<configs>
<append xpath="/items">

		<!--	***************************	-->
		<!--TIER0 SPECIAL _PIPE_SMG_made by SWOPE25-->
		<!--	***************************	-->

<item name="IZYgunT0SMGPIPEsubmachinegun">
<property name="Tags" value="IZY,overrideSounds,weapon,ShortBarrelmod,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,drumMagazine,firingMode,bottomAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="60"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?IZY_SMG_Pipesubmachinegun.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?DROP_SMG_Pipesubmachinegun.Prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Weight" value="1"/>
	<property name="CustomIcon" value="IZYgunT0SMGPIPEsubmachinegun"/>
	<property name="RepairTools" value="resourceMetalPipe"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="DescriptionKey" value="IZYgunT0SMGPIPEsubmachinegunDesc"/>
	
	<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/> <!-- aimTest -->
	
	<property name="Sound_Sight_In" value="smg_sight_in"/>
	<property name="Sound_Sight_Out" value="smg_sight_out"/>
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="300"/>
	<property name="TraderStageTemplate" value="baseTier0"/>
	<property name="UnlockedBy" value="craftingHandguns"/><!-- gunHandgunT3SMG5Schematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="UniSMG1_fire"/>
		<property name="Sound_loop" value="UniSMG1_fire"/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value=""/>
		<property name="AutoReload" value="false"/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<!-- <property name="DamageBonus.head" value="4"/>
		<property name="DamageBonus.wood" value="5"/>
		<property name="DamageBonus.earth" value=".2"/> -->
		<property name="ScopeOffset" value="-.000525,.1449,-.2"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="-.062,.062,.16"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	        <property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
	        <property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
	        <property name="triggerEffectShootDualsense" value="PistolShoot"/>
	        <property name="triggerEffectShootXbox" value="PistolShoot"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="60"/>
		<property name="Zoom_max_in" value="60"/>
		<property name="SightsCameraOffset" value=".0007,.032,.195"/>
	        <property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
	        <property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
	</property>
	
	<effect_group name="gunHandgunT3SMG5">
		<passive_effect name="MaxRange" operation="base_set" value="30" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="14" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="200" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="15" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1.02" tags="perkGunslinger"/> <!-- 4s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".05" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="150" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="-7" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".4" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value="1" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="1.2" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1.4" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".6" tags="perkGunslinger"/>

		<passive_effect name="DegradationMax" operation="base_set" value="100,260" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		
						<!--	Shell hit ground -->
		<triggered_effect trigger="onSelfPrimaryActionStart" action="PlaySound" sound="IZYCasing_hit_ground">
			<requirement name="IsFPV"/>
			<requirement name="RoundsInMagazine" operation="GTE" value="1"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
		</triggered_effect>
		
		
						<!--	SHOW HIDE FPV TPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
									<!--	len blackout -->	
	<effect_group>
			<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
				<requirement name="IsFPV"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
				<requirement name="IsFPV"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len_ref">
				<requirement name="IsFPV"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Blackout_len_ref">
				<requirement name="IsFPV"/>
			</triggered_effect>
	</effect_group>
	
						<!--	Refresh hands when no glove is on -->	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
	
</item>

		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->
		
											<!--	SINGLE PISTOL -->
											
		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->

<item name="IZYgunT1Pistol9Makarov">
	<property name="Tags" value="IZY,overrideSounds,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="1"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_Pistols.unity3d?IZY_PISTOL_Makarov9mm.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_Pistols.unity3d?IZY_DROP_Makarov.Prefab"/>
	<property name="Material" value="MHandGunParts"/>
	<property name="Weight" value="1"/>
	<property name="ScrapTimeOverride" value="10.0"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="CustomIcon" value="IZYgunT1Pistol9Makarov"/>
	
	<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/> <!-- aimTest -->
	
	<property name="Sound_Sight_In" value="pistol_sight_in"/>
	<property name="Sound_Sight_Out" value="pistol_sight_out"/>
	<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
	<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="500"/>
	<property name="TraderStageTemplate" value="baseTier1"/><!-- gunHandgunT1Pistol -->
	<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>
	<property name="SoundPickup" value="pistol_grab"/>
	<property name="SoundPlace" value="pistol_place"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="M9pistol_fire"/>
		<property name="Sound_loop" value="M9pistol_fire"/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="pistol_reload"/>
		<property name="AutoReload" value="false"/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
		<property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
		<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
		<property name="triggerEffectShootDualsense" value="PistolShoot"/>
		<property name="triggerEffectShootXbox" value="PistolShoot"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="SightsCameraOffset" value="-.0012,-.002,.08"/>
		<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
		<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
	</property>
	<effect_group name="gunHandgunT1Pistol">
		<passive_effect name="MaxRange" operation="base_set" value="40" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="15" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="230" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="8" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".9" tags="perkGunslinger"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".08" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="180" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="4" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.1" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.1" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".3" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".6" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".5" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".7" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2.0" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".95" tags="perkGunslinger"/> <!-- crosshair reset speed -->

		<passive_effect name="DegradationMax" operation="base_set" value="300,400" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		
						<!--	Shell hit ground -->
		<triggered_effect trigger="onSelfPrimaryActionStart" action="PlaySound" sound="IZYCasing_hit_ground">
			<requirement name="IsFPV"/>
			<requirement name="RoundsInMagazine" operation="GTE" value="1"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
		</triggered_effect>
		
