<accessories>
	<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>
		<accessoryaction type='AutoDefense'></accessoryaction>
	</accessory>
	<accessory>
		<name>Parachute</name>
		<armslevel>7</armslevel>
		<startingnumber>2</startingnumber>
		<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>2</bundlesize>
		<cost>1000</cost>
		<accessoryaction type='Parachute'></accessoryaction>
	</accessory>
	<accessory>
		<name>Battery</name>
		<armslevel>7</armslevel>
		<startingnumber>4</startingnumber>
		<description>Used to re-charge tank life.
Giving more health and longer shots.</description>
		<icon>battery.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>4</bundlesize>
		<cost>1000</cost>
		<accessoryaction type='Battery'></accessoryaction>
	</accessory>
	<accessory>
		<name>Fuel</name>
		<armslevel>7</armslevel>
		<startingnumber>20</startingnumber>
		<description>Allows the tank to move.
When it is the players turn the tank may choose 
to move rather than fire.</description>
		<icon>fuel.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>20</bundlesize>
		<cost>2000</cost>
		<accessoryaction type='WeaponSelectPosition'>
			<aimedweapon type='WeaponMoveTank'>
				<steptime>0.05</steptime>
			</aimedweapon>
		</accessoryaction>
		<nomuzzleflash/>
		<positionselection>fuel</positionselection>
		<group>fuel</group>
	</accessory>
	<accessory>
		<name>Nitro</name>
		<armslevel>4</armslevel>
		<description>Allows the tank to move at an
accelerated rate.</description>
		<icon>fuel.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>20</bundlesize>
		<cost>4000</cost>
		<accessoryaction type='WeaponSelectPosition'>
			<aimedweapon type='WeaponMoveTank'>
				<steptime>0.025</steptime>
			</aimedweapon>
		</accessoryaction>
		<nomuzzleflash/>
		<positionselection>fuel</positionselection>
		<group>fuel</group>
	</accessory>
	<accessory>
		<name>Light Armor</name>
		<armslevel>10</armslevel>
		<description>Provides an extra 25 points of protection 
Capacity: 25 dmg | Collision Damage: 10 dmg</description>
		<icon>larmor.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>2000</cost>
		<accessoryaction type='ShieldRound'>
			<radius>0.1</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>10</removepower>
			<penetration>1.0</penetration>
			<power>25</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Armor</name>
		<armslevel>9</armslevel>
		<description>Provides an extra 50 points of protection 
Capacity: 50 dmg | Collision Damage: 10 dmg</description>
		<icon>harmor.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>4000</cost>
		<accessoryaction type='ShieldRound'>
			<radius>0.1</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>10</removepower>
			<penetration>1.0</penetration>
			<power>50</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mirror Shield</name>
		<armslevel>10</armslevel>
		<description>Completely protects against damage from
lasers but provides little protection from other damage. 
Capacity: 5 dmg | Collision Damage: 5 dmg</description>
		<icon>mirror.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>4000</cost>
		<accessoryaction type='ShieldRound'>
			<radius>4</radius>
			<halfshield>false</halfshield>
			<color>
				<r>0</r>
				<g>0</g>
				<b>0.5</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>5</removepower>
			<penetration>1.0</penetration>
			<power>5</power>
			<laserproof>true</laserproof>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Shield</name>
		<armslevel>8</armslevel>
		<description>A small defensive shield that protects 
the tank from moderate amounts of damage. 
Capacity: 150 dmg | Collision Damage: 10 dmg</description>
		<icon>shield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>7000</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>10</removepower>
			<penetration>0.6666</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Shield</name>
		<armslevel>6</armslevel>
		<description>A large defensive shield that protects
the tank from moderate amounts of damage.
Capacity: 200 dmg | Collision Damage: 10 dmg</description>
		<icon>hshield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>12000</cost>
		<accessoryaction type='ShieldRound'>
			<radius>4.5</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>10</removepower>
			<penetration>0.5</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Ultra Shield</name>
		<armslevel>4</armslevel>
		<description>The best defensive shield that protects
the tank from large amounts of physical damage.
Capacity: 250 dmg | Collision Damage: 10 dmg</description>
		<icon>hshield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>1</bundlesize>
		<cost>12000</cost>
		<accessoryaction type='ShieldRound'>
			<radius>6.0</radius>
			<halfshield>false</halfshield>
			<color>
				<r>0.0</r>
				<g>1.0</g>
				<b>0.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>10</removepower>
			<penetration>0.4</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Force Shield</name>
		<armslevel>6</armslevel>
		<description>A small reflective shield that protects 
the tank from small amounts of physical damage. 
Force shields reflect any shots that hit them.
Capacity: 100 dmg | Collision Damage: 15 dmg</description>
		<icon>fshield.bmp</icon>
		<activationsound>shield/activateforce.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>8000</cost>
		<accessoryaction type='ShieldRoundReflective'>
			<deflectfactor>1.0</deflectfactor>
			<radius>3.0</radius>
			<halfshield>false</halfshield>
			<color>
				<r>0.5</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>15</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hv Frc Shield</name>
		<armslevel>4</armslevel>
		<description>A large reflective shield that protects 
the tank from moderate amounts of physical damage. 
Force shields reflect any shots that hit them.
Capacity: 150 dmg | Collision Damage: 15 dmg</description>
		<icon>fshield.bmp</icon>
		<activationsound>shield/activateforce.wav</activationsound>
		<bundlesize>1</bundlesize>
		<cost>13000</cost>
		<accessoryaction type='ShieldRoundReflective'>
			<deflectfactor>1.25</deflectfactor>
			<radius>6.0</radius>
			<halfshield>false</halfshield>
			<color>
				<r>0.25</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>15</removepower>
			<penetration>0.6666</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 but only from above. 
Capacity: 125 dmg | Collision Damage: Timed</description>
		<icon>mag.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>6000</cost>
		<accessoryaction type='ShieldRoundMag'>
			<radius>3.0</radius>
			<halfshield>true</halfshield>
			<deflectpower>75</deflectpower>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>4</removepower>
			<penetration>0.8</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Mag</name>
		<armslevel>6</armslevel>
		<description>A large reflective shield that protects
the tank from large amounts of damage.
Mag shields reflect any shots that hit
them but only from above. 
Capacity: 200 dmg | Collision Damage: Timed</description>
		<icon>smag.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>1</bundlesize>
		<cost>10000</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>4</removepower>
			<penetration>0.5</penetration>
			<power>100</power>
		</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>cloud00-5</explosiontexture>
			<explosionsound>none</explosionsound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>PowerUpShield</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>10</armslevel>
		<accessoryaction type='ShieldRound'>
			<radius>2.0</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>10</removepower>
			<penetration>0.8</penetration>
			<power>50</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Screams</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponSound'>
					<sound>data/wav/misc/scream1.wav</sound>
					<gain>1.25</gain>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponSound'>
					<sound>data/wav/misc/scream2.wav</sound>
					<gain>1.25</gain>
				</weapon>
			</weaponchoice2>
			<weaponchoice3>
				<weight>10</weight>
				<weapon type='WeaponSound'>
					<sound>data/wav/misc/scream3.wav</sound>
					<gain>1.25</gain>
				</weapon>
			</weaponchoice3>
			<weaponchoice4>
				<weight>10</weight>
				<weapon type='WeaponSound'>
					<sound>data/wav/misc/scream4.wav</sound>
					<gain>1.25</gain>
				</weapon>
			</weaponchoice4>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Small Bldg</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>3</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>none</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>4</size>
					<explosionsound>explosions/small.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SmallBldgBurn</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponNapalm'>
					<noobjectdamage/>
					<allowunderwater>false</allowunderwater>
					<napalmtime>6.0</napalmtime>
					<napalmheight>6.0</napalmheight>
					<steptime>1.2</steptime>
					<hurtsteptime>4.0</hurtsteptime>
					<hurtpersecond>0.1</hurtpersecond>
					<numberstreams>1</numberstreams>
					<effectradius>5</effectradius>
					<napalmtexture>flames</napalmtexture>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<napalmsound>explosions/napalm.wav</napalmsound>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>4</size>
					<explosionsound>explosions/small.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>LgBldgDebris</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedUnder'>
			<nowarheads>6</nowarheads>
			<percentagemiss>99</percentagemiss>
			<maxaimdistance>0</maxaimdistance>
			<inaccuracy>99</inaccuracy>
			<aimedweapon type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0</hredirect>
				<vredirect>60</vredirect>
				<nextaction type='WeaponVelocity'>
					<velocitychange>1.2</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>0.25</shieldhurtfactor>
						<enginesound>none</enginesound>
						<flamelife>0.2</flamelife>
						<smokelife>0.4</smokelife>
						<projectilescale>0.5</projectilescale>
						<projectilemodel type='ase'>
							<mesh>roller.ase</mesh>
							<skin>magma.bmp</skin>
						</projectilemodel>
						<timedcollision>0.4</timedcollision>
						<collisionaction type='WeaponExplosion'>
							<nocreatedebris/>
							<hurtamount>0.25</hurtamount>
							<deform>none</deform>
							<size>4</size>
							<explosiontexture>none</explosiontexture>
							<explosionsound>none</explosionsound>
						</collisionaction>
					</aimedweapon>
				</nextaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Large Bldg</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.2</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp00</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponReference'>
					<weapon>LgBldgDebris</weapon>
				</subweapon3>
				<subweapon4 type='WeaponRandomChoice'>
					<weaponchoice1>
						<weight>30</weight>
						<weapon type='WeaponReference'>
							<weapon>Screams</weapon>
						</weapon>
					</weaponchoice1>
					<weaponchoice2>
						<weight>10</weight>
						<weapon type='WeaponSound'>
							<sound>data/wav/explosions/small.wav</sound>
						</weapon>
					</weaponchoice2>
				</subweapon4>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>LargeBldgBurn</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponNapalm'>
					<noobjectdamage/>
					<allowunderwater>false</allowunderwater>
					<napalmtime>6.0</napalmtime>
					<napalmheight>8.0</napalmheight>
					<steptime>1.2</steptime>
					<hurtsteptime>4.0</hurtsteptime>
					<hurtpersecond>0.1</hurtpersecond>
					<numberstreams>2</numberstreams>
					<effectradius>5</effectradius>
					<napalmtexture>flames</napalmtexture>
					<napalmsound>explosions/napalm.wav</napalmsound>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponRandomChoice'>
					<weaponchoice1>
						<weight>30</weight>
						<weapon type='WeaponReference'>
							<weapon>Screams</weapon>
						</weapon>
					</weaponchoice1>
					<weaponchoice2>
						<weight>10</weight>
						<weapon type='WeaponSound'>
							<sound>data/wav/explosions/small.wav</sound>
						</weapon>
					</weaponchoice2>
				</subweapon3>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SkyScraperDebris</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedUnder'>
			<nowarheads>6</nowarheads>
			<percentagemiss>99</percentagemiss>
			<maxaimdistance>0</maxaimdistance>
			<inaccuracy>99</inaccuracy>
			<aimedweapon type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0</hredirect>
				<vredirect>60</vredirect>
				<nextaction type='WeaponRandomChoice'>
					<weaponchoice1>
						<weight>10</weight>
						<weapon type='WeaponVelocity'>
							<velocitychange>1.2</velocitychange>
							<aimedweapon type='WeaponProjectile'>
								<shieldhurtfactor>0.25</shieldhurtfactor>
								<enginesound>none</enginesound>
								<flamelife>0.2</flamelife>
								<smokelife>0.4</smokelife>
								<projectilescale>0.5</projectilescale>
								<projectilemodel type='ase'>
									<mesh>roller.ase</mesh>
									<skin>magma.bmp</skin>
								</projectilemodel>
								<timedcollision>0.4</timedcollision>
								<collisionaction type='WeaponExplosion'>
									<nocreatedebris/>
									<hurtamount>0.25</hurtamount>
									<deform>none</deform>
									<size>4</size>
									<explosiontexture>none</explosiontexture>
									<explosionsound>none</explosionsound>
								</collisionaction>
							</aimedweapon>
						</weapon>
					</weaponchoice1>
					<weaponchoice2>
						<weight>10</weight>
						<weapon type='WeaponVelocity'>
							<velocitychange>0.25</velocitychange>
							<aimedweapon type='WeaponProjectile'>
								<shieldhurtfactor>0.25</shieldhurtfactor>
								<enginesound>none</enginesound>
								<flamelife>0.5</flamelife>
								<smokelife>1.0</smokelife>
								<projectilescale>0.75</projectilescale>
								<projectilemodel type='ase'>
									<mesh>roller.ase</mesh>
									<skin>magma.bmp</skin>
								</projectilemodel>
								<collisionaction type='WeaponMulti'>
									<subweapon1 type='WeaponExplosion'>
										<nocreatedebris/>
										<hurtamount>0.25</hurtamount>
										<deform>up</deform>
										<size>3</size>
										<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
										<explosiontexture>cloud00-5</explosiontexture>
										<explosionsound>none</explosionsound>
									</subweapon1>
									<!--<subweapon2 type='WeaponNapalm'>
										<allowunderwater>false</allowunderwater>
										<napalmtime>4.0</napalmtime>
										<napalmheight>2.0</napalmheight>
										<steptime>0.33</steptime>
										<hurtsteptime>1.0</hurtsteptime>
										<hurtpersecond>0.75</hurtpersecond>
										<numberstreams>1</numberstreams>
										<effectradius>5</effectradius>
										<napalmtexture>flames</napalmtexture>
										<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
										<napalmsound>explosions/napalm.wav</napalmsound>
									</subweapon2>-->
								</collisionaction>
							</aimedweapon>
						</weapon>
					</weaponchoice2>
				</nextaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Skyscraper</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.0</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponMulti'>
					<subweapon1 type='WeaponExplosion'>
						<hurtamount>0</hurtamount>
						<deform>down</deform>
						<size>5</size>
						<explosionsound>none</explosionsound>
						<explosiontexture>exp00</explosiontexture>
					</subweapon1>
					<subweapon2 type='WeaponExplosion'>
						<nocreatedebris/>
						<noluminance/>
						<minlife>2</minlife>
						<maxlife>4</maxlife>
						<hurtamount>0</hurtamount>
						<deform>none</deform>
						<size>6</size>
						<explosionsound>explosions/small.wav</explosionsound>
						<explosiontexture>cloud00-5</explosiontexture>
					</subweapon2>
					<subweapon3 type='WeaponReference'>
						<weapon>LgBldgDebris</weapon>
					</subweapon3>
				</subweapon1>
				<subweapon2 type='WeaponAimedOver'>
					<nowarheads>1</nowarheads>
					<percentagemiss>0</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>0</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>0</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>7.5</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>SkyScraperDebris</weapon>
								</subweapon1>
								<subweapon2 type='WeaponTranslate'>
									<translatedist>7.5</translatedist>
									<nextaction type='WeaponMulti'>
										<subweapon1 type='WeaponExplosion'>
											<hurtamount>0</hurtamount>
											<deform>down</deform>
											<size>5</size>
											<explosionsound>none</explosionsound>
											<explosiontexture>exp00</explosiontexture>
										</subweapon1>
										<subweapon2 type='WeaponExplosion'>
											<nocreatedebris/>
											<noluminance/>
											<minlife>2</minlife>
											<maxlife>4</maxlife>
											<hurtamount>0</hurtamount>
											<deform>none</deform>
											<size>6</size>
											<explosionsound>none</explosionsound>
											<explosiontexture>cloud00-5</explosiontexture>
										</subweapon2>
										<subweapon3 type='WeaponReference'>
											<weapon>SkyScraperDebris</weapon>
										</subweapon3>
									</nextaction>
								</subweapon2>
							</nextaction>
						</nextaction>
					</aimedweapon>
				</subweapon2>
				<subweapon3 type='WeaponSound'>
					<sound>data/wav/misc/screaming.wav</sound>
					<gain>1.25</gain>
				</subweapon3>
				<subweapon4 type='WeaponGiveScore'>
					<score>5</score>
				</subweapon4>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Stadium</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.2</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp00</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>explosions/small.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponReference'>
					<weapon>LgBldgDebris</weapon>
				</subweapon3>
				<subweapon4 type='WeaponAimedOver'>
					<nowarheads>4</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRandomChoice'>
						<weaponchoice1>
							<weight>10</weight>
							<weapon type='WeaponNull'></weapon>
						</weaponchoice1>
						<weaponchoice2>
							<weight>10</weight>
							<weapon type='WeaponVelocity'>
								<velocitychange>0.8</velocitychange>
								<aimedweapon type='WeaponProjectile'>
									<enginesound>none</enginesound>
									<nocreateflame/>
									<projectilescale>0.8</projectilescale>
									<projectilemodel type='MilkShape'>objects/cash.txt</projectilemodel>
									<collisionaction type='WeaponAddTarget'>
										<name>5000 Dollars</name>
										<modelscale>0.08</modelscale>
										<model type='MilkShape'>objects/cash.txt</model>
										<life>50</life>
										<shield>none</shield>
										<parachute>Parachute</parachute>
										<removeaction>GiveCash5000</removeaction>
										<driveovertodestroy>true</driveovertodestroy>
									</collisionaction>
								</aimedweapon>
							</weapon>
						</weaponchoice2>
					</aimedweapon>
				</subweapon4>
				<subweapon5 type='WeaponSound'>
					<sound>data/wav/misc/screaming.wav</sound>
					<gain>1.25</gain>
				</subweapon5>
				<subweapon6 type='WeaponGiveScore'>
					<score>5</score>
				</subweapon6>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fallout Damage1</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nocreatedebris/>
				<nocreatesplash/>
				<hurtamount>0.05</hurtamount>
				<deform>none</deform>
				<size>35</size>
				<explosiontexture>none</explosiontexture>
				<explosionsound>none</explosionsound>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<hurtamount>0.05</hurtamount>
					<deform>none</deform>
					<size>40</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<hurtamount>0.05</hurtamount>
					<deform>none</deform>
					<size>45</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>3.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<hurtamount>0.05</hurtamount>
					<deform>none</deform>
					<size>50</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</delayedweapon>
			</subweapon4>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fallout Damage2</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>4.0</delay>
			<delayedweapon type='WeaponRepeat'>
				<repeat>4</repeat>
				<delay>1.0</delay>
				<repeatweapon type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<hurtamount>0.05</hurtamount>
					<deform>none</deform>
					<size>55</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</repeatweapon>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fallout Damage3</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>8.0</delay>
			<delayedweapon type='WeaponRepeat'>
				<repeat>4</repeat>
				<delay>1.0</delay>
				<repeatweapon type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<hurtamount>0.05</hurtamount>
					<deform>none</deform>
					<size>60</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</repeatweapon>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fallout Damage4</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>12.0</delay>
			<delayedweapon type='WeaponRepeat'>
				<repeat>4</repeat>
				<delay>1.0</delay>
				<repeatweapon type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<hurtamount>0.05</hurtamount>
					<deform>none</deform>
					<size>65</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</repeatweapon>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fallout Sparkle</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponVelocity'>
			<velocitychange>0</velocitychange>
			<aimedweapon type='WeaponProjectile'>
				<nocreatesmoke/>
				<nocreateflame/>
				<timedcollision>0.75</timedcollision>
				<enginesound>none</enginesound>
				<flaretype>2</flaretype>
				<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
				<collisionaction type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<nowindaffected/>
					<hurtamount>0</hurtamount>
					<minlife>0.5</minlife>
					<maxlife>1</maxlife>
					<deform>none</deform>
					<size>1</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>gas00-5</explosiontexture>
				</collisionaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fallout Sparkles</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedOver'>
			<nowarheads>3</nowarheads>
			<percentagemiss>0</percentagemiss>
			<maxaimdistance>0</maxaimdistance>
			<inaccuracy>0</inaccuracy>
			<aimedweapon type='WeaponRandomChoice'>
				<weaponchoice1>
					<weight>10</weight>
					<weapon type='WeaponNull'></weapon>
				</weaponchoice1>
				<weaponchoice2>
					<weight>10</weight>
					<weapon type='WeaponRandomChoice'>
						<weaponchoice1>
							<weight>10</weight>
							<weapon type='WeaponTranslate'>
								<translatedist>10</translatedist>
								<nextaction type='WeaponReference'>
									<weapon>Fallout Sparkle</weapon>
								</nextaction>
							</weapon>
						</weaponchoice1>
						<weaponchoice2>
							<weight>10</weight>
							<weapon type='WeaponTranslate'>
								<translatedist>20</translatedist>
								<nextaction type='WeaponReference'>
									<weapon>Fallout Sparkle</weapon>
								</nextaction>
							</weapon>
						</weaponchoice2>
						<weaponchoice3>
							<weight>10</weight>
							<weapon type='WeaponTranslate'>
								<translatedist>30</translatedist>
								<nextaction type='WeaponReference'>
									<weapon>Fallout Sparkle</weapon>
								</nextaction>
							</weapon>
						</weaponchoice3>
						<weaponchoice4>
							<weight>10</weight>
							<weapon type='WeaponTranslate'>
								<translatedist>40</translatedist>
								<nextaction type='WeaponReference'>
									<weapon>Fallout Sparkle</weapon>
								</nextaction>
							</weapon>
						</weaponchoice4>
					</weapon>
				</weaponchoice2>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Nuclear Fallout</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.01</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>green.bmp</skin>
			</projectilemodel>
			<nocreatesmoke/>
			<nocreateflame/>
			<collisionaction type='WeaponMulti'>
				<!-- Secondary Visible Explosions -->
				<subweapon1 type='WeaponMulti'>
					<subweapon1 type='WeaponExplosion'>
						<nocreatedebris/>
						<nocreatesplash/>
						<noluminance/>
						<nowindaffected/>
						<minlife>7</minlife>
						<maxlife>8</maxlife>
						<hurtamount>0</hurtamount>
						<deform>none</deform>
						<size>10</size>
						<explosiontexture>gas00-5</explosiontexture>
						<explosionsound>none</explosionsound>
					</subweapon1>
					<subweapon2 type='WeaponExplosion'>
						<nocreatedebris/>
						<nocreatesplash/>
						<noluminance/>
						<nowindaffected/>
						<minlife>7</minlife>
						<maxlife>8</maxlife>
						<hurtamount>0</hurtamount>
						<deform>none</deform>
						<size>5</size>
						<explosiontexture>gas00-5</explosiontexture>
						<explosionsound>none</explosionsound>
					</subweapon2>
					<subweapon3 type='WeaponRepeat'>
						<repeat>48</repeat>
						<delay>0.25</delay>
						<repeatweapon type='WeaponReference'>
							<weapon>Fallout Sparkles</weapon>
						</repeatweapon>
					</subweapon3>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>4.0</delay>
					<delayedweapon type='WeaponRepeat'>
						<repeat>2</repeat>
						<delay>4.0</delay>
						<repeatweapon type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<nocreatedebris/>
								<nocreatesplash/>
								<noluminance/>
								<nowindaffected/>
								<minlife>6</minlife>
								<maxlife>8</maxlife>
								<hurtamount>0</hurtamount>
								<deform>none</deform>
								<size>12</size>
								<explosiontexture>gas00-5</explosiontexture>
								<explosionsound>none</explosionsound>
							</subweapon1>
							<subweapon2 type='WeaponExplosion'>
								<nocreatedebris/>
								<nocreatesplash/>
								<noluminance/>
								<nowindaffected/>
								<minlife>6</minlife>
								<maxlife>8</maxlife>
								<hurtamount>0</hurtamount>
								<deform>none</deform>
								<size>6</size>
								<explosiontexture>gas00-5</explosiontexture>
								<explosionsound>none</explosionsound>
							</subweapon2>
						</repeatweapon>
					</delayedweapon>
				</subweapon2>
				<!-- Secondary Damaging Explosions -->
				<subweapon3 type='WeaponMulti'>
					<subweapon1 type='WeaponReference'>
						<weapon>Fallout Damage1</weapon>
					</subweapon1>
					<subweapon2 type='WeaponReference'>
						<weapon>Fallout Damage2</weapon>
					</subweapon2>
					<subweapon3 type='WeaponReference'>
						<weapon>Fallout Damage3</weapon>
					</subweapon3>
				</subweapon3>
				<!-- Tertiary Visible Explosions -->
				<subweapon4 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponTranslate'>
						<translatedist>1</translatedist>
						<nextaction type='WeaponProjectile'>
							<projectilescale>0.01</projectilescale>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>green.bmp</skin>
							</projectilemodel>
							<nocreatesmoke/>
							<nocreateflame/>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponRepeat'>
									<repeat>2</repeat>
									<delay>4.0</delay>
									<repeatweapon type='WeaponMulti'>
										<subweapon1 type='WeaponExplosion'>
											<nocreatedebris/>
											<nocreatesplash/>
											<noluminance/>
											<nowindaffected/>
											<minlife>6</minlife>
											<maxlife>8</maxlife>
											<hurtamount>0</hurtamount>
											<deform>none</deform>
											<size>10</size>
											<explosiontexture>gas00-5</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon1>
										<subweapon2 type='WeaponExplosion'>
											<nocreatedebris/>
											<nocreatesplash/>
											<noluminance/>
											<nowindaffected/>
											<minlife>6</minlife>
											<maxlife>8</maxlife>
											<hurtamount>0</hurtamount>
											<deform>none</deform>
											<size>5</size>
											<explosiontexture>gas00-5</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon2>
										<subweapon3 type='WeaponRepeat'>
											<repeat>32</repeat>
											<delay>0.25</delay>
											<repeatweapon type='WeaponReference'>
												<weapon>Fallout Sparkles</weapon>
											</repeatweapon>
										</subweapon3>
									</repeatweapon>
								</subweapon1>
								<subweapon2 type='WeaponRedirect'>
									<habs>false</habs>
									<vabs>true</vabs>
									<hredirect>0</hredirect>
									<vredirect>0</vredirect>
									<nextaction type='WeaponTranslate'>
										<translatedist>1</translatedist>
										<nextaction type='WeaponVelocity'>
											<velocitychange>0.8</velocitychange>
											<aimedweapon type='WeaponProjectile'>
												<projectilescale>0.01</projectilescale>
												<projectilemodel type='ase'>
													<mesh>roller.ase</mesh>
													<skin>green.bmp</skin>
												</projectilemodel>
												<nocreatesmoke/>
												<nocreateflame/>
												<collisionaction type='WeaponMulti'>
													<subweapon1 type='WeaponMulti'>
														<subweapon1 type='WeaponExplosion'>
															<nocreatedebris/>
															<nocreatesplash/>
															<noluminance/>
															<nowindaffected/>
															<minlife>6</minlife>
															<maxlife>8</maxlife>
															<hurtamount>0</hurtamount>
															<deform>none</deform>
															<size>10</size>
															<explosiontexture>gas00-5</explosiontexture>
															<explosionsound>none</explosionsound>
														</subweapon1>
														<subweapon2 type='WeaponExplosion'>
															<nocreatedebris/>
															<nocreatesplash/>
															<noluminance/>
															<nowindaffected/>
															<minlife>6</minlife>
															<maxlife>8</maxlife>
															<hurtamount>0</hurtamount>
															<deform>none</deform>
															<size>5</size>
															<explosiontexture>gas00-5</explosiontexture>
															<explosionsound>none</explosionsound>
														</subweapon2>
														<subweapon3 type='WeaponRepeat'>
															<repeat>16</repeat>
															<delay>0.25</delay>
															<repeatweapon type='WeaponReference'>
																<weapon>Fallout Sparkles</weapon>
															</repeatweapon>
														</subweapon3>
													</subweapon1>
													<!-- Tertiary Damage Explosions -->
													<subweapon2 type='WeaponReference'>
														<weapon>Fallout Damage1</weapon>
													</subweapon2>
													<subweapon3 type='WeaponReference'>
														<weapon>Fallout Damage2</weapon>
													</subweapon3>
												</collisionaction>
											</aimedweapon>
										</nextaction>
									</nextaction>
								</subweapon2>
							</collisionaction>
						</nextaction>
					</nextaction>
				</subweapon4>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Nuclear Plant</name>
		<armslevel>2</armslevel>
		<description>Nuclear power plants go into meltdown when
destroyed, releasing a devestating explosion and
radioactive fallout which travels downwind.</description>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nowindaffected/>
					<createmushroomamount>1.0</createmushroomamount>
					<minlife>2</minlife>
					<maxlife>3</maxlife>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>24</size>
					<explosionshake>4.0</explosionshake>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/xlarge.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>none</deform>
					<size>32</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponMulti'>
						<!-- Primary Visible Explosions -->
						<subweapon1 type='WeaponMulti'>
							<subweapon1 type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<nocreatedebris/>
									<nocreatesplash/>
									<noluminance/>
									<nowindaffected/>
									<minlife>8</minlife>
									<maxlife>10</maxlife>
									<hurtamount>0</hurtamount>
									<deform>none</deform>
									<size>8</size>
									<explosiontexture>gas00-5</explosiontexture>
									<explosionsound>none</explosionsound>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<nocreatedebris/>
									<nocreatesplash/>
									<noluminance/>
									<nowindaffected/>
									<minlife>8</minlife>
									<maxlife>10</maxlife>
									<hurtamount>0</hurtamount>
									<deform>none</deform>
									<size>4</size>
									<explosiontexture>gas00-5</explosiontexture>
									<explosionsound>none</explosionsound>
								</subweapon2>
								<subweapon3 type='WeaponRepeat'>
									<repeat>64</repeat>
									<delay>0.25</delay>
									<repeatweapon type='WeaponReference'>
										<weapon>Fallout Sparkles</weapon>
									</repeatweapon>
								</subweapon3>
							</subweapon1>
							<subweapon2 type='WeaponDelay'>
								<delay>4.0</delay>
								<delayedweapon type='WeaponRepeat'>
									<repeat>3</repeat>
									<delay>4.0</delay>
									<repeatweapon type='WeaponMulti'>
										<subweapon1 type='WeaponExplosion'>
											<nocreatedebris/>
											<nocreatesplash/>
											<noluminance/>
											<nowindaffected/>
											<minlife>6</minlife>
											<maxlife>8</maxlife>
											<hurtamount>0</hurtamount>
											<deform>none</deform>
											<size>10</size>
											<explosiontexture>gas00-5</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon1>
										<subweapon2 type='WeaponExplosion'>
											<nocreatedebris/>
											<nocreatesplash/>
											<noluminance/>
											<nowindaffected/>
											<minlife>6</minlife>
											<maxlife>8</maxlife>
											<hurtamount>0</hurtamount>
											<deform>none</deform>
											<size>5</size>
											<explosiontexture>gas00-5</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon2>
									</repeatweapon>
								</delayedweapon>
							</subweapon2>
						</subweapon1>
						<!-- Primary Damaging Explosions -->
						<subweapon2 type='WeaponMulti'>
							<subweapon1 type='WeaponReference'>
								<weapon>Fallout Damage1</weapon>
							</subweapon1>
							<subweapon2 type='WeaponReference'>
								<weapon>Fallout Damage2</weapon>
							</subweapon2>
							<subweapon3 type='WeaponReference'>
								<weapon>Fallout Damage3</weapon>
							</subweapon3>
							<subweapon4 type='WeaponReference'>
								<weapon>Fallout Damage4</weapon>
							</subweapon4>
						</subweapon2>
					</delayedweapon>
				</subweapon3>
				<!-- Wind Affected Explosions -->
				<subweapon4 type='WeaponAimedOver'>
					<nowarheads>1</nowarheads>
					<percentagemiss>0</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>0</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>0</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>30.0</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponVelocity'>
									<velocitychange>0</velocitychange>
									<aimedweapon type='WeaponReference'>
										<weapon>Nuclear Fallout</weapon>
									</aimedweapon>
								</subweapon1>
								<subweapon2 type='WeaponTranslate'>
									<translatedist>30.0</translatedist>
									<nextaction type='WeaponVelocity'>
										<velocitychange>0</velocitychange>
										<aimedweapon type='WeaponReference'>
											<weapon>Nuclear Fallout</weapon>
										</aimedweapon>
									</nextaction>
								</subweapon2>
							</nextaction>
						</nextaction>
					</aimedweapon>
				</subweapon4>
				<subweapon5 type='WeaponDelay'>
					<delay>4.0</delay>
					<delayedweapon type='WeaponSound'>
						<sound>data/wav/explosions/radiation.wav</sound>
					</delayedweapon>
				</subweapon5>
				<subweapon6 type='WeaponReference'>
					<weapon>LgBldgDebris</weapon>
				</subweapon6>
				<!-- Powerups -->
				<subweapon7 type='WeaponAimedOver'>
					<nowarheads>2</nowarheads>
					<percentagemiss>0</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>0</inaccuracy>
					<aimedweapon type='WeaponRandomChoice'>
						<weaponchoice1>
							<weight>10</weight>
							<weapon type='WeaponNull'></weapon>
						</weaponchoice1>
						<weaponchoice2>
							<weight>10</weight>
							<weapon type='WeaponDelay'>
								<delay>0.5</delay>
								<delayedweapon type='WeaponScatterPosition'>
									<landheight>true</landheight>
									<landonly>true</landonly>
									<scatterpercentage>15</scatterpercentage>
									<aimedweapon type='WeaponRandomChoice'>
										<weaponchoice1>
											<weight>10</weight>
											<weapon type='WeaponMulti'>
												<subweapon1 type='WeaponRepeat'>
													<repeat>5</repeat>
													<delay>1.0</delay>
													<repeatweapon type='WeaponExplosion'>
														<animate/>
														<nocreatedebris/>
														<nocreatesplash/>
														<nowindaffected/>
														<hurtamount>0</hurtamount>
														<minlife>3</minlife>
														<maxlife>4</maxlife>
														<deform>none</deform>
														<size>2</size>
														<explosionsound>none</explosionsound>
														<explosiontexture>gas00</explosiontexture>
													</repeatweapon>
												</subweapon1>
												<subweapon2 type='WeaponRepeat'>
													<repeat>20</repeat>
													<delay>0.25</delay>
													<repeatweapon type='WeaponRandomChoice'>
														<weaponchoice1>
															<weight>10</weight>
															<weapon type='WeaponNull'></weapon>
														</weaponchoice1>
														<weaponchoice2>
															<weight>10</weight>
															<weapon type='WeaponAimedOver'>
																<nowarheads>1</nowarheads>
																<percentagemiss>0</percentagemiss>
																<maxaimdistance>0</maxaimdistance>
																<inaccuracy>0</inaccuracy>
																<aimedweapon type='WeaponTranslate'>
																	<translatedist>7.5</translatedist>
																	<nextaction type='WeaponVelocity'>
																		<velocitychange>0</velocitychange>
																		<aimedweapon type='WeaponProjectile'>
																			<nocreatesmoke/>
																			<nocreateflame/>
																			<timedcollision>0.75</timedcollision>
																			<enginesound>none</enginesound>
																			<flaretype>2</flaretype>
																			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
																			<collisionaction type='WeaponExplosion'>
																				<nocreatedebris/>
																				<nocreatesplash/>
																				<nowindaffected/>
																				<hurtamount>0</hurtamount>
																				<minlife>0.5</minlife>
																				<maxlife>1</maxlife>
																				<deform>none</deform>
																				<size>1</size>
																				<explosionsound>none</explosionsound>
																				<explosiontexture>gas00</explosiontexture>
																			</collisionaction>
																		</aimedweapon>
																	</nextaction>
																</aimedweapon>
															</weapon>
														</weaponchoice2>
													</repeatweapon>
												</subweapon2>
												<subweapon3 type='WeaponDelay'>
													<delay>6.0</delay>
													<delayedweapon type='WeaponAddTarget'>
														<name>Extra Life</name>
														<modelscale>0.1</modelscale>
														<model type='MilkShape'>objects/mushroom.txt</model>
														<life>175</life>
														<shield>none</shield>
														<parachute>Parachute</parachute>
														<removeaction>GiveExtraLife</removeaction>
														<driveovertodestroy>true</driveovertodestroy>
													</delayedweapon>
												</subweapon3>
											</weapon>
										</weaponchoice1>
										<weaponchoice2>
											<weight>10</weight>
											<weapon type='WeaponMulti'>
												<subweapon1 type='WeaponRepeat'>
													<repeat>5</repeat>
													<delay>1.0</delay>
													<repeatweapon type='WeaponExplosion'>
														<animate/>
														<nocreatedebris/>
														<nocreatesplash/>
														<nowindaffected/>
														<hurtamount>0</hurtamount>
														<minlife>3</minlife>
														<maxlife>4</maxlife>
														<deform>none</deform>
														<size>2</size>
														<explosionsound>none</explosionsound>
														<explosiontexture>smoke-orange</explosiontexture>
													</repeatweapon>
												</subweapon1>
												<subweapon2 type='WeaponRepeat'>
													<repeat>20</repeat>
													<delay>0.25</delay>
													<repeatweapon type='WeaponRandomChoice'>
														<weaponchoice1>
															<weight>10</weight>
															<weapon type='WeaponNull'></weapon>
														</weaponchoice1>
														<weaponchoice2>
															<weight>10</weight>
															<weapon type='WeaponAimedOver'>
																<nowarheads>1</nowarheads>
																<percentagemiss>0</percentagemiss>
																<maxaimdistance>0</maxaimdistance>
																<inaccuracy>0</inaccuracy>
																<aimedweapon type='WeaponTranslate'>
																	<translatedist>7.5</translatedist>
																	<nextaction type='WeaponVelocity'>
																		<velocitychange>0</velocitychange>
																		<aimedweapon type='WeaponProjectile'>
																			<nocreatesmoke/>
																			<nocreateflame/>
																			<timedcollision>0.75</timedcollision>
																			<enginesound>none</enginesound>
																			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
																			<collisionaction type='WeaponExplosion'>
																				<nocreatedebris/>
																				<nocreatesplash/>
																				<nowindaffected/>
																				<hurtamount>0</hurtamount>
																				<minlife>0.5</minlife>
																				<maxlife>1</maxlife>
																				<deform>none</deform>
																				<size>1</size>
																				<explosionsound>none</explosionsound>
																				<explosiontexture>smoke-orange</explosiontexture>
																			</collisionaction>
																		</aimedweapon>
																	</nextaction>
																</aimedweapon>
															</weapon>
														</weaponchoice2>
													</repeatweapon>
												</subweapon2>
												<subweapon3 type='WeaponDelay'>
													<delay>6.0</delay>
													<delayedweapon type='WeaponAddTarget'>
														<name>Power Boost</name>
														<modelscale>0.1</modelscale>
														<model type='MilkShape'>objects/atom.txt</model>
														<life>175</life>
														<shield>none</shield>
														<parachute>Parachute</parachute>
														<removeaction>GivePower2000</removeaction>
														<driveovertodestroy>true</driveovertodestroy>
													</delayedweapon>
												</subweapon3>
											</weapon>
										</weaponchoice2>
									</aimedweapon>
								</delayedweapon>
							</weapon>
						</weaponchoice2>
					</aimedweapon>
				</subweapon7>
				<subweapon8 type='WeaponGiveScore'>
					<score>5</score>
				</subweapon8>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Farm</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.2</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp00</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponReference'>
					<weapon>LgBldgDebris</weapon>
				</subweapon3>
				<subweapon4 type='WeaponRandomChoice'>
					<weaponchoice1>
						<weight>10</weight>
						<weapon type='WeaponSound'>
							<sound>data/wav/misc/moo.wav</sound>
							<gain>1.25</gain>
						</weapon>
					</weaponchoice1>
				</subweapon4>
				<subweapon5 type='WeaponAimedOver'>
					<nowarheads>4</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponRandomChoice'>
						<weaponchoice1>
							<weight>10</weight>
							<weapon type='WeaponNull'></weapon>
						</weaponchoice1>
						<weaponchoice2>
							<weight>10</weight>
							<weapon type='WeaponVelocity'>
								<velocitychange>0.8</velocitychange>
								<aimedweapon type='WeaponProjectile'>
									<nocreateflame/>
									<enginesound>none</enginesound>
									<projectilescale>1.0</projectilescale>
									<projectilemodel type='MilkShape'>objects/cow1.txt</projectilemodel>
									<collisionaction type='WeaponNull'></collisionaction>
								</aimedweapon>
							</weapon>
						</weaponchoice2>
					</aimedweapon>
				</subweapon5>
				<subweapon6 type='WeaponGiveScore'>
					<score>1</score>
				</subweapon6>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>FarmBurn</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponNapalm'>
					<noobjectdamage/>
					<allowunderwater>false</allowunderwater>
					<napalmtime>6.0</napalmtime>
					<napalmheight>8.0</napalmheight>
					<steptime>1.2</steptime>
					<hurtsteptime>4.0</hurtsteptime>
					<hurtpersecond>0.1</hurtpersecond>
					<numberstreams>2</numberstreams>
					<effectradius>5</effectradius>
					<napalmtexture>flames</napalmtexture>
					<napalmsound>explosions/napalm.wav</napalmsound>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponRandomChoice'>
					<weaponchoice1>
						<weight>10</weight>
						<weapon type='WeaponSound'>
							<sound>data/wav/misc/moo.wav</sound>
							<gain>1.25</gain>
						</weapon>
					</weaponchoice1>
				</subweapon3>
			</delayedweapon>
		</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>
							<referencedistance>100</referencedistance>
						</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>0.5</seghurt>
									<seghurtradius>4</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>0.5</hurtamount>
								<deform>down</deform>
								<size>4</size>
								<explosionsound>explosions/small.wav</explosionsound>
								<explosiontexture>exp04</explosiontexture>
							</collisionaction>
						</aimedweapon>
					</aimedweapon>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SpurtBlob</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<flamestartsize>2.0</flamestartsize>
			<flameendsize>4.0</flameendsize>
			<timedcollision>0.5</timedcollision>
			<shieldhurtfactor>0</shieldhurtfactor>
			<enginesound>none</enginesound>
			<projectilescale>0.1</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>magma.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponProjectile'>
				<nocreateflame/>
				<timedcollision>0.5</timedcollision>
				<shieldhurtfactor>0</shieldhurtfactor>
				<enginesound>none</enginesound>
				<projectilescale>0.1</projectilescale>
				<projectilemodel type='ase'>
					<mesh>roller.ase</mesh>
					<skin>magma.bmp</skin>
				</projectilemodel>
				<collisionaction type='WeaponNull'></collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Flame Spurt</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponCenterPosition'>
			<height>0</height>
			<nextaction type='WeaponScatterPosition'>
				<landheight>true</landheight>
				<landonly>true</landonly>
				<scatterpercentage>90</scatterpercentage>
				<aimedweapon type='WeaponMulti'>
					<subweapon1 type='WeaponExplosion'>
						<hurtamount>0</hurtamount>
						<deform>down</deform>
