<accessories>
	<accessory>
		<name>Parachute</name>
		<armslevel>7</armslevel>
		<description>When activated, automatically prevents
damage to the tank from falling.</description>
		<icon>para.bmp</icon>
		<activationsound>misc/para.wav</activationsound>
		<bundlesize>8</bundlesize>
		<cost>10000</cost>
		<accessoryaction type='Parachute'>
		<!--<slowforce><a>0.0</a><b>0.0</b><c>3.0</c></slowforce>-->
		</accessoryaction>
		<freemarketlimits>0</freemarketlimits>
	</accessory>
	<accessory>
		<name>Battery</name>
		<armslevel>7</armslevel>
		<description>Recharges tank health and power.</description>
		<icon>battery.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>10</bundlesize>
		<cost>5000</cost>
		<accessoryaction type='Battery'></accessoryaction>
		<freemarketlimits>0</freemarketlimits>
	</accessory>
	<accessory>
		<name>Fuel</name>
		<armslevel>7</armslevel>
		<description>Allows the tank to move instead of shoot.  
Maximum range is 50.</description>
		<icon>fuel.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>40</bundlesize>
		<cost>6000</cost>
		<accessoryaction type='WeaponSelectPosition'>
			<aimedweapon type='WeaponMoveTank'>
				<steptime>0.1</steptime>
				<maximumrange>50</maximumrange>
			</aimedweapon>
		</accessoryaction>
		<nomuzzleflash/>
		<positionselection>fuel</positionselection>
    <usenumber>0</usenumber>
		<group>fuel</group>
		<tabgroup>defense</tabgroup>
	</accessory>
	<accessory>
		<name>Rocket Fuel</name>
		<armslevel>7</armslevel>
		<description>Allows the tank to move twice
as fast as normal Fuel.
Maximum range is 75.</description>
		<icon>fuel.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>30</bundlesize>
		<cost>10000</cost>
		<accessoryaction type='WeaponSelectPosition'>
			<aimedweapon type='WeaponMoveTank'>
				<steptime>0.05</steptime>
				<maximumrange>75</maximumrange>
			</aimedweapon>
		</accessoryaction>
		<nomuzzleflash/>
		<positionselection>fuel</positionselection>
    <usenumber>0</usenumber>
		<group>fuel</group>
		<tabgroup>defense</tabgroup>
	</accessory>
	<accessory>
		<name>Shield</name>
		<armslevel>8</armslevel>
		<description>A defensive shield that protects 
the tank by absorbing damage. 
Shields must be activated to work.</description>
		<icon>shield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>3</bundlesize>
		<cost>25000</cost>
		<accessoryaction type='ShieldRound'>
			<radius>4</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>0.7</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Shield</name>
		<armslevel>7</armslevel>
		<description>A very strong defensive shield that 
protects the tank by absorbing damage.  
Shields must be activated to work.</description>
		<icon>hshield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>45000</cost>
		<accessoryaction type='ShieldRound'>
			<radius>5.0</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>8</removepower>
			<penetration>0.7</penetration>
			<power>200</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Force Shield</name>
		<armslevel>6</armslevel>
		<description>A shield that deflects direct hits and
protects the tank from damage. Shields must 
be activated before they work.</description>
		<icon>fshield.bmp</icon>
		<activationsound>shield/activateforce.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>40000</cost>
		<accessoryaction type='ShieldRoundReflective'>
			<radius>4</radius>
			<halfshield>false</halfshield>
			<deflectfactor>1.0</deflectfactor>
			<color>
				<r>0.5</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>10</removepower>
			<penetration>0.7</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mag Deflect</name>
		<armslevel>8</armslevel>
		<description>An energy field that reduces 
damage and deflects overhead missiles 
before they can directly hit the tank.</description>
		<icon>mag.bmp</icon>
		<activationsound>shield/activmag.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<accessoryaction type='ShieldRoundMag'>
			<radius>3.0</radius>
			<halfshield>true</halfshield>
			<deflectpower>50</deflectpower>
			<color>
				<r>0.0</r>
				<g>1.0</g>
				<b>0.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>4</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Mag</name>
		<armslevel>6</armslevel>
		<description>A strong energy field that reduces 
damage and deflects overhead missiles 
before they can directly hit the tank.</description>
		<icon>smag.bmp</icon>
		<activationsound>shield/activmag.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>17000</cost>
		<accessoryaction type='ShieldRoundMag'>
			<radius>6.0</radius>
			<halfshield>true</halfshield>
			<deflectpower>120</deflectpower>
			<color>
				<r>1.0</r>
				<g>0.0</g>
				<b>0.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>2</removepower>
			<penetration>0.7</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Auto Defense</name>
		<armslevel>7</armslevel>
		<description>Allows the tank to activate shields and 
parachutes before the round begins.</description>
		<icon>autod.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>3000</cost>
		<maximumnumber>1</maximumnumber>
		<accessoryaction type='AutoDefense'></accessoryaction>
	</accessory>
	<accessory>
		<name>Napalm</name>
		<armslevel>5</armslevel>
		<description>A projectile weapon that explodes 
into two streams of flame. Any tanks
near the flames will lose life.</description>
		<icon>napalm.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>data/accessories/napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>data/accessories/napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<napalmtime>4.0</napalmtime>
				<napalmheight>0.2</napalmheight>
				<steptime>0.05</steptime>
				<hurtsteptime>1.0</hurtsteptime>
				<hurtpersecond>1.0</hurtpersecond>
				<numberstreams>1</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
				<allowunderwater>false</allowunderwater>
        <!--<nosingleflow/>-->
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hot Napalm</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that explodes 
into three very hot streams of flame 
Any tanks near the flames will lose life.</description>
		<icon>hnapalm.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>data/accessories/napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>data/accessories/napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<napalmtime>4.0</napalmtime>
				<napalmheight>0.2</napalmheight>
				<steptime>0.05</steptime>
				<hurtsteptime>1.0</hurtsteptime>
				<hurtpersecond>2.0</hurtpersecond>
				<numberstreams>3</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
				<allowunderwater>false</allowunderwater>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Roller</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that releases 
a number of rolling bombs that 
deliver small explosions on contact
with any tank.</description>
		<icon>broller.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>7500</cost>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>8</numberrollers>
				<time>RANGE(3,4)</time>
				<rollermodel type='MilkShape'>data/accessories/roller/roller.txt</rollermodel>
				<!--<maintainvelocity>true</maintainvelocity>-->
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>2</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/small.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Roller</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that releases 
a number of rolling bombs that 
deliver mid-size explosions on
contact with any tank.</description>
		<icon>roller.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
		<projectilescale>1.2</projectilescale>
			<collisionaction type='WeaponRoller'>
				<numberrollers>6</numberrollers>
				<time>RANGE(3,4)</time>
				<rollermodel type='MilkShape'>data/accessories/roller/roller.txt</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/medium.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Roller</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that releases 
a number of rolling bombs that 
deliver large explosions on contact 
with any tank.</description>
		<icon>hroller.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
