<accessories>
	<accessory>
		<name>Parachute</name>
		<armslevel>7</armslevel>
		<description>Deployed when the tank falls.  
Prevents the tank from taking falling damage.
Parachutes must be enbabled before they are
effective.</description>
		<icon>para.bmp</icon>
		<activationsound>misc/para.wav</activationsound>
		<bundlesize>8</bundlesize>
		<cost>10000</cost>
		<accessoryaction type='Parachute'>
		<!--<slowforce><a>0.0</a><b>0.0</b><c>3.0</c></slowforce>-->
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Battery</name>
		<armslevel>7</armslevel>
		<description>Used to re-charge tank life.
Giving more health and longer shots.</description>
		<icon>battery.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>10</bundlesize>
		<cost>5000</cost>
		<accessoryaction type='Battery'></accessoryaction>
	</accessory>
	<accessory>
		<name>Fuel</name>
		<armslevel>7</armslevel>
		<description>Allows the tank to move.
When it is the players turn the tank may choose 
to move rather than fire.  Maximum range is 50.</description>
		<icon>fuel.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>40</bundlesize>
		<cost>6000</cost>
		<accessoryaction type='WeaponSelectPosition'>
			<aimedweapon type='WeaponMoveTank'>
				<steptime>0.05</steptime>
				<maximumrange>50</maximumrange>
			</aimedweapon>
		</accessoryaction>
		<nomuzzleflash/>
		<positionselection>fuel</positionselection>
		<group>fuel</group>
	</accessory>
	<accessory>
		<name>Rocket Fuel</name>
		<armslevel>7</armslevel>
		<description>Allows the tank to move very fast.
When it is the players turn the tank may choose 
to move rather than fire.  Maximum range is 75.</description>
		<icon>fuel.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>30</bundlesize>
		<cost>10000</cost>
		<accessoryaction type='WeaponSelectPosition'>
			<aimedweapon type='WeaponMoveTank'>
				<steptime>0.025</steptime>
				<maximumrange>75</maximumrange>
			</aimedweapon>
		</accessoryaction>
		<nomuzzleflash/>
		<positionselection>fuel</positionselection>
		<group>fuel</group>
	</accessory>
	<accessory>
		<name>Shield</name>
		<armslevel>8</armslevel>
		<description>A small defensive shield that protects 
the tank from small amounts of damage. 
Shields must be activated before they 
work.</description>
		<icon>shield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>3</bundlesize>
		<cost>20000</cost>
		<accessoryaction type='ShieldRound'>
			<radius>3.0</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Shield</name>
		<armslevel>7</armslevel>
		<description>A large defensive shield that protects
the tank.  Shields must be activated before they 
work.</description>
		<icon>hshield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>25000</cost>
		<accessoryaction type='ShieldRound'>
			<radius>6.0</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>15</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Force Shield</name>
		<armslevel>6</armslevel>
		<description>A shield that deflects direct hits and
protects the tank from damage. Shields must 
be activated before they work.</description>
		<icon>fshield.bmp</icon>
		<activationsound>shield/activateforce.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>30000</cost>
		<accessoryaction type='ShieldRoundReflective'>
			<radius>5.0</radius>
			<halfshield>false</halfshield>
			<deflectfactor>1.0</deflectfactor>
			<color>
				<r>0.5</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mag Deflect</name>
		<armslevel>8</armslevel>
		<description>A small reflective shield that protects
the tank from small amounts of damage. 
Mag shields reflect any shots that hit
them in a small area above the tank.
Shields must be activated before they work.</description>
		<icon>mag.bmp</icon>
		<activationsound>shield/activmag.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<accessoryaction type='ShieldRoundMag'>
			<radius>3.0</radius>
			<halfshield>true</halfshield>
			<deflectpower>50</deflectpower>
			<color>
				<r>0.0</r>
				<g>1.0</g>
				<b>0.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>4</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Mag</name>
		<armslevel>6</armslevel>
		<description>A large reflective shield that protects
the tank from small amounts of damage.
