module QG { 
		
	item ColtDefender
	{
		
		Type				=	Weapon,
		SoundVolume			=	30,
		SoundGain			= 	1.0,
		Icon				=	ColtDefender,
		DisplayName			=	Colt Defender,
		Weight				=	0.6,
		WeaponWeight		=	0.6,
		SwingSound	=	QGGlock17,
		AmmoType			=	ColtDefenderMag,
		ClipSize 			= 	8,
		ReloadTime 			= 	10,
		AimingTime			=	30,
		HitChance 			= 	45,
		MinDamage			=	1,
		MaxDamage			=	1.5,
		MinimumSwingTime	=	0.8,
		MaxRange			=	11,
		SwingTime			=	0.8,
		SoundRadius			=	110,
		MaxHitCount			=	1,
		CriticalChance 		= 	25,
		RecoilDelay 		= 	8,
		AimingPerkCritModifier = 10,
		AimingPerkRangeModifier = 1.5,
		AimingPerkHitChanceModifier = 15,
		AimingPerkMinAngleModifier = 0.05,
		ImpactSound	=	null,
		WeaponSprite	=	handgun,
		MinAngle	=	0.95,
		ToHitModifier	=	1.5,
		NPCSoundBoost	=	1.2,
		KnockBackOnNoDeath	=	TRUE,
		Ranged	=	TRUE,
		SwingAmountBeforeImpact	=	0,
		ProjectileCount	=	1,
		ConditionLowerChanceOneIn	=	60,
		SplatNumber	=	3,
		PushBackMod	=	0.3,
		SubCategory	=	Firearm,
		ConditionMax	=	10,
		ShareDamage	=	FALSE,
		IsAimedFirearm	=	TRUE,
		DoorDamage	=	5,
		UseEndurance	=	FALSE,
		SwingAnim	=	Handgun,
		MinRange	=	0.6,
		MultipleHitConditionAffected	=	FALSE,
		SplatSize	=	3,
		KnockdownMod	=	2,
		SplatBloodOnNoDeath	=	TRUE,
		RunAnim	=	Run_Weapon2,
		BreakSound  =   PZ_MetalSnap,
	}
	
	item ColtDefenderMag
	{
		CanStack	=	FALSE,
		Weight		=	0.15,
		Type		=	Normal,
		DisplayName	=	Colt Defender Magazine (9mm),
		Icon		=	ColtDefenderLoader8,
	}
	
	item ColtDefenderCrossChamber
	{
		CanStack	=	FALSE,
		Weight		=	0.3,
		Type		=	Normal,
		DisplayName	=	Colt Defender Cross Chamber,
		Icon		=	ColtDefenderCrossChamber,
	}
	
	item ColtDefenderHandleBar
	{
		CanStack	=	FALSE,
		Weight		=	0.15,
		Type		=	Normal,
		DisplayName	=	Colt Defender HandleBar,
		Icon		=	ColtDefenderHandleBar,
	}
	
	recipe Assemble Colt Defender
	{
		ColtDefenderMag,
		ColtDefenderHandleBar,
		ColtDefenderCrossChamber,
        Result:ColtDefender,
		OnCreate:play_assembling_gun,
        Time:150.0,
	}
	
	recipe Disassemble Colt Defender
	{
		ColtDefender,
        Result:ColtDefenderCrossChamber,
		OnCreate:get_coltDefender_pieces,
        Time:150.0,
	}
	
	fixing Repair Colt Defender
	{
		Require : ColtDefender,
		Fixer 	: Maintkit; Aiming=2,
		Fixer	: Brushkit; Aiming=1,
		Fixer 	: WD40,
	}
		