		
						<!--	Reload DEF bonus TEST / NO LONGER USE but keep it maybe need later -->
						
<!--	<triggered_effect trigger="onReloadStart" action="AddBuff" buff="IZYReloadDefenseBonus"/>
		<triggered_effect trigger="onReloadStop" action="RemoveBuff" buff="IZYReloadDefenseBonus"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="RemoveBuff" buff="IZYReloadDefenseBonus"/>
		<triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="IZYReloadDefenseBonus"/>
		
		-->
						<!--	SHOW HIDE FPV TPV -->
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Unzoomgroup">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Zoomgroup">
			<requirement name="IsFPV"/>
		</triggered_effect>
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	
						<!--	Refresh hands when no glove is on -->	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
</item>


		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->
											<!--	DUAL PISTOL	-->
											
<item name="IZYgunT1DualPistolCOLTnavyRevolver">
	<property name="Tags" value="IZY,overrideSounds,reloadPenalty,noSilencer,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,sideAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="67"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_Pistols.unity3d?IZY_DUALPISTOLS_COLTNAVY.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_Pistols.unity3d?IZY_DROP_COLTN.Prefab"/>
	<property name="Material" value="MHandGunParts"/>
	<property name="Weight" value="1"/>
	<property name="ScrapTimeOverride" value="10.0"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="CustomIcon" value="IZYgunT1DualPistolCOLTnavyRevolver"/>
	<property name="DescriptionKey" value="IZYgunT1DualPistolCOLTnavyRevolverDesc"/>
	
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	
	<property name="Sound_Sight_In" value="pistol_sight_in"/>
	<property name="Sound_Sight_Out" value="pistol_sight_out"/>
	<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
	<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="600"/>
	<property name="TraderStageTemplate" value="baseTier1"/><!-- gunHandgunT1Pistol -->
	<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>
	<property name="SoundPickup" value="pistol_grab"/>
	<property name="SoundPlace" value="pistol_place"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="UniSMG1_fire"/>
		<property name="Sound_loop" value="UniSMG1_fire"/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="pistol_reload"/>
		<property name="AutoReload" value="false"/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
		<property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
		<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
		<property name="triggerEffectShootDualsense" value="PistolShoot"/>
		<property name="triggerEffectShootXbox" value="PistolShoot"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="SightsCameraOffset" value=".005,.03,0"/>
		<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
		<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
	</property>
	<effect_group name="gunHandgunT1Pistol">
		<passive_effect name="MaxRange" operation="base_set" value="45" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="17" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="270" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="12" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".55" tags="perkGunslinger"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".08" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="5" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".4" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value="1" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="3" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="3.6" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".5" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2.1" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".85" tags="perkGunslinger"/> <!-- crosshair reset speed -->

		<passive_effect name="DegradationMax" operation="base_set" value="400,600" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		
		
						<!--	SHOW HIDE FPV TPV -->
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
			<requirement name="IsFPV"/>
		</triggered_effect>
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Unzoomgroup">
			<requirement name="IsFPV"/>
		</triggered_effect>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Zoomgroup">
			<requirement name="IsFPV"/>
		</triggered_effect>
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	
						<!--	Refresh hands when no glove is on -->	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
</item>
								
<item name="IZYgunT2DualPistolM9bs">
	<property name="Tags" value="IZY,IZYAUTOPISTOL,reloadPenalty,overrideSounds,Holdstyle,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,sideAttachments,magazine,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="67"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_Pistols.unity3d?IZY_DUALPISTOLS_M9BS.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_Pistols.unity3d?IZY_DROP_M9BS.Prefab"/>
	<property name="Material" value="MHandGunParts"/>
	<property name="Weight" value="1"/>
	<property name="ScrapTimeOverride" value="10.0"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="CustomIcon" value="IZYgunT2DualPistolM9bs"/>
	<property name="DescriptionKey" value="IZYgunT2DualPistolM9bsDesc"/>
	
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	
	<property name="Sound_Sight_In" value="pistol_sight_in"/>
	<property name="Sound_Sight_Out" value="pistol_sight_out"/>
	<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
	<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="2200"/>
	<property name="TraderStageTemplate" value="baseTier2"/><!-- gunHandgunT1Pistol -->
	<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>
	<property name="SoundPickup" value="pistol_grab"/>
	<property name="SoundPlace" value="pistol_place"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="M1911A1_fire"/>
		<property name="Sound_loop" value="M1911A1_fire"/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="pistol_reload"/>
		<property name="AutoReload" value="false"/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
		<property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
		<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
		<property name="triggerEffectShootDualsense" value="PistolShoot"/>
		<property name="triggerEffectShootXbox" value="PistolShoot"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="62"/>
		<property name="Zoom_max_in" value="62"/>
		<property name="SightsCameraOffset" value="-.001,.025,.012"/>
		<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
		<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
	</property>
	<effect_group name="gunHandgunT1Pistol">
		<passive_effect name="MaxRange" operation="base_set" value="50" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="17" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="320" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="30" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".75" tags="perkGunslinger"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".08" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="250" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="8" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".4" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".6" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2.0" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".95" tags="perkGunslinger"/> <!-- crosshair reset speed -->

