[Engine.HandheldEquipment]
ZoomTime=0.5

[Engine.FiredWeapon]
DebugPerfectAim=false
DebugDrawTraceFire=false
DebugDrawAccuracyCone=false

bCanShootThroughGlass=true

FlashlightPointLightClass=class'SwatEquipmentModels2.DynamicFlashlightPointLight'
FlashlightSpotLightClass=class'SwatEquipmentModels2.DynamicFlashlightSpotLight'
FlashlightCoronaLightClass=class'SwatEquipmentModels2.DynamicFlashlightCoronaLight'
FlashlightUseFancyLights=-1

[Engine.ThrownWeapon]
;the animation that the ThrownWeapon's first-person model should play before thrown, ie. pin-being-pulled
FirstPersonPreThrowAnimation=PullPin


;********************************
;GENERAL AND ENEMY RELATED DATA
;********************************

[SwatEquipment.SubMachineGun]
;offset from the origin of the gun to the tip
ThirdPersonFireOffset=(X=0,Y=0,Z=0)
RagdollDeathImpactMomentumMultiplier=70
LightstickThrowAnimPostfix="SMG"

[SwatEquipment.Handgun]
;offset from the origin of the gun to the tip
ThirdPersonFireOffset=(X=0,Y=0,Z=0)
RagdollDeathImpactMomentumMultiplier=40
LightstickThrowAnimPostfix="HG"

[SwatEquipment.MachineGun]
;offset from the origin of the gun to the tip
ThirdPersonFireOffset=(X=0,Y=0,Z=0)
RagdollDeathImpactMomentumMultiplier=45
LightstickThrowAnimPostfix="M4"

[SwatEquipment.Shotgun]
;offset from the origin of the gun to the tip
ThirdPersonFireOffset=(X=0,Y=0,Z=0)
RagdollDeathImpactMomentumMultiplier=150
LightstickThrowAnimPostfix="SG"
Choke=1.0
; Handling qualities similar to shotguns (can be overridden)
AimErrorBreakingPoint=4.0
LookAimErrorPenaltyFactor=0.000125
MaxAimError=60.0


[SwatEquipment.CSBallLauncher]
RagdollDeathImpactMomentumMultiplier=0


;********************************
;
;
; PRIMARY AND BACKUP WEAPONS
;
;
;********************************


;*************************
;
;  PISTOLS
;
;*************************


;*****************************
;COLT M1911
;*****************************
[SwatEquipment.ColtM1911HG]
;; Ammo information
PlayerAmmoOption=SwatAmmo.ColtM1911HG_JHP
PlayerAmmoOption=SwatAmmo.ColtM1911HG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.ColtM1911HG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.ColtM1911HG_JHP",Chance=20)

;; Weight and Bulk
Weight=1.11
Bulk=2.9337

;; Viewmodel and Zoom
FirstPersonModelClass=class'SwatEquipmentModels2.ColtM1911_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.ColtM1911_ThirdPerson'
ZoomedFOV=60.0
ZoomTime=0.5
UnequipAnimationRate=1.5

;; Flashlight
HasAttachedFlashlight=true
FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-11.8,Z=1.9)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)

;; GUI
GUIImage=material'gui_tex.equip_1911'

;; Firing
Range=4000
MuzzleVelocity=12767
UseAnimationRate=1.3
AvailableFireMode=FireMode_Single

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=2.28
FiredAimErrorPenalty=1.63
InjuredAimErrorPenalty=0.13
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=1.14
MaxLookAimErrorPenalty=1.90
StandToWalkAimErrorPenalty=1.52
WalkToRunAimErrorPenalty=7.59

; Aim error modifiers
CrouchingAimError=0.48
MaxAimError=60.0
RunningAimError=7.49
StandingAimError=0.86
WalkingAimError=1.31

; Aim error recovery rates
AimErrorBreakingPoint=1.51
LargeAimErrorRecoveryRate=12.07
SmallAimErrorRecoveryRate=1.69

;; Recoil information
RecoilBackDuration=0.02
RecoilForeDuration=0.25
RecoilMagnitude=489.46


;***************************
;  Glock
;***************************
[SwatEquipment.Glock9mmHG]
;; Ammo information
EnemyUsesAmmo=(AmmoClass="SwatAmmo.Glock9mmHG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.Glock9mmHG_JHP",Chance=20)
PlayerAmmoOption=SwatAmmo.Glock9mmHG_JHP
PlayerAmmoOption=SwatAmmo.Glock9mmHG_FMJ

;; Weight and Bulk
Weight=0.74
Bulk=2.5668

;; GUI
GUIImage=material'gui_tex.equip_9mmpistol'

;; Viewmodel and Zoom
FirstPersonModelClass=class'SwatEquipmentModels2.NineMMpistol_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.NineMMpistol_ThirdPerson'
ZoomedFOV=60

;; Flashlight
HasAttachedFlashlight=true
FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-11.8,Z=1.9)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)

;; Firing
Range=4000
MuzzleVelocity=18924
UseAnimationRate=1.3
AvailableFireMode=FireMode_Single

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=1.84
FiredAimErrorPenalty=1.97
InjuredAimErrorPenalty=0.11
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=0.92
MaxLookAimErrorPenalty=1.53
StandToWalkAimErrorPenalty=1.23
WalkToRunAimErrorPenalty=6.13

; Aim error modifiers
CrouchingAimError=0.60
MaxAimError=60.0
RunningAimError=6.73
StandingAimError=1.07
WalkingAimError=1.44

; Aim error recovery rates
AimErrorBreakingPoint=1.29
LargeAimErrorRecoveryRate=16.99
SmallAimErrorRecoveryRate=2.38

;; Recoil information
RecoilBackDuration=0.05
RecoilForeDuration=0.15
RecoilMagnitude=591.13


;***************************
; Python Revolver
;***************************
[SwatEquipment.PythonRevolverHG]
EnemyUsesAmmo=(AmmoClass="SwatAmmo.PythonRevolverHG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.PythonRevolverHG_JHP",Chance=20)
PlayerAmmoOption=SwatAmmo.PythonRevolverHG_FMJ
PlayerAmmoOption=SwatAmmo.PythonRevolverHG_JHP

;; Weight and Bulk
Weight=1.40
Bulk=4.802

;; GUI
GUIImage=material'gui_tex.equip_python'

;; Viewmodel and Zoom
FirstPersonModelClass=class'SwatEquipmentModels2.PythonRevolver_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.PythonRevolver_ThirdPerson'
ZoomedFOV=70

;; Flashlight
HasAttachedFlashlight=false

;; Firing
Range=4000
MuzzleVelocity=21699
UseAnimationRate=1.3777777778
AvailableFireMode=FireMode_Single

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=2.28
FiredAimErrorPenalty=6.10
InjuredAimErrorPenalty=0.13
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=1.14
MaxLookAimErrorPenalty=1.90
StandToWalkAimErrorPenalty=1.52
WalkToRunAimErrorPenalty=7.61

; Aim error modifiers
CrouchingAimError=0.40
MaxAimError=60.0
RunningAimError=7.71
StandingAimError=0.71
WalkingAimError=1.16

; Aim error recovery rates
AimErrorBreakingPoint=1.53
LargeAimErrorRecoveryRate=6.73
SmallAimErrorRecoveryRate=0.94

;; Recoil information
RecoilBackDuration=0.06
RecoilForeDuration=0.27
RecoilMagnitude=1524.71


;*****************************
;Desert Eagle
;*****************************
[SwatEquipment.DesertEagleHG]
;; Ammo
EnemyUsesAmmo=(AmmoClass="SwatAmmo2.DEHG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo2.DEHG_JHP",Chance=20)
PlayerAmmoOption=SwatAmmo2.DEHG_FMJ
PlayerAmmoOption=SwatAmmo2.DEHG_JHP

;; Weight and Bulk
Weight=2.01
Bulk=4.34229

;; GUI
GUIImage=material'gui_tex2.equip_de'

;; Viewmodel and Zoom
FirstPersonModelClass=class'SwatEquipmentModels2.DesertEagle_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.DesertEagle_ThirdPerson'
ReloadAnimationRate=0.80
ZoomedFOV=70.0

;; Flashlight
HasAttachedFlashlight=false

;; Firing
Range=4000
MuzzleVelocity=22708
UseAnimationRate=1.00
AvailableFireMode=FireMode_Single

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=3.26
FiredAimErrorPenalty=4.43
InjuredAimErrorPenalty=0.19
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=1.63
MaxLookAimErrorPenalty=2.71
StandToWalkAimErrorPenalty=2.17
WalkToRunAimErrorPenalty=10.86

; Aim error modifiers
CrouchingAimError=0.40
MaxAimError=30.0
RunningAimError=9.09
StandingAimError=0.71
WalkingAimError=1.37

; Aim error recovery rates
AimErrorBreakingPoint=2.07
LargeAimErrorRecoveryRate=7.51
SmallAimErrorRecoveryRate=1.05

;; Recoil information
AutoFireRecoilMagnitudeIncrement=245.31
RecoilBackDuration=0.03
RecoilForeDuration=0.44
RecoilMagnitude=1108.29


;*****************************
;Tec-DC 9 Machine Pistol
;*****************************
[SwatEquipment.TEC9HG]
;; Ammo information
EnemyUsesAmmo=(AmmoClass="SwatAmmo2.TEC9SMG_FMJ",Chance=100)
PlayerAmmoOption=SwatAmmo2.TEC9SMG_FMJ

;; Weight and Bulk
Weight=1.40
Bulk=3.7089

;; Viewmodel and zoom
FirstPersonModelClass=class'SwatEquipmentModels2.TEC9_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.TEC9_ThirdPerson'
ReloadAnimationRate=0.80
ZoomedFov=60.0

;; Flashlight
HasAttachedFlashlight=false

;; Gui
GUIImage=material'gui_tex2.equip_tec9'

;; Firing
BurstRateFactor=3.1666666667
Range=4000
MuzzleVelocity=16905
UseAnimationRate=2.00
AvailableFireMode=FireMode_Auto
AvailableFireMode=FireMode_Single

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=3.32
FiredAimErrorPenalty=2.41
InjuredAimErrorPenalty=0.20
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=1.66
MaxLookAimErrorPenalty=2.76
StandToWalkAimErrorPenalty=2.21
WalkToRunAimErrorPenalty=11.05

; Aim error modifiers
CrouchingAimError=0.48
MaxAimError=18.0
RunningAimError=9.60
StandingAimError=0.86
WalkingAimError=1.52

; Aim error recovery rates
AimErrorBreakingPoint=2.07
LargeAimErrorRecoveryRate=7.51
SmallAimErrorRecoveryRate=1.05

;; Recoil information
AutoFireRecoilMagnitudeIncrement=98.75
RecoilBackDuration=0.02
RecoilForeDuration=0.33
RecoilMagnitude=602.14



;*************************
;
;  SUBMACHINE GUNS
;
;*************************


;***************************
; 5.7x28mm Submachine Gun (FNP90)
;***************************
[SwatEquipment.FNP90SMG]
;; Ammo information
PlayerAmmoOption=SwatAmmo2.FNP90SMG_FMJ
PlayerAmmoOption=SwatAmmo2.FNP90SMG_JHP
EnemyUsesAmmo=(AmmoClass="SwatAmmo2.FNP90SMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo2.FNP90SMG_JHP",Chance=20)

;; Weight and Bulk
Weight=2.50
Bulk=10.605

;; Viewmodel and Zoom
FirstPersonModelClass=class'SwatEquipmentModels2.P90_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.P90_ThirdPerson'
ZoomedFOV=60.0
ZoomTime=0.5

;; GUI
GUIImage=material'gui_tex2.equip_p90'

;; Flashlight
HasAttachedFlashlight=True
FlashlightPosition_1stPerson=(X=0,Y=0,Z=0)
FlashlightRotation_1stPerson=(Pitch=1500,Yaw=2700,Roll=0)
FlashlightPosition_3rdPerson=(X=-2,Y=-13.5,Z=10)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)

;; Firing information
BurstRateFactor=1.25
MuzzleVelocity=36081
Range=4000
UseAnimationRate=0.833333
AvailableFireMode=FireMode_Auto
AvailableFireMode=FireMode_Single

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=5.23
FiredAimErrorPenalty=0.62
InjuredAimErrorPenalty=0.37
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=2.62
MaxLookAimErrorPenalty=4.36
StandToWalkAimErrorPenalty=1.31
WalkToRunAimErrorPenalty=6.54

; Aim error modifiers
CrouchingAimError=0.30
MaxAimError=60.0
RunningAimError=7.44
StandingAimError=0.54
WalkingAimError=1.07

; Aim error recovery rates
AimErrorBreakingPoint=1.40
LargeAimErrorRecoveryRate=9.57
SmallAimErrorRecoveryRate=1.79

;; Recoil
AutoFireRecoilMagnitudeIncrement=30.32
RecoilBackDuration=0.04
RecoilForeDuration=0.26
RecoilMagnitude=233.92


;***********************
;  UZI
;***********************
[SwatEquipment.UZISMG]
;; Ammo information
PlayerAmmoOption=SwatAmmo.UZISMG_FMJ
PlayerAmmoOption=SwatAmmo.UZISMG_JHP
EnemyUsesAmmo=(AmmoClass="SwatAmmo.UZISMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.UZISMG_JHP",Chance=20)

;; Weight and Bulk
Weight=4.10
Bulk=14.04

;; Viewmodel and Zoom
FirstPersonModelClass=class'SwatEquipmentModels2.Uzi_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.UZI_ThirdPerson'
ZoomedFOV=60.0
ZoomTime=0.5

;; Flashlight
HasAttachedFlashlight=false

;; GUI
GUIImage=material'gui_tex.equip_uzi'

;; Firing
BurstRateFactor=0.666667
MuzzleVelocity=14887
Range=4000
UseAnimationRate=2.00
AvailableFireMode=FireMode_Auto
AvailableFireMode=FireMode_Single

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=9.82
FiredAimErrorPenalty=0.37
InjuredAimErrorPenalty=0.70
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=4.91
MaxLookAimErrorPenalty=8.19
StandToWalkAimErrorPenalty=2.46
WalkToRunAimErrorPenalty=12.28

; Aim error modifiers
CrouchingAimError=0.23
MaxAimError=60.0
RunningAimError=10.26
StandingAimError=0.42
WalkingAimError=1.40