						<size>3</size>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
						<explosionsound>explosions/gas.wav</explosionsound>
					</subweapon1>
					<subweapon2 type='WeaponRepeat'>
						<repeat>4</repeat>
						<delay>1.0</delay>
						<repeatweapon type='WeaponExplosion'>
							<minlife>2</minlife>
							<maxlife>3</maxlife>
							<hurtamount>0.15</hurtamount>
							<deform>none</deform>
							<size>4</size>
							<explosiontexture>cloud00-5</explosiontexture>
							<explosionsound>none</explosionsound>
						</repeatweapon>
					</subweapon2>
					<subweapon3 type='WeaponRepeat'>
						<repeat>15</repeat>
						<delay>0.2</delay>
						<repeatweapon type='WeaponScatterDirection'>
							<direction><A>0</A><B>0</B><C>1</C></direction>
							<directionoffset><A>1</A><B>1</B><C>0</C></directionoffset>		
							<aimedweapon type='WeaponTranslate'>
								<translatedist>1</translatedist>
								<nextaction type='WeaponVelocity'>
									<abs>true</abs>
									<velocitychange>0.8</velocitychange>
									<aimedweapon type='WeaponRandomChoice'>
										<weaponchoice1>
											<weight>10</weight>
											<weapon type='WeaponRedirect'>
												<habs>false</habs>
												<vabs>true</vabs>
												<hredirect>0</hredirect>
												<vredirect>0</vredirect>
												<nextaction type='WeaponReference'>
													<weapon>SpurtBlob</weapon>
												</nextaction>
											</weapon>
										</weaponchoice1>
										<weaponchoice2>
											<weight>10</weight>
											<weapon type='WeaponRedirect'>
												<habs>false</habs>
												<vabs>true</vabs>
												<hredirect>0</hredirect>
												<vredirect>5</vredirect>
												<nextaction type='WeaponReference'>
													<weapon>SpurtBlob</weapon>
												</nextaction>
											</weapon>
										</weaponchoice2>
										<weaponchoice3>
											<weight>10</weight>
											<weapon type='WeaponRedirect'>
												<habs>false</habs>
												<vabs>true</vabs>
												<hredirect>0</hredirect>
												<vredirect>10</vredirect>
												<nextaction type='WeaponReference'>
													<weapon>SpurtBlob</weapon>
												</nextaction>
											</weapon>
										</weaponchoice3>
									</aimedweapon>
								</nextaction>
							</aimedweapon>
						</repeatweapon>
					</subweapon3>
					<subweapon4 type='WeaponSound'>
						<sound>data/wav/shoot/flare.wav</sound>
					</subweapon4>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Satellite Crash</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponCenterPosition'>
			<height>150</height>
			<nextaction type='WeaponScatterPosition'>
				<landheight>false</landheight>
				<landonly>false</landonly>
				<scatterpercentage>33</scatterpercentage>
				<aimedweapon type='WeaponMulti'>
					<subweapon1 type='WeaponAimedOver'>
						<nowarheads>1</nowarheads>
						<percentagemiss>0</percentagemiss>
						<maxaimdistance>0</maxaimdistance>
						<inaccuracy>0</inaccuracy>
						<aimedweapon type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>false</vabs>
							<hredirect>0</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponVelocity'>
								<abs>true</abs>
								<velocitychange>0.6</velocitychange>
								<aimedweapon type='WeaponProjectile'>
									<flamestartsize>2.5</flamestartsize>
									<flameendsize>5.0</flameendsize>
									<flamelife>0.75</flamelife>
									<projectilescale>4.0</projectilescale>
									<projectilemodel type='MilkShape'>objects/satellite.txt</projectilemodel>
									<spinspeed>0.1</spinspeed>
									<collisionaction type='WeaponMulti'>
										<subweapon1 type='WeaponExplosion'>
											<hurtamount>0</hurtamount>
											<deform>down</deform>
											<size>8</size>
											<explosionsound>none</explosionsound>
											<explosiontexture>exp00</explosiontexture>
										</subweapon1>
										<subweapon2 type='WeaponExplosion'>
											<nocreatedebris/>
											<noluminance/>
											<minlife>2</minlife>
											<maxlife>4</maxlife>
											<hurtamount>0</hurtamount>
											<deform>none</deform>
											<size>6</size>
											<explosionsound>none</explosionsound>
											<explosiontexture>cloud00-5</explosiontexture>
										</subweapon2>
										<subweapon3 type='WeaponAimedOver'>
											<nowarheads>4</nowarheads>
											<percentagemiss>0</percentagemiss>
											<maxaimdistance>0</maxaimdistance>
											<inaccuracy>0</inaccuracy>
											<aimedweapon type='WeaponRandomChoice'>
												<weaponchoice1>
													<weight>10</weight>
													<weapon type='WeaponRedirect'>
														<habs>false</habs>
														<vabs>false</vabs>
														<hredirect>0</hredirect>
														<vredirect>20</vredirect>
														<nextaction type='WeaponVelocity'>
															<abs>true</abs>
															<velocitychange>0.3</velocitychange>
															<aimedweapon type='WeaponProjectile'>
																<flamelife>0.75</flamelife>
																<enginesound>none</enginesound>
																<projectilescale>1.25</projectilescale>
																<projectilemodel type='MilkShape'>pwrcrate/pwrcrate.txt</projectilemodel>
																<collisionaction type='WeaponMulti'>
																	<subweapon1 type='WeaponExplosion'>
																		<nocreatedebris/>
																		<hurtamount>0</hurtamount>
																		<deform>none</deform>
																		<size>4</size>
																		<explosiontexture>cloud00-5</explosiontexture>
																		<explosionsound>none</explosionsound>
																	</subweapon1>
																	<subweapon2 type='WeaponAddTarget'>
																		<name>Cargo</name>
																		<modelscale>0.06</modelscale>
																		<model type='MilkShape'>pwrcrate/pwrcrate.txt</model>
																		<life>50</life>
																		<shield>none</shield>
																		<parachute>Parachute</parachute>
																		<removeaction>CargoItems</removeaction>
																		<driveovertodestroy>true</driveovertodestroy>
																	</subweapon2>
																</collisionaction>
															</aimedweapon>
														</nextaction>
													</weapon>
												</weaponchoice1>
												<weaponchoice2>
													<weight>10</weight>
													<weapon type='WeaponNull'></weapon>
												</weaponchoice2>
											</aimedweapon>
										</subweapon3>
										<subweapon4 type='WeaponReference'>
											<weapon>LgBldgDebris</weapon>
										</subweapon4>
									</collisionaction>
								</aimedweapon>
							</nextaction>
						</aimedweapon>
					</subweapon1>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>BurstBolt</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponLightning'>
			<conelength>12</conelength>
			<seglength>1</seglength>
			<segvar>12</segvar>
			<size>4</size>
			<sizevar>-1</sizevar>
			<minsize>0.1</minsize>
			<splitprob>0.2</splitprob>
			<splitvar>0.03</splitvar>
			<deathprob>0.03</deathprob>
			<derivangle>0.5</derivangle>
			<anglevar>0.94</anglevar>
			<totaltime>0.75</totaltime>
			<seghurt>0</seghurt>
			<seghurtradius>0</seghurtradius>
			<sound>none</sound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>BurstBolt2</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponLightning'>
			<conelength>18</conelength>
			<seglength>1</seglength>
			<segvar>12</segvar>
			<size>4</size>
			<sizevar>-1</sizevar>
			<minsize>0.1</minsize>
			<splitprob>0.2</splitprob>
			<splitvar>0.03</splitvar>
			<deathprob>0.03</deathprob>
			<derivangle>0.5</derivangle>
			<anglevar>0.94</anglevar>
			<totaltime>0.75</totaltime>
			<seghurt>0</seghurt>
			<seghurtradius>0</seghurtradius>
			<sound>none</sound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>BurstBolt3</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponLightning'>
			<conelength>24</conelength>
			<seglength>1</seglength>
			<segvar>12</segvar>
			<size>4</size>
			<sizevar>-1</sizevar>
			<minsize>0.1</minsize>
			<splitprob>0.2</splitprob>
			<splitvar>0.03</splitvar>
			<deathprob>0.03</deathprob>
			<derivangle>0.5</derivangle>
			<anglevar>0.94</anglevar>
			<totaltime>0.75</totaltime>
			<seghurt>0</seghurt>
			<seghurtradius>0</seghurtradius>
			<sound>none</sound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Spark Burst</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponAimedOver'>
				<nowarheads>8</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt</weapon>
					</nextaction>
				</aimedweapon>
			</subweapon1>
			<subweapon2 type='WeaponAimedOver'>
				<nowarheads>8</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>75</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt</weapon>
					</nextaction>
				</aimedweapon>
			</subweapon2>
			<subweapon3 type='WeaponAimedOver'>
				<nowarheads>4</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>120</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt</weapon>
					</nextaction>
				</aimedweapon>
			</subweapon3>
			<subweapon4 type='WeaponAimedOver'>
				<nowarheads>4</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt</weapon>
					</nextaction>
				</aimedweapon>
			</subweapon4>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Spark Burst2</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponAimedOver'>
				<nowarheads>8</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt2</weapon>
					</nextaction>
				</aimedweapon>
			</subweapon1>
			<subweapon2 type='WeaponAimedOver'>
				<nowarheads>8</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>75</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt2</weapon>
					</nextaction>
				</aimedweapon>
			</subweapon2>
			<subweapon3 type='WeaponAimedOver'>
				<nowarheads>4</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>120</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt2</weapon>
					</nextaction>
				</aimedweapon>
			</subweapon3>
			<subweapon4 type='WeaponAimedOver'>
				<nowarheads>4</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt2</weapon>
					</nextaction>
				</aimedweapon>
			</subweapon4>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Spark Burst3</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponAimedOver'>
				<nowarheads>8</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt3</weapon>
					</nextaction>
				</aimedweapon>
			</subweapon1>
			<subweapon2 type='WeaponAimedOver'>
				<nowarheads>8</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>75</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt3</weapon>
					</nextaction>
				</aimedweapon>
			</subweapon2>
			<subweapon3 type='WeaponAimedOver'>
				<nowarheads>4</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>120</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt3</weapon>
					</nextaction>
				</aimedweapon>
			</subweapon3>
			<subweapon4 type='WeaponAimedOver'>
				<nowarheads>4</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>BurstBolt3</weapon>
					</nextaction>
				</aimedweapon>
			</subweapon4>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Clouds-Grey</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>10</armslevel>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nocreatedebris/>
				<nocreatesplash/>
				<noluminance/>
				<nowindaffected/>
				<minlife>4</minlife>
				<maxlife>5</maxlife>
				<hurtamount>0</hurtamount>
				<deform>none</deform>
				<size>6</size>
				<explosionsound>none</explosionsound>
				<explosiontexture>cloud00-5</explosiontexture>
			</subweapon1>
			<subweapon2 type='WeaponAimedOver'>
				<nowarheads>2</nowarheads>
				<percentagemiss>99</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>99</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>90</vredirect>
					<nextaction type='WeaponTranslate'>
						<translatedist>10</translatedist>
						<nextaction type='WeaponExplosion'>
							<noluminance/>
							<nocreatedebris/>
							<nocreatesplash/>
							<minlife>3</minlife>
							<maxlife>4</maxlife>
							<hurtamount>0</hurtamount>
							<deform>none</deform>
							<size>4</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>cloud00</explosiontexture>
						</nextaction>
					</nextaction>
				</aimedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponRepeat'>
					<repeat>3</repeat>
					<delay>0.5</delay>
					<repeatweapon type='WeaponAimedOver'>
						<nowarheads>2</nowarheads>
						<percentagemiss>99</percentagemiss>
						<maxaimdistance>0</maxaimdistance>
						<inaccuracy>99</inaccuracy>
						<aimedweapon type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>0</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponTranslate'>
								<translatedist>20</translatedist>
								<nextaction type='WeaponExplosion'>
									<noluminance/>
									<nocreatedebris/>
									<nocreatesplash/>
									<minlife>3</minlife>
									<maxlife>4</maxlife>
									<hurtamount>0</hurtamount>
									<deform>none</deform>
									<size>4</size>
									<explosionsound>none</explosionsound>
									<explosiontexture>cloud00</explosiontexture>
								</nextaction>
							</nextaction>
						</aimedweapon>
					</repeatweapon>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Clouds-Red</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>10</armslevel>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nocreatedebris/>
				<nocreatesplash/>
				<noluminance/>
				<nowindaffected/>
				<minlife>4</minlife>
				<maxlife>5</maxlife>
				<hurtamount>0</hurtamount>
				<deform>none</deform>
				<size>6</size>
				<explosionsound>none</explosionsound>
				<explosiontexture>exp04</explosiontexture>
			</subweapon1>
			<subweapon2 type='WeaponAimedOver'>
				<nowarheads>2</nowarheads>
				<percentagemiss>99</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>99</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>90</vredirect>
					<nextaction type='WeaponTranslate'>
						<translatedist>10</translatedist>
						<nextaction type='WeaponExplosion'>
							<noluminance/>
							<nocreatedebris/>
							<nocreatesplash/>
							<minlife>3</minlife>
							<maxlife>5</maxlife>
							<hurtamount>0</hurtamount>
							<deform>none</deform>
							<size>4</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</nextaction>
					</nextaction>
				</aimedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponRepeat'>
					<repeat>3</repeat>
					<delay>0.5</delay>
					<repeatweapon type='WeaponAimedOver'>
						<nowarheads>2</nowarheads>
						<percentagemiss>99</percentagemiss>
						<maxaimdistance>0</maxaimdistance>
						<inaccuracy>99</inaccuracy>
						<aimedweapon type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>0</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponTranslate'>
								<translatedist>20</translatedist>
								<nextaction type='WeaponExplosion'>
									<noluminance/>
									<nocreatedebris/>
									<nocreatesplash/>
									<minlife>3</minlife>
									<maxlife>4</maxlife>
									<hurtamount>0</hurtamount>
									<deform>none</deform>
									<size>4</size>
									<explosionsound>none</explosionsound>
									<explosiontexture>exp04</explosiontexture>
								</nextaction>
							</nextaction>
						</aimedweapon>
					</repeatweapon>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Smoke-Orange</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponDelay'>
				<delay>1.25</delay>
				<delayedweapon type='WeaponMulti'>
					<subweapon1 type='WeaponDelay'>
						<delay>1.25</delay>
						<delayedweapon type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<nocreatedebris/>
								<nocreatesplash/>
								<noluminance/>
								<nowindaffected/>
								<minlife>4</minlife>
								<maxlife>6</maxlife>
								<hurtamount>0</hurtamount>
								<deform>none</deform>
								<size>3</size>
								<explosiontexture>smoke-orange</explosiontexture>
								<explosionsound>none</explosionsound>
							</subweapon1>
							<subweapon2 type='WeaponNapalm'>
								<allowunderwater>true</allowunderwater>
								<napalmtime>2.1</napalmtime>
								<napalmheight>2.0</napalmheight>
								<steptime>1.0</steptime>
								<hurtsteptime>2.0</hurtsteptime>
								<hurtpersecond>0.1</hurtpersecond>
								<numberstreams>1</numberstreams>
								<effectradius>5</effectradius>
								<napalmtexture>smoke-orange</napalmtexture>
								<napalmsound>none</napalmsound>
							</subweapon2>
						</delayedweapon>
					</subweapon1>
					<subweapon2 type='WeaponExplosion'>
						<nocreatedebris/>
						<nocreatesplash/>
						<noluminance/>
						<nowindaffected/>
						<minlife>4</minlife>
						<maxlife>6</maxlife>
						<hurtamount>0</hurtamount>
						<deform>none</deform>
						<size>3</size>
						<explosiontexture>smoke-orange</explosiontexture>
						<explosionsound>none</explosionsound>
					</subweapon2>
					<subweapon3 type='WeaponNapalm'>
						<allowunderwater>false</allowunderwater>
						<napalmtime>2.1</napalmtime>
						<napalmheight>2.0</napalmheight>
						<steptime>1.0</steptime>
						<hurtsteptime>2.0</hurtsteptime>
						<hurtpersecond>0.1</hurtpersecond>
						<numberstreams>1</numberstreams>
						<effectradius>5</effectradius>
						<napalmtexture>smoke-orange</napalmtexture>
						<napalmsound>none</napalmsound>
					</subweapon3>
				</delayedweapon>
			</subweapon1>
			<subweapon2 type='WeaponExplosion'>
				<nocreatedebris/>
				<nocreatesplash/>
				<noluminance/>
				<nowindaffected/>
				<minlife>6</minlife>
				<maxlife>8</maxlife>
				<hurtamount>0</hurtamount>
				<deform>none</deform>
				<size>2</size>
				<explosiontexture>smoke-orange</explosiontexture>
				<explosionsound>explosions/gas.wav</explosionsound>
			</subweapon2>
			<subweapon3 type='WeaponNapalm'>
				<allowunderwater>false</allowunderwater>
				<napalmtime>2.1</napalmtime>
				<napalmheight>2.0</napalmheight>
				<steptime>1.0</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>0.1</hurtpersecond>
				<numberstreams>1</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>smoke-orange</napalmtexture>
				<napalmsound>none</napalmsound>
			</subweapon3>
			<!--<subweapon4 type='WeaponExplosion'>
				<nocreatedebris/>
				<nocreatesplash/>
				<noluminance/>
				<nowindaffected/>
				<hurtamount>0</hurtamount>
				<deform>down</deform>
				<size>3</size>
				<explosiontexture>none</explosiontexture>
				<explosionsound>none</explosionsound>
			</subweapon4>-->
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Tank Explosion</name>
		<armslevel>6</armslevel>
		<maximumnumber>0</maximumnumber>
		<activationsound>explosions/tank.wav</activationsound>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nowindaffected/>
				<noluminance/>
				<hurtamount>0.0</hurtamount>
				<deform>down</deform>
				<size>5.0</size>
				<explosiontexture>exp02</explosiontexture>
				<explosionsound>explosions/exp.wav</explosionsound>
			</subweapon1>
			<subweapon2 type='WeaponAimedOver'>
				<percentagemiss>0</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>0</inaccuracy>
				<nowarheads>9</nowarheads>
				<aimedweapon type='WeaponProjectile'>
					<nocreateflame/>
					<enginesound>none</enginesound>
					<projectilescale>0.4</projectilescale>
					<projectilemodel type='ase'>
						<mesh>roller.ase</mesh>
						<skin>magma.bmp</skin>
					</projectilemodel>
					<collisionaction type='WeaponNapalm'>
						<napalmtime>3.0</napalmtime>
						<napalmheight>0.6</napalmheight>
						<steptime>0.2</steptime>
						<hurtsteptime>2.0</hurtsteptime>
						<hurtpersecond>0.9</hurtpersecond>
						<numberstreams>2.0</numberstreams>
						<effectradius>3.0</effectradius>
						<napalmtexture>flames</napalmtexture>
						<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
						<napalmsound>explosions/napalm.wav</napalmsound>
						<allowunderwater>false</allowunderwater>
					</collisionaction>
				</aimedweapon>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Tracer</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<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>10</bundlesize>
		<cost>100</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<shieldhurtfactor>0</shieldhurtfactor>
			<enginesound>none</enginesound>
			<nocreateflame/>
			<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>
		<accessoryaction type='WeaponProjectile'>
			<shieldhurtfactor>0</shieldhurtfactor>
			<enginesound>none</enginesound>
			<nocreateflame/>
			<showendpoint></showendpoint>
			<showshotpath></showshotpath>
			<collisionaction type='WeaponNull'></collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>X Tracer</name>
		<cost>3000</cost>
		<bundlesize>2</bundlesize>
		<armslevel>7</armslevel>
		<icon>x.bmp</icon>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>flare.txt</model>		
		<description>Shoots a spread of tracers at
2.5 degree increments horizontally
and vertically to help you correct
your shot.</description>
		<accessoryaction type = 'WeaponMulti'>
			<subweapon1 type = 'WeaponReference'>
				<weapon>Smoke Tracer</weapon>
			</subweapon1>
			<subweapon2 type ='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0</hredirect>
				<vredirect>-5</vredirect>
				<nextaction type=  'WeaponReference'>
					<weapon>Tracer</weapon>
				</nextaction>
			</subweapon2>
			<subweapon3 type ='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0</hredirect>
				<vredirect>-2.5</vredirect>
				<nextaction type=  'WeaponReference'>
					<weapon>Tracer</weapon>
				</nextaction>
			</subweapon3>
			<subweapon4 type ='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0</hredirect>
				<vredirect>2.5</vredirect>
				<nextaction type=  'WeaponReference'>
					<weapon>Tracer</weapon>
				</nextaction>
			</subweapon4>
			<subweapon5 type ='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0</hredirect>
				<vredirect>5</vredirect>
				<nextaction type=  'WeaponReference'>
					<weapon>Tracer</weapon>
				</nextaction>
			</subweapon5>
			<subweapon6 type ='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>-5</hredirect>
				<vredirect>0</vredirect>
				<nextaction type= 'WeaponReference'>
					<weapon>Tracer</weapon>
				</nextaction>		
			</subweapon6>
			<subweapon7 type ='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>-2.5</hredirect>
				<vredirect>0</vredirect>
				<nextaction type= 'WeaponReference'>
					<weapon>Tracer</weapon>
				</nextaction>		
			</subweapon7>
			<subweapon8 type ='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>2.5</hredirect>
				<vredirect>0</vredirect>
				<nextaction type= 'WeaponReference'>
					<weapon>Tracer</weapon>
				</nextaction>		
			</subweapon8>
			<subweapon9 type ='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>5</hredirect>
				<vredirect>0</vredirect>
				<nextaction type= 'WeaponReference'>
					<weapon>Tracer</weapon>
				</nextaction>		
			</subweapon9>
		</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>
		<accessoryaction type='WeaponProjectile'>
			<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>1000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<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>MOAB</name>
		<armslevel>7</armslevel>
		<description>The largest conventional explosive bomb.
Doesn't generate as big of a crater as the
nuclear bombs, but the air blast does some
damage over a large area.</description>
		<icon>missile.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>2000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>weapons/moab.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame/>
			<spinspeed>0</spinspeed>
			<projectilescale>1.5</projectilescale>
			<projectilemodel type='MilkShape'>weapons/moab.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris/>
					<hurtamount>0.33</hurtamount>
					<deform>none</deform>
					<size>16</size>
					<explosionshake>4</explosionshake>
					<explosiontexture>none</explosiontexture>
					<explosionsound>explosions/xlarge.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatesplash/>
					<nocreatedebris/>
					<hurtamount>0.66</hurtamount>
					<deform>down</deform>
					<size>8</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon2>
				<subweapon3 type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<animate/>
					<minlife>4</minlife>
					<maxlife>5</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>12</size>
					<explosiontexture>cloud00-5</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon3>
				<subweapon4 type='WeaponExplosion'>
					<nocreatesplash/>
					<nocreatedebris/>
					<nowindaffected/>
					<minlife>2</minlife>
					<maxlife>3</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>12</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon4>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Nuke</name>
		<armslevel>7</armslevel>
		<description>A small nuclear explosive projectile</description>
		<icon>bnuke.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</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 large nuclear explosive projectile
Does 133% collision damage to shields.</description>
		<icon>nuke.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='MilkShape'>fatman/fatman.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<shieldhurtfactor>1.33</shieldhurtfactor>
			<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>Fatman</name>
		<armslevel>3</armslevel>
		<description>A very large nuclear explosive projectile.
Does 166% collision damage to shields.</description>
		<icon>nuke.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='MilkShape'>fatman/fatman.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<shieldhurtfactor>1.66</shieldhurtfactor>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>fatman/fatman.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<armslevel>2</armslevel>
				<createmushroomamount>1.0</createmushroomamount>
				<hurtamount>1.1</hurtamount>
				<deform>down</deform>
				<size>24</size>
				<explosionshake>4.0</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/xlarge.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SuicideShrapnel</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedUnder'>
			<nowarheads>3</nowarheads>
			<percentagemiss>15</percentagemiss>
			<maxaimdistance>0</maxaimdistance>
			<inaccuracy>10</inaccuracy>
			<aimedweapon type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0</hredirect>
				<vredirect>60</vredirect>
				<nextaction type='WeaponVelocity'>
					<velocitychange>1.2</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>0.1</shieldhurtfactor>
						<enginesound>none</enginesound>
						<flamelife>0.2</flamelife>
						<smokelife>0.4</smokelife>
						<projectilescale>0.33</projectilescale>
						<projectilemodel type='ase'>
							<mesh>roller.ase</mesh>
							<skin>black.bmp</skin>
						</projectilemodel>
						<timedcollision>0.6</timedcollision>
						<collisionaction type='WeaponExplosion'>
							<nocreatedebris/>
							<hurtamount>0.2</hurtamount>
							<deform>none</deform>
							<size>8</size>
							<explosiontexture>none</explosiontexture>
							<explosionsound>explosions/thud.wav</explosionsound>
						</collisionaction>
					</aimedweapon>
				</nextaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Self Destruct</name>
		<armslevel>2</armslevel>
		<description>Detonate yourself causing a massive explosion</description>
		<icon>skull.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>12000</cost>
		<accessoryaction type='WeaponDelay'>
			<delay>0.5</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<armslevel>1</armslevel>
					<hurtamount>1.2</hurtamount>
					<deform>none</deform>
					<size>48</size>
					<explosionshake>4</explosionshake>
					<explosiontexture>none</explosiontexture>
					<explosionsound>explosions/xlarge.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<hurtamount>1.2</hurtamount>
					<deform>down</deform>
					<size>16</size>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon2>
				<subweapon3 type='WeaponExplosion'>
					<hurtamount>10</hurtamount>
					<deform>none</deform>
					<size>4</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon3>
				<subweapon4 type='WeaponExplosion'>
					<hurtamount>10</hurtamount>
					<deform>none</deform>
					<size>4</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon4>
				<subweapon5 type='WeaponReference'>
					<weapon>Tank Explosion</weapon>
				</subweapon5>
				<subweapon6 type='WeaponRepeat'>
					<repeat>3</repeat>
					<delay>0.1</delay>
					<repeatweapon type='WeaponReference'>
						<weapon>SuicideShrapnel</weapon>
					</repeatweapon>
				</subweapon6>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>FalloutExplosion</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponExplosion'>
			<nocreatesplash/>
			<nocreatedebris/>
			<noluminance/>
			<hurtamount>0.1</hurtamount>
			<deform>none</deform>
			<size>48</size>
			<explosiontexture>none</explosiontexture>
			<explosionsound>none</explosionsound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>TsarFallout</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRepeat'>
			<repeat>4</repeat>
			<delay>1.0</delay>
			<repeatweapon type='WeaponReference'>
				<weapon>FalloutExplosion</weapon>
			</repeatweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Tsar Bomba</name>
		<armslevel>2</armslevel>
		<description>The largest single nuclear explosion
bomb ever constructed.  Fallout does
further damage to surrounding area.
Does 200 percent collision damage to shields.</description>
		<icon>nuke.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='MilkShape'>weapons/tsarbomba.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<shieldhurtfactor>2.0</shieldhurtfactor>
			<spinspeed>0</spinspeed>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>weapons/tsarbomba.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nowindaffected/>
					<createmushroomamount>1.0</createmushroomamount>
					<minlife>2</minlife>
					<maxlife>3</maxlife>
					<hurtamount>1.2</hurtamount>
					<deform>down</deform>
					<size>32</size>
					<explosionshake>4.0</explosionshake>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/xlarge.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponReference'>
							<weapon>TsarFallout</weapon>
						</subweapon1>
						<subweapon2 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>0</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponTranslate'>
								<translatedist>24</translatedist>
								<nextaction type='WeaponReference'>
									<weapon>TsarFallout</weapon>
								</nextaction>
							</nextaction>
						</subweapon2>
						<subweapon3 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>90</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponTranslate'>
								<translatedist>24</translatedist>
								<nextaction type='WeaponReference'>
									<weapon>TsarFallout</weapon>
								</nextaction>
							</nextaction>
						</subweapon3>
						<subweapon4 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>180</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponTranslate'>
								<translatedist>24</translatedist>
								<nextaction type='WeaponReference'>
									<weapon>TsarFallout</weapon>
								</nextaction>
							</nextaction>
						</subweapon4>
						<subweapon5 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>270</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponTranslate'>
								<translatedist>24</translatedist>
								<nextaction type='WeaponReference'>
									<weapon>TsarFallout</weapon>
								</nextaction>
							</nextaction>
						</subweapon5>
					</delayedweapon>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponRepeat'>
						<repeat>16</repeat>
						<delay>0.25</delay>
						<repeatweapon type='WeaponReference'>
							<weapon>Fallout Sparkles</weapon>
						</repeatweapon>
					</delayedweapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponSound'>
						<sound>data/wav/explosions/radiation.wav</sound>
					</delayedweapon>
				</subweapon4>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>EMP Missile</name>
		<armslevel>4</armslevel>
		<description>A large missile with a special EMP warhead. 
The EMP does heavy shield damage and minor tank damage.</description>
		<icon>emp.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>weapons/shockrocket.txt</model>
		<modelscale>3.0</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>3.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/shockrocket.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<onlyhurtshield>true</onlyhurtshield>
					<hurtamount>1.0</hurtamount>
					<deform>none</deform>
					<size>24</size>
					<explosiontexture>exp05</explosiontexture>
					<explosionsound>explosions/empsmall.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>0.1</delay>
					<delayedweapon type='WeaponExplosion'>
						<nocreatedebris/>
						<hurtamount>0.25</hurtamount>
						<deform>none</deform>
						<size>24</size>
						<minlife>0.5</minlife>
						<maxlife>1.5</maxlife>
						<explosiontexture>none</explosiontexture>
						<explosionsound>none</explosionsound>
					</delayedweapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Shotgun Pellet</name>
		<armslevel>9</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<shieldhurtfactor>0.25</shieldhurtfactor>
			<nocreatesmoke/>
			<nocreateflame/>
			<enginesound>none</enginesound>
			<timedcollision>3.0</timedcollision>
			<projectilescale>0.15</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>white.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponExplosion'> 
				<nocreatedebris/> 
				<hurtamount>0.2</hurtamount> 
				<deform>none</deform> 
				<size>3</size> 
				<explosiontexture>cloud00</explosiontexture> 
				<explosionsound>none</explosionsound> 
			</collisionaction> 
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Shotgun Spread</name>
		<armslevel>9</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>1.5</hredirect>
					<vredirect>1.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Shotgun Pellet</weapon>
					</nextaction>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-1.5</hredirect>
					<vredirect>1.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Shotgun Pellet</weapon>
					</nextaction>
				</weapon>
			</weaponchoice2>
			<weaponchoice3>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-1.5</hredirect>
					<vredirect>-1.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Shotgun Pellet</weapon>
					</nextaction>
				</weapon>
			</weaponchoice3>
			<weaponchoice4>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>1.5</hredirect>
					<vredirect>-1.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Shotgun Pellet</weapon>
					</nextaction>
				</weapon>
			</weaponchoice4>
			<weaponchoice5>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>1.5</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Shotgun Pellet</weapon>
					</nextaction>
				</weapon>
			</weaponchoice5>
			<weaponchoice6>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>1.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Shotgun Pellet</weapon>
					</nextaction>
				</weapon>
			</weaponchoice6>
			<weaponchoice7>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>-1.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Shotgun Pellet</weapon>
					</nextaction>
				</weapon>
			</weaponchoice7>
			<weaponchoice8>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-1.5</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Shotgun Pellet</weapon>
					</nextaction>
				</weapon>
			</weaponchoice8>
			<weaponchoice9>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0.75</hredirect>
					<vredirect>0.75</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Shotgun Pellet</weapon>
					</nextaction>
				</weapon>
			</weaponchoice9>
			<weaponchoice10>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-0.75</hredirect>
					<vredirect>0.75</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Shotgun Pellet</weapon>
					</nextaction>
				</weapon>
			</weaponchoice10>
			<weaponchoice11>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-0.75</hredirect>
					<vredirect>-0.75</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Shotgun Pellet</weapon>
					</nextaction>
				</weapon>
			</weaponchoice11>
			<weaponchoice12>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0.75</hredirect>
					<vredirect>-0.75</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Shotgun Pellet</weapon>
					</nextaction>
				</weapon>
			</weaponchoice12>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Shotgun</name>
		<armslevel>9</armslevel>
		<description>Shoots 6 pellets in a small spread.
This weapon has a limited range.
Guns are always shot at 1000 power.</description>
		<icon>shotgun.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>1000</cost>
		<modelscale>0.75</modelscale>
		<model type='MilkShape'>weapons/shotgunshell.txt</model>
		<activationsound>shoot/shotgun.wav</activationsound>
		<accessoryaction type='WeaponVelocity'>
			<abs>true</abs>
			<velocitychange>1.0</velocitychange>
			<aimedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponReference'>
					<weapon>Shotgun Pellet</weapon>
				</subweapon1>
				<subweapon2 type='WeaponRepeat'>
					<repeat>5</repeat>
					<repeatweapon type='WeaponReference'>
						<weapon>Shotgun Spread</weapon>
					</repeatweapon>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>0.7</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>-90.0</hredirect>
						<vredirect>45</vredirect>
						<nextaction type='WeaponVelocity'>
							<velocitychange>0.15</velocitychange>
							<aimedweapon type='WeaponProjectile'>
								<nocreateflame/>
								<enginesound>none</enginesound>
								<projectilescale>0.25</projectilescale>
								<projectilemodel type='MilkShape'>weapons/shotgunshell.txt</projectilemodel>
								<collisionaction type='WeaponNull'></collisionaction>
							</aimedweapon>
						</nextaction>
					</delayedweapon>
				</subweapon3>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>M2 Round</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>8</armslevel>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame/>
			<nocreatesmoke/>
			<shieldhurtfactor>0.33</shieldhurtfactor>
			<enginesound>none</enginesound>
			<projectilemodel type='MilkShape'>weapons/bullet.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<armslevel>3</armslevel>
					<nocreatedebris/>
					<nocreatesplash/>
					<deform>none</deform>
					<hurtamount>0.24</hurtamount>
					<size>5</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>explosions/bhit.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<armslevel>3</armslevel>
					<deform>down</deform>
					<hurtamount>0</hurtamount>
					<size>2.5</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>M2 Spread</name>
		<armslevel>8</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>1.0</hredirect>
					<vredirect>1.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>M2 Round</weapon>
					</nextaction>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-1.0</hredirect>
					<vredirect>1.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>M2 Round</weapon>
					</nextaction>
				</weapon>
			</weaponchoice2>
			<weaponchoice3>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-1.0</hredirect>
					<vredirect>-1.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>M2 Round</weapon>
					</nextaction>
				</weapon>
			</weaponchoice3>
			<weaponchoice4>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>1.0</hredirect>
					<vredirect>-1.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>M2 Round</weapon>
					</nextaction>
				</weapon>
			</weaponchoice4>
			<weaponchoice5>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>1.0</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>M2 Round</weapon>
					</nextaction>
				</weapon>
			</weaponchoice5>
			<weaponchoice6>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>1.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>M2 Round</weapon>
					</nextaction>
				</weapon>
			</weaponchoice6>
			<weaponchoice7>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>-1.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>M2 Round</weapon>
					</nextaction>
				</weapon>
			</weaponchoice7>
			<weaponchoice8>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-1.0</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>M2 Round</weapon>
					</nextaction>
				</weapon>
			</weaponchoice8>
			<weaponchoice9>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0.5</hredirect>
					<vredirect>0.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>M2 Round</weapon>
					</nextaction>
				</weapon>
			</weaponchoice9>
			<weaponchoice10>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-0.5</hredirect>
					<vredirect>0.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>M2 Round</weapon>
					</nextaction>
				</weapon>
			</weaponchoice10>
			<weaponchoice11>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-0.5</hredirect>
					<vredirect>-0.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>M2 Round</weapon>
					</nextaction>
				</weapon>
			</weaponchoice11>
			<weaponchoice12>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0.5</hredirect>
					<vredirect>-0.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>M2 Round</weapon>
					</nextaction>
				</weapon>
			</weaponchoice12>
			<weaponchoice13>
				<weight>10</weight>
				<weapon type='WeaponReference'>
					<weapon>M2 Round</weapon>
				</weapon>
			</weaponchoice13>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>M2 Machinegun</name>
		<description>Shoots five 50 caliber bullets
in rapid succession.
Guns are always shot at 1000 power.</description>
		<icon>mgun.bmp</icon>
		<cost>1000</cost>
		<bundlesize>2</bundlesize>
		<armslevel>8</armslevel>
		<model type='MilkShape'>weapons/50cal.txt</model>
		<activationsound>shoot/machinegun.wav</activationsound>
		<accessoryaction type='WeaponVelocity'>
			<abs>true</abs>
			<velocitychange>1.0</velocitychange>
			<aimedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponReference'>
					<weapon>M2 Round</weapon>
					<armslevel>6</armslevel>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>0.34</delay>
					<delayedweapon type='WeaponRepeat'>
						<repeat>4</repeat>
						<delay>0.34</delay>
						<repeatweapon type='WeaponReference'>
							<weapon>M2 Spread</weapon>
							<armslevel>6</armslevel>
						</repeatweapon>
					</delayedweapon>
				</subweapon2>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Sniper Rifle</name>
		<armslevel>7</armslevel>
		<maximumnumber>0</maximumnumber>
		<description>A powerful rifle with armor piercing rounds.
Bullet does double damage in shield collisions.
Guns are always shot at 1000 power.</description>
		<icon>bmissile.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>1000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponVelocity'>
			<abs>true</abs>
			<velocitychange>1.0</velocitychange>
			<aimedweapon type='WeaponProjectile'>
				<nocreateflame/>
				<nocreatesmoke/>
				<enginesound>none</enginesound>
				<shieldhurtfactor>2.0</shieldhurtfactor>
				<projectilemodel type='MilkShape'>weapons/bullet.txt</projectilemodel>
				<collisionaction type='WeaponExplosion'>
					<nocreatedebris/>
					<hurtamount>1.5</hurtamount>
					<deform>none</deform>
					<size>3</size>
					<explosiontexture>cloud00</explosiontexture>
					<explosionsound>explosions/bhit.wav</explosionsound>
				</collisionaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>FragShrapnel</name>
		<armslevel>6</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedUnder'>
			<nowarheads>3</nowarheads>
			<percentagemiss>15</percentagemiss>
			<maxaimdistance>0</maxaimdistance>
			<inaccuracy>10</inaccuracy>
			<aimedweapon type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0</hredirect>
				<vredirect>60</vredirect>
				<nextaction type='WeaponVelocity'>
					<velocitychange>1.2</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>0.1</shieldhurtfactor>
						<enginesound>none</enginesound>
						<flamelife>0.2</flamelife>
						<smokelife>0.4</smokelife>
						<projectilescale>0.33</projectilescale>
						<projectilemodel type='ase'>
							<mesh>roller.ase</mesh>
							<skin>black.bmp</skin>
						</projectilemodel>
						<timedcollision>0.6</timedcollision>
						<collisionaction type='WeaponExplosion'>
							<nocreatedebris/>
							<hurtamount>0.2</hurtamount>
							<deform>none</deform>
							<size>8</size>
							<explosiontexture>none</explosiontexture>
							<explosionsound>explosions/thud.wav</explosionsound>
						</collisionaction>
					</aimedweapon>
				</nextaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Frag Grenade</name>
		<armslevel>6</armslevel>
		<description>Tosses a grenade which bounces once
and explodes creating some shrapnel</description>
		<icon>grenade.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>weapons/grenade.txt</model>
		<modelscale>0.8</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<shieldhurtfactor>0.5</shieldhurtfactor>
			<enginesound>none</enginesound>
			<nocreateflame/>
			<nocreatesmoke/>
			<projectilescale>0.8</projectilescale>
			<projectilemodel type='MilkShape'>weapons/grenade.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponLeapFrog'>
					<bounce>0.5</bounce>
					<collisionaction type='WeaponVelocity'>
						<velocitychange>0.8</velocitychange>
						<aimedweapon type='WeaponProjectile'>
							<shieldhurtfactor>0.5</shieldhurtfactor>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<nocreatesmoke/>
							<projectilemodel type='MilkShape'>weapons/grenade.txt</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<hurtamount>0</hurtamount>
									<deform>down</deform>
									<size>4</size>
									<explosiontexture>none</explosiontexture>
									<explosionsound>none</explosionsound>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<nocreatedebris/>
									<hurtamount>0.8</hurtamount>
									<deform>none</deform>
									<size>12</size>
									<explosiontexture>exp00</explosiontexture>
									<explosionsound>explosions/medium.wav</explosionsound>
								</subweapon2>
								<subweapon3 type='WeaponDelay'>
									<delay>0.1</delay>
									<delayedweapon type='WeaponRepeat'>
										<repeat>3</repeat>
										<delay>0.1</delay>
										<repeatweapon type='WeaponReference'>
											<weapon>FragShrapnel</weapon>
										</repeatweapon>
									</delayedweapon>
								</subweapon3>
							</collisionaction>
						</aimedweapon>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<noluminance/>
					<nocreatedebris/>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>cloud00</explosiontexture>
					<explosionsound>explosions/thud.wav</explosionsound>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>EMP Grenade</name>
		<armslevel>7</armslevel>
		<description>A grenade that bounces once then explodes and
damages opponents without destroying the landscape.
