;--------------------------------------------------------------------------------------------AXE---------------------
![wpn_axe]:!wpn_axe_sounds
visual                                     = dynamics\weapons\heavy_melee\wpn_axe.ogf
hud_fov                                    = 0.5
icons_texture                              = ui\heavy_melee_icons
description                                = st_axe2_descr
inv_grid_width			                   = 4
inv_grid_height			                   = 2
inv_grid_x			                       = 4
inv_grid_y			                       = 0
position                                   = 0.07, 0.05, 0
orientation                                = 0, 90, -90

hit_power                                  = 3.4
hit_power_2                                = 3.1
hit_impulse                                = 13.5
hit_impulse_2                              = 1.5

snd_draw				                                          = weapons\new_axe\heavy_draw
snd_holster				                                          = weapons\new_axe\heavy_holster
snd_shoot				                                          = $no_sound
snd_shoot1				                                          = $no_sound
snd_shoot2				                                          = $no_sound

;Sounds Handled In Scripts
scripted_snd_attack                                               = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1                                      = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2                                      = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2                                              = weapons\new_axe\heavy_overhead_swing, true

![wpn_axe_hud]

item_visual                 = anomaly_weapons\wpn_axe\wpn_axe_hud

item_position               = 0, 0, 0
item_orientation            = 0, 0, 0

hands_orientation                = -0.5, 1, 10
hands_orientation_16x9           = -0.5, 1, 10
hands_position                   = -0.001529, -0.168825, 0.198185
hands_position_16x9              = -0.001529, -0.168825, 0.198185

lowered_hud_offset_pos           = 0.150546, -0.440668, 0.134398
lowered_hud_offset_pos_16x9      = 0.150546, -0.440668, 0.134398
lowered_hud_offset_rot           = -0.603039, -1.149442, -0.738433
lowered_hud_offset_rot_16x9      = -0.603039, -1.149442, -0.738433

anm_attack                  = barry_axe_light_hands
anm_attack2                 = barry_axe_heavy_hands
anm_hide                    = barry_axe_holster_hands
anm_idle                    = barry_axe_idle_hands
anm_idle_aim                = barry_axe_idle_hands
anm_idle_moving             = barry_axe_walk_hands
anm_idle_sprint             = barry_axe_sprint_hands
anm_show                    = barry_axe_draw_hands
anm_show_empty              = barry_axe_draw_hands
anm_bore                    = barry_axe_inspect_hands

; Custom Animation Types Handled In Scripts
anm_attack_variant1         = barry_axe_light_hands_alt1
anm_attack_variant2         = barry_axe_light_hands_alt2
anm_1h_show                 = barry_axe_1h_draw_hands

; Transition/Intermediate Animations
anm_walk2sprint             = barry_axe_transition_hands
anm_sprint2walk             = barry_axe_transition_hands_alt

; Transition Definitions
ts_pattern_walk2sprint      = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk      = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1

;------------------------------------------------------------------------------------------SHARP-SHOVEL-----------------------
![wpn_axe2]:!wpn_axe_sounds
visual				                            = dynamics\weapons\heavy_melee\sharp_shovel.ogf
description			                            = st_shovel_sharp_descr
inv_name			                            = st_shovel_sharp
inv_name_short			                        = st_shovel_sharp
icons_texture                                   = ui\heavy_melee_icons
inv_grid_width			                        = 4
inv_grid_height			                        = 2
inv_grid_x			                            = 0
inv_grid_y			                            = 4
cost				                            = 260
inv_weight			                            = 1.54
position                                        = -0.01, 0.6, 0.024
orientation                                     = 0, 180, 0
hit_power		                                = 6.4
hit_power_2                                     = 48
condition_queue_shot_dec                        = 15
condition_shot_dec                              = 15
repair_type                                     = none
hud                                             = wpn_axe2_hud

snd_draw				                        = weapons\new_axe\heavy_draw
snd_holster				                        = weapons\new_axe\heavy_holster
snd_shoot				                        = $no_sound
snd_shoot1				                        = $no_sound
snd_shoot2				                        = $no_sound