; Aim error recovery rates
AimErrorBreakingPoint=2.25
LargeAimErrorRecoveryRate=10.56
SmallAimErrorRecoveryRate=1.97

;; Recoil
AutoFireRecoilMagnitudeIncrement=28.29
RecoilBackDuration=0.01
RecoilForeDuration=0.40
RecoilMagnitude=139.80


;*****************************
;HK MP5
;*****************************
[SwatEquipment.MP5SMG]
;; Ammo information
PlayerAmmoOption=SwatAmmo.MP5SMG_JHP
PlayerAmmoOption=SwatAmmo.MP5SMG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SMG_JHP",Chance=20)

;; Weight and Bulk
Weight=2.54
Bulk=17.68

;; Viewmodel and Zoom
FirstPersonModelClass=class'SwatEquipmentModels2.MP5_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.MP5_ThirdPerson'
ZoomedFOV=50.0
ZoomTime=0.75

;; GUI
GUIImage=material'gui_tex.equip_mp5'

;; Flashlight
HasAttachedFlashlight=True
FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-30,Z=5.4)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)

;; Firing
BurstRateFactor=1.1111
MuzzleVelocity=20185.00
Range=4000
UnequipAnimationRate=1.5
UseAnimationRate=2.0
AvailableFireMode=FireMode_Auto
AvailableFireMode=FireMode_Burst
AvailableFireMode=FireMode_Single

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=6.72
FiredAimErrorPenalty=0.59
InjuredAimErrorPenalty=0.48
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=3.45
MaxLookAimErrorPenalty=5.60
StandToWalkAimErrorPenalty=1.68
WalkToRunAimErrorPenalty=8.40

; Aim error modifiers
CrouchingAimError=0.27
MaxAimError=60.0
RunningAimError=7.66
StandingAimError=0.48
WalkingAimError=1.15

; Aim error recovery rates
AimErrorBreakingPoint=1.61
LargeAimErrorRecoveryRate=10.80
SmallAimErrorRecoveryRate=2.02

;; Recoil
AutoFireRecoilMagnitudeIncrement=29.48
RecoilBackDuration=0.03
RecoilForeDuration=0.26
RecoilMagnitude=222.85


;*****************************
;SILENCED HK MP5
;*****************************
[SwatEquipment.SilencedMP5SMG]
;; Silenced MP5 is derived from MP5, so this only describes what is modified from MP5
;; Ammo information
PlayerAmmoOption=SwatAmmo.MP5SDSMG_JHP
PlayerAmmoOption=SwatAmmo.MP5SDSMG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SDSMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SDSMG_JHP",Chance=20)
;; Viewmodel
FirstPersonModelClass=class'SwatEquipmentModels2.SilencedMP5_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.SilencedMP5_ThirdPerson'

;; Weight and Bulk
Weight=2.78
Bulk=19.5

;; GUI
GUIImage=material'gui_tex.equip_mp5silenced'

;; Firing
MuzzleVelocity=14382

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=8.47
FiredAimErrorPenalty=0.51
InjuredAimErrorPenalty=0.60
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=4.23
MaxLookAimErrorPenalty=7.06
StandToWalkAimErrorPenalty=2.12
WalkToRunAimErrorPenalty=10.59

; Aim error modifiers
CrouchingAimError=0.27
MaxAimError=60.0
RunningAimError=9.30
StandingAimError=0.48
WalkingAimError=1.33

; Aim error recovery rates
AimErrorBreakingPoint=1.99
LargeAimErrorRecoveryRate=11.62
SmallAimErrorRecoveryRate=2.17

;; Recoil
AutoFireRecoilMagnitudeIncrement=27.33
RecoilBackDuration=0.03
RecoilForeDuration=0.29
RecoilMagnitude=191.33

;***************************
;  UMP45
;***************************
[SwatEquipment.UMP45SMG]
;; Ammo information
PlayerAmmoOption=SwatAmmo.UMP45SMG_FMJ
PlayerAmmoOption=SwatAmmo.UMP45SMG_JHP
EnemyUsesAmmo=(AmmoClass="SwatAmmo.UMP45SMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.UMP45SMG_JHP",Chance=20)

;; Weight and Bulk
Weight=2.44
Bulk=22.563

;; Viewmodel and Zoom
FirstPersonModelClass=class'SwatEquipmentModels2.UMP45_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.UMP45_ThirdPerson'
ZoomedFOV=45.0
ZoomTime=0.5

;; GUI
GUIImage=material'gui_tex.equip_Ump'

;; Flashlight
HasAttachedFlashlight=true
FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-30.5,Z=4)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)

;; Firing
BurstRateFactor=1.0
MuzzleVelocity=13120
BurstShotCount=2
Range=4000
UseAnimationRate=2.00
AvailableFireMode=FireMode_Auto
AvailableFireMode=FireMode_Burst
AvailableFireMode=FireMode_Single

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=6.87
FiredAimErrorPenalty=0.73
InjuredAimErrorPenalty=0.49
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=3.43
MaxLookAimErrorPenalty=5.72
StandToWalkAimErrorPenalty=1.72
WalkToRunAimErrorPenalty=8.59

; Aim error modifiers
CrouchingAimError=0.30
MaxAimError=60.0
RunningAimError=7.58
StandingAimError=0.54
WalkingAimError=1.22

; Aim error recovery rates
AimErrorBreakingPoint=1.62
LargeAimErrorRecoveryRate=10.50
SmallAimErrorRecoveryRate=1.96

;; Recoil
AutoFireRecoilMagnitudeIncrement=39.11
RecoilBackDuration=0.04
RecoilForeDuration=0.29
RecoilMagnitude=273.76


;*************************
;
;  ASSAULT AND BATTLE RIFLES
;
;*************************


;*****************************
;M4A1 Carbine ASSAULT RIFLE
;*****************************
[SwatEquipment.M4A1MG]
;; Ammo information
PlayerAmmoOption=SwatAmmo.M4A1MG_JHP
PlayerAmmoOption=SwatAmmo.M4A1MG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4A1MG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4A1MG_JHP",Chance=20)

;; Weight and Bulk
Weight=2.88
Bulk=22.464

;; Viewmodel and Zoom
FirstPersonModelClass=class'SwatEquipmentModels2.M4A1_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.M4A1_ThirdPerson'
ZoomedFOV=40.0
ZoomTime=0.75

;; GUI
GUIImage=material'gui_tex.equip_m4a1'

;; Flashlight
HasAttachedFlashlight=true
FlashlightPosition_1stPerson=(X=22,Y=1,Z=10)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=2.5,Y=-32,Z=8.7)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)

;; Firing
BurstRateFactor=1.33333
MuzzleVelocity=44609
Range=4000
ReloadAnimationRate=0.8
UseAnimationRate=2.0
AvailableFireMode=FireMode_Auto
AvailableFireMode=FireMode_Single

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=8.08
FiredAimErrorPenalty=0.96
InjuredAimErrorPenalty=0.58
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=4.04
MaxLookAimErrorPenalty=6.73
StandToWalkAimErrorPenalty=2.02
WalkToRunAimErrorPenalty=10.11

; Aim error modifiers
CrouchingAimError=0.11
MaxAimError=15.0
RunningAimError=9.70
StandingAimError=0.20
WalkingAimError=1.01

; Aim error recovery rates
AimErrorBreakingPoint=1.98
LargeAimErrorRecoveryRate=9.50
SmallAimErrorRecoveryRate=1.77

;; Recoil
AutoFireRecoilMagnitudeIncrement=53.54
RecoilBackDuration=0.02
RecoilForeDuration=0.30
RecoilMagnitude=361.34


;***************************
;  AK47
;***************************
[SwatEquipment.AK47MG]
;; Ammo information
PlayerAmmoOption=SwatAmmo.AK47MG_FMJ
PlayerAmmoOption=SwatAmmo.AK47MG_JHP
EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_FMJ",Chance=70)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_JHP",Chance=20)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_LowAmmo_FMJ",Chance=10)

;; Weight and Bulk
Weight=3.62
Bulk=23.214

;; Viewmodel and Zoom
FirstPersonModelClass=class'SwatEquipmentModels2.AK47_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.AK47_ThirdPerson'
ZoomedFOV=50.0
ZoomTime=1.0

;; GUI
GUIImage=material'gui_tex.equip_AK47'

;; Flashlight
HasAttachedFlashlight=false

;; Firing
BurstRateFactor=1.666667
MuzzleVelocity=36081
Range=4000
UseAnimationRate=2.0
AvailableFireMode=FireMode_Auto
AvailableFireMode=FireMode_Single

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=8.77
FiredAimErrorPenalty=1.25
InjuredAimErrorPenalty=0.63
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=4.39
MaxLookAimErrorPenalty=7.31
StandToWalkAimErrorPenalty=2.19
WalkToRunAimErrorPenalty=10.96

; Aim error modifiers
CrouchingAimError=0.10
MaxAimError=30.0
RunningAimError=10.36
StandingAimError=0.18
WalkingAimError=1.05

; Aim error recovery rates
AimErrorBreakingPoint=2.13
LargeAimErrorRecoveryRate=8.86
SmallAimErrorRecoveryRate=1.65

;; Recoil
AutoFireRecoilMagnitudeIncrement=86.62
RecoilBackDuration=0.03
RecoilForeDuration=0.37
RecoilMagnitude=467.73


;***************************
;  G36k (GB36s)
;***************************
[SwatEquipment.G36kMG]
;; Ammo
EnemyUsesAmmo=(AmmoClass="SwatAmmo.G36kMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.G36kMG_JHP",Chance=20)
PlayerAmmoOption=SwatAmmo.G36kMG_FMJ
PlayerAmmoOption=SwatAmmo.G36kMG_JHP

;; Weight and Bulk
Weight=3.58
Bulk=20.016

;; Viewmodel and zoom
FirstPersonModelClass=class'SwatEquipmentModels2.G36K_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.G36K_ThirdPerson'
ZoomedFOV=35.0
ZoomTime=0.75

;; GUI
GUIImage=material'gui_tex.equip_G36K'

;; Flashlight
HasAttachedFlashlight=true
FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=2.2,Y=-31,Z=8.9)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)

;; Firing
BurstRateFactor=1.25
BurstShotCount=2
MuzzleVelocity=40370
Range=4000
UseAnimationRate=2.00
AvailableFireMode=FireMode_Auto
AvailableFireMode=FireMode_Burst
AvailableFireMode=FireMode_Single

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=7.45
FiredAimErrorPenalty=0.74
InjuredAimErrorPenalty=0.53
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=3.73
MaxLookAimErrorPenalty=6.21
StandToWalkAimErrorPenalty=1.86
WalkToRunAimErrorPenalty=9.31

; Aim error modifiers
CrouchingAimError=0.18
MaxAimError=60.0
RunningAimError=7.78
StandingAimError=0.32
WalkingAimError=1.06

; Aim error recovery rates
AimErrorBreakingPoint=1.71
LargeAimErrorRecoveryRate=9.73
SmallAimErrorRecoveryRate=1.82

;; Recoil
AutoFireRecoilMagnitudeIncrement=49.67
RecoilBackDuration=0.02
RecoilForeDuration=0.36
RecoilMagnitude=277.40


;***************************
; Colt Accurized Rifle
;***************************
[SwatEquipment.ColtAccurizedRifle]
;; Ammo
PlayerAmmoOption=SwatAmmo2.ColtAR_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo2.ColtAR_FMJ",Chance=100)

;; Weight and Bulk
Weight=6.58
Bulk=34.102

;; Firing
Range=4000
MuzzleVelocity=46930
AvailableFireMode=FireMode_Single
UseAnimationRate=1.22

;; Viewmodel and Zoom
ShouldHaveFirstPersonModel=true
FirstPersonModelClass=class'SwatEquipmentModels2.CAR_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.CAR_ThirdPerson'
ZoomedAimErrorModifier=0.5
ZoomedFOV=35.0
ZoomTime=0.50
ZoomBlurOverlay=Material'gui_tex2.AR15_SniperScopeShader'

;; Flashlight
HasAttachedFlashlight=False

;; GUI
GUIImage=material'gui_tex2.equip_AR15SD'

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=10.94
FiredAimErrorPenalty=0.62
InjuredAimErrorPenalty=0.78
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=5.47
MaxLookAimErrorPenalty=9.12
StandToWalkAimErrorPenalty=2.74
WalkToRunAimErrorPenalty=13.68

; Aim error modifiers
CrouchingAimError=0.08
MaxAimError=15.0
RunningAimError=12.04
StandingAimError=0.14
WalkingAimError=1.24

; Aim error recovery rates
AimErrorBreakingPoint=2.57
LargeAimErrorRecoveryRate=7.62
SmallAimErrorRecoveryRate=1.42

;; Recoil information
RecoilBackDuration=0.01
RecoilForeDuration=0.61
RecoilMagnitude=231.45
AutoFireRecoilMagnitudeIncrement=31.39


;*************************
;
;  SHOTGUNS
;
;*************************


;********************************
;BENELLI M4 SUPER90 SHOTGUN
;********************************

[SwatEquipment.M4Super90SG]
;; Ammo information
EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4Super90SGAmmo",Chance=60)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4Super90SG000Ammo",Chance=30)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4Super90SGSabotAmmo",Chance=10)
MagazineSize=7
PlayerAmmoOption=SwatAmmo.M4Super90SGAmmo
PlayerAmmoOption=SwatAmmo.M4Super90SG000Ammo
PlayerAmmoOption=SwatAmmo.M4Super90SGSabotAmmo

;; Weight and Bulk
Weight=3.95
Bulk=22.22

;; Viewmodel
FirstPersonModelClass=class'SwatEquipmentModels2.M4Super90_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.M4Super90_ThirdPerson'

;; Flashlight
HasAttachedFlashlight=true
FlashlightPosition_1stPerson=(X=14,Y=-4,Z=7)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-34.6,Z=2.7)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)

;; GUI
GUIImage=material'gui_tex.equip_m4super90'

;; Firing information
MuzzleVelocity=20387
OverrideArmDamageModifier=1.0
Range=4000
UseAnimationRate=1.0

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=9.79
FiredAimErrorPenalty=1.40
InjuredAimErrorPenalty=0.70
MaxInjuredAimErrorPenalty=4.89
MaxLookAimErrorPenalty=8.16
StandToWalkAimErrorPenalty=2.45
WalkToRunAimErrorPenalty=12.23