	item ColtCommander
	{
		
		Type				=	Weapon,
		SoundVolume			=	35,
		SoundGain			= 	1.2,
		Icon				=	ColtCommander,
		DisplayName			=	Colt Commander,
		Weight				=	0.8,
		WeaponWeight		=	0.8,
		SwingSound	=	QGGlock21,
		AmmoType			=	ColtCommanderMag,
		ClipSize 			= 	9,
		ReloadTime 			= 	10,
		AimingTime			=	30,
		HitChance 			= 	55,
		MinDamage			=	1,
		MaxDamage			=	2,
		MinimumSwingTime	=	0.8,
		MaxRange			=	11,
		SwingTime			=	0.6,
		SoundRadius			=	110,
		MaxHitCount			=	1,
		CriticalChance 		= 	30,
		RecoilDelay 		= 	10,
		AimingPerkCritModifier = 10,
		AimingPerkRangeModifier = 1.5,
		AimingPerkHitChanceModifier = 15,
		AimingPerkMinAngleModifier = 0.05,
		ImpactSound	=	null,
		WeaponSprite	=	handgun,
		MinAngle	=	0.95,
		ToHitModifier	=	1.5,
		NPCSoundBoost	=	1.2,
		KnockBackOnNoDeath	=	TRUE,
		Ranged	=	TRUE,
		SwingAmountBeforeImpact	=	0,
		ProjectileCount	=	1,
		ConditionLowerChanceOneIn	=	60,
		SplatNumber	=	3,
		PushBackMod	=	0.3,
		SubCategory	=	Firearm,
		ConditionMax	=	10,
		ShareDamage	=	FALSE,
		IsAimedFirearm	=	TRUE,
		DoorDamage	=	5,
		UseEndurance	=	FALSE,
		SwingAnim	=	Handgun,
		MinRange	=	0.6,
		MultipleHitConditionAffected	=	FALSE,
		SplatSize	=	3,
		KnockdownMod	=	2,
		SplatBloodOnNoDeath	=	TRUE,
		RunAnim	=	Run_Weapon2,
		BreakSound  =   PZ_MetalSnap,
	}
	
	item ColtCommanderMag
	{
		CanStack	=	FALSE,
		Weight		=	0.2,
		Type		=	Normal,
		DisplayName	=	Colt Commander Magazine (9mm),
		Icon		=	ColtCommanderLoader9,
	}
	
	item ColtCommanderCrossChamber
	{
		CanStack	=	FALSE,
		Weight		=	0.4,
		Type		=	Normal,
		DisplayName	=	Colt Commander Cross Chamber,
		Icon		=	ColtCommanderCrossChamber,
	}
	
	item ColtCommanderHandleBar
	{
		CanStack	=	FALSE,
		Weight		=	0.2,
		Type		=	Normal,
		DisplayName	=	Colt Commander HandleBar,
		Icon		=	ColtCommanderHandleBar,
	}
	
	recipe Assemble Colt Commander
	{
		ColtCommanderMag,
		ColtCommanderHandleBar,
		ColtCommanderCrossChamber,
        Result:ColtCommander,
		OnCreate:play_assembling_gun,
        Time:150.0,
	}
	
	recipe Disassemble Colt Commander
	{
		ColtCommander,
        Result:ColtCommanderCrossChamber,
		OnCreate:get_coltcommander_pieces,
        Time:150.0,
	}
	
	fixing Repair Colt Commander
	{
		Require : ColtCommander,
		Fixer 	: Maintkit; Aiming=2,
		Fixer	: Brushkit; Aiming=1,
		Fixer 	: WD40,
	}

		item Colt1911
	{
		
		Type				=	Weapon,
		SoundVolume			=	35,
		SoundGain			= 	1.2,
		Icon				=	Colt1911,
		DisplayName			=	Colt 1911,
		Weight				=	1.1,
		WeaponWeight		=	1.1,
		SwingSound	=	QGGlock17,
		AmmoType			=	Colt1911Mag,
		ClipSize 			= 	8,
		ReloadTime 			= 	8,
		AimingTime			=	25,
		HitChance 			= 	50,
		MinDamage			=	1,
		MaxDamage			=	2,
		MinimumSwingTime	=	0.9,
		MaxRange			=	13,
		SwingTime			=	0.9,
		SoundRadius			=	115,
		MaxHitCount			=	1,
		CriticalChance 		= 	30,
		RecoilDelay 		= 	9,
		AimingPerkCritModifier = 10,
		AimingPerkRangeModifier = 1.5,
		AimingPerkHitChanceModifier = 15,
		AimingPerkMinAngleModifier = 0.05,
		ImpactSound	=	null,
		WeaponSprite	=	handgun,
		MinAngle	=	0.95,
		ToHitModifier	=	1.5,
		NPCSoundBoost	=	1.2,
		KnockBackOnNoDeath	=	TRUE,
		Ranged	=	TRUE,
		SwingAmountBeforeImpact	=	0,
		ProjectileCount	=	1,
		ConditionLowerChanceOneIn	=	60,
		SplatNumber	=	3,
		PushBackMod	=	0.3,
		SubCategory	=	Firearm,
		ConditionMax	=	10,
		ShareDamage	=	FALSE,
		IsAimedFirearm	=	TRUE,
		DoorDamage	=	5,
		UseEndurance	=	FALSE,
		SwingAnim	=	Handgun,
		MinRange	=	0.6,
		MultipleHitConditionAffected	=	FALSE,
		SplatSize	=	3,
		KnockdownMod	=	2,
		SplatBloodOnNoDeath	=	TRUE,
		RunAnim	=	Run_Weapon2,
		BreakSound  =   PZ_MetalSnap,
	}
	