EMPs do more damage to shields than to tanks.</description>
		<icon>emp.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>weapons/shockbomblet.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<nocreateflame/>
			<shieldhurtfactor>0.5</shieldhurtfactor>
			<projectilemodel type='MilkShape'>weapons/shockbomblet.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponLeapFrog'>
					<bounce>0.5</bounce>
					<collisionaction type='WeaponVelocity'>
						<velocitychange>0.8</velocitychange>
						<aimedweapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<nocreatesmoke/>
							<shieldhurtfactor>0.5</shieldhurtfactor>
							<projectilemodel type='MilkShape'>weapons/shockbomblet.txt</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<nocreatedebris/>
									<onlyhurtshield>true</onlyhurtshield>
									<hurtamount>1.0</hurtamount>
									<deform>none</deform>
									<size>13</size>
									<explosiontexture>exp05</explosiontexture>
									<explosionsound>explosions/empsmall.wav</explosionsound>
								</subweapon1>
								<subweapon2 type='WeaponDelay'>
									<delay>0.1</delay>
									<delayedweapon type='WeaponExplosion'>
										<nocreatedebris/>
										<nocreatesplash/>
										<hurtamount>0.2</hurtamount>
										<deform>none</deform>
										<size>13</size>
										<explosiontexture>none</explosiontexture>
										<explosionsound>none</explosionsound>									
									</delayedweapon>
								</subweapon2>
							</collisionaction>
						</aimedweapon>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<noluminance/>
					<nocreatedebris/>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>cloud00</explosiontexture>
					<explosionsound>explosions/thud.wav</explosionsound>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Gas Grenade</name>
		<armslevel>3</armslevel>
		<description>Grenade that releases a cloud of gas which damages
opponents.  The cloud does less damage as it spreads out.</description>
		<icon>gas.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>weapons/m7a3.txt</model>
		<modelscale>2.0</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<nocreateflame/>
			<projectilescale>2.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/m7a3.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponLeapFrog'>
					<bounce>0.5</bounce>
					<collisionaction type='WeaponVelocity'>
						<velocitychange>0.8</velocitychange>
						<aimedweapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<apexcollision></apexcollision>
							<apexnodud/>
							<projectilescale>2.0</projectilescale>
							<projectilemodel type='MilkShape'>weapons/m7a3.txt</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponProjectile'>
									<enginesound>none</enginesound>
									<nocreateflame/>
									<projectilescale>2.0</projectilescale>
									<projectilemodel type='MilkShape'>weapons/m7a3.txt</projectilemodel>
									<collisionaction type='WeaponMulti'>
										<subweapon1 type='WeaponDelay'>
											<delay>1.25</delay>
											<delayedweapon type='WeaponMulti'>
												<subweapon1 type='WeaponDelay'>
													<delay>1.25</delay>
													<delayedweapon type='WeaponMulti'>
														<subweapon1 type='WeaponDelay'>
															<delay>1.0</delay>
															<delayedweapon type='WeaponMulti'>
																<subweapon1 type='WeaponDelay'>
																	<delay>1.0</delay>
																	<delayedweapon type='WeaponExplosion'>
																		<nocreatedebris/>
																		<nocreatesplash/>
																		<hurtamount>0.15</hurtamount>
																		<deform>none</deform>
																		<size>60</size>
																		<explosiontexture>none</explosiontexture>
																		<explosionsound>none</explosionsound>
																	</delayedweapon>
																</subweapon1>
																<subweapon2 type='WeaponExplosion'>
																	<nocreatedebris/>
																	<nocreatesplash/>
																	<hurtamount>0.2</hurtamount>
																	<deform>none</deform>
																	<size>56</size>
																	<explosiontexture>none</explosiontexture>
																	<explosionsound>none</explosionsound>
																</subweapon2>
															</delayedweapon>
														</subweapon1>
														<subweapon2 type='WeaponExplosion'>
															<nocreatedebris/>
															<nocreatesplash/>
															<hurtamount>0.25</hurtamount>
															<deform>none</deform>
															<size>48</size>
															<explosiontexture>none</explosiontexture>
															<explosionsound>none</explosionsound>
														</subweapon2>
														<subweapon3 type='WeaponExplosion'>
															<nocreatedebris/>
															<nocreatesplash/>
															<noluminance/>
															<nowindaffected/>
															<minlife>4</minlife>
															<maxlife>6</maxlife>
															<animate/>
															<hurtamount>0</hurtamount>
															<deform>none</deform>
															<size>8</size>
															<explosiontexture>gas00</explosiontexture>
															<explosionsound>none</explosionsound>
														</subweapon3>
														<subweapon4 type='WeaponNapalm'>
															<allowunderwater>true</allowunderwater>
															<napalmtime>2.1</napalmtime>
															<napalmheight>2.0</napalmheight>
															<steptime>1.0</steptime>
															<hurtsteptime>2.0</hurtsteptime>
															<hurtpersecond>0.1</hurtpersecond>
															<numberstreams>1</numberstreams>
															<effectradius>5</effectradius>
															<napalmtexture>gas00-3</napalmtexture>
															<napalmsound>none</napalmsound>
														</subweapon4>
													</delayedweapon>
												</subweapon1>
												<subweapon2 type='WeaponExplosion'>
													<nocreatedebris/>
													<nocreatesplash/>
													<hurtamount>0.3</hurtamount>
													<deform>none</deform>
													<size>36</size>
													<explosiontexture>none</explosiontexture>
													<explosionsound>none</explosionsound>
												</subweapon2>
												<subweapon3 type='WeaponExplosion'>
													<nocreatedebris/>
													<nocreatesplash/>
													<noluminance/>
													<nowindaffected/>
													<minlife>4</minlife>
													<maxlife>6</maxlife>
													<animate/>
													<hurtamount>0</hurtamount>
													<deform>none</deform>
													<size>10</size>
													<explosiontexture>gas00</explosiontexture>
													<explosionsound>none</explosionsound>
												</subweapon3>
												<subweapon4 type='WeaponNapalm'>
													<allowunderwater>true</allowunderwater>
													<napalmtime>2.1</napalmtime>
													<napalmheight>2.0</napalmheight>
													<steptime>1.0</steptime>
													<hurtsteptime>2.0</hurtsteptime>
													<hurtpersecond>0.1</hurtpersecond>
													<numberstreams>1</numberstreams>
													<effectradius>5</effectradius>
													<napalmtexture>gas00-3</napalmtexture>
													<napalmsound>none</napalmsound>
												</subweapon4>
											</delayedweapon>
										</subweapon1>
										<subweapon2 type='WeaponExplosion'>
											<nocreatedebris/>
											<nocreatesplash/>
											<minlife>4</minlife>
											<maxlife>6</maxlife>
											<hurtamount>0.35</hurtamount>
											<deform>none</deform>
											<size>24</size>
											<explosiontexture>none</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon2>
										<subweapon3 type='WeaponExplosion'>
											<nocreatedebris/>
											<nocreatesplash/>
											<noluminance/>
											<nowindaffected/>
											<minlife>6</minlife>
											<maxlife>8</maxlife>
											<animate/>
											<hurtamount>0</hurtamount>
											<deform>none</deform>
											<size>12</size>
											<explosiontexture>gas00</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon3>
										<subweapon4 type='WeaponNapalm'>
											<allowunderwater>true</allowunderwater>
											<napalmtime>2.1</napalmtime>
											<napalmheight>2.0</napalmheight>
											<steptime>1.0</steptime>
											<hurtsteptime>2.0</hurtsteptime>
											<hurtpersecond>0.1</hurtpersecond>
											<numberstreams>1</numberstreams>
											<effectradius>5</effectradius>
											<napalmtexture>gas00-3</napalmtexture>
											<napalmsound>none</napalmsound>
										</subweapon4>
									</collisionaction>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<nocreatedebris/>
									<nocreatesplash/>
									<noluminance/>
									<nowindaffected/>
									<minlife>4</minlife>
									<maxlife>6</maxlife>
									<animate/>
									<hurtamount>0.4</hurtamount>
									<deform>none</deform>
									<size>8</size>
									<explosiontexture>gas00</explosiontexture>
									<explosionsound>explosions/gas.wav</explosionsound>
								</subweapon2>
							</collisionaction>
						</aimedweapon>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<noluminance/>
					<nowindaffected/>
					<minlife>3</minlife>
					<maxlife>6</maxlife>
					<animate/>
					<hurtamount>0.5</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<explosiontexture>gas00</explosiontexture>
					<explosionsound>shoot/flare.wav</explosionsound>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MirvBomblet</name>
		<armslevel>6</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction 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>
		</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>2</bundlesize>
		<cost>5000</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='WeaponMulti'>
				<subweapon1 type='WeaponReference'>
					<weapon>MirvBomblet</weapon>
				</subweapon1>
				<subweapon2 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>7.5</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>MirvBomblet</weapon>
					</nextaction>
				</subweapon2>
				<subweapon3 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>15</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>MirvBomblet</weapon>
					</nextaction>
				</subweapon3>
				<subweapon4 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-7.5</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>MirvBomblet</weapon>
					</nextaction>
				</subweapon4>
				<subweapon5 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-15</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>MirvBomblet</weapon>
					</nextaction>
				</subweapon5>
			</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>2</bundlesize>
		<cost>5000</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='WeaponMulti'> 
			<subweapon1 type='WeaponReference'> 
			   <weapon>MirvBomblet</weapon> 
			</subweapon1> 
			<subweapon2 type='WeaponRedirect'> 
			   <habs>false</habs> 
			   <vabs>false</vabs> 
			   <hredirect>0</hredirect> 
			   <vredirect>4</vredirect> 
			   <nextaction type='WeaponReference'> 
			      <weapon>MirvBomblet</weapon> 
			   </nextaction> 
			</subweapon2> 
			<subweapon3 type='WeaponRedirect'> 
			   <habs>false</habs> 
			   <vabs>false</vabs> 
			   <hredirect>0</hredirect> 
			   <vredirect>8</vredirect> 
			   <nextaction type='WeaponReference'> 
			      <weapon>MirvBomblet</weapon> 
			   </nextaction> 
			</subweapon3> 
			<subweapon4 type='WeaponRedirect'> 
			   <habs>false</habs> 
			   <vabs>false</vabs> 
			   <hredirect>0</hredirect> 
			   <vredirect>-4</vredirect> 
			   <nextaction type='WeaponReference'> 
			      <weapon>MirvBomblet</weapon> 
			   </nextaction> 
			</subweapon4> 
			<subweapon5 type='WeaponRedirect'> 
			   <habs>false</habs> 
			   <vabs>false</vabs> 
			   <hredirect>0</hredirect> 
			   <vredirect>-8</vredirect> 
			   <nextaction type='WeaponReference'> 
			      <weapon>MirvBomblet</weapon> 
			   </nextaction> 
			</subweapon5> 
		</collisionaction> 
      </accessoryaction> 
	</accessory>
	<accessory>
		<name>MegaBomblet</name>
		<armslevel>3</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>weapons/wobblebomb.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>down</deform>
				<hurtamount>1.0</hurtamount>
				<size>12</size>
				<explosionsound>explosions/large.wav</explosionsound>
				<explosiontexture>exp04</explosiontexture>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mega MIRV</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that on reaching
its highest point releases five medium
sized warheads in a vertical line.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>weapons/megamirv.txt</model>
		<modelscale>3.0</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>3.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/megamirv.txt</projectilemodel>
			<collisionaction type='WeaponMulti'> 
				<subweapon1 type='WeaponReference'> 
				   <weapon>MegaBomblet</weapon> 
				</subweapon1> 
				<subweapon2 type='WeaponRedirect'> 
				   <habs>false</habs> 
				   <vabs>false</vabs> 
				   <hredirect>0</hredirect> 
				   <vredirect>4</vredirect> 
				   <nextaction type='WeaponReference'> 
				      <weapon>MegaBomblet</weapon> 
				   </nextaction> 
				</subweapon2> 
				<subweapon3 type='WeaponRedirect'> 
				   <habs>false</habs> 
				   <vabs>false</vabs> 
				   <hredirect>0</hredirect> 
				   <vredirect>8</vredirect> 
				   <nextaction type='WeaponReference'> 
				      <weapon>MegaBomblet</weapon> 
				   </nextaction> 
				</subweapon3> 
				<subweapon4 type='WeaponRedirect'> 
				   <habs>false</habs> 
				   <vabs>false</vabs> 
				   <hredirect>0</hredirect> 
				   <vredirect>-4</vredirect> 
				   <nextaction type='WeaponReference'> 
				      <weapon>MegaBomblet</weapon> 
				   </nextaction> 
				</subweapon4> 
				<subweapon5 type='WeaponRedirect'> 
				   <habs>false</habs> 
				   <vabs>false</vabs> 
				   <hredirect>0</hredirect> 
				   <vredirect>-8</vredirect> 
				   <nextaction type='WeaponReference'> 
				      <weapon>MegaBomblet</weapon> 
				   </nextaction> 
				</subweapon5> 
			</collisionaction> 
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mega S-MIRV</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that on reaching
its highest point releases five medium
sized warheads in a horizontal line.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>weapons/megamirv.txt</model>
		<modelscale>3.0</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>3.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/megamirv.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>8</nowarheads>
				<hspreaddist>0.8</hspreaddist>
				<vspreaddist>2.5</vspreaddist>
				<aimedweapon type='WeaponReference'>
					<weapon>MegaBomblet</weapon>
				</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'>
					<enginesound>none</enginesound>
					<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>1.0</createmushroomamount>
						<explosionsound>explosions/xlarge.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Apoc Segment</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>1</armslevel>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponProjectile'>
					<shieldhurtfactor>2.0</shieldhurtfactor>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.25</hurtamount>
						<size>18</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>3.0</explosionshake>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>18</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponVelocity'>
					<velocitychange>0.66</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>2.0</shieldhurtfactor>
						<enginesound>none</enginesound>
						<nocreateflame/>
						<nocreatesmoke/>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.25</hurtamount>
							<size>16</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</collisionaction>
					</aimedweapon>
				</subweapon3>
				<subweapon4 type='WeaponVelocity'>
					<velocitychange>0.33</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>2.0</shieldhurtfactor>
						<nocreateflame/>
						<nocreatesmoke/>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.25</hurtamount>
							<size>14</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</collisionaction>
					</aimedweapon>
				</subweapon4>
				<subweapon5 type='WeaponVelocity'>
					<velocitychange>0.0</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>2.0</shieldhurtfactor>
						<nocreateflame/>
						<nocreatesmoke/>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.25</hurtamount>
							<size>12</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</collisionaction>
					</aimedweapon>
				</subweapon5>
				<subweapon6 type='WeaponSound'>
					<sound>data/wav/shoot/flare.wav</sound>
				</subweapon6>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>ApocFlower</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>1</armslevel>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponDelay'>
				<delay>0.33</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>315</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Apoc Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.66</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Apoc Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>45</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Apoc Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>1.33</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>90</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Apoc Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon4>
			<subweapon5 type='WeaponDelay'>
				<delay>1.66</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>135</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Apoc Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon5>
			<subweapon6 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>180</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Apoc Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon6>
			<subweapon7 type='WeaponDelay'>
				<delay>2.33</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>225</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Apoc Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon7>
			<subweapon8 type='WeaponDelay'>
				<delay>2.66</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>270</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Apoc Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon8>
			<subweapon9 type='WeaponVelocity'>
				<velocitychange>0.0</velocitychange>
				<aimedweapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.2</hurtamount>
						<size>24</size>
						<explosionsound>explosions/xlarge.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
					</collisionaction>
				</aimedweapon>
			</subweapon9>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Apocalypse</name>
		<armslevel>1</armslevel>
		<description>A projectile weapon that on reaching
its highest point releases many medium
sized nuclear warheads in different directions.
Higher shot = more spread, lower = less spread</description>
		<icon>apoc.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>50000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<modelscale>8</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>8</projectilescale>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris/>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>24</size>
					<explosionsound>explosions/xlarge.wav</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponAimedUnder'>
					<nowarheads>1</nowarheads>
					<inaccuracy>0</inaccuracy>
					<percentagemiss>0</percentagemiss>
					<maxaimdistance>50</maxaimdistance>
					<aimedweapon type='WeaponVelocity'>
						<velocitychange>0.3</velocitychange>
						<aimedweapon type='WeaponMulti'>
							<subweapon1 type='WeaponReference'>
								<weapon>ApocFlower</weapon>
							</subweapon1>
							<subweapon2 type='WeaponDelay'>
								<delay>2.66</delay>
								<delayedweapon type='WeaponRedirect'>
									<habs>false</habs>
									<vabs>false</vabs>
									<hredirect>22.5</hredirect>
									<vredirect>0</vredirect>
									<nextaction type='WeaponReference'>
										<weapon>ApocFlower</weapon>
									</nextaction>
								</delayedweapon>
							</subweapon2>
						</aimedweapon>
					</aimedweapon>
				</subweapon2>
				<!-- Clouds -->
				<subweapon3 type='WeaponMulti'>
					<subweapon1 type='WeaponReference'>
						<weapon>Clouds-Red</weapon>
					</subweapon1>
					<subweapon2 type='WeaponDelay'>
						<delay>3.0</delay>
						<delayedweapon type='WeaponReference'>
							<weapon>Clouds-Red</weapon>
						</delayedweapon>
					</subweapon2>
				</subweapon3>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dmsday Segment</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>0</armslevel>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>3</projectilescale>
			<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponProjectile'>
					<shieldhurtfactor>2.0</shieldhurtfactor>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>2</projectilescale>
					<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.25</hurtamount>
						<size>32</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>4.0</explosionshake>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>18</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponVelocity'>
					<velocitychange>0.8</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>2.0</shieldhurtfactor>
						<enginesound>none</enginesound>
						<nocreateflame/>
						<nocreatesmoke/>
						<projectilescale>1.75</projectilescale>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.25</hurtamount>
							<size>24</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</collisionaction>
					</aimedweapon>
				</subweapon3>
				<subweapon4 type='WeaponVelocity'>
					<velocitychange>0.5</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>2.0</shieldhurtfactor>
						<enginesound>none</enginesound>
						<nocreateflame/>
						<nocreatesmoke/>
						<projectilescale>1.5</projectilescale>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.25</hurtamount>
							<size>20</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</collisionaction>
					</aimedweapon>
				</subweapon4>
				<subweapon5 type='WeaponVelocity'>
					<velocitychange>0.2</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>2.0</shieldhurtfactor>
						<enginesound>none</enginesound>
						<nocreateflame/>
						<nocreatesmoke/>
						<projectilescale>1.25</projectilescale>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.25</hurtamount>
							<size>16</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</collisionaction>
					</aimedweapon>
				</subweapon5>
				<subweapon6 type='WeaponVelocity'>
					<velocitychange>0.0</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>2.0</shieldhurtfactor>
						<enginesound>none</enginesound>
						<nocreateflame/>
						<nocreatesmoke/>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.25</hurtamount>
							<size>12</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</collisionaction>
					</aimedweapon>
				</subweapon6>
				<subweapon7 type='WeaponSound'>
					<sound>data/wav/shoot/flare.wav</sound>
				</subweapon7>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>DmsdayFlower</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>0</armslevel>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>315</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.5</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>45</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>90</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon4>
			<subweapon5 type='WeaponDelay'>
				<delay>2.5</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>135</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon5>
			<subweapon6 type='WeaponDelay'>
				<delay>3.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>180</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon6>
			<subweapon7 type='WeaponDelay'>
				<delay>3.5</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>225</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon7>
			<subweapon8 type='WeaponDelay'>
				<delay>4.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>270</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon8>
			<subweapon9 type='WeaponVelocity'>
				<velocitychange>0.0</velocitychange>
				<aimedweapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>2</projectilescale>
					<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.25</hurtamount>
						<size>32</size>
						<explosionsound>explosions/xlarge.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
					</collisionaction>
				</aimedweapon>
			</subweapon9>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dmsday Device</name>
		<armslevel>0</armslevel>
		<description>Detonates at the peak of the projectile's
arc and rains massive destruction upon the field.
Higher shot = more spread, lower = less spread</description>
		<icon>apoc.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>100000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<modelscale>12</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>12</projectilescale>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris/>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>24</size>
					<explosionshake>4.0</explosionshake>
					<explosionsound>explosions/xlarge.wav</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponAimedUnder'>
					<nowarheads>1</nowarheads>
					<inaccuracy>0</inaccuracy>
					<percentagemiss>0</percentagemiss>
					<maxaimdistance>60</maxaimdistance>
					<aimedweapon type='WeaponVelocity'>
						<velocitychange>0.5</velocitychange>
						<aimedweapon type='WeaponMulti'>
							<subweapon1 type='WeaponReference'>
								<weapon>DmsdayFlower</weapon>
							</subweapon1>
							<subweapon2 type='WeaponDelay'>
								<delay>4.0</delay>
								<delayedweapon type='WeaponRedirect'>
									<habs>false</habs>
									<vabs>false</vabs>
									<hredirect>22.5</hredirect>
									<vredirect>0</vredirect>
									<nextaction type='WeaponReference'>
										<weapon>DmsdayFlower</weapon>
									</nextaction>
								</delayedweapon>
							</subweapon2>
						</aimedweapon>
					</aimedweapon>
				</subweapon2>
				<!-- Clouds -->
				<subweapon3 type='WeaponMulti'>
					<subweapon1 type='WeaponReference'>
						<weapon>Clouds-Red</weapon>
					</subweapon1>
					<subweapon2 type='WeaponDelay'>
						<delay>3.0</delay>
						<delayedweapon type='WeaponReference'>
							<weapon>Clouds-Red</weapon>
						</delayedweapon>
					</subweapon2>
					<subweapon3 type='WeaponDelay'>
						<delay>6.0</delay>
						<delayedweapon type='WeaponReference'>
							<weapon>Clouds-Red</weapon>
						</delayedweapon>
					</subweapon3>
					<subweapon4 type='WeaponDelay'>
						<delay>9.0</delay>
						<delayedweapon type='WeaponReference'>
							<weapon>Clouds-Red</weapon>
						</delayedweapon>
					</subweapon4>
					<subweapon5 type='WeaponDelay'>
						<delay>1.5</delay>
						<delayedweapon type='WeaponAimedOver'>
							<nowarheads>2</nowarheads>
							<percentagemiss>99</percentagemiss>
							<maxaimdistance>0</maxaimdistance>
							<inaccuracy>99</inaccuracy>
							<aimedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>0</hredirect>
								<vredirect>90</vredirect>
								<nextaction type='WeaponTranslate'>
									<translatedist>25</translatedist>
									<nextaction type='WeaponReference'>
										<weapon>Clouds-Red</weapon>
									</nextaction>
								</nextaction>
							</aimedweapon>
						</delayedweapon>
					</subweapon5>
					<subweapon6 type='WeaponDelay'>
						<delay>4.5</delay>
						<delayedweapon type='WeaponAimedOver'>
							<nowarheads>2</nowarheads>
							<percentagemiss>99</percentagemiss>
							<maxaimdistance>0</maxaimdistance>
							<inaccuracy>99</inaccuracy>
							<aimedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>0</hredirect>
								<vredirect>90</vredirect>
								<nextaction type='WeaponTranslate'>
									<translatedist>25</translatedist>
									<nextaction type='WeaponReference'>
										<weapon>Clouds-Red</weapon>
									</nextaction>
								</nextaction>
							</aimedweapon>
						</delayedweapon>
					</subweapon6>
					<subweapon7 type='WeaponDelay'>
						<delay>7.5</delay>
						<delayedweapon type='WeaponAimedOver'>
							<nowarheads>2</nowarheads>
							<percentagemiss>99</percentagemiss>
							<maxaimdistance>0</maxaimdistance>
							<inaccuracy>99</inaccuracy>
							<aimedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>0</hredirect>
								<vredirect>90</vredirect>
								<nextaction type='WeaponTranslate'>
									<translatedist>25</translatedist>
									<nextaction type='WeaponReference'>
										<weapon>Clouds-Red</weapon>
									</nextaction>
								</nextaction>
							</aimedweapon>
						</delayedweapon>
					</subweapon7>
				</subweapon3>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Strange Segment</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>0</armslevel>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>3</projectilescale>
			<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponProjectile'>
					<shieldhurtfactor>2.0</shieldhurtfactor>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>2</projectilescale>
					<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.25</hurtamount>
						<size>28</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>4.0</explosionshake>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>18</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponVelocity'>
					<velocitychange>0.8</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>2.0</shieldhurtfactor>
						<enginesound>none</enginesound>
						<nocreateflame/>
						<nocreatesmoke/>
						<projectilescale>1.75</projectilescale>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<deform>down</deform>
								<hurtamount>1.25</hurtamount>
								<size>24</size>
								<explosionsound>none</explosionsound>
								<explosiontexture>exp04</explosiontexture>
							</subweapon1>
							<subweapon2 type='WeaponAimedOver'>
								<nowarheads>2</nowarheads>
								<percentagemiss>0</percentagemiss>
								<maxaimdistance>50</maxaimdistance>
								<inaccuracy>0</inaccuracy>
								<aimedweapon type='WeaponProjectile'>
									<enginesound>none</enginesound>
									<nocreateflame/>
									<projectilemodel type='MilkShape'>fatman/fatman.txt</projectilemodel>
									<collisionaction type='WeaponExplosion'>
										<deform>down</deform>
										<hurtamount>1.0</hurtamount>
										<size>18</size>
										<explosionsound>explosions/large.wav</explosionsound>
										<explosiontexture>exp04</explosiontexture>
									</collisionaction>
								</aimedweapon>
							</subweapon2>
						</collisionaction>
					</aimedweapon>
				</subweapon3>
				<subweapon4 type='WeaponVelocity'>
					<velocitychange>0.5</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>2.0</shieldhurtfactor>
						<enginesound>none</enginesound>
						<nocreateflame/>
						<nocreatesmoke/>
						<projectilescale>1.5</projectilescale>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.25</hurtamount>
							<size>20</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</collisionaction>
					</aimedweapon>
				</subweapon4>
				<subweapon5 type='WeaponVelocity'>
					<velocitychange>0.2</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>2.0</shieldhurtfactor>
						<enginesound>none</enginesound>
						<nocreateflame/>
						<nocreatesmoke/>
						<projectilescale>1.25</projectilescale>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.25</hurtamount>
							<size>16</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</collisionaction>
					</aimedweapon>
				</subweapon5>
				<subweapon6 type='WeaponVelocity'>
					<velocitychange>0.0</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>2.0</shieldhurtfactor>
						<enginesound>none</enginesound>
						<nocreateflame/>
						<nocreatesmoke/>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<deform>down</deform>
								<hurtamount>1.25</hurtamount>
								<size>12</size>
								<explosionsound>none</explosionsound>
								<explosiontexture>exp04</explosiontexture>
							</subweapon1>
							<subweapon2 type='WeaponAimedOver'>
								<nowarheads>2</nowarheads>
								<percentagemiss>0</percentagemiss>
								<maxaimdistance>50</maxaimdistance>
								<inaccuracy>0</inaccuracy>
								<aimedweapon type='WeaponProjectile'>
									<enginesound>none</enginesound>
									<nocreateflame/>
									<nocreatesmoke/>
									<projectilemodel type='MilkShape'>fatman/fatman.txt</projectilemodel>
									<collisionaction type='WeaponExplosion'>
										<deform>down</deform>
										<hurtamount>1.0</hurtamount>
										<size>18</size>
										<explosionsound>explosions/large.wav</explosionsound>
										<explosiontexture>exp04</explosiontexture>
									</collisionaction>
								</aimedweapon>
							</subweapon2>
						</collisionaction>
					</aimedweapon>
				</subweapon6>
				<subweapon7 type='WeaponSound'>
					<sound>data/wav/shoot/flare.wav</sound>
				</subweapon7>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>StrangeFlower</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>0</armslevel>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>315</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Strange Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Strange Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.5</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>45</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Strange Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>90</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Strange Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon4>
			<subweapon5 type='WeaponDelay'>
				<delay>2.5</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>135</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Strange Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon5>
			<subweapon6 type='WeaponDelay'>
				<delay>3.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>180</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Strange Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon6>
			<subweapon7 type='WeaponDelay'>
				<delay>3.5</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>225</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Strange Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon7>
			<subweapon8 type='WeaponDelay'>
				<delay>4.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>270</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Strange Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon8>
			<subweapon9 type='WeaponVelocity'>
				<velocitychange>0.0</velocitychange>
				<aimedweapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>2.5</projectilescale>
					<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.2</hurtamount>
						<size>36</size>
						<explosionsound>explosions/xlarge.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
					</collisionaction>
				</aimedweapon>
			</subweapon9>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>StrangeBolt</name>
		<armslevel>0</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponLightning'>
			<conelength>40</conelength>
			<seglength>5</seglength>
			<segvar>3</segvar>
			<size>6</size>
			<sizevar>-1</sizevar>
			<minsize>0.1</minsize>
			<splitprob>0.15</splitprob>
			<splitvar>0.02</splitvar>
			<deathprob>0.03</deathprob>
			<derivangle>0.5</derivangle>
			<anglevar>0.94</anglevar>
			<totaltime>3</totaltime>
			<seghurt>0</seghurt>
			<seghurtradius>2</seghurtradius>
			<sound>none</sound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Lightning Clouds</name>
		<armslevel>0</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedOver'>
			<nowarheads>2</nowarheads>
			<percentagemiss>99</percentagemiss>
			<maxaimdistance>0</maxaimdistance>
			<inaccuracy>99</inaccuracy>
			<aimedweapon type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>true</vabs>
				<hredirect>0</hredirect>
				<vredirect>90</vredirect>
				<nextaction type='WeaponTranslate'>
					<translatedist>25</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponReference'>
							<weapon>Clouds-Red</weapon>
						</subweapon1>
						<subweapon2 type='WeaponDelay'>
							<delay>1.5</delay>
							<delayedweapon type='WeaponMulti'>
								<subweapon1 type='WeaponDelay'>
									<delay>0</delay>
									<delayedweapon type='WeaponMulti'>
										<subweapon1 type='WeaponSkyFlash'></subweapon1>
										<subweapon2 type='WeaponReference'>
											<weapon>StrangeBolt</weapon>
										</subweapon2>
										<subweapon3 type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>180</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>StrangeBolt</weapon>
											</nextaction>
										</subweapon3>
										<subweapon4 type='WeaponAimedOver'>
											<nowarheads>1</nowarheads>
											<percentagemiss>99</percentagemiss>
											<maxaimdistance>0</maxaimdistance>
											<inaccuracy>99</inaccuracy>
											<aimedweapon type='WeaponRedirect'>
												<habs>false</habs>
												<vabs>true</vabs>
												<hredirect>0</hredirect>
												<vredirect>135</vredirect>
												<nextaction type='WeaponReference'>
													<weapon>StrangeBolt</weapon>
												</nextaction>
											</aimedweapon>
										</subweapon4>
										<subweapon5 type='WeaponSound'>
											<sound>data/wav/explosions/thunder.wav</sound>
										</subweapon5>
									</delayedweapon>
								</subweapon1>
								<subweapon2 type='WeaponTranslate'>
									<translatedist>25</translatedist>
									<nextaction type='WeaponReference'>
										<weapon>Clouds-Red</weapon>
									</nextaction>
								</subweapon2>
							</delayedweapon>
						</subweapon2>
					</nextaction>
				</nextaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Strangelove</name>
		<armslevel>0</armslevel>
		<description>Fire it high into the air and watch 
the world as you know it come to an end.
Higher shot = more spread, lower = less spread</description>
		<icon>apoc.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>150000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='ase'>
			<mesh>roller.ase</mesh>
			<skin>default.bmp</skin>
		</model>
		<modelscale>6</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>6</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>default.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris/>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>24</size>
					<explosionshake>6.0</explosionshake>
					<explosionsound>explosions/xlarge.wav</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponAimedUnder'>
					<nowarheads>1</nowarheads>
					<inaccuracy>0</inaccuracy>
					<percentagemiss>0</percentagemiss>
					<maxaimdistance>75</maxaimdistance>
					<aimedweapon type='WeaponVelocity'>
						<velocitychange>0.6</velocitychange>
						<aimedweapon type='WeaponMulti'>
							<subweapon1 type='WeaponReference'>
								<weapon>DmsdayFlower</weapon>
							</subweapon1>
							<subweapon2 type='WeaponDelay'>
								<delay>4.0</delay>
								<delayedweapon type='WeaponRedirect'>
									<habs>false</habs>
									<vabs>false</vabs>
									<hredirect>22.5</hredirect>
									<vredirect>0</vredirect>
									<nextaction type='WeaponReference'>
										<weapon>StrangeFlower</weapon>
									</nextaction>
								</delayedweapon>
							</subweapon2>
						</aimedweapon>
					</aimedweapon>
				</subweapon2>
				<!-- Clouds -->
				<subweapon3 type='WeaponMulti'>
					<subweapon1 type='WeaponRepeat'>
						<repeat>4</repeat>
						<delay>3.0</delay>
						<repeatweapon type='WeaponReference'>
							<weapon>Clouds-Red</weapon>
						</repeatweapon>
					</subweapon1>
					<subweapon2 type='WeaponDelay'>
						<delay>1.5</delay>
						<delayedweapon type='WeaponRepeat'>
							<repeat>3</repeat>
							<delay>3.0</delay>
							<repeatweapon type='WeaponReference'>
								<weapon>Lightning Clouds</weapon>
							</repeatweapon>
						</delayedweapon>
					</subweapon2>
				</subweapon3>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Funky Bomb</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that on 
exploding releases many small 
missiles.  These missiles automatically 
target nearby tanks.</description>
		<icon>fbomb.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</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='WeaponRepeat'>
					<repeat>6</repeat>
					<delay>0.05</delay>
					<repeatweapon type='WeaponAimedOver'>
						<nowarheads>2</nowarheads>
						<percentagemiss>20</percentagemiss>
						<maxaimdistance>50</maxaimdistance>
						<inaccuracy>10</inaccuracy>
						<aimedweapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<projectilemodel type='MilkShape'>bomb/bomb.txt</projectilemodel>
							<collisionaction type='WeaponExplosion'>
								<armslevel>2</armslevel>
								<hurtamount>1.0</hurtamount>
								<multicolor></multicolor>
								<deform>down</deform>
								<size>8</size>
								<explosionsound>explosions/large.wav</explosionsound>
								<explosiontexture>exp02</explosiontexture>
							</collisionaction>
						</aimedweapon>
					</repeatweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<armslevel>2</armslevel>
					<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>Hornet1</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<nocreateflame/>
			<spinspeed>0</spinspeed>
			<projectilescale>2.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>1</nowarheads>
					<percentagemiss>10</percentagemiss>
					<maxaimdistance>35</maxaimdistance>
					<inaccuracy>0</inaccuracy>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<nocreateflame/>
						<spinspeed>0</spinspeed>
						<projectilescale>2.0</projectilescale>
						<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<armslevel>1</armslevel>
							<nocreatedebris/>
							<noluminance/>
							<hurtamount>1.0</hurtamount>
							<deform>down</deform>
							<size>6</size>
							<explosiontexture>exp04</explosiontexture>
							<explosionsound>explosions/beesting.wav</explosionsound>
						</collisionaction>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<armslevel>1</armslevel>
					<nocreatedebris/>
					<noluminance/>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<explosiontexture>exp04</explosiontexture>
					<explosionsound>explosions/beesting.wav</explosionsound>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hornet2</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<nocreateflame/>
			<spinspeed>0</spinspeed>
			<projectilescale>2.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>1</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>40</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<nocreateflame/>
						<spinspeed>0</spinspeed>
						<projectilescale>2.0</projectilescale>
						<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<armslevel>1</armslevel>
							<nocreatedebris/>
							<noluminance/>
							<hurtamount>1.0</hurtamount>
							<deform>down</deform>
							<size>6</size>
							<explosiontexture>exp04</explosiontexture>
							<explosionsound>explosions/beesting.wav</explosionsound>
						</collisionaction>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<armslevel>1</armslevel>
					<nocreatedebris/>
					<noluminance/>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<explosiontexture>exp04</explosiontexture>
					<explosionsound>explosions/beesting.wav</explosionsound>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hornet3</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<nocreateflame/>
			<spinspeed>0</spinspeed>
			<projectilescale>2.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>1</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>40</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<nocreateflame/>
						<spinspeed>0</spinspeed>
						<projectilescale>2.0</projectilescale>
						<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<armslevel>1</armslevel>
							<nocreatedebris/>
							<noluminance/>
							<hurtamount>1.0</hurtamount>
							<deform>down</deform>
							<size>6</size>
							<explosiontexture>exp04</explosiontexture>
							<explosionsound>explosions/beesting.wav</explosionsound>
						</collisionaction>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<armslevel>1</armslevel>
					<nocreatedebris/>
					<noluminance/>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<explosiontexture>exp04</explosiontexture>
					<explosionsound>explosions/beesting.wav</explosionsound>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hornet Nest</name>
		<armslevel>2</armslevel>
		<description>Creates an angry cloud of hornets which fly
around attack nearby opponents twice</description>
		<icon>hornet.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>30000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>weapons/redhornet.txt</model>
		<modelscale>3</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame/>
			<spinspeed>0</spinspeed>
			<projectilescale>3</projectilescale>
			<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<armslevel>1</armslevel>
					<nocreatedebris/>
					<noluminance/>
					<nocreatesplash/>
					<nowindaffected/>
					<minlife>4</minlife>
					<maxlife>5</maxlife>
					<hurtamount>0.5</hurtamount>
					<deform>none</deform>
					<size>10</size>
					<explosiontexture>cloud00-5</explosiontexture>
					<explosionsound>explosions/bees.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<armslevel>1</armslevel>
					<nocreatedebris/>
					<nocreatesplash/>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponAimedOver'>
							<nowarheads>1</nowarheads>
							<percentagemiss>10</percentagemiss>
							<maxaimdistance>30</maxaimdistance>
							<inaccuracy>0</inaccuracy>
							<aimedweapon type='WeaponReference'>
								<weapon>Hornet1</weapon>
							</aimedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<armslevel>1</armslevel>
							<nocreatedebris/>
							<noluminance/>
							<nocreatesplash/>
							<nowindaffected/>
							<minlife>3</minlife>
							<maxlife>4</maxlife>
							<hurtamount>0.5</hurtamount>
							<deform>none</deform>
							<size>8</size>
							<explosiontexture>cloud00-5</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon2>
					</delayedweapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>1.5</delay>
					<delayedweapon type='WeaponRepeat'>
						<repeat>3</repeat>
						<delay>0.5</delay>
						<repeatweapon type='WeaponAimedOver'>
							<nowarheads>1</nowarheads>
							<percentagemiss>10</percentagemiss>
							<maxaimdistance>45</maxaimdistance>
							<inaccuracy>0</inaccuracy>
							<aimedweapon type='WeaponReference'>
								<weapon>Hornet1</weapon>
							</aimedweapon>
						</repeatweapon>
					</delayedweapon>
				</subweapon4>
				<subweapon5 type='WeaponDelay'>
					<delay>3.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponRepeat'>
							<repeat>2</repeat>
							<delay>0.5</delay>
							<repeatweapon type='WeaponAimedOver'>
								<nowarheads>1</nowarheads>
								<percentagemiss>15</percentagemiss>
								<maxaimdistance>50</maxaimdistance>
								<inaccuracy>5</inaccuracy>
								<aimedweapon type='WeaponReference'>
									<weapon>Hornet2</weapon>
								</aimedweapon>
							</repeatweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<armslevel>1</armslevel>
							<nocreatedebris/>
							<noluminance/>
							<nocreatesplash/>
							<nowindaffected/>
							<minlife>2</minlife>
							<maxlife>4</maxlife>
							<hurtamount>0.5</hurtamount>
							<deform>none</deform>
							<size>7</size>
							<explosiontexture>cloud00-5</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon2>
					</delayedweapon>
				</subweapon5>
				<subweapon6 type='WeaponDelay'>
					<delay>4.0</delay>
					<delayedweapon type='WeaponRepeat'>
						<repeat>2</repeat>
						<delay>0.5</delay>
						<repeatweapon type='WeaponAimedOver'>
							<nowarheads>1</nowarheads>
							<percentagemiss>15</percentagemiss>
							<maxaimdistance>55</maxaimdistance>
							<inaccuracy>5</inaccuracy>
							<aimedweapon type='WeaponReference'>
								<weapon>Hornet2</weapon>
							</aimedweapon>
						</repeatweapon>
					</delayedweapon>
				</subweapon6>
				<subweapon7 type='WeaponDelay'>
					<delay>5.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponRepeat'>
							<repeat>2</repeat>
							<delay>0.5</delay>
							<repeatweapon type='WeaponAimedOver'>
								<nowarheads>2</nowarheads>
								<percentagemiss>20</percentagemiss>
								<maxaimdistance>60</maxaimdistance>
								<inaccuracy>10</inaccuracy>
								<aimedweapon type='WeaponReference'>
									<weapon>Hornet3</weapon>
								</aimedweapon>
							</repeatweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<armslevel>1</armslevel>
							<nocreatedebris/>
							<noluminance/>
							<nocreatesplash/>
							<nowindaffected/>
							<minlife>2</minlife>
							<maxlife>3</maxlife>
							<hurtamount>0.5</hurtamount>
							<deform>none</deform>
							<size>6</size>
							<explosiontexture>cloud00-5</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon2>
					</delayedweapon>
				</subweapon7>
				<subweapon8 type='WeaponDelay'>
					<delay>6.0</delay>
					<delayedweapon type='WeaponRepeat'>
						<repeat>2</repeat>
						<delay>0.5</delay>
						<repeatweapon type='WeaponAimedOver'>
							<nowarheads>1</nowarheads>
							<percentagemiss>20</percentagemiss>
							<maxaimdistance>60</maxaimdistance>
							<inaccuracy>10</inaccuracy>
							<aimedweapon type='WeaponReference'>
								<weapon>Hornet3</weapon>
							</aimedweapon>
						</repeatweapon>
					</delayedweapon>
				</subweapon8>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hornet Swarm</name>
		<armslevel>0</armslevel>
		<description>Creates a multiple clouds of angry hornets
 which fly around attack nearby opponents twice</description>
		<icon>hornet.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>75000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>weapons/redhornet.txt</model>
		<modelscale>6</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame/>
			<spinspeed>0</spinspeed>
			<projectilescale>6</projectilescale>
			<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponReference'>
					<weapon>Hornet Nest</weapon>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>4.0</delay>
					<delayedweapon type='WeaponAimedOver'>
						<nowarheads>2</nowarheads>
						<inaccuracy>10</inaccuracy>
						<percentagemiss>0</percentagemiss>
						<maxaimdistance>75</maxaimdistance>
						<aimedweapon type='WeaponProjectile'>
							<nocreatesmoke/>
							<nocreateflame/>
							<spinspeed>0</spinspeed>
							<projectilescale>4</projectilescale>
							<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>Hornet Nest</weapon>
								</subweapon1>
								<subweapon2 type='WeaponDelay'>
									<delay>4.0</delay>
									<delayedweapon type='WeaponAimedOver'>
										<nowarheads>1</nowarheads>
										<inaccuracy>10</inaccuracy>
										<percentagemiss>0</percentagemiss>
										<maxaimdistance>75</maxaimdistance>
										<aimedweapon type='WeaponProjectile'>
											<nocreatesmoke/>
											<nocreateflame/>
											<spinspeed>0</spinspeed>
											<projectilescale>3</projectilescale>
											<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
											<collisionaction type='WeaponReference'>
												<weapon>Hornet Nest</weapon>
											</collisionaction>
										</aimedweapon>
									</delayedweapon>
								</subweapon2>
							</collisionaction>
						</aimedweapon>
					</delayedweapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>The Travolta</name>
		<armslevel>1</armslevel>
		<description>Light this far away from yourself.</description>
		<icon>fbomb.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>40000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<modelscale>4</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<spinspeed>0</spinspeed>
			<projectilescale>4</projectilescale>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>6</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>60</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<spinspeed>0</spinspeed>
						<projectilemodel type='MilkShape'>bomb/bomb.txt</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponAimedOver'>
								<nowarheads>6</nowarheads>
								<percentagemiss>20</percentagemiss>
								<maxaimdistance>50</maxaimdistance>
								<inaccuracy>10</inaccuracy>
								<aimedweapon type='WeaponProjectile'>
									<enginesound>none</enginesound>
									<spinspeed>0</spinspeed>
									<projectilemodel type='MilkShape'>bomb/bomb.txt</projectilemodel>
									<collisionaction type='WeaponExplosion'>
										<hurtamount>1.0</hurtamount>
										<multicolor></multicolor>
										<deform>down</deform>
										<size>6</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>8</size>
								<explosionsound>explosions/large.wav</explosionsound>
								<explosiontexture>exp02</explosiontexture>
							</subweapon2>
						</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>Baby Napalm</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that explodes 
into a river of flame. Any tanks
near the flames will lose life.</description>
		<icon>napalm.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>1000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<modelscale>0.75</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.75</projectilescale>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<allowunderwater>false</allowunderwater>
				<napalmtime>6.0</napalmtime>
				<napalmheight>1.5</napalmheight>
				<steptime>0.2</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>0.9</hurtpersecond>
				<numberstreams>1</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
			</collisionaction>
		</accessoryaction>
	</accessory><accessory>
		<name>Flame Stream</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>magma.bmp</skin>
			</projectilemodel>
			<projectilescale>0.1</projectilescale>				
			<smokelife>3</smokelife>				
			<flamelife>2</flamelife>
			<enginesound>none</enginesound>
			<shieldhurtfactor>0.25</shieldhurtfactor>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponNapalm'>
					<allowunderwater>false</allowunderwater>
					<napalmtime>4.0</napalmtime>
					<napalmheight>1.5</napalmheight>
					<steptime>0.5</steptime>
					<hurtsteptime>2.0</hurtsteptime>
					<hurtpersecond>0.35</hurtpersecond>
					<numberstreams>4</numberstreams>
					<effectradius>5</effectradius>
					<napalmtexture>flames</napalmtexture>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<napalmsound>explosions/napalm.wav</napalmsound>
				</subweapon1>
				<!--<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>4</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>-->
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>FlameThrower Spread</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>1.0</hredirect>
					<vredirect>1.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</nextaction>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-1.0</hredirect>
					<vredirect>1.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</nextaction>
				</weapon>
			</weaponchoice2>
			<weaponchoice3>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-1.0</hredirect>
					<vredirect>-1.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</nextaction>
				</weapon>
			</weaponchoice3>
			<weaponchoice4>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>1.0</hredirect>
					<vredirect>-1.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</nextaction>
				</weapon>
			</weaponchoice4>
			<weaponchoice5>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>2.0</hredirect>
					<vredirect>2.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</nextaction>
				</weapon>
			</weaponchoice5>
			<weaponchoice6>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-2.0</hredirect>
					<vredirect>2.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</nextaction>
				</weapon>
			</weaponchoice6>
			<weaponchoice7>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-2.0</hredirect>
					<vredirect>-2.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</nextaction>
				</weapon>
			</weaponchoice7>
			<weaponchoice8>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>2.0</hredirect>
					<vredirect>-2.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</nextaction>
				</weapon>
			</weaponchoice8>
			<weaponchoice9>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>2.0</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</nextaction>
				</weapon>
			</weaponchoice9>
			<weaponchoice10>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>2.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</nextaction>
				</weapon>
			</weaponchoice10>
			<weaponchoice11>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-2.0</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</nextaction>
				</weapon>
			</weaponchoice11>
			<weaponchoice12>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>-2.0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</nextaction>
				</weapon>
			</weaponchoice12>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Flame Thrower</name>
		<armslevel>7</armslevel>
		<description>Steady flowing napalm streams of flame. 