; Aim error modifiers
CrouchingAimError=0.65
RunningAimError=10.12
StandingAimError=1.16
WalkingAimError=2.14

; Aim error recovery rates
LargeAimErrorRecoveryRate=9.40
SmallAimErrorRecoveryRate=1.76
AimErrorBreakingPoint=2.24

;; Recoil
RecoilBackDuration=0.05
RecoilForeDuration=0.37
RecoilMagnitude=1400.99


;********************************
;BENELLI NOVA PUMP ACTION SHOTGUN
;********************************

[SwatEquipment.NovaPumpSG]
;; Ammo information
EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGAmmo",Chance=60)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSG000Ammo",Chance=30)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGSabotAmmo",Chance=10)
MagazineSize=7
PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo
PlayerAmmoOption=SwatAmmo.NovaPumpSG000Ammo
PlayerAmmoOption=SwatAmmo.NovaPumpSGSabotAmmo

;; Weight and Bulk
Weight=3.89
Bulk=21.516

;; Viewmodel
FirstPersonModelClass=class'SwatEquipmentModels2.NovaPump_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.NovaPump_ThirdPerson'

;; Flashlight
HasAttachedFlashlight=true
FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-39.4,Z=1.15)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)

;; GUI
GUIImage=material'gui_tex.equip_novapump'

;; Firing
OverrideArmDamageModifier=1.0
MuzzleVelocity=20387
Range=4000
ReloadAnimationRate=1.0
UseAnimationRate=1.1666666667

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=9.76
FiredAimErrorPenalty=1.42
InjuredAimErrorPenalty=0.70
MaxInjuredAimErrorPenalty=4.88
MaxLookAimErrorPenalty=8.13
StandToWalkAimErrorPenalty=2.44
WalkToRunAimErrorPenalty=12.20

; Aim error modifiers
CrouchingAimError=0.65
RunningAimError=10.12
StandingAimError=1.16
WalkingAimError=2.13

; Aim error recovery rates
LargeAimErrorRecoveryRate=11.13
SmallAimErrorRecoveryRate=2.08
AimErrorBreakingPoint=2.23

;; Recoil
RecoilBackDuration=0.05
RecoilForeDuration=0.36
RecoilMagnitude=1421.78


;*************************
;
;  GRENADE LAUNCHERS
;
;*************************

;********************************
;HK 69 Grenade Launcher
;********************************

[SwatEquipment.HK69GrenadeLauncher]
OfficerWontEquipAsPrimary=true

;; Ammo
PlayerAmmoOption=SwatAmmo2.HK69GL_StingerGrenadeAmmo
PlayerAmmoOption=SwatAmmo2.HK69GL_FlashbangGrenadeAmmo
PlayerAmmoOption=SwatAmmo2.HK69GL_CSGasGrenadeAmmo
PlayerAmmoOption=SwatAmmo2.HK69GL_TripleBatonAmmo
EnemyUsesAmmo=(AmmoClass="SwatAmmo2.HK69GL_StingerGrenadeAmmo",Chance=100)
MagazineSize=1

;; Weight and Bulk
Weight=2.62
Bulk=9.4915

;; GUI
GUIImage=material'gui_tex2.equip_HK69'
GUIPaperdollImage=material'Engine_res.DefaultTexture'

;; Viewmodel and Zoom
FirstPersonModelClass=class'SwatEquipmentModels2.HK69GL_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.HK69GL_ThirdPerson'
ZoomedFOV=52.0
ZoomTime=0.5

;; Firing
Range=6000
MuzzleVelocity=3835
OverrideArmDamageModifier=1.0

;; Animation
EquipAnimationRate=1
ReloadAnimationRate=1
UnequipAnimationRate=1
UseAnimationRate=1.5555555556
LightstickThrowAnimPostfix="M4"

;; Flashlight
HasAttachedFlashlight=False

;; Aim information
; Aim error penalties
EquippedAimErrorPenalty=4.91
FiredAimErrorPenalty=4.60
InjuredAimErrorPenalty=0.29
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=2.46
MaxLookAimErrorPenalty=4.09
StandToWalkAimErrorPenalty=3.27
WalkToRunAimErrorPenalty=16.37

; Aim error modifiers
CrouchingAimError=0.29
RunningAimError=13.39
StandingAimError=0.51
WalkingAimError=1.49

; Aim error recovery rates
AimErrorBreakingPoint=2.98
LargeAimErrorRecoveryRate=12.45
MaxAimError=40.0
SmallAimErrorRecoveryRate=1.74

;; Recoil
RecoilBackDuration=0.03
RecoilForeDuration=0.51
RecoilMagnitude=1380.94


;*************************
;
;  SPECIAL WEAPONS
;
;*************************


;***************************
; 5.56mm Light Machine Gun (SAW / Minimi)
;***************************
[SwatEquipment.SAWMG]
;; Ammo information
EnemyUsesAmmo=(AmmoClass="SwatAmmo2.SAWMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo2.SAWMG_JHP",Chance=20)
PlayerAmmoOption=SwatAmmo2.SAWMG_JHP
PlayerAmmoOption=SwatAmmo2.SAWMG_FMJ

;; Weight and Bulk
Weight=7.71
Bulk=39.33

;; GUI
GUIImage=material'gui_tex2.equip_SAW'

;; Viewmodel and Zoom
FirstPersonModelClass=class'SwatEquipmentModels2.SAW_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.SAW_ThirdPerson'
ZoomedFOV=60.0
ZoomTime=0.5
LightstickThrowAnimPostfix="M4"

;; Flashlight
HasAttachedFlashlight=false

;; Firing
BurstRateFactor=2.444445
MuzzleVelocity=46173
Range=4000
UseAnimationRate=1.833333
AvailableFireMode=FireMode_Auto

;; Aiming Information
; Aim error penalties
EquippedAimErrorPenalty=13.14
FiredAimErrorPenalty=0.59
InjuredAimErrorPenalty=0.94
LookAimErrorPenaltyFactor=0.000250
MaxInjuredAimErrorPenalty=6.57
MaxLookAimErrorPenalty=10.95
StandToWalkAimErrorPenalty=3.28
WalkToRunAimErrorPenalty=16.42

; Aim error modifiers
CrouchingAimError=0.09
StandingAimError=0.16
RunningAimError=11.91
WalkingAimError=1.47

; Aim error recovery rates
AimErrorBreakingPoint=2.83
LargeAimErrorRecoveryRate=6.28
MaxAimError=65.0
SmallAimErrorRecoveryRate=1.17

;; Recoil
AutoFireRecoilMagnitudeIncrement=110.84
RecoilBackDuration=0.01
RecoilForeDuration=1.00
RecoilMagnitude=222.22


;*************************
; Breaching Shotgun
;*************************

[SwatEquipment.BreachingSG]
;RoundBasedWeapon configuration
MagazineSize=5
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.FrangibleBreachingAmmo
EnemyUsesAmmo=(AmmoClass="SwatAmmo.BreachingShotgunAmmo",Chance=100)
Range=82
MuzzleVelocity=20384
;HandheldEquipment configuration
FirstPersonModelClass=class'SwatEquipmentModels2.BreachingShotgun_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.BreachingShotgun_ThirdPerson'
Description=The breaching shotgun is a specially modified, pump action shotgun designed to breach locked doors.  The weapon fires frangible breaching ammo that is designed to quickly break into very small pieces upon impact.  This behavior reduces penetration and increases damage upon impact with hard surfaces.  These factors make it ideal for breaking locks on doors without penetrating the door and harming someone on the other side.  The toothed extender on barrel allows officers to jam the weapon into the door and ensures the correct distance from the lock for the breaching ammo to be most effective.  Its compact design permits officers to carry the weapon on their back, allowing it to be carried in addition to the primary weapon.
FriendlyName="Shotgun"
GUIImage=material'gui_tex.equip_breachingshotgun'
EquipAnimationRate=1
UnequipAnimationRate=1
UseAnimationRate=1
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=8.39
SmallAimErrorRecoveryRate=1.57
AimErrorBreakingPoint=3.34
StandingAimError=1.95
WalkingAimError=2.48
RunningAimError=6.76
CrouchingAimError=1.09
;Instantaneous penalties
EquippedAimErrorPenalty=5.29
StandToWalkAimErrorPenalty=1.32
WalkToRunAimErrorPenalty=6.61
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=2.07
InjuredAimErrorPenalty=0.38
MaxInjuredAimErrorPenalty=2.64
MaxLookAimErrorPenalty=4.41
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
RecoilBackDuration=0.11
RecoilForeDuration=0.25
RecoilMagnitude=2074.80
LightstickThrowAnimPostfix="BreachingSG"
HasAttachedFlashlight=true
FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-39.4,Z=1.15)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)

Weight=2.60
Bulk=8.64

;*************************
; Less Lethal Shotgun
;*************************

[SwatEquipment.LessLethalSG]
;RoundBasedWeapon configuration
MagazineSize=7
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.LessLethalAmmo
EnemyUsesAmmo=(AmmoClass="SwatAmmo.LessLethalAmmo",Chance=100)
Range=1536
MuzzleVelocity=20384
;HandheldEquipment configuration
FirstPersonModelClass=class'SwatEquipmentModels2.NonLethalShotgun_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.NonLethalShotgun_ThirdPerson'
Description="The less lethal shotgun is a Benelli Nova, pump-action shotgun which is always loaded with less than lethal beanbag rounds.  It is most often used on an uncooperative suspect or civilian.  The specially designated less lethal shotgun is necessary to eliminate errors that can occur from individually loading lethal or less than lethal munitions into the same weapon.  To remind the operators that this particular weapon is only to be loaded with less than lethal ammunition, it has been painted green.||The beanbag ammunition provides a powerful blunt force impact on the target.  This causes extreme pain and disorientation."
FriendlyName="Less Lethal Shotgun"
GUIImage=material'gui_tex.equip_lesslethal'
GUIPaperdollImage=material'gui_tex.paperdoll_shotgun'
EquipAnimationRate=1
UnequipAnimationRate=1
UseAnimationRate=1.1666666667
ReloadAnimationRate=1
bCanShootThroughGlass=false
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=11.13
SmallAimErrorRecoveryRate=2.08
AimErrorBreakingPoint=2.23
CrouchingAimError=0.65
RunningAimError=10.12
StandingAimError=1.16
WalkingAimError=2.13
;Instantaneous penalties
EquippedAimErrorPenalty=9.76
FiredAimErrorPenalty=1.42
InjuredAimErrorPenalty=0.70
MaxInjuredAimErrorPenalty=4.88
MaxLookAimErrorPenalty=8.13
StandToWalkAimErrorPenalty=2.44
WalkToRunAimErrorPenalty=12.20
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
RecoilBackDuration=0.05
RecoilForeDuration=0.36
RecoilMagnitude=1421.78
; **The following are copied from the sting grenade**
;damage - Damage should be applied constantly over DamageRadius
Damage=25.0
;sting
PlayerStingDuration=12.0
HeavilyArmoredPlayerStingDuration=6.0
NonArmoredPlayerStingDuration=18.0
;AI stuff
AIStingDuration=6.0
MoraleModifier=0.4
;Weapon Zoom
ZoomedFOV=55.0
ZoomTime=0.5
HasAttachedFlashlight=true
FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-39.4,Z=1.15)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
LightstickThrowAnimPostfix="SG"

Weight=3.89
Bulk=21.516

;********************************
;Pepperball WEAPON (CS Ball Launcher)
;********************************

[SwatEquipment.CSBallLauncher]
;CSBallLauncher configuration
CSBallClass=class'SwatDesignerClasses.CSBall'
;RoundBasedWeapon configuration
MagazineSize=200
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.CSBallLauncherAmmo
EnemyUsesAmmo=(AmmoClass="SwatAmmo.CSBallLauncherAmmo",Chance=100)
Range=4000
MuzzleVelocity=4542
AvailableFireMode=FireMode_Single
;AvailableFireMode=FireMode_Burst
;AvailableFireMode=FireMode_Auto
;BurstRateFactor=1
;HandheldEquipment configuration
FirstPersonModelClass=class'SwatEquipmentModels2.Paintball_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.Paintball_ThirdPerson'
Description="The Pepper-ball gun is based on technology originally designed for recreational paintball.  Compressed Carbon Dioxide ejects the ammunition at relatively high velocities.  The Pepper-ball gun allows officers to quickly deploy OC at specific targets, in more easily controlled quantities, and at significantly longer ranges than a grenade or standard pepper spray.  With the large ammunition hopper this weapon never needs to be reloaded under normal operating conditions."
FriendlyName="Pepper-ball"
GUIImage=material'gui_tex.equip_pepperballgun'
GUIPaperdollImage=material'gui_tex.paperdoll'
EquipAnimationRate=1
UnequipAnimationRate=1
UseAnimationRate=2
ReloadAnimationRate=1
bCanShootThroughGlass=false
bAimAtHead=true

;; Aiming information
; Aim error penalties
EquippedAimErrorPenalty=8.47
FiredAimErrorPenalty=0.51
InjuredAimErrorPenalty=0.60
LookAimErrorPenaltyFactor=0.000125
MaxInjuredAimErrorPenalty=4.23
MaxLookAimErrorPenalty=7.06
StandToWalkAimErrorPenalty=2.12
WalkToRunAimErrorPenalty=10.59

; Aim error modifiers
CrouchingAimError=0.27
MaxAimError=60.0
RunningAimError=9.30
StandingAimError=0.48
WalkingAimError=1.33

; Aim error recovery rates
AimErrorBreakingPoint=1.99
LargeAimErrorRecoveryRate=11.62
SmallAimErrorRecoveryRate=2.17

LookAimErrorPenaltyFactor=0.000125

RecoilBackDuration=0.025
RecoilForeDuration=0.035
RecoilMagnitude=100
;Flashlight
HasAttachedFlashlight=true
FlashlightPosition_1stPerson=(X=22,Y=1,Z=10)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=2.5,Y=-31.5,Z=6.6)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
;Weapon Zoom
ZoomedFOV=60.0
ZoomTime=0.5
LightstickThrowAnimPostfix="SMG"