		<projectilescale>1.5</projectilescale>
			<collisionaction type='WeaponRoller'>
				<numberrollers>6</numberrollers>
				<time>RANGE(3,4)</time>
				<rollermodel type='MilkShape'>data/accessories/roller/roller.txt</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>9</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/large.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Missile</name>
		<armslevel>10</armslevel>
		<description>A small explosive projectile weapon.</description>
		<icon>bmissile.bmp</icon>
		<startingnumber>-1</startingnumber>
		<activationsound>shoot/small.wav</activationsound>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<shieldhurtfactor>0.4</shieldhurtfactor>
			<spinspeed>1.0</spinspeed>
      <!--<flametexture>trans</flametexture>
      <animateflametexture/>-->
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>3.5</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>2000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<modelscale>0.75</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.75</projectilescale>
			<shieldhurtfactor>0.6</shieldhurtfactor>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>6</size>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/medium.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Nuke</name>
		<armslevel>6</armslevel>
		<description>A large explosive projectile weapon.</description>
		<icon>bnuke.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>data/accessories/littleboy/littleboy.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>data/accessories/littleboy/littleboy.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>11</size>
				<explosionshake>2.0</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/large.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Nuke</name>
		<armslevel>4</armslevel>
		<description>A very large explosive projectile weapon.</description>
		<icon>nuke.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>12000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='MilkShape'>data/accessories/fatman/fatman.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<shieldhurtfactor>1.2</shieldhurtfactor>
			<projectilemodel type='MilkShape'>data/accessories/fatman/fatman.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>18</size>
				<createmushroomamount>1.0</createmushroomamount>
				<minlife>0.5</minlife>
				<maxlife>1.5</maxlife>
				<explosionshake>4.0</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/xlarge.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Clod</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that explodes making 
a small mound of earth. The explosion 
does not harm tanks but can be used 
to cover them.</description>
		<icon>dclod.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>data/accessories/dirt/dirt.txt</model>
		<modelscale>0.6</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<shieldhurtfactor>0.5</shieldhurtfactor>
			<projectilemodel type='MilkShape'>data/accessories/dirt/dirt.txt</projectilemodel>
			<projectilescale>0.6</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<deform>up</deform>
				<size>6</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
				<explodeunderground>false</explodeunderground>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Ball</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that explodes making
a medium mound of earth.  The explosion
does not harm tanks but can be used to 
cover them.</description>
		<icon>dball.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>5750</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>data/accessories/dirt/dirt.txt</model>
		<modelscale>0.8</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>data/accessories/dirt/dirt.txt</projectilemodel>
			<projectilescale>0.8</projectilescale>
			<shieldhurtfactor>0.8</shieldhurtfactor>
			<collisionaction type='WeaponExplosion'>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>10</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
				<explodeunderground>false</explodeunderground>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Ton Of Dirt</name>
		<armslevel>7</armslevel>
		<description>A projectile weapon that explodes making
a large mound of earth.  The explosion
does not harm tanks but can be used to
cover them.</description>
		<icon>tdirt.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>6750</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>data/accessories/dirt/dirt.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>data/accessories/dirt/dirt.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>18</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
				<explodeunderground>false</explodeunderground>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Charge</name><armslevel>7</armslevel>
		<description>A projectile weapon that throws many
small dirt clods in all directions.</description>
		<icon>dcharge.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>6250</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>data/accessories/dirt/dirt.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>data/accessories/dirt/dirt.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform><size>4</size>
					<explosionsound>explosions/gloop.wav</explosionsound>
					<explosiontexture>exp03</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponAimedOver'>
					<nowarheads>5</nowarheads>
					<percentagemiss>1</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>50</inaccuracy>
					<aimedweapon type='WeaponProjectile'>
						<nocreateflame/><nocreatesmoke/>
						<timedcollision>0.6</timedcollision>
						<projectilescale>0.8</projectilescale>
						<projectilemodel type='MilkShape'>data/accessories/dirt/dirt.txt</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<hurtamount>0</hurtamount>
								<deform>down</deform>
								<size>3</size>
								<explosionsound>explosions/gloop.wav</explosionsound>
								<explosiontexture>exp03</explosiontexture>
								<nocreatedebris/>
							</subweapon1>
							<subweapon2 type='WeaponAimedOver'>
								<nowarheads>3</nowarheads>
								<percentagemiss>1</percentagemiss>
								<maxaimdistance>0</maxaimdistance>
								<inaccuracy>20</inaccuracy>
								<aimedweapon type='WeaponProjectile'>
									<nocreateflame/>
									<nocreatesmoke/>
									<timedcollision>0.8</timedcollision>
									<projectilescale>0.6</projectilescale>
									<projectilemodel type='MilkShape'>data/accessories/dirt/dirt.txt</projectilemodel>
									<collisionaction type='WeaponMulti'>
										<subweapon1 type='WeaponExplosion'>
											<hurtamount>0</hurtamount>
											<deform>down</deform>
											<size>3</size>
											<explosionsound>explosions/gloop.wav</explosionsound>
											<explosiontexture>exp03</explosiontexture>
											<nocreatedebris/>
										</subweapon1>
										<subweapon2 type='WeaponAimedOver'>
											<nowarheads>2</nowarheads>
											<percentagemiss>5</percentagemiss>
											<maxaimdistance>0</maxaimdistance>
											<inaccuracy>50</inaccuracy>
											<aimedweapon type='WeaponVelocity'>
											<velocitychange>0.85</velocitychange>
											<aimedweapon type='WeaponProjectile'>
												<nocreateflame/>
												<nocreatesmoke/>
												<timedcollision>0.8</timedcollision>
												<projectilescale>0.5</projectilescale>
												<projectilemodel type='MilkShape'>data/accessories/dirt/dirt.txt</projectilemodel>
												<collisionaction type='WeaponMulti'>
													<subweapon1 type='WeaponExplosion'>
														<hurtamount>0</hurtamount>
														<deform>down</deform>
														<size>2</size>
														<explosionsound>explosions/gloop.wav</explosionsound>
														<explosiontexture>exp03</explosiontexture>
														<nocreatedebris/>
													</subweapon1>
													<subweapon2 type='WeaponAimedOver'>
														<nowarheads>2</nowarheads>
														<percentagemiss>5</percentagemiss>
														<maxaimdistance>0</maxaimdistance>
														<inaccuracy>20</inaccuracy>
														<aimedweapon type='WeaponVelocity'>
														    <velocitychange>0.7</velocitychange>