;Sounds Handled In Scripts
scripted_snd_attack                             = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1                    = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2                    = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2                            = weapons\new_axe\heavy_overhead_swing, true

![wpn_axe2_hud]
item_visual                 = anomaly_weapons\wpn_shovel\wpn_shovel_sharp_hud

item_position               = 0, 0, 0
item_orientation            = 0, 0, 0

hands_orientation                = -0.5, 1, 10
hands_orientation_16x9           = -0.5, 1, 10
hands_position                   = -0.001529, -0.168825, 0.198185
hands_position_16x9              = -0.001529, -0.168825, 0.198185

lowered_hud_offset_pos           = 0.019067, -0.358889, 0.069541
lowered_hud_offset_pos_16x9      = 0.019067, -0.358889, 0.069541
lowered_hud_offset_rot           = -0.892271, -0.538412, -0.263826
lowered_hud_offset_rot_16x9      = -0.892271, -0.538412, -0.263826

anm_attack                  = barry_shovel_light_hands
anm_attack2                 = barry_shovel_heavy_hands
anm_hide                    = barry_shovel_holster_hands
anm_idle                    = barry_shovel_idle_hands
anm_idle_aim                = barry_shovel_idle_hands
anm_idle_moving             = barry_shovel_walk_hands
anm_idle_sprint             = barry_shovel_sprint_hands
anm_show                    = barry_shovel_draw_hands
anm_show_empty              = barry_shovel_draw_hands
anm_bore                    = barry_shovel_inspect_hands

; Custom Animation Types Handled In Scripts
anm_attack_variant1         = barry_shovel_light_hands_alt1
anm_attack_variant2         = barry_shovel_light_hands_alt2
anm_1h_show                 = barry_shovel_draw_1h_hands

; Transition/Intermediate Animations
anm_walk2sprint             = none
anm_sprint2walk             = none

; Transition Definitions
ts_pattern_walk2sprint      = none
ts_pattern_sprint2walk      = none
        
shell_bone                  = wpn_body
shell_point                 = 0, 0, 0

fire_bone                   = knife
fire_point                  = 0.004500, 0.062500, -0.178499
freelook_z_offset_mul	    = 0.9

;-------------------------------------------------------------------------------------SLEDGE-HAMMER----------------------------
![wpn_axe3]:!wpn_axe_sounds
visual                      = dynamics\weapons\heavy_melee\wpn_sledge.ogf
hud_fov                     = 0.5
description			        = st_sledge_hammer_descr
inv_name			        = st_sledge_hammer
inv_name_short			    = st_sledge_hammer
icons_texture               = ui\heavy_melee_icons
inv_grid_width			    = 4
inv_grid_height			    = 2
inv_grid_x			        = 4
inv_grid_y			        = 2
hit_power                   = 3.4
hit_power_2                 = 4.8
hit_impulse                 = 25.5
hit_impulse_2               = 1.5

position                    = -0.05, 0.1, 0.05
orientation                 = 0, 90, 0

snd_draw				                                          = weapons\new_axe\heavy_draw
snd_holster				                                          = weapons\new_axe\heavy_holster
snd_shoot				                                          = $no_sound
snd_shoot1				                                          = $no_sound
snd_shoot2				                                          = $no_sound
;Sounds Handled In Scripts
scripted_snd_attack                                               = weapons\new_axe\axe_swing, true
scripted_snd_attack_variant1                                      = weapons\new_axe\axe_swing_var1, true
scripted_snd_attack_variant2                                      = weapons\new_axe\axe_swing_var2, true
scripted_snd_attack2                                              = weapons\new_axe\heavy_overhead_swing_sledge, true