Weight=2.44
Bulk=17.68

[SwatEquipment.CSBallBase]
UpdatePeriod=0.6
CloudRadius=50.0
CloudDuration=2.0
AIGassedDuration=5
PlayerGassedDuration=5
; When a Player (non-AI) being gassed has protective
; equipment that protects him from gas, then the duration of
; effect will be scaled by this value.
; I.e., PlayerGassedDuration *=<XXX>PlayerProtectiveEquipmentDurationScaleFactor
; Where XXX is SP or MP depending on whether it's a single-player or
; multiplayer game
SPPlayerProtectiveEquipmentDurationScaleFactor=0.2
MPPlayerProtectiveEquipmentDurationScaleFactor=0.2

;********************************
;TASER STUN GUN
;********************************

[SwatEquipment.Taser]
;RoundBasedWeapon configuration
MagazineSize=1
NProbes=2
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.TaserAmmo
EnemyUsesAmmo=(AmmoClass="SwatAmmo.TaserAmmo",Chance=100)
Range=560
MuzzleVelocity=2725
;HandheldEquipment configuration
FirstPersonModelClass=class'SwatEquipmentModels2.Taser_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.Taser_ThirdPerson'
Description="The TASER stun gun works on the principal of Electro-Muscular Disruption (EMD).  It fires small electrodes into the target and then sends a powerful electric charge down the thin wires.  The EMD effect causes involuntary contraction of the target's muscle tissue regardless of an individual's pain tolerance or mental focus.  The effect is painful and demoralizing to even the most aggressive suspects.||The Taser has two key drawbacks.  The first is that it has a relatively short range.  The second is that new electrodes must be loaded after each shot."
FriendlyName="TASER M26C Stun Gun"
;Ammo description
; The taser cartridge consists of two probes that are propelled by compressed air.
; The probes can fire up to about 15 feet.  They are connected to the weapon
; by high-voltage insulated wire and must be replaced after each shot.
GUIImage=material'gui_tex.equip_taser'
EquipAnimationRate=1
;UnequipAnimationRate=1
UnequipAnimationRate=2
UseAnimationRate=1
bCanShootThroughGlass=false
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
LargeAimErrorRecoveryRate=8.0
SmallAimErrorRecoveryRate=2.5
AimErrorBreakingPoint=2.25
;Base Accuracy Values
StandingAimError=0.65
WalkingAimError=2.5
RunningAimError=7.5
CrouchingAimError=0.5
;Instantaneous Accuracy Penalties
EquippedAimErrorPenalty=5.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.5
InjuredAimErrorPenalty=0.5
MaxInjuredAimErrorPenalty=1
MaxLookAimErrorPenalty=10.0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
;Recoil
RecoilBackDuration=0.05
RecoilForeDuration=0.15
RecoilMagnitude=100
;Weapon Zoom
ZoomedFOV=60.0
ZoomTime=0.5
;Pawn reactions
PlayerTasedDuration=15.0
AITasedDuration=1.0
;Number of seconds that the probes stick in the victim before fading out (this has no effect on the logical tased time)
;ProbeStickTime=1.0
ProbeStickTime=0.5
;Time (Seconds) allowed for slacking after contact has been made
;ProbeFallDuration=2.0
ProbeFallDuration=0.75
;Time (seconds) to fade out after done slacking
;FadeDuration=0.5
FadeDuration=0.5
;in units per second, how fast do the probes *appear* to fly.  Note that the target point has *already been determined*.
;ProbeVisualSpeed=2000.0
ProbeVisualSpeed=900.0
; If the probes miss, the probes will overreach for this amount of seconds (like a over-stretched spring action)
ProbeRecoilTime=0.4
; if the probes miss, this is the backwards speed (towards the shooter) after the recoil time
ProbeFinalRecoilSpeed=220.0
;the subclass of TaserProbeBase to be used for the Taser Probes
ProbeClass=class'SwatProgrammerSampleClasses.TaserProbe'
;probe offsets from the root of the Taser on 1st & 3rd person models.
;arbitrarily selected A-top, B-bottom
FirstPersonProbeOffset[0]=(X=0,Y=-11,Z=5)
FirstPersonProbeOffset[1]=(X=0,Y=-11,Z=3.8)
ThirdPersonProbeOffset[0]=(X=0,Y=-11,Z=4.5)
ThirdPersonProbeOffset[1]=(X=0,Y=-11,Z=5.5)
FirstPersonProbeBones[0]=TaserProng1
FirstPersonProbeBones[1]=TaserProng2
ThirdPersonProbeBones[0]=TaserProng1
ThirdPersonProbeBones[1]=TaserProng2
;the class to be used for TaserWire behavior
TaserWireClass=class'SwatEquipment.TaserWire'
WireZapAnimation[0]=Fire1
WireZapAnimation[1]=Fire2
WireSlackAnimation[0]=Slack1
WireSlackAnimation[1]=Slack2
; how fast is the slack look playing?:
WireSlackAnimRate=2.5
; time to fade in the slack animation (seconds)
WireSlackTweenTime=.5
; force the slack to start after this fraction of the zap animation:
WireForceSlackTimeFraction=0.7
; If the Probe goes below this speed during physics, then trigger the slack anim on the wire:
WireSlackStartSpeed=150
WireEndEffectorName=TaserProng
; scaling the wire cross section parameters:
WireMinYZScale=0.1
WireMaxYZScale=1.0
; The speed of the Wire shootout animation:
WireAnimRate=1.0
; Max parabolic height of the probes as they travel, as a fraction of the distance traveled
WireMaxHeightFraction=.12
; Max parabolic height, in absolute units (the actual height will be the Min of the two heights)
WireMaxHeight=15
; Distance the Taser gun can move before the wire detaches (not detaching only happens after sticking)
WireDetachDistance=20
; The aim spread between the two probes.
TaserAimSpread=1.5
; The vertical spread between the two sets of probes.
VerticalSpread=0.0

; for probes sticking to stuff, choose from:
;   STICK_TaseablePawns  : only stick to things that can be tased
;   STICK_SkeletalMeshes : stick to any skeletal mesh
;   STICK_Actors         : stick to any actor but bsp walls
;   STICK_AllGeometry,   : stick to everything and bsp walls too
;   STICK_Always         : stick to the empty location of the wire's full extent even if you completely miss

StickToWhat=STICK_TaseablePawns

LightstickThrowAnimPostfix="HG"

Weight=0.544
Bulk=3.0552

;********************************
;STINGRAY STUN GUN
;********************************

[SwatEquipment.Stingray]
;RoundBasedWeapon configuration
MagazineSize=2
NProbes=4
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.TaserAmmo
EnemyUsesAmmo=(AmmoClass="SwatAmmo.TaserAmmo",Chance=100)
Range=336
MuzzleVelocity=2725
AvailableFireMode=FireMode_SingleTaser
AvailableFireMode=FireMode_DoubleTaser
HandheldEquipment configuration
FirstPersonModelClass=class'SwatEquipmentModels2.Stingray_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.Stingray_ThirdPerson'
Description="The C2 is a dual-purpose less-lethal weapon. It fires small electrodes into the target and then sends a powerful electric charge down thin wires still connected to the hand unit. The electrical discharge causes involuntary contraction of the target's muscle tissue, regardless of an individual's pain tolerance or mental focus.  The effect is painful and demoralizing to even the most aggressive suspects. The C2 can fire darts in groups of four or two separate groups of two. It can also be used in touch-stun mode as a melee weapon. An onboard computer records information on shock intensity and duration, among other factors. The main drawback is the reduced range of the C2 cartridges."
FriendlyName="TASER C2 Series Stun Gun"
;Ammo description
; The taser cartridge consists of two probes that are propelled by compressed air.
; The probes can fire up to about 15 feet.  They are connected to the weapon
; by high-voltage insulated wire and must be replaced after each shot.
GUIImage=material'gui_tex2.equip_stinger'
EquipAnimationRate=1
;UnequipAnimationRate=1
UnequipAnimationRate=2
UseAnimationRate=1
bCanShootThroughGlass=false
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
LargeAimErrorRecoveryRate=8.0
SmallAimErrorRecoveryRate=2.5
AimErrorBreakingPoint=2.25
;Base Accuracy Values
StandingAimError=0.65
WalkingAimError=2.5
RunningAimError=7.5
CrouchingAimError=0.5
;Instantaneous Accuracy Penalties
EquippedAimErrorPenalty=5.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.5
InjuredAimErrorPenalty=0.5
MaxInjuredAimErrorPenalty=1
MaxLookAimErrorPenalty=10.0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
;Recoil
RecoilBackDuration=0.05
RecoilForeDuration=0.15
RecoilMagnitude=100
;Weapon Zoom
ZoomedFOV=60.0
ZoomTime=0.5
;Pawn reactions
PlayerTasedDuration=15.0
AITasedDuration=1.0
;Number of seconds that the probes stick in the victim before fading out (this has no effect on the logical tased time)
;ProbeStickTime=1.0
ProbeStickTime=0.5
;Time (Seconds) allowed for slacking after contact has been made
;ProbeFallDuration=2.0
ProbeFallDuration=0.75
;Time (seconds) to fade out after done slacking
;FadeDuration=0.5
FadeDuration=0.5
;in units per second, how fast do the probes *appear* to fly.  Note that the target point has *already been determined*.
;ProbeVisualSpeed=2000.0
ProbeVisualSpeed=900.0
; If the probes miss, the probes will overreach for this amount of seconds (like a over-stretched spring action)
ProbeRecoilTime=0.4
; if the probes miss, this is the backwards speed (towards the shooter) after the recoil time
ProbeFinalRecoilSpeed=220.0
;the subclass of TaserProbeBase to be used for the Taser Probes
ProbeClass=class'SwatProgrammerSampleClasses.TaserProbe'
;probe offsets from the root of the Taser on 1st & 3rd person models.
;arbitrarily selected A-top, B-bottom
FirstPersonProbeOffset[0]=(X=0,Y=-11,Z=5)
FirstPersonProbeOffset[1]=(X=0,Y=-11,Z=3.8)
FirstPersonProbeOffset[2]=(X=0,Y=-11,Z=5)
FirstPersonProbeOffset[3]=(X=0,Y=-11,Z=3.8)
ThirdPersonProbeOffset[0]=(X=0,Y=-11,Z=4.5)
ThirdPersonProbeOffset[1]=(X=0,Y=-11,Z=5.5)
ThirdPersonProbeOffset[2]=(X=0,Y=-11,Z=4.5)
ThirdPersonProbeOffset[3]=(X=0,Y=-11,Z=5.5)
FirstPersonProbeBones[0]=TaserProng1
FirstPersonProbeBones[1]=TaserProng2
FirstPersonProbeBones[2]=TaserProng1
FirstPersonProbeBones[3]=TaserProng2
ThirdPersonProbeBones[0]=TaserProng1
ThirdPersonProbeBones[1]=TaserProng2
ThirdPersonProbeBones[2]=TaserProng1
ThirdPersonProbeBones[3]=TaserProng2
;the class to be used for TaserWire behavior
TaserWireClass=class'SwatEquipment.TaserWire'
WireZapAnimation[0]=Fire1
WireZapAnimation[1]=Fire2
WireZapAnimation[2]=Fire1
WireZapAnimation[3]=Fire2
WireSlackAnimation[0]=Slack1
WireSlackAnimation[1]=Slack2
WireSlackAnimation[2]=Slack1
WireSlackAnimation[3]=Slack2
; how fast is the slack look playing?:
WireSlackAnimRate=2.5
; time to fade in the slack animation (seconds)
WireSlackTweenTime=.5
; force the slack to start after this fraction of the zap animation:
WireForceSlackTimeFraction=0.7
; If the Probe goes below this speed during physics, then trigger the slack anim on the wire:
WireSlackStartSpeed=150
WireEndEffectorName=TaserProng
; scaling the wire cross section parameters:
WireMinYZScale=0.1
WireMaxYZScale=1.0
; The speed of the Wire shootout animation:
WireAnimRate=1.0
; Max parabolic height of the probes as they travel, as a fraction of the distance traveled
WireMaxHeightFraction=.12
; Max parabolic height, in absolute units (the actual height will be the Min of the two heights)
WireMaxHeight=15
; Distance the Taser gun can move before the wire detaches (not detaching only happens after sticking)
WireDetachDistance=20
; The aim spread between the two probes.
TaserAimSpread=20.0
; The vertical spread between the two sets of probes.
VerticalSpread=-12

; for probes sticking to stuff, choose from:
;   STICK_TaseablePawns  : only stick to things that can be tased
;   STICK_SkeletalMeshes : stick to any skeletal mesh
;   STICK_Actors         : stick to any actor but bsp walls
;   STICK_AllGeometry,   : stick to everything and bsp walls too
;   STICK_Always         : stick to the empty location of the wire's full extent even if you completely miss

StickToWhat=STICK_TaseablePawns

LightstickThrowAnimPostfix="HG"

Weight=0.48
Bulk=3.192

;****************************
;Remington 700 SNIPER RIFLE
;****************************

[SwatEquipment.SniperRifle]
;the SniperRifle has no Models
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=None
ShouldHaveThirdPersonModel=false
;FiredWeapon configuration
;This is the ammo the weapon uses despite what the variable is called
EnemyUsesAmmo=(AmmoClass="SwatAmmo.SniperRifle_FMJ",Chance=100)
Range=3000
MuzzleVelocity=39210
;HandheldEquipment configuration
Description="If you are reading this, file a bug that the sniper rifle description is being shown."
FriendlyName="Remington 700 Sniper rifle"
;the SniperRifle always has perfect aim
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=250.0
SmallAimErrorRecoveryRate=120.0
AimErrorBreakingPoint=3.0
StandingAimError=0
WalkingAimError=0
RunningAimError=0
InjuredAimErrorPenalty=0
CrouchingAimError=0
EquippedAimErrorPenalty=0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.0
MaxLookAimErrorPenalty=0.0
RecoilBackDuration=0.10
RecoilForeDuration=0.5
RecoilMagnitude=1500
HasAttachedFlashlight=false
;Weapon Zoom
ZoomedFOV=10.0
;Multiplier to impulse to give ragdolls a push on death shot
RagdollDeathImpactMomentumMultiplier=50
LightstickThrowAnimPostfix="M4"