															<aimedweapon type='WeaponProjectile'>
															<nocreateflame/>
															<nocreatesmoke/>
															<projectilescale>0.5</projectilescale>
															<shieldhurtfactor>0.3</shieldhurtfactor>
															<projectilemodel type='ase'>
																<mesh>data/accessories/roller.ase</mesh><skin>data/accessories/white.bmp</skin>
																 </projectilemodel>
																<collisionaction type='WeaponExplosion'>
																	<hurtamount>0</hurtamount>
																	<deform>up</deform><size>3.0</size>
																	<explosionsound>explosions/gloop.wav</explosionsound>
																	<explosiontexture>exp03</explosiontexture>
																	<nocreatedebris/>
																</collisionaction>
			                                            	</aimedweapon>
			                                            </aimedweapon>	
													</subweapon2>
												</collisionaction>
											</aimedweapon>
											</aimedweapon>
										</subweapon2>
									</collisionaction>
								</aimedweapon>
							</subweapon2>	
						</collisionaction>
					</aimedweapon>
				</subweapon2>
			</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>
		<bundlesize>8</bundlesize>
		<cost>1750</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>data/accessories/riot/riot.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>data/accessories/riot/riot.txt</projectilemodel>
<shieldhurtfactor>0.5</shieldhurtfactor>
			<collisionaction type='WeaponExplosion'>
				<deform>down</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>6</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hvy Riot Bomb</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes removing
a large amount of earth. The explosion
does not harm tanks but can be used to 
remove earth from under them.</description>
		<icon>hrbomb.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>4250</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>data/accessories/riot/riot.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>data/accessories/riot/riot.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>down</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>13</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Charge</name>
		<armslevel>8</armslevel>
		<description>Destroys a cone-shaped section of
dirt directly in front of the tank in
the direction you aim.  Safely unburys 
your tank when covered by dirt.</description>
		<icon>rcharge.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>1800</cost>
		<model type='MilkShape'>data/accessories/riot/riot.txt</model>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>2.0</translatedist>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<deform>down</deform>
					<size>2</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/crunch.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponTranslate'>
					<translatedist>3.0</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>0.0</hurtamount>
							<nocreatedebris></nocreatedebris>
							<deform>down</deform>
							<size>5</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>6.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<nocreatedebris></nocreatedebris>
								<deform>down</deform>
								<size>6</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Blast</name>
		<armslevel>7</armslevel>
		<description>Destroys a large cone-shaped section of
dirt directly in front of the tank in
the direction you aim.  Safely unburys 
your tank when covered by dirt.</description>
		<icon>rblast.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>4200</cost>
		<model type='MilkShape'>data/accessories/riot/riot.txt</model>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>2.0</translatedist>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/crunch.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponTranslate'>
					<translatedist>3.0</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>0.0</hurtamount>
							<nocreatedebris></nocreatedebris>
							<deform>down</deform>
							<size>7</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>6.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<nocreatedebris></nocreatedebris>
								<deform>down</deform>
								<size>10</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Leap Frog</name>
		<armslevel>7</armslevel>
		<description>An explosive projectile weapon.  When the 
warhead explodes it creates other
smaller warheads that launch themselves
in the same direction.</description>
		<icon>lfrog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<model type='MilkShape'>data/accessories/bouncingbetty/bouncingbetty.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>data/accessories/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'>data/accessories/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'>data/accessories/bouncingbetty/bouncingbetty.txt</projectilemodel>
									<collisionaction type='WeaponExplosion'>
										<hurtamount>1.0</hurtamount>
										<deform>down</deform>
										<size>6</size>
										<explosiontexture>exp01</explosiontexture>
										<explosionsound>explosions/medium.wav</explosionsound>
									</collisionaction>
								</collisionaction>
							</subweapon2>
						</collisionaction>
					</collisionaction>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Digger</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes 
creating three underground 
tank-seeking riot bombs.</description>
		<icon>bdigger.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>6000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>data/accessories/digger/digger.txt</model>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<projectilemodel type='MilkShape'>data/accessories/digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>3</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<projectilescale>0.5</projectilescale>
					<shieldhurtfactor>0.6</shieldhurtfactor>
					<projectilemodel type='MilkShape'>data/accessories/digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Digger</name>
		<armslevel>7</armslevel>
		<description>A projectile weapon that explodes 
creating five underground 
tank-seeking riot bombs.</description>
		<icon>digger.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>7500</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>data/accessories/digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>data/accessories/digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>5</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
				<shieldhurtfactor>0.6</shieldhurtfactor>
					<under></under>
					<projectilemodel type='MilkShape'>data/accessories/digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Digger</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that explodes 
creating many underground 
tank-seeking riot bombs.</description>
		<icon>hdigger.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>6750</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>data/accessories/digger/digger.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>data/accessories/digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>10</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>2</projectilescale>
					<shieldhurtfactor>0.6</shieldhurtfactor>
					<under></under>
					<projectilemodel type='MilkShape'>data/accessories/digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Sandhog</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes creating 
two small missiles that seek nearby
tanks from underground.</description>
		<icon>bshog.bmp</icon>
		<bundlesize>7</bundlesize>
		<cost>24000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>data/accessories/digger/digger.txt</model>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<projectilemodel type='MilkShape'>data/accessories/digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>2</nowarheads>
				<inaccuracy>30</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>40</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.5</projectilescale>
					<shieldhurtfactor>0.6</shieldhurtfactor>
					<under></under>
