ACTOR XM21 : BrutalWeapon
{
	Weapon.AmmoUse1 0
	Weapon.AmmoGive1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive2 0
	YScale 0.6
	XScale 0.8
	Weapon.SelectionOrder 2500
	Weapon.AmmoType1 "Clip2"
	Weapon.AmmoType2 "xm21Ammo"
	Obituary "%o was shot down by %k's assault x21."
    AttackSound "None"
    Inventory.PickupSound "CLIPIN"
	Inventory.Pickupmessage "$You got the XM21 Sniper! snipin time (Slot 4)"
    +WEAPON.NOALERT
	+WEAPON.NOAUTOFIRE
	+WEAPON.NO_AUTO_SWITCH
	+FORCEXYBILLBOARD
	Tag "XM21"
	inventory.althudicon "WM14b0"
    Scale 0.8
	States
	{
		
	KickingFlash:
	  TNT1 A 0 A_TakeInventory("Zoomed",1)
	  X21K ABCDEFGHHGFEDCBA 1
	  stop
	
	AirKickingFlash:
		TNT1 A 0 A_TakeInventory("Zoomed",1)
	    X21K ABCDEFGHHHHGFEDCBA 1 //18
	    stop
		
	SlideKickingStart:
		TNT1 A 0 A_TakeInventory("Zoomed",1)
	    X21K ABCDEFG 1
	    X21K HH 16 //39 total
	    Stop

	 SlideKickingEnd:
	 	TNT1 A 0 A_TakeInventory("Zoomed",1)
	    X21K HHHGFEDCBA 1 //10
	    Stop	
		
	FuckYouFlash:
	    X21K ABCDEFG 1 //28
	    X21K HHHHHHHHHHHHHH 1 
	    X21K GFEDCBA 1 
	    stop
		
	GrenadeThrowFlash:
	    X21G BCDE 1  
	    TNT1 A 28
	    X21G EDCB 1 //36 in total
	    stop
	
	
		CheckSprint:
		X12G A 1 A_WeaponReady(WRF_NOFIRE)
		SHTN A 0 A_Takeinventory("Zoomed",1)
        SHTN A 0 A_ZoomFactor(1.0)
		SHTN A 0 A_Takeinventory("ADSmode",1)
		SHTN A 0 A_Giveinventory("GoSpecial",1)
		SHTN A 0 A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		SHTN A 0 A_JumpIfInventory("IsTacticalClass", 1, "StartSprint")
		Goto Ready
		
	StartSprint:
		X12G A 1 A_WeaponReady(WRF_NOFIRE)
		SHTN A 0 A_Takeinventory("Zoomed",1)
		SHTN A 0 A_Takeinventory("ADSmode",1)
		SHTN A 0 A_ZoomFactor(1.0)
		SHTN A 0 A_JumpIfInventory("UsedStamina", 40, "StopSprintTired")
		
	Sprinting:	
		STRN A 0 offset(-9,32) 
		SHTN A 0 offset(-9,32) A_JumpIfInventory("IsStandingStill", 1, "Ready3")
		SHTN A 0 offset(-9,32) A_JumpIfInventory("UsedStamina", 100, "StopSprintTired")
		PLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.
		SHTN A 0 offset(-9,32) A_JumpIfInventory("PowerStrength", 1, 2)
		SHTN A 0 offset(-9,32) A_GiveInventory("UsedStamina", 5)
		SHTN A 0 offset(-9,32)
		X21K D 1 offset(-9,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		X21K D 1 offset(-6,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		X21K D 1 offset(-3,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		X21K D 1 offset(0,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		X21K D 1 offset(3,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		X21K D 1 offset(6,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		X21K D 1 offset(9,32) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)
		SHTN A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)
		SHTN A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        SHTN A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        SHTN A 0 A_JumpIfInventory("Reloading",1,"Reload")
		SHTN A 0 offset(-9,32) A_GiveInventory("UsedStamina", 5)
		SHTN A 0 offset(9,33) A_SpawnItemEx("FootStep", 0, 0, 2, 0, 0, -4)
		X21K D 1 offset(9,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		X21K D 1 offset(6,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		X21K D 1 offset(3,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		X21K D 1 offset(0,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		X21K D 1 offset(-3,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		X21K D 1 offset(-6,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		X21K D 1 offset(-9,32) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)
		SHTN A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)
		SHTN A 0 offset(-9,32) A_JumpIfInventory("IsRunning", 1, "Sprinting")
		