Reflects shots away in a wide area 
above the tank.  Shields must be 
activated before they work.</description>
		<icon>smag.bmp</icon>
		<activationsound>shield/activmag.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>20000</cost>
		<accessoryaction type='ShieldRoundMag'>
			<radius>6.0</radius>
			<halfshield>true</halfshield>
			<deflectpower>100</deflectpower>
			<color>
				<r>1.0</r>
				<g>0.0</g>
				<b>0.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>3</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Auto Defense</name>
		<armslevel>7</armslevel>
		<description>Allows the tank to raise shields and 
activate parachutes before the tanks 
main move.</description>
		<icon>autod.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>3000</cost>
		<maximumnumber>1</maximumnumber>
		<accessoryaction type='AutoDefense'></accessoryaction>
	</accessory>
	<accessory>
		<name>Napalm</name>
		<armslevel>5</armslevel>
		<description>A projectile weapon that explodes 
into two streams of flame. Any tanks
near the flames will loose life.</description>
		<icon>napalm.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<napalmtime>8.0</napalmtime>
				<napalmheight>2.0</napalmheight>
				<steptime>0.1</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>1.0</hurtpersecond>
				<numberstreams>2</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
				<allowunderwater>false</allowunderwater>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hot Napalm</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that explodes 
into three very hot streams of flame. 
Any tanks near the flames will loose life.</description>
		<icon>hnapalm.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<napalmtime>8.0</napalmtime>
				<napalmheight>2.0</napalmheight>
				<steptime>0.1</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>2.0</hurtpersecond>
				<numberstreams>3</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
				<allowunderwater>false</allowunderwater>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Roller</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
into a number of rolling bombs. These 
bombs roll downhill exploding on 
contact with any tank.</description>
		<icon>broller.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>8</numberrollers>
				<time>8</time>
				<rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/small.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Roller</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
into a number of rolling bombs.  These
bombs roll downhill exploding on contact 
with any tank.</description>
		<icon>roller.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>6000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>8</numberrollers>
				<time>8</time>
				<rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>7.5</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/medium.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Roller</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
into a number of rolling bombs.  These
bombs roll downhill exploding on contact 
with any tank.</description>
		<icon>hroller.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>7500</cost>
		<activationsound>shoot/large.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>6</numberrollers>
				<time>8</time>
				<rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>12</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/large.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Missile</name>
		<armslevel>10</armslevel>
		<description>A small explosive projectile weapon</description>
		<icon>bmissile.bmp</icon>
		<startingnumber>-1</startingnumber>
		<activationsound>shoot/small.wav</activationsound>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<spinspeed>1.0</spinspeed>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>4</size>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/small.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Missile</name>
		<armslevel>9</armslevel>
		<description>A mid-size explosive projectile weapon</description>
		<icon>missile.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>1875</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<modelscale>0.75</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.75</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>6</size>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/medium.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Nuke</name>
		<armslevel>6</armslevel>
		<description>A large explosive projectile weapon</description>
		<icon>bnuke.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>6000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>littleboy/littleboy.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>littleboy/littleboy.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>11</size>
				<explosionshake>2.0</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/large.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Nuke</name>
		<armslevel>4</armslevel>
		<description>A very large explosive projectile weapon</description>
		<icon>nuke.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='MilkShape'>fatman/fatman.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>fatman/fatman.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>18</size>
				<createmushroomamount>1.0</createmushroomamount>
				<minlife>0.5</minlife>
				<maxlife>1.5</maxlife>
				<explosionshake>4.0</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/xlarge.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Clod</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that explodes making 
a small mound of earth. The explosion 
does not  harm tanks but can be used 
to cover them.</description>
		<icon>dclod.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>dirt/dirt.txt</model>
		<modelscale>0.6</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
			<projectilescale>0.6</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<deform>up</deform>