	item Colt1911Mag
	{
		CanStack	=	FALSE,
		Weight		=	0.25,
		Type		=	Normal,
		DisplayName	=	Colt 1911 Magazine (9mm),
		Icon		=	Colt1911Loader8,
	}
	
	item Colt1911CrossChamber
	{
		CanStack	=	FALSE,
		Weight		=	0.55,
		Type		=	Normal,
		DisplayName	=	Colt 1911 Cross Chamber,
		Icon		=	Colt1911CrossChamber,
	}
	
	item Colt1911HandleBar
	{
		CanStack	=	FALSE,
		Weight		=	0.25,
		Type		=	Normal,
		DisplayName	=	Colt 1911 HandleBar,
		Icon		=	Colt1911HandleBar,
	}
	
	recipe Assemble Colt 1911
	{
		Colt1911Mag,
		Colt1911HandleBar,
		Colt1911CrossChamber,
        Result:Colt1911,
		Sound:QGAssemblePistol,
        Time:150.0,
	}
	
	recipe Disassemble Colt 1911
	{
		Colt1911,
        Result:Colt1911CrossChamber,
		OnCreate:get_colt1911_pieces,
        Time:150.0,
	}
	
	fixing Repair Colt 1911
	{
		Require : Colt1911,
		Fixer 	: Maintkit; Aiming=2,
		Fixer	: Brushkit; Aiming=1,
		Fixer 	: WD40,
	}
	
	item Colt1911Sup
	{
		
		Type				=	Weapon,
		SoundVolume			=	25,
		SoundGain			= 	0.8,
		Icon				=	Colt1911Sup,
		DisplayName			=	Colt 1911 + Suppr.,
		Weight				=	1.2,
		WeaponWeight		=	1.2,
		SwingSound			=	QGSuppr,
		AmmoType			=	Colt1911Mag,
		ClipSize 			= 	8,
		ReloadTime 			= 	8,
		AimingTime			=	25,
		HitChance 			= 	50,
		MinDamage			=	1,
		MaxDamage			=	2,
		MinimumSwingTime	=	0.9,
		MaxRange			=	14,
		SwingTime			=	0.9,
		SoundRadius			=	10,
		MaxHitCount			=	1,
		CriticalChance 		= 	35,
		RecoilDelay 		= 	9,
		AimingPerkCritModifier = 10,
		AimingPerkRangeModifier = 1.5,
		AimingPerkHitChanceModifier = 15,
		AimingPerkMinAngleModifier = 0.05,
		ImpactSound	=	null,
		WeaponSprite	=	handgun,
		MinAngle	=	0.95,
		ToHitModifier	=	1.5,
		NPCSoundBoost	=	1.2,
		KnockBackOnNoDeath	=	TRUE,
		Ranged	=	TRUE,
		SwingAmountBeforeImpact	=	0,
		ProjectileCount	=	1,
		ConditionLowerChanceOneIn	=	60,
		SplatNumber	=	3,
		PushBackMod	=	0.3,
		SubCategory	=	Firearm,
		ConditionMax	=	10,
		ShareDamage	=	FALSE,
		IsAimedFirearm	=	TRUE,
		DoorDamage	=	5,
		UseEndurance	=	FALSE,
		SwingAnim	=	Handgun,
		MinRange	=	0.6,
		MultipleHitConditionAffected	=	FALSE,
		SplatSize	=	3,
		KnockdownMod	=	2,
		SplatBloodOnNoDeath	=	TRUE,
		RunAnim	=	Run_Weapon2,
		BreakSound  =   PZ_MetalSnap,
	}
	
	item Colt1911Suppressor
	{
		CanStack	=	FALSE,
		Weight		=	0.2,
		Type		=	Normal,
		DisplayName	=	Colt 1911 Suppressor,
		Icon		=	Suppressor,
	}
	
	recipe Assemble Colt 1911 + Suppr.
	{
		Colt1911,
		Colt1911Suppressor,
        Result:Colt1911Sup,
		Sound:QGAddSilencer,
        Time:150.0,
	}
	
	recipe Disassemble Colt 1911 + Suppr.
	{
		Colt1911Sup,
        Result:Colt1911,
		Sound:QGAddSilencer,
		OnCreate:get_colt1911Sup,
        Time:150.0,
	}
	
	fixing Repair Colt 1911 + Suppr.
	{
		Require : Colt1911Sup,
		Fixer 	: Maintkit; Aiming=2,
		Fixer	: Brushkit; Aiming=1,
		Fixer 	: WD40,
	}
	
	
	

}