		Goto StopSprint
	StopSprintTired:
		X12G A 1
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		SHTN A 0 A_PlaySound("Tired", 2)
		SHTN A 0 A_TakeInventory("UsedStamina", 2)
		X21K A 5 A_WeaponReady
		SHTN A 0 A_TakeInventory("UsedStamina", 2)
		X21K A 5 A_WeaponReady
		SHTN A 0 A_TakeInventory("UsedStamina", 2)
		X21K A 5 A_WeaponReady
		SHTN A 0 A_TakeInventory("UsedStamina", 2)
		X21K A 5 A_WeaponReady
		SHTN A 0 A_TakeInventory("UsedStamina", 2)
		X21K A 5 A_WeaponReady
		Goto Ready
	StopSprint:
		X21K D 1
		SHTN A 0 A_JumpIfInventory("UsedStamina", 60, "StopSprintTired")
		PLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.
		Goto Ready
	
	
 	Spawn:
	    WM14 A 0
		WM14 b -1
		Stop
	
	Steady:
		TNT1 A 1
		Goto Ready	
		
	Ready:
	Ready3:
		x21G A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		x21G A 0 A_JumpIfInventory("Zoomed",1,"Ready2")
		x21G A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		x21G A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    x21G A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        x21G A 0 A_JumpIfInventory("Reloading",1,"Reload")
		x21G A 0 A_JumpIfInventory("Unloading",1,"Unload")
		x21G A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		x21G A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		x21G A 0 A_JumpIfInventory("Unloading",1,"Unload")
		x21G A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		x21G A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		x21G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		Loop
		
	Ready2:
		SCOP A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		SCOP A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
	    SCOP A 0 A_JumpIfInventory("Taunting",1,"Taunt")
        SCOP A 0 A_JumpIfInventory("Reloading",1,"Reload")
		SCOP A 0 A_JumpIfInventory("Unloading",1,"Unload")
		SCOP A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		SCOP A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		SCOP A 0 A_JumpIfInventory("Unloading",1,"Unload")
		SCOP A 0 A_JumpIfInventory("IsRunning",1,"CheckSprint")
		SCOP A 0 A_JumpIfInventory("ExecuteDownedEnemy", 1, "DoExecution")
		SCOP A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		Loop	
	
		
	Deselect:
		x21G A 0
		x21G A 0 A_TakeInventory("TossGrenade", 1)
        x21G A 0 A_TakeInventory("Reloading",1)
		x21G A 0 A_TakeInventory("Unloading",1)
        x21G A 0 A_ZoomFactor(1.0)
		X21G BCDE 1
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
		TNT1 A 1 A_Lower
		Wait
		
	Select:
		TNT1 A 0
		Goto SelectFirstPersonLegs
		SelectContinue:
		TNT1 A 0 A_Giveinventory("GoSpecial",1)
		TNT1 A 0 A_Takeinventory("FistsSelected",1)
		TNT1 A 0 A_Takeinventory("SawSelected",1)
		TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
		TNT1 A 0 A_Takeinventory("SSGSelected",1)
		TNT1 A 0 A_Takeinventory("MinigunSelected",1)
		TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
		TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("BFGSelected",1)
		TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
		TNT1 A 0 A_Takeinventory("RailGunSelected",1)
		TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
		TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
		TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
		TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
		TNT1 A 0 A_Takeinventory("HasBarrel",1)
		TNT1 A 1
		x21G A 0
		TNT1 AAAAAAAAA 0 A_Raise
		Goto SelectAnimation
		