				<size>6</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Ball</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that explodes making
a medium mound of earth.  The explosion
does not harm tanks but can be used to 
cover them.</description>
		<icon>dball.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>dirt/dirt.txt</model>
		<modelscale>0.8</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
			<projectilescale>0.8</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>10</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Ton Of Dirt</name>
		<armslevel>7</armslevel>
		<description>A projectile weapon that explodes making
a large mound of earth.  The explosion
does not harm tanks but can be used to 
cover them.</description>
		<icon>tdirt.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>6750</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>dirt/dirt.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>dirt/dirt.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>18</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Charge</name>
		<armslevel>9</armslevel>
		<description>A Dirt Charge expels a cloud of dirt into 
the air in a wedge shape.</description>
		<icon>dcharge.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>5000</cost>
		<model type='MilkShape'>dirt/dirt.txt</model>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>3.0</translatedist>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<deform>up</deform>
					<size>2</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/gloop.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponTranslate'>
					<translatedist>4.0</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>0.0</hurtamount>
							<nocreatedebris></nocreatedebris>
							<deform>up</deform>
							<size>3</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>5.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<nocreatedebris></nocreatedebris>
								<deform>up</deform>
								<size>4</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Bomb</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that explodes removing
a small amount of earth. The explosion
does not harm tanks but can be used to 
remove earth from under them.</description>
		<icon>rbomb.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>riot/riot.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>riot/riot.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>down</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>6</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hvy Riot Bomb</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes removing
a large amount of earth. The explosion
does not harm tanks but can be used to 
remove earth from under them.</description>
		<icon>hrbomb.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>4750</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>riot/riot.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>riot/riot.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>down</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>12</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Charge</name>
		<armslevel>8</armslevel>
		<description>Riot Charges destroy a wedge-shaped section of
dirt from around your turret.  This weapon's
primary use is to unbury yourself when you get
covered with dirt.</description>
		<icon>rcharge.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>2000</cost>
		<model type='MilkShape'>riot/riot.txt</model>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>2.0</translatedist>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<deform>down</deform>
					<size>2</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/crunch.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponTranslate'>
					<translatedist>3.0</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>0.0</hurtamount>
							<nocreatedebris></nocreatedebris>
							<deform>down</deform>
							<size>5</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>6.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<nocreatedebris></nocreatedebris>
								<deform>down</deform>
								<size>6</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Blast</name>
		<armslevel>7</armslevel>
		<description>Riot Blasts are a larger version of the Riot
Charge.  The destroy a wider angle of dirt, and
the thickness of the wedge destroyed is also greater.</description>
		<icon>rblast.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>5000</cost>
		<model type='MilkShape'>riot/riot.txt</model>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>2.0</translatedist>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/crunch.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponTranslate'>
					<translatedist>3.0</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>0.0</hurtamount>
							<nocreatedebris></nocreatedebris>
							<deform>down</deform>
							<size>7</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>6.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<nocreatedebris></nocreatedebris>
								<deform>down</deform>
								<size>10</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Leap Frog</name>
		<armslevel>7</armslevel>
		<description>An explosive projectile weapon.  When the 
warhead explodes it creates other
small warheads that continue in the 
same direction as the original.</description>
		<icon>lfrog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>8</size>
					<explosiontexture>exp01</explosiontexture>
					<explosionsound>explosions/medium.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponLeapFrog'>
					<bounce>0.6</bounce>
					<collisionaction type='WeaponProjectile'>
						<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<hurtamount>1.0</hurtamount>
								<deform>down</deform>
								<size>7</size>
								<explosiontexture>exp01</explosiontexture>
								<explosionsound>explosions/medium.wav</explosionsound>
							</subweapon1>
