var path = {
"px0x0x0x0":"Arsenal/Ammo/MultiPlayer/AssaultRifle",
"px0x0x0x1":"Arsenal/Ammo/MultiPlayer/Cannon",
"px0x0x0x2":"Arsenal/Ammo/MultiPlayer/Frag",
"px0x0x0x3":"Arsenal/Ammo/MultiPlayer/Melee",
"px0x0x0x4":"Arsenal/Ammo/MultiPlayer/Melee_JabLeft",
"px0x0x0x5":"Arsenal/Ammo/MultiPlayer/Melee_JabRight",
"px0x0x0x6":"Arsenal/Ammo/MultiPlayer/Melee_JumpKick",
"px0x0x0x7":"Arsenal/Ammo/MultiPlayer/Melee_RifleButt",
"px0x0x0x8":"Arsenal/Ammo/MultiPlayer/Melee_RunKickLeft",
"px0x0x0x9":"Arsenal/Ammo/MultiPlayer/Melee_RunKickRight",
"px0x0x0x10":"Arsenal/Ammo/MultiPlayer/Melee_SlideKick",
"px0x0x0x11":"Arsenal/Ammo/MultiPlayer/Melee_SweepKick",
"px0x0x0x12":"Arsenal/Ammo/MultiPlayer/Missile",
"px0x0x0x13":"Arsenal/Ammo/MultiPlayer/NailGun",
"px0x0x0x14":"Arsenal/Ammo/MultiPlayer/Pistol",
"px0x0x0x15":"Arsenal/Ammo/MultiPlayer/Plasma",
"px0x0x0x16":"Arsenal/Ammo/MultiPlayer/Proximity",
"px0x0x0x17":"Arsenal/Ammo/MultiPlayer/Remote Charge",
"px0x0x0x18":"Arsenal/Ammo/MultiPlayer/Rifle",
"px0x0x0x19":"Arsenal/Ammo/MultiPlayer/Shotgun",
"px0x0x0x20":"Arsenal/Ammo/MultiPlayer/SMG",
"px0x0x0x21":"Arsenal/Ammo/MultiPlayer/Turret_Street",
"px0x1x0":"Arsenal/Gear/Armor Heavy",
"px0x1x1":"Arsenal/Gear/Armor Light",
"px0x1x2":"Arsenal/Gear/MedKit",
"px0x1x3":"Arsenal/Gear/SlowMo Recharger",
"px0x2x0":"Arsenal/Mods/IronSights",
"px0x2x1":"Arsenal/Mods/PlasmaScope",
"px0x2x2":"Arsenal/Mods/SemiAutoScope",
"px0x3x0":"Arsenal/RefillStations/AmmoStation_MP",
"px0x3x1":"Arsenal/RefillStations/MedStation_MP",
"px0x4x0x0":"Arsenal/Weapons/Multiplayer/Assault Rifle",
"px0x4x0x1":"Arsenal/Weapons/Multiplayer/Cannon",
"px0x4x0x2":"Arsenal/Weapons/Multiplayer/Dual Pistols",
"px0x4x0x3":"Arsenal/Weapons/Multiplayer/Frag Grenade",
"px0x4x0x4":"Arsenal/Weapons/Multiplayer/Missile Launcher",
"px0x4x0x5":"Arsenal/Weapons/Multiplayer/Nail Gun",
"px0x4x0x6":"Arsenal/Weapons/Multiplayer/Pistol",
"px0x4x0x7":"Arsenal/Weapons/Multiplayer/Plasma weapon",
"px0x4x0x8":"Arsenal/Weapons/Multiplayer/Proximity",
"px0x4x0x9":"Arsenal/Weapons/Multiplayer/Remote Charge",
"px0x4x0x10":"Arsenal/Weapons/Multiplayer/Remote Detonator",
"px0x4x0x11":"Arsenal/Weapons/Multiplayer/Semi-auto rifle",
"px0x4x0x12":"Arsenal/Weapons/Multiplayer/Shotgun",
"px0x4x0x13":"Arsenal/Weapons/Multiplayer/Submachinegun",
"px0x4x0x14":"Arsenal/Weapons/Multiplayer/Turret_Street",
"px0x4x0x15":"Arsenal/Weapons/Multiplayer/Unarmed",
"px1x0x0":"Character/Models/DeltaForce_multi",
"px1x0x1":"Character/Models/DeltaForce_multi_team",
"px1x0x2":"Character/Models/DeltaForce_Special_multi",
"px1x0x3":"Character/Models/DeltaForce_Special_multi_team",
"px1x0x4":"Character/Models/Soldier_multi",
"px1x0x5":"Character/Models/Soldier_multi_team",
"px1x0x6":"Character/Models/Soldier_special_multi",
"px1x0x7":"Character/Models/Soldier_special_multi_team",
"px1x0x8x0x0":"Character/Models/Skeletons/Nodes/Skeleton3_Head",
"px1x0x8x0x1":"Character/Models/Skeletons/Nodes/Skeleton3_Head_Alt",
"px2x0x0":"Client/PlayerMovement/PlayerMovement",
"px3x0x0":"FX/ProjectileFX/missile",
"px3x0x1x0x0":"FX/ProjectileFX/ProjectileClassData/ProximityClassData/Proximity",
"px3x1x0":"FX/PusherFX/CannonPusher",
"px3x1x1":"FX/PusherFX/Pusher1",
"px4x0":"GameModes/CaptureAll",
"px4x1":"GameModes/CaptureHold",
"px4x2":"GameModes/CTF",
"px4x3":"GameModes/DeathMatch",
"px4x4":"GameModes/Elimination",
"px4x5":"GameModes/Slowmo CTF",
"px4x6":"GameModes/SlowMoDeathmatch",
"px4x7":"GameModes/TeamDeathMatch",
"px4x8":"GameModes/TeamElimination",
"px4x9":"GameModes/TeamSlowMoDeathmatch",
"px5x0x0":"Server/Limits/Limits",
"px5x1x0":"Server/Player/Player",
"px6x0":"SlowMo/Multiplayer"
};
var pathItem = {
"px0x0x0x0x0":{name:"MaxAmount", def:"450", typ:"Integer min=0 (Single value)", desc:"Specifies the maximum amount of ammo that can be \"carried\" of this type."},
"px0x0x0x0x1":{name:"PlacedAmount", def:"30", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that will be picked up when the weapon was placed by level design."},
"px0x0x0x0x2":{name:"SelectionAmount", def:"225", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that is allocated when a weapon using it is acquired by any means other than a pickup. (Mission defaults, cheats, player messages, etc.)"},
"px0x0x0x0x3":{name:"InstDamage", def:"20.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x0x4":{name:"InstPenetration", def:"0.400000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x1x0":{name:"MaxAmount", def:"15", typ:"Integer min=0 (Single value)", desc:"Specifies the maximum amount of ammo that can be \"carried\" of this type."},