any tanks near the flames will lose life.</description>
		<icon>fthrower.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>4000</cost>
		<activationsound>explosions/napalm.wav</activationsound>
		<model type='MilkShape'>weapons/fthrower.txt</model>
		<modelscale>4.0</modelscale>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>Flame Stream</weapon>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.50</delay>
				<delayedweapon type='WeaponRepeat'>
					<repeat>8</repeat>
					<delay>0.5</delay>
					<repeatweapon type='WeaponReference'>
						<weapon>FlameThrower Spread</weapon>
					</repeatweapon>
				</delayedweapon>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Napalm</name>
		<armslevel>4</armslevel>
		<description>A projectile weapon that explodes 
into a river of flame. Any tanks
near the flames will lose life.</description>
		<icon>napalm.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>6000</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'>
				<allowunderwater>false</allowunderwater>
				<napalmtime>8.0</napalmtime>
				<napalmheight>1.75</napalmheight>
				<steptime>0.1</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>0.75</hurtpersecond>
				<numberstreams>2</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>NapMirvBomblet</name>
		<armslevel>3</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<projectilescale>0.2</projectilescale>
			<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<allowunderwater>false</allowunderwater>
				<napalmtime>8.0</napalmtime>
				<napalmheight>1.75</napalmheight>
				<steptime>0.2</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>0.75</hurtpersecond>
				<numberstreams>1</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Napalm MIRV</name>
		<armslevel>3</armslevel>
		<description> A projectile weapon that on reaching
its highest point breaks into several 
napalm warheads. </description>
		<icon>mirv.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>6</nowarheads>
				<hspreaddist>0.0</hspreaddist>
				<vspreaddist>4.0</vspreaddist>
				<aimedweapon type='WeaponReference'>
					<weapon>NapMirvBomblet</weapon>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Napalm S-MIRV</name>
		<armslevel>3</armslevel>
		<description> A projectile weapon that on reaching
its highest point breaks into several 
napalm warheads which fan out in a 
random direction. </description>
		<icon>mirv.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponReference'>
					<weapon>NapMirvBomblet</weapon>
				</subweapon1>
				<subweapon2 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>5</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>NapMirvBomblet</weapon>
					</nextaction>
				</subweapon2>
				<subweapon3 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>10</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>NapMirvBomblet</weapon>
					</nextaction>
				</subweapon3>
				<subweapon4 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-5</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>NapMirvBomblet</weapon>
					</nextaction>
				</subweapon4>
				<subweapon5 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-10</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>NapMirvBomblet</weapon>
					</nextaction>
				</subweapon5>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>FireAnt</name>
		<armslevel>3</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nocreatedebris/>
				<hurtamount>0.1</hurtamount>
				<deform>down</deform>
				<size>3</size>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/small.wav</explosionsound>
			</subweapon1>
			<subweapon2 type='WeaponNapalm'>
				<allowunderwater>false</allowunderwater>
				<napalmtime>4.0</napalmtime>
				<napalmheight>1.5</napalmheight>
				<steptime>0.2</steptime>
				<hurtsteptime>1.0</hurtsteptime>
				<hurtpersecond>1.5</hurtpersecond>
				<numberstreams>1</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fire Ants</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon digs under 
the ground and explodes/burns on contact.</description>
		<icon>fworm.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</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='WeaponRepeat'>
				<repeat>10</repeat>
				<delay>0.5</delay>
				<repeatweapon type='WeaponAimedUnder'>
					<nowarheads>1</nowarheads>
					<percentagemiss>0</percentagemiss>
					<maxaimdistance>50</maxaimdistance>
					<inaccuracy>20</inaccuracy>
					<aimedweapon type='WeaponVelocity'>
						<velocitychange>1.25</velocitychange>
						<aimedweapon type='WeaponProjectile'>
							<timedcollision>0.65</timedcollision>
							<under/>
							<nocreatesmoke/>
							<projectilescale>0.5</projectilescale>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>none</skin>
							</projectilemodel>
							<shieldhurtfactor>0.25</shieldhurtfactor>
							<enginesound>none</enginesound>
							<collisionaction type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>0</hredirect>
								<vredirect>0</vredirect>
								<nextaction type='WeaponMulti'>
									<subweapon1 type='WeaponExplosion'>
										<nocreatedebris/>
										<hurtamount>0.1</hurtamount>
										<deform>none</deform>
										<size>3</size>
										<explosiontexture>exp04</explosiontexture>
										<explosionsound>shoot/flare.wav</explosionsound>
									</subweapon1>
									<subweapon2 type='WeaponTranslate'>
										<translatedist>1</translatedist>
										<nextaction type='WeaponProjectile'>
											<nocreatesmoke/>
											<flamestartsize>1.5</flamestartsize>
											<flameendsize>3.0</flameendsize>
											<timedcollision>0.10</timedcollision>
											<shieldhurtfactor>0</shieldhurtfactor>
											<enginesound>none</enginesound>
											<projectilemodel type='ase'>
												<mesh>roller.ase</mesh>
												<skin>none</skin>
											</projectilemodel>
											<collisionaction type='WeaponNull'></collisionaction>
										</nextaction>
									</subweapon2>
									<subweapon3 type='WeaponDelay'>
										<delay>0.15</delay>
										<delayedweapon type='WeaponTranslate'>
											<translatedist>5</translatedist>
											<nextaction type='WeaponRandomChoice'>
												<weaponchoice1>
													<weight>10</weight>
													<weapon type='WeaponRoller'>
														<shieldhurtfactor>0.05</shieldhurtfactor>
														<numberrollers>1</numberrollers>
														<time>3</time>
														<rollermodel type='ase'>
															<mesh>roller.ase</mesh>
															<skin>none</skin>
														</rollermodel>
														<collisionaction type='WeaponReference'>
															<weapon>FireAnt</weapon>
														</collisionaction>
													</weapon>
												</weaponchoice1>
												<weaponchoice2>
													<weight>10</weight>
													<weapon type='WeaponRoller'>
														<shieldhurtfactor>0.05</shieldhurtfactor>
														<numberrollers>2</numberrollers>
														<time>3</time>
														<rollermodel type='ase'>
															<mesh>roller.ase</mesh>
															<skin>none</skin>
														</rollermodel>
														<collisionaction type='WeaponReference'>
															<weapon>FireAnt</weapon>
														</collisionaction>
													</weapon>
												</weaponchoice2>
											</nextaction>
										</delayedweapon>
									</subweapon3>
								</nextaction>
							</collisionaction>
						</aimedweapon>
					</aimedweapon>
				</repeatweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Napalm Blast</name>
		<description>A projectile weapon that exploding 
releasing multiple blobs of napalm 
aimed at enemy tanks.</description>
		<icon>nblast.bmp</icon>
		<cost>10000</cost>
		<bundlesize>1</bundlesize>
		<armslevel>3</armslevel>
		<firedsound>shoot/large.wav</firedsound>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel> 
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponRepeat'>
					<repeat>8</repeat>
					<delay>0.5</delay>
					<repeatweapon type='WeaponAimedOver'>
						<nowarheads>1</nowarheads>
						<percentagemiss>20</percentagemiss>
						<maxaimdistance>50</maxaimdistance>
						<inaccuracy>10</inaccuracy>
						<aimedweapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<projectilescale>0.65</projectilescale>	
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>white.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponNapalm'>
								<allowunderwater>false</allowunderwater>
								<napalmtime>8.0</napalmtime>
								<napalmheight>2.0</napalmheight>
								<steptime>0.15</steptime>
								<hurtsteptime>2.0</hurtsteptime>
								<hurtpersecond>1.0</hurtpersecond>
								<numberstreams>2</numberstreams>
								<effectradius>5</effectradius>
								<napalmtexture>flames</napalmtexture>
								<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
								<napalmsound>explosions/napalm.wav</napalmsound>
							</collisionaction>
						</aimedweapon>
					</repeatweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>8</size>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>exp02</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponNapalm'>
					<allowunderwater>false</allowunderwater>
					<napalmtime>8.0</napalmtime>
					<napalmheight>1.75</napalmheight>
					<steptime>0.2</steptime>
					<hurtsteptime>2.0</hurtsteptime>
					<hurtpersecond>0.75</hurtpersecond>
					<numberstreams>1</numberstreams>
					<effectradius>5</effectradius>
					<napalmtexture>flames</napalmtexture>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<napalmsound>explosions/napalm.wav</napalmsound>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>0.5</delay>
					<delayedweapon type='WeaponRepeat'>
						<repeat>7</repeat>
						<delay>0.5</delay>
						<repeatweapon type='WeaponExplosion'>
							<nocreatedebris/>
							<nocreatesplash/>
							<hurtamount>0</hurtamount>
							<deform>none</deform>
							<size>6</size>
							<explosionsound>shoot/flare.wav</explosionsound>
							<explosiontexture>exp02</explosiontexture>
						</repeatweapon>						
					</delayedweapon>
				</subweapon4>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hell Segment</name>
		<armslevel>3</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponRepeat'>
				<repeat>2</repeat>
				<delay>0.4</delay>
				<repeatweapon type='WeaponAimedOver'>
					<nowarheads>2</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>50</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>false</vabs>
						<hredirect>0</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreatesmoke/>
							<projectilescale>0.5</projectilescale>
							<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<deform>down</deform>
									<hurtamount>0.6</hurtamount>
									<size>4</size>
									<explosionsound>explosions/small.wav</explosionsound>
									<explosiontexture>exp00</explosiontexture>
								</subweapon1>
								<subweapon2 type='WeaponNapalm'>
									<allowunderwater>false</allowunderwater>
									<napalmtime>5.0</napalmtime>
									<napalmheight>1.75</napalmheight>
									<steptime>0.25</steptime>
									<hurtsteptime>2.0</hurtsteptime>
									<hurtpersecond>1.0</hurtpersecond>
									<numberstreams>1</numberstreams>
									<effectradius>5.5</effectradius>
									<napalmtexture>flames</napalmtexture>
									<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
									<napalmsound>explosions/napalm.wav</napalmsound>
								</subweapon2>
							</collisionaction>
						</nextaction>
					</aimedweapon>
				</repeatweapon>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.8</delay>
				<delayedweapon type='WeaponRepeat'>
					<repeat>2</repeat>
					<delay>0.4</delay>
					<repeatweapon type='WeaponAimedOver'>
						<nowarheads>2</nowarheads>
						<percentagemiss>20</percentagemiss>
						<maxaimdistance>50</maxaimdistance>
						<inaccuracy>10</inaccuracy>
						<aimedweapon type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>false</vabs>
							<hredirect>0</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponProjectile'>
								<enginesound>none</enginesound>
								<nocreatesmoke/>
								<projectilescale>0.33</projectilescale>
								<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
								<collisionaction type='WeaponMulti'>
									<subweapon1 type='WeaponExplosion'>
										<deform>down</deform>
										<hurtamount>0.4</hurtamount>
										<size>4</size>
										<explosionsound>explosions/small.wav</explosionsound>
										<explosiontexture>exp00</explosiontexture>
									</subweapon1>
									<subweapon2 type='WeaponNapalm'>
										<allowunderwater>false</allowunderwater>
										<napalmtime>4.0</napalmtime>
										<napalmheight>1.5</napalmheight>
										<steptime>0.4</steptime>
										<hurtsteptime>2.0</hurtsteptime>
										<hurtpersecond>1.0</hurtpersecond>
										<numberstreams>1</numberstreams>
										<effectradius>5</effectradius>
										<napalmtexture>flames</napalmtexture>
										<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
										<napalmsound>explosions/napalm.wav</napalmsound>
									</subweapon2>
								</collisionaction>
							</nextaction>
						</aimedweapon>
					</repeatweapon>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.6</delay>
				<delayedweapon type='WeaponRepeat'>
					<repeat>2</repeat>
					<delay>0.4</delay>
					<repeatweapon type='WeaponAimedOver'>
						<nowarheads>2</nowarheads>
						<percentagemiss>20</percentagemiss>
						<maxaimdistance>50</maxaimdistance>
						<inaccuracy>10</inaccuracy>
						<aimedweapon type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>false</vabs>
							<hredirect>0</hredirect>
							<vredirect>100</vredirect>
							<nextaction type='WeaponProjectile'>
								<enginesound>none</enginesound>
								<nocreatesmoke/>
								<projectilescale>0.33</projectilescale>
								<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
								<collisionaction type='WeaponMulti'>
									<subweapon1 type='WeaponExplosion'>
										<deform>down</deform>
										<hurtamount>0.4</hurtamount>
										<size>4</size>
										<explosionsound>explosions/small.wav</explosionsound>
										<explosiontexture>exp00</explosiontexture>
									</subweapon1>
									<subweapon2 type='WeaponNapalm'>
										<allowunderwater>false</allowunderwater>
										<napalmtime>4.0</napalmtime>
										<napalmheight>1.5</napalmheight>
										<steptime>0.5</steptime>
										<hurtsteptime>2.0</hurtsteptime>
										<hurtpersecond>1.2</hurtpersecond>
										<numberstreams>1</numberstreams>
										<effectradius>5</effectradius>
										<napalmtexture>flames</napalmtexture>
										<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
										<napalmsound>explosions/napalm.wav</napalmsound>
									</subweapon2>
								</collisionaction>
							</nextaction>
						</aimedweapon>
					</repeatweapon>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hell Storm</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that on reaching its highest
point releases many explosive napalm warheads.</description>
		<icon>hstorm.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>12000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='ase'>
			<mesh>roller.ase</mesh>
			<skin>magma.bmp</skin>
		</model>
		<modelscale>2.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris/>
					<nowindaffected/>
					<nocreatesplash/>
					<minlife>3</minlife>
					<maxlife>5</maxlife>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>10</size>
					<explosiontexture>exp04</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponReference'>
					<weapon>Clouds-Red</weapon>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponReference'>
							<weapon>Hell Segment</weapon>
						</subweapon1>
						<subweapon2 type='WeaponReference'>
							<weapon>Clouds-Red</weapon>
						</subweapon2>
					</delayedweapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>1.5</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponSound'>
							<sound>data/wav/explosions/thunder.wav</sound>
						</subweapon1>
						<subweapon2 type='WeaponSkyFlash'></subweapon2>
					</delayedweapon>
				</subweapon4>
				<subweapon5 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>Hell Segment</weapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Clouds-Red</weapon>
								</subweapon2>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon5>
				<subweapon6 type='WeaponDelay'>
					<delay>3.0</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>120</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>Hell Segment</weapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Clouds-Red</weapon>
								</subweapon2>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon6>
				<subweapon7 type='WeaponDelay'>
					<delay>4.0</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>240</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>Hell Segment</weapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Clouds-Red</weapon>
								</subweapon2>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon7>
			</collisionaction>
		</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>
		<startingnumber>-1</startingnumber>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>weapons/m7a3.txt</model>
		<modelscale>1.0</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>weapons/m7a3.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris/>
				<deform>down</deform>
				<hurtamount>0.0</hurtamount>
				<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>2000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>weapons/m7a3.txt</model>
		<modelscale>1.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>weapons/m7a3.txt</projectilemodel>
			<projectilescale>2.0</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris/>
				<deform>down</deform>
				<hurtamount>0.0</hurtamount>
				<size>12</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</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>4</bundlesize>
		<cost>1000</cost>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>2.0</translatedist>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris/>
					<hurtamount>0.0</hurtamount>
					<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'>
							<nocreatedebris/>
							<hurtamount>0.0</hurtamount>
							<deform>down</deform>
							<size>7</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>6.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<nocreatedebris/>
								<hurtamount>0.0</hurtamount>
								<deform>down</deform>
								<size>10</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Acid_Small</name>
		<armslevel>8</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nocreatedebris/>
				<noluminance/>
				<animate/>
				<hurtamount>0.2</hurtamount>
				<deform>down</deform>
				<size>3</size>
				<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
				<explosionsound>explosions/acid.wav</explosionsound>
				<explosiontexture>gas00</explosiontexture>
			</subweapon1>
			<subweapon2 type='WeaponNapalm'>
				<allowunderwater>true</allowunderwater>
				<napalmtime>4.0</napalmtime>
				<napalmheight>1.5</napalmheight>
				<steptime>0.5</steptime>
				<hurtsteptime>1.0</hurtsteptime>
				<hurtpersecond>1.0</hurtpersecond>
				<numberstreams>1</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>acid00</napalmtexture>
				<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
				<napalmsound>none</napalmsound>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<nocreatesplash/>
					<nocreatedebris/>
					<noluminance/>
					<animate/>
					<hurtamount>0.15</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<explosionsound>explosions/acid.wav</explosionsound>
					<explosiontexture>none</explosiontexture>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<nocreatesplash/>
					<nocreatedebris/>
					<noluminance/>
					<animate/>
					<hurtamount>0.1</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<explosionsound>explosions/acid.wav</explosionsound>
					<explosiontexture>none</explosiontexture>
				</delayedweapon>
			</subweapon4>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Acid_Medium</name>
		<armslevel>6</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nocreatedebris/>
				<noluminance/>
				<animate/>
				<hurtamount>0.2</hurtamount>
				<deform>down</deform>
				<size>3</size>
				<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
				<explosionsound>explosions/acid.wav</explosionsound>
				<explosiontexture>gas00</explosiontexture>
			</subweapon1>
			<subweapon2 type='WeaponNapalm'>
				<allowunderwater>true</allowunderwater>
				<napalmtime>4.0</napalmtime>
				<napalmheight>1.5</napalmheight>
				<steptime>0.5</steptime>
				<hurtsteptime>1.0</hurtsteptime>
				<hurtpersecond>1.0</hurtpersecond>
				<numberstreams>1</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>acid00</napalmtexture>
				<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
				<napalmsound>none</napalmsound>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<nocreatesplash/>
					<nocreatedebris/>
					<noluminance/>
					<animate/>
					<hurtamount>0.15</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<explosionsound>explosions/acid.wav</explosionsound>
					<explosiontexture>none</explosiontexture>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<nocreatesplash/>
					<nocreatedebris/>
					<noluminance/>
					<animate/>
					<hurtamount>0.1</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<explosionsound>explosions/acid.wav</explosionsound>
					<explosiontexture>none</explosiontexture>
				</delayedweapon>
			</subweapon4>
			<subweapon5 type='WeaponDelay'>
				<delay>3.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<nocreatesplash/>
					<nocreatedebris/>
					<noluminance/>
					<animate/>
					<hurtamount>0.1</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<explosionsound>explosions/acid.wav</explosionsound>
					<explosiontexture>none</explosiontexture>
				</delayedweapon>
			</subweapon5>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Acid_Large</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nocreatedebris/>
				<noluminance/>
				<animate/>
				<hurtamount>0.25</hurtamount>
				<deform>down</deform>
				<size>3</size>
				<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
				<explosionsound>explosions/acid.wav</explosionsound>
				<explosiontexture>gas00</explosiontexture>
			</subweapon1>
			<subweapon2 type='WeaponNapalm'>
				<allowunderwater>true</allowunderwater>
				<napalmtime>6.0</napalmtime>
				<napalmheight>1.5</napalmheight>
				<steptime>0.5</steptime>
				<hurtsteptime>1.0</hurtsteptime>
				<hurtpersecond>1.0</hurtpersecond>
				<numberstreams>1</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>acid00</napalmtexture>
				<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
				<napalmsound>none</napalmsound>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<nocreatesplash/>
					<nocreatedebris/>
					<noluminance/>
					<animate/>
					<hurtamount>0.2</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<explosionsound>explosions/acid.wav</explosionsound>
					<explosiontexture>none</explosiontexture>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<nocreatesplash/>
					<nocreatedebris/>
					<noluminance/>
					<animate/>
					<hurtamount>0.15</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<explosionsound>explosions/acid.wav</explosionsound>
					<explosiontexture>none</explosiontexture>
				</delayedweapon>
			</subweapon4>
			<subweapon5 type='WeaponDelay'>
				<delay>3.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<nocreatesplash/>
					<nocreatedebris/>
					<noluminance/>
					<animate/>
					<hurtamount>0.1</hurtamount>
					<deform>down</deform>
					<size>7</size>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<explosionsound>explosions/acid.wav</explosionsound>
					<explosiontexture>none</explosiontexture>
				</delayedweapon>
			</subweapon5>
			<subweapon6 type='WeaponDelay'>
				<delay>4.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<nocreatesplash/>
					<nocreatedebris/>
					<noluminance/>
					<animate/>
					<hurtamount>0.1</hurtamount>
					<deform>down</deform>
					<size>8</size>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<explosionsound>explosions/acid.wav</explosionsound>
					<explosiontexture>none</explosiontexture>
				</delayedweapon>
			</subweapon6>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Acid Blast</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that scatters 
several acid bomblets which eat the
earth and burn targets.</description>
		<icon>ablast.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>weapons/fusionbarrel.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>weapons/fusionbarrel.txt</projectilemodel>
			<flamestartcolor1>
				<A>0</A><B>0.75</B><C>0</C>
			</flamestartcolor1>
			<flameendcolor1>
				<A>0</A><B>0.5</B><C>0</C>
			</flameendcolor1>
			<flamestartcolor2>
				<A>0</A><B>0.5</B><C>0</C>
			</flamestartcolor2>
			<flameendcolor2>
				<A>0</A><B>0.25</B><C>0</C>
			</flameendcolor2>
			<flamelife>1.0</flamelife>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>8</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponTranslate'>
						<translatedist>3.0</translatedist>
						<nextaction type='WeaponVelocity'>
							<velocitychange>0.8</velocitychange>
							<aimedweapon type='WeaponProjectile'>
								<shieldhurtfactor>0.25</shieldhurtfactor>
								<enginesound>none</enginesound>
								<flamestartcolor1>
									<A>0</A><B>0.75</B><C>0</C>
								</flamestartcolor1>
								<flameendcolor1>
									<A>0</A><B>0.5</B><C>0</C>
								</flameendcolor1>
								<flamestartcolor2>
									<A>0</A><B>0.5</B><C>0</C>
								</flamestartcolor2>
								<flameendcolor2>
									<A>0</A><B>0.25</B><C>0</C>
								</flameendcolor2>
								<flamelife>0.5</flamelife>
								<smokelife>1.0</smokelife>
								<projectilescale>0.5</projectilescale>
								<projectilemodel type='ase'>
									<mesh>roller.ase</mesh>
									<skin>green.bmp</skin>
								</projectilemodel>
								<collisionaction type='WeaponReference'>
									<weapon>Acid_Small</weapon>
								</collisionaction>
							</aimedweapon>
						</nextaction>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponReference'>
					<weapon>Acid_Medium</weapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Bottomless Pit</name>
		<armslevel>7</armslevel>
		<description>Creates a narrow, but very deep pit at the 
point of impact, from which no opponent can escape
without teleporting.</description>
		<icon>pit.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<collisionaction type='WeaponRedirect'>
				<habs>true</habs>
				<vabs>true</vabs>
				<hredirect>0</hredirect>
				<vredirect>180</vredirect>
				<nextaction type='WeaponTranslate'>
					<translatedist>15</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponDelay'>
							<delay>0.25</delay>
							<delayedweapon type='WeaponTranslate'>
								<translatedist>15</translatedist>
								<nextaction type='WeaponMulti'>
									<subweapon1 type='WeaponDelay'>
										<delay>0.25</delay>
										<delayedweapon type='WeaponTranslate'>
											<translatedist>15</translatedist>
											<nextaction type='WeaponMulti'>
												<subweapon1 type='WeaponDelay'>
													<delay>0.25</delay>
													<delayedweapon type='WeaponTranslate'>
														<translatedist>15</translatedist>
														<nextaction type='WeaponMulti'>
															<subweapon1 type='WeaponDelay'>
																<delay>0.25</delay>
																<delayedweapon type='WeaponTranslate'>
																	<translatedist>15</translatedist>
																	<nextaction type='WeaponMulti'>
																		<subweapon1 type='WeaponDelay'>
																			<delay>0.25</delay>
																			<delayedweapon type='WeaponTranslate'>
																				<translatedist>15</translatedist>
																				<nextaction type='WeaponMulti'>
																					<subweapon1 type='WeaponNull'></subweapon1>
																					<subweapon2 type='WeaponExplosion'>
																						<nocreatedebris/>
																						<deform>down</deform>
																						<hurtamount>0</hurtamount>
																						<size>8</size>
																						<explosiontexture>exp03</explosiontexture>
																						<explosionsound>none</explosionsound>
																					</subweapon2>
																				</nextaction>
																			</delayedweapon>
																		</subweapon1>
																		<subweapon2 type='WeaponExplosion'>
																			<nocreatedebris/>
																			<deform>down</deform>
																			<hurtamount>0</hurtamount>
																			<size>8</size>
																			<explosiontexture>exp03</explosiontexture>
																			<explosionsound>none</explosionsound>
																		</subweapon2>
																	</nextaction>
																</delayedweapon>
															</subweapon1>
															<subweapon2 type='WeaponExplosion'>
																<nocreatedebris/>
																<deform>down</deform>
																<hurtamount>0</hurtamount>
																<size>8</size>
																<explosiontexture>exp03</explosiontexture>
																<explosionsound>none</explosionsound>
															</subweapon2>
														</nextaction>
													</delayedweapon>
												</subweapon1>
												<subweapon2 type='WeaponExplosion'>
													<nocreatedebris/>
													<deform>down</deform>
													<hurtamount>0</hurtamount>
													<size>8</size>
													<explosiontexture>exp03</explosiontexture>
													<explosionsound>none</explosionsound>
												</subweapon2>
											</nextaction>
										</delayedweapon>
									</subweapon1>
									<subweapon2 type='WeaponExplosion'>
										<nocreatedebris/>
										<deform>down</deform>
										<hurtamount>0</hurtamount>
										<size>8</size>
										<explosiontexture>exp03</explosiontexture>
										<explosionsound>none</explosionsound>
									</subweapon2>
								</nextaction>
							</delayedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<nocreatedebris/>
							<deform>down</deform>
							<hurtamount>0</hurtamount>
							<size>8</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>explosions/crunch.wav</explosionsound>
						</subweapon2>
					</nextaction>
				</nextaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Landscaper</name>
		<armslevel>3</armslevel>
		<description>Gigantic earth removing device.  
This weapon does no physical damage</description>
		<icon>down.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>5000</cost>
		<maximumnumber>0</maximumnumber>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris/>
				<noluminance/>
				<hurtamount>0.0</hurtamount>
				<deform>down</deform>
				<deformtexture>none</deformtexture>
				<size>26</size>
				<explosionshake>2</explosionshake>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Drill</name>
		<armslevel>5</armslevel>
		<description>Shoots 3 heavy riot bombs in rapid succession</description>
		<icon>drill.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/tripleshot.wav</activationsound>
		<accessoryaction type='WeaponRepeat'>
			<repeat>3</repeat>
			<delay>0.33</delay>
			<repeatweapon type='WeaponProjectile'>
				<nocreateflame/>
				<collisionaction type='WeaponExplosion'>
					<deform>down</deform>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris/>
					<size>12</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/crunch.wav</explosionsound>
				</collisionaction>
			</repeatweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Rain Drop</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedOver'>
			<nowarheads>1</nowarheads>
			<inaccuracy>0</inaccuracy>
			<percentagemiss>0</percentagemiss>
			<maxaimdistance>0</maxaimdistance>
			<aimedweapon type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>true</vabs>
				<hredirect>0</hredirect>
				<vredirect>180</vredirect>
				<nextaction type='WeaponVelocity'>
					<velocitychange>0.8</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<shieldhurtfactor>0.25</shieldhurtfactor>
						<enginesound>none</enginesound>
						<nocreatesmoke/>
						<flamestartcolor1>
							<A>0</A><B>0.75</B><C>0</C>
						</flamestartcolor1>
						<flameendcolor1>
							<A>0</A><B>0.5</B><C>0</C>
						</flameendcolor1>
						<flamestartcolor2>
							<A>0</A><B>0.5</B><C>0</C>
						</flamestartcolor2>
						<flameendcolor2>
							<A>0</A><B>0.25</B><C>0</C>
						</flameendcolor2>
						<flamelife>0.5</flamelife>
						<projectilescale>0.35</projectilescale>
						<projectilemodel type='ase'>
							<mesh>roller.ase</mesh>
							<skin>green.bmp</skin>
						</projectilemodel>
						<collisionaction type='WeaponReference'>
							<weapon>Acid_Medium</weapon>
							<armslevel>4</armslevel>
						</collisionaction>
					</aimedweapon>
				</nextaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Drop Spread</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponTranslate'>
					<translatedist>6</translatedist>
					<nextaction type='WeaponReference'>
						<weapon>Rain Drop</weapon>
					</nextaction>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponTranslate'>
					<translatedist>12</translatedist>
					<nextaction type='WeaponReference'>
						<weapon>Rain Drop</weapon>
					</nextaction>
				</weapon>
			</weaponchoice2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Rain Segment</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>Rain Drop</weapon>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.33</delay>
				<delayedweapon type='WeaponRepeat'>
					<repeat>4</repeat>
					<delay>0.33</delay>
					<repeatweapon type='WeaponAimedOver'>
						<nowarheads>1</nowarheads>
						<inaccuracy>0</inaccuracy>
						<percentagemiss>0</percentagemiss>
						<maxaimdistance>0</maxaimdistance>
						<aimedweapon type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>0</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>Drop Spread</weapon>
							</nextaction>
						</aimedweapon>
					</repeatweapon>
				</delayedweapon>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Rain Spread</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>5</weight>
				<weapon type='WeaponTranslate'>
					<translatedist>8</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponReference'>
							<weapon>Rain Segment</weapon>
						</subweapon1>
						<subweapon2 type='WeaponReference'>
							<weapon>Clouds-Grey</weapon>
						</subweapon2>
					</nextaction>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponTranslate'>
					<translatedist>16</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponReference'>
							<weapon>Rain Segment</weapon>
						</subweapon1>
						<subweapon2 type='WeaponReference'>
							<weapon>Clouds-Grey</weapon>
						</subweapon2>
					</nextaction>
				</weapon>
			</weaponchoice2>
			<weaponchoice3>
				<weight>10</weight>
				<weapon type='WeaponTranslate'>
					<translatedist>24</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponReference'>
							<weapon>Rain Segment</weapon>
						</subweapon1>
						<subweapon2 type='WeaponReference'>
							<weapon>Clouds-Grey</weapon>
						</subweapon2>
					</nextaction>
				</weapon>
			</weaponchoice3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Acid Rain</name>
		<armslevel>4</armslevel>
		<description>A projectile weapon that on reaching 
its highest point releases many dirt 
eating warheads.  This weapon does no 
physical damage.</description>
		<icon>arain.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>weapons/fusionbarrel.txt</model>
		<modelscale>2.0</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<flamestartcolor1>
				<A>0</A><B>0.75</B><C>0</C>
			</flamestartcolor1>
			<flameendcolor1>
				<A>0</A><B>0.5</B><C>0</C>
			</flameendcolor1>
			<flamestartcolor2>
				<A>0</A><B>0.5</B><C>0</C>
			</flamestartcolor2>
			<flameendcolor2>
				<A>0</A><B>0.25</B><C>0</C>
			</flameendcolor2>
			<projectilescale>2.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/fusionbarrel.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<nowindaffected/>
					<nocreatesplash/>
					<minlife>3</minlife>
					<maxlife>5</maxlife>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>10</size>
					<explosiontexture>cloud00-5</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponReference'>
					<weapon>Clouds-Grey</weapon>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponReference'>
							<weapon>Rain Segment</weapon>
						</subweapon1>
						<subweapon2 type='WeaponReference'>
							<weapon>Clouds-Grey</weapon>
						</subweapon2>
					</delayedweapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>1.5</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponSound'>
							<sound>data/wav/explosions/thunder.wav</sound>
						</subweapon1>
						<subweapon2 type='WeaponSkyFlash'></subweapon2>
					</delayedweapon>
				</subweapon4>
				<subweapon5 type='WeaponDelay'>
					<delay>1.75</delay>
					<delayedweapon type='WeaponRepeat'>
						<repeat>5</repeat>
						<delay>0.75</delay>
						<repeatweapon type='WeaponAimedOver'>
							<nowarheads>1</nowarheads>
							<inaccuracy>0</inaccuracy>
							<percentagemiss>50</percentagemiss>
							<maxaimdistance>50</maxaimdistance>
							<aimedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>0</hredirect>
								<vredirect>90</vredirect>
								<nextaction type='WeaponReference'>
									<weapon>Rain Spread</weapon>
								</nextaction>
							</aimedweapon>
						</repeatweapon>
					</delayedweapon>
				</subweapon5>
				<subweapon6 type='WeaponDelay'>
					<delay>5.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Clouds-Grey</weapon>
					</delayedweapon>
				</subweapon6>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Acid Splash</name>
		<armslevel>4</armslevel>
		<description>Explodes creating other smaller acid warheads 
that eat dirt and continue bouncing outward.