							<subweapon2 type='WeaponLeapFrog'>
								<bounce>0.6</bounce>
								<collisionaction type='WeaponProjectile'>
									<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
									<collisionaction type='WeaponExplosion'>
										<hurtamount>1.0</hurtamount>
										<deform>down</deform>
										<size>6</size>
										<explosiontexture>exp01</explosiontexture>
										<explosionsound>explosions/medium.wav</explosionsound>
									</collisionaction>
								</collisionaction>
							</subweapon2>
						</collisionaction>
					</collisionaction>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Digger</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
creating a few underground 
tank-seeking riot bombs.</description>
		<icon>bdigger.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>3</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<projectilescale>0.5</projectilescale>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Digger</name>
		<armslevel>7</armslevel>
		<description>A projectile weapon that explodes 
creating several underground 
tank-seeking riot bombs.</description>
		<icon>digger.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>2500</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>5</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Digger</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that explodes 
creating many underground 
tank-seeking riot bombs.</description>
		<icon>hdigger.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>6750</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>10</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>2</projectilescale>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Sandhog</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes creating
some small burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>bshog.bmp</icon>
		<bundlesize>7</bundlesize>
		<cost>14000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>2</nowarheads>
				<inaccuracy>30</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.5</projectilescale>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Sandhog</name>
		<armslevel>5</armslevel>
		<description>A projectile weapon that explodes
creating some burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>shog.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>5</nowarheads>
				<inaccuracy>20</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Sandhog</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that explodes
creating many burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>hshog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>25000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>16</nowarheads>
				<inaccuracy>20</inaccuracy>
				<percentagemiss>10</percentagemiss>
				<maxaimdistance>120</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>2</projectilescale>
					<under></under>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MIRV</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that on 
reaching its highest point releases 
several small warheads. These warheads 
fan out in a straight line from the 
direction of the firer.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='ase'>
			<mesh>clusterbomb.ase</mesh>
			<skin>white.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='ase'>
				<mesh>clusterbomb.ase</mesh>
				<skin>white.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<hspreaddist>0.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.2</projectilescale>
					<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>6</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Spread MIRV</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that on reaching
its highest point releases several 
small warheads. These warheads fan out 
in a random direction.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>4</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='ase'>
			<mesh>clusterbomb.ase</mesh>
			<skin>white.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='ase'>
				<mesh>clusterbomb.ase</mesh>
				<skin>white.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<hspreaddist>1.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.2</projectilescale>
					<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>6</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Death's Head</name>
		<armslevel>2</armslevel>
		<description>A projectile weapon that on
reaching its highest point releases 
many large warheads. These warheads fan 
out in a random direction.</description>
		<icon>dhead.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<modelscale>5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>5</projectilescale>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>20</nowarheads>
				<hspreaddist>1.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.5</projectilescale>
					<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>18</size>
						<createmushroomamount>0.2</createmushroomamount>
						<explosionsound>explosions/xlarge.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Funky Bomb</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that on 
exploding releases many small 
missiles that automatically 
target nearby tanks.</description>
		<icon>fbomb.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>12000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>12</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>50</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponProjectile'>
						<projectilemodel type='MilkShape'>bomb/bomb.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<hurtamount>1.0</hurtamount>
							<multicolor></multicolor>
							<deform>down</deform>
							<size>8</size>
							<explosionsound>explosions/large.wav</explosionsound>
							<explosiontexture>exp02</explosiontexture>
						</collisionaction>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<multicolor></multicolor>
					<deform>down</deform>