;*****************************
;VIP Pistol
;*****************************

[SwatEquipment.VIPColtM1911HG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.VIPPistolAmmo_FMJ
Range=4000
MuzzleVelocity=12770
;HandheldEquipment configuration
FirstPersonModelClass=class'SwatEquipmentModels2.VIPgun_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.VIPgun_ThirdPerson'
Description="The Colt M1911 Handgun has been a mainstay in law enforcement for decades.  This .45 caliber weapon packs a powerful punch and is the most common backup weapon for SWAT officers.  This semi-automatic weapon has an 8 round magazine and can fire both full metal jacket and jacketed hollow point ammunition."
FriendlyName="VIP Colt M1911 Handgun"
GUIImage=material'gui_tex.equip_1911'
EquipAnimationRate=1
UnequipAnimationRate=1.5
UseAnimationRate=0.9
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=10.0
SmallAimErrorRecoveryRate=1.0
AimErrorBreakingPoint=1.0
StandingAimError=0.75
WalkingAimError=1.15
RunningAimError=9.0
CrouchingAimError=0.5
;Instantaneous penalties
EquippedAimErrorPenalty=5.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.75
InjuredAimErrorPenalty=0.5
MaxInjuredAimErrorPenalty=1.0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=7.0
RecoilBackDuration=0.02
RecoilForeDuration=0.45
RecoilMagnitude=400
HasAttachedFlashlight=true
FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-11.8,Z=1.9)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
;Weapon Zoom
ZoomedFOV=60.0
ZoomTime=0.75
LightstickThrowAnimPostfix="HG"

;********************************
;VIP GRENADE
;********************************

[SwatEquipment.VIPGrenade]
;HandheldEquipment configuration
FirstPersonModelClass=class'SwatEquipmentModels2.VIPGrenade_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.VIPGrenade_ThirdPerson'
Description="This grenade emits Chlorobenzylidene malonitrile, or CS.  CS is a chemical agent which causes tearing in the eyes and irritation of the mucus membranes.  Commonly known as Tear gas, this agent causes people to lose visual acuity and have difficulty breathing.  While under the influence of tear gas, suspects are at a significant disadvantage when encountering officers."
FriendlyName="CS Gas"
GUIImage=material'gui_tex.equip_csgas'
EquipAnimationRate=1.5
UnequipAnimationRate=1.5
UseAnimationRate=1
LightstickThrowAnimPostfix="CSGas"

[SwatEquipment.VIPGrenadeProjectile]
;timer
FuseTime=1.5
;bouncing
BounceDampening=0.4
BounceCount=3
;how often the CSGasGrenadeProjectile checks who it is affecting
UpdatePeriod=0.5
; How long the gas effect will continue to affect players who
; enter its radius (NOT how long the gas effect lasts when a player
; is gassed!). This should be timed to match the gas particle effect's duration
GasEmissionDuration=7.0
;how long a gassed pawn reacts to the gas, ie. how long it takes for a pawn to recover after leaving the gas
ReactionDuration=11.5
; min and max radius of effect
Radius=(Min=20.0,Max=400.0)
; Time it takes the radius of effect to expand from min to max.
; You can watch the radius expand by typing "rend collision" before
; throwing the gas grenade.
ExpansionTime=2
;AI stuff
NotifyAIsTime=0.75

;****************************
;  Enemy Weapons
;****************************

;*****************************
;Badguy COLT M1911
;*****************************

[SwatEquipment.BadguyColtM1911HG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.ColtM1911HG_JHP
PlayerAmmoOption=SwatAmmo.ColtM1911HG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.ColtM1911HG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.ColtM1911HG_JHP",Chance=20)
Range=4000
MuzzleVelocity=12767
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.BadguyColtM1911_ThirdPerson'
Description="Colt M1911 Handgun"
FriendlyName="Colt M1911"
EquipAnimationRate=1
UnequipAnimationRate=1.5
UseAnimationRate=0.9
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=10.0
SmallAimErrorRecoveryRate=1.0
AimErrorBreakingPoint=1.0
StandingAimError=0.65
WalkingAimError=1.0
RunningAimError=7.0
CrouchingAimError=0.35
;Instantaneous penalties
EquippedAimErrorPenalty=5.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.5
InjuredAimErrorPenalty=0.5
MaxInjuredAimErrorPenalty=1.0
;AimError penalty for one unit of mouse movement per second
RecoilBackDuration=0.02
RecoilForeDuration=0.45
RecoilMagnitude=400
HasAttachedFlashlight=False
LightstickThrowAnimPostfix="HG"

;***************************
;  Bad Guy G36k (GB36s)
;***************************

[SwatEquipment.BadGuyG36kMG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.G36kMG_FMJ
PlayerAmmoOption=SwatAmmo.G36kMG_JHP
EnemyUsesAmmo=(AmmoClass="SwatAmmo.G36kMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.G36kMG_JHP",Chance=20)
Range=4000
MuzzleVelocity=40370
AvailableFireMode=FireMode_Auto
AvailableFireMode=FireMode_Burst
BurstRateFactor=1.25
BurstShotCount=2
;HandheldEquipment configuration
ShouldHaveFirstPersonModel=true
FirstPersonModelClass=class'SwatEquipmentModels2.G36K_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.G36K_ThirdPerson'
Description=The GB36s Assault Rifle is a lightweight full sized assault rifle originally developed in the 1990s for the German Bundeswehr.  It is now world renowned as an incredibly reliable all-around assault rifle.  Firing a mid-sized 5.56mm (.223) rifle round, this weapon is equipped with a firemode selector with a 2-round burst as well as fully automatic firing.
FriendlyName=GB36s Assault Rifle
GUIImage=material'gui_tex.equip_G36K'
GUIPaperdollImage=material'gui_tex.paperdoll'
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=7.0
SmallAimErrorRecoveryRate=3.0
AimErrorBreakingPoint=2.5
StandingAimError=0.2
WalkingAimError=1.6
RunningAimError=8.0
CrouchingAimError=0.1
;Instantaneous penalties
EquippedAimErrorPenalty=8.0
StandToWalkAimErrorPenalty=3.0
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=2.0
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=5.5
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=12.5
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.02
RecoilForeDuration=0.5
RecoilMagnitude=240
AutoFireRecoilMagnitudeIncrement=60
HasAttachedFlashlight=false
;Weapon Zoom
ZoomedFOV=35.0
ZoomTime=0.75
LightstickThrowAnimPostfix="M4"


;****************************
;  Beretta M9
;****************************

[SwatEquipment.BerettaM9HG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.BerettaM9HG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.BerettaM9HG_FMJ",Chance=100)
Range=4000
MuzzleVelocity=17864
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.BerettaM9_ThirdPerson'
Description="Rebetta N9 Handgun"
FriendlyName="Cheetah N9"
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=10.0
SmallAimErrorRecoveryRate=1.0
AimErrorBreakingPoint=1.0
StandingAimError=0.5
WalkingAimError=1.8
RunningAimError=6.5
CrouchingAimError=0.3
;Instantaneous penalties
EquippedAimErrorPenalty=5.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.5
InjuredAimErrorPenalty=0.5
MaxInjuredAimErrorPenalty=1.0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
HasAttachedFlashlight=False
FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
LightstickThrowAnimPostfix="HG"

;****************************
;  Beretta M9 LOW AMMO  (Same as BerettaM9HG but uses low ammo version of ammo.)
;****************************

[SwatEquipment.BerettaM9HG_LowAmmo]
PlayerAmmoOption=SwatAmmo.BerettaM9HG_LowAmmo_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.BerettaM9HG_LowAmmo_FMJ",Chance=100)
LightstickThrowAnimPostfix="HG"

;***************************
;  Scorpion Machine Pistol
;***************************

[SwatEquipment.ScorpionHG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.ScorpionHG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.ScorpionHG_FMJ",Chance=100)
Range=4000
MuzzleVelocity=15997
AvailableFireMode=FireMode_Auto
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.Scorpion_ThirdPerson'
Description="Skorpion Machine Pistol"
FriendlyName="Skorpion Machine Pistol"
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=50.0
SmallAimErrorRecoveryRate=25.0
AimErrorBreakingPoint=3.0
StandingAimError=0.3
WalkingAimError=0.8
RunningAimError=6.5
CrouchingAimError=0.15
;Instantaneous penalties
EquippedAimErrorPenalty=5.75
StandToWalkAimErrorPenalty=1.75
WalkToRunAimErrorPenalty=6.5
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.75
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=2.5
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
HasAttachedFlashlight=False
FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
LightstickThrowAnimPostfix="HG"

;***************************
;  USP40
;***************************


[SwatEquipment.USP40HG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.USP40HG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.USP40HG_FMJ",Chance=100)
Range=4000
MuzzleVelocity=12868
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.USP40_ThirdPerson'
Description="SLP40 Handgun"
FriendlyName="SLP 40"
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=10.0
SmallAimErrorRecoveryRate=1.0
AimErrorBreakingPoint=1.0
StandingAimError=0.25
WalkingAimError=1.8
RunningAimError=6.5
CrouchingAimError=0.15
;Instantaneous penalties
EquippedAimErrorPenalty=5.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.5
InjuredAimErrorPenalty=0.5
MaxInjuredAimErrorPenalty=1.0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
HasAttachedFlashlight=False
FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
LightstickThrowAnimPostfix="SMG"

;***************************
; Ingram MAC-10
;***************************

[SwatEquipment.IngramHG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.IngramHG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.IngramHG_FMJ",Chance=100)
Range=4000
MuzzleVelocity=12111
AvailableFireMode=FireMode_Auto
BurstRateFactor=1.0
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.Ingram_ThirdPerson'
Description="Ingram Handgun"
FriendlyName="MAC-10 Machine Pistol"
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=12.0
SmallAimErrorRecoveryRate=1.5
AimErrorBreakingPoint=1.25
StandingAimError=0.5
WalkingAimError=1.25
RunningAimError=6.5
CrouchingAimError=0.3
;Instantaneous penalties
EquippedAimErrorPenalty=5.75
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=2.5
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=3.5
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
HasAttachedFlashlight=False
FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
LightstickThrowAnimPostfix="SMG"

;*****************************
;Badguy HK MP5
;*****************************

[SwatEquipment.BadguyMP5SMG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.MP5SMG_JHP
PlayerAmmoOption=SwatAmmo.MP5SMG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SMG_JHP",Chance=20)
Range=4000
MuzzleVelocity=20185
AvailableFireMode=FireMode_Burst
AvailableFireMode=FireMode_Auto
BurstRateFactor=1
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.BadguyMP5_ThirdPerson'
Description="Default description for MP5SMG"
FriendlyName="9mm Sub-Machine Gun"
EquipAnimationRate=1
UnequipAnimationRate=1.5
UseAnimationRate=0.5
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;At what value does it switch to the SmallAimErrorRecoveryRate
AimErrorBreakingPoint=2.0
StandingAimError=0.45
WalkingAimError=1.05
RunningAimError=6.25
CrouchingAimError=0.25
;Instantaneous penalties
EquippedAimErrorPenalty=6.5
StandToWalkAimErrorPenalty=2.25
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.75
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=4.0
MaxLookAimErrorPenalty=9.0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=9.0
RecoilBackDuration=0.05
RecoilForeDuration=0.4
RecoilMagnitude=200
AutoFireRecoilMagnitudeIncrement=25
HasAttachedFlashlight=false
LightstickThrowAnimPostfix="SMG"


;***************************
;  Badguy G36ka4
;***************************

[SwatEquipment.BadguyG36kMG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.G36kMG_FMJ
PlayerAmmoOption=SwatAmmo.G36kMG_JHP
EnemyUsesAmmo=(AmmoClass="SwatAmmo.G36kMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.G36kMG_JHP",Chance=20)
Range=4000
MuzzleVelocity=40370
AvailableFireMode=FireMode_Auto
AvailableFireMode=FireMode_Burst
BurstRateFactor=1.25
BurstShotCount=2
;HandheldEquipment configuration
ShouldHaveFirstPersonModel=true
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.BadguyG36K_ThirdPerson'
Description=The GB36s Assault Rifle is a lightweight full sized assault rifle originally developed in the 1990s for the German Bundeswehr.  It is now world renowned as an incredibly reliable all-around assault rifle.  Firing a mid-sized 5.56mm rifle round, this weapon is equipped with a firemode selector with a 2-round burst as well as fully automatic firing.
FriendlyName=GB36s Assault Rifle
GUIImage=material'gui_tex.equip_G36K'
GUIPaperdollImage=material'gui_tex.paperdoll'
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=7.0
SmallAimErrorRecoveryRate=3.0
AimErrorBreakingPoint=2.5
StandingAimError=0.2
WalkingAimError=1.6
RunningAimError=8.0
CrouchingAimError=0.1
;Instantaneous penalties
EquippedAimErrorPenalty=8.0
StandToWalkAimErrorPenalty=3.0
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=2.0
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=5.5
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=12.5
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.02
RecoilForeDuration=0.5
RecoilMagnitude=240
AutoFireRecoilMagnitudeIncrement=60
HasAttachedFlashlight=false
;Weapon Zoom
ZoomedFOV=35.0
ZoomTime=0.75
LightstickThrowAnimPostfix="M4"

;***************************
;  Badguy UMP45
;***************************

[SwatEquipment.BadguyUMP45SMG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.UMP45SMG_FMJ
PlayerAmmoOption=SwatAmmo.UMP45SMG_JHP
EnemyUsesAmmo=(AmmoClass="SwatAmmo.UMP45SMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.UMP45SMG_JHP",Chance=20)
Range=4000
MuzzleVelocity=13120
AvailableFireMode=FireMode_Auto
BurstRateFactor=1.0
;HandheldEquipment configuration
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.BadGuyUMP_ThirdPerson'
Description="The 45 caliber submachinegun is comparable to the 9mm SMG in almost every way.  Built largely of glass-fiber reinforced polymers, this lightweight sub-machine gun provides the same reliability as the 9mm model, but with the added punch of the larger .45 caliber round.  The heavy bullet provides superior penetration of armored targets with FMJ rounds compared to its 9mm brethren, despite having a lower muzzle velocity and slower cyclical rate of fire.  This model is equipped with a fire mode selector allowing semi-automatic and fully automatic firing modes."
FriendlyName=".45 SMG"
GUIImage=material'gui_tex.equip_Ump'
GUIPaperdollImage=material'gui_tex.paperdoll'
EquipAnimationRate=1
UnequipAnimationRate=1.5
UseAnimationRate=1.0
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=15.0
SmallAimErrorRecoveryRate=2.75
;At what value does it switch to the SmallAimErrorRecoveryRate
AimErrorBreakingPoint=2.0
StandingAimError=0.5
WalkingAimError=0.95
RunningAimError=6.75
CrouchingAimError=0.25
;Instantaneous penalties
EquippedAimErrorPenalty=6.0
StandToWalkAimErrorPenalty=2.25
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=1.0
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=3.0
MaxLookAimErrorPenalty=9.0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=9.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.04
RecoilForeDuration=0.6
RecoilMagnitude=220
AutoFireRecoilMagnitudeIncrement=40
HasAttachedFlashlight=false
;Weapon Zoom
ZoomedFOV=45.0
ZoomTime=0.5
LightstickThrowAnimPostfix="SMG"