"px0x0x0x1x1":{name:"PlacedAmount", def:"6", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that will be picked up when the weapon was placed by level design."},
"px0x0x0x1x2":{name:"InstDamage", def:"30.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x1x3":{name:"InstPenetration", def:"0.300000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x1x4":{name:"AreaDamage", def:"70.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the Max amount of Area damage done by this type of ammo (i.e., damage done if you are in the center of the damage)."},
"px0x0x0x1x5":{name:"AreaPenetration", def:"0.400000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Area damage done by this type of ammo that ignores armor."},
"px0x0x0x1x6":{name:"AreaDamageRadius", def:"400.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the radius of effect in game units for the Area damage.  The damage amount is linearly scaled from 100% of the AreaDamage value to 0 between AreaDamageRadiusMin and AreaDamageRadius.  The full 100% AreaDamage amount is applied to any objects inside the AreaDamageRadiusMin radius."},
"px0x0x0x1x7":{name:"AreaDamageRadiusMin", def:"100.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the minimum radius of 100% effect in game units for the Area damage.  The damage amount is linearly scaled from 100% of the AreaDamage value to 0 between AreaDamageRadiusMin and AreaDamageRadius.  The full 100% AreaDamage amount is applied to any objects inside the AreaDamageRadiusMin radius.  NOTE: for backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the AreaDamageRadius is used as the AreaDamageRadiusMin value."},
"px0x0x0x2x0":{name:"MaxAmount", def:"5", typ:"Integer min=0 (Single value)", desc:"Specifies the maximum amount of ammo that can be \"carried\" of this type."},
"px0x0x0x2x1":{name:"PlacedAmount", def:"1", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that will be picked up when the weapon was placed by level design."},
"px0x0x0x2x2":{name:"AreaDamage", def:"150.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the Max amount of Area damage done by this type of ammo (i.e., damage done if you are in the center of the damage)."},
"px0x0x0x2x3":{name:"AreaPenetration", def:"0.250000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Area damage done by this type of ammo that ignores armor."},
"px0x0x0x2x4":{name:"AreaDamageRadius", def:"600.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the radius of effect in game units for the Area damage.  The damage amount is linearly scaled from 100% of the AreaDamage value to 0 between AreaDamageRadiusMin and AreaDamageRadius.  The full 100% AreaDamage amount is applied to any objects inside the AreaDamageRadiusMin radius."},
"px0x0x0x2x5":{name:"AreaDamageRadiusMin", def:"100.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the minimum radius of 100% effect in game units for the Area damage.  The damage amount is linearly scaled from 100% of the AreaDamage value to 0 between AreaDamageRadiusMin and AreaDamageRadius.  The full 100% AreaDamage amount is applied to any objects inside the AreaDamageRadiusMin radius.  NOTE: for backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the AreaDamageRadius is used as the AreaDamageRadiusMin value."},
"px0x0x0x3x0":{name:"InstDamage", def:"200.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x3x1":{name:"InstPenetration", def:"0.000000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x4x0":{name:"InstDamage", def:"100.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x4x1":{name:"InstPenetration", def:"0.000000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x5x0":{name:"InstDamage", def:"100.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x5x1":{name:"InstPenetration", def:"0.000000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x6x0":{name:"InstDamage", def:"1000.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x6x1":{name:"InstPenetration", def:"0.000000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x7x0":{name:"InstDamage", def:"150.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x7x1":{name:"InstPenetration", def:"0.000000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x8x0":{name:"InstDamage", def:"1000.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x8x1":{name:"InstPenetration", def:"0.000000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x9x0":{name:"InstDamage", def:"1000.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x9x1":{name:"InstPenetration", def:"0.000000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x10x0":{name:"InstDamage", def:"1000.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x10x1":{name:"InstPenetration", def:"0.000000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x11x0":{name:"InstDamage", def:"1000.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x11x1":{name:"InstPenetration", def:"0.000000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x12x0":{name:"MaxAmount", def:"18", typ:"Integer min=0 (Single value)", desc:"Specifies the maximum amount of ammo that can be \"carried\" of this type."},