	SelectAnimation:
		TNT1 AAAA 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        TNT1 A 0 A_PlaySound("CLIPIN")
        X21G EDCB 1 A_WeaponReady(WRF_NOFIRE)
		TNT1 A 0 A_GunFlash
		Goto Ready
	
    Fire:
        x21G A 0 A_JumpIfInventory("xm21Ammo",1,2)
        Goto NoAmmo
        TNT1 AA 0
		x21G A 0 A_AlertMonsters
		x21G A 0 A_PlaySound("m14FIRE", 1)
		SMGG A 0 A_PlaySound("FARM14", 6)
		TNT1 A 0 A_JumpIFInventory("Zoomed", 1, "Fire2")
		
		x21F A 1 A_FireBullets (0.75, 0.75, -1, 100, "HitPuff", FBF_NORANDOM)
		x21G A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
        x21F A 0 A_FireCustomMissile("DecorativeTracer", 0, 0, 0, 0, 0, 0)
		x21G A 0 A_ZoomFactor(0.96)
		x21G A 0 A_SetPitch(pitch-8.4)
		x21G A 0 A_Takeinventory("xm21Ammo",1)
		x21F C 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
		x21G A 0 A_ZoomFactor(1.0)
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.5)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.6)
		x21G A 1 A_WeaponReady
		x21G A 0 A_SetPitch(pitch+0.6)
		x21G A 1 A_WeaponReady
		x21G A 5 A_WeaponReady
		Goto Ready3
	
     Fire2:
		SCOP A 1 A_FireBullets (0, 0, -1, 85, "HitPuff", FBF_NORANDOM)
		x21G A 0 A_SpawnItemEx("PlayerMuzzle1",30,5,30)
        x21F A 0 A_FireCustomMissile("DecorativeTracer", 0, 0, 0, 0, 0, 0)
		x21G A 0 A_ZoomFactor(5.96)
		SCOP A  0 A_SetPitch(pitch-8.4)
		SCOP A  0 A_Takeinventory("xm21Ammo",1)
		SCOP A 1 A_FireCustomMissile("RifleCaseSpawn",5,0,6,-14)
		SCOP A  0 A_ZoomFactor(6.0)
		SCOP A  0 A_SetPitch(pitch+0.5)
		SCOP A  1 A_WeaponReady
		SCOP A  0 A_SetPitch(pitch+0.5)
		SCOP A  1 A_WeaponReady
		SCOP A  0 A_SetPitch(pitch+0.5)
		SCOP A  1 A_WeaponReady
		SCOP A  0 A_SetPitch(pitch+0.5)
		SCOP A  1 A_WeaponReady
		SCOP A  0 A_SetPitch(pitch+0.5)
		SCOP A  1 A_WeaponReady
		SCOP A  0 A_SetPitch(pitch+0.5)
		SCOP A  1 A_WeaponReady
		SCOP A  0 A_SetPitch(pitch+0.5)
		SCOP A 1 A_WeaponReady
		SCOP A 0 A_SetPitch(pitch+0.5)
		SCOP A 1 A_WeaponReady
		SCOP A 0 A_SetPitch(pitch+0.5)
		SCOP A 1 A_WeaponReady
		SCOP A 0 A_SetPitch(pitch+0.5)
		SCOP A 1 A_WeaponReady
		SCOP A  0 A_SetPitch(pitch+0.5)
		SCOP A  1 A_WeaponReady
		SCOP A  0 A_SetPitch(pitch+0.5)
		SCOP A  1 A_WeaponReady
		SCOP A  0 A_SetPitch(pitch+0.5)
		SCOP A  1 A_WeaponReady
		SCOP A  0 A_SetPitch(pitch+0.5)
		SCOP A  1 A_WeaponReady
		SCOP A  0 A_SetPitch(pitch+0.6)
		SCOP A  1 A_WeaponReady
		SCOP A  0 A_SetPitch(pitch+0.6)
		SCOP A  1 A_WeaponReady
		SCOP A  5 A_WeaponReady
		Goto Ready2
		