;*****************************
;SILENCED HK MP5
;*****************************

[SwatEquipment.BadguySilencedMP5SMG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.MP5SMG_JHP
PlayerAmmoOption=SwatAmmo.MP5SMG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SDSMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SDSMG_JHP",Chance=20)
Range=4000
MuzzleVelocity=14382
AvailableFireMode=FireMode_Burst
AvailableFireMode=FireMode_Auto
BurstRateFactor=1.0
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.BadguySilencedMP5_ThirdPerson'
Description="Default description for SilencedMP5SMG"
FriendlyName="Silenced 9mm Sub-Machine Gun"
EquipAnimationRate=1
UnequipAnimationRate=1
UseAnimationRate=1
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;At what value does it switch to the SmallAimErrorRecoveryRate
AimErrorBreakingPoint=2.0
StandingAimError=0.45
WalkingAimError=1.05
RunningAimError=6.25
CrouchingAimError=0.25
;Instantaneous penalties
EquippedAimErrorPenalty=6.5
StandToWalkAimErrorPenalty=2.25
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.75
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=4.0
MaxLookAimErrorPenalty=9.0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
AutoFireRecoilMagnitudeIncrement=50
HasAttachedFlashlight=false
LightstickThrowAnimPostfix="SMG"


;***************************
; HK53 SMG
;***************************

[SwatEquipment.HK53SMG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.HK53SMG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.HK53SMG_FMJ",Chance=100)
Range=4000
MuzzleVelocity=37847
AvailableFireMode=FireMode_Burst
AvailableFireMode=FireMode_Auto
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.HK53_ThirdPerson'
Description="Beretta M9 Handgun"
FriendlyName="GB53"
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=8.0
SmallAimErrorRecoveryRate=2.5
AimErrorBreakingPoint=2.5
StandingAimError=0.25
WalkingAimError=1.05
RunningAimError=7.25
CrouchingAimError=0.15
;Instantaneous penalties
EquippedAimErrorPenalty=8.5
StandToWalkAimErrorPenalty=3.5
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=2.0
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=3.5
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
HasAttachedFlashlight=False
FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
LightstickThrowAnimPostfix="SMG"

;***************************
;  AK74
;***************************

[SwatEquipment.AK74MG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.AK47MG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_FMJ",Chance=100)
Range=4000
MuzzleVelocity=20438
AvailableFireMode=FireMode_Auto
BurstRateFactor=1.0
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.AK74_ThirdPerson'
Description="Default description for M4A1MG"
FriendlyName="AK74"
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=8.0
SmallAimErrorRecoveryRate=2.5
AimErrorBreakingPoint=2.5
StandingAimError=0.35
WalkingAimError=1.5
RunningAimError=7.75
CrouchingAimError=0.1
;Instantaneous penalties
EquippedAimErrorPenalty=7.5
StandToWalkAimErrorPenalty=3.0
WalkToRunAimErrorPenalty=4.5
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=2.0
InjuredAimErrorPenalty=1.5
MaxInjuredAimErrorPenalty=6
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
HasAttachedFlashlight=False
FlashlightPosition_1stPerson=(X=22,Y=1,Z=10)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-20,Z=5)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
LightstickThrowAnimPostfix="M4"

;***************************
;  AK74su
;***************************

[SwatEquipment.AK74suMG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.AK47MG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_FMJ",Chance=100)
Range=4000
MuzzleVelocity=20438
AvailableFireMode=FireMode_Auto
BurstRateFactor=1.0
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.AK74su_ThirdPerson'
Description="Default description for M4A1MG"
FriendlyName="AK74su"
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=8.0
SmallAimErrorRecoveryRate=2.5
AimErrorBreakingPoint=2.5
StandingAimError=0.35
WalkingAimError=1.5
RunningAimError=8.0
CrouchingAimError=0.1
;Instantaneous penalties
EquippedAimErrorPenalty=7.0
StandToWalkAimErrorPenalty=3.0
WalkToRunAimErrorPenalty=4.5
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=2.0
InjuredAimErrorPenalty=1.5
MaxInjuredAimErrorPenalty=6
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
HasAttachedFlashlight=False
FlashlightPosition_1stPerson=(X=22,Y=1,Z=10)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-20,Z=5)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
LightstickThrowAnimPostfix="M4"

;***************************
;  M4 enemy version
;***************************

[SwatEquipment.M4MG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.M4A1MG_JHP
EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4A1MG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4A1MG_JHP",Chance=20)
Range=4000
MuzzleVelocity=44609
AvailableFireMode=FireMode_Auto
BurstRateFactor=1.0
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.M4_ThirdPerson'
Description=Colt M4 Carbine
FriendlyName=Colt M4 Carbine
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=8.0
SmallAimErrorRecoveryRate=2.5
AimErrorBreakingPoint=2.5
;Aim Error Base values
StandingAimError=0.25
WalkingAimError=1.5
RunningAimError=8.0
CrouchingAimError=0.15
;Instantaneous penalties
EquippedAimErrorPenalty=8.5
StandToWalkAimErrorPenalty=3.5
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=2.0
InjuredAimErrorPenalty=1.5
MaxInjuredAimErrorPenalty=6
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
HasAttachedFlashlight=False
FlashlightPosition_1stPerson=(X=22,Y=1,Z=10)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-20,Z=5)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
LightstickThrowAnimPostfix="M4"


;***************************
;  Badguy 5.56mm Light Machine Gun (SAW, Minimi)
;***************************

[SwatEquipment.BadguySAWMG]
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.M4A1MG_JHP
EnemyUsesAmmo=(AmmoClass="SwatAmmo2.SAWMG_FMJ",Chance=80)
EnemyUsesAmmo=(AmmoClass="SwatAmmo2.SAWMG_JHP",Chance=20)
Range=4000
MuzzleVelocity=46173
AvailableFireMode=FireMode_Auto
BurstRateFactor=1.0
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.SAW_ThirdPerson'
Description="This light support weapon is intended only for military operations; however as with most weapons some are available on the black market. The weapon is designed to be fired accurately from the hip or shoulder, though it is more commonly fired from a deployed bipod. It uses a box magazine holding 200 rounds of disintegrating-link ammunition."
FriendlyName="5.56mm Light Machine Gun"
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=70.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=7.0
SmallAimErrorRecoveryRate=2.5
AimErrorBreakingPoint=2.5
;Aim Error Base values
StandingAimError=1
WalkingAimError=3
RunningAimError=15
CrouchingAimError=0.15
;Instantaneous penalties
EquippedAimErrorPenalty=8.5
StandToWalkAimErrorPenalty=3.5
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=2.0
InjuredAimErrorPenalty=1.5
MaxInjuredAimErrorPenalty=6
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
HasAttachedFlashlight=False
FlashlightPosition_1stPerson=(X=22,Y=1,Z=10)
FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
FlashlightPosition_3rdPerson=(X=0,Y=-20,Z=5)
FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
LightstickThrowAnimPostfix="M4"

;********************************
;Badguy BENELLI M4 SUPER90 SHOTGUN
;********************************

[SwatEquipment.BadguyM4Super90SG]
;RoundBasedWeapon configuration
MagazineSize=5
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.M4Super90SGAmmo
EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4Super90SGAmmo",Chance=100)
Range=4000
MuzzleVelocity=20386
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.BadguyM4Super90_ThirdPerson'
Description=Benelli M4 Super90
FriendlyName=Benelli M4 Super90
EquipAnimationRate=1
UnequipAnimationRate=1
UseAnimationRate=1.5
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=12.0
SmallAimErrorRecoveryRate=2.0
AimErrorBreakingPoint=3.5
StandingAimError=1.5
WalkingAimError=2.5
RunningAimError=8.0
CrouchingAimError=0.75
;Instantaneous penalties
EquippedAimErrorPenalty=9.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=1.0
InjuredAimErrorPenalty=1.5
MaxInjuredAimErrorPenalty=7.0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
HasAttachedFlashlight=False
LightstickThrowAnimPostfix="SG"


;***************************
;  M1 Super90
;***************************

[SwatEquipment.M1Super90SG]
;RoundBasedWeapon configuration
MagazineSize=8
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo
EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGAmmo",Chance=100)
Range=4000
MuzzleVelocity=20386
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.M4Super90_ThirdPerson'
Description=Benelli M1 Super 90
FriendlyName=Benelli M1 Super 90
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=12.0
SmallAimErrorRecoveryRate=2.0
AimErrorBreakingPoint=3.5
StandingAimError=1.5
WalkingAimError=2.5
RunningAimError=8.0
CrouchingAimError=0.75
;Instantaneous penalties
EquippedAimErrorPenalty=9.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=1.0
InjuredAimErrorPenalty=1.5
MaxInjuredAimErrorPenalty=7
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
;Weapon Zoom
ZoomedFOV=30.0
LightstickThrowAnimPostfix="SG"

;***************************
;  Pump1 Shotgun
;***************************

[SwatEquipment.Pump1SG]
;RoundBasedWeapon configuration
MagazineSize=8
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo
EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGAmmo",Chance=100)
Range=4000
MuzzleVelocity=20386
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.Pump1_ThirdPerson'
Description=Pistol Grip Pump Shotgun
FriendlyName=Pistol Grip Pump Shotgun
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=12.0
SmallAimErrorRecoveryRate=2.0
AimErrorBreakingPoint=3.5
StandingAimError=1.5
WalkingAimError=2.5
RunningAimError=8.0
CrouchingAimError=0.75
;Instantaneous penalties
EquippedAimErrorPenalty=9.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=1.0
InjuredAimErrorPenalty=1.5
MaxInjuredAimErrorPenalty=6.5
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
LightstickThrowAnimPostfix="SG"

;**************************
;  Pump2 (Rifle Grip)
;**************************

[SwatEquipment.Pump2RifleGripSG]
;RoundBasedWeapon configuration
MagazineSize=5
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo
EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGAmmo",Chance=100)
Range=4000
MuzzleVelocity=20386
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.Pump2RifleGrip_ThirdPerson'
Description=Rifle Grip Pump Shotgun
FriendlyName=Rifle Grip Pump Shotgun
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=12.0
SmallAimErrorRecoveryRate=2.0
AimErrorBreakingPoint=3.5
StandingAimError=1.5
WalkingAimError=2.5
RunningAimError=8.0
CrouchingAimError=0.75
;Instantaneous penalties
EquippedAimErrorPenalty=9.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=1.0
InjuredAimErrorPenalty=1.5
MaxInjuredAimErrorPenalty=6.5
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
LightstickThrowAnimPostfix="SG"

;***************************
;  Sawed off Shotgun
;***************************

[SwatEquipment.SawedOffSG]
;RoundBasedWeapon configuration
MagazineSize=1
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo
EnemyUsesAmmo=(AmmoClass="SwatAmmo.SawedOffSGAmmo",Chance=50)
EnemyUsesAmmo=(AmmoClass="SwatAmmo.SawedOffSGAmmo_LowAmmo",Chance=50)
Range=4000
MuzzleVelocity=20386
;HandheldEquipment configuration
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.SawedOff_ThirdPerson'
Description=Sawed-off Shotgun
FriendlyName=Sawed-off Shotgun
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=12.0
SmallAimErrorRecoveryRate=2.0
AimErrorBreakingPoint=3.5
StandingAimError=2.5
WalkingAimError=3.5
RunningAimError=8.0
CrouchingAimError=1.5
;Instantaneous penalties
EquippedAimErrorPenalty=7.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=1.0
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=5
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
LightstickThrowAnimPostfix="SG"


;********************************
;  PROTECTIVE EQUIPMENT
;********************************

[SwatProtectiveEquipment2.NoBodyArmor]
Description=This option allows for more rapid movement, but obviously results in greater vulnerability to injury from enemy fire. It also allows the user to perform actions such as restraining and locking picking faster than would otherwise be able to.
FriendlyName=No Armor
GUIImage=material'gui_tex2.equip_NoArmour'
Weight=0.81
Bulk=10.0

[SwatProtectiveEquipment.LightBodyArmor]
Description=This is the basic and common kevlar body armor worn during normal operations.  Light armor provides some protection from hollow point rounds and buckshot, but does little to stop full metal jacket rounds.
FriendlyName=Light Armor
GUIImage=material'gui_tex.equip_LightArmor'
Weight=4.81
Bulk=20.0

[SwatProtectiveEquipment.HeavyBodyArmor]
Description=Heavy body armor is laden with ceramic plates that provide the best possible protection from ballistic penetrations.  Even when hit with FMJ rounds, it provides exceptional protection from pistols and submachineguns, but is still vulnerable to assault rifles and armor piercing shotgun slugs.  Also, the extreme weight of the plates reduces the wearer's speed.  Its thickness and bulk also reduces the effects of Sting grenades and the less lethal shotgun by half.
FriendlyName=Heavy Armor
GUIImage=material'gui_tex.equip_HeavyArmor'
Weight=7.40
Bulk=35.0

[SwatProtectiveEquipment.GasMask]
Description=The gas mask provides the wearer with immunity to CS gas, and greatly reduces the duration of the effect of pepper spray.  Unfortunately it causes restricted vision and offers no ballistic protection.
FriendlyName=Gas Mask
GUIImage=material'gui_tex.equip_gasmask'
Weight=0.85
Bulk=1.4

[SwatProtectiveEquipment.KevlarHelmet]
Description=If you can read this, there is a bug.  This Kevlar Helmet description should never be displayed.
FriendlyName=Kevlar Helmet
GUIImage=None