		<passive_effect name="DegradationMax" operation="base_set" value="800,1000" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		
						<!--	Shell hit ground -->
		<triggered_effect trigger="onSelfPrimaryActionStart" action="PlaySound" sound="IZYCasing_hit_ground">
			<requirement name="IsFPV"/>
			<requirement name="RoundsInMagazine" operation="GTE" value="1"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
		</triggered_effect>
		
						<!--	SHOW HIDE FPV TPV -->
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
			<requirement name="IsFPV"/>
		</triggered_effect>
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Unzoomgroup">
			<requirement name="IsFPV"/>
		</triggered_effect>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Zoomgroup">
			<requirement name="IsFPV"/>
		</triggered_effect>
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	
						<!--	Refresh hands when no glove is on -->	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
</item>

<item name="IZYgunT3DualPistolGlock18C">
	<property name="Tags" value="IZY,IZYAUTOPISTOL,reloadPenalty,drumMagazine,overrideSounds,Holdstyle,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,sideAttachments,magazine,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="67"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_Pistols.unity3d?IZY_DUALPISTOLS_G18C.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_Pistols.unity3d?IZY_DROP_G18C.Prefab"/>
	<property name="Material" value="MHandGunParts"/>
	<property name="Weight" value="7"/>
	<property name="ScrapTimeOverride" value="10.0"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="CustomIcon" value="IZYgunT3DualPistolGlock18C"/>
	<property name="DescriptionKey" value="IZYgunT3DualPistolGlock18CDesc"/>
	
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	
	<property name="Sound_Sight_In" value="pistol_sight_in"/>
	<property name="Sound_Sight_Out" value="pistol_sight_out"/>
	<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
	<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="5000"/>
	<property name="TraderStageTemplate" value="baseTier3"/><!-- gunHandgunT1Pistol -->
	<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>
	<property name="SoundPickup" value="pistol_grab"/>
	<property name="SoundPlace" value="pistol_place"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="M1911A1_fire"/>
		<property name="Sound_loop" value="M1911A1_fire"/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="pistol_reload"/>
		<property name="AutoReload" value="false"/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
		<property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
		<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
		<property name="triggerEffectShootDualsense" value="PistolShoot"/>
		<property name="triggerEffectShootXbox" value="PistolShoot"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="SightsCameraOffset" value="-.0003,.034,.012"/>
		<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
		<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
	</property>
	<effect_group name="gunHandgunT1Pistol">
		<passive_effect name="MaxRange" operation="base_set" value="45" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="28" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="560" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="999" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="40" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".08" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="17" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".4" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".4" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.2" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="1" tags="perkGunslinger"/> <!-- crosshair reset speed -->

		<passive_effect name="DegradationMax" operation="base_set" value="1200,2200" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
						<!--	SHOW HIDE FPV TPV -->
						
						<!--	Shell hit ground -->
		<triggered_effect trigger="onSelfPrimaryActionStart" action="PlaySound" sound="IZYCasing_hit_ground">
			<requirement name="IsFPV"/>
			<requirement name="RoundsInMagazine" operation="GTE" value="1"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
		</triggered_effect>
		
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
			<requirement name="IsFPV"/>
		</triggered_effect>
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Unzoomgroup">
			<requirement name="IsFPV"/>
		</triggered_effect>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Zoomgroup">
			<requirement name="IsFPV"/>
		</triggered_effect>
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	
						<!--	Refresh hands when no glove is on -->	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
</item>

<item name="IZYgunT4DualPistolMP9s">
	<property name="Tags" value="IZY,overrideSounds,IZYAUTOPISTOL,reloadPenalty,Holdstyle,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,sideAttachments,magazine,drumMagazine,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="67"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_Pistols.unity3d?IZY_DUALPISTOLS_MP9s.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_Pistols.unity3d?IZY_DROP_DUALMP9.Prefab"/>
	<property name="Material" value="MHandGunParts"/>
	<property name="Weight" value="10"/>
	<property name="ScrapTimeOverride" value="10.0"/>
	<property name="RepairTools" value="IZYadvancegunrepairkit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="CustomIcon" value="IZYgunT4DualPistolMP9s"/>
	<property name="DescriptionKey" value="IZYgunT4DualPistolMP9sDesc"/>
	
	<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
	
	<property name="Sound_Sight_In" value="pistol_sight_in"/>
	<property name="Sound_Sight_Out" value="pistol_sight_out"/>
	<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
	<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="11000"/>
	<property name="TraderStageTemplate" value="baseTier3"/><!-- gunHandgunT1Pistol -->
	<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>
	<property name="SoundPickup" value="pistol_grab"/>
	<property name="SoundPlace" value="pistol_place"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="UniSMG3_fire"/>
		<property name="Sound_loop" value="UniSMG3_fire"/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="pistol_reload"/>
		<property name="AutoReload" value="false"/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
		<property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
		<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
		<property name="triggerEffectShootDualsense" value="PistolShoot"/>
		<property name="triggerEffectShootXbox" value="PistolShoot"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="65"/>
		<property name="Zoom_max_in" value="65"/>
		<property name="SightsCameraOffset" value="-.001,.025,.012"/>
		<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
		<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
	</property>
	<effect_group name="gunHandgunT1Pistol">
		<passive_effect name="MaxRange" operation="base_set" value="50" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="22" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="720" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="999" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="60" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".95" tags="perkGunslinger"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".1" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="350" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="14" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.2" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.2" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".3" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".3" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".6" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="1.2" tags="perkGunslinger"/> <!-- crosshair reset speed -->