    AltFire:
	    TNT1 A 0 A_SetCrosshair(41)
		TNT1 A 0 A_JumpIFInventory("Zoomed", 1, "StopAlt")
		TNT1 A 0 A_GiveInventory("Zoomed", 1)
		TNT1 A 0 A_ZoomFactor(6.0)
		X21A ABC 1
		Goto Ready2
		
	StopAlt:
		TNT1 A 0 A_SetCrosshair(0)
		TNT1 A 0 A_ZoomFactor(1.0)
		X21A CBA 1
		TNT1 A 0 A_TakeInventory("Zoomed", 1)
		Goto Ready3
			
	 UnzoomRel:
	 TNT1 A 0 A_SetCrosshair(0)
	 TNT1 A 0 A_TakeInventory("Zoomed",1)
	 TNT1 A 0 A_ZoomFactor(1)
	 D2GS CBA 1
	 Goto Reload
		
	NoAmmo:
		x21G A 0
		x21G A 0 A_ZoomFactor(1.0)
		x21G A 0 A_Takeinventory("Zoomed",1)
		x21G A 0 A_Takeinventory("ADSmode",1)
		TNT1 A 0 A_PlaySound("weapons/empty", 4)
	NoAmmo2:
		x21G A 0 A_JumpIfInventory("Clip2",4,"Reload")
		x21G A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
        x21G A 0 A_JumpIfInventory("Reloading",1,"Reload")
		x21G A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		x21G A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)
		x21G A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("NoAutoReload", 1, "NoAmmo2")
		Goto Ready3
	
    Reload:
		x21G A 1 A_WeaponReady
		x21G A 0 A_ZoomFactor(1.0)
		x21G A 0 A_Takeinventory("Reloading",1)
		x21G A 0 A_Takeinventory("ADSmode",1)
		x21G A 0 A_Takeinventory("Zoomed",1)
		x21G A 0 A_JumpIfInventory("xm21Ammo",15,"Inspect")
		x21G A 0 A_JumpIfInventory("HasUnloaded",1,"Fastireload")
        x21G A 0 A_JumpIfInventory("Clip2",4,3)
        Goto FinishReloading
        TNT1 AAA 0
        x21G A 0 A_JumpIfInventory("Zoomed",1,"UnzoomRel")
		x21G A 0 A_GiveInventory ("Pumping", 1)
		x21G A 0 A_Takeinventory("Reloading",1)
		
        x21R ABCDEEEE 1  A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_PLaySound("RELO1", 4)
		x21R FGH 1
		TNT1 A 0 A_FireCustomMissile("EmptyClipSpawn",-5,0,8,-4)
		x21R I 30
        x21R JKL 1
		TNT1 A 0 A_PLaySound("RELO2", 4)
		x21R M 2
		x21G A 0 A_JumpIfInventory("xm21Ammo",1,"InsertBullets2")
		Goto InsertBullets
		
	FastiReload:
		x21G A 1 A_WeaponReady
		x21G A 0 A_ZoomFactor(1.0)
		x21G A 0 A_Takeinventory("Reloading",1)
		x21G A 0 A_Takeinventory("ADSmode",1)
		x21G A 0 A_Takeinventory("Zoomed",1)
        x21G A 0 A_JumpIfInventory("Clip2",4,3)
        Goto FinishReloading
        TNT1 AAA 0
        x21G A 0 A_JumpIfInventory("Zoomed",1,"UnzoomRel")
		x21G A 0 A_GiveInventory ("Pumping", 1)
		x21G A 0 A_Takeinventory("Reloading",1)
		
        x21R ABCDE 1  A_JumpIfInventory("Kicking",1,"DoKick")
		x21R I 30
        x21R JKL 1
		TNT1 A 0 A_PLaySound("RELO2", 4)
		x21R M 2
		Goto InsertBullets
		