[SwatProtectiveEquipment.RiotHelmet]
Description=Test
FriendlyName=Riot Helmet
GUIImage=None
Weight=1.63
Bulk=1.744

[SwatProtectiveEquipment.EnemyProTecHelmet]
Description=Test
FriendlyName=Test
GUIImage=None
Weight=1.36
Bulk=1.68

[SwatProtectiveEquipment.HelmetAndGoggles]
Description=The kevlar helmet combined with tactical eyewear provides superior damage prevention to the head region as well as eliminating the effects of flashbangs.
FriendlyName=Helmet
GUIImage=material'gui_tex.equip_goggles'
Weight=1.36
Bulk=1.584

[SwatProtectiveEquipment2.NVGoggles]
Description=NVGs work by amplifying available light and allow the wearer to see in dark areas. Due to their lack of color and limited field of vision, the goggles can make it more difficult to distinguish friend from foe.
FriendlyName=NIGHT VISION
GUIImage=material'gui_tex2.equip_nightvision'
DeactivatedMesh=StaticMesh'SwatGear2_sm.night_goggles_up'
Weight=0.68
Bulk=1.4


;********************************
;  TACTICAL AIDS
;********************************

;********************************
;TRIPLE BATON ROUND
;********************************

[SwatEquipment.TripleBatonProjectile]
;projectile splitting
SplitAngle=10.0
;bouncing
BounceDampening=0.5
BounceCount=6
;damage
Damage=20.0
; **The following are copied from the sting grenade**
;karma impulse - Karma impulse should be applied linearly from KarmaImpulse.Max to KarmaImpulse.Min over KarmaImpulseRadius
KarmaImpulse=(Max=200.0,Min=50.0)
KarmaImpulseRadius=10.0
;sting
PlayerStingDuration=12.0
HeavilyArmoredPlayerStingDuration=8.0
NonArmoredPlayerStingDuration=16.0
;AI stuff
AIStingDuration=12.0
MoraleModifier=0.6


;********************************
;FLASHBANG STUN GRENADE
;********************************


[SwatEquipment.FlashbangGrenade]
;HandheldEquipment configuration
FirstPersonModelClass=class'SwatEquipmentModels2.FlashbangGrenade_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.FlashbangGrenade_ThirdPerson'
ProjectileClass=class'SwatEquipment.FlashbangGrenadeProjectile'
Description="The flashbang is a diversionary device that stuns and disorients people with an explosive report and a brillant flash.  People that are affected by the device can be temporarily blinded and deafened by the blast.  During this time SWAT has a significant tactical advantage over the affected persons.||Flashbangs are designed so that they will not fragment on detonation, but can still cause serious injury if detonation occurs in close proximity to a person.  Caution is advised."
FriendlyName="Flashbang"
GUIImage=material'gui_tex.equip_flashbang'
EquipAnimationRate=1.5
UnequipAnimationRate=1.5
UseAnimationRate=1
LightstickThrowAnimPostfix="Flash"

Weight=0.32
Bulk=0.5852

[SwatEquipment.FlashbangGrenadeProjectile]
;timer
FuseTime=1.5
;bouncing
BounceDampening=0.4
BounceCount=3
;direct impact - Caused by grenade impact when fired from a grenade launcher
DirectImpactDamage=40.0
DirectImpactPlayerStingDuration=2.0
DirectImpactHeavilyArmoredPlayerStingDuration=1.0
DirectImpactNonArmoredPlayerStingDuration=3.0
DirectImpactAIStingDuration=2.0
;damage - Damage should be applied constantly over DamageRadius
Damage=35.0
DamageRadius=200.0
;karma impulse - Karma impulse should be applied linearly from KarmaImpulse.Max to KarmaImpulse.Min over KarmaImpulseRadius
KarmaImpulse=(Max=300.0,Min=200.0)
KarmaImpulseRadius=800.0
;stun
StunRadius=800.0
;PlayerStunDuration should be kept in sync with the values in SwatCameraEffects.DesignerFlashbangParams
PlayerStunDuration=12.0
;AI stuff
NotifyAIsTime=0.75
AIStunDuration=6.0
MoraleModifier=0.4

;********************************
;CS TEAR GAS GRENADE
;********************************

[SwatEquipment.CSGasGrenade]
;HandheldEquipment configuration
FirstPersonModelClass=class'SwatEquipmentModels2.CSGasGrenade_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.CSGasGrenade_ThirdPerson'
ProjectileClass=class'SwatEquipment.CSGasGrenadeProjectile'
Description="This grenade emits Chlorobenzylidene malonitrile, or CS.  CS is a chemical agent which causes tearing in the eyes and irritation of the mucus membranes.  Commonly known as Tear gas, this agent causes people to lose visual acuity and have difficulty breathing.  While under the influence of tear gas, suspects are at a significant disadvantage when encountering officers."
FriendlyName="CS Gas"
GUIImage=material'gui_tex.equip_csgas'
EquipAnimationRate=1.5
UnequipAnimationRate=1.5
UseAnimationRate=1
LightstickThrowAnimPostfix="CSGas"

Weight=0.44
Bulk=0.798

[SwatEquipment.CSGasGrenadeProjectile]
;timer
FuseTime=1.5
;bouncing
BounceDampening=0.4
BounceCount=3
;direct impact - Caused by grenade impact when fired from a grenade launcher
DirectImpactDamage=60.0
DirectImpactPlayerStingDuration=2.0
DirectImpactHeavilyArmoredPlayerStingDuration=1.0
DirectImpactNonArmoredPlayerStingDuration=3.0
DirectImpactAIStingDuration=2.0
;how often the CSGasGrenadeProjectile checks who it is affecting
UpdatePeriod=0.5
; How long the gas effect will continue to affect players who
; enter its radius (NOT how long the gas effect lasts when a player
; is gassed!). This should be timed to match the gas particle effect's duration
GasEmissionDuration=7.0
;how long a gassed pawn reacts to the gas, ie. how long it takes for a pawn to recover after leaving the gas
ReactionDuration=22
; When a Player (non-AI) being gassed has protective
; equipment that protects him from gas, then the duration of
; effect will be scaled by this value.
; I.e., ReactionDuration *=<XXX>PlayerProtectiveEquipmentDurationScaleFactor
; Where XXX is SP or MP depending on whether it's a single-player or
; multiplayer game. So a value of 0 will mean the effect will not happen at all,
; and a value of 1 will mean that it will last the normal amount of time.
SPPlayerProtectiveEquipmentDurationScaleFactor=0.5
MPPlayerProtectiveEquipmentDurationScaleFactor=0.5
; min and max radius of effect
Radius=(Min=20.0,Max=600.0)
; Time it takes the radius of effect to expand from min to max.
; You can watch the radius expand by typing "rend collision" before
; throwing the gas grenade.
ExpansionTime=2
;AI stuff
NotifyAIsTime=0.75

;********************************
;STING GRENADE
;********************************


[SwatEquipment.StingGrenade]
;HandheldEquipment configuration
FirstPersonModelClass=class'SwatEquipmentModels2.StingGrenade_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.StingGrenade_ThirdPerson'
ProjectileClass=class'SwatEquipment.StingGrenadeProjectile'
Description="The sting grenade, or Stinger, is filled with many small rubber balls.  Upon detonation these balls are ejected from the grenade, bombarding targets with blunt force projectiles.  The rubber balls will not penetrate the skin but can cause dizzyness, disorientation, and severe pain from the impact of the projectiles.  While considered less lethal, the sting grenade can cause severe injury if it detonates in very close proximity to someone."
FriendlyName="Stinger"
GUIImage=material'gui_tex.equip_stinggrenade'
EquipAnimationRate=1.5
UnequipAnimationRate=1.5
UseAnimationRate=1
LightstickThrowAnimPostfix="StringGrenade"

Weight=0.32
Bulk=1.036

[SwatEquipment.StingGrenadeProjectile]
;timer
FuseTime=1.5
;bouncing
BounceDampening=0.4
BounceCount=3
;direct impact - Caused by grenade impact when fired from a grenade launcher
DirectImpactDamage=60.0
DirectImpactPlayerStingDuration=2.0
DirectImpactHeavilyArmoredPlayerStingDuration=1.0
DirectImpactNonArmoredPlayerStingDuration=3.0
DirectImpactAIStingDuration=2.0
;damage - Damage should be applied constantly over DamageRadius
Damage=30.0
DamageRadius=350.0
;karma impulse - Karma impulse should be applied linearly from KarmaImpulse.Max to KarmaImpulse.Min over KarmaImpulseRadius
KarmaImpulse=(Max=300.0,Min=50.0)
KarmaImpulseRadius=640.0
;sting
StingRadius=800.0
PlayerStingDuration=8.0
HeavilyArmoredPlayerStingDuration=4.0
NonArmoredPlayerStingDuration=12.0
;AI stuff
NotifyAIsTime=0.75
AIStingDuration=8.0
MoraleModifier=0.4

;********************************
;PEPPER SPRAY
;********************************

[SwatEquipment.PepperSpray]
;PepperSpray configuration
;when deciding who is affected by pepper spray, the trace is not blocked by anything with MtP less than this
MomentumToPenetrateThreshold=20
PlayerPepperSprayedDuration=12.0
AIPepperSprayedDuration=12.0
; When a Player (non-AI) being peppered has protective
; equipment that protects him from pepper, then the duration of
; effect will be scaled by this value.
; I.e., PlayerPepperSprayedDuration *=<XXX>PlayerProtectiveEquipmentDurationScaleFactor
; Where XXX is SP or MP depending on whether it's a single-player or
; multiplayer game
SPPlayerProtectiveEquipmentDurationScaleFactor=0
MPPlayerProtectiveEquipmentDurationScaleFactor=0.25
;RoundBasedWeapon configuration
MagazineSize=10
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.PepperSprayAmmo
AvailableFireMode=FireMode_Auto
EnemyUsesAmmo=(AmmoClass="SwatAmmo.PepperSprayAmmo",Chance=100)
Range=300
MuzzleVelocity=2
bCanShootThroughGlass=false
bAimAtHead=true
;HandheldEquipment configuration
FirstPersonModelClass=class'SwatEquipmentModels2.PepperSpray_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.PepperSpray_ThirdPerson'
Description="While generally used for riot control, handheld pepper spray canisters can be an effective tool for subduing uncooperative targets.  The active ingredient in pepper spray is Oleoresin Capsicum or OC.  OC is an inflammatory agent that causes the eyes to swell up and close.  It also causes a burning sensation on any exposed skin.  Due to its limited range and area of effect it is best used in addition to other non-lethal devices to cause a suspect or hostage to comply."
FriendlyName="Pepper Spray"
GUIImage=material'gui_tex.equip_pepperspray'
EquipAnimationRate=1
UnequipAnimationRate=2
UseAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=20.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=250.0
SmallAimErrorRecoveryRate=120.0
AimErrorBreakingPoint=16.0
StandingAimError=15.0
WalkingAimError=16.0
RunningAimError=17.0
InjuredAimErrorPenalty=16.0
CrouchingAimError=14.0
EquippedAimErrorPenalty=17.0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.0
MaxLookAimErrorPenalty=0.0
RecoilBackDuration=0.0
RecoilForeDuration=0.0
RecoilMagnitude=0.0
LightstickThrowAnimPostfix="Spray"

Weight=0.28
Bulk=0.26


;****************************
;OPTIWAND
;****************************

[SwatEquipment.Optiwand]
FirstPersonModelClass=class'SwatEquipmentModels2.Optiwand_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.Optiwand_ThirdPerson'
Description="The opti-wand is a sophisticated observation device which allows officers to examine situations around corners and under closed doors without exposing themselves to lines of fire.  On top of the device is a small LCD screen which displays the images seen by the camera at the end of the expandable rod.  It is an invaluable tool for gathering intelligence on suspect and civilian locations before performing dangerous clear routines and potentially exposing your team to fire."
FriendlyName="Optiwand"
GUIImage=material'gui_tex.equip_optiwand'
EquipAnimationRate=1
UnequipAnimationRate=1
UseAnimationRate=1
Mass=100.000000
Slot=Slot_Optiwand
RefreshRate=60
SizeX=256
SizeY=256
BoneName=lens
FOV=80
LensTurnAlpha=0.1800000
LensTurnSpeed=15.000000
LensFinishSpeed=0.2
ClampYawAngle=70
ClampPitchAngle=55
LCDScreen=ScriptedTexture'scripted_tex.lcd_scripted_tex'
LCDShader=Shader'scripted_tex.lcd_shader'
GunShader=Shader'SWAT1stPersonTex.Optiwand1stPersonShader'
BlankScreen=Material'SWAT1stPersonTex.optiwand1stPersonMonitorShader'
;a weapon should go low-ready if anything is this close or closer
LowReadyDistance=70.0
LightstickThrowAnimPostfix="SMG"

Weight=1.29
Bulk=3.25

;********************************
;TOOLKIT
;********************************

[SwatEquipment.Toolkit]
NoArmorQualifyMultiplier=0.5
FirstPersonModelClass=class'SwatEquipmentModels2.Toolkit_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.Toolkit_ThirdPerson'
Description="The multi-tool serves many functions and can be used to pick locks, disable bombs and traps, and remove tactical wedges.  All officers are equipped with a toolkit."
FriendlyName="Toolkit"
GUIImage=material'gui_tex.equip_toolkit'
EquipAnimationRate=2.0
UnequipAnimationRate=2.0
UseAnimationRate=1
Range=120
LightstickThrowAnimPostfix="TacticalAid"
Weight=0.24
Bulk=0.2


;********************************
;TACTICAL WEDGE
;********************************

[SwatEquipment.Wedge]
NoArmorQualifyMultiplier=0.5
FirstPersonModelClass=class'SwatEquipmentModels2.Wedge_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.Wedge_ThirdPerson'
Description="This specially designed tactical wedge is slid under the door and then activated.  The spring loaded action flips up wedges preventing the door from opening from either direction.  The rubber coating along the bottom of the wedge increases friction making it extremely difficult to push open with brute force.  It can only be removed with a cutting tool reducing the risk of a suspect dislodging the device."
FriendlyName="Door Wedge"
GUIImage=material'gui_tex.equip_doorwedge'
EquipAnimationRate=1.25
UnequipAnimationRate=1.25
UseAnimationRate=1
[SwatGame.DeployedWedgeBase]
;in seconds, the time required to qualify to remove a Wedge with a Toolkit
QualifyTimeForToolkit=1.00
LightstickThrowAnimPostfix="TacticalAid"