					<projectilemodel type='MilkShape'>data/accessories/digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Sandhog</name>
		<armslevel>5</armslevel>
		<description>A projectile weapon that explodes creating 
several small missiles that seek nearby
tanks from underground.</description>
		<icon>shog.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>31000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>data/accessories/digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>data/accessories/digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>6</nowarheads>
				<inaccuracy>30</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>50</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
				<shieldhurtfactor>0.6</shieldhurtfactor>
					<under></under>
					<projectilemodel type='MilkShape'>data/accessories/digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Sandhog</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that explodes creating 
many small missiles that seek nearby
tanks from underground.</description>
		<icon>hshog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>37000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>data/accessories/digger/digger.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>data/accessories/digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>15</nowarheads>
				<inaccuracy>30</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>120</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>2</projectilescale>
					<shieldhurtfactor>0.6</shieldhurtfactor>
					<under></under>
					<projectilemodel type='MilkShape'>data/accessories/digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MIRV</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that on 
reaching its highest point releases 
several small warheads that fan out
in a straight path.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>3</bundlesize>
		<cost>16000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='ase'>
			<mesh>data/accessories/clusterbomb.ase</mesh>
			<skin>data/accessories/white.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='ase'>
				<mesh>data/accessories/clusterbomb.ase</mesh>
				<skin>data/accessories/white.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<hspreaddist>0.1</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.2</projectilescale>
					<projectilemodel type='MilkShape'>data/accessories/bomblet/bomblet.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>6</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Spread MIRV</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that on reaching
its highest point releases several 
small warheads that fan out in a 
random direction.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>4</bundlesize>
		<cost>16000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='ase'>
			<mesh>data/accessories/clusterbomb.ase</mesh>
			<skin>data/accessories/white.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='ase'>
				<mesh>data/accessories/clusterbomb.ase</mesh>
				<skin>data/accessories/white.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<hspreaddist>1.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.2</projectilescale>
					<projectilemodel type='MilkShape'>data/accessories/bomblet/bomblet.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>6</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Death's Head</name>
		<armslevel>2</armslevel>
		<description>A projectile weapon that on
reaching its highest point releases 
many large warheads that fan out
in a random direction.</description>
		<icon>dhead.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>48000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>data/accessories/icbm/icbm.txt</model>
		<modelscale>5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>5</projectilescale>
			<projectilemodel type='MilkShape'>data/accessories/icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>20</nowarheads>
				<hspreaddist>1.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<projectilescale>0.5</projectilescale>
					<projectilemodel type='MilkShape'>data/accessories/mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>18</size>
						<createmushroomamount>0.2</createmushroomamount>
						<explosionsound>explosions/xlarge.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Funky Bomb</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that on 
exploding releases many small 
bombs that are lauched toward
any nearby tanks.</description>
		<icon>fbomb.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>39000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>data/accessories/icbm/icbm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>data/accessories/icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 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>
				</subweapon1>			
				<subweapon2 type='WeaponAimedOver'>
					<nowarheads>12</nowarheads>
					<percentagemiss>12</percentagemiss>
					<maxaimdistance>RANGE(40,55)</maxaimdistance>
					<inaccuracy>12</inaccuracy>
						<aimedweapon type='WeaponDelay'>
						<delay>RANGE(0.4,8)</delay>
							<delayedweapon type='WeaponVelocity'>
							<velocitychange>RANGE(0.8,1.1)</velocitychange>
							<aimedweapon type='WeaponProjectile'>
							<shieldhurtfactor>0.85</shieldhurtfactor>
							<projectilemodel type='MilkShape'>data/accessories/bomb/bomb.txt</projectilemodel>
								<collisionaction type='WeaponRandomChoice'>
									<weaponchoice1>
										<weight>6</weight>
										<weapon type='WeaponExplosion'>
										<hurtamount>0.85</hurtamount>
										<multicolor></multicolor>
										<minlife>1.2</minlife>
										<maxlife>2</maxlife>
										<deform>down</deform>
										<size>4</size>
										<explosionsound>explosions/small.wav</explosionsound>
										<explosiontexture>exp02</explosiontexture>
										</weapon>
									</weaponchoice1>
									<weaponchoice2>
										<weight>6</weight>
										<weapon type='WeaponExplosion'>
										<hurtamount>0.85</hurtamount>
										<multicolor></multicolor>
										<minlife>1.2</minlife>
										<maxlife>2</maxlife>
										<deform>down</deform>
										<size>7</size>
										<explosionsound>explosions/medium.wav</explosionsound>
										<explosiontexture>exp02</explosiontexture>
										</weapon>
									</weaponchoice2>
									<weaponchoice3>
										<weight>6</weight>
										<weapon type='WeaponExplosion'>
										<hurtamount>0.85</hurtamount>
										<multicolor></multicolor>
										<minlife>1.2</minlife>
										<maxlife>2</maxlife>
										<deform>down</deform>
										<size>9</size>
										<explosionsound>explosions/large.wav</explosionsound>
										<explosiontexture>exp02</explosiontexture>
										</weapon>
									</weaponchoice3>
									<weaponchoice4>
										<weight>6</weight>
										<weapon type='WeaponExplosion'>
										<hurtamount>0.85</hurtamount>
										<multicolor></multicolor>
										<minlife>1.2</minlife>
										<maxlife>2</maxlife>
										<deform>down</deform>
										<size>12</size>
										<explosionsound>explosions/large.wav</explosionsound>
										<explosiontexture>exp02</explosiontexture>
										</weapon>
									</weaponchoice4>
								</collisionaction>
							</aimedweapon>
						</delayedweapon>
					</aimedweapon>
				</subweapon2>		
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Tracer</name>
		<armslevel>10</armslevel>
		<description>A projectile that leaves a marker at the 
final position.  Has no explosion,
can be used to determine range 
without wasting weapons.</description>
		<icon>tracer.bmp</icon>
		<bundlesize>20</bundlesize>
		<cost>100</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>data/accessories/flare.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<projectilemodel type='MilkShape'>data/accessories/flare.txt</projectilemodel>
			<shieldhurtfactor>0.2</shieldhurtfactor>
			<showendpoint></showendpoint>
			<collisionaction type='WeaponNull'></collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Smoke Tracer</name>
		<armslevel>9</armslevel>
		<description>A projectile that marks its flight path
and leaves a marker at the final position.