It does no physical damage to tanks.</description>
		<icon>asplash.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>weapons/fusionbarrel.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<flamestartcolor1>
				<A>0</A><B>0.75</B><C>0</C>
			</flamestartcolor1>
			<flameendcolor1>
				<A>0</A><B>0.5</B><C>0</C>
			</flameendcolor1>
			<flamestartcolor2>
				<A>0</A><B>0.5</B><C>0</C>
			</flamestartcolor2>
			<flameendcolor2>
				<A>0</A><B>0.25</B><C>0</C>
			</flameendcolor2>
			<projectilescale>1.5</projectilescale>
			<projectilemodel type='MilkShape'>weapons/fusionbarrel.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>8</nowarheads>
					<percentagemiss>25</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>50</inaccuracy>
					<aimedweapon type='WeaponTranslate'>
						<translatedist>3</translatedist>
						<nextaction type='WeaponVelocity'>
							<velocitychange>0.8</velocitychange>
							<aimedweapon type='WeaponProjectile'>
								<shieldhurtfactor>0.25</shieldhurtfactor>
								<enginesound>none</enginesound>
								<flamestartcolor1>
									<A>0</A><B>0.75</B><C>0</C>
								</flamestartcolor1>
								<flameendcolor1>
									<A>0</A><B>0.5</B><C>0</C>
								</flameendcolor1>
								<flamestartcolor2>
									<A>0</A><B>0.5</B><C>0</C>
								</flamestartcolor2>
								<flameendcolor2>
									<A>0</A><B>0.25</B><C>0</C>
								</flameendcolor2>
								<flamelife>0.5</flamelife>
								<smokelife>1.0</smokelife>
								<projectilescale>0.5</projectilescale>
								<projectilemodel type='ase'>
									<mesh>roller.ase</mesh>
									<skin>green.bmp</skin>
								</projectilemodel>
								<collisionaction type='WeaponMulti'>
									<subweapon1 type='WeaponAimedOver'>
										<nowarheads>2</nowarheads>
										<percentagemiss>20</percentagemiss>
										<maxaimdistance>0</maxaimdistance>
										<inaccuracy>10</inaccuracy>
										<aimedweapon type='WeaponVelocity'>
											<velocitychange>0.6</velocitychange>
											<aimedweapon type='WeaponProjectile'>
												<flamestartcolor1>
													<A>0</A><B>0.75</B><C>0</C>
												</flamestartcolor1>
												<flameendcolor1>
													<A>0</A><B>0.5</B><C>0</C>
												</flameendcolor1>
												<flamestartcolor2>
													<A>0</A><B>0.5</B><C>0</C>
												</flamestartcolor2>
												<flameendcolor2>
													<A>0</A><B>0.25</B><C>0</C>
												</flameendcolor2>
												<flamelife>0.5</flamelife>
												<smokelife>1.0</smokelife>
												<shieldhurtfactor>0.25</shieldhurtfactor>
												<enginesound>none</enginesound>
												<projectilescale>0.5</projectilescale>
												<projectilemodel type='ase'>
													<mesh>roller.ase</mesh>
													<skin>green.bmp</skin>
												</projectilemodel>
												<collisionaction type='WeaponReference'>
													<weapon>Acid_Small</weapon>
												</collisionaction>
											</aimedweapon>
										</aimedweapon>
									</subweapon1>
									<subweapon2 type='WeaponLeapFrog'>
										<bounce>0.8</bounce>
										<collisionaction type='WeaponProjectile'>
											<shieldhurtfactor>0.25</shieldhurtfactor>
											<enginesound>none</enginesound>
											<flamestartcolor1>
												<A>0</A><B>0.75</B><C>0</C>
											</flamestartcolor1>
											<flameendcolor1>
												<A>0</A><B>0.5</B><C>0</C>
											</flameendcolor1>
											<flamestartcolor2>
												<A>0</A><B>0.5</B><C>0</C>
											</flamestartcolor2>
											<flameendcolor2>
												<A>0</A><B>0.25</B><C>0</C>
											</flameendcolor2>
											<flamelife>0.5</flamelife>
											<smokelife>1.0</smokelife>
											<projectilescale>0.5</projectilescale>
											<projectilemodel type='ase'>
												<mesh>roller.ase</mesh>
												<skin>green.bmp</skin>
											</projectilemodel>
											<collisionaction type='WeaponMulti'>
												<subweapon1 type='WeaponAimedOver'>
													<nowarheads>2</nowarheads>
													<percentagemiss>20</percentagemiss>
													<maxaimdistance>0</maxaimdistance>
													<inaccuracy>10</inaccuracy>
													<aimedweapon type='WeaponVelocity'>
														<velocitychange>0.6</velocitychange>
														<aimedweapon type='WeaponProjectile'>
															<shieldhurtfactor>0.25</shieldhurtfactor>
															<enginesound>none</enginesound>
															<flamestartcolor1>
																<A>0</A><B>0.75</B><C>0</C>
															</flamestartcolor1>
															<flameendcolor1>
																<A>0</A><B>0.5</B><C>0</C>
															</flameendcolor1>
															<flamestartcolor2>
																<A>0</A><B>0.5</B><C>0</C>
															</flamestartcolor2>
															<flameendcolor2>
																<A>0</A><B>0.25</B><C>0</C>
															</flameendcolor2>
															<flamelife>0.5</flamelife>
															<smokelife>1.0</smokelife>
															<projectilescale>0.5</projectilescale>
															<projectilemodel type='ase'>
																<mesh>roller.ase</mesh>
																<skin>green.bmp</skin>
															</projectilemodel>
															<collisionaction type='WeaponReference'>
																<weapon>Acid_Small</weapon>
															</collisionaction>
														</aimedweapon>
													</aimedweapon>
												</subweapon1>
												<subweapon2 type='WeaponReference'>
													<weapon>Acid_Small</weapon>
												</subweapon2>
											</collisionaction>
										</collisionaction>
									</subweapon2>
									<subweapon3 type='WeaponReference'>
										<weapon>Acid_Small</weapon>
									</subweapon3>
								</collisionaction>
							</aimedweapon>
						</nextaction>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponReference'>
					<weapon>Acid_Large</weapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Digger</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that explodes 
creating some small riot bombs.</description>
		<icon>bdigger.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>1000</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>4</nowarheads>
				<inaccuracy>20</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>40</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under/>
					<nocreateflame/>
					<shieldhurtfactor>0.375</shieldhurtfactor>
					<projectilescale>0.5</projectilescale>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<armslevel>8</armslevel>
						<nocreatedebris/>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<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 some riot bombs.</description>
		<icon>digger.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</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>8</nowarheads>
				<inaccuracy>20</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>50</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under/>
					<nocreateflame/>
					<shieldhurtfactor>0.375</shieldhurtfactor>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<armslevel>6</armslevel>
						<nocreatedebris/>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Quicksand</name>
		<armslevel>4</armslevel>
		<description>A projectile weapon digs under 
the ground eats away the surrounding earth.</description>
		<icon>hdigger.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>6000</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>8</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<inaccuracy>40</inaccuracy>
				<aimedweapon type='WeaponVelocity'>
					<velocitychange>0.25</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<nocreateflame/>
						<under/>
						<shieldhurtfactor>0.66</shieldhurtfactor>
						<projectilemodel type='ase'>
							<mesh>roller.ase</mesh>
							<skin>white.bmp</skin>
						</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponDelay'>
								<delay>1.5</delay>
								<delayedweapon type='WeaponExplosion'>
									<nocreatedebris/>
									<nocreatesplash/>
									<deform>down</deform>
									<hurtamount>0.0</hurtamount>
									<size>8</size>
									<explosiontexture>exp03</explosiontexture>
									<explosionsound>explosions/crunch.wav</explosionsound>
								</delayedweapon>
							</subweapon1>
							<subweapon2 type='WeaponAimedUnder'>
								<nowarheads>2</nowarheads>
								<percentagemiss>20</percentagemiss>
								<maxaimdistance>50</maxaimdistance>
								<inaccuracy>40</inaccuracy>
								<aimedweapon type='WeaponVelocity'>
									<velocitychange>0.25</velocitychange>
									<aimedweapon type='WeaponProjectile'>
										<nocreateflame/>
										<under/>
										<shieldhurtfactor>0.66</shieldhurtfactor>
										<projectilemodel type='ase'>
											<mesh>roller.ase</mesh>
											<skin>white.bmp</skin>
										</projectilemodel>
										<collisionaction type='WeaponMulti'>
											<subweapon1 type='WeaponExplosion'>
												<nocreatedebris/>
												<nocreatesplash/>
												<deform>down</deform>
												<hurtamount>0.0</hurtamount>
												<size>6</size>
												<explosiontexture>exp03</explosiontexture>
												<explosionsound>explosions/crunch.wav</explosionsound>
											</subweapon1>
											<subweapon2 type='WeaponNull'></subweapon2>
										</collisionaction>
									</aimedweapon>
								</aimedweapon>
							</subweapon2>
						</collisionaction>
					</aimedweapon>
				</aimedweapon>
			</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>
		<startingnumber>-1</startingnumber>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris/>
				<hurtamount>0.0</hurtamount>
				<deform>up</deform>
				<size>4</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>2</bundlesize>
		<cost>2000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris/>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<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>1</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris/>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<size>18</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>DirtColumn</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRepeat'>
			<repeat>3</repeat>
			<delay>0.5</delay>
			<repeatweapon type='WeaponExplosion'>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris/>
				<size>10</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</repeatweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Wall Of Dirt</name>
		<armslevel>5</armslevel>
		<maximumnumber>3</maximumnumber>
		<description>Raises a small wall Of Dirt a short 
distance from your tank in the direction you aim</description>
		<icon>dshield.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<accessoryaction type='WeaponDelay'>
			<delay>0.5</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>90</vredirect>
					<nextaction type='WeaponTranslate'>
						<translatedist>30</translatedist>
						<nextaction type='WeaponReference'>
							<weapon>DirtColumn</weapon>
						</nextaction>
					</nextaction>
				</subweapon1>
				<subweapon2 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>22.5</hredirect>
					<vredirect>90</vredirect>
					<nextaction type='WeaponTranslate'>
						<translatedist>30</translatedist>
						<nextaction type='WeaponReference'>
							<weapon>DirtColumn</weapon>
						</nextaction>
					</nextaction>
				</subweapon2>
				<subweapon3 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>-22.5</hredirect>
					<vredirect>90</vredirect>
					<nextaction type='WeaponTranslate'>
						<translatedist>30</translatedist>
						<nextaction type='WeaponReference'>
							<weapon>DirtColumn</weapon>
						</nextaction>
					</nextaction>
				</subweapon3>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Small Meteor</name>
		<armslevel>4</armslevel>
		<description>A meteor that explodes on impact, scattering
burning chunks of earth about the area.</description>
		<icon>meteor.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='ase'>
			<mesh>roller.ase</mesh>
			<skin>magma.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponDelay'>
					<delay>1.5</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponDelay'>
							<delay>.5</delay>
							<delayedweapon type='WeaponMulti'>
								<subweapon1 type='WeaponProjectile'>
									<projectilescale>2</projectilescale>
									<projectilemodel type='ase'>
										<mesh>roller.ase</mesh>
										<skin>magma.bmp</skin>
									</projectilemodel>
									<collisionaction type='WeaponMulti'>
										<subweapon1 type='WeaponDelay'>
											<delay>0.25</delay>
											<delayedweapon type='WeaponAimedOver'>
												<nowarheads>12</nowarheads>
												<percentagemiss>100</percentagemiss>
												<maxaimdistance>0</maxaimdistance>
												<inaccuracy>100</inaccuracy>
												<aimedweapon type='WeaponTranslate'>
													<translatedist>10</translatedist>
													<nextaction type='WeaponProjectile'>
														<projectilemodel type='ase'>
															<mesh>roller.ase</mesh>
															<skin>magma.bmp</skin>
														</projectilemodel>
														<collisionaction type='WeaponMulti'>
															<subweapon1 type='WeaponExplosion'>
																<hurtamount>0.0</hurtamount>
																<deform>up</deform>
																<size>5</size>
																<explosionsound>explosions/thud.wav</explosionsound>
																<explosiontexture>exp02</explosiontexture>
															</subweapon1>
															<subweapon2 type='WeaponNapalm'>
																<allowunderwater>true</allowunderwater>
																<napalmtime>8.0</napalmtime>
																<napalmheight>1.75</napalmheight>
																<steptime>2</steptime>
																<hurtsteptime>1.25</hurtsteptime>
																<hurtpersecond>1.0</hurtpersecond>
																<numberstreams>2</numberstreams>
																<effectradius>6.5</effectradius>
																<napalmtexture>flames</napalmtexture>
																<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
																<napalmsound>explosions/napalm.wav</napalmsound>
															</subweapon2>
														</collisionaction>
													</nextaction>
												</aimedweapon>
											</delayedweapon>
										</subweapon1>
										<subweapon2 type='WeaponExplosion'>
											<hurtamount>1.25</hurtamount>
											<deform>down</deform>
											<size>12</size>
											<explosionsound>explosions/meteor.wav</explosionsound>
											<explosiontexture>exp02</explosiontexture>
											<explosionshake>2.0</explosionshake>
										</subweapon2>
									</collisionaction>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<nocreatedebris/>
									<hurtamount>0</hurtamount>
									<deform>none</deform>
									<size>4</size>
									<explosionsound>explosions/quake.wav</explosionsound>
									<explosiontexture>exp04</explosiontexture>
								</subweapon2>
							</delayedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<nocreatedebris/>
							<animate/>
							<minlife>2</minlife>
							<maxlife>3</maxlife>
							<hurtamount>0</hurtamount>
							<deform>none</deform>
							<size>6</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</subweapon2>
					</delayedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<animate/>
					<minlife>3</minlife>
					<maxlife>5</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>8</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mega Meteor</name>
		<armslevel>2</armslevel>
		<description>A meteor that explodes on impact, scattering
burning chunks of earth about the area.</description>
		<icon>meteor.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='ase'>
			<mesh>roller.ase</mesh>
			<skin>magma.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponDelay'>
					<delay>2</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponProjectile'>
							<projectilescale>2</projectilescale>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>magma.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponDelay'>
									<delay>0.5</delay>
									<delayedweapon type='WeaponAimedOver'>
										<nowarheads>16</nowarheads>
										<percentagemiss>100</percentagemiss>
										<maxaimdistance>0</maxaimdistance>
										<inaccuracy>100</inaccuracy>
										<aimedweapon type='WeaponTranslate'>
											<translatedist>10</translatedist>
											<nextaction type='WeaponVelocity'>
												<velocitychange>1.2</velocitychange>
												<aimedweapon type='WeaponProjectile'>
													<projectilemodel type='ase'>
														<mesh>roller.ase</mesh>
														<skin>magma.bmp</skin>
													</projectilemodel>
													<collisionaction type='WeaponMulti'>
														<subweapon1 type='WeaponExplosion'>
															<hurtamount>0</hurtamount>
															<deform>up</deform>
															<size>6</size>
															<explosionsound>explosions/thud.wav</explosionsound>
															<explosiontexture>exp02</explosiontexture>
														</subweapon1>
														<subweapon2 type='WeaponNapalm'>
															<allowunderwater>true</allowunderwater>
															<napalmtime>8.0</napalmtime>
															<napalmheight>2.0</napalmheight>
															<steptime>2</steptime>
															<hurtsteptime>1.0</hurtsteptime>
															<hurtpersecond>1.0</hurtpersecond>
															<numberstreams>2</numberstreams>
															<effectradius>8</effectradius>
															<napalmtexture>flames</napalmtexture>
															<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
															<napalmsound>explosions/napalm.wav</napalmsound>
														</subweapon2>
													</collisionaction>
												</aimedweapon>
											</nextaction>
										</aimedweapon>
									</delayedweapon>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<hurtamount>1.25</hurtamount>
									<deform>down</deform>
									<size>24</size>
									<explosionsound>explosions/meteor.wav</explosionsound>
									<explosiontexture>exp02</explosiontexture>
									<explosionshake>2.0</explosionshake>
								</subweapon2>
							</collisionaction>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<nocreatedebris/>
							<animate/>
							<hurtamount>0</hurtamount>
							<minlife>3</minlife>
							<maxlife>4</maxlife>
							<deform>none</deform>
							<size>5</size>
							<explosionshake>4.0</explosionshake>
							<explosionsound>explosions/quake.wav</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</subweapon2>
					</delayedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<animate/>
					<minlife>3</minlife>
					<maxlife>5</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>10</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor1</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2.0</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>magma.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>1.1</hurtamount>
					<deform>down</deform>
					<size>10</size>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>exp00</explosiontexture>
					<explosionshake>2.0</explosionshake>
				</subweapon1>
				<subweapon2 type='WeaponAimedOver'>
					<nowarheads>3</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponTranslate'>
						<translatedist>8</translatedist>
						<nextaction type='WeaponProjectile'>
							<flamelife>2.0</flamelife>
							<smokelife>4.0</smokelife>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>magma.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<hurtamount>0.0</hurtamount>
									<deform>up</deform>
									<size>4</size>
									<explosionsound>none</explosionsound>
									<explosiontexture>exp04</explosiontexture>
								</subweapon1>
								<subweapon2 type='WeaponNapalm'>
									<allowunderwater>true</allowunderwater>
									<napalmtime>6.0</napalmtime>
									<napalmheight>1.4</napalmheight>
									<steptime>2</steptime>
									<hurtsteptime>1.5</hurtsteptime>
									<hurtpersecond>1.0</hurtpersecond>
									<numberstreams>1</numberstreams>
									<effectradius>5</effectradius>
									<napalmtexture>flames</napalmtexture>
									<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
									<napalmsound>explosions/napalm.wav</napalmsound>
								</subweapon2>
							</collisionaction>
						</nextaction>
					</aimedweapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor2</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2.5</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>magma.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>1.15</hurtamount>
					<deform>down</deform>
					<size>14</size>
					<explosionsound>explosions/meteor.wav</explosionsound>
					<explosiontexture>exp00</explosiontexture>
					<explosionshake>1.0</explosionshake>
				</subweapon1>
				<subweapon2 type='WeaponAimedOver'>
					<nowarheads>5</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponTranslate'>
						<translatedist>10</translatedist>
						<nextaction type='WeaponProjectile'>
							<flamelife>2.0</flamelife>
							<smokelife>4.0</smokelife>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>magma.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<hurtamount>0.0</hurtamount>
									<deform>up</deform>
									<size>5</size>
									<explosionsound>none</explosionsound>
									<explosiontexture>exp04</explosiontexture>
								</subweapon1>
								<subweapon2 type='WeaponNapalm'>
									<allowunderwater>true</allowunderwater>
									<napalmtime>7.5</napalmtime>
									<napalmheight>1.6</napalmheight>
									<steptime>1.75</steptime>
									<hurtsteptime>1.25</hurtsteptime>
									<hurtpersecond>1.0</hurtpersecond>
									<numberstreams>2</numberstreams>
									<effectradius>5</effectradius>
									<napalmtexture>flames</napalmtexture>
									<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
									<napalmsound>explosions/napalm.wav</napalmsound>
								</subweapon2>
							</collisionaction>
						</nextaction>
					</aimedweapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor3</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>3.0</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>magma.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>1.2</hurtamount>
					<deform>down</deform>
					<size>18</size>
					<explosionsound>explosions/meteor.wav</explosionsound>
					<explosiontexture>exp00</explosiontexture>
					<explosionshake>2.0</explosionshake>
				</subweapon1>
				<subweapon2 type='WeaponAimedOver'>
					<nowarheads>8</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponTranslate'>
						<translatedist>12</translatedist>
						<nextaction type='WeaponProjectile'>
							<flamelife>2.0</flamelife>
							<smokelife>4.0</smokelife>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>magma.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<hurtamount>0.0</hurtamount>
									<deform>up</deform>
									<size>6</size>
									<explosionsound>none</explosionsound>
									<explosiontexture>exp04</explosiontexture>
								</subweapon1>
								<subweapon2 type='WeaponNapalm'>
									<allowunderwater>true</allowunderwater>
									<napalmtime>8.0</napalmtime>
									<napalmheight>1.8</napalmheight>
									<steptime>1.5</steptime>
									<hurtsteptime>1.0</hurtsteptime>
									<hurtpersecond>1.0</hurtpersecond>
									<numberstreams>2</numberstreams>
									<effectradius>6</effectradius>
									<napalmtexture>flames</napalmtexture>
									<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
									<napalmsound>explosions/napalm.wav</napalmsound>
								</subweapon2>
							</collisionaction>
						</nextaction>
					</aimedweapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MeteorCluster</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>Meteor3</weapon>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.2</delay>
				<delayedweapon type='WeaponVelocity'>
					<velocitychange>0.75</velocitychange>
					<aimedweapon type='WeaponReference'>
						<weapon>Meteor2</weapon>
					</aimedweapon>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>0.4</delay>
				<delayedweapon type='WeaponVelocity'>
					<velocitychange>0.5</velocitychange>
					<aimedweapon type='WeaponReference'>
						<weapon>Meteor1</weapon>
					</aimedweapon>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MeteShwrSegment</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRedirect'>
			<habs>false</habs>
			<vabs>true</vabs>
			<hredirect>0</hredirect>
			<vredirect>90</vredirect>
			<nextaction type='WeaponTranslate'>
				<translatedist>50</translatedist>
				<nextaction type='WeaponMulti'>
					<subweapon1 type='WeaponDelay'>
						<delay>1.0</delay>
						<delayedweapon type='WeaponAimedOver'>
							<nowarheads>1</nowarheads>
							<percentagemiss>20</percentagemiss>
							<maxaimdistance>50</maxaimdistance>
							<inaccuracy>15</inaccuracy>
							<aimedweapon type='WeaponProjectile'>
								<apexcollision></apexcollision>
								<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
								<collisionaction type='WeaponMulti'>
									<subweapon1 type='WeaponDelay'>
										<delay>1.0</delay>
										<delayedweapon type='WeaponAimedOver'>
											<nowarheads>2</nowarheads>
											<percentagemiss>20</percentagemiss>
											<maxaimdistance>35</maxaimdistance>
											<inaccuracy>20</inaccuracy>
											<aimedweapon type='WeaponReference'>
												<weapon>Meteor1</weapon>
											</aimedweapon>
										</delayedweapon>
									</subweapon1>
									<subweapon2 type='WeaponReference'>
										<weapon>Meteor2</weapon>
									</subweapon2>
									<subweapon3 type='WeaponExplosion'>
										<nocreatedebris/>
										<minlife>4</minlife>
										<maxlife>6</maxlife>
										<animate/>
										<hurtamount>0</hurtamount>
										<deform>none</deform>
										<size>24</size>
										<explosionsound>shoot/flare.wav</explosionsound>
										<explosiontexture>exp04</explosiontexture>
									</subweapon3>
								</collisionaction>
							</aimedweapon>
						</delayedweapon>
					</subweapon1>
					<subweapon2 type='WeaponReference'>
						<weapon>MeteorCluster</weapon>
					</subweapon2>
					<subweapon3 type='WeaponExplosion'>
						<hurtamount>0</hurtamount>
						<nocreatedebris/>
						<minlife>4</minlife>
						<maxlife>6</maxlife>
						<deform>none</deform>
						<size>24</size>
						<explosionshake>4.0</explosionshake>
						<explosionsound>explosions/quake.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</subweapon3>
					<subweapon4 type='WeaponReference'>
						<weapon>Clouds-Red</weapon>
					</subweapon4>
				</nextaction>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor Shower</name>
		<armslevel>1</armslevel>
		<description>Weapon creates a mass of flaming meteors
at a random location in the sky.  The meteors 
explode and scatter flaming earth on impact.
YOU CANNOT AIM THIS WEAPON!</description>
		<icon>mshower.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>40000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='ase'>
			<mesh>roller.ase</mesh>
			<skin>magma.bmp</skin>
		</model>
		<accessoryaction type='WeaponCenterPosition'>
			<height>200</height>
			<nextaction type='WeaponScatterPosition'>
				<landheight>false</landheight>
				<landonly>false</landonly>
				<scatterpercentage>25</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='WeaponDelay'>
							<delay>2.0</delay>
							<delayedweapon type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<nocreatedebris/>
									<minlife>3</minlife>
									<maxlife>4</maxlife>
									<animate/>
									<hurtamount>0</hurtamount>
									<deform>none</deform>
									<size>16</size>
									<explosionsound>explosions/lightning.wav</explosionsound>
									<explosiontexture>exp04</explosiontexture>
								</subweapon1>
								<subweapon2 type='WeaponRepeat'>
									<repeat>8</repeat>
									<delay>0.75</delay>
									<repeatweapon type='WeaponAimedOver'>
										<nowarheads>1</nowarheads>
										<percentagemiss>100</percentagemiss>
										<maxaimdistance>0</maxaimdistance>
										<inaccuracy>100</inaccuracy>
										<aimedweapon type='WeaponReference'>
											<weapon>MeteShwrSegment</weapon>
										</aimedweapon>
									</repeatweapon>
								</subweapon2>
							</delayedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<nocreatedebris/>
							<minlife>4</minlife>
							<maxlife>6</maxlife>
							<animate/>
							<hurtamount>0</hurtamount>
							<deform>none</deform>
							<size>24</size>
							<explosionsound>shoot/flare.wav</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</subweapon2>
					</aimedweapon>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MountainDirt</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>6.0</translatedist>
			<nextaction type='WeaponScatterPosition'>
				<landheight>true</landheight>
				<landonly>false</landonly>
				<scatterpercentage>0</scatterpercentage>
				<aimedweapon type='WeaponMulti'>
					<subweapon1 type='WeaponExplosion'>
						<deform>up</deform>
						<deformtexture>data/textures/landscape/vulcano/texture2.bmp</deformtexture>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris/>
						<size>6</size>
						<explosiontexture>none</explosiontexture>
						<explosionsound>none</explosionsound>
					</subweapon1>
					<subweapon2 type='WeaponDelay'>
						<delay>0.2</delay>
						<delayedweapon type='WeaponTranslate'>
							<translatedist>7.0</translatedist>
							<nextaction type='WeaponScatterPosition'>
								<landheight>true</landheight>
								<landonly>false</landonly>
								<scatterpercentage>0</scatterpercentage>
								<aimedweapon type='WeaponMulti'>
									<subweapon1 type='WeaponExplosion'>
										<deform>up</deform>
										<deformtexture>data/textures/landscape/vulcano/texture2.bmp</deformtexture>
										<hurtamount>0.0</hurtamount>
										<nocreatedebris/>
										<size>7</size>
										<explosiontexture>none</explosiontexture>
										<explosionsound>none</explosionsound>
									</subweapon1>
									<subweapon2 type='WeaponDelay'>
										<delay>0.2</delay>
										<delayedweapon type='WeaponTranslate'>
											<translatedist>9.0</translatedist>
											<nextaction type='WeaponScatterPosition'>
												<landheight>true</landheight>
												<landonly>false</landonly>
												<scatterpercentage>0</scatterpercentage>
												<aimedweapon type='WeaponMulti'>
													<subweapon1 type='WeaponExplosion'>
														<deform>up</deform>
														<deformtexture>data/textures/landscape/vulcano/texture2.bmp</deformtexture>
														<hurtamount>0.0</hurtamount>
														<nocreatedebris/>
														<size>10</size>
														<explosiontexture>none</explosiontexture>
														<explosionsound>none</explosionsound>
													</subweapon1>
													<subweapon2 type='WeaponDelay'>
														<delay>0.2</delay>
														<delayedweapon type='WeaponTranslate'>
															<translatedist>10.0</translatedist>
															<nextaction type='WeaponScatterPosition'>
																<landheight>true</landheight>
																<landonly>false</landonly>
																<scatterpercentage>0</scatterpercentage>
																<aimedweapon type='WeaponMulti'>
																	<subweapon1 type='WeaponExplosion'>
																		<deform>up</deform>
																		<deformtexture>data/textures/landscape/vulcano/texture2.bmp</deformtexture>
																		<hurtamount>0.0</hurtamount>
																		<nocreatedebris/>
																		<size>7</size>
																		<explosiontexture>none</explosiontexture>
																		<explosionsound>none</explosionsound>
																	</subweapon1>
																</aimedweapon>
															</nextaction>
														</delayedweapon>
													</subweapon2>
												</aimedweapon>
											</nextaction>
										</delayedweapon>
									</subweapon2>
								</aimedweapon>
							</nextaction>
						</delayedweapon>
					</subweapon2>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MountainSegment</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponReference'>
					<weapon>MountainDirt</weapon>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponDelay'>
					<delay>0.75</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>MountainDirt</weapon>
					</delayedweapon>
				</weapon>
			</weaponchoice2>
			<weaponchoice3>
				<weight>10</weight>
				<weapon type='WeaponDelay'>
					<delay>1.5</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>MountainDirt</weapon>
					</delayedweapon>
				</weapon>
			</weaponchoice3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MagmaChunk</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<flamestartsize>1.0</flamestartsize>
			<flameendsize>4.0</flameendsize>
			<smokestartsize>1.0</smokestartsize>
			<smokeendsize>6.0</smokeendsize>
			<projectilescale>0.5</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>magma.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponNapalm'>
					<allowunderwater>false</allowunderwater>
					<napalmtime>6.0</napalmtime>
					<napalmheight>1.5</napalmheight>
					<steptime>0.33</steptime>
					<hurtsteptime>1.0</hurtsteptime>
					<hurtpersecond>0.5</hurtpersecond>
					<numberstreams>2</numberstreams>
					<effectradius>6</effectradius>
					<napalmtexture>lava</napalmtexture>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<napalmsound>none</napalmsound>
				</subweapon1>
				<!--<subweapon2 type='WeaponExplosion'>
					<deform>up</deform>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<hurtamount>0.25</hurtamount>
					<nocreatedebris/>
					<size>4</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon2>-->
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>AshChunk</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponProjectile'>
					<nocreatesmoke/>
					<timedcollision>1.5</timedcollision>
					<enginesound>none</enginesound>
					<flamestartsize>1.0</flamestartsize>
					<flameendsize>4.0</flameendsize>
					<flaretype>1</flaretype>
					<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
					<collisionaction type='WeaponNull'></collisionaction>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponProjectile'>
					<nocreateflame/>
					<timedcollision>2.0</timedcollision>
					<enginesound>none</enginesound>
					<smokestartsize>1.0</smokestartsize>
					<smokeendsize>6.0</smokeendsize>
					<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
					<collisionaction type='WeaponNull'></collisionaction>
				</weapon>
			</weaponchoice2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Volcano</name>
		<armslevel>2</armslevel>
		<description>Spawns a devestating volcano upon impact.</description>
		<icon>volcano.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>30000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='ase'>
			<mesh>roller.ase</mesh>
			<skin>magma.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<flaretype>1</flaretype>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<collisionaction type='WeaponScatterPosition'>
				<landheight>true</landheight>
				<landonly>false</landonly>
				<scatterpercentage>0</scatterpercentage>
				<aimedweapon type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponMulti'>
						<!-- Shake earth and damage opponents over large area -->
						<subweapon1 type='WeaponRepeat'>
							<repeat>5</repeat>
							<delay>1.0</delay>
							<repeatweapon type='WeaponExplosion'>
								<armslevel>1</armslevel>
								<nocreatedebris/>
								<nocreatesplash/>
								<hurtamount>0.2</hurtamount>
								<deform>none</deform>
								<deformtexture>none</deformtexture>
								<size>72</size>
								<explosionshake>4.0</explosionshake>
								<explosiontexture>none</explosiontexture>
								<explosionsound>none</explosionsound>
							</repeatweapon>
						</subweapon1>
						<subweapon2 type='WeaponSound'>
							<sound>data/wav/explosions/quake.wav</sound>
							<relative>true</relative>
						</subweapon2>
						<!-- Form the mountain -->
						<subweapon3 type='WeaponMulti'>
							<subweapon1 type='WeaponAimedOver'>
								<nowarheads>1</nowarheads>
								<percentagemiss>0</percentagemiss>
								<maxaimdistance>0</maxaimdistance>
								<inaccuracy>0</inaccuracy>
								<aimedweapon type='WeaponMulti'>
									<subweapon1 type='WeaponRedirect'>
										<habs>false</habs>
										<vabs>true</vabs>
										<hredirect>0</hredirect>
										<vredirect>90</vredirect>
										<nextaction type='WeaponReference'>
											<weapon>MountainSegment</weapon>
										</nextaction>
									</subweapon1>
									<subweapon2 type='WeaponDelay'>
										<delay>0.25</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>22.5</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon2>
									<subweapon3 type='WeaponDelay'>
										<delay>0.5</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>45</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon3>
									<subweapon4 type='WeaponDelay'>
										<delay>0.75</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>67.5</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon4>
									<subweapon5 type='WeaponDelay'>
										<delay>1.0</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>90</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon5>
									<subweapon6 type='WeaponDelay'>
										<delay>1.25</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>112.5</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon6>
									<subweapon7 type='WeaponDelay'>
										<delay>1.5</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>135</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon7>
									<subweapon8 type='WeaponDelay'>
										<delay>1.75</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>157.5</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon8>
									<subweapon9 type='WeaponDelay'>
										<delay>2.0</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>180</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon9>
									<subweapon10 type='WeaponDelay'>
										<delay>2.25</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>202.5</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon10>
									<subweapon11 type='WeaponDelay'>
										<delay>2.5</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>225</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon11>
									<subweapon12 type='WeaponDelay'>
										<delay>2.75</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>247.5</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon12>
									<subweapon13 type='WeaponDelay'>
										<delay>3.0</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>270</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon13>
									<subweapon14 type='WeaponDelay'>
										<delay>3.25</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>292.5</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon14>
									<subweapon15 type='WeaponDelay'>
										<delay>3.5</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>315</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon15>
									<subweapon16 type='WeaponDelay'>
										<delay>3.75</delay>
										<delayedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>true</vabs>
											<hredirect>337.5</hredirect>
											<vredirect>90</vredirect>
											<nextaction type='WeaponReference'>
												<weapon>MountainSegment</weapon>
											</nextaction>
										</delayedweapon>
									</subweapon16>
								</aimedweapon>
							</subweapon1>
							<subweapon2 type='WeaponDelay'>
								<delay>0.1</delay>
								<delayedweapon type='WeaponExplosion'>
									<deform>up</deform>
									<deformtexture>data/textures/landscape/vulcano/texture2.bmp</deformtexture>
									<hurtamount>0.0</hurtamount>
									<nocreatedebris/>
									<size>12</size>
									<explosiontexture>none</explosiontexture>
									<explosionsound>none</explosionsound>
								</delayedweapon>
							</subweapon2>
							<subweapon3 type='WeaponDelay'>
								<delay>4.0</delay>
								<delayedweapon type='WeaponExplosion'>
									<deform>up</deform>
									<deformtexture>data/textures/landscape/vulcano/texture2.bmp</deformtexture>
									<hurtamount>0.0</hurtamount>
									<nocreatedebris/>
									<size>8</size>
									<explosiontexture>none</explosiontexture>
									<explosionsound>none</explosionsound>
								</delayedweapon>
							</subweapon3>
							<!-- Eruption -->
							<subweapon4 type='WeaponDelay'>
								<delay>7.5</delay>
								<delayedweapon type='WeaponScatterPosition'>
									<landheight>true</landheight>
									<landonly>false</landonly>
									<scatterpercentage>0</scatterpercentage>
									<aimedweapon type='WeaponMulti'>
										<subweapon1 type='WeaponExplosion'>
											<deform>down</deform>
											<createmushroomamount>1.0</createmushroomamount>
											<deformtexture>data/textures/landscape/hell/texture2.bmp</deformtexture>
											<hurtamount>1.0</hurtamount>
											<size>16</size>
											<explosionshake>4.0</explosionshake>
											<explosiontexture>exp02</explosiontexture>
											<explosionsound>explosions/large.wav</explosionsound>
										</subweapon1>
										<subweapon2 type='WeaponDelay'>
											<delay>0.5</delay>
											<delayedweapon type='WeaponScatterPosition'>
												<landheight>true</landheight>
												<landonly>false</landonly>
												<scatterpercentage>0</scatterpercentage>
												<aimedweapon type='WeaponRepeat'>
													<repeat>8</repeat>
													<delay>0.5</delay>
													<repeatweapon type='WeaponExplosion'>
														<deform>none</deform>
														<deformtexture>none</deformtexture>
														<nocreatedebris/>
														<nocreatesplash/>
														<createmushroomamount>1.0</createmushroomamount>
														<hurtamount>0</hurtamount>
														<size>16</size>
														<explosiontexture>none</explosiontexture>
														<explosionsound>none</explosionsound>
													</repeatweapon>
												</aimedweapon>
											</delayedweapon>
										</subweapon2>
										<subweapon3 type='WeaponDelay'>
											<delay>1.0</delay>
											<delayedweapon type='WeaponRepeat'>
												<repeat>4</repeat>
												<delay>1.0</delay>
												<repeatweapon type='WeaponExplosion'>
													<deform>none</deform>
													<deformtexture>none</deformtexture>
													<nocreatedebris/>
													<nocreatesplash/>
													<hurtamount>0</hurtamount>
													<size>16</size>
													<explosionshake>4.0</explosionshake>
													<explosiontexture>none</explosiontexture>
													<explosionsound>none</explosionsound>
												</repeatweapon>
											</delayedweapon>
										</subweapon3>
										<subweapon4 type='WeaponDelay'>
											<delay>0.2</delay>
											<delayedweapon type='WeaponAimedOver'>
												<nowarheads>1</nowarheads>
												<percentagemiss>0</percentagemiss>
												<maxaimdistance>50</maxaimdistance>
												<inaccuracy>0</inaccuracy>
												<aimedweapon type='WeaponRedirect'>
													<habs>false</habs>
													<vabs>true</vabs>
													<hredirect>0</hredirect>
													<vredirect>90</vredirect>
													<nextaction type='WeaponTranslate'>
														<translatedist>9</translatedist>
														<nextaction type='WeaponScatterPosition'>
															<landheight>true</landheight>
															<landonly>false</landonly>
															<scatterpercentage>0</scatterpercentage>
															<aimedweapon type='WeaponMulti'>
																<subweapon1 type='WeaponExplosion'>
																	<nocreatedebris/>
																	<nocreatesplash/>
																	<deform>down</deform>
																	<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
																	<hurtamount>0</hurtamount>
																	<size>5</size>
																	<explosiontexture>none</explosiontexture>
																	<explosionsound>none</explosionsound>
																</subweapon1>
																<subweapon2 type='WeaponRedirect'>
																	<habs>false</habs>
																	<vabs>true</vabs>
																	<hredirect>120</hredirect>
																	<vredirect>90</vredirect>
																	<nextaction type='WeaponTranslate'>
																		<translatedist>4</translatedist>
																		<nextaction type='WeaponExplosion'>
																			<nocreatedebris/>
																			<nocreatesplash/>
																			<deform>down</deform>
																			<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
																			<hurtamount>0</hurtamount>
																			<size>5</size>
																			<explosiontexture>none</explosiontexture>
																			<explosionsound>none</explosionsound>
																		</nextaction>
																	</nextaction>
																</subweapon2>
																<subweapon3 type='WeaponRedirect'>
																	<habs>false</habs>
																	<vabs>true</vabs>
																	<hredirect>-120</hredirect>
																	<vredirect>90</vredirect>
																	<nextaction type='WeaponTranslate'>
																		<translatedist>4</translatedist>
																		<nextaction type='WeaponExplosion'>
																			<nocreatedebris/>
																			<nocreatesplash/>
																			<deform>down</deform>
																			<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
																			<hurtamount>0</hurtamount>
																			<size>5</size>
																			<explosiontexture>none</explosiontexture>
																			<explosionsound>none</explosionsound>
																		</nextaction>
																	</nextaction>
																</subweapon3>
																<subweapon4 type='WeaponTranslate'>
																	<translatedist>4</translatedist>
																	<nextaction type='WeaponExplosion'>
																		<nocreatedebris/>
																		<nocreatesplash/>
																		<deform>down</deform>
																		<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
																		<hurtamount>0</hurtamount>
																		<size>4</size>
																		<explosiontexture>none</explosiontexture>
																		<explosionsound>none</explosionsound>
																	</nextaction>
																</subweapon4>
																<subweapon5 type='WeaponTranslate'>
																	<translatedist>8</translatedist>
																	<nextaction type='WeaponExplosion'>
																		<nocreatedebris/>
																		<nocreatesplash/>
																		<deform>down</deform>
																		<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
																		<hurtamount>0</hurtamount>
																		<size>4</size>
																		<explosiontexture>none</explosiontexture>
																		<explosionsound>none</explosionsound>
																	</nextaction>
																</subweapon5>
																<subweapon6 type='WeaponTranslate'>
																	<translatedist>12</translatedist>
																	<nextaction type='WeaponExplosion'>
																		<nocreatedebris/>
																		<nocreatesplash/>
																		<deform>down</deform>
																		<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
																		<hurtamount>0</hurtamount>
																		<size>4</size>
																		<explosiontexture>none</explosiontexture>
																		<explosionsound>none</explosionsound>
																	</nextaction>
																</subweapon6>
																<subweapon7 type='WeaponTranslate'>
																	<translatedist>16</translatedist>
																	<nextaction type='WeaponExplosion'>
																		<nocreatedebris/>
																		<nocreatesplash/>
																		<deform>down</deform>
																		<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
																		<hurtamount>0</hurtamount>
																		<size>4</size>
																		<explosiontexture>none</explosiontexture>
																		<explosionsound>none</explosionsound>
																	</nextaction>
																</subweapon7>
															</aimedweapon>
														</nextaction>
													</nextaction>
												</aimedweapon>
											</delayedweapon>
										</subweapon4>
										<subweapon5 type='WeaponNapalm'>
											<allowunderwater>true</allowunderwater>
											<napalmtime>12.0</napalmtime>
											<napalmheight>1.8</napalmheight>
											<steptime>0.2</steptime>
											<hurtsteptime>1.0</hurtsteptime>
											<hurtpersecond>1.0</hurtpersecond>
											<numberstreams>4</numberstreams>
											<effectradius>6</effectradius>
											<napalmtexture>lava</napalmtexture>
											<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
											<napalmsound>explosions/napalm.wav</napalmsound>
										</subweapon5>
										<subweapon6 type='WeaponDelay'>
											<delay>0.5</delay>
											<delayedweapon type='WeaponSound'>
												<sound>data/wav/explosions/quake.wav</sound>
												<gain>1.5</gain>
												<relative>true</relative>
											</delayedweapon>
										</subweapon6>
										<!-- Flying Lava And Ash -->
										<subweapon7 type='WeaponDelay'>
											<delay>0.1</delay>
											<delayedweapon type='WeaponScatterPosition'>
												<landheight>true</landheight>
												<landonly>false</landonly>
												<scatterpercentage>0</scatterpercentage>
												<aimedweapon type='WeaponAimedOver'>
													<nowarheads>8</nowarheads>
													<percentagemiss>0</percentagemiss>
													<maxaimdistance>0</maxaimdistance>
													<inaccuracy>0</inaccuracy>
													<aimedweapon type='WeaponRandomChoice'>
														<weaponchoice1>
															<weight>10</weight>
															<weapon type='WeaponReference'>
																<weapon>MagmaChunk</weapon>
															</weapon>
														</weaponchoice1>
														<weaponchoice2>
															<weight>10</weight>
															<weapon type='WeaponProjectile'>
																<nocreateflame/>
																<enginesound>none</enginesound>
																<projectilescale>0.5</projectilescale>
																<projectilemodel type='ase'>
																	<mesh>roller.ase</mesh>
																	<skin>magma.bmp</skin>
																</projectilemodel>
																<collisionaction type='WeaponExplosion'>
																	<deform>up</deform>
																	<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
																	<hurtamount>0.25</hurtamount>
																	<nocreatedebris/>
																	<size>4</size>
																	<explosiontexture>none</explosiontexture>
																	<explosionsound>none</explosionsound>
																</collisionaction>
															</weapon>
														</weaponchoice2>
													</aimedweapon>
												</aimedweapon>
											</delayedweapon>
										</subweapon7>
										<subweapon8 type='WeaponDelay'>
											<delay>0.33</delay>
											<delayedweapon type='WeaponScatterPosition'>
												<landheight>true</landheight>
												<landonly>false</landonly>
												<scatterpercentage>0</scatterpercentage>
												<aimedweapon type='WeaponRepeat'>
													<repeat>15</repeat>
													<delay>0.33</delay>
													<repeatweapon type='WeaponRandomChoice'>
														<weaponchoice1>
															<weight>10</weight>
															<weapon type='WeaponAimedOver'>
																<nowarheads>1</nowarheads>
																<percentagemiss>0</percentagemiss>
																<maxaimdistance>0</maxaimdistance>
																<inaccuracy>0</inaccuracy>
																<aimedweapon type='WeaponVelocity'>
																	<velocitychange>1.2</velocitychange>
																	<aimedweapon type='WeaponReference'>
																		<weapon>MagmaChunk</weapon>
																	</aimedweapon>
																</aimedweapon>
															</weapon>
														</weaponchoice1>
														<weaponchoice2>
															<weight>10</weight>
															<weapon type='WeaponAimedOver'>
																<nowarheads>2</nowarheads>
																<percentagemiss>0</percentagemiss>
																<maxaimdistance>0</maxaimdistance>
																<inaccuracy>0</inaccuracy>
																<aimedweapon type='WeaponVelocity'>
																	<velocitychange>1.2</velocitychange>
																	<aimedweapon type='WeaponReference'>
																		<weapon>MagmaChunk</weapon>
																	</aimedweapon>
																</aimedweapon>
															</weapon>
														</weaponchoice2>
														<weaponchoice3>
															<weight>10</weight>
															<weapon type='WeaponAimedOver'>
																<nowarheads>3</nowarheads>
																<percentagemiss>0</percentagemiss>
																<maxaimdistance>0</maxaimdistance>
																<inaccuracy>0</inaccuracy>
																<aimedweapon type='WeaponVelocity'>
																	<velocitychange>1.2</velocitychange>
																	<aimedweapon type='WeaponReference'>
																		<weapon>MagmaChunk</weapon>
																	</aimedweapon>
																</aimedweapon>
															</weapon>
														</weaponchoice3>
													</repeatweapon>
												</aimedweapon>
											</delayedweapon>
										</subweapon8>
										<subweapon9 type='WeaponDelay'>
											<delay>0.5</delay>
											<delayedweapon type='WeaponScatterPosition'>
												<landheight>true</landheight>
												<landonly>false</landonly>
												<scatterpercentage>0</scatterpercentage>
												<aimedweapon type='WeaponRepeat'>
													<repeat>15</repeat>
													<delay>0.33</delay>
													<repeatweapon type='WeaponAimedOver'>
														<nowarheads>1</nowarheads>
														<percentagemiss>0</percentagemiss>
														<maxaimdistance>0</maxaimdistance>
														<inaccuracy>0</inaccuracy>
														<aimedweapon type='WeaponVelocity'>
															<velocitychange>1.25</velocitychange>
															<aimedweapon type='WeaponRandomChoice'>
																<weaponchoice1>
																	<weight>10</weight>
																	<weapon type='WeaponReference'>
																		<weapon>AshChunk</weapon>
																	</weapon>
																</weaponchoice1>
																<weaponchoice2>
																	<weight>10</weight>
																	<weapon type='WeaponRedirect'>
																		<habs>false</habs>
																		<vabs>false</vabs>
																		<hredirect>0</hredirect>
																		<vredirect>10</vredirect>
																		<nextaction type='WeaponReference'>
																			<weapon>AshChunk</weapon>
																		</nextaction>
																	</weapon>
																</weaponchoice2>
																<weaponchoice3>
																	<weight>10</weight>
																	<weapon type='WeaponRedirect'>
																		<habs>false</habs>
																		<vabs>false</vabs>
																		<hredirect>0</hredirect>
																		<vredirect>-10</vredirect>
																		<nextaction type='WeaponReference'>
																			<weapon>AshChunk</weapon>
																		</nextaction>
																	</weapon>
																</weaponchoice3>
															</aimedweapon>
														</aimedweapon>
													</repeatweapon>
												</aimedweapon>
											</delayedweapon>
										</subweapon9>
									</aimedweapon>
								</delayedweapon>
							</subweapon4>
						</subweapon3>
					</delayedweapon>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fault_Stage1</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>5</translatedist>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.25</hurtamount>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>0.5</delay>
					<delayedweapon type='WeaponTranslate'>
						<translatedist>5</translatedist>
						<nextaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<hurtamount>0.25</hurtamount>
								<deform>down</deform>
								<size>4</size>
								<explosiontexture>none</explosiontexture>
								<explosionsound>none</explosionsound>
							</subweapon1>
							<subweapon2 type='WeaponDelay'>
								<delay>0.5</delay>
								<delayedweapon type='WeaponTranslate'>
									<translatedist>5</translatedist>
									<nextaction type='WeaponMulti'>
										<subweapon1 type='WeaponExplosion'>
											<hurtamount>0.25</hurtamount>
											<deform>down</deform>
											<size>4</size>
											<explosiontexture>none</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon1>
										<subweapon2 type='WeaponDelay'>
											<delay>0.5</delay>
											<delayedweapon type='WeaponTranslate'>
												<translatedist>5</translatedist>
												<nextaction type='WeaponExplosion'>
													<hurtamount>0.25</hurtamount>
													<deform>down</deform>
													<size>4</size>
													<explosiontexture>none</explosiontexture>
													<explosionsound>none</explosionsound>
												</nextaction>
											</delayedweapon>
										</subweapon2>
									</nextaction>
								</delayedweapon>
							</subweapon2>
						</nextaction>
					</delayedweapon>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fault_Stage2</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>5</translatedist>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<hurtamount>0.25</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>0.5</delay>
					<delayedweapon type='WeaponTranslate'>
						<translatedist>5</translatedist>
						<nextaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<nocreatedebris/>
								<nocreatesplash/>
								<hurtamount>0.25</hurtamount>
								<deform>down</deform>
								<size>6</size>
								<explosiontexture>none</explosiontexture>
								<explosionsound>none</explosionsound>
							</subweapon1>
							<subweapon2 type='WeaponDelay'>
								<delay>0.5</delay>
								<delayedweapon type='WeaponTranslate'>
									<translatedist>5</translatedist>
									<nextaction type='WeaponMulti'>
										<subweapon1 type='WeaponExplosion'>
											<nocreatedebris/>
											<nocreatesplash/>
											<hurtamount>0.25</hurtamount>
											<deform>down</deform>
											<size>6</size>
											<explosiontexture>none</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon1>
										<subweapon2 type='WeaponDelay'>
											<delay>0.5</delay>
											<delayedweapon type='WeaponTranslate'>
												<translatedist>5</translatedist>
												<nextaction type='WeaponExplosion'>
													<nocreatedebris/>
													<nocreatesplash/>
													<hurtamount>0.25</hurtamount>
													<deform>down</deform>
													<size>5</size>
													<explosiontexture>none</explosiontexture>
													<explosionsound>none</explosionsound>
												</nextaction>
											</delayedweapon>
										</subweapon2>
									</nextaction>
								</delayedweapon>
							</subweapon2>
						</nextaction>
					</delayedweapon>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fault_Stage3</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>Fault_Stage2</weapon>
			</subweapon1>
			<subweapon2 type='WeaponTranslate'>
				<translatedist>20</translatedist>
				<nextaction type='WeaponRandomChoice'>
					<weaponchoice1>
						<weight>10</weight>
						<weapon type='WeaponReference'>
							<weapon>Fault_Stage1</weapon>
						</weapon>
					</weaponchoice1>
					<weaponchoice2>
						<weight>10</weight>
						<weapon type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>30</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>Fault_Stage1</weapon>
							</nextaction>
						</weapon>
					</weaponchoice2>
					<weaponchoice3>
						<weight>10</weight>
						<weapon type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>-30</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>Fault_Stage1</weapon>
							</nextaction>
						</weapon>
					</weaponchoice3>
				</nextaction>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>FissureSegment</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>Fault_Stage1</weapon>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponMulti'>
					<subweapon1 type='WeaponReference'>
						<weapon>Fault_Stage2</weapon>
					</subweapon1>
					<subweapon2 type='WeaponTranslate'>
						<translatedist>20</translatedist>
						<nextaction type='WeaponRandomChoice'>
							<weaponchoice1>
								<weight>10</weight>
								<weapon type='WeaponMulti'>
									<subweapon1 type='WeaponReference'>
										<weapon>Fault_Stage1</weapon>
									</subweapon1>
									<subweapon2 type='WeaponDelay'>
										<delay>2.0</delay>
										<delayedweapon type='WeaponReference'>
											<weapon>Fault_Stage3</weapon>
										</delayedweapon>
									</subweapon2>
									<subweapon3 type='WeaponRandomChoice'>
										<weaponchoice1>
											<weight>20</weight>
											<weapon type='WeaponNull'></weapon>
										</weaponchoice1>
										<weaponchoice2>
											<weight>20</weight>
											<weapon type='WeaponDelay'>
												<delay>2.0</delay>
												<delayedweapon type='WeaponRandomChoice'>
													<weaponchoice1>
														<weight>10</weight>
														<weapon type='WeaponRedirect'>
															<habs>false</habs>
															<vabs>true</vabs>
															<hredirect>45</hredirect>
															<vredirect>90</vredirect>
															<nextaction type='WeaponReference'>
																<weapon>Fault_Stage1</weapon>
															</nextaction>
														</weapon>
													</weaponchoice1>
													<weaponchoice2>
														<weight>10</weight>
														<weapon type='WeaponRedirect'>
															<habs>false</habs>
															<vabs>true</vabs>
															<hredirect>-45</hredirect>
															<vredirect>90</vredirect>
															<nextaction type='WeaponReference'>
																<weapon>Fault_Stage1</weapon>
															</nextaction>
														</weapon>
													</weaponchoice2>
												</delayedweapon>
											</weapon>
										</weaponchoice2>
									</subweapon3>
								</weapon>
							</weaponchoice1>
							<weaponchoice2>
								<weight>10</weight>
								<weapon type='WeaponRedirect'>
									<habs>false</habs>
									<vabs>true</vabs>
									<hredirect>30</hredirect>
									<vredirect>90</vredirect>
									<nextaction type='WeaponMulti'>
										<subweapon1 type='WeaponReference'>
											<weapon>Fault_Stage1</weapon>
										</subweapon1>
										<subweapon2 type='WeaponDelay'>
											<delay>2.0</delay>
											<delayedweapon type='WeaponReference'>
												<weapon>Fault_Stage3</weapon>
											</delayedweapon>
										</subweapon2>
										<subweapon3 type='WeaponRandomChoice'>
											<weaponchoice1>
												<weight>20</weight>
												<weapon type='WeaponNull'></weapon>
											</weaponchoice1>
											<weaponchoice2>
												<weight>20</weight>
												<weapon type='WeaponDelay'>
													<delay>2.0</delay>
													<delayedweapon type='WeaponRandomChoice'>
														<weaponchoice1>
															<weight>10</weight>
															<weapon type='WeaponRedirect'>
																<habs>false</habs>
																<vabs>true</vabs>
																<hredirect>-45</hredirect>
																<vredirect>90</vredirect>
																<nextaction type='WeaponReference'>
																	<weapon>Fault_Stage1</weapon>
																</nextaction>
															</weapon>
														</weaponchoice1>
														<weaponchoice2>
															<weight>10</weight>
															<weapon type='WeaponRedirect'>
																<habs>false</habs>
																<vabs>true</vabs>
																<hredirect>-75</hredirect>
																<vredirect>90</vredirect>
																<nextaction type='WeaponReference'>
																	<weapon>Fault_Stage1</weapon>
																</nextaction>
															</weapon>
														</weaponchoice2>
													</delayedweapon>
												</weapon>
											</weaponchoice2>
										</subweapon3>
									</nextaction>
								</weapon>
							</weaponchoice2>
							<weaponchoice3>
								<weight>10</weight>
								<weapon type='WeaponRedirect'>
									<habs>false</habs>
									<vabs>true</vabs>
									<hredirect>45</hredirect>
									<vredirect>90</vredirect>
									<nextaction type='WeaponMulti'>
										<subweapon1 type='WeaponReference'>
											<weapon>Fault_Stage1</weapon>
										</subweapon1>
										<subweapon2 type='WeaponDelay'>
											<delay>2.0</delay>
											<delayedweapon type='WeaponReference'>
												<weapon>Fault_Stage3</weapon>
											</delayedweapon>
										</subweapon2>
										<subweapon3 type='WeaponRandomChoice'>
											<weaponchoice1>
												<weight>20</weight>
												<weapon type='WeaponNull'></weapon>
											</weaponchoice1>
											<weaponchoice2>
												<weight>20</weight>
												<weapon type='WeaponDelay'>
													<delay>2.0</delay>
													<delayedweapon type='WeaponRandomChoice'>
														<weaponchoice1>
															<weight>10</weight>
															<weapon type='WeaponRedirect'>
																<habs>false</habs>
																<vabs>true</vabs>
																<hredirect>-45</hredirect>
																<vredirect>90</vredirect>
																<nextaction type='WeaponReference'>
																	<weapon>Fault_Stage1</weapon>
																</nextaction>
															</weapon>
														</weaponchoice1>
														<weaponchoice2>
															<weight>10</weight>
															<weapon type='WeaponRedirect'>
																<habs>false</habs>
																<vabs>true</vabs>
																<hredirect>-75</hredirect>
																<vredirect>90</vredirect>
																<nextaction type='WeaponReference'>
																	<weapon>Fault_Stage1</weapon>
																</nextaction>
															</weapon>
														</weaponchoice2>
													</delayedweapon>
												</weapon>
											</weaponchoice2>
										</subweapon3>
									</nextaction>
								</weapon>
							</weaponchoice3>
							<weaponchoice4>
								<weight>10</weight>
								<weapon type='WeaponRedirect'>
									<habs>false</habs>
									<vabs>true</vabs>
									<hredirect>-30</hredirect>
									<vredirect>90</vredirect>
									<nextaction type='WeaponMulti'>
										<subweapon1 type='WeaponReference'>
											<weapon>Fault_Stage1</weapon>
										</subweapon1>
										<subweapon2 type='WeaponDelay'>
											<delay>2.0</delay>
											<delayedweapon type='WeaponReference'>
												<weapon>Fault_Stage3</weapon>
											</delayedweapon>
										</subweapon2>
										<subweapon3 type='WeaponRandomChoice'>
											<weaponchoice1>
												<weight>20</weight>
												<weapon type='WeaponNull'></weapon>
											</weaponchoice1>
											<weaponchoice2>
												<weight>20</weight>
												<weapon type='WeaponDelay'>
													<delay>2.0</delay>
													<delayedweapon type='WeaponRandomChoice'>
														<weaponchoice1>
															<weight>10</weight>
															<weapon type='WeaponRedirect'>
																<habs>false</habs>
																<vabs>true</vabs>
																<hredirect>45</hredirect>
																<vredirect>90</vredirect>
																<nextaction type='WeaponReference'>
																	<weapon>Fault_Stage1</weapon>
																</nextaction>
															</weapon>
														</weaponchoice1>
														<weaponchoice2>
															<weight>10</weight>
															<weapon type='WeaponRedirect'>
																<habs>false</habs>
																<vabs>true</vabs>
																<hredirect>75</hredirect>
																<vredirect>90</vredirect>
																<nextaction type='WeaponReference'>
																	<weapon>Fault_Stage1</weapon>
																</nextaction>
															</weapon>
														</weaponchoice2>
													</delayedweapon>
												</weapon>
											</weaponchoice2>
										</subweapon3>
									</nextaction>
								</weapon>
							</weaponchoice4>
							<weaponchoice5>
								<weight>10</weight>
								<weapon type='WeaponRedirect'>
									<habs>false</habs>
									<vabs>true</vabs>
									<hredirect>-45</hredirect>
									<vredirect>90</vredirect>
									<nextaction type='WeaponMulti'>
										<subweapon1 type='WeaponReference'>
											<weapon>Fault_Stage1</weapon>
										</subweapon1>
										<subweapon2 type='WeaponDelay'>
											<delay>2.0</delay>
											<delayedweapon type='WeaponReference'>
												<weapon>Fault_Stage3</weapon>
											</delayedweapon>
										</subweapon2>
										<subweapon3 type='WeaponRandomChoice'>
											<weaponchoice1>
												<weight>20</weight>
												<weapon type='WeaponNull'></weapon>
											</weaponchoice1>
											<weaponchoice2>
												<weight>20</weight>
												<weapon type='WeaponDelay'>
													<delay>2.0</delay>
													<delayedweapon type='WeaponRandomChoice'>
														<weaponchoice1>
															<weight>10</weight>
															<weapon type='WeaponRedirect'>
																<habs>false</habs>
																<vabs>true</vabs>
																<hredirect>45</hredirect>
																<vredirect>90</vredirect>
																<nextaction type='WeaponReference'>
																	<weapon>Fault_Stage1</weapon>
																</nextaction>
															</weapon>
														</weaponchoice1>
														<weaponchoice2>
															<weight>10</weight>
															<weapon type='WeaponRedirect'>
																<habs>false</habs>
																<vabs>true</vabs>
																<hredirect>75</hredirect>
																<vredirect>90</vredirect>
																<nextaction type='WeaponReference'>
																	<weapon>Fault_Stage1</weapon>
																</nextaction>
															</weapon>
														</weaponchoice2>
													</delayedweapon>
												</weapon>
											</weaponchoice2>
										</subweapon3>
									</nextaction>
								</weapon>
							</weaponchoice5>
						</nextaction>
					</subweapon2>
					<subweapon3 type='WeaponExplosion'>
						<nocreatedebris/>
						<nocreatesplash/>
						<hurtamount>0.25</hurtamount>
						<deform>down</deform>
						<size>6</size>
						<explosiontexture>none</explosiontexture>
						<explosionsound>none</explosionsound>
					</subweapon3>
					<subweapon4 type='WeaponDelay'>
						<delay>2.0</delay>
						<delayedweapon type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<nocreatedebris/>
								<nocreatesplash/>
								<hurtamount>0.25</hurtamount>
								<deform>down</deform>
								<size>8</size>
								<explosiontexture>none</explosiontexture>
								<explosionsound>none</explosionsound>
							</subweapon1>
							<subweapon2 type='WeaponDelay'>
								<delay>0.5</delay>
								<delayedweapon type='WeaponTranslate'>
									<translatedist>7</translatedist>
									<nextaction type='WeaponExplosion'>
										<nocreatedebris/>
										<nocreatesplash/>
										<hurtamount>0.25</hurtamount>
										<deform>down</deform>
										<size>7</size>
										<explosiontexture>none</explosiontexture>
										<explosionsound>none</explosionsound>
									</nextaction>
								</delayedweapon>
							</subweapon2>
						</delayedweapon>
					</subweapon4>
				</delayedweapon>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Earthquake</name>
		<armslevel>2</armslevel>
		<description>Shakes the earth and does damage over a large area.