					<size>10</size>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>exp02</explosiontexture>
					<explosionshake>1.0</explosionshake>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Tracer</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that 
causes no damage. Can be used to 
determine range without wasting 
other weapons.  Leaves a marker at the 
final position.</description>
		<icon>tracer.bmp</icon>
		<bundlesize>20</bundlesize>
		<cost>10</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>flare.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<showendpoint></showendpoint>
			<collisionaction type='WeaponNull'></collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Smoke Tracer</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that
causes no damage.  Can be used to 
determine range without wasting 
other weapons.  Leaves a colored 
trace of the shot path.</description>
		<icon>stracer.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>500</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>flare.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<showendpoint></showendpoint>
			<showshotpath></showshotpath>
			<collisionaction type='WeaponNull'></collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>WeaponMuzzle</name>
		<armslevel>0</armslevel>
		<description>The muzzle flash for guns</description>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMuzzle'>
			<hurtamount>0.0</hurtamount>
			<nocreatedebris></nocreatedebris>
			<nocreatesplash></nocreatesplash>
			<deform>none</deform>
			<size>2</size>
			<explosiontexture>default</explosiontexture>
			<explosionsound>none</explosionsound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Lightning</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type="WeaponCenterPosition">
			<height>150</height>
			<nextaction type="WeaponScatterPosition">
				<landheight>false</landheight>
				<landonly>false</landonly>
				<scatterpercentage>90</scatterpercentage>
				<aimedweapon type="WeaponScatterDirection">
					<direction><A>0</A><B>0</B><C>-1</C></direction>
					<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>		
					<aimedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponSound'>
							<sound>data/wav/misc/thunder.wav</sound>
							<sound>data/wav/misc/thunder2.wav</sound>
							<sound>data/wav/misc/thunder3.wav</sound>
							<relative>true</relative>
						</subweapon1>
						<subweapon2 type='WeaponDelay'>
							<delay>0.5</delay>
							<delayedweapon type='WeaponMulti'>
								<subweapon1 type='WeaponSkyFlash'></subweapon1>
								<subweapon2 type='WeaponLightning'>
									<conelength>190</conelength>
									<seglength>6</seglength>
									<segvar>12</segvar>
									<size>4</size>
									<sizevar>-1</sizevar>
									<minsize>0.1</minsize>
									<splitprob>0.1</splitprob>
									<splitvar>0.03</splitvar>
									<deathprob>0.03</deathprob>
									<derivangle>0.5</derivangle>
									<anglevar>0.94</anglevar>
									<totaltime>1</totaltime>
									<seghurt>0</seghurt>
									<seghurtradius>0</seghurtradius>
									<sound>none</sound>
								</subweapon2>
							</delayedweapon>
						</subweapon2>
					</aimedweapon>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type="WeaponCenterPosition">
			<height>150</height>
			<nextaction type="WeaponScatterPosition">
				<landheight>false</landheight>
				<landonly>false</landonly>
				<scatterpercentage>90</scatterpercentage>
				<aimedweapon type="WeaponScatterDirection">
					<direction><A>0</A><B>0</B><C>-1</C></direction>
					<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>		
					<aimedweapon type='WeaponAimedOver'>
						<nowarheads>5</nowarheads>
						<percentagemiss>20</percentagemiss>
						<maxaimdistance>0</maxaimdistance>
						<inaccuracy>10</inaccuracy>
						<aimedweapon type='WeaponProjectile'>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>magma.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<deform>none</deform>
								<size>4</size>
								<explosionsound>explosions/small.wav</explosionsound>
								<explosiontexture>exp04</explosiontexture>
							</collisionaction>
						</aimedweapon>
					</aimedweapon>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Laser</name>
		<armslevel>10</armslevel>
		<bundlesize>4</bundlesize>
		<icon>laser.bmp</icon>
		<model type="MilkShape">laser/laser.txt</model>
		<description>Fires a laser that cuts through hills 
and shields damaging the tank directly.</description>
		<cost>8000</cost>
		<activationsound>shoot/laser1.wav</activationsound>
		<nomuzzleflash/>
		<accessoryaction type='WeaponLaser'>
			<totaltime>1</totaltime>
			<minimumdistance>10</minimumdistance>
			<maximumdistance>200</maximumdistance>
			<minimumhurt>34</minimumhurt>
			<maximumhurt>40</maximumhurt>
			<hurtradius>2</hurtradius>
			<color>
				<A>1.0</A>
				<B>0.0</B>
				<C>0.0</C>
			</color>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Laser</name>
		<armslevel>6</armslevel>
		<bundlesize>2</bundlesize>
		<icon>hlaser.bmp</icon>
		<model type="MilkShape">laser/hlaser.txt</model>
		<description>Fires a powerful laser that cuts through hills 
and shields damaging the tank directly.</description>
		<cost>10000</cost>
		<activationsound>shoot/laser1.wav</activationsound>
		<nomuzzleflash/>
		<accessoryaction type='WeaponLaser'>
			<totaltime>1</totaltime>
			<minimumdistance>10</minimumdistance>
			<maximumdistance>200</maximumdistance>
			<minimumhurt>60</minimumhurt>
			<maximumhurt>70</maximumhurt>
			<hurtradius>2</hurtradius>
			<color>
				<A>0.0</A>
				<B>0.0</B>
				<C>1.0</C>
			</color>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Teleport</name>
		<armslevel>6</armslevel>
		<description>A teleport moves you to a random location on the map.</description>
		<icon>teleport.bmp</icon>
		<activationsound>none</activationsound>
		<bundlesize>1</bundlesize>
		<model type="MilkShape">teleport/teleport.txt</model>
		<nomuzzleflash/>
		<cost>15000</cost>