Has no explosion, can be used to determine
range without wasting weapons.  </description>
		<icon>stracer.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>500</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>data/accessories/flare.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<shieldhurtfactor>0.3</shieldhurtfactor>
			<projectilemodel type='MilkShape'>data/accessories/flare.txt</projectilemodel>
			<showendpoint></showendpoint>
			<showshotpath></showshotpath>
			<collisionaction type='WeaponNull'></collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>WeaponMuzzle</name>
		<armslevel>0</armslevel>
		<description>The muzzle flash for guns</description>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMuzzle'>
			<hurtamount>0.0</hurtamount>
			<nocreatedebris></nocreatedebris>
			<nocreatesplash></nocreatesplash>
			<deform>none</deform>
			<size>2</size>
			<explosiontexture>default</explosiontexture>
			<explosionsound>none</explosionsound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>DriveOverDestroy</name>
		<armslevel>0</armslevel>
		<description>The explosion seen when tanks drive over objects</description>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponExplosion'>
			<hurtamount>0.0</hurtamount>
			<nocreatedebris></nocreatedebris>
			<nocreatesplash></nocreatesplash>
			<deform>none</deform>
			<size>1</size>
			<noluminance></noluminance>
			<explosiontexture>smoke</explosiontexture>
			<explosionsound>none</explosionsound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Lightning</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type="WeaponCenterPosition">
			<height>150</height>
			<nextaction type="WeaponScatterPosition">
				<landheight>false</landheight>
				<landonly>false</landonly>
				<scatterpercentage>90</scatterpercentage>
				<aimedweapon type="WeaponScatterDirection">
					<direction><A>0</A><B>0</B><C>-1</C></direction>
					<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>		
					<aimedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponSound'>
							<sound>data/wav/misc/thunder.wav</sound>
							<sound>data/wav/misc/thunder2.wav</sound>
							<sound>data/wav/misc/thunder3.wav</sound>
							<relative>true</relative>
						</subweapon1>
						<subweapon2 type='WeaponDelay'>
							<delay>0.5</delay>
							<delayedweapon type='WeaponMulti'>
								<subweapon1 type='WeaponSkyFlash'></subweapon1>
								<subweapon2 type='WeaponLightning'>
									<conelength>190</conelength>
									<seglength>6</seglength>
									<segvar>12</segvar>
									<size>4</size>
									<sizevar>-1</sizevar>
									<minsize>0.1</minsize>
									<splitprob>0.1</splitprob>
									<splitvar>0.03</splitvar>
									<deathprob>0.03</deathprob>
									<derivangle>0.5</derivangle>
									<anglevar>0.94</anglevar>
									<totaltime>1</totaltime>
									<seghurt>0</seghurt>
									<seghurtradius>0</seghurtradius>
									<sound>none</sound>
								</subweapon2>
							</delayedweapon>
						</subweapon2>
					</aimedweapon>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type="WeaponCenterPosition">
			<height>150</height>
			<nextaction type="WeaponScatterPosition">
				<landheight>false</landheight>
				<landonly>false</landonly>
				<scatterpercentage>90</scatterpercentage>
				<aimedweapon type="WeaponScatterDirection">
					<direction><A>0</A><B>0</B><C>-1</C></direction>
					<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>		
					<aimedweapon type='WeaponAimedOver'>
						<nowarheads>5</nowarheads>
						<percentagemiss>20</percentagemiss>
						<maxaimdistance>0</maxaimdistance>
						<inaccuracy>10</inaccuracy>
						<aimedweapon type='WeaponProjectile'>
							<projectilemodel type='ase'>
								<mesh>data/accessories/roller.ase</mesh>
								<skin>data/accessories/magma.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<deform>none</deform>
								<size>4</size>
								<explosionsound>explosions/small.wav</explosionsound>
								<explosiontexture>exp04</explosiontexture>
							</collisionaction>
						</aimedweapon>
					</aimedweapon>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Laser</name>
		<armslevel>10</armslevel>
		<bundlesize>4</bundlesize>
		<icon>laser.bmp</icon>
		<model type="MilkShape">data/accessories/laser/laser.txt</model>
		<description>Fires a laser that cuts through hills 
and shields damaging the tank directly.</description>
		<cost>8000</cost>
		<activationsound>shoot/laser1.wav</activationsound>
		<nomuzzleflash/>
		<accessoryaction type='WeaponLaser'>
			<totaltime>1</totaltime>
			<minimumdistance>10</minimumdistance>
			<maximumdistance>200</maximumdistance>
			<minimumhurt>34</minimumhurt>
			<maximumhurt>40</maximumhurt>
			<hurtradius>2</hurtradius>
      <ringradius>1.5</ringradius>
      <color>
				<A>1.0</A>
				<B>0.0</B>
				<C>0.0</C>
			</color>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Laser</name>
		<armslevel>6</armslevel>
		<bundlesize>2</bundlesize>
		<icon>hlaser.bmp</icon>
		<model type="MilkShape">data/accessories/laser/hlaser.txt</model>
		<description>Fires a powerful laser that cuts through hills 
and shields damaging the tank directly.</description>
		<cost>10000</cost>
		<activationsound>shoot/laser1.wav</activationsound>
		<nomuzzleflash/>
		<accessoryaction type='WeaponLaser'>
			<totaltime>1</totaltime>
			<minimumdistance>10</minimumdistance>
			<maximumdistance>200</maximumdistance>
			<minimumhurt>60</minimumhurt>
			<maximumhurt>70</maximumhurt>
			<hurtradius>2</hurtradius>
      <ringradius>1.75</ringradius>
			<color>
				<A>0.0</A>
				<B>0.0</B>
				<C>1.0</C>
			</color>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Teleport</name>
		<armslevel>6</armslevel>
		<description>A teleport moves you to a random location on the map.</description>
		<icon>teleport.bmp</icon>
		<activationsound>none</activationsound>
		<bundlesize>2</bundlesize>
		<model type="MilkShape">data/accessories/teleport/teleport.txt</model>
		<nomuzzleflash/>
		<cost>18000</cost>
		<accessoryaction type="WeaponCenterPosition">
			<height>0</height>