Earthquakes occur at a random location on the map
YOU CANNOT AIM THIS WEAPON</description>
		<icon>quake.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>50000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>flare.txt</model>
		<accessoryaction type='WeaponCenterPosition'>
			<height>0</height>
			<nextaction type='WeaponScatterPosition'>
				<landheight>true</landheight>
				<landonly>true</landonly>
				<scatterpercentage>35</scatterpercentage>
				<aimedweapon type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponMulti'>
						<!-- Shake earth and damage opponents over large area -->
						<subweapon1 type='WeaponRepeat'>
							<repeat>6</repeat>
							<delay>1.0</delay>
							<repeatweapon type='WeaponExplosion'>
								<armslevel>1</armslevel>
								<nocreatedebris/>
								<nocreatesplash/>
								<hurtamount>0.25</hurtamount>
								<deform>none</deform>
								<size>128</size>
								<explosionshake>4.0</explosionshake>
								<explosiontexture>none</explosiontexture>
								<explosionsound>none</explosionsound>
							</repeatweapon>
						</subweapon1>
						<subweapon2 type='WeaponSound'>
							<sound>data/wav/explosions/quake.wav</sound>
						</subweapon2>
						<!-- Form a giant fissure in the earth -->
						<subweapon3 type='WeaponAimedUnder'>
							<nowarheads>1</nowarheads>
							<inaccuracy>0</inaccuracy>
							<percentagemiss>0</percentagemiss>
							<maxaimdistance>50</maxaimdistance>
							<aimedweapon type='WeaponProjectile'>
								<collisionaction type='WeaponRedirect'>
									<habs>false</habs>
									<vabs>true</vabs>
									<hredirect>0</hredirect>
									<vredirect>90</vredirect>
									<nextaction type='WeaponMulti'>
										<subweapon1 type='WeaponExplosion'>
											<hurtamount>0.25</hurtamount>
											<deform>down</deform>
											<size>4</size>
											<explosiontexture>none</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon1>
										<!-- Crack #1 -->
										<subweapon2 type='WeaponReference'>
											<weapon>FissureSegment</weapon>
										</subweapon2>
										<!-- Crack #2 -->
										<subweapon3 type='WeaponDelay'>
											<delay>0.5</delay>
											<delayedweapon type='WeaponRedirect'>
												<habs>false</habs>
												<vabs>true</vabs>
												<hredirect>180</hredirect>
												<vredirect>90</vredirect>
												<nextaction type='WeaponReference'>
													<weapon>FissureSegment</weapon>
												</nextaction>
											</delayedweapon>
										</subweapon3>
									</nextaction>
								</collisionaction>
							</aimedweapon>
						</subweapon3>
					</delayedweapon>
				</aimedweapon>
			</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>4000</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>Bunny Bomb</name>
		<armslevel>3</armslevel>
		<description>MIRV that releases several leaping warheads.</description>
		<icon>lfrog.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>12000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
		<modelscale>3</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>3</projectilescale>
			<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<vspreaddist>2.5</vspreaddist>
				<hspreaddist>1.0</hspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<nocreateflame/>
					<projectilescale>2</projectilescale>
					<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
					<collisionaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>1.0</hurtamount>
							<deform>down</deform>
							<size>10</size>
							<explosiontexture>exp01</explosiontexture>
							<explosionsound>explosions/medium.wav</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponLeapFrog'>
							<bounce>0.5</bounce>
							<collisionaction type='WeaponProjectile'>
								<nocreateflame/>
								<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>0.5</bounce>
										<collisionaction type='WeaponProjectile'>
											<nocreateflame/>
											<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>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Haymaker</name>
		<armslevel>1</armslevel>
		<description>MIRV that releases several
leaping warheads which release
even smaller explosive bomblets</description>
		<icon>lfrog.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>30000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
		<modelscale>3</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame/>
			<apexcollision></apexcollision>
			<projectilescale>3</projectilescale>
			<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<hspreaddist>1.2</hspreaddist>
				<vspreaddist>0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<nocreateflame/>
					<projectilescale>2</projectilescale>
					<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
					<collisionaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>1.0</hurtamount>
							<deform>down</deform>
							<size>8</size>
							<explosionshake>1</explosionshake>
							<explosiontexture>exp01</explosiontexture>
							<explosionsound>explosions/medium.wav</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponAimedOver'>
							<nowarheads>3</nowarheads>
							<percentagemiss>20</percentagemiss>
							<maxaimdistance>40</maxaimdistance>
							<inaccuracy>10</inaccuracy>
							<aimedweapon type='WeaponProjectile'>
								<nocreateflame/>
								<projectilemodel type='ase'>
									<mesh>roller.ase</mesh>
									<skin>white.bmp</skin>
								</projectilemodel>
								<collisionaction type='WeaponExplosion'>
									<hurtamount>1.0</hurtamount>
									<deform>down</deform>
									<size>6</size>
									<explosiontexture>exp01</explosiontexture>
									<explosionsound>explosions/small.wav</explosionsound>
								</collisionaction>
							</aimedweapon>
						</subweapon2>
						<subweapon3 type='WeaponLeapFrog'>
							<bounce>0.6</bounce>
							<collisionaction type='WeaponProjectile'>
								<nocreateflame/>
								<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='WeaponAimedOver'>
										<nowarheads>2</nowarheads>
										<percentagemiss>20</percentagemiss>
										<maxaimdistance>40</maxaimdistance>
										<inaccuracy>15</inaccuracy>
										<aimedweapon type='WeaponProjectile'>
											<nocreateflame/>
											<projectilescale>0.75</projectilescale>
											<projectilemodel type='ase'>
												<mesh>roller.ase</mesh>
												<skin>white.bmp</skin>
											</projectilemodel>
											<collisionaction type='WeaponExplosion'>
												<hurtamount>1.0</hurtamount>
												<deform>down</deform>
												<size>6</size>
												<explosiontexture>exp01</explosiontexture>
												<explosionsound>explosions/small.wav</explosionsound>
											</collisionaction>
										</aimedweapon>
									</subweapon2>
									<subweapon3 type='WeaponLeapFrog'>
										<bounce>0.6</bounce>
										<collisionaction type='WeaponProjectile'>
											<nocreateflame/>
											<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
											<collisionaction type='WeaponMulti'>
												<subweapon1 type='WeaponExplosion'>
													<hurtamount>1.0</hurtamount>
													<deform>down</deform>
													<size>6</size>
													<explosiontexture>exp01</explosiontexture>
													<explosionsound>explosions/medium.wav</explosionsound>
												</subweapon1>
												<subweapon2 type='WeaponAimedOver'>
													<nowarheads>2</nowarheads>
													<percentagemiss>20</percentagemiss>
													<maxaimdistance>40</maxaimdistance>
													<inaccuracy>20</inaccuracy>
													<aimedweapon type='WeaponProjectile'>
														<nocreateflame/>
														<projectilescale>0.5</projectilescale>
														<projectilemodel type='ase'>
															<mesh>roller.ase</mesh>
															<skin>white.bmp</skin>
														</projectilemodel>
														<collisionaction type='WeaponExplosion'>
															<hurtamount>1.0</hurtamount>
															<deform>down</deform>
															<size>6</size>
															<explosiontexture>exp01</explosiontexture>
															<explosionsound>explosions/small.wav</explosionsound>
														</collisionaction>
													</aimedweapon>
												</subweapon2>
											</collisionaction>
										</collisionaction>
									</subweapon3>
								</collisionaction>
							</collisionaction>
						</subweapon3>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Roller</name>
		<armslevel>6</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>2</bundlesize>
		<cost>4000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>true</vabs>
				<hredirect>0</hredirect>
				<vredirect>0</vredirect>
				<nextaction type='WeaponTranslate'>
					<translatedist>2</translatedist>
					<nextaction type='WeaponRoller'>
						<shieldhurtfactor>0.02</shieldhurtfactor>
						<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>
					</nextaction>
				</nextaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Roller</name>
		<armslevel>5</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>2</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>true</vabs>
				<hredirect>0</hredirect>
				<vredirect>0</vredirect>
				<nextaction type='WeaponTranslate'>
					<translatedist>2</translatedist>
					<nextaction type='WeaponRoller'>
					    <shieldhurtfactor>0.035</shieldhurtfactor>
						<numberrollers>8</numberrollers>
						<time>8</time>
						<rollermodel type='MilkShape'>roller/roller.txt</rollermodel>
						<collisionaction type='WeaponExplosion'>
							<hurtamount>1.0</hurtamount>
							<deform>down</deform>
							<size>9</size>
							<explosiontexture>exp00</explosiontexture>
							<explosionsound>explosions/medium.wav</explosionsound>
						</collisionaction>
					</nextaction>
				</nextaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Sandhog</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that explodes creating
some small burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>bshog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>6000</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>30</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>40</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under/>
					<nocreateflame/>
					<projectilescale>0.5</projectilescale>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<armslevel>4</armslevel>
						<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>3</armslevel>
		<description>A projectile weapon that explodes
creating some burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>shog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>12000</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>6</nowarheads>
				<inaccuracy>30</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>50</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under/>
					<nocreateflame/>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<armslevel>2</armslevel>
						<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>Strike Bolt</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>1</armslevel>
		<accessoryaction type='WeaponLightning'>
			<conelength>30</conelength>
			<seglength>1</seglength>
			<segvar>2</segvar>
			<size>4</size>
			<sizevar>-1</sizevar>
			<minsize>0.1</minsize>
			<splitprob>0.10</splitprob>
			<splitvar>0.02</splitvar>
			<deathprob>0.03</deathprob>
			<derivangle>0.5</derivangle>
			<anglevar>0.94</anglevar>
			<totaltime>1</totaltime>
			<seghurt>0</seghurt>
			<seghurtradius>2</seghurtradius>
			<sound>none</sound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Lightning Bolt</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponMulti'>
					<subweapon1 type='WeaponAimedOver'>
						<nowarheads>1</nowarheads>
						<percentagemiss>0</percentagemiss>
						<maxaimdistance>40</maxaimdistance>
						<inaccuracy>0</inaccuracy>
						<aimedweapon type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>0</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponTranslate'>
								<translatedist>25</translatedist>
								<nextaction type='WeaponAimedOver'>
									<nowarheads>1</nowarheads>
									<percentagemiss>0</percentagemiss>
									<maxaimdistance>30</maxaimdistance>
									<inaccuracy>0</inaccuracy>
									<aimedweapon type='WeaponRedirect'>
										<habs>false</habs>
										<vabs>true</vabs>
										<hredirect>0</hredirect>
										<vredirect>135</vredirect>
										<nextaction type='WeaponMulti'>
											<subweapon1 type='WeaponTranslate'>
												<translatedist>10</translatedist>
												<nextaction type='WeaponMulti'>
													<subweapon1 type='WeaponTranslate'>
														<translatedist>10</translatedist>
														<nextaction type='WeaponMulti'>
															<subweapon1 type='WeaponAimedOver'>
																<nowarheads>1</nowarheads>
																<percentagemiss>0</percentagemiss>
																<maxaimdistance>30</maxaimdistance>
																<inaccuracy>0</inaccuracy>
																<aimedweapon type='WeaponRedirect'>
																	<habs>false</habs>
																	<vabs>true</vabs>
																	<hredirect>0</hredirect>
																	<vredirect>150</vredirect>
																	<nextaction type='WeaponMulti'>
																		<subweapon1 type='WeaponTranslate'>
																			<translatedist>10</translatedist>
																			<nextaction type='WeaponMulti'>
																				<subweapon1 type='WeaponTranslate'>
																					<translatedist>10</translatedist>
																					<nextaction type='WeaponMulti'>
																						<subweapon1 type='WeaponAimedOver'>
																							<nowarheads>1</nowarheads>
																							<percentagemiss>0</percentagemiss>
																							<maxaimdistance>20</maxaimdistance>
																							<inaccuracy>0</inaccuracy>
																							<aimedweapon type='WeaponRedirect'>
																								<habs>false</habs>
																								<vabs>true</vabs>
																								<hredirect>0</hredirect>
																								<vredirect>165</vredirect>
																								<nextaction type='WeaponMulti'>
																									<subweapon1 type='WeaponTranslate'>
																										<translatedist>10</translatedist>
																										<nextaction type='WeaponMulti'>
																											<subweapon1 type='WeaponTranslate'>
																												<translatedist>10</translatedist>
																												<nextaction type='WeaponMulti'>
																													<subweapon1 type='WeaponAimedOver'>
																														<nowarheads>1</nowarheads>
																														<percentagemiss>0</percentagemiss>
																														<maxaimdistance>10</maxaimdistance>
																														<inaccuracy>0</inaccuracy>
																														<aimedweapon type='WeaponRedirect'>
																															<habs>false</habs>
																															<vabs>true</vabs>
																															<hredirect>0</hredirect>
																															<vredirect>180</vredirect>
																															<nextaction type='WeaponMulti'>
																																<subweapon1 type='WeaponTranslate'>
																																	<translatedist>10</translatedist>
																																	<nextaction type='WeaponMulti'>
																																		<subweapon1 type='WeaponTranslate'>
																																			<translatedist>10</translatedist>
																																			<nextaction type='WeaponMulti'>
																																				<subweapon1 type='WeaponTranslate'>
																																					<translatedist>10</translatedist>
																																					<nextaction type='WeaponMulti'>
																																						<subweapon1 type='WeaponTranslate'>
																																							<translatedist>10</translatedist>
																																							<nextaction type='WeaponMulti'>
																																								<subweapon1 type='WeaponTranslate'>
																																									<translatedist>10</translatedist>
																																									<nextaction type='WeaponMulti'>
																																										<subweapon1 type='WeaponNull'></subweapon1>
																																										<subweapon2 type='WeaponExplosion'>
																																											<nocreatedebris/>
																																											<nocreatesplash/>
																																											<minlife>0.25</minlife>
																																											<maxlife>0.5</maxlife>
																																											<hurtamount>1.0</hurtamount>
																																											<deform>none</deform>
																																											<size>10</size>
																																											<explosionsound>none</explosionsound>
																																											<explosiontexture>none</explosiontexture>
																																										</subweapon2>
																																									</nextaction>
																																								</subweapon1>
																																								<subweapon2 type='WeaponExplosion'>
																																									<nocreatedebris/>
																																									<nocreatesplash/>
																																									<minlife>0.25</minlife>
																																									<maxlife>0.5</maxlife>
																																									<hurtamount>1.0</hurtamount>
																																									<deform>none</deform>
																																									<size>10</size>
																																									<explosionsound>none</explosionsound>
																																									<explosiontexture>none</explosiontexture>
																																								</subweapon2>
																																							</nextaction>
																																						</subweapon1>
																																						<subweapon2 type='WeaponExplosion'>
																																							<nocreatedebris/>
																																							<nocreatesplash/>
																																							<minlife>0.25</minlife>
																																							<maxlife>0.5</maxlife>
																																							<hurtamount>1.0</hurtamount>
																																							<deform>none</deform>
																																							<size>10</size>
																																							<explosionsound>none</explosionsound>
																																							<explosiontexture>none</explosiontexture>
																																						</subweapon2>
																																					</nextaction>
																																				</subweapon1>
																																				<subweapon2 type='WeaponExplosion'>
																																					<nocreatedebris/>
																																					<nocreatesplash/>
																																					<minlife>0.25</minlife>
																																					<maxlife>0.5</maxlife>
																																					<hurtamount>1.0</hurtamount>
																																					<deform>none</deform>
																																					<size>10</size>
																																					<explosionsound>none</explosionsound>
																																					<explosiontexture>none</explosiontexture>
																																				</subweapon2>
																																			</nextaction>
																																		</subweapon1>
																																		<subweapon2 type='WeaponExplosion'>
																																			<nocreatedebris/>
																																			<nocreatesplash/>
																																			<minlife>0.25</minlife>
																																			<maxlife>0.5</maxlife>
																																			<hurtamount>1.0</hurtamount>
																																			<deform>none</deform>
																																			<size>10</size>
																																			<explosionsound>none</explosionsound>
																																			<explosiontexture>none</explosiontexture>
																																		</subweapon2>
																																	</nextaction>
																																</subweapon1>
																																<subweapon2 type='WeaponReference'>
																																	<weapon>Strike Bolt</weapon>
																																</subweapon2>
																															</nextaction>
																														</aimedweapon>
																													</subweapon1>
																													<subweapon2 type='WeaponExplosion'>
																														<nocreatedebris/>
																														<nocreatesplash/>
																														<minlife>0.25</minlife>
																														<maxlife>0.5</maxlife>
																														<hurtamount>1.0</hurtamount>
																														<deform>none</deform>
																														<size>10</size>
																														<explosionsound>none</explosionsound>
																														<explosiontexture>none</explosiontexture>
																													</subweapon2>
																												</nextaction>
																											</subweapon1>
																											<subweapon2 type='WeaponExplosion'>
																												<nocreatedebris/>
																												<nocreatesplash/>
																												<minlife>0.25</minlife>
																												<maxlife>0.5</maxlife>
																												<hurtamount>1.0</hurtamount>
																												<deform>none</deform>
																												<size>10</size>
																												<explosionsound>none</explosionsound>
																												<explosiontexture>none</explosiontexture>
																											</subweapon2>
																										</nextaction>
																									</subweapon1>
																									<subweapon2 type='WeaponReference'>
																										<weapon>Strike Bolt</weapon>
																									</subweapon2>
																								</nextaction>
																							</aimedweapon>
																						</subweapon1>
																						<subweapon2 type='WeaponExplosion'>
																							<nocreatedebris/>
																							<nocreatesplash/>
																							<minlife>0.25</minlife>
																							<maxlife>0.5</maxlife>
																							<hurtamount>1.0</hurtamount>
																							<deform>none</deform>
																							<size>10</size>
																							<explosionsound>none</explosionsound>
																							<explosiontexture>none</explosiontexture>
																						</subweapon2>
																					</nextaction>
																				</subweapon1>
																				<subweapon2 type='WeaponExplosion'>
																					<nocreatedebris/>
																					<nocreatesplash/>
																					<minlife>0.25</minlife>
																					<maxlife>0.5</maxlife>
																					<hurtamount>1.0</hurtamount>
																					<deform>none</deform>
																					<size>10</size>
																					<explosionsound>none</explosionsound>
																					<explosiontexture>none</explosiontexture>
																				</subweapon2>
																			</nextaction>
																		</subweapon1>
																		<subweapon2 type='WeaponReference'>
																			<weapon>Strike Bolt</weapon>
																		</subweapon2>
																	</nextaction>
																</aimedweapon>
															</subweapon1>
															<subweapon2 type='WeaponExplosion'>
																<nocreatedebris/>
																<nocreatesplash/>
																<minlife>0.25</minlife>
																<maxlife>0.5</maxlife>
																<hurtamount>1.0</hurtamount>
																<deform>none</deform>
																<size>10</size>
																<explosionsound>none</explosionsound>
																<explosiontexture>none</explosiontexture>
															</subweapon2>
														</nextaction>
													</subweapon1>
													<subweapon2 type='WeaponExplosion'>
														<nocreatedebris/>
														<nocreatesplash/>
														<minlife>0.25</minlife>
														<maxlife>0.5</maxlife>
														<hurtamount>1.0</hurtamount>
														<deform>none</deform>
														<size>10</size>
														<explosionsound>none</explosionsound>
														<explosiontexture>none</explosiontexture>
													</subweapon2>
												</nextaction>
											</subweapon1>
											<subweapon2 type='WeaponReference'>
												<weapon>Strike Bolt</weapon>
											</subweapon2>
										</nextaction>
									</aimedweapon>
								</nextaction>
							</nextaction>
						</aimedweapon>
					</subweapon1>
					<subweapon2 type='WeaponExplosion'>
						<nocreatedebris/>
						<nocreatesplash/>
						<nowindaffected/>
						<minlife>0.5</minlife>
						<maxlife>1</maxlife>
						<hurtamount>0</hurtamount>
						<deform>none</deform>
						<size>8</size>
						<explosionsound>explosions/lightningbolt.wav</explosionsound>
						<explosiontexture>cloud00-5</explosiontexture>
					</subweapon2>
					<subweapon3 type='WeaponSkyFlash'></subweapon3>
				</delayedweapon>
			</subweapon1>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Lightning Strike</name>
		<armslevel>3</armslevel>
		<description>Two bolts of lightning streak down from the
the sky.  Unfortunately, mother nature is unpredictable
in where she chooses to strike.
YOU CANNOT AIM THIS WEAPON</description>
		<icon>lstrike.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>weapons/shockrocket.txt</model>
		<modelscale>2.5</modelscale>
		<accessoryaction type='WeaponCenterPosition'>
			<height>80</height>
			<nextaction type='WeaponScatterPosition'>
				<landheight>false</landheight>
				<landonly>false</landonly>
				<scatterpercentage>60</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='WeaponReference'>
							<weapon>Clouds-Grey</weapon>
						</subweapon1>
						<subweapon2 type='WeaponReference'>
							<weapon>Lightning Bolt</weapon>
							<armslevel>1</armslevel>
						</subweapon2>
						<subweapon3 type='WeaponDelay'>
							<delay>0.5</delay>
							<delayedweapon type='WeaponReference'>
								<weapon>Lightning Bolt</weapon>
								<armslevel>1</armslevel>
							</delayedweapon>
						</subweapon3>
						<subweapon4 type='WeaponSound'>
							<sound>data/wav/explosions/thunder.wav</sound>
						</subweapon4>
						<subweapon5 type='WeaponDelay'>
							<delay>2.0</delay>
							<delayedweapon type='WeaponSound'>
								<sound>data/wav/explosions/lightningbolt.wav</sound>
							</delayedweapon>
						</subweapon5>
					</aimedweapon>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Chain Lightning</name>
		<armslevel>2</armslevel>
		<description>A projectile weapon that courses
through the ground aimed at nearby tanks</description>
		<icon>light.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>20000</cost>
		<activationsound>explosions/thunder.wav</activationsound>
		<model type='MilkShape'>flare.txt</model>
		<modelscale>4</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<nocreatesmoke/>
			<nocreateflame/>
			<projectilescale>4</projectilescale>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponDelay'>
					<delay>0.4</delay>
					<delayedweapon type='WeaponAimedUnder'>
						<nowarheads>1</nowarheads>
						<percentagemiss>20</percentagemiss>
						<maxaimdistance>30</maxaimdistance>
						<inaccuracy>20</inaccuracy>
						<aimedweapon type='WeaponTranslate'>
							<translatedist>10</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponDelay'>
									<delay>0.2</delay>
									<delayedweapon type='WeaponTranslate'>
										<translatedist>10</translatedist>
										<nextaction type='WeaponMulti'>
											<subweapon1 type='WeaponDelay'>
												<delay>0.2</delay>
												<delayedweapon type='WeaponTranslate'>
													<translatedist>10</translatedist>
													<nextaction type='WeaponMulti'>
														<subweapon1 type='WeaponDelay'>
															<delay>0.4</delay>
															<delayedweapon type='WeaponScatterPosition'>
																<landheight>true</landheight>
																<landonly>false</landonly>
																<scatterpercentage>0</scatterpercentage>
																<aimedweapon type='WeaponAimedUnder'>
																	<nowarheads>1</nowarheads>
																	<percentagemiss>20</percentagemiss>
																	<maxaimdistance>40</maxaimdistance>
																	<inaccuracy>25</inaccuracy>
																	<aimedweapon type='WeaponTranslate'>
																		<translatedist>10</translatedist>
																		<nextaction type='WeaponMulti'>
																			<subweapon1 type='WeaponDelay'>
																				<delay>0.2</delay>
																				<delayedweapon type='WeaponTranslate'>
																					<translatedist>10</translatedist>
																					<nextaction type='WeaponMulti'>
																						<subweapon1 type='WeaponDelay'>
																							<delay>0.2</delay>
																							<delayedweapon type='WeaponTranslate'>
																								<translatedist>10</translatedist>
																								<nextaction type='WeaponMulti'>
																									<subweapon1 type='WeaponDelay'>
																										<delay>0.4</delay>
																										<delayedweapon type='WeaponScatterPosition'>
																											<landheight>true</landheight>
																											<landonly>false</landonly>
																											<scatterpercentage>0</scatterpercentage>
																											<aimedweapon type='WeaponAimedUnder'>
																												<nowarheads>1</nowarheads>
																												<percentagemiss>20</percentagemiss>
																												<maxaimdistance>50</maxaimdistance>
																												<inaccuracy>30</inaccuracy>
																												<aimedweapon type='WeaponTranslate'>
																													<translatedist>10</translatedist>
																													<nextaction type='WeaponMulti'>
																														<subweapon1 type='WeaponDelay'>
																															<delay>0.2</delay>
																															<delayedweapon type='WeaponTranslate'>
																																<translatedist>10</translatedist>
																																<nextaction type='WeaponMulti'>
																																	<subweapon1 type='WeaponDelay'>
																																		<delay>0.2</delay>
																																		<delayedweapon type='WeaponTranslate'>
																																			<translatedist>10</translatedist>
																																			<nextaction type='WeaponMulti'>
																																				<subweapon1 type='WeaponDelay'>
																																					<delay>0.4</delay>
																																					<delayedweapon type='WeaponScatterPosition'>
																																						<landheight>true</landheight>
																																						<landonly>false</landonly>
																																						<scatterpercentage>0</scatterpercentage>
																																						<aimedweapon type='WeaponAimedUnder'>
																																							<nowarheads>1</nowarheads>
																																							<percentagemiss>20</percentagemiss>
																																							<maxaimdistance>40</maxaimdistance>
																																							<inaccuracy>30</inaccuracy>
																																							<aimedweapon type='WeaponNull'></aimedweapon>
																																						</aimedweapon>
																																					</delayedweapon>
																																				</subweapon1>
																																				<subweapon2 type='WeaponExplosion'>
																																					<nocreatedebris/>
																																					<nocreatesplash/>
																																					<hurtamount>0.6</hurtamount>
																																					<deform>none</deform>
																																					<size>8</size>
																																					<explosionsound>none</explosionsound>
																																					<explosiontexture>light00</explosiontexture>
																																				</subweapon2>
																																			</nextaction>
																																		</delayedweapon>
																																	</subweapon1>
																																	<subweapon2 type='WeaponExplosion'>
																																		<nocreatedebris/>
																																		<nocreatesplash/>
																																		<hurtamount>0.6</hurtamount>
																																		<deform>none</deform>
																																		<size>8</size>
																																		<explosionsound>none</explosionsound>
																																		<explosiontexture>light00</explosiontexture>
																																	</subweapon2>
																																</nextaction>
																															</delayedweapon>
																														</subweapon1>
																														<subweapon2 type='WeaponExplosion'>
																															<nocreatedebris/>
																															<nocreatesplash/>
																															<hurtamount>0.6</hurtamount>
																															<deform>none</deform>
																															<size>8</size>
																															<explosionsound>explosions/lightning.wav</explosionsound>
																															<explosiontexture>light00</explosiontexture>
																														</subweapon2>
																													</nextaction>
																												</aimedweapon>
																											</aimedweapon>
																										</delayedweapon>
																									</subweapon1>
																									<subweapon2 type='WeaponExplosion'>
																										<nocreatedebris/>
																										<nocreatesplash/>
																										<hurtamount>0.7</hurtamount>
																										<deform>none</deform>
																										<size>9</size>
																										<explosionsound>none</explosionsound>
																										<explosiontexture>light00</explosiontexture>
																									</subweapon2>
																								</nextaction>
																							</delayedweapon>
																						</subweapon1>
																						<subweapon2 type='WeaponExplosion'>
																							<nocreatedebris/>
																							<nocreatesplash/>
																							<hurtamount>0.7</hurtamount>
																							<deform>none</deform>
																							<size>9</size>
																							<explosionsound>none</explosionsound>
																							<explosiontexture>light00</explosiontexture>
																						</subweapon2>
																					</nextaction>
																				</delayedweapon>
																			</subweapon1>
																			<subweapon2 type='WeaponExplosion'>
																				<nocreatedebris/>
																				<nocreatesplash/>
																				<hurtamount>0.7</hurtamount>
																				<deform>none</deform>
																				<size>9</size>
																				<explosionsound>explosions/lightning.wav</explosionsound>
																				<explosiontexture>light00</explosiontexture>
																			</subweapon2>
																		</nextaction>
																	</aimedweapon>
																</aimedweapon>
															</delayedweapon>
														</subweapon1>
														<subweapon2 type='WeaponExplosion'>
															<nocreatedebris/>
															<nocreatesplash/>
															<hurtamount>0.8</hurtamount>
															<deform>none</deform>
															<size>10</size>
															<explosionsound>none</explosionsound>
															<explosiontexture>light00</explosiontexture>
														</subweapon2>
													</nextaction>
												</delayedweapon>
											</subweapon1>
											<subweapon2 type='WeaponExplosion'>
												<nocreatedebris/>
												<nocreatesplash/>
												<hurtamount>0.8</hurtamount>
												<deform>none</deform>
												<size>10</size>
												<explosionsound>none</explosionsound>
												<explosiontexture>light00</explosiontexture>
											</subweapon2>
										</nextaction>
									</delayedweapon>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<nocreatedebris/>
									<nocreatesplash/>
									<hurtamount>0.8</hurtamount>
									<deform>none</deform>
									<size>10</size>
									<explosionsound>none</explosionsound>
									<explosiontexture>light00</explosiontexture>
								</subweapon2>
							</nextaction>
						</aimedweapon>
					</delayedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<hurtamount>1.0</hurtamount>
					<deform>none</deform>
					<size>10</size>
					<explosionsound>explosions/lightning.wav</explosionsound>
					<explosiontexture>light00</explosiontexture>
					<explosionshake>2</explosionshake>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>S-Wave Branch</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0</hredirect>
				<vredirect>10</vredirect>
				<nextaction type='WeaponTranslate'>
					<translatedist>6</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponDelay'>
							<delay>0.75</delay>
							<delayedweapon type='WeaponTranslate'>
								<translatedist>9</translatedist>
								<nextaction type='WeaponMulti'>
									<subweapon1 type='WeaponDelay'>
										<delay>0.75</delay>
										<delayedweapon type='WeaponTranslate'>
											<translatedist>12</translatedist>
											<nextaction type='WeaponMulti'>
												<subweapon1 type='WeaponExplosion'>
													<nocreatedebris/>
													<hurtamount>0.8</hurtamount>
													<deform>none</deform>
													<size>14</size>
													<explosiontexture>none</explosiontexture>
													<explosionsound>none</explosionsound>
												</subweapon1>
												<subweapon2 type='WeaponExplosion'>
													<minlife>1.0</minlife>
													<maxlife>1.25</maxlife>
													<nocreatedebris/>
													<nocreatesplash/>
													<nowindaffected/>
													<animate/>
													<hurtamount>0</hurtamount>
													<deform>none</deform>
													<size>10</size>
													<explosiontexture>light01</explosiontexture>
													<explosionsound>none</explosionsound>
												</subweapon2>
											</nextaction>
										</delayedweapon>
									</subweapon1>
									<subweapon2 type='WeaponExplosion'>
										<nocreatedebris/>
										<hurtamount>0.9</hurtamount>
										<deform>none</deform>
										<size>12</size>
										<explosiontexture>none</explosiontexture>
										<explosionsound>none</explosionsound>
									</subweapon2>
									<subweapon3 type='WeaponExplosion'>
										<minlife>1.15</minlife>
										<maxlife>1.25</maxlife>
										<nocreatedebris/>
										<nocreatesplash/>
										<nowindaffected/>
										<animate/>
										<hurtamount>0</hurtamount>
										<deform>none</deform>
										<size>8</size>
										<explosiontexture>light01</explosiontexture>
										<explosionsound>none</explosionsound>
									</subweapon3>
								</nextaction>
							</delayedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<nocreatedebris/>
							<hurtamount>1.0</hurtamount>
							<deform>none</deform>
							<size>10</size>
							<explosiontexture>none</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon2>
						<subweapon3 type='WeaponExplosion'>
							<minlife>0.8</minlife>
							<maxlife>1.2</maxlife>
							<nocreatedebris/>
							<nocreatesplash/>
							<nowindaffected/>
							<animate/>
							<hurtamount>0</hurtamount>
							<deform>none</deform>
							<size>6</size>
							<explosiontexture>light01</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon3>
					</nextaction>
				</nextaction>
			</subweapon1>
			<subweapon2 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0</hredirect>
				<vredirect>-10</vredirect>
				<nextaction type='WeaponTranslate'>
					<translatedist>6</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponDelay'>
							<delay>0.75</delay>
							<delayedweapon type='WeaponTranslate'>
								<translatedist>9</translatedist>
								<nextaction type='WeaponMulti'>
									<subweapon1 type='WeaponDelay'>
										<delay>0.75</delay>
										<delayedweapon type='WeaponTranslate'>
											<translatedist>12</translatedist>
											<nextaction type='WeaponExplosion'>
												<nocreatedebris/>
												<hurtamount>0.8</hurtamount>
												<deform>none</deform>
												<size>14</size>
												<explosiontexture>none</explosiontexture>
												<explosionsound>none</explosionsound>
											</nextaction>
										</delayedweapon>
									</subweapon1>
									<subweapon2 type='WeaponExplosion'>
										<nocreatedebris/>
										<hurtamount>0.9</hurtamount>
										<deform>none</deform>
										<size>12</size>
										<explosiontexture>none</explosiontexture>
										<explosionsound>none</explosionsound>
									</subweapon2>
								</nextaction>
							</delayedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<nocreatedebris/>
							<hurtamount>1.0</hurtamount>
							<deform>none</deform>
							<size>10</size>
							<explosiontexture>none</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon2>
					</nextaction>
				</nextaction>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Shockwave</name>
		<armslevel>2</armslevel>
		<description>Projectile weapon that releases a massive
energy wave that ripples outward horizontally</description>
		<icon>swave.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>weapons/shockrocket.txt</model>
		<modelscale>4</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>4</projectilescale>
			<projectilemodel type='MilkShape'>weapons/shockrocket.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponDelay'>
					<delay>3.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<minlife>1.0</minlife>
							<maxlife>2.0</maxlife>
							<nocreatedebris/>
							<nowindaffected/>
							<animate/>
							<hurtamount>1.2</hurtamount>
							<deform>none</deform>
							<size>10</size>
							<explosionshake>4.0</explosionshake>
							<explosionsound>explosions/shockwave.wav</explosionsound>
							<explosiontexture>exp05</explosiontexture>
						</subweapon1>
						<subweapon2 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>0</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon2>
						<subweapon3 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>22.5</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon3>
						<subweapon4 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>45</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon4>
						<subweapon5 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>67.5</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon5>
						<subweapon6 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>90</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon6>
						<subweapon7 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>0</hredirect>
							<vredirect>112.5</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon7>
						<subweapon8 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>135</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon8>
						<subweapon9 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>157.5</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon9>
						<subweapon10 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>180</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon10>
						<subweapon11 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>202.5</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon11>
						<subweapon12 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>225</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon12>
						<subweapon13 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>247.5</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon13>
						<subweapon14 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>270</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon14>
						<subweapon15 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>292.5</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon15>
						<subweapon16 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>315</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon16>
						<subweapon17 type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>337.5</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponReference'>
								<weapon>S-Wave Branch</weapon>
							</nextaction>
						</subweapon17>
					</delayedweapon>
				</subweapon1>
				<subweapon2 type='WeaponAnimation'>
					<animation>ExplosionLaserBeamRenderer</animation>
					<data>none</data>
				</subweapon2>
				<subweapon3 type='WeaponRepeat'>
					<repeat>2</repeat>
					<delay>0.5</delay>
					<repeatweapon type='WeaponReference'>
						<weapon>Spark Burst</weapon>
					</repeatweapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponRepeat'>
						<repeat>3</repeat>
						<delay>0.5</delay>
						<repeatweapon type='WeaponReference'>
							<weapon>Spark Burst2</weapon>
						</repeatweapon>
					</delayedweapon>
				</subweapon4>
				<subweapon5 type='WeaponDelay'>
					<delay>2.5</delay>
					<delayedweapon type='WeaponRepeat'>
						<repeat>4</repeat>
						<delay>0.5</delay>
						<repeatweapon type='WeaponReference'>
							<weapon>Spark Burst3</weapon>
						</repeatweapon>
					</delayedweapon>
				</subweapon5>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Storm Segment</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>Clouds-Grey</weapon>
			</subweapon1>
			<subweapon2 type='WeaponRepeat'>
				<repeat>2</repeat>
				<delay>0.5</delay>
				<repeatweapon type='WeaponReference'>
					<weapon>Lightning Bolt</weapon>
					<armslevel>1</armslevel>
				</repeatweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponSound'>
					<sound>data/wav/explosions/lightningbolt.wav</sound>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Lightning Storm</name>
		<armslevel>2</armslevel>
		<description>Multiple bolts of lightning streak down 
out of the sky.  Unfortunately, mother nature is unpredictable
in where she chooses to strike.