Weight=0.68
Bulk=0.2


;********************************
;C2 DOOR BREACHING CHARGE
;********************************

[SwatEquipment.C2Charge]
NoArmorQualifyMultiplier=0.5
FirstPersonModelClass=class'SwatEquipmentModels2.C2Charge_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.C2Charge_ThirdPerson'
MPThirdPersonModelClass=class'SwatEquipmentModels2.mpC2Charge_ThirdPerson'
Description="The C2 breaching charge is a powerful and devastating method of breaching a door.  The compact and specially designed charge destroys the locking mechanism of the door and forcefully opens the door at the same time.  The noise and shock of the detonation causes people on the opposite side of the door to react in a similar manner to a flashbang detonation, which can provide a tactical advantage for using it instead of the breaching shotgun.  The C2 breaching charge is an explosive and can injure or kill anyone unlucky enough to be directly behind the door."
FriendlyName="C2 (x3)"
GUIImage=material'gui_tex.equip_c2charge'
EquipAnimationRate=1.5
UnequipAnimationRate=1.5
UseAnimationRate=2
LightstickThrowAnimPostfix="TacticalAid"

Weight=1.30
Bulk=0.72

[SwatGame.DeployedC2ChargeBase]
;in seconds, the time required to qualify to remove a C2Charge with a Toolkit
QualifyTimeForToolkit=2.0
Damage=100.0
;damage is applied to Pawns within a cone.  this is the angle (in degrees) at the cone's vertex.
DamageAngle=85.0
DamageRadius=250.0
StunAngle=140
StunRadius=1000
StunDuration=5

[SwatEquipment.Detonator]
FirstPersonModelClass=class'SwatEquipmentModels2.Detonator_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.Detonator_ThirdPerson'
MPFirstPersonModelClass=class'SwatEquipmentModels2.MPDetonator_FirstPerson'
MPThirdPersonModelClass=class'SwatEquipmentModels2.MPDetonator_ThirdPerson'
Description=Default description for Detonator
FriendlyName="The Detonator"

Weight=0.34
Bulk=0.72


;********************************
;ZIP-CUFFS
;********************************

[SwatEquipment.Cuffs]
NoArmorQualifyMultiplier=0.5
FirstPersonModelClass=class'SwatEquipmentModels2.Handcuffs_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.Handcuffs_ThirdPerson'
Description="Zip cuff restraints have many benefits over traditional metal hand-cuffs.  Tactical teams favor them due to their light weight and flexible design."
FriendlyName="Zip-cuffs"
GUIImage=material'gui_tex.equip_flexcuffs'
EquipAnimationRate=2
UnequipAnimationRate=1.5
UseAnimationRate=1
LightstickThrowAnimPostfix="TacticalAid"

[SwatEquipment.IAmCuffed]
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.IAmCuffed_ThirdPerson'
MPThirdPersonModelClass=class'SwatEquipmentModels2.MPIAmCuffed_ThirdPerson'

;********************************
;AMMO BANDOLIER
;********************************
[SwatEquipment.AmmoBandolier]
FirstPersonModelClass=None
ShouldHaveFirstPersonModel=false
ThirdPersonModelClass=class'SwatEquipmentModels2.AmmoBandolier_ThirdPerson'
Description="The ammo pouch allows extra ammo to be carried for the primary weapon. Note: The ammo pouch will not provide extra ammunition for the pepper-ball gun."
FriendlyName="Ammo Pouch"
GUIImage=material'gui_tex2.equip_ammo_satchel'

;********************************
;LIGHTSTICK
;********************************

[SwatEquipment.Lightstick]
;the animation that the ThrownWeapon's first-person model should play before thrown, ie. pin-being-pulled
PreThrowAnimation=
FirstPersonPreThrowAnimation=
FirstPersonModelClass=class'SwatEquipmentModels2.LightStick_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels2.LightStick_ThirdPerson'
Description="Light sticks are used to designate paths through buildings and to mark areas as having been cleared."
FriendlyName="LIGHTSTICK"
EquipAnimationRate=2
UnequipAnimationRate=1.5
UseAnimationRate=1
Quantity=10

;***************************
; Special Damage Categories
;***************************

[SwatEquipment.FrangibleBreachingDamageType]
DeathString=Breaching Shotgun

[SwatEquipment.ConcussiveDamageType]
DeathString=C2 Charge


;***************************
; Pocket Specs
;***************************


[Pocket_PrimaryWeapon]
bSpawnable=True
TypeOfEquipment=EQUIP_Weaponry
DisplayValidity=NETVALID_All
PocketFriendlyName=Primary Weapon
DependentPocket=Pocket_PrimaryAmmo

EquipmentClassName=SwatEquipment.MP5SMG
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.SilencedMP5SMG
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.FNP90SMG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SWATOnly
bSelectable=1

EquipmentClassName=SwatEquipment.UMP45SMG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SwatOnly
bSelectable=1

EquipmentClassName=SwatEquipment.UziSMG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SuspectsOnly
bSelectable=1

EquipmentClassName=SwatEquipment.AK47MG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SuspectsOnly
bSelectable=1

EquipmentClassName=SwatEquipment.ColtAccurizedRifle
Validity=NETVALID_All
TeamValidity=TEAMVALID_SWATOnly
bSelectable=1

EquipmentClassName=SwatEquipment.M4A1MG
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.G36kMG
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.SAWMG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SuspectsOnly
bSelectable=1

EquipmentClassName=SwatEquipment.M4Super90SG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SuspectsOnly
bSelectable=1

EquipmentClassName=SwatEquipment.NovaPumpSG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SWATOnly
bSelectable=1

EquipmentClassName=SwatEquipment.LessLethalSG
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.CSBallLauncher
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.HK69GrenadeLauncher
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.ColtM1911HG
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.DesertEagleHG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SuspectsOnly
bSelectable=1

EquipmentClassName=SwatEquipment.Glock9mmHG
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.PythonRevolverHG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SWATOnly
bSelectable=1

EquipmentClassName=SwatEquipment.TEC9HG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SuspectsOnly
bSelectable=1

EquipmentClassName=SwatEquipment.Taser
Validity=NETVALID_All
TeamValidity=TEAMVALID_SuspectsOnly
bSelectable=1

EquipmentClassName=SwatEquipment.Stingray
Validity=NETVALID_All
TeamValidity=TEAMVALID_SWATOnly
bSelectable=1

EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_SecondaryWeapon]
bSpawnable=True
TypeOfEquipment=EQUIP_Weaponry
DisplayValidity=NETVALID_All
PocketFriendlyName=Backup Weapon
DependentPocket=Pocket_SecondaryAmmo

EquipmentClassName=SwatEquipment.ColtM1911HG
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.DesertEagleHG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SuspectsOnly
bSelectable=1

EquipmentClassName=SwatEquipment.Glock9mmHG
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.PythonRevolverHG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SWATOnly
bSelectable=1

EquipmentClassName=SwatEquipment.TEC9HG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SuspectsOnly
bSelectable=1

EquipmentClassName=SwatEquipment.Taser
Validity=NETVALID_All
TeamValidity=TEAMVALID_SuspectsOnly
bSelectable=1

EquipmentClassName=SwatEquipment.Stingray
Validity=NETVALID_All
TeamValidity=TEAMVALID_SWATOnly
bSelectable=1

EquipmentClassName=SwatEquipment.HK69GrenadeLauncher
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.CSBallLauncher
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=SwatEquipment.UziSMG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SuspectsOnly
bSelectable=1

EquipmentClassName=SwatEquipment.NovaPumpSG
Validity=NETVALID_All
TeamValidity=TEAMVALID_SWATOnly
bSelectable=1

EquipmentClassName=SwatEquipment.LessLethalSG
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1

EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_PrimaryAmmo]
TypeOfEquipment=EQUIP_Weaponry
DisplayValidity=NETVALID_All
PocketFriendlyName=Primary Ammo
EquipmentClassName=SwatAmmo.MP5SMG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.MP5SMG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.MP5SDSMG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.MP5SDSMG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.M4Super90SGAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.M4Super90SGSabotAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.M4Super90SG000Ammo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.M4A1MG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.M4A1MG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.NovaPumpSGAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.NovaPumpSGSabotAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.NovaPumpSG000Ammo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.CSBallLauncherAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.LessLethalAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.AK47MG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.AK47MG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.UZISMG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.UZISMG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.UMP45SMG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.UMP45SMG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.G36kMG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.G36kMG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.HK69GL_StingerGrenadeAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.HK69GL_CSGasGrenadeAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.HK69GL_FlashbangGrenadeAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.HK69GL_TripleBatonAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.ColtAR_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.FNP90SMG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.FNP90SMG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.SAWMG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.SAWMG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.TEC9SMG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.ColtM1911HG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.ColtM1911HG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.DEHG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.DEHG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.TaserAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.Glock9mmHG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.Glock9mmHG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.PythonRevolverHG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.PythonRevolverHG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.StingrayAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_SecondaryAmmo]
TypeOfEquipment=EQUIP_Weaponry
DisplayValidity=NETVALID_All
PocketFriendlyName=Backup Ammo
EquipmentClassName=SwatAmmo.ColtM1911HG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.ColtM1911HG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.TEC9SMG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.DEHG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.DEHG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.TaserAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.Glock9mmHG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.Glock9mmHG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.PythonRevolverHG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.PythonRevolverHG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.StingrayAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.HK69GL_StingerGrenadeAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.HK69GL_CSGasGrenadeAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.HK69GL_FlashbangGrenadeAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo2.HK69GL_TripleBatonAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.UZISMG_FMJ
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.UZISMG_JHP
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.CSBallLauncherAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.LessLethalAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.NovaPumpSGAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.NovaPumpSGSabotAmmo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatAmmo.NovaPumpSG000Ammo
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_EquipOne]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_All
PocketFriendlyName=Tactical Aid 1
EquipmentClassName=SwatEquipment.Wedge
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.Optiwand
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.PepperSpray
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.StingGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.CSGasGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.VIPGrenade
Validity=NETVALID_MPOnly
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=SwatEquipment.FlashbangGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_EquipTwo]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_All
PocketFriendlyName=Tactical Aid 2
EquipmentClassName=SwatEquipment.Wedge
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.Optiwand
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.PepperSpray
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.StingGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.CSGasGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.VIPGrenade
Validity=NETVALID_MPOnly
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=SwatEquipment.FlashbangGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_EquipThree]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_All
PocketFriendlyName=Tactical Aid 3
EquipmentClassName=SwatEquipment.Wedge
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.Optiwand
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.PepperSpray
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.StingGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.CSGasGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.VIPGrenade
Validity=NETVALID_MPOnly
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=SwatEquipment.FlashbangGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_EquipFour]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_All
PocketFriendlyName=Tactical Aid 4
EquipmentClassName=SwatEquipment.Wedge
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.Optiwand
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.PepperSpray
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.StingGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.CSGasGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.VIPGrenade
Validity=NETVALID_MPOnly
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=SwatEquipment.FlashbangGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_EquipFive]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_All
PocketFriendlyName=Tactical Aid 5
EquipmentClassName=SwatEquipment.Wedge
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.Optiwand
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.PepperSpray
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.StingGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.CSGasGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.VIPGrenade
Validity=NETVALID_MPOnly
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=SwatEquipment.FlashbangGrenade
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_BodyArmor]
bSpawnable=True
TypeOfEquipment=EQUIP_Protection
DisplayValidity=NETVALID_All
PocketFriendlyName=Body Armor
EquipmentClassName=SwatProtectiveEquipment2.NoBodyArmor
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatProtectiveEquipment.LightBodyArmor
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatProtectiveEquipment.HeavyBodyArmor
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_HeadArmor]
bSpawnable=True
TypeOfEquipment=EQUIP_Protection
DisplayValidity=NETVALID_All
PocketFriendlyName=Head Protection
EquipmentClassName=SwatProtectiveEquipment.HelmetAndGoggles
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatProtectiveEquipment.GasMask
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatProtectiveEquipment2.NVGoggles
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatProtectiveEquipment.RiotHelmet
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatProtectiveEquipment.EnemyProTecHelmet
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_Toolkit]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_None
EquipmentClassName=SwatEquipment.Toolkit
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_Detonator]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_None
EquipmentClassName=SwatEquipment.Detonator
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_Cuffs]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_None
EquipmentClassName=SwatEquipment.Cuffs
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_IAmCuffed]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_None
EquipmentClassName=SwatEquipment.IAmCuffed
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_Breaching]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_All
PocketFriendlyName=Breaching Device
EquipmentClassName=SwatEquipment.C2Charge
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.BreachingSG
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_HiddenC2Charge1]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_None
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=SwatEquipment.C2Charge
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_HiddenC2Charge2]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_None
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=SwatEquipment.C2Charge
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_SimpleBackPouch]
bSpawnable=True
TypeOfEquipment=EQUIP_Simple
DisplayValidity=NETVALID_None
EquipmentClassName=SwatSimpleEquipment.SWATbackPouch
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_SimpleHipPouch]
bSpawnable=True
TypeOfEquipment=EQUIP_Simple
DisplayValidity=NETVALID_None
EquipmentClassName=SwatSimpleEquipment.SWAThipPouch
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_SimpleHolster]
bSpawnable=True
TypeOfEquipment=EQUIP_Simple
DisplayValidity=NETVALID_None
EquipmentClassName=SwatSimpleEquipment.SWATholster
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_SimplePepperSprayPouch]
bSpawnable=True
TypeOfEquipment=EQUIP_Simple
DisplayValidity=NETVALID_None
EquipmentClassName=SwatSimpleEquipment.SWATpeppersprayPouch
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_SimpleRadioPouch]
bSpawnable=True
TypeOfEquipment=EQUIP_Simple
DisplayValidity=NETVALID_None
EquipmentClassName=SwatSimpleEquipment.SWATradioPouch
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_Lightstick]
bSpawnable=True
TypeOfEquipment=EQUIP_Handheld
DisplayValidity=NETVALID_None
EquipmentClassName=SwatEquipment.Lightstick
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0

[Pocket_CustomSkin]
bSpawnable=False
DisplayValidity=NETVALID_MPOnly
PocketFriendlyName=Custom Skin
TypeOfEquipment=EQUIP_Skin