		<passive_effect name="DegradationMax" operation="base_set" value="1800,2400" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		
						<!--	Shell hit ground -->
		<triggered_effect trigger="onSelfPrimaryActionStart" action="PlaySound" sound="IZYCasing_hit_ground">
			<requirement name="IsFPV"/>
			<requirement name="RoundsInMagazine" operation="GTE" value="1"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
		</triggered_effect>
		
		
						<!--	SHOW HIDE FPV TPV -->
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
			<requirement name="IsFPV"/>
		</triggered_effect>
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Unzoomgroup">
			<requirement name="IsFPV"/>
		</triggered_effect>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Zoomgroup">
			<requirement name="IsFPV"/>
		</triggered_effect>
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	
						<!--	Refresh hands when no glove is on -->	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
</item>


<item name="IZYgunT4DualPistolC96M">
	<property name="Tags" value="IZY,overrideSounds,Holdstyle,weapon,ranged,holdBreathAiming,bottomAttachments,gun,shortRange,pistol,barrelAttachments,sideAttachments,magazine,drumMagazine,firingMode,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="67"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_Pistols.unity3d?IZY_DUALPISTOLS_C96R.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_Pistols.unity3d?DROP_DUALPISTOLS_C96S.Prefab"/>
	<property name="Material" value="MHandGunParts"/>
	<property name="Weight" value="10"/>
	<property name="ScrapTimeOverride" value="10.0"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="CustomIcon" value="Notready_ICON"/>
	<property name="DescriptionKey" value="IZYgunT4DualPistolC96MDesc"/>
	
	<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/> <!-- aimTest -->
	
	<property name="Sound_Sight_In" value="pistol_sight_in"/>
	<property name="Sound_Sight_Out" value="pistol_sight_out"/>
	<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
	<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
	<property name="AttachmentFlashlight" value="flashlight02"/> <!-- End: Needed for the attachment flashlight -->
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="10000"/>
	<property name="TraderStageTemplate" value="baseTier3"/><!-- gunHandgunT1Pistol -->
	<property name="UnlockedBy" value="craftingHandguns"/><!-- perkGunslinger,gunHandgunT1PistolSchematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>
	<property name="SoundPickup" value="pistol_grab"/>
	<property name="SoundPlace" value="pistol_place"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="M1911A1_fire"/>
		<property name="Sound_loop" value="M1911A1_fire"/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value="pistol_reload"/>
		<property name="AutoReload" value="false"/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
		<property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
		<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
		<property name="triggerEffectShootDualsense" value="PistolShoot"/>
		<property name="triggerEffectShootXbox" value="PistolShoot"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="SightsCameraOffset" value="-.001,.025,.012"/>
		<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
		<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
	</property>
	<effect_group name="gunHandgunT1Pistol">
		<passive_effect name="MaxRange" operation="base_set" value="50" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="38" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="480" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="999" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="100" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".76" tags="perkGunslinger"/>
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".1" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="350" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="20" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.2" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.2" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".3" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".3" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".6" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="1.2" tags="perkGunslinger"/> <!-- crosshair reset speed -->

		<passive_effect name="DegradationMax" operation="base_set" value="1600,2400" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
						<!--	SHOW HIDE FPV TPV -->
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
			<requirement name="IsFPV"/>
		</triggered_effect>
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Unzoomgroup">
			<requirement name="IsFPV"/>
		</triggered_effect>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Zoomgroup">
			<requirement name="IsFPV"/>
		</triggered_effect>
						
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	
						<!--	Refresh hands when no glove is on -->	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
</item>

		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->


		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->
											<!--	PISTOL_SHIELD	-->
		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->

		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->
											<!--	CLASSIC_SMG	-->
		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->

<item name="IZYgunT2ClassicSMGMP34">
<property name="Tags" value="IZY,overrideSounds,weapon,ShortBarrelmod,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,drumMagazine,firingMode,bottomAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="60"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?IZY_SMG_MP34.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?DROP_SMG_Pipesubmachinegun.Prefab"/>
	<property name="Material" value="Mmetal"/>
	<property name="Weight" value="1"/>
	<property name="CustomIcon" value="Notready_ICON"/>
	<property name="RepairTools" value="resourceMetalPipe"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="DescriptionKey" value="IZYgunT2ClassicSMGMP34"/>
	
	<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/> <!-- aimTest -->
	
	<property name="Sound_Sight_In" value="smg_sight_in"/>
	<property name="Sound_Sight_Out" value="smg_sight_out"/>
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="300"/>
	<property name="TraderStageTemplate" value="baseTier0"/>
	<property name="UnlockedBy" value="craftingHandguns"/><!-- gunHandgunT3SMG5Schematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="MPK5s_fire"/>
		<property name="Sound_loop" value="MPK5s_fire"/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value=""/>
		<property name="AutoReload" value="false"/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<!-- <property name="DamageBonus.head" value="4"/>
		<property name="DamageBonus.wood" value="5"/>
		<property name="DamageBonus.earth" value=".2"/> -->
		<property name="ScopeOffset" value="-.000525,.1449,-.2"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="-.062,.062,.16"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	        <property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
	        <property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
	        <property name="triggerEffectShootDualsense" value="PistolShoot"/>
	        <property name="triggerEffectShootXbox" value="PistolShoot"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="60"/>
		<property name="Zoom_max_in" value="60"/>
		<property name="SightsCameraOffset" value=".0015,.034,.2"/>
	        <property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
	        <property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
	</property>
	