YOU CANNOT AIM THIS WEAPON!</description>
		<icon>lstorm.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>30000</cost>
		<activationsound>explosions/shockwave.wav</activationsound>
		<model type='MilkShape'>weapons/shockrocket.txt</model>
		<modelscale>5.0</modelscale>
		<accessoryaction type='WeaponCenterPosition'>
			<height>80</height>
			<nextaction type='WeaponScatterPosition'>
				<landheight>false</landheight>
				<landonly>false</landonly>
				<scatterpercentage>75</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='WeaponReference'>
							<weapon>Storm Segment</weapon>
						</subweapon1>
						<subweapon2 type='WeaponDelay'>
							<delay>1.0</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>0</hredirect>
								<vredirect>90</vredirect>
								<nextaction type='WeaponTranslate'>
									<translatedist>25</translatedist>
									<nextaction type='WeaponReference'>
										<weapon>Storm Segment</weapon>
									</nextaction>
								</nextaction>
							</delayedweapon>
						</subweapon2>
						<subweapon3 type='WeaponDelay'>
							<delay>2.0</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>90</hredirect>
								<vredirect>90</vredirect>
								<nextaction type='WeaponTranslate'>
									<translatedist>25</translatedist>
									<nextaction type='WeaponReference'>
										<weapon>Storm Segment</weapon>
									</nextaction>
								</nextaction>
							</delayedweapon>
						</subweapon3>
						<subweapon4 type='WeaponDelay'>
							<delay>3.0</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>180</hredirect>
								<vredirect>90</vredirect>
								<nextaction type='WeaponTranslate'>
									<translatedist>25</translatedist>
									<nextaction type='WeaponReference'>
										<weapon>Storm Segment</weapon>
									</nextaction>
								</nextaction>
							</delayedweapon>
						</subweapon4>
						<subweapon5 type='WeaponDelay'>
							<delay>4.0</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>270</hredirect>
								<vredirect>90</vredirect>
								<nextaction type='WeaponTranslate'>
									<translatedist>25</translatedist>
									<nextaction type='WeaponReference'>
										<weapon>Storm Segment</weapon>
									</nextaction>
								</nextaction>
							</delayedweapon>
						</subweapon5>
						<subweapon6 type='WeaponDelay'>
							<delay>2.0</delay>
							<delayedweapon type='WeaponReference'>
								<weapon>Storm Segment</weapon>
							</delayedweapon>
						</subweapon6>
						<subweapon7 type='WeaponDelay'>
							<delay>4.0</delay>
							<delayedweapon type='WeaponReference'>
								<weapon>Clouds-Grey</weapon>
							</delayedweapon>
						</subweapon7>
						<subweapon8 type='WeaponSound'>
							<sound>data/wav/explosions/thunder.wav</sound>
						</subweapon8>
					</aimedweapon>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fork Lightning</name>
		<armslevel>1</armslevel>
		<description>A projectile weapon that 
courses through the ground and splits
into multiple streams that are aimed
at nearby targets</description>
		<icon>flight.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>40000</cost>
		<activationsound>explosions/thunder.wav</activationsound>
		<model type='MilkShape'>flare.txt</model>
		<modelscale>8</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<nocreatesmoke/>
			<nocreateflame/>
			<projectilescale>8</projectilescale>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedUnder'>
					<nowarheads>2</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>50</maxaimdistance>
					<inaccuracy>20</inaccuracy>
					<aimedweapon type='WeaponDelay'>
						<delay>0.4</delay>
						<delayedweapon type='WeaponTranslate'>
							<translatedist>10</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponDelay'>
									<delay>0.2</delay>
									<delayedweapon type='WeaponTranslate'>
										<translatedist>10</translatedist>
										<nextaction type='WeaponMulti'>
											<subweapon1 type='WeaponDelay'>
												<delay>0.2</delay>
												<delayedweapon type='WeaponTranslate'>
													<translatedist>10</translatedist>
													<nextaction type='WeaponMulti'>
														<subweapon1 type='WeaponDelay'>
															<delay>0.4</delay>
															<delayedweapon type='WeaponScatterPosition'>
																<landheight>true</landheight>
																<landonly>false</landonly>
																<scatterpercentage>0</scatterpercentage>
																<aimedweapon type='WeaponAimedUnder'>
																	<nowarheads>2</nowarheads>
																	<percentagemiss>20</percentagemiss>
																	<maxaimdistance>50</maxaimdistance>
																	<inaccuracy>25</inaccuracy>
																	<aimedweapon type='WeaponTranslate'>
																		<translatedist>10</translatedist>
																		<nextaction type='WeaponMulti'>
																			<subweapon1 type='WeaponDelay'>
																				<delay>0.2</delay>
																				<delayedweapon type='WeaponTranslate'>
																					<translatedist>10</translatedist>
																					<nextaction type='WeaponMulti'>
																						<subweapon1 type='WeaponDelay'>
																							<delay>0.2</delay>
																							<delayedweapon type='WeaponTranslate'>
																								<translatedist>10</translatedist>
																								<nextaction type='WeaponMulti'>
																									<subweapon1 type='WeaponDelay'>
																										<delay>0.4</delay>
																										<delayedweapon type='WeaponScatterPosition'>
																											<landheight>true</landheight>
																											<landonly>false</landonly>
																											<scatterpercentage>0</scatterpercentage>
																											<aimedweapon type='WeaponAimedUnder'>
																												<nowarheads>2</nowarheads>
																												<percentagemiss>20</percentagemiss>
																												<maxaimdistance>50</maxaimdistance>
																												<inaccuracy>30</inaccuracy>
																												<aimedweapon type='WeaponTranslate'>
																													<translatedist>10</translatedist>
																													<nextaction type='WeaponMulti'>
																														<subweapon1 type='WeaponDelay'>
																															<delay>0.2</delay>
																															<delayedweapon type='WeaponTranslate'>
																																<translatedist>10</translatedist>
																																<nextaction type='WeaponMulti'>
																																	<subweapon1 type='WeaponDelay'>
																																		<delay>0.2</delay>
																																		<delayedweapon type='WeaponTranslate'>
																																			<translatedist>10</translatedist>
																																			<nextaction type='WeaponMulti'>
																																				<subweapon1 type='WeaponDelay'>
																																					<delay>0.4</delay>
																																					<delayedweapon type='WeaponScatterPosition'>
																																						<landheight>true</landheight>
																																						<landonly>false</landonly>
																																						<scatterpercentage>0</scatterpercentage>
																																						<aimedweapon type='WeaponAimedUnder'>
																																							<nowarheads>2</nowarheads>
																																							<percentagemiss>20</percentagemiss>
																																							<maxaimdistance>50</maxaimdistance>
																																							<inaccuracy>30</inaccuracy>
																																							<aimedweapon type='WeaponTranslate'>
																																								<translatedist>10</translatedist>
																																								<nextaction type='WeaponMulti'>
																																									<subweapon1 type='WeaponDelay'>
																																										<delay>0.2</delay>
																																										<delayedweapon type='WeaponTranslate'>
																																											<translatedist>10</translatedist>
																																											<nextaction type='WeaponMulti'>
																																												<subweapon1 type='WeaponDelay'>
																																													<delay>0.2</delay>
																																													<delayedweapon type='WeaponTranslate'>
																																														<translatedist>10</translatedist>
																																														<nextaction type='WeaponMulti'>
																																															<subweapon1 type='WeaponDelay'>
																																																<delay>0.4</delay>
																																																<delayedweapon type='WeaponScatterPosition'>
																																																	<landheight>true</landheight>
																																																	<landonly>false</landonly>
																																																	<scatterpercentage>0</scatterpercentage>
																																																	<aimedweapon type='WeaponAimedUnder'>
																																																		<nowarheads>2</nowarheads>
																																																		<percentagemiss>20</percentagemiss>
																																																		<maxaimdistance>50</maxaimdistance>
																																																		<inaccuracy>30</inaccuracy>
																																																		<aimedweapon type='WeaponNull'></aimedweapon>
																																																	</aimedweapon>
																																																</delayedweapon>
																																															</subweapon1>
																																															<subweapon2 type='WeaponExplosion'>
																																																<nocreatedebris/>
																																																<nocreatesplash/>
																																																<animate/>
																																																<hurtamount>0.5</hurtamount>
																																																<deform>none</deform>
																																																<size>8</size>
																																																<explosionsound>none</explosionsound>
																																																<explosiontexture>light00</explosiontexture>
																																															</subweapon2>
																																														</nextaction>
																																													</delayedweapon>
																																												</subweapon1>
																																												<subweapon2 type='WeaponExplosion'>
																																													<nocreatedebris/>
																																													<nocreatesplash/>
																																													<animate/>
																																													<hurtamount>0.5</hurtamount>
																																													<deform>none</deform>
																																													<size>8</size>
																																													<explosionsound>none</explosionsound>
																																													<explosiontexture>light00</explosiontexture>
																																												</subweapon2>
																																											</nextaction>
																																										</delayedweapon>
																																									</subweapon1>
																																									<subweapon2 type='WeaponExplosion'>
																																										<nocreatedebris/>
																																										<nocreatesplash/>
																																										<animate/>
																																										<hurtamount>0.5</hurtamount>
																																										<deform>none</deform>
																																										<size>8</size>
																																										<explosionsound>explosions/lightning.wav</explosionsound>
																																										<explosiontexture>light00</explosiontexture>
																																										<explosionshake>1</explosionshake>
																																									</subweapon2>
																																								</nextaction>
																																							</aimedweapon>
																																						</aimedweapon>
																																					</delayedweapon>
																																				</subweapon1>
																																				<subweapon2 type='WeaponExplosion'>
																																					<nocreatedebris/>
																																					<nocreatesplash/>
																																					<animate/>
																																					<hurtamount>0.6</hurtamount>
																																					<deform>none</deform>
																																					<size>8</size>
																																					<explosionsound>none</explosionsound>
																																					<explosiontexture>light00</explosiontexture>
																																				</subweapon2>
																																			</nextaction>
																																		</delayedweapon>
																																	</subweapon1>
																																	<subweapon2 type='WeaponExplosion'>
																																		<nocreatedebris/>
																																		<nocreatesplash/>
																																		<animate/>
																																		<hurtamount>0.6</hurtamount>
																																		<deform>none</deform>
																																		<size>8</size>
																																		<explosionsound>none</explosionsound>
																																		<explosiontexture>light00</explosiontexture>
																																	</subweapon2>
																																</nextaction>
																															</delayedweapon>
																														</subweapon1>
																														<subweapon2 type='WeaponExplosion'>
																															<nocreatedebris/>
																															<nocreatesplash/>
																															<animate/>
																															<hurtamount>0.6</hurtamount>
																															<deform>none</deform>
																															<size>8</size>
																															<explosionsound>explosions/lightning.wav</explosionsound>
																															<explosiontexture>light00</explosiontexture>
																															<explosionshake>1</explosionshake>
																														</subweapon2>
																													</nextaction>
																												</aimedweapon>
																											</aimedweapon>
																										</delayedweapon>
																									</subweapon1>
																									<subweapon2 type='WeaponExplosion'>
																										<nocreatedebris/>
																										<nocreatesplash/>
																										<animate/>
																										<hurtamount>0.7</hurtamount>
																										<deform>none</deform>
																										<size>9</size>
																										<explosionsound>none</explosionsound>
																										<explosiontexture>light00</explosiontexture>
																									</subweapon2>
																								</nextaction>
																							</delayedweapon>
																						</subweapon1>
																						<subweapon2 type='WeaponExplosion'>
																							<nocreatedebris/>
																							<nocreatesplash/>
																							<animate/>
																							<hurtamount>0.7</hurtamount>
																							<deform>none</deform>
																							<size>9</size>
																							<explosionsound>none</explosionsound>
																							<explosiontexture>light00</explosiontexture>
																						</subweapon2>
																					</nextaction>
																				</delayedweapon>
																			</subweapon1>
																			<subweapon2 type='WeaponExplosion'>
																				<nocreatedebris/>
																				<nocreatesplash/>
																				<animate/>
																				<hurtamount>0.7</hurtamount>
																				<deform>none</deform>
																				<size>9</size>
																				<explosionsound>explosions/lightning.wav</explosionsound>
																				<explosiontexture>light00</explosiontexture>
																				<explosionshake>2</explosionshake>
																			</subweapon2>
																		</nextaction>
																	</aimedweapon>
																</aimedweapon>
															</delayedweapon>
														</subweapon1>
														<subweapon2 type='WeaponExplosion'>
															<nocreatedebris/>
															<nocreatesplash/>
															<animate/>
															<hurtamount>0.8</hurtamount>
															<deform>none</deform>
															<size>10</size>
															<explosionsound>none</explosionsound>
															<explosiontexture>light00</explosiontexture>
														</subweapon2>
													</nextaction>
												</delayedweapon>
											</subweapon1>
											<subweapon2 type='WeaponExplosion'>
												<nocreatedebris/>
												<nocreatesplash/>
												<animate/>
												<hurtamount>0.8</hurtamount>
												<deform>none</deform>
												<size>10</size>
												<explosionsound>none</explosionsound>
												<explosiontexture>light00</explosiontexture>
											</subweapon2>
										</nextaction>
									</delayedweapon>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<nocreatedebris/>
									<nocreatesplash/>
									<animate/>
									<hurtamount>0.8</hurtamount>
									<deform>none</deform>
									<size>10</size>
									<explosionsound>none</explosionsound>
									<explosiontexture>light00</explosiontexture>
								</subweapon2>
							</nextaction>
						</delayedweapon>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<animate/>
					<hurtamount>1.0</hurtamount>
					<deform>none</deform>
					<size>10</size>
					<explosionsound>explosions/lightning.wav</explosionsound>
					<explosiontexture>light00</explosiontexture>
					<explosionshake>4</explosionshake>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Pen Laser</name>
		<armslevel>10</armslevel>
		<startingnumber>-1</startingnumber>
		<icon>laser.bmp</icon>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>laser/laser.txt</model>
		<description>A tiny laser that does a small amount of damage,
can be used to help aim lasers without wasting money.</description>
		<nomuzzleflash/>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponLaser'>
				<totaltime>2</totaltime>
				<minimumdistance>10</minimumdistance>
				<maximumdistance>200</maximumdistance>
				<minimumhurt>5</minimumhurt>
				<maximumhurt>25</maximumhurt>
				<hurtradius>2</hurtradius>
				<color>
					<A>0.0</A>
					<B>1.0</B>
					<C>0.0</C>
				</color>
			</subweapon1>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Laser</name>
		<armslevel>8</armslevel>
		<bundlesize>3</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.
Note: More power = greater range but less damage
Less power = less range but more damage
Min Dmg = 25, Max Dmg = 50</description>
		<cost>5000</cost>
		<nomuzzleflash/>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponLaser'>
				<totaltime>1</totaltime>
				<minimumdistance>10</minimumdistance>
				<maximumdistance>200</maximumdistance>
				<minimumhurt>25</minimumhurt>
				<maximumhurt>50</maximumhurt>
				<hurtradius>2</hurtradius>
				<color>
					<A>1.0</A>
					<B>0.0</B>
					<C>0.0</C>
				</color>
			</subweapon1>
			<subweapon2 type='WeaponSound'>
				<sound>data/wav/shoot/laser1.wav</sound>
			</subweapon2>
		</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.
Note: More power = greater range but less damage
Less power = less range but more damage
Min Dmg = 50, Max Dmg = 100</description>
		<cost>8000</cost>
		<nomuzzleflash/>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponLaser'>
				<totaltime>2</totaltime>
				<minimumdistance>10</minimumdistance>
				<maximumdistance>200</maximumdistance>
				<minimumhurt>50</minimumhurt>
				<maximumhurt>100</maximumhurt>
				<hurtradius>2</hurtradius>
				<color>
					<A>0.0</A>
					<B>0.0</B>
					<C>1.0</C>
				</color>
			</subweapon1>
			<subweapon2 type='WeaponSound'>
				<sound>data/wav/shoot/laser1.wav</sound>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>CannonLaser</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<nomuzzleflash/>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponLaser'>
				<totaltime>1</totaltime>
				<minimumdistance>10</minimumdistance>
				<maximumdistance>200</maximumdistance>
				<minimumhurt>20</minimumhurt>
				<maximumhurt>40</maximumhurt>
				<hurtradius>2</hurtradius>
				<color>
					<A>1.0</A>
					<B>0.0</B>
					<C>0.0</C>
				</color>
			</subweapon1>
			<subweapon2 type='WeaponSound'>
				<sound>data/wav/shoot/laser1.wav</sound>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>LaserSpread</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<nomuzzleflash/>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponReference'>
					<weapon>CannonLaser</weapon>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>0.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>CannonLaser</weapon>
					</nextaction>
				</weapon>
			</weaponchoice2>
			<weaponchoice3>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>-0.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>CannonLaser</weapon>
					</nextaction>
				</weapon>
			</weaponchoice3>
			<weaponchoice4>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0.5</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>CannonLaser</weapon>
					</nextaction>
				</weapon>
			</weaponchoice4>
			<weaponchoice5>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-0.5</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>CannonLaser</weapon>
					</nextaction>
				</weapon>
			</weaponchoice5>
			<weaponchoice6>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0.5</hredirect>
					<vredirect>0.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>CannonLaser</weapon>
					</nextaction>
				</weapon>
			</weaponchoice6>
			<weaponchoice7>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-0.5</hredirect>
					<vredirect>0.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>CannonLaser</weapon>
					</nextaction>
				</weapon>
			</weaponchoice7>
			<weaponchoice8>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0.5</hredirect>
					<vredirect>-0.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>CannonLaser</weapon>
					</nextaction>
				</weapon>
			</weaponchoice8>
			<weaponchoice9>
				<weight>10</weight>
				<weapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-0.5</hredirect>
					<vredirect>-0.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>CannonLaser</weapon>
					</nextaction>
				</weapon>
			</weaponchoice9>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Laser Cannon</name>
		<armslevel>4</armslevel>
		<bundlesize>2</bundlesize>
		<icon>laser.bmp</icon>
		<model type='MilkShape'>laser/laser.txt</model>
		<description>Fires three laser blasts that cut through
hills and shields damaging tanks directly.
Note: More power = greater range but less damage
Less power = less range but more damage
Min Dmg = 75, Max Dmg = 150</description>
		<cost>12000</cost>
		<nomuzzleflash/>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>CannonLaser</weapon>
				<armslevel>4</armslevel>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponReference'>
					<weapon>LaserSpread</weapon>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponReference'>
					<weapon>LaserSpread</weapon>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SatLaser</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRedirect'>
			<habs>false</habs>
			<vabs>true</vabs>
			<hredirect>0</hredirect>
			<vredirect>180</vredirect>
			<nextaction type='WeaponTranslate'>
				<translatedist>20</translatedist>
				<nextaction type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponVelocity'>
						<velocitychange>1.25</velocitychange>
						<aimedweapon type='WeaponMulti'>
							<subweapon1 type='WeaponLaser'>
								<totaltime>2</totaltime>
								<minimumdistance>200</minimumdistance>
								<maximumdistance>200</maximumdistance>
								<minimumhurt>40</minimumhurt>
								<maximumhurt>40</maximumhurt>
								<hurtradius>5</hurtradius>
								<color>
									<A>1.0</A>
									<B>0.0</B>
									<C>0.0</C>
								</color>
							</subweapon1>
							<subweapon2 type='WeaponSound'>
								<sound>data/wav/shoot/laser1.wav</sound>
							</subweapon2>
							<subweapon3 type='WeaponExplosion'>
								<minlife>3</minlife>
								<maxlife>4</maxlife>
								<hurtamount>0</hurtamount>
								<deform>down</deform>
								<size>3</size>
								<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
								<explosionshake>1.0</explosionshake>
								<explosiontexture>cloud00</explosiontexture>
								<explosionsound>none</explosionsound>
							</subweapon3>
							<subweapon4 type='WeaponNapalm'>
								<allowunderwater>false</allowunderwater>
								<napalmtime>4.0</napalmtime>
								<napalmheight>5.0</napalmheight>
								<steptime>0.75</steptime>
								<hurtsteptime>1.0</hurtsteptime>
								<hurtpersecond>0.25</hurtpersecond>
								<numberstreams>1</numberstreams>
								<effectradius>5</effectradius>
								<napalmtexture>flames</napalmtexture>
								<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
								<napalmsound>none</napalmsound>
							</subweapon4>
						</aimedweapon>
					</nextaction>
				</nextaction>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SatTriLaser</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>180</hredirect>
				<vredirect>0</vredirect>
				<nextaction type='WeaponTranslate'>
					<translatedist>5</translatedist>
					<nextaction type='WeaponReference'>
						<weapon>SatLaser</weapon>
					</nextaction>
				</nextaction>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.75</delay>
				<delayedweapon type='WeaponTranslate'>
					<translatedist>0</translatedist>
					<nextaction type='WeaponReference'>
						<weapon>SatLaser</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.5</delay>
				<delayedweapon type='WeaponTranslate'>
					<translatedist>5</translatedist>
					<nextaction type='WeaponReference'>
						<weapon>SatLaser</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SatDigLaser</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedUnder'>
			<nowarheads>1</nowarheads>
			<inaccuracy>5</inaccuracy>
			<percentagemiss>0</percentagemiss>
			<maxaimdistance>35</maxaimdistance>
			<aimedweapon type='WeaponProjectile'>
				<under/>
				<nocreatesmoke/>
				<nocreateflame/>
				<enginesound>none</enginesound>
				<timedcollision>1.25</timedcollision>
				<shieldhurtfactor>0.5</shieldhurtfactor>
				<projectilescale>0.1</projectilescale>
				<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
				<collisionaction type='WeaponReference'>
					<weapon>SatTriLaser</weapon>
				</collisionaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SatFunkLaser</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedOver'>
			<nowarheads>1</nowarheads>
			<inaccuracy>0</inaccuracy>
			<percentagemiss>0</percentagemiss>
			<maxaimdistance>50</maxaimdistance>
			<aimedweapon type='WeaponProjectile'>
				<nocreatesmoke/>
				<nocreateflame/>
				<enginesound>none</enginesound>
				<shieldhurtfactor>0.5</shieldhurtfactor>
				<projectilescale>0.01</projectilescale>
				<projectilemodel type='ase'>
					<mesh>roller.ase</mesh>
					<skin>white.bmp</skin>
				</projectilemodel>
				<collisionaction type='WeaponReference'>
					<weapon>SatTriLaser</weapon>
				</collisionaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SatTransLaser</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedOver'>
			<nowarheads>1</nowarheads>
			<inaccuracy>0</inaccuracy>
			<percentagemiss>0</percentagemiss>
			<maxaimdistance>50</maxaimdistance>
			<aimedweapon type='WeaponTranslate'>
				<translatedist>20</translatedist>
				<nextaction type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>180</vredirect>
					<nextaction type='WeaponTranslate'>
						<translatedist>15</translatedist>
						<nextaction type='WeaponReference'>
							<weapon>SatDigLaser</weapon>
						</nextaction>
					</nextaction>
				</nextaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SatSegment</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>SatTransLaser</weapon>
			</subweapon1>
			<subweapon2 type='WeaponReference'>
				<weapon>SatFunkLaser</weapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponReference'>
					<weapon>SatTransLaser</weapon>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponReference'>
					<weapon>SatFunkLaser</weapon>
				</delayedweapon>
			</subweapon4>
			<subweapon5 type='WeaponDelay'>
				<delay>1.5</delay>
				<delayedweapon type='WeaponReference'>
					<weapon>SatTransLaser</weapon>
				</delayedweapon>
			</subweapon5>
			<subweapon6 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponReference'>
					<weapon>SatFunkLaser</weapon>
				</delayedweapon>
			</subweapon6>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Sat. Strike</name>
		<armslevel>1</armslevel>
		<description>Fires a projectile which hits the ground, marking
the target area.  Space based laser cannons then assault
all targets in the area.</description>
		<icon>satellite.bmp</icon>
		<activationsound>shoot/flare.wav</activationsound>
		<bundlesize>1</bundlesize>
		<cost>50000</cost>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<showendpoint></showendpoint>
			<nocreateflame/>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponReference'>
					<weapon>Smoke-Orange</weapon>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>1.5</delay>
					<delayedweapon type='WeaponSound'>
						<sound>data/wav/misc/lockon.wav</sound>
					</delayedweapon>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>3.5</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>SatSegment</weapon>
					</delayedweapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>7.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>SatSegment</weapon>
					</delayedweapon>
				</subweapon4>
				<subweapon5 type='WeaponDelay'>
					<delay>10.5</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>SatSegment</weapon>
					</delayedweapon>
				</subweapon5>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Teleporter</name>
		<armslevel>6</armslevel>
		<description>A teleporter moves you to a random location
on the map after a short delay.</description>
		<icon>teleport.bmp</icon>
		<activationsound>none</activationsound>
		<bundlesize>1</bundlesize>
		<nomuzzleflash/>
		<cost>8000</cost>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponCenterPosition'>
				<height>0</height>
				<nextaction type='WeaponScatterPosition'>
					<landheight>true</landheight>
					<landonly>true</landonly>
					<scatterpercentage>90</scatterpercentage>
					<aimedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponSound'>
							<sound>data/wav/misc/beamup.wav</sound>
						</subweapon1>
						<subweapon2 type='WeaponTeleport'>
							<sound>data/wav/misc/teleport.wav</sound>
							<delay>2.5</delay>
						</subweapon2>
						<subweapon3 type='WeaponDelay'>
							<delay>2.5</delay>
							<delayedweapon type='WeaponAnimation'>
								<animation>ExplosionRingRenderer</animation>
								<data>none</data>
							</delayedweapon>
						</subweapon3>
					</aimedweapon>
				</nextaction>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponAnimation'>
					<animation>ExplosionRingRenderer</animation>
					<data>none</data>
				</delayedweapon>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Transporter</name>
		<armslevel>4</armslevel>
		<description>The transporter can be used to teleport
yourself to any spot on the landscape.</description>
		<icon>teleport.bmp</icon>
		<activationsound>misc/beamup.wav</activationsound>
		<bundlesize>1</bundlesize>
		<cost>16000</cost>
		<model type='MilkShape'>weapons/shockbomblet.txt</model>
		<accessoryaction type='WeaponSelectPosition'>
			<aimedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponTankPosition'>
					<aimedweapon type='WeaponDelay'>
						<delay>2.0</delay>
						<delayedweapon type='WeaponAnimation'>
							<animation>ExplosionRingRenderer</animation>
							<data>none</data>
						</delayedweapon>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponTeleport'>
					<sound>data/wav/misc/teleport.wav</sound>
					<delay>2.5</delay>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>2.5</delay>
					<delayedweapon type='WeaponAnimation'>
						<animation>ExplosionRingRenderer</animation>
						<data>none</data>
					</delayedweapon>
				</subweapon3>
			</aimedweapon>
		</accessoryaction>
		<nomuzzleflash/>
		<positionselection>generic</positionselection>
		<group>weapon</group>
	</accessory>
	<accessory>
		<name>Unstable Portal</name>
		<armslevel>2</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<!-- Sparking Effects -->
	 		<subweapon1 type='WeaponMulti'>
				<subweapon1 type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponRepeat'>
							<repeat>2</repeat>
							<delay>0.5</delay>
							<repeatweapon type='WeaponReference'>
								<weapon>Spark Burst</weapon>
							</repeatweapon>
						</subweapon1>
						<subweapon2 type='WeaponRepeat'>
							<repeat>2</repeat>
							<delay>1.0</delay>
							<repeatweapon type='WeaponAnimation'>
								<animation>ExplosionRingRenderer</animation>
								<data>none</data>
							</repeatweapon>
						</subweapon2>
					</delayedweapon>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponRepeat'>
						<repeat>2</repeat>
						<delay>0.5</delay>
						<repeatweapon type='WeaponReference'>
							<weapon>Spark Burst2</weapon>
						</repeatweapon>
					</delayedweapon>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>3.0</delay>
					<delayedweapon type='WeaponRepeat'>
						<repeat>3</repeat>
						<delay>0.5</delay>
						<repeatweapon type='WeaponMulti'>
							<subweapon1 type='WeaponReference'>
								<weapon>Spark Burst3</weapon>
							</subweapon1>
							<subweapon2 type='WeaponAnimation'>
								<animation>ExplosionRingRenderer</animation>
								<data>none</data>
							</subweapon2>
						</repeatweapon>
					</delayedweapon>
				</subweapon3>
			</subweapon1>
			<!-- Shock Wave -->
			<subweapon2 type='WeaponDelay'>
				<delay>3.7</delay>
				<delayedweapon type='WeaponMulti'>
					<subweapon1 type='WeaponExplosion'>
						<minlife>1.0</minlife>
						<maxlife>2.0</maxlife>
						<nocreatedebris/>
						<nowindaffected/>
						<createmushroomamount>1.0</createmushroomamount>
						<animate/>
						<hurtamount>1.2</hurtamount>
						<deform>down</deform>
						<size>16</size>
						<explosionshake>4.0</explosionshake>
						<explosionsound>none</explosionsound>
						<explosiontexture>exp05</explosiontexture>
					</subweapon1>
					<subweapon2 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon2>
					<subweapon3 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>22.5</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon3>
					<subweapon4 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>45</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon4>
					<subweapon5 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>67.5</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon5>
					<subweapon6 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>90</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon6>
					<subweapon7 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>112.5</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon7>
					<subweapon8 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>135</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon8>
					<subweapon9 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>157.5</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon9>
					<subweapon10 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>180</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon10>
					<subweapon11 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>202.5</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon11>
					<subweapon12 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>225</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon12>
					<subweapon13 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>247.5</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon13>
					<subweapon14 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>270</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon14>
					<subweapon15 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>292.5</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon15>
					<subweapon16 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>315</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon16>
					<subweapon17 type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>337.5</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponReference'>
							<weapon>S-Wave Branch</weapon>
						</nextaction>
					</subweapon17>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponSound'>
					<sound>data/wav/misc/riftcollapse.wav</sound>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Blink Device</name>
		<armslevel>3</armslevel>
		<description>Utilizes a prototype teleportation system
which teleports the user almost instantly.