			<nextaction type="WeaponScatterPosition">
				<landheight>true</landheight>
				<landonly>true</landonly>
				<scatterpercentage>90</scatterpercentage>	
				<aimedweapon type='WeaponTeleport'>
					<sound>data/wav/misc/teleport.wav</sound>
					<delay>2.0</delay>
				</aimedweapon>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>WeaponDeathAnimation</name>
		<armslevel>0</armslevel>
		<description>The tank explosion weapon</description>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
      <subweapon1 type='WeaponExplosion'>
        <hurtamount>0.0</hurtamount>
        <nocreatedebris></nocreatedebris>
        <nocreatesplash></nocreatesplash>
        <deform>none</deform>
        <size>6</size>
        <explosiontexture>particle</explosiontexture>
        <explosionsound>explosions/tank.wav</explosionsound>
        <explosiontype>ring</explosiontype>
      </subweapon1>
			<subweapon2 type='WeaponRandomChoice'>
				<weaponchoice1>
					<weight>60</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Baby Nuke</invoke>
					</weapon>
				</weaponchoice1>
				<weaponchoice2>
					<weight>10</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Nuke</invoke>
					</weapon>
				</weaponchoice2>
				<weaponchoice3>
					<weight>10</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Ton Of Dirt</invoke>
					</weapon>
				</weaponchoice3>
				<weaponchoice4>
					<weight>10</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Hvy Riot Bomb</invoke>
					</weapon>
				</weaponchoice4>
				<weaponchoice5>
					<weight>10</weight>
					<weapon type='WeaponInvokeWeapon'>
						<invoke>Funky Bomb</invoke>
					</weapon>
				</weaponchoice5>
				<weaponchoice6>
					<weight>10</weight>
					<weapon type='WeaponAnimation'>
						<animation>ExplosionLaserBeamRenderer</animation>
						<data>data/wav/misc/laserdeath.wav</data>
					</weapon>
				</weaponchoice6>
        <weaponchoice7>
          <weight>10</weight>
          <weapon type='WeaponInvokeWeapon'>
            <invoke>Dirt Charge</invoke>
          </weapon>
        </weaponchoice7>
      </subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Teleport Position</name>
		<armslevel>6</armslevel>
		<description>A projectile that teleports you to the location of impact.</description>
		<icon>teleport.bmp</icon>
		<activationsound>shoot/small.wav</activationsound>
		<bundlesize>1</bundlesize>
		<modelscale>0.5</modelscale>
		<cost>20000</cost>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<spinspeed>1.0</spinspeed>
			<collisionaction type='WeaponTeleport'>
				<sound>data/wav/misc/teleport.wav</sound>
				<delay>2.0</delay>
			</collisionaction>
		</accessoryaction>
	</accessory>

  <accessory>
    <name>Fire At Tank</name>
    <activationsound>shoot/flare.wav</activationsound>
    <maximumnumber>0</maximumnumber>
    <accessoryaction type='WeaponAimedOver'>
      <nowarheads>2</nowarheads>
      <percentagemiss>1</percentagemiss>
      <maxaimdistance>1024</maxaimdistance>
      <inaccuracy>5</inaccuracy>
      <aimedweapon type='WeaponVelocity'>
        <velocitychange>2.0</velocitychange>
        <aimedweapon type='WeaponProjectile'>
          <shieldhurtfactor>0.2</shieldhurtfactor>
          <nowallcollision/>
          <collisionaction type='WeaponNull'></collisionaction>
        </aimedweapon>
      </aimedweapon>
    </accessoryaction>
  </accessory>

  <accessory>
    <name>Bomb At Tank</name>
    <activationsound>shoot/flare.wav</activationsound>
    <maximumnumber>0</maximumnumber>
    <accessoryaction type='WeaponProjectile'>
      <projectilemodel type='MilkShape'>data/accessories/littleboy/littleboy.txt</projectilemodel>
      <shieldhurtfactor>0.2</shieldhurtfactor>
      <nocreateflame/>
      <nowallcollision/>
      <collisionaction type='WeaponNull'></collisionaction>
    </accessoryaction>
  </accessory>

      <accessory>
		<name>TreeExplode</name>
		<armslevel>9</armslevel>
		<maximumnumber>0</maximumnumber>
		<description>A test weapon for testing trees exploding!</description>
		<icon>missile.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>1875</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<modelscale>0.75</modelscale>
		<accessoryaction type='WeaponExplosion'>
			<hurtamount>0.0</hurtamount>
			<deform>none</deform>
			<size>6</size>
			<explosiontexture>exp00</explosiontexture>
			<explosionsound>explosions/medium.wav</explosionsound>
		</accessoryaction>
	</accessory>	
	<accessory>
		<name>TestPowerUpWeapon</name>
		<aionly>true</aionly>
		<accessoryaction type='WeaponGivePower'>
			<power>2000</power>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>TestShield</name>
		<aionly>true</aionly>
		<accessoryaction type='ShieldRound'>
			<radius>8.0</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>1.0</penetration>
			<power>1000</power>
			<laserproof>true</laserproof>
			<movementproof>true</movementproof>
		</accessoryaction>
	</accessory>	
	<accessory>
		<name>TestPowerUp</name>
		<armslevel>9</armslevel>
		<maximumnumber>0</maximumnumber>
		<description>A test powerup</description>
		<accessoryaction type="WeaponRepeat">
			<repeat>10</repeat>
			<repeatweapon type="WeaponCenterPosition">
				<height>150</height>
				<nextaction type="WeaponScatterPosition">
					<landheight>false</landheight>
					<landonly>true</landonly>
					<scatterpercentage>75</scatterpercentage>
					<aimedweapon type='WeaponAddTarget'>
						<name>Bannana</name>
						<model type="MilkShape">data/accessories/banana/banana.txt</model>
						<modelscale>0.01</modelscale>
						<shield>Shield</shield>
						<parachute>Parachute</parachute>
						<removeaction>TestPowerUpWeapon</removeaction>
					</aimedweapon>
				</nextaction>
			</repeatweapon>
		</accessoryaction>
	</accessory>



  <accessory>
    <name>Test Script</name>
	<maximumnumber>0</maximumnumber>
    <bundlesize>2</bundlesize>
    <cost>10</cost>
    <accessoryaction type='WeaponScript'>
      <filename>data/lua/accessories/test.lua</filename>
      <entrypoint>runWeapon</entrypoint>
      <variable>
        <name>testvar1</name>
        <value>10</value>