	<effect_group name="gunHandgunT3SMG5">
		<passive_effect name="MaxRange" operation="base_set" value="50" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="24" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="400" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="30" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1.1" tags="perkGunslinger"/> <!-- 4s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".05" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="150" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="12" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="2" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="2" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".25" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value="1" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1.2" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".9" tags="perkGunslinger"/>

		<passive_effect name="DegradationMax" operation="base_set" value="400,600" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		
						<!--	Shell hit ground -->
		<triggered_effect trigger="onSelfPrimaryActionStart" action="PlaySound" sound="IZYCasing_hit_ground">
			<requirement name="IsFPV"/>
			<requirement name="RoundsInMagazine" operation="GTE" value="1"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
		</triggered_effect>
		
		
						<!--	SHOW HIDE FPV TPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
									<!--	len blackout -->	
	<effect_group>
			<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
				<requirement name="IsFPV"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Blackout_len">
				<requirement name="IsFPV"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Blackout_len_ref">
				<requirement name="IsFPV"/>
			</triggered_effect>
			<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Blackout_len_ref">
				<requirement name="IsFPV"/>
			</triggered_effect>
	</effect_group>
	
						<!--	Refresh hands when no glove is on -->	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
	
</item>


		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->
											<!--	TAC_SMG	-->
		<!--	*********************************************************************************	-->
		<!--	*********************************************************************************	-->
		
<item name="IZYgunT1SMGTec9submachinegun"> <!-- Tier 1 -->
	<property name="Tags" value="IZY,overrideSounds,weapon,stock,noScopes,ShortBarrelmod,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,drumMagazine,firingMode,bottomAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="60"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?IZY_SMG_TEC9.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?IZY_DROP_TEC9.Prefab"/>
	<property name="CustomIcon" value="IZYgunT1SMGTec9submachinegun"/>
	<property name="Material" value="MMachineGunParts"/>
	<property name="DescriptionKey" value="IZYgunT1SMGTec9submachinegunDesc"/>
	
	<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/> <!-- aimTest -->
	
	<property name="Weight" value="1"/>
	<property name="ScrapTimeOverride" value="10.0"/>
	<property name="RepairTools" value="resourceRepairKit"/> <!-- Tier 1 -->
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Sound_Sight_In" value="rifle_sight_in"/>
	<property name="Sound_Sight_Out" value="rifle_sight_out"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="500"/> <!-- Tier 1 -->
	<property name="TraderStageTemplate" value="baseTier1"/> <!-- Tier 1 -->
	<property name="UnlockedBy" value="craftingHandguns"/><!-- gunMGT2TacticalARSchematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>
	<property name="SoundPickup" value="rifle_polymer_grab"/>
	<property name="SoundPlace" value="rifle_polymer_place"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="UniSMG1_fire"/>
		<property name="Sound_loop" value="UniSMG1_fire"/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="AutoReload" value="false"/>
		<property name="Sound_end" value=""/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
		<property name="triggerEffectTriggerPullDualsense" value="RifleTrigger"/>
		<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
		<property name="triggerEffectTriggerShootDualsense" value="MGShoot"/>
		<property name="triggerEffectTriggerShootXbox" value="PistolShoot"/>
	</property>

	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="SightsCameraOffset" value=".0012,-.0132,.1"/>
                <property name="zoomTriggerEffectTriggerPullDualsense" value="PistolZoom"/>
                <property name="zoomTriggerEffectTriggerPullXbox" value="PistolZoom"/>
	</property>
	
	<effect_group name="gunHandgunT3SMG5">
		<passive_effect name="MaxRange" operation="base_set" value="40" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="15" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="300" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="20" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkGunslinger"/> <!-- 4s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".08" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="0" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="3" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="3" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".6" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value="1" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.4" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1.6" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="2" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".7" tags="perkGunslinger"/>

		<passive_effect name="DegradationMax" operation="base_set" value="200,400" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		
						<!--	Shell hit ground -->
		<triggered_effect trigger="onSelfPrimaryActionStart" action="PlaySound" sound="IZYCasing_hit_ground">
			<requirement name="IsFPV"/>
			<requirement name="RoundsInMagazine" operation="GTE" value="1"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
		</triggered_effect>
		
		
						<!--	SHOW HIDE FPV TPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
	
</item>
		
<item name="IZYgunT2SMGUZIsubmachinegun">
<property name="Tags" value="IZY,overrideSounds,weapon,stock,ShortBarrelmod,ranged,holdBreathAiming,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,bottomAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="60"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?IZY_SMG_Uzi.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?DROP_SMG_Uzi.Prefab"/>
	<property name="Material" value="MMachineGunParts"/>
	<property name="Weight" value="4"/>
	<property name="CustomIcon" value="IZYgunT2SMGUZIsubmachinegun"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="DescriptionKey" value="IZYgunT2SMGUZIsubmachinegunDesc"/>
	