The technology is still unstable though,
sometimes causing the rift to collapse
violently on one or both sides of the portal.</description>
		<icon>teleport.bmp</icon>
		<activationsound>none</activationsound>
		<bundlesize>1</bundlesize>
		<nomuzzleflash/>
		<cost>20000</cost>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponAnimation'>
				<animation>ExplosionRingRenderer</animation>
				<data>none</data>
			</subweapon1>
			<!-- Rift collapses at teleport origin -->
			<subweapon2 type='WeaponRandomChoice'>
				<weaponchoice1>
					<weight>6</weight>
					<weapon type='WeaponNull'></weapon>
				</weaponchoice1>
				<weaponchoice2>
					<weight>4</weight>
				 	<weapon type='WeaponInvokeWeapon'>
				 		<invoke>Unstable Portal</invoke>
					</weapon>
				</weaponchoice2>
			</subweapon2>
			<subweapon3 type='WeaponCenterPosition'>
				<height>0</height>
				<nextaction type='WeaponScatterPosition'>
					<landheight>true</landheight>
					<landonly>true</landonly>
					<scatterpercentage>90</scatterpercentage>
					<aimedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponTeleport'>
							<sound>data/wav/misc/teleport.wav</sound>
							<delay>0.5</delay>
						</subweapon1>
						<subweapon2 type='WeaponDelay'>
							<delay>0.5</delay>
							<delayedweapon type='WeaponAnimation'>
								<animation>ExplosionRingRenderer</animation>
								<data>none</data>
							</delayedweapon>
						</subweapon2>
						<!-- Rift collapses at teleport destination -->
						<subweapon3 type='WeaponRandomChoice'>
							<weaponchoice1>
								<weight>8</weight>
								<weapon type='WeaponNull'></weapon>
							</weaponchoice1>
							<weaponchoice2>
								<weight>2</weight>
								<weapon type='WeaponDelay'>
									<delay>1.0</delay>
									<delayedweapon type='WeaponInvokeWeapon'>
										<invoke>Unstable Portal</invoke>
									</delayedweapon>
								</weapon>
							</weaponchoice2>
						</subweapon3>
					</aimedweapon>
				</nextaction>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveExtraLife</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponGiveLives'>
				<lives>1</lives>
			</subweapon1>
			<subweapon2 type='WeaponSound'>
				<sound>data/wav/misc/extralife.wav</sound>
				<gain>1.75</gain>
				<referencedistance>100</referencedistance>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GivePower1500</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGivePower'>
			<power>1500</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GivePower2000</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGivePower'>
			<power>2000</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveCash1000</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveMoney'>
			<money>1000</money>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveCash2500</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveMoney'>
			<money>2500</money>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveCash5000</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveMoney'>
			<money>5000</money>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveFuelCan</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>Fuel</giveaccessory>
			<number>10</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveFuelBarrel</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>Fuel</giveaccessory>
			<number>20</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveSmallBattery</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>Battery</giveaccessory>
			<number>4</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveLargeBattery</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>Battery</giveaccessory>
			<number>8</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveBeer</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveLife'>
			<life>10</life>
			<exceedmax>false</exceedmax>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveMedKit</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveLife'>
			<life>25</life>
			<exceedmax>false</exceedmax>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveParachute</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>Parachute</giveaccessory>
			<number>2</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveMissile</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>Missile</giveaccessory>
			<number>5</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveShotgun</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>Shotgun</giveaccessory>
			<number>2</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveFragGrenade</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>Frag Grenade</giveaccessory>
			<number>2</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveEMPGrenade</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>EMP Grenade</giveaccessory>
			<number>2</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveMachineGun</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>M2 Machinegun</giveaccessory>
			<number>2</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveAcidSplash</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>Acid Splash</giveaccessory>
			<number>1</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveGasGrenade</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>Gas Grenade</giveaccessory>
			<number>1</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveAcidBlast</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>Acid Blast</giveaccessory>
			<number>3</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GiveFlameThrower</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveAccessory'>
			<giveaccessory>Flame Thrower</giveaccessory>
			<number>1</number>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>HospitalItems</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>0.65</projectilescale>
					<projectilemodel type='MilkShape'>objects/medkit.txt</projectilemodel>
					<collisionaction type='WeaponAddTarget'>
						<name>First Aid Kit</name>
						<modelscale>0.05</modelscale>
						<model type='MilkShape'>objects/medkit.txt</model>
						<life>50</life>
						<shield>none</shield>
						<parachute>Parachute</parachute>
						<removeaction>GiveMedKit</removeaction>
						<driveovertodestroy>true</driveovertodestroy>
					</collisionaction>
				</weapon>
			</weaponchoice1>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hospital</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp00</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>explosions/small.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponAimedOver'>
					<nowarheads>3</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRandomChoice'>
						<weaponchoice1>
							<weight>10</weight>
							<weapon type='WeaponNull'></weapon>
						</weaponchoice1>
						<weaponchoice2>
							<weight>10</weight>
							<weapon type='WeaponVelocity'>
								<velocitychange>0.8</velocitychange>
								<aimedweapon type='WeaponInvokeWeapon'>
									<invoke>HospitalItems</invoke>
								</aimedweapon>
							</weapon>
						</weaponchoice2>
					</aimedweapon>
				</subweapon3>
				<subweapon4 type='WeaponGiveLife'>
					<life>25</life>
					<exceedmax>false</exceedmax>
				</subweapon4>
				<subweapon5 type='WeaponSound'>
					<sound>data/wav/misc/screaming.wav</sound>
					<gain>1.25</gain>
				</subweapon5>
				<subweapon6 type='WeaponReference'>
					<weapon>LgBldgDebris</weapon>
				</subweapon6>
				<subweapon7 type='WeaponGiveScore'>
					<score>2</score>
				</subweapon7>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Bar1Items</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>1.0</projectilescale>
					<projectilemodel type='MilkShape'>beer_bottle/bottle.txt</projectilemodel>
					<collisionaction type='WeaponAddTarget'>
						<name>Free Beer</name>
						<modelscale>0.6</modelscale>
						<model type='MilkShape'>beer_bottle/bottle.txt</model>
						<life>50</life>
						<shield>none</shield>
						<parachute>Parachute</parachute>
						<removeaction>GiveBeer</removeaction>
						<driveovertodestroy>true</driveovertodestroy>
					</collisionaction>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>0.6</projectilescale>
					<projectilemodel type='MilkShape'>weapons/shotgunshell.txt</projectilemodel>
					<collisionaction type='WeaponAddTarget'>
						<name>Shotgun Shells</name>
						<modelscale>0.08</modelscale>
						<model type='MilkShape'>weapons/shotgunshell.txt</model>
						<life>50</life>
						<shield>none</shield>
						<parachute>Parachute</parachute>
						<removeaction>GiveShotgun</removeaction>
						<driveovertodestroy>true</driveovertodestroy>
					</collisionaction>
				</weapon>
			</weaponchoice2>
			<weaponchoice3>
				<weight>10</weight>
				<weapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>0.8</projectilescale>
					<projectilemodel type='MilkShape'>objects/cash.txt</projectilemodel>
					<collisionaction type='WeaponAddTarget'>
						<name>1000 Dollars</name>
						<modelscale>0.08</modelscale>
						<model type='MilkShape'>objects/cash.txt</model>
						<life>50</life>
						<shield>none</shield>
						<parachute>Parachute</parachute>
						<removeaction>GiveCash1000</removeaction>
						<driveovertodestroy>true</driveovertodestroy>
					</collisionaction>
				</weapon>
			</weaponchoice3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Bar</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp00</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>explosions/small.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponRandomChoice'>
					<weaponchoice1>
						<weight>10</weight>
						<weapon type='WeaponAimedOver'>
							<nowarheads>1</nowarheads>
							<percentagemiss>99</percentagemiss>
							<maxaimdistance>0</maxaimdistance>
							<inaccuracy>99</inaccuracy>
							<aimedweapon type='WeaponVelocity'>
								<velocitychange>0.8</velocitychange>
								<aimedweapon type='WeaponInvokeWeapon'>
									<invoke>Bar1Items</invoke>
								</aimedweapon>
							</aimedweapon>
						</weapon>
					</weaponchoice1>
					<weaponchoice2>
						<weight>10</weight>
						<weapon type='WeaponAimedOver'>
							<nowarheads>2</nowarheads>
							<percentagemiss>99</percentagemiss>
							<maxaimdistance>0</maxaimdistance>
							<inaccuracy>99</inaccuracy>
							<aimedweapon type='WeaponVelocity'>
								<velocitychange>0.8</velocitychange>
								<aimedweapon type='WeaponInvokeWeapon'>
									<invoke>Bar1Items</invoke>
								</aimedweapon>
							</aimedweapon>
						</weapon>
					</weaponchoice2>
					<weaponchoice3>
						<weight>10</weight>
						<weapon type='WeaponAimedOver'>
							<nowarheads>3</nowarheads>
							<percentagemiss>99</percentagemiss>
							<maxaimdistance>0</maxaimdistance>
							<inaccuracy>99</inaccuracy>
							<aimedweapon type='WeaponVelocity'>
								<velocitychange>0.8</velocitychange>
								<aimedweapon type='WeaponInvokeWeapon'>
									<invoke>Bar1Items</invoke>
								</aimedweapon>
							</aimedweapon>
						</weapon>
					</weaponchoice3>
				</subweapon3>
				<subweapon4 type='WeaponReference'>
					<weapon>LgBldgDebris</weapon>
				</subweapon4>
				<subweapon5 type='WeaponGiveScore'>
					<score>2</score>
				</subweapon5>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>GasStationItems</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>15</weight>
				<weapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>0.75</projectilescale>
					<projectilemodel type='MilkShape'>objects/fuelbarrel.txt</projectilemodel>
					<collisionaction type='WeaponAddTarget'>
						<name>Fuel</name>
						<modelscale>0.075</modelscale>
						<model type='MilkShape'>objects/fuelbarrel.txt</model>
						<life>50</life>
						<shield>none</shield>
						<parachute>Parachute</parachute>
						<removeaction>GiveFuelCan</removeaction>
						<driveovertodestroy>true</driveovertodestroy>
					</collisionaction>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>5</weight>
				<weapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>0.8</projectilescale>
					<projectilemodel type='MilkShape'>objects/cash.txt</projectilemodel>
					<collisionaction type='WeaponAddTarget'>
						<name>1000 Dollars</name>
						<modelscale>0.08</modelscale>
						<model type='MilkShape'>objects/cash.txt</model>
						<life>50</life>
						<shield>none</shield>
						<parachute>Parachute</parachute>
						<removeaction>GiveCash1000</removeaction>
						<driveovertodestroy>true</driveovertodestroy>
					</collisionaction>
				</weapon>
			</weaponchoice2>
			<weaponchoice3>
				<weight>5</weight>
				<weapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>0.8</projectilescale>
					<projectilemodel type='MilkShape'>objects/9volt.txt</projectilemodel>
					<collisionaction type='WeaponAddTarget'>
						<name>Batteries</name>
						<modelscale>0.08</modelscale>
						<model type='MilkShape'>objects/9volt.txt</model>
						<life>50</life>
						<shield>none</shield>
						<parachute>Parachute</parachute>
						<removeaction>GiveSmallBattery</removeaction>
						<driveovertodestroy>true</driveovertodestroy>
					</collisionaction>
				</weapon>
			</weaponchoice3>
			<weaponchoice4>
				<weight>5</weight>
				<weapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>1.0</projectilescale>
					<projectilemodel type='MilkShape'>beer_bottle/bottle.txt</projectilemodel>
					<collisionaction type='WeaponAddTarget'>
						<name>Free Beer</name>
						<modelscale>0.6</modelscale>
						<model type='MilkShape'>beer_bottle/bottle.txt</model>
						<life>50</life>
						<shield>none</shield>
						<parachute>Parachute</parachute>
						<removeaction>GiveBeer</removeaction>
						<driveovertodestroy>true</driveovertodestroy>
					</collisionaction>
				</weapon>
			</weaponchoice4>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Gas Station</name>
		<armslevel>5</armslevel>
		<description>Gas stations have large tanks of fuel
which explode and spread fire when ignited.</description>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.5</hurtamount>
					<deform>down</deform>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<size>8</size>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<hurtamount>0.5</hurtamount>
					<deform>none</deform>
					<size>16</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>none</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>3</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>8</size>
					<explosionshake>4.0</explosionshake>
					<explosionsound>none</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon3>
				<subweapon4 type='WeaponAimedOver'>
					<nowarheads>10</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponVelocity'>
						<velocitychange>0.9</velocitychange>
						<aimedweapon type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>false</vabs>
							<hredirect>0</hredirect>
							<vredirect>15</vredirect>
							<nextaction type='WeaponProjectile'>
								<nocreatesmoke/>
								<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
								<collisionaction type='WeaponNapalm'>
									<allowunderwater>false</allowunderwater>
									<napalmtime>4.0</napalmtime>
									<napalmheight>2.0</napalmheight>
									<steptime>0.33</steptime>
									<hurtsteptime>1.0</hurtsteptime>
									<hurtpersecond>0.75</hurtpersecond>
									<numberstreams>1</numberstreams>
									<effectradius>5</effectradius>
									<napalmtexture>flames</napalmtexture>
									<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
									<napalmsound>explosions/napalm.wav</napalmsound>
								</collisionaction>
							</nextaction>
						</aimedweapon>
					</aimedweapon>
				</subweapon4>
				<subweapon5 type='WeaponAimedOver'>
					<nowarheads>3</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRandomChoice'>
						<weaponchoice1>
							<weight>10</weight>
							<weapon type='WeaponInvokeWeapon'>
								<invoke>GasStationItems</invoke>
							</weapon>
						</weaponchoice1>
						<weaponchoice2>
							<weight>10</weight>
							<weapon type='WeaponNull'></weapon>
						</weaponchoice2>
					</aimedweapon>
				</subweapon5>
				<subweapon6 type='WeaponReference'>
					<weapon>LgBldgDebris</weapon>
				</subweapon6>
				<subweapon7 type='WeaponGiveScore'>
					<score>2</score>
				</subweapon7>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Store1Items</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponRandomChoice'>
					<weaponchoice1>
						<weight>10</weight>
						<weapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<projectilescale>1.0</projectilescale>
							<projectilemodel type='MilkShape'>v2missile/v2missile.txt</projectilemodel>
							<collisionaction type='WeaponAddTarget'>
								<name>Missiles</name>
								<modelscale>0.02</modelscale>
								<model type='MilkShape'>v2missile/v2missile.txt</model>
								<life>50</life>
								<shield>none</shield>
								<parachute>Parachute</parachute>
								<removeaction>GiveMissile</removeaction>
								<driveovertodestroy>true</driveovertodestroy>
							</collisionaction>
						</weapon>
					</weaponchoice1>
					<weaponchoice2>
						<weight>10</weight>
						<weapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<projectilescale>0.6</projectilescale>
							<projectilemodel type='MilkShape'>weapons/shotgunshell.txt</projectilemodel>
							<collisionaction type='WeaponAddTarget'>
								<name>Shotgun Shells</name>
								<modelscale>0.08</modelscale>
								<model type='MilkShape'>weapons/shotgunshell.txt</model>
								<life>50</life>
								<shield>none</shield>
								<parachute>Parachute</parachute>
								<removeaction>GiveShotgun</removeaction>
								<driveovertodestroy>true</driveovertodestroy>
							</collisionaction>
						</weapon>
					</weaponchoice2>
					<weaponchoice3>
						<weight>10</weight>
						<weapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<projectilescale>0.8</projectilescale>
							<projectilemodel type='MilkShape'>weapons/grenade.txt</projectilemodel>
							<collisionaction type='WeaponAddTarget'>
								<name>Frag Grenades</name>
								<modelscale>0.08</modelscale>
								<model type='MilkShape'>weapons/grenade.txt</model>
								<life>50</life>
								<shield>none</shield>
								<parachute>Parachute</parachute>
								<removeaction>GiveFragGrenade</removeaction>
								<driveovertodestroy>true</driveovertodestroy>
							</collisionaction>
						</weapon>
					</weaponchoice3>
					<weaponchoice4>
						<weight>10</weight>
						<weapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<projectilescale>1.0</projectilescale>
							<projectilemodel type='MilkShape'>weapons/shockbomblet.txt</projectilemodel>
							<collisionaction type='WeaponAddTarget'>
								<name>EMP Grenades</name>
								<modelscale>0.06</modelscale>
								<model type='MilkShape'>weapons/shockbomblet.txt</model>
								<life>50</life>
								<shield>none</shield>
								<parachute>Parachute</parachute>
								<removeaction>GiveEMPGrenade</removeaction>
								<driveovertodestroy>true</driveovertodestroy>
							</collisionaction>
						</weapon>
					</weaponchoice4>
					<weaponchoice5>
						<weight>10</weight>
						<weapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<projectilescale>1.0</projectilescale>
							<projectilemodel type='MilkShape'>weapons/50cal.txt</projectilemodel>
							<collisionaction type='WeaponAddTarget'>
								<name>M2 Machinegun</name>
								<modelscale>0.08</modelscale>
								<model type='MilkShape'>weapons/50cal.txt</model>
								<life>50</life>
								<shield>none</shield>
								<parachute>Parachute</parachute>
								<removeaction>GiveMachineGun</removeaction>
								<driveovertodestroy>true</driveovertodestroy>
							</collisionaction>
						</weapon>
					</weaponchoice5>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponRandomChoice'>
					<weaponchoice1>
						<weight>10</weight>
						<weapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<projectilescale>1.0</projectilescale>
							<projectilemodel type='MilkShape'>objects/parachute.txt</projectilemodel>
							<collisionaction type='WeaponAddTarget'>
								<name>Parachutes</name>
								<modelscale>0.1</modelscale>
								<model type='MilkShape'>objects/parachute.txt</model>
								<life>50</life>
								<shield>none</shield>
								<parachute>Parachute</parachute>
								<removeaction>GiveParachute</removeaction>
								<driveovertodestroy>true</driveovertodestroy>
							</collisionaction>
						</weapon>
					</weaponchoice1>
					<weaponchoice2>
						<weight>10</weight>
						<weapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<projectilescale>0.8</projectilescale>
							<projectilemodel type='MilkShape'>objects/9volt.txt</projectilemodel>
							<collisionaction type='WeaponAddTarget'>
								<name>Batteries</name>
								<modelscale>0.08</modelscale>
								<model type='MilkShape'>objects/9volt.txt</model>
								<life>50</life>
								<shield>none</shield>
								<parachute>Parachute</parachute>
								<removeaction>GiveSmallBattery</removeaction>
								<driveovertodestroy>true</driveovertodestroy>
							</collisionaction>
						</weapon>
					</weaponchoice2>
					<weaponchoice3>
						<weight>10</weight>
						<weapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<projectilescale>0.8</projectilescale>
							<projectilemodel type='MilkShape'>objects/cash.txt</projectilemodel>
							<collisionaction type='WeaponAddTarget'>
								<name>1000 Dollars</name>
								<modelscale>0.08</modelscale>
								<model type='MilkShape'>objects/cash.txt</model>
								<life>50</life>
								<shield>none</shield>
								<parachute>Parachute</parachute>
								<removeaction>GiveCash1000</removeaction>
								<driveovertodestroy>true</driveovertodestroy>
							</collisionaction>
						</weapon>
					</weaponchoice3>
					<weaponchoice4>
						<weight>10</weight>
						<weapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame/>
							<projectilescale>1.0</projectilescale>
							<projectilemodel type='MilkShape'>beer_bottle/bottle.txt</projectilemodel>
							<collisionaction type='WeaponAddTarget'>
								<name>Free Beer</name>
								<modelscale>0.6</modelscale>
								<model type='MilkShape'>beer_bottle/bottle.txt</model>
								<life>50</life>
								<shield>none</shield>
								<parachute>Parachute</parachute>
								<removeaction>GiveBeer</removeaction>
								<driveovertodestroy>true</driveovertodestroy>
							</collisionaction>
						</weapon>
					</weaponchoice4>
				</weapon>
			</weaponchoice2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dollar Store</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>3</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>none</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>4</size>
					<explosionsound>explosions/small.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponAimedOver'>
					<nowarheads>3</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRandomChoice'>
						<weaponchoice1>
							<weight>10</weight>
							<weapon type='WeaponVelocity'>
								<velocitychange>0.8</velocitychange>
								<aimedweapon type='WeaponInvokeWeapon'>
									<invoke>Store1Items</invoke>
								</aimedweapon>
							</weapon>
						</weaponchoice1>
						<weaponchoice2>
							<weight>10</weight>
							<weapon type='WeaponNull'></weapon>
						</weaponchoice2>
					</aimedweapon>
				</subweapon3>
				<subweapon4 type='WeaponReference'>
					<weapon>LgBldgDebris</weapon>
				</subweapon4>
				<subweapon5 type='WeaponGiveScore'>
					<score>1</score>
				</subweapon5>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Igloo</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.1</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>light00</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponAimedOver'>
					<nowarheads>6</nowarheads>
					<percentagemiss>0</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>0</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>false</vabs>
						<hredirect>0</hredirect>
						<vredirect>20</vredirect>
						<nextaction type='WeaponVelocity'>
							<abs>true</abs>
							<velocitychange>0.25</velocitychange>
							<aimedweapon type='WeaponProjectile'>
								<nocreatesmoke/>
								<flamestartsize>1.0</flamestartsize>
								<flamelife>1.5</flamelife>
								<flamestartcolor1>
									<A>1.0</A><B>1.0</B><C>1.0</C>
								</flamestartcolor1>
								<flameendcolor1>
									<A>0.75</A><B>0.75</B><C>0.75</C>
								</flameendcolor1>
								<flamestartcolor2>
									<A>0.75</A><B>0.75</B><C>0.75</C>
								</flamestartcolor2>
								<flameendcolor2>
									<A>0.5</A><B>0.5</B><C>0.5</C>
								</flameendcolor2>
								<shieldhurtfactor>0.25</shieldhurtfactor>
								<enginesound>none</enginesound>
								<projectilescale>0.5</projectilescale>
								<projectilemodel type='ase'>
									<mesh>roller.ase</mesh>
									<skin>white.bmp</skin>
								</projectilemodel>
								<timedcollision>2.0</timedcollision>
								<collisionaction type='WeaponExplosion'>
									<nocreatedebris/>
									<hurtamount>0.25</hurtamount>
									<deform>none</deform>
									<size>4</size>
									<explosiontexture>none</explosiontexture>
									<explosionsound>none</explosionsound>
								</collisionaction>
							</aimedweapon>
						</nextaction>
					</aimedweapon>
				</subweapon3>
				<subweapon4 type='WeaponRandomChoice'>
					<weaponchoice1>
						<weight>20</weight>
						<weapon type='WeaponReference'>
							<weapon>Screams</weapon>
						</weapon>
					</weaponchoice1>
					<weaponchoice2>
						<weight>10</weight>
						<weapon type='WeaponSound'>
							<sound>data/wav/explosions/acid.wav</sound>
						</weapon>
					</weaponchoice2>
				</subweapon4>
				<subweapon5 type='WeaponAimedOver'>
					<nowarheads>3</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRandomChoice'>
						<weaponchoice1>
							<weight>10</weight>
							<weapon type='WeaponVelocity'>
								<velocitychange>0.8</velocitychange>
								<aimedweapon type='WeaponInvokeWeapon'>
									<invoke>Store1Items</invoke>
								</aimedweapon>
							</weapon>
						</weaponchoice1>
						<weaponchoice2>
							<weight>10</weight>
							<weapon type='WeaponNull'></weapon>
						</weaponchoice2>
					</aimedweapon>
				</subweapon5>
				<subweapon6 type='WeaponGiveScore'>
					<score>2</score>
				</subweapon6>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Acid Pod</name>
		<armslevel>8</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.1</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<explosionsound>explosions/gloop.wav</explosionsound>
					<explosiontexture>gas00-5</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponReference'>
					<weapon>Acid_Medium</weapon>
				</subweapon2>
				<subweapon3 type='WeaponAimedOver'>
					<nowarheads>6</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponTranslate'>
						<translatedist>3.0</translatedist>
						<nextaction type='WeaponVelocity'>
							<velocitychange>0.8</velocitychange>
							<aimedweapon type='WeaponProjectile'>
								<shieldhurtfactor>0.25</shieldhurtfactor>
								<enginesound>none</enginesound>
								<flamestartcolor1>
									<A>0</A><B>0.75</B><C>0</C>
								</flamestartcolor1>
								<flameendcolor1>
									<A>0</A><B>0.5</B><C>0</C>
								</flameendcolor1>
								<flamestartcolor2>
									<A>0</A><B>0.5</B><C>0</C>
								</flamestartcolor2>
								<flameendcolor2>
									<A>0</A><B>0.25</B><C>0</C>
								</flameendcolor2>
								<flamelife>0.5</flamelife>
								<smokelife>1.0</smokelife>
								<projectilescale>0.5</projectilescale>
								<projectilemodel type='ase'>
									<mesh>roller.ase</mesh>
									<skin>green.bmp</skin>
								</projectilemodel>
								<collisionaction type='WeaponReference'>
									<weapon>Acid_Small</weapon>
								</collisionaction>
							</aimedweapon>
						</nextaction>
					</aimedweapon>
				</subweapon3>
				<subweapon4 type='WeaponAimedOver'>
					<nowarheads>3</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRandomChoice'>
						<weaponchoice1>
							<weight>20</weight>
							<weapon type='WeaponRandomChoice'>
								<weaponchoice1>
									<weight>10</weight>
									<weapon type='WeaponProjectile'>
										<enginesound>none</enginesound>
										<nocreateflame/>
										<projectilescale>1.0</projectilescale>
										<projectilemodel type='MilkShape'>v2missile/v2missile.txt</projectilemodel>
										<collisionaction type='WeaponAddTarget'>
											<name>Missiles</name>
											<modelscale>0.02</modelscale>
											<model type='MilkShape'>v2missile/v2missile.txt</model>
											<life>50</life>
											<shield>none</shield>
											<parachute>Parachute</parachute>
											<removeaction>GiveMissile</removeaction>
											<driveovertodestroy>true</driveovertodestroy>
										</collisionaction>
									</weapon>
								</weaponchoice1>
								<weaponchoice2>
									<weight>10</weight>
									<weapon type='WeaponProjectile'>
										<enginesound>none</enginesound>
										<nocreateflame/>
										<projectilescale>0.6</projectilescale>
										<projectilemodel type='MilkShape'>weapons/shotgunshell.txt</projectilemodel>
										<collisionaction type='WeaponAddTarget'>
											<name>Shotgun Shells</name>
											<modelscale>0.08</modelscale>
											<model type='MilkShape'>weapons/shotgunshell.txt</model>
											<life>50</life>
											<shield>none</shield>
											<parachute>Parachute</parachute>
											<removeaction>GiveShotgun</removeaction>
											<driveovertodestroy>true</driveovertodestroy>
										</collisionaction>
									</weapon>
								</weaponchoice2>
								<weaponchoice3>
									<weight>10</weight>
									<weapon type='WeaponProjectile'>
										<enginesound>none</enginesound>
										<nocreateflame/>
										<projectilescale>0.8</projectilescale>
										<projectilemodel type='MilkShape'>weapons/grenade.txt</projectilemodel>
										<collisionaction type='WeaponAddTarget'>
											<name>Frag Grenades</name>
											<modelscale>0.08</modelscale>
											<model type='MilkShape'>weapons/grenade.txt</model>
											<life>50</life>
											<shield>none</shield>
											<parachute>Parachute</parachute>
											<removeaction>GiveFragGrenade</removeaction>
											<driveovertodestroy>true</driveovertodestroy>
										</collisionaction>
									</weapon>
								</weaponchoice3>
								<weaponchoice4>
									<weight>10</weight>
									<weapon type='WeaponProjectile'>
										<enginesound>none</enginesound>
										<nocreateflame/>
										<projectilescale>1.0</projectilescale>
										<projectilemodel type='MilkShape'>weapons/shockbomblet.txt</projectilemodel>
										<collisionaction type='WeaponAddTarget'>
											<name>EMP Grenades</name>
											<modelscale>0.06</modelscale>
											<model type='MilkShape'>weapons/shockbomblet.txt</model>
											<life>50</life>
											<shield>none</shield>
											<parachute>Parachute</parachute>
											<removeaction>GiveEMPGrenade</removeaction>
											<driveovertodestroy>true</driveovertodestroy>
										</collisionaction>
									</weapon>
								</weaponchoice4>
								<weaponchoice5>
									<weight>10</weight>
									<weapon type='WeaponProjectile'>
										<enginesound>none</enginesound>
										<nocreateflame/>
										<projectilescale>1.0</projectilescale>
										<projectilemodel type='MilkShape'>weapons/50cal.txt</projectilemodel>
										<collisionaction type='WeaponAddTarget'>
											<name>M2 Machinegun</name>
											<modelscale>0.08</modelscale>
											<model type='MilkShape'>weapons/50cal.txt</model>
											<life>50</life>
											<shield>none</shield>
											<parachute>Parachute</parachute>
											<removeaction>GiveMachineGun</removeaction>
											<driveovertodestroy>true</driveovertodestroy>
										</collisionaction>
									</weapon>
								</weaponchoice5>
							</weapon>
						</weaponchoice1>
						<weaponchoice2>
							<weight>10</weight>
							<weapon type='WeaponVelocity'>
								<velocitychange>1.0</velocitychange>
								<aimedweapon type='WeaponProjectile'>
									<enginesound>none</enginesound>
									<nocreateflame/>
									<projectilescale>1.25</projectilescale>
									<projectilemodel type='MilkShape'>pwrcrate/pwrcrate.txt</projectilemodel>
									<collisionaction type='WeaponAddTarget'>
										<name>Cargo</name>
										<modelscale>0.06</modelscale>
										<model type='MilkShape'>pwrcrate/pwrcrate.txt</model>
										<life>50</life>
										<shield>none</shield>
										<parachute>Parachute</parachute>
										<removeaction>CargoItems</removeaction>
										<driveovertodestroy>true</driveovertodestroy>
									</collisionaction>
								</aimedweapon>
							</weapon>
						</weaponchoice2>
						<weaponchoice3>
							<weight>20</weight>
							<weapon type='WeaponNull'></weapon>
						</weaponchoice3>
					</aimedweapon>
				</subweapon4>
				<subweapon5 type='WeaponGiveScore'>
					<score>2</score>
				</subweapon5>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fleshy Pod</name>
		<armslevel>8</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.1</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<minlife>2</minlife>
					<maxlife>3</maxlife>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>4</size>
					<explosionsound>explosions/gloop.wav</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<hurtamount>0.5</hurtamount>
					<deform>none</deform>
					<size>8</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>none</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponAimedOver'>
					<nowarheads>6</nowarheads>
					<percentagemiss>0</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>0</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>false</vabs>
						<hredirect>0</hredirect>
						<vredirect>20</vredirect>
						<nextaction type='WeaponVelocity'>
							<abs>true</abs>
							<velocitychange>0.25</velocitychange>
							<aimedweapon type='WeaponProjectile'>
								<nocreatesmoke/>
								<shieldhurtfactor>0.25</shieldhurtfactor>
								<enginesound>none</enginesound>
								<flamestartcolor1>
									<A>0.75</A><B>0</B><C>0</C>
								</flamestartcolor1>
								<flameendcolor1>
									<A>0.5</A><B>0</B><C>0</C>
								</flameendcolor1>
								<flamestartcolor2>
									<A>0.5</A><B>0</B><C>0</C>
								</flamestartcolor2>
								<flameendcolor2>
									<A>0.25</A><B>0</B><C>0</C>
								</flameendcolor2>
								<flamelife>1.5</flamelife>
								<projectilescale>0.5</projectilescale>
								<projectilemodel type='ase'>
									<mesh>roller.ase</mesh>
									<skin>none</skin>
								</projectilemodel>
								<timedcollision>2.0</timedcollision>
								<collisionaction type='WeaponNull'></collisionaction>
							</aimedweapon>
						</nextaction>
					</aimedweapon>
				</subweapon3>
				<subweapon4 type='WeaponAimedOver'>
					<nowarheads>3</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponVelocity'>
						<velocitychange>0.8</velocitychange>
						<aimedweapon type='WeaponRandomChoice'>
							<weaponchoice1>
								<weight>15</weight>
								<weapon type='WeaponReference'>
									<weapon>HospitalItems</weapon>
								</weapon>
							</weaponchoice1>
							<weaponchoice2>
								<weight>15</weight>
								<weapon type='WeaponRandomChoice'>
									<weaponchoice1>
										<weight>10</weight>
										<weapon type='WeaponProjectile'>
											<enginesound>none</enginesound>
											<nocreateflame/>
											<projectilescale>0.8</projectilescale>
											<projectilemodel type='MilkShape'>objects/parachute.txt</projectilemodel>
											<collisionaction type='WeaponAddTarget'>
												<name>Parachutes</name>
												<modelscale>0.08</modelscale>
												<model type='MilkShape'>objects/parachute.txt</model>
												<life>50</life>
												<shield>none</shield>
												<parachute>Parachute</parachute>
												<removeaction>GiveParachute</removeaction>
												<driveovertodestroy>true</driveovertodestroy>
											</collisionaction>
										</weapon>
									</weaponchoice1>
									<weaponchoice2>
										<weight>10</weight>
										<weapon type='WeaponProjectile'>
											<enginesound>none</enginesound>
											<nocreateflame/>
											<projectilescale>0.8</projectilescale>
											<projectilemodel type='MilkShape'>objects/9volt.txt</projectilemodel>
											<collisionaction type='WeaponAddTarget'>
												<name>Batteries</name>
												<modelscale>0.08</modelscale>
												<model type='MilkShape'>objects/9volt.txt</model>
												<life>50</life>
												<shield>none</shield>
												<parachute>Parachute</parachute>
												<removeaction>GiveSmallBattery</removeaction>
												<driveovertodestroy>true</driveovertodestroy>
											</collisionaction>
										</weapon>
									</weaponchoice2>
								</weapon>
							</weaponchoice2>
							<weaponchoice3>
								<weight>10</weight>
								<weapon type='WeaponVelocity'>
									<velocitychange>1.0</velocitychange>
									<aimedweapon type='WeaponProjectile'>
										<enginesound>none</enginesound>
										<nocreateflame/>
										<projectilescale>1.25</projectilescale>
										<projectilemodel type='MilkShape'>pwrcrate/pwrcrate.txt</projectilemodel>
										<collisionaction type='WeaponAddTarget'>
											<name>Cargo</name>
											<modelscale>0.06</modelscale>
											<model type='MilkShape'>pwrcrate/pwrcrate.txt</model>
											<life>50</life>
											<shield>none</shield>
											<parachute>Parachute</parachute>
											<removeaction>CargoItems</removeaction>
											<driveovertodestroy>true</driveovertodestroy>
										</collisionaction>
									</aimedweapon>
								</weapon>
							</weaponchoice3>
							<weaponchoice4>
								<weight>10</weight>
								<weapon type='WeaponNull'></weapon>
							</weaponchoice4>
						</aimedweapon>
					</aimedweapon>
				</subweapon4>
				<subweapon5 type='WeaponGiveScore'>
					<score>2</score>
				</subweapon5>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>FactoryItems</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>1.5</projectilescale>
					<projectilemodel type='MilkShape'>weapons/fusionbarrel.txt</projectilemodel>
					<collisionaction type='WeaponAddTarget'>
						<name>Acid Splash</name>
						<modelscale>0.15</modelscale>
						<model type='MilkShape'>weapons/fusionbarrel.txt</model>
						<life>50</life>
						<shield>none</shield>
						<parachute>Parachute</parachute>
						<removeaction>GiveAcidSplash</removeaction>
						<driveovertodestroy>true</driveovertodestroy>
					</collisionaction>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilescale>1.0</projectilescale>
					<projectilemodel type='MilkShape'>weapons/m7a3.txt</projectilemodel>
					<collisionaction type='WeaponAddTarget'>
						<name>Gas Grenade</name>
						<modelscale>0.15</modelscale>
						<model type='MilkShape'>weapons/m7a3.txt</model>
						<life>50</life>
						<shield>none</shield>
						<parachute>Parachute</parachute>
						<removeaction>GiveGasGrenade</removeaction>
						<driveovertodestroy>true</driveovertodestroy>
					</collisionaction>
				</weapon>
			</weaponchoice2>
			<weaponchoice3>
				<weight>10</weight>
				<weapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilemodel type='MilkShape'>weapons/fusionbarrel.txt</projectilemodel>
					<projectilescale>0.8</projectilescale>
					<collisionaction type='WeaponAddTarget'>
						<name>Acid Blasts</name>
						<modelscale>0.08</modelscale>
						<model type='MilkShape'>weapons/fusionbarrel.txt</model>
						<life>50</life>
						<shield>none</shield>
						<parachute>Parachute</parachute>
						<removeaction>GiveAcidSplash</removeaction>
						<driveovertodestroy>true</driveovertodestroy>
					</collisionaction>
				</weapon>
			</weaponchoice3>
			<!--<weaponchoice4>
				<weight>10</weight>
				<weapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame/>
					<projectilemodel type='MilkShape'>objects/atom.txt</projectilemodel>
					<collisionaction type='WeaponAddTarget'>
						<name>Power</name>
						<modelscale>0.1</modelscale>
						<model type='MilkShape'>objects/atom.txt</model>
						<life>50</life>
						<shield>none</shield>
						<parachute>Parachute</parachute>
						<removeaction>GivePower50</removeaction>
						<driveovertodestroy>true</driveovertodestroy>
					</collisionaction>
				</weapon>
			</weaponchoice4>-->
		</accessoryaction>
	</accessory>
	<accessory>
		<name>CargoItems</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRandomChoice'>
			<weaponchoice1>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Acid Splash</giveaccessory>
					<number>1</number>
				</weapon>
			</weaponchoice1>
			<weaponchoice2>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Fire Ants</giveaccessory>
					<number>1</number>
				</weapon>
			</weaponchoice2>
			<weaponchoice3>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Funky Bomb</giveaccessory>
					<number>1</number>
				</weapon>
			</weaponchoice3>
			<weaponchoice4>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Napalm Blast</giveaccessory>
					<number>1</number>
				</weapon>
			</weaponchoice4>
			<weaponchoice5>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Chain Lightning</giveaccessory>
					<number>1</number>
				</weapon>
			</weaponchoice5>
			<weaponchoice6>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Gas Grenade</giveaccessory>
					<number>1</number>
				</weapon>
			</weaponchoice6>
			<weaponchoice7>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Flame Thrower</giveaccessory>
					<number>2</number>
				</weapon>
			</weaponchoice7>
			<weaponchoice8>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Heavy Laser</giveaccessory>
					<number>2</number>
				</weapon>
			</weaponchoice8>
			<weaponchoice9>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Laser Cannon</giveaccessory>
					<number>1</number>
				</weapon>
			</weaponchoice9>
			<weaponchoice10>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Battery</giveaccessory>
					<number>20</number>
				</weapon>
			</weaponchoice10>
			<weaponchoice11>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Parachute</giveaccessory>
					<number>10</number>
				</weapon>
			</weaponchoice11>
			<weaponchoice12>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Fuel</giveaccessory>
					<number>100</number>
				</weapon>
			</weaponchoice12>
			<weaponchoice13>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Nitro</giveaccessory>
					<number>50</number>
				</weapon>
			</weaponchoice13>
			<weaponchoice14>
				<weight>10</weight>
				<weapon type='WeaponReference'>
					<weapon>GiveExtraLife</weapon>
				</weapon>
			</weaponchoice14>
			<weaponchoice15>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Nuke</giveaccessory>
					<number>2</number>
				</weapon>
			</weaponchoice15>
			<weaponchoice16>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>EMP Missile</giveaccessory>
					<number>2</number>
				</weapon>
			</weaponchoice16>
			<weaponchoice17>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>M2 Machinegun</giveaccessory>
					<number>5</number>
				</weapon>
			</weaponchoice17>
			<weaponchoice18>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Bunny Bomb</giveaccessory>
					<number>1</number>
				</weapon>
			</weaponchoice18>
			<weaponchoice19>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Force Shield</giveaccessory>
					<number>2</number>
				</weapon>
			</weaponchoice19>
			<weaponchoice20>
				<weight>10</weight>
				<weapon type='WeaponGiveAccessory'>
					<giveaccessory>Heavy Shield</giveaccessory>
					<number>2</number>
				</weapon>
			</weaponchoice20>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>DropParachute</name>
		<armslevel>10</armslevel>
		<activationsound>misc/para.wav</activationsound>
		<aionly>true</aionly>
		<accessoryaction type='Parachute'>
			<slowforce>
				<a>0</a>
				<b>0</b>
				<c>-0.5</c>
			</slowforce>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>CargoDrop</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponCenterPosition'>
			<height>150</height>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponScatterPosition'>
					<landheight>false</landheight>
					<landonly>true</landonly>
					<scatterpercentage>90</scatterpercentage>
					<aimedweapon type='WeaponDelay'>
						<delay>5.0</delay>
						<delayedweapon type='WeaponAddTarget'>
							<name>Cargo</name>
							<modelscale>0.06</modelscale>
							<model type='MilkShape'>pwrcrate/pwrcrate.txt</model>
							<life>50</life>
							<shield>none</shield>
							<parachute>DropParachute</parachute>
							<removeaction>CargoItems</removeaction>
							<driveovertodestroy>true</driveovertodestroy>
						</delayedweapon>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponSound'>
					<sound>data/wav/misc/jet.wav</sound>
					<relative>true</relative>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>City Port</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.2</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp00</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>explosions/small.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponReference'>
					<weapon>LgBldgDebris</weapon>
				</subweapon3>
				<subweapon4 type='WeaponAimedOver'>
					<nowarheads>4</nowarheads>
					<percentagemiss>0</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>0</inaccuracy>
					<aimedweapon type='WeaponRandomChoice'>
						<weaponchoice1>
							<weight>10</weight>
							<weapon type='WeaponNull'></weapon>
						</weaponchoice1>
						<weaponchoice2>
							<weight>10</weight>
							<weapon type='WeaponVelocity'>
								<velocitychange>1.2</velocitychange>
								<aimedweapon type='WeaponProjectile'>
									<enginesound>none</enginesound>
									<nocreateflame/>
									<projectilescale>1.0</projectilescale>
									<projectilemodel type='MilkShape'>objects/container.txt</projectilemodel>
									<collisionaction type='WeaponAddTarget'>
										<name>Cargo</name>
										<modelscale>0.05</modelscale>
										<model type='MilkShape'>objects/container.txt</model>
										<life>50</life>
										<shield>none</shield>
										<parachute>Parachute</parachute>
										<removeaction>CargoItems</removeaction>
										<driveovertodestroy>true</driveovertodestroy>
									</collisionaction>
								</aimedweapon>
							</weapon>
						</weaponchoice2>
					</aimedweapon>
				</subweapon4>
				<subweapon5 type='WeaponSound'>
					<sound>data/wav/misc/screaming.wav</sound>
					<gain>1.25</gain>
				</subweapon5>
				<subweapon6 type='WeaponGiveScore'>
					<score>5</score>
				</subweapon6>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Gas Leak</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nocreatedebris/>
				<nocreatesplash/>
				<noluminance/>
				<nowindaffected/>
				<hurtamount>0</hurtamount>
				<deform>none</deform>
				<size>2</size>
				<explosiontexture>gas00-1</explosiontexture>
				<explosionsound>none</explosionsound>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.25</delay>
				<delayedweapon type='WeaponTranslate'>
					<translatedist>15</translatedist>
					<nextaction type='WeaponExplosion'>
						<nocreatedebris/>
						<nocreatesplash/>
						<noluminance/>
						<nowindaffected/>
						<hurtamount>0</hurtamount>
						<deform>none</deform>
						<size>2</size>
						<explosiontexture>gas00-3</explosiontexture>
						<explosionsound>none</explosionsound>
					</nextaction>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponTranslate'>
					<translatedist>30</translatedist>
					<nextaction type='WeaponExplosion'>
						<nocreatedebris/>
						<nocreatesplash/>
						<noluminance/>
						<nowindaffected/>
						<hurtamount>0</hurtamount>
						<deform>none</deform>
						<size>2</size>
						<explosiontexture>gas00-5</explosiontexture>
						<explosionsound>none</explosionsound>
					</nextaction>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Factory Burn</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRedirect'>
			<habs>true</habs>
			<vabs>true</vabs>
			<hredirect>0</hredirect>
			<vredirect>0</vredirect>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>explosions/gas.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponNull'>
				</subweapon2>
				<subweapon3 type='WeaponRepeat'>
					<repeat>7</repeat>
					<delay>0.5</delay>
					<repeatweapon type='WeaponReference'>
						<weapon>Gas Leak</weapon>
					</repeatweapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponExplosion'>
						<hurtamount>0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosionsound>none</explosionsound>
						<explosiontexture>exp00</explosiontexture>
					</delayedweapon>
				</subweapon4>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Factory</name>
		<armslevel>4</armslevel>
		<description>Factories work with deadly chemicals and
release lethal clouds of gas when destroyed.</description>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance/>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0.8</hurtamount>
					<deform>down</deform>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<size>8</size>
					<explosionshake>4.0</explosionshake>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>1.25</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponDelay'>
							<delay>1.25</delay>
							<delayedweapon type='WeaponMulti'>
								<subweapon1 type='WeaponDelay'>
									<delay>1.0</delay>
									<delayedweapon type='WeaponMulti'>
										<subweapon1 type='WeaponDelay'>
											<delay>1.0</delay>
											<delayedweapon type='WeaponExplosion'>
												<nocreatedebris/>
												<nocreatesplash/>
												<hurtamount>0.1</hurtamount>
												<deform>none</deform>
												<size>50</size>
												<explosiontexture>none</explosiontexture>
												<explosionsound>none</explosionsound>
											</delayedweapon>
										</subweapon1>
										<subweapon2 type='WeaponExplosion'>
											<nocreatedebris/>
											<nocreatesplash/>
											<hurtamount>0.15</hurtamount>
											<deform>none</deform>
											<size>45</size>
											<explosiontexture>none</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon2>
									</delayedweapon>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<nocreatedebris/>
									<nocreatesplash/>
									<hurtamount>0.2</hurtamount>
									<deform>none</deform>
									<size>38</size>
									<explosiontexture>none</explosiontexture>
									<explosionsound>none</explosionsound>
								</subweapon2>
								<subweapon3 type='WeaponExplosion'>
									<nocreatedebris/>
									<nocreatesplash/>
									<noluminance/>
									<nowindaffected/>
									<minlife>4</minlife>
									<maxlife>6</maxlife>
									<animate/>
									<hurtamount>0</hurtamount>
									<deform>none</deform>
									<size>6</size>
									<explosiontexture>gas00</explosiontexture>
									<explosionsound>none</explosionsound>
								</subweapon3>
							</delayedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<nocreatedebris/>
							<nocreatesplash/>
							<hurtamount>0.25</hurtamount>
							<deform>none</deform>
							<size>30</size>
							<explosiontexture>none</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon2>
						<subweapon3 type='WeaponExplosion'>
							<nocreatedebris/>
							<nocreatesplash/>
							<noluminance/>
							<nowindaffected/>
							<minlife>4</minlife>
							<maxlife>6</maxlife>
							<animate/>
							<hurtamount>0</hurtamount>
							<deform>none</deform>
							<size>8</size>
							<explosiontexture>gas00</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon3>
					</delayedweapon>
				</subweapon2>
				<subweapon3 type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<minlife>4</minlife>
					<maxlife>6</maxlife>
					<hurtamount>0.3</hurtamount>
					<deform>none</deform>
					<size>20</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon3>
				<subweapon4 type='WeaponExplosion'>
					<nocreatedebris/>
					<nocreatesplash/>
					<noluminance/>
					<nowindaffected/>
					<minlife>6</minlife>
					<maxlife>8</maxlife>
					<animate/>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>10</size>
					<explosiontexture>gas00</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon4>
				<subweapon5 type='WeaponAimedOver'>
					<nowarheads>3</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRandomChoice'>
						<weaponchoice1>
							<weight>10</weight>
							<weapon type='WeaponVelocity'>
								<velocitychange>0.8</velocitychange>
								<aimedweapon type='WeaponInvokeWeapon'>
									<invoke>FactoryItems</invoke>
								</aimedweapon>
							</weapon>
						</weaponchoice1>
						<weaponchoice2>
							<weight>10</weight>
							<weapon type='WeaponNull'></weapon>
						</weaponchoice2>
					</aimedweapon>
				</subweapon5>
				<subweapon6 type='WeaponReference'>
					<weapon>LgBldgDebris</weapon>
				</subweapon6>
				<subweapon7 type='WeaponAimedOver'>
					<nowarheads>6</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponTranslate'>
						<translatedist>2.0</translatedist>
						<nextaction type='WeaponVelocity'>
							<velocitychange>0.8</velocitychange>
							<aimedweapon type='WeaponProjectile'>
								<shieldhurtfactor>0.25</shieldhurtfactor>
								<enginesound>none</enginesound>
								<flamestartcolor1>
									<A>0</A><B>0.75</B><C>0</C>
								</flamestartcolor1>
								<flameendcolor1>
									<A>0</A><B>0.5</B><C>0</C>
								</flameendcolor1>
								<flamestartcolor2>
									<A>0</A><B>0.5</B><C>0</C>
								</flamestartcolor2>
								<flameendcolor2>
									<A>0</A><B>0.25</B><C>0</C>
								</flameendcolor2>
								<flamelife>0.5</flamelife>
								<smokelife>1.0</smokelife>
								<projectilescale>0.5</projectilescale>
								<projectilemodel type='ase'>
									<mesh>roller.ase</mesh>
									<skin>green.bmp</skin>
								</projectilemodel>
								<collisionaction type='WeaponReference'>
									<weapon>Acid_Small</weapon>
								</collisionaction>
							</aimedweapon>
						</nextaction>
					</aimedweapon>
				</subweapon7>
				<subweapon8 type='WeaponReference'>
					<weapon>Acid_Medium</weapon>
				</subweapon8>
				<subweapon9 type='WeaponGiveScore'>
					<score>2</score>
				</subweapon9>
			</delayedweapon>
		</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>24</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Acid Blast</invoke>
					</weapon>
				</weaponchoice1>
				<weaponchoice2>
					<weight>24</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Tank Explosion</invoke>
					</weapon>
				</weaponchoice2>
				<weaponchoice3>
					<weight>24</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Hvy Riot Bomb</invoke>
					</weapon>
				</weaponchoice3>
				<weaponchoice4>
					<weight>16</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Nuke</invoke>
					</weapon>
				</weaponchoice4>
				<weaponchoice5>
					<weight>16</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Ton Of Dirt</invoke>
					</weapon>
				</weaponchoice5>
				<weaponchoice6>
					<weight>12</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Funky Bomb</invoke>
					</weapon>
				</weaponchoice6>
				<weaponchoice7>
					<weight>12</weight>
					<weapon type='WeaponAnimation'>
						<animation>ExplosionLaserBeamRenderer</animation>
						<data>data/wav/misc/laserdeath.wav</data>
					</weapon>
				</weaponchoice7>
				<weaponchoice8>
					<weight>6</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Fatman</invoke>
					</weapon>
				</weaponchoice8>
				<weaponchoice9>
					<weight>6</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>EMP Missile</invoke>
					</weapon>
				</weaponchoice9>
				<weaponchoice10>
					<weight>6</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Landscaper</invoke>
					</weapon>
				</weaponchoice10>
				<weaponchoice11>
					<weight>6</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Quicksand</invoke>
					</weapon>
				</weaponchoice11>
				<weaponchoice12>
					<weight>4</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Gas Grenade</invoke>
					</weapon>
				</weaponchoice12>
			</subweapon2>
		</accessoryaction>
	</accessory>
</accessories>