      </variable>
    </accessoryaction>
  </accessory>




  <accessory>
		<name>Test Puncture</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<model type='MilkShape'>data/accessories/bouncingbetty/bouncingbetty.txt</model>
		<accessoryaction type='WeaponLabel'>
			<label>label1</label>
			<nextweapon type='WeaponProjectile'>
				<projectilemodel type='MilkShape'>data/accessories/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='WeaponGotoLabel'>
						<label>label1</label>
						<count>10</count>
					</subweapon2>
				</collisionaction>
			</nextweapon>
		</accessoryaction>
	</accessory>


	<accessory>
		<name>Test Leap Frog</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>2</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<model type='MilkShape'>data/accessories/bouncingbetty/bouncingbetty.txt</model>
		<accessoryaction type='WeaponLabel'>
			<label>label1</label>
			<nextweapon type='WeaponProjectile'>
				<projectilemodel type='MilkShape'>data/accessories/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>0.4</bounce>
						<collisionaction type='WeaponGotoLabel'>
							<label>label1</label>
							<count>10</count>
						</collisionaction>
					</subweapon2>
				</collisionaction>
			</nextweapon>
		</accessoryaction>
	</accessory>
	
	<accessory>
		<name>Teleport Test</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>1</bundlesize>
		<model type="MilkShape">data/accessories/teleport/teleport.txt</model>
		<nomuzzleflash/>
		<cost>15000</cost>
		<accessoryaction type='WeaponSelectPosition'>
			<aimedweapon type='WeaponTeleport'>
				<sound>data/wav/misc/teleport.wav</sound>
				<delay>2.0</delay>
			</aimedweapon>
		</accessoryaction>
		<positionselection>fuellimit</positionselection>
		<positionselectionlimit>40</positionselectionlimit>
	</accessory>
	
	
	<accessory>
		<name>Team Action Test</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>1</bundlesize>
		<cost>15000</cost>
		<accessoryaction type='WeaponTeamAction'>
			<team0 type='WeaponTeleport'>
				<sound>data/wav/misc/teleport.wav</sound>
				<delay>2.0</delay>
			</team0>
		</accessoryaction>
	</accessory>
	
	<accessory>
		<name>Type Action Test</name>
		<maximumnumber>0</maximumnumber>
		<bundlesize>1</bundlesize>
		<cost>15000</cost>
		<accessoryaction type='WeaponTypeAction'>
			<none type='WeaponTeleport'>
				<sound>data/wav/misc/teleport.wav</sound>
				<delay>2.0</delay>
			</none>
		</accessoryaction>
	</accessory>
	
	<accessory>
		<name>GroupWin</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGiveWin'>
			<objective>Destroyed group bob</objective>
			<winningteam>1</winningteam>
		</accessoryaction>
	</accessory>
	
	<accessory>
		<name>TestSquareShield</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>8</armslevel>
		<icon>shield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>3</bundlesize>
		<cost>20000</cost>
		<accessoryaction type='ShieldSquareReflective'>
			<movementproof>true</movementproof>
			<deflectfactor>1.0</deflectfactor>
			<size>
				<a>3.0</a>
				<b>3.0</b>
				<c>3.0</c>
			</size>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>1.0</penetration>
			<power>100</power>
		</accessoryaction>
	</accessory>
        <accessory>
                <name>TestWeaponPosition</name>
                <armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
                <description>Test Accessory for WeaponPosition</description>
                <icon>bmissile.bmp</icon>
                <startingnumber>-1</startingnumber>
                <activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponPosition'>
			<position><a>128</a><b>128</b><c>66</c></position>
			<positionoffset><a>33</a><b>33</b><c>33</c></positionoffset>
			<!-- onground>true</onground -->
                        <aimedweapon type='WeaponReference'>
				<weapon>Smoke Tracer</weapon>
			</aimedweapon>
		</accessoryaction>
	</accessory>
        <accessory>
                <name>TestNumberParser</name>
                <armslevel>10</armslevel>
                <description>Test accessory for the NumberParser class.</description>
                <icon>bmissile.bmp</icon>
		<maximumnumber>0</maximumnumber>
                <startingnumber>-1</startingnumber>
                <activationsound>shoot/small.wav</activationsound>
                <accessoryaction type='WeaponRepeat'>
                        <repeat>10</repeat>
                        <delay>0.255555</delay>
                        <repeatweapon type="WeaponRedirect">
                                <habs>false</habs>
                                <vabs>false</vabs>
                                <!-- DISTRIBUTION will randomly pick from the list of values -->
                                <hredirect>DISTRIBUTION(1,5,10.1,20,40,80,160)</hredirect>
                                <!-- RANGE(x,y,z) will pick a random value from x to y, with an optional step of z -->
                                <vredirect>RANGE(0,90,10)</vredirect>
                                <nextaction type="WeaponReference">
                                        <weapon>Smoke Tracer</weapon>
                                </nextaction>
                        </repeatweapon>
                </accessoryaction>
        </accessory>
	<accessory>
		<name>BoidsLaser</name>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponGroupSelect'>
			<groupname>boids-gulls</groupname>
			<nextaction type="WeaponReference">
				<weapon>Laser</weapon>
			</nextaction>			
		</accessoryaction>
	</accessory>

<!--
  <accessory>
    <name>expshot</name>
    <armslevel>5</armslevel>
    <description>flare2 shot</description>
    <activationsound>none</activationsound>
    <maximumnumber>0</maximumnumber>
    <accessoryaction type="WeaponVelocity">
      <abs>true</abs>
      <velocitychange>RANGE (0.5,0.7)</velocitychange>
      <aimedweapon type="WeaponProjectile">
        <nowallcollision/>
        <projectilescale>0.0001</projectilescale>
        <shieldhurtfactor>0</shieldhurtfactor>
        <stepsize>0.005</stepsize>
        <spinspeed>1.0</spinspeed>
        <timedcollision>0.5</timedcollision>