	<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/> <!-- aimTest -->
	
	<property name="Sound_Sight_In" value="smg_sight_in"/>
	<property name="Sound_Sight_Out" value="smg_sight_out"/>
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="2000"/>
	<property name="TraderStageTemplate" value="baseTier2"/>
	<property name="UnlockedBy" value="craftingHandguns"/><!-- gunHandgunT3SMG5Schematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="UniSMG2_fire"/>
		<property name="Sound_loop" value="UniSMG2_fire"/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value=""/>
		<property name="AutoReload" value="false"/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<property name="ScopeOffset" value="-.000525,.1449,-.2"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="-.062,.062,.16"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	        <property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
	        <property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
	        <property name="triggerEffectShootDualsense" value="PistolShoot"/>
	        <property name="triggerEffectShootXbox" value="PistolShoot"/>
	</property>
	
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="SightsCameraOffset" value="0,-.0139,.2"/>
		<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
		<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
	</property>
	
	<effect_group name="gunHandgunT3SMG5">
		<passive_effect name="MaxRange" operation="base_set" value="50" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="24" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="580" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="25" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkGunslinger"/> <!-- 4s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".08" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="250" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="9" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="3" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="3" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".9" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.4" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1.6" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.8" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".8" tags="perkGunslinger"/>

		<passive_effect name="DegradationMax" operation="base_set" value="400,700" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		
						<!--	Shell hit ground -->
		<triggered_effect trigger="onSelfPrimaryActionStart" action="PlaySound" sound="IZYCasing_hit_ground">
			<requirement name="IsFPV"/>
			<requirement name="RoundsInMagazine" operation="GTE" value="1"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
		</triggered_effect>
		
		
						<!--	SHOW HIDE FPV TPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	
						<!--	Refresh hands when no glove is on -->	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
</item>

<item name="IZYgunT3SMGMP9submachinegun"> <!-- Tier 1 -->
	<property name="Tags" value="IZY,overrideSounds,weapon,stock,noScopes,ShortBarrelmod,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,drumMagazine,firingMode,bottomAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="60"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?IZY_SMG_MP9.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?IZY_DROP_MP9single.Prefab"/>
	<property name="CustomIcon" value="IZYgunT3SMGMP9submachinegun"/>
	<property name="Material" value="MMachineGunParts"/>
	<property name="DescriptionKey" value="IZYgunT3SMGMP9submachinegunDesc"/>
	
	<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/> <!-- aimTest -->
	
	<property name="Weight" value="7"/>
	<property name="ScrapTimeOverride" value="10.0"/>
	<property name="RepairTools" value="resourceRepairKit"/> <!-- Tier 1 -->
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Sound_Sight_In" value="rifle_sight_in"/>
	<property name="Sound_Sight_Out" value="rifle_sight_out"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="EconomicValue" value="5000"/> <!-- Tier 1 -->
	<property name="TraderStageTemplate" value="baseTier3"/> <!-- Tier 1 -->
	<property name="UnlockedBy" value="craftingHandguns"/><!-- gunMGT2TacticalARSchematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>
	<property name="SoundPickup" value="rifle_polymer_grab"/>
	<property name="SoundPlace" value="rifle_polymer_place"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="UniSMG3_fire"/>
		<property name="Sound_loop" value="UniSMG3_fire"/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="AutoReload" value="false"/>
		<property name="Sound_end" value=""/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
		<property name="triggerEffectTriggerPullDualsense" value="RifleTrigger"/>
		<property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
		<property name="triggerEffectTriggerShootDualsense" value="MGShoot"/>
		<property name="triggerEffectTriggerShootXbox" value="PistolShoot"/>
	</property>

	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="SightsCameraOffset" value="0,-.009,.12"/>
                <property name="zoomTriggerEffectTriggerPullDualsense" value="PistolZoom"/>
                <property name="zoomTriggerEffectTriggerPullXbox" value="PistolZoom"/>
	</property>
	
	<effect_group name="gunHandgunT3SMG5">
		<passive_effect name="MaxRange" operation="base_set" value="60" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="28" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="610" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="30" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkGunslinger"/> <!-- 4s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".08" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="16" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="3" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="3" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".9" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.4" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="1.6" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="1" tags="perkGunslinger"/>

		<passive_effect name="DegradationMax" operation="base_set" value="800,1200" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		
						<!--	Shell hit ground -->
		<triggered_effect trigger="onSelfPrimaryActionStart" action="PlaySound" sound="IZYCasing_hit_ground">
			<requirement name="IsFPV"/>
			<requirement name="RoundsInMagazine" operation="GTE" value="1"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
		</triggered_effect>
		
		
						<!--	SHOW HIDE FPV TPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
	
</item>

<item name="IZYgunT3SMGMP5Ksubmachinegun">
<property name="Tags" value="IZY,overrideSounds,weapon,stock,ShortBarrelmod,ranged,holdBreathAiming,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,bottomAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="6"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?IZY_SMG_MP5Ks.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?DROP_SMG_mp5k.Prefab"/>
	<property name="Material" value="MMachineGunParts"/>
	<property name="Weight" value="10"/>
	<property name="CustomIcon" value="Notready_ICON"/>
	<property name="RepairTools" value="resourceRepairKit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="DescriptionKey" value="IZYgunT3SMGMP5KsubmachinegunDesc"/>
	