	InsertBullets:
		TNT1 AAAA 0
		x21G A 0 A_JumpIfInventory("xm21Ammo",14,15)
		x21G A 0 A_JumpIfInventory("Clip2",4,3)
		Goto FinishReload3
        TNT1 AAAAAA 0
		x21G A 0 A_Giveinventory("xm21Ammo",1)
		x21G A 0 A_Takeinventory("Clip2",4)
		Goto InsertBullets
		
		TNT1 AAAAAAAAAA 0
		x21G A 0 A_Takeinventory("Reloading",1)
        Goto FinishReload3	
		TNT1 AAAA 0
		x21G A 0 A_Takeinventory("Reloading",1)
        Goto FinishReload3	
		
	InsertBullets2:
		TNT1 AAAA 0
		x21G A 0 A_JumpIfInventory("xm21Ammo",15,15)
		x21G A 0 A_JumpIfInventory("Clip2",4,3)
		Goto FinishReload2	
        TNT1 AAAAAA 0
		x21G A 0 A_Giveinventory("xm21Ammo",1)
		x21G A 0 A_Takeinventory("Clip2",4)
		Goto InsertBullets2
		
		TNT1 AAAAAAAAAA 0
		x21G A 0 A_Takeinventory("Reloading",1)
        Goto FinishReload2	
		TNT1 AAAA 0
		x21G A 0 A_Takeinventory("Reloading",1)
        Goto FinishReload2	
		
	FinishReloading:
		x21G A 0
		x21G A 0 A_Refire
		Goto Ready3
		
		
	FinishReload2:
		x21R M 8
		x21R DCBA 1
		x21R A 0 A_Takeinventory("HasUnloaded",1)
		Goto Ready3
		

	FinishReload3:
		x21R M 8
		x21R DCBA 1
		x21R N 8
		x21R OPQR 1
		x21R R 8 
		TNT1 A 0 A_Playsound("XM21BOLT",1)
		x21R STUVVV 1
		x21R XYZ 1
		x21R R 8
		x21R QPO 1
		x21R A 0 A_Takeinventory("HasUnloaded",1)
		Goto Ready3	
		
		
	Inspect:
		x21R N 8 A_WeaponReady
		x21R PQR 1 A_WeaponReady
		x21R R 8 
		TNT1 A 0 A_Playsound("XM21BOLT",1)
		x21R STUVVVV 1 A_WeaponReady
		x21R XYZ 1 A_WeaponReady
		x21R R 8 A_WeaponReady
		x21R QP 1 A_WeaponReady
		x21R O 2 
		Goto Ready3	
	
	Unload:
	    x21g A 0 A_Takeinventory("Unloading",1)
		x21g A 0 A_JumpIfInventory("Xm21Ammo",1,2)
		Goto NoAmmo
		TNT1 A 0
		x21g A 0 A_Giveinventory("HasUnloaded",1)
		x21g A 1 A_WeaponReady
		x21g A 0 A_Takeinventory("Unloading",1)
        x21R ABCDEEEE 1  A_JumpIfInventory("Kicking",1,"DoKick")
		x21R FGH 1
		TNT1 A 0 
		x21R I 30
		TNT1 A 0 
		x21R DCBA 1
		x21g A 0 A_JumpIfInventory("XM21Ammo",1,"RemoveBullets")
		Goto RemoveBullets
	
	RemoveBullets:
		TNT1 AAAA 0
		x21g A 0 A_JumpIfInventory("XM21ammo",1,3)
		Goto Ready3
        TNT1 AAAAAA 0
		x21g A 0 A_Takeinventory("XM21ammo",1)
		x21g A 0 A_Giveinventory("Clip2",4)
		Goto RemoveBullets
		
		TNT1 AAAAAAAAAA 0
		x21g A 0 A_Takeinventory("Reloading",1)
		
		x21g A 0 A_Refire
        Goto Ready3
		TNT1 AAAA 0
		x21g A 0 A_Takeinventory("Reloading",1)
		
		x21g A 0 A_Refire
        Goto Ready3
	
	}
}

ACTOR xm21Ammo : Ammo
{
   Inventory.Amount 0
   Inventory.MaxAmount 15
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 15
   Inventory.Icon "WM14b0"
}