		<accessoryaction type="WeaponCenterPosition">
			<height>0</height>
			<nextaction type="WeaponScatterPosition">
				<landheight>true</landheight>
				<landonly>true</landonly>
				<scatterpercentage>90</scatterpercentage>	
				<aimedweapon type='WeaponTeleport'>
					<sound>data/wav/misc/teleport.wav</sound>
					<delay>2.0</delay>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>WeaponDeathAnimation</name>
		<armslevel>0</armslevel>
		<description>The tank explosion weapon</description>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponAnimation'>
				<animation>ExplosionRingRenderer</animation>
				<data>data/wav/explosions/tank.wav</data>
			</subweapon1>
			<subweapon2 type='WeaponRandomChoice'>
				<weaponchoice1>
					<weight>60</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Baby Nuke</invoke>
					</weapon>
				</weaponchoice1>
				<weaponchoice2>
					<weight>10</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Nuke</invoke>
					</weapon>
				</weaponchoice2>
				<weaponchoice3>
					<weight>10</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Ton Of Dirt</invoke>
					</weapon>
				</weaponchoice3>
				<weaponchoice4>
					<weight>10</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Hvy Riot Bomb</invoke>
					</weapon>
				</weaponchoice4>
				<weaponchoice5>
					<weight>10</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Funky Bomb</invoke>
					</weapon>
				</weaponchoice5>
				<weaponchoice6>
					<weight>10</weight>
					<weapon type='WeaponAnimation'>
						<animation>ExplosionLaserBeamRenderer</animation>
						<data>data/wav/misc/laserdeath.wav</data>
					</weapon>
				</weaponchoice6>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Teleport Position</name>
		<armslevel>6</armslevel>
		<description>A projectile that teleports you to the location of impact.</description>
		<icon>teleport.bmp</icon>
		<activationsound>shoot/small.wav</activationsound>
		<bundlesize>1</bundlesize>
		<modelscale>0.5</modelscale>
		<cost>20000</cost>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<spinspeed>1.0</spinspeed>
			<collisionaction type='WeaponTeleport'>
				<sound>data/wav/misc/teleport.wav</sound>
				<delay>2.0</delay>
			</collisionaction>
		</accessoryaction>
	</accessory>
	
	
	
	
	<accessory>
		<name>TreeExplode</name>
		<armslevel>9</armslevel>
		<maximumnumber>0</maximumnumber>
		<description>A test weapon for testing trees exploding!</description>
		<icon>missile.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>1875</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<modelscale>0.75</modelscale>
		<accessoryaction type='WeaponExplosion'>
			<hurtamount>0.0</hurtamount>
			<deform>none</deform>
			<size>6</size>
			<explosiontexture>exp00</explosiontexture>
			<explosionsound>explosions/medium.wav</explosionsound>
		</accessoryaction>
	</accessory>	
	<accessory>
		<name>TestPowerUpWeapon</name>
		<aionly>true</aionly>
		<accessoryaction type='WeaponGivePower'>
			<power>2000</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>TestShield</name>
		<aionly>true</aionly>
		<accessoryaction type='ShieldRound'>
			<radius>8.0</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>1.0</penetration>
			<power>1000</power>
			<laserproof>true</laserproof>
			<movementproof>true</movementproof>
		</accessoryaction>
	</accessory>	
	<accessory>
		<name>TestPowerUp</name>
		<armslevel>9</armslevel>
		<maximumnumber>0</maximumnumber>
		<description>A test powerup</description>
		<accessoryaction type="WeaponRepeat">
			<repeat>10</repeat>
			<repeatweapon type="WeaponCenterPosition">
				<height>150</height>
				<nextaction type="WeaponScatterPosition">
					<landheight>false</landheight>
					<landonly>true</landonly>
					<scatterpercentage>75</scatterpercentage>
					<aimedweapon type='WeaponAddTarget'>
						<name>Bannana</name>
						<model type="MilkShape">banana/banana.txt</model>
						<modelscale>0.01</modelscale>
						<shield>Shield</shield>
						<parachute>Parachute</parachute>
						<removeaction>TestPowerUpWeapon</removeaction>
					</aimedweapon>
				</nextaction>
			</repeatweapon>
		</accessoryaction>
	</accessory>
	
	
	<accessory>
		<name>Teleport Test</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>1</bundlesize>
		<model type="MilkShape">teleport/teleport.txt</model>
		<nomuzzleflash/>
		<cost>15000</cost>
		<accessoryaction type='WeaponSelectPosition'>
			<aimedweapon type='WeaponTeleport'>
				<sound>data/wav/misc/teleport.wav</sound>
				<delay>2.0</delay>
			</aimedweapon>
		</accessoryaction>
		<positionselection>limit</positionselection>
		<positionselectionlimit>40</positionselectionlimit>
	</accessory>
	
	
	<accessory>
		<name>Team Action Test</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>1</bundlesize>
		<cost>15000</cost>
		<accessoryaction type='WeaponTeamAction'>
			<team0 type='WeaponTeleport'>
				<sound>data/wav/misc/teleport.wav</sound>
				<delay>2.0</delay>
			</team0>
		</accessoryaction>
	</accessory>
	
	<accessory>
		<name>Type Action Test</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>1</bundlesize>
		<cost>15000</cost>
		<accessoryaction type='WeaponTypeAction'>
			<none type='WeaponTeleport'>
				<sound>data/wav/misc/teleport.wav</sound>
				<delay>2.0</delay>
			</none>
		</accessoryaction>
	</accessory>
	
	<accessory>
		<name>GroupWin</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveWin'>
			<objective>Destroyed group bob</objective>
			<winningteam>1</winningteam>
		</accessoryaction>
	</accessory>
	
	<accessory>
		<name>TestSquareShield</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>8</armslevel>
		<icon>shield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>3</bundlesize>
		<cost>20000</cost>
		<accessoryaction type='ShieldSquareReflective'>
			<movementproof>team1</movementproof>
			<deflectfactor>1.0</deflectfactor>
			<size>
				<a>3.0</a>
				<b>3.0</b>
				<c>3.0</c>
			</size>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
</accessories>