![wpn_axe3_hud]

item_visual                 = anomaly_weapons\wpn_sledge_hammer\wpn_sledge_hud

item_position               = 0, 0, 0
item_orientation            = 0, 0, 0

hands_orientation           = 6.3614, -4.82933, 9.645867
hands_orientation_16x9      = 6.3614, -4.82933, 9.645867
hands_position              = 0.001152, -0.127219, 0.102892
hands_position_16x9         = 0.001152, -0.127219, 0.102892

lowered_hud_offset_pos           = 0.155134, -0.378376, 0.095714
lowered_hud_offset_pos_16x9      = 0.155134, -0.378376, 0.095714
lowered_hud_offset_rot           = -0.603039, -1.149442, -0.738433
lowered_hud_offset_rot_16x9      = -0.603039, -1.149442, -0.738433

anm_attack                  = barry_axe_light_hands
anm_attack2                 = barry_axe_heavy_hands
anm_hide                    = barry_axe_holster_hands
anm_idle                    = barry_axe_idle_hands
anm_idle_aim                = barry_axe_idle_hands
anm_idle_moving             = barry_axe_walk_hands
anm_idle_sprint             = barry_axe_sprint_hands
anm_show                    = barry_axe_draw_hands
anm_show_empty              = barry_axe_draw_hands
anm_bore                    = barry_sledge_inspect_hands

; Custom Animation Types Handled In Scripts
anm_attack_variant1         = barry_axe_light_hands_alt1
anm_attack_variant2         = barry_axe_light_hands
anm_1h_show                 = barry_axe_1h_draw_hands

; Transition/Intermediate Animations
anm_walk2sprint             = barry_axe_transition_hands
anm_sprint2walk             = barry_axe_transition_hands_alt

; Transition Definitions
ts_pattern_walk2sprint      = .+, anm_idle_sprint, anm_walk2sprint, 1
ts_pattern_sprint2walk      = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1

;-----------------------------------------------------------------------------------OLD-SHOVEL---------------------------
![shovel_old]
icons_texture                       = ui\heavy_melee_icons
inv_grid_width			            = 4
inv_grid_height			            = 2
inv_grid_x			                = 0
inv_grid_y			                = 2


;-----------------------------------------------------------------------------------MILI-SHOVEL--------------------------
![shovel_mili]
visual				                = dynamics\equipments\trade\mili_shovel.ogf
icons_texture                       = ui\heavy_melee_icons
inv_grid_width			            = 4
inv_grid_height			            = 2
inv_grid_x			                = 0
inv_grid_y			                = 0


;---------------------------------------------------------------------------------MMF-OLD-SHOVEL---------------------------
[mmf_shovel_old]:wpn_axe2
visual				                = dynamics\equipments\trade\shovel.ogf
description			                = st_shovel_old_descr
inv_name			                = st_shovel_old
inv_name_short			            = st_shovel_old
icons_texture                       = ui\heavy_melee_icons
inv_grid_width			            = 4
inv_grid_height			            = 2
inv_grid_x			                = 0
inv_grid_y			                = 2
hit_power                           = 1.6
hit_power_2                         = 0.525, 0.525, 0.525, 0.525
hit_power_critical_2                = 0.75, 0.75, 0.75, 0.75
hud                                 = mmf_shovel_old_hud

[mmf_shovel_old_hud]:wpn_axe2_hud
item_visual                         = anomaly_weapons\wpn_shovel\wpn_shovel_hud

;---------------------------------------------------------------------------------MMF-MILI-SHOVEL--------------------------
[mmf_shovel_mili]:wpn_axe2
visual				                = dynamics\equipments\trade\mili_shovel.ogf
description			                = st_shovel_mili_descr
inv_name			                = st_shovel_mili
inv_name_short			            = st_shovel_mili
icons_texture                       = ui\heavy_melee_icons
inv_grid_width			            = 4
inv_grid_height			            = 2
inv_grid_x			                = 0
inv_grid_y			                = 0
hit_power                           = 1.6
hit_power_2                         = 0.525, 0.525, 0.525, 0.525
hit_power_critical_2                = 0.75, 0.75, 0.75, 0.75
hud                                 = mmf_shovel_mili_hud

[mmf_shovel_mili_hud]:wpn_axe2_hud
item_visual                         = anomaly_weapons\wpn_shovel\wpn_shovel_mili_hud