	<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/> <!-- aimTest -->
	
	<property name="Sound_Sight_In" value="smg_sight_in"/>
	<property name="Sound_Sight_Out" value="smg_sight_out"/>
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="10000"/>
	<property name="TraderStageTemplate" value="baseTier3"/>
	<property name="UnlockedBy" value="craftingHandguns"/><!-- gunHandgunT3SMG5Schematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="MPK5s_fire"/>
		<property name="Sound_loop" value="MPK5s_fire"/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value=""/>
		<property name="AutoReload" value="false"/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<property name="ScopeOffset" value="-.000525,.1449,-.2"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="-.062,.062,.16"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	        <property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
	        <property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
	        <property name="triggerEffectShootDualsense" value="PistolShoot"/>
	        <property name="triggerEffectShootXbox" value="PistolShoot"/>
	</property>
	
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="SightsCameraOffset" value=".0001,.0065,-.01"/>
		<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
		<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
	</property>
	
	<effect_group name="gunHandgunT3SMG5">
		<passive_effect name="MaxRange" operation="base_set" value="65" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="35" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="610" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="40" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkGunslinger"/> <!-- 4s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".1" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="350" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="20" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="3" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="3" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".9" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.4" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".6" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="1.2" tags="perkGunslinger"/>

		<passive_effect name="DegradationMax" operation="base_set" value="1200,1600" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		
						<!--	SHOW HIDE FPV TPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	
						<!--	Refresh hands when no glove is on -->	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
</item>

<item name="IZYgunT4SMGCZScorpionEVO3">
<property name="Tags" value="IZY,overrideSounds,weapon,stock,ShortBarrelmod,ranged,holdBreathAiming,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,bottomAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="6"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?IZY_SMG_ScorpionEVO.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?IZY_DROP_ScorpionEVO.Prefab"/>
	<property name="Material" value="MMachineGunParts"/>
	<property name="Weight" value="10"/>
	<property name="CustomIcon" value="IZYgunT4SMGCZScorpionEVO3"/>
	<property name="RepairTools" value="IZYadvancegunrepairkit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="DescriptionKey" value="IZYgunT4SMGCZScorpionEVO3Desc"/>
	
	<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/> <!-- aimTest -->
	
	<property name="Sound_Sight_In" value="smg_sight_in"/>
	<property name="Sound_Sight_Out" value="smg_sight_out"/>
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="10000"/>
	<property name="TraderStageTemplate" value="baseTier3"/>
	<property name="UnlockedBy" value="craftingHandguns"/><!-- gunHandgunT3SMG5Schematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="MPK5s_fire"/>
		<property name="Sound_loop" value="MPK5s_fire"/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value=""/>
		<property name="AutoReload" value="false"/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<property name="ScopeOffset" value="0,0,-.17"/>
		<property name="SideOffset" value="0,0,0"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	        <property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
	        <property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
	        <property name="triggerEffectShootDualsense" value="PistolShoot"/>
	        <property name="triggerEffectShootXbox" value="PistolShoot"/>
	</property>
	
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="SightsCameraOffset" value=".0054,-.0378,.001"/>
		<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
		<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
	</property>
	
	<effect_group name="gunHandgunT3SMG5">
		<passive_effect name="MaxRange" operation="base_set" value="70" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="38" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="580" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="30" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1.2" tags="perkGunslinger"/> <!-- 4s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="25" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.35" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.35" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".35" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".3" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".6" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value=".9" tags="perkGunslinger"/>

		<passive_effect name="DegradationMax" operation="base_set" value="500,700" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		
						<!--	Shell hit ground -->
		<triggered_effect trigger="onSelfPrimaryActionStart" action="PlaySound" sound="IZYCasing_hit_ground">
			<requirement name="IsFPV"/>
			<requirement name="RoundsInMagazine" operation="GTE" value="1"/>
			<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
		</triggered_effect>
		
		
						<!--	SHOW HIDE FPV TPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	
						<!--	Refresh hands when no glove is on -->	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
</item>

<item name="IZYgunT4SMGColt9mmsubmachinegun">
<property name="Tags" value="IZY,overrideSounds,weapon,stock,ShortBarrelmod,ranged,holdBreathAiming,gun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,bottomAttachments,attAgility,perkGunslinger,9mmGun,attachmentsIncluded,canHaveCosmetic,handgunSkill"/>
	<property name="DisplayType" value="rangedGun"/>
	<property name="HoldType" value="71"/>
	<property name="Meshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?IZY_SMG_KOLTSMG.Prefab"/>
	<property name="DropMeshfile" value="#@modfolder:Resources/IZY_9mm_Pack_MainResource_SMGs.unity3d?DROP_SMG_KOLTSMG.Prefab"/>
	<property name="Material" value="MMachineGunParts"/>
	<property name="Weight" value="1"/>
	<property name="CustomIcon" value="Notready_ICON"/>
	<property name="RepairTools" value="IZYadvancegunrepairkit"/>
	<property name="DegradationBreaksAfter" value="false"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="Attachments" value="meleeToolFlashlight02"/>
	<property name="DescriptionKey" value="IZYgunT4SMGColt9mmsubmachinegunDesc"/>
	
	<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
	<property name="CrosshairUpAfterShot" value="false"/> <!-- aimTest -->
	