        <windfactor>0</windfactor>
        <enginesound>none</enginesound>
        <flamestartsize>1.8</flamestartsize>
        <flameendsize>1.2</flameendsize>
        <flamelife>0.2</flamelife>
        <nocreatesmoke/>
        <flametexture>heat</flametexture>
        <flamestartcolor1>
          <A>0.5</A>
          <B>0</B>
          <C>0</C>
        </flamestartcolor1>
        <flameendcolor1>
          <A>0</A>
          <B>0</B>
          <C>0.5</C>
        </flameendcolor1>
        <flamestartcolor2>
          <A>1</A>
          <B>0</B>
          <C>0</C>
        </flamestartcolor2>
        <flameendcolor2>
          <A>0.5</A>
          <B>0.5</B>
          <C>0</C>
        </flameendcolor2>
        <collisionaction type="WeaponProjectile">
          <nowallcollision/>
          <projectilescale>0.0001</projectilescale>
          <shieldhurtfactor>0</shieldhurtfactor>
          <stepsize>0.005</stepsize>
          <spinspeed>1.0</spinspeed>
          <timedcollision>0.2</timedcollision>
          <windfactor>0</windfactor>
          <enginesound>none</enginesound>
          <flamestartsize>1</flamestartsize>
          <flameendsize>1</flameendsize>
          <flamelife>0.2</flamelife>
          <nocreatesmoke/>
          <flametexture>exp08</flametexture>
          <flamestartcolor1>
            <A>0.5</A>
            <B>0</B>
            <C>0</C>
          </flamestartcolor1>
          <flameendcolor1>
            <A>0</A>
            <B>0</B>
            <C>0.5</C>
          </flameendcolor1>
          <flamestartcolor2>
            <A>1</A>
            <B>0</B>
            <C>0</C>
          </flamestartcolor2>
          <flameendcolor2>
            <A>0.5</A>
            <B>0.5</B>
            <C>0</C>
          </flameendcolor2>
          <collisionaction type="WeaponNull">
          </collisionaction>
        </collisionaction>
      </aimedweapon>
    </accessoryaction>
  </accessory>
  <accessory>
    <name>missiledebris</name>
    <armslevel>0</armslevel>
    <description>flare2</description>
    <maximumnumber>0</maximumnumber>
    <accessoryaction type="WeaponMulti">
      <subweapon1 type="WeaponAimedOver">
        <nowarheads>8</nowarheads>
        <maxaimdistance>0</maxaimdistance>
        <percentagemiss>0</percentagemiss>
        <inaccuracy>0</inaccuracy>
        <aimedweapon type="WeaponRedirect">
          <habs>true</habs>
          <vabs>true</vabs>
          <hredirect>RANGE (0,360)</hredirect>
          <vredirect>RANGE (-45,45)</vredirect>
          <nextaction type="WeaponReference">
            <weapon>expshot</weapon>
          </nextaction>
        </aimedweapon>
      </subweapon1>
    </accessoryaction>
  </accessory>
  <accessory>
    <name>Heat-Seeking Maverick</name>
    <armslevel>5</armslevel>
    <cost>10000</cost>
    <bundlesize>5</bundlesize>
    <maximumnumber>30</maximumnumber>
    <modelscale>1</modelscale>
    <projectilemodel type='MilkShape'>data/accessories/bouncingbetty/bouncingbetty.txt</projectilemodel>
    <description>Will seek out tanks before it detonates, aim is key to using this weapon.</description>
    <accessoryaction type="WeaponMulti">
      <subweapon1 type="WeaponNull"/>
      <subweapon2 type="WeaponProjectile">
        <projectilemodel type='MilkShape'>data/accessories/bouncingbetty/bouncingbetty.txt</projectilemodel>
        <projectilescale>1</projectilescale>
        <spinspeed>0.3</spinspeed>
        <apexcollision/>
        <apexnodud/>
        <collisionaction type="WeaponProjectile">
          <projectilemodel type='MilkShape'>data/accessories/bouncingbetty/bouncingbetty.txt</projectilemodel>
          <projectilescale>1</projectilescale>
          <spinspeed>0.3</spinspeed>
          <heightcollision>8</heightcollision>
          <collisionaction type="WeaponMulti">
            <subweapon1 type="WeaponAimedUnder">
              <nowarheads>1</nowarheads>
              <maxaimdistance>50</maxaimdistance>
              <moveunderground>false</moveunderground>
              <percentagemiss>0</percentagemiss>
              <inaccuracy>0</inaccuracy>
              <aimedweapon type="WeaponProjectile">
                <projectilemodel type='MilkShape'>data/accessories/bouncingbetty/bouncingbetty.txt</projectilemodel>
                <nowallcollision/>
                <timedcollision>3</timedcollision>
                <projectilescale>1</projectilescale>
                <spinspeed>0.3</spinspeed>
                <collisionaction type="WeaponMulti">
                  <subweapon1 type="WeaponExplosion">
                    <hurtamount>3</hurtamount>
                    <deform>down</deform>
                    <size>2</size>
                    <explosiontexture>exp00</explosiontexture>
                  </subweapon1>
                  <subweapon2 type="WeaponReference">
                    <weapon>missiledebris</weapon>
                  </subweapon2>
                </collisionaction>
              </aimedweapon>
            </subweapon1>
            <subweapon2 type="WeaponSound">
              <gain>1.6</gain>
              <sound>data/wav/misc/thunder.wav</sound>
            </subweapon2>
          </collisionaction>
        </collisionaction>
      </subweapon2>
    </accessoryaction>
  </accessory>
  -->
<!--
  <accessory>
    <name>Baby Ring</name>
    <armslevel>6</armslevel>
    <description>A large explosive projectile weapon.</description>
    <icon>bnuke.bmp</icon>
    <bundlesize>3</bundlesize>
    <cost>8000</cost>
    <activationsound>shoot/large.wav</activationsound>
    <model type='MilkShape'>data/accessories/littleboy/littleboy.txt</model>
    <accessoryaction type='WeaponExplosion'>
      <hurtamount>0.0</hurtamount>
      <deform>none</deform>
      <size>11</size>
      <nocreatedebris></nocreatedebris>
      <nocreatesplash></nocreatesplash>
      <explosionshake>0.0</explosionshake>
      <explosiontexture>exp00</explosiontexture>
      <explosionsound>explosions/large.wav</explosionsound>
      <explosiontype>directionalring</explosiontype>
    </accessoryaction>
  </accessory> 
--> 
</accessories>
