = 10000
AmmoName = "Wristblades_Ammo3_MP"
Save                    = 0

[Spear_Barrel_MP]
Parent = "Spear_Barrel"
Type = "Barrel"

AmmoName = "Spear_Ammo_MP"
Save                    = 0

[Spear_Swipe_Barrel_MP]
Parent = "Spear_Swipe_Barrel"
Type = "Barrel"

AmmoName = "Spear_Ammo_MP"
Save                    = 0

[Spear_Gun_Barrel_MP]
Parent = "Spear_Gun_Barrel"
Type = "Barrel"

AmmoName = "Spears_Ammo_MP"

DecloakWhenFired = 0
Save                    = 0

[Spear_Multi_Gun_Barrel_MP]
Parent = "Spear_Multi_Gun_Barrel"
Type = "Barrel"

AmmoName = "Spears_Multi_Ammo_MP"

DecloakWhenFired = 0
Save                    = 0

[Predator_Pistol_Barrel_MP]
Parent = "Predator_Pistol_Barrel"
Type = "Barrel"

AmmoName = "Predator_Pistol_Ammo_MP"
Save                    = 0

[Predator_Pistol_BarrelAlt_MP]
Parent = "Predator_Pistol_BarrelAlt"
Type = "Barrel"

AmmoName = "Predator_Pistol_AmmoAlt"
Save                    = 0

[Shoulder_Cannon_Barrel_MP]
Parent = "Shoulder_Cannon_Barrel"
Type = "Barrel"

AmmoName = "Shoulder_Cannon_Ammo_MP"
NextBarrel  = "Shoulder_Cannon_Barrel2_MP"
Save                    = 0

[Disc_Barrel_MP]
Parent = "Disc_Barrel"
Type = "Barrel"

AmmoName = "Discs_Ammo_MP"
Save                    = 0

[Net_Gun_Barrel_MP]
Parent = "Net_Gun_Barrel"
Type = "Barrel"

AmmoName = "Nets_Ammo_MP"
Save                    = 0

[Shoulder_Cannon_Barrel2_MP]
Parent = "Shoulder_Cannon_Barrel2"
Type = "Barrel"

AmmoName = "Shoulder_Cannon_Ammo2"
NextBarrel  = "Shoulder_Cannon_Barrel3_MP"
Save                    = 0

[Shoulder_Cannon_Barrel3_MP]
Parent = "Shoulder_Cannon_Barrel3"
Type = "Barrel"

AmmoName = "Shoulder_Cannon_Ammo3"
Save                    = 0

[Shoulder_Cannon_Alt_Barrel_MP]
Parent = "Shoulder_Cannon_Alt_Barrel"
Type = "Barrel"

AmmoName = "Shoulder_Cannon_Ammo_MP"
Save                    = 0

[StickyHotbomb_Barrel_MP]
Parent = "StickyHotbomb_Barrel"
Type = "Barrel"

AmmoName = "Sticky_Hotbomb_Ammo_MP"

DecloakWhenFired = 0

Save                    = 0