	<property name="Sound_Sight_In" value="smg_sight_in"/>
	<property name="Sound_Sight_Out" value="smg_sight_out"/>
	<property name="Group" value="Ammo/Weapons,Ranged Weapons"/>
	<property name="RepairExpMultiplier" value="10.8"/>
	<property name="LightValue" value=".45"/>
	<property name="EconomicValue" value="9500"/>
	<property name="TraderStageTemplate" value="baseTier3"/>
	<property name="UnlockedBy" value="craftingHandguns"/><!-- gunHandgunT3SMG5Schematic, -->
	<property name="ShowQuality" value="true"/>
	<property name="SoundUnholster" value="weapon_unholster"/>
	<property name="SoundHolster" value="weapon_holster"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value=".150"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
		<property name="Sound_start" value="KOLT9s_fire"/>
		<property name="Sound_loop" value="KOLT9s_fire"/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="dryfire"/>
		<property name="Sound_reload" value=""/>
		<property name="AutoReload" value="false"/>
		<property name="Particles_muzzle_fire" value="gunfire_MG_M60"/>
		<property name="ScopeOffset" value="-.000525,.1449,-.2"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="-.062,.062,.16"/>
		<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
	        <property name="triggerEffectTriggerPullDualsense" value="PistolTrigger"/>
	        <property name="triggerEffectTriggerPullXbox" value="PistolTrigger"/>
	        <property name="triggerEffectShootDualsense" value="PistolShoot"/>
	        <property name="triggerEffectShootXbox" value="PistolShoot"/>
	</property>
	
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="SightsCameraOffset" value="-.0008,0,0"/>
		<property name="zoomTriggerEffectPullDualsense" value="PistolZoom"/>
		<property name="zoomTriggerEffectPullXb" value="PistolZoom"/>
	</property>
	
	<effect_group name="gunHandgunT3SMG5">
		<passive_effect name="MaxRange" operation="base_set" value="70" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="40" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger,9mmGun"/> <!-- random effective rng -->
		<passive_effect name="RoundsPerMinute" operation="base_set" value="600" tags="perkGunslinger"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1000" tags="perkGunslinger"/>
		<passive_effect name="MagazineSize" operation="base_set" value="40" tags="perkGunslinger"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value=".73" tags="perkGunslinger"/> <!-- 4s -->
		<passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="350" tags="EconomicValue"/>
		<passive_effect name="EntityDamage" operation="base_add" value="19" tags="perkGunslinger"/> <!-- damage offset -->
		<passive_effect name="EntityDamage" operation="perc_add" value="-.02,.02" tags="perkGunslinger"/> <!-- random EntityDmg -->
		<passive_effect name="EntityDamage" operation="perc_add" value=".05,.25" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<passive_effect name="BlockDamage" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random BlockDmg -->
		<passive_effect name="BlockDamage" operation="perc_add" value=".15,.75" tier="2,6" tags="perkGunslinger"/> <!-- tier bonus -->
		<!-- <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tier="1,6" tags="perkGunslinger"/> --> <!-- random DegMax -->
		<!-- <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkGunslinger"/> --> <!-- random APM -->
		<!-- <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> --> <!-- random MagazineSize -->
		<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkGunslinger"/> <!-- random WeaponHandling -->

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.1" tags="perkGunslinger"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.1" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".28" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5" tags="perkGunslinger"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2" tags="perkGunslinger"/>

		<passive_effect name="KickDegreesVerticalMin" operation="base_set" value=".3" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesVerticalMax" operation="base_set" value=".5" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1" tags="perkGunslinger"/>
		<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".1" tags="perkGunslinger"/>

		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.5" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="1.2" tags="perkGunslinger"/>

		<passive_effect name="DegradationMax" operation="base_set" value="800,1200" tier="1,6" tags="perkGunslinger,9mmGun"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger,9mmGun"/>
		
						<!--	SHOW HIDE FPV TPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="FPV_GROUP"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="3rdPV_GROUP"/>
		
								<!--	Muzzle Tracer tail -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzle_TRACER_C"/>
		
						<!--	Fancy effect like smoke barrel Eject -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Fancy_shits2"/>
		
						<!--	MuzzleFlash FPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="Muzzleframes_B2"/>
						<!--	MuzzleLightFPV -->		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV"/>
		
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="true" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2">
			<requirement name="!IsFPV"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="false" parent_transform="#HeldItemRoot" transform_path="MuzzleLightFPV2"/>
		
	</effect_group>
						<!--	Hide Holdtype Hands -->	
	<effect_group>
		<requirement name="IsFPV"/>
						<!--	Raw hands -->	
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="SetTransformActive" active="false" transform_path="body"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="hands"/>
		<triggered_effect trigger="onSelfCrouch" action="SetTransformActive" active="false" transform_path="body"/>
						<!--	Armor part -->
	</effect_group>
	
	<effect_group>
		<requirement name="IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	<effect_group>
		<requirement name="!IsMale"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="hands"/>
		<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="body"/>
	</effect_group>
	
						<!--	Refresh hands when no glove is on -->	
						<!--	Refresh hands when no glove is on -->	
	<effect_group>
		<requirement name="ItemHasTags" tags="IZY"/>
				<requirement name="!HasBuff" buff="WearingArmorBrownLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorBlackLeather"/>
				<requirement name="!HasBuff" buff="WearingArmorDarkLeather"/>
		<triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="RefreshHand"/>
	</effect_group>
</item>


</append>
</configs>