"px0x0x0x12x1":{name:"PlacedAmount", def:"9", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that will be picked up when the weapon was placed by level design."},
"px0x0x0x12x2":{name:"InstDamage", def:"70.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x12x3":{name:"InstPenetration", def:"0.000000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x12x4":{name:"AreaDamage", def:"80.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the Max amount of Area damage done by this type of ammo (i.e., damage done if you are in the center of the damage)."},
"px0x0x0x12x5":{name:"AreaPenetration", def:"0.800000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Area damage done by this type of ammo that ignores armor."},
"px0x0x0x12x6":{name:"AreaDamageRadius", def:"400.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the radius of effect in game units for the Area damage.  The damage amount is linearly scaled from 100% of the AreaDamage value to 0 between AreaDamageRadiusMin and AreaDamageRadius.  The full 100% AreaDamage amount is applied to any objects inside the AreaDamageRadiusMin radius."},
"px0x0x0x12x7":{name:"AreaDamageRadiusMin", def:"150.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the minimum radius of 100% effect in game units for the Area damage.  The damage amount is linearly scaled from 100% of the AreaDamage value to 0 between AreaDamageRadiusMin and AreaDamageRadius.  The full 100% AreaDamage amount is applied to any objects inside the AreaDamageRadiusMin radius.  NOTE: for backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the AreaDamageRadius is used as the AreaDamageRadiusMin value."},
"px0x0x0x13x0":{name:"MaxAmount", def:"250", typ:"Integer min=0 (Single value)", desc:"Specifies the maximum amount of ammo that can be \"carried\" of this type."},
"px0x0x0x13x1":{name:"PlacedAmount", def:"25", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that will be picked up when the weapon was placed by level design."},
"px0x0x0x13x2":{name:"SelectionAmount", def:"125", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that is allocated when a weapon using it is acquired by any means other than a pickup. (Mission defaults, cheats, player messages, etc.)"},
"px0x0x0x13x3":{name:"InstDamage", def:"34.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x13x4":{name:"InstPenetration", def:"0.800000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x14x0":{name:"PlacedAmount", def:"18", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that will be picked up when the weapon was placed by level design."},
"px0x0x0x14x1":{name:"SelectionAmount", def:"90", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that is allocated when a weapon using it is acquired by any means other than a pickup. (Mission defaults, cheats, player messages, etc.)"},
"px0x0x0x14x2":{name:"InstDamage", def:"35.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x14x3":{name:"InstPenetration", def:"0.270000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x15x0":{name:"MaxAmount", def:"10", typ:"Integer min=0 (Single value)", desc:"Specifies the maximum amount of ammo that can be \"carried\" of this type."},
"px0x0x0x15x1":{name:"PlacedAmount", def:"10", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that will be picked up when the weapon was placed by level design."},
"px0x0x0x15x2":{name:"InstDamage", def:"150.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x15x3":{name:"InstPenetration", def:"0.000000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x16x0":{name:"MaxAmount", def:"5", typ:"Integer min=0 (Single value)", desc:"Specifies the maximum amount of ammo that can be \"carried\" of this type."},
"px0x0x0x16x1":{name:"AreaDamage", def:"150.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the Max amount of Area damage done by this type of ammo (i.e., damage done if you are in the center of the damage)."},
"px0x0x0x16x2":{name:"AreaPenetration", def:"0.400000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Area damage done by this type of ammo that ignores armor."},
"px0x0x0x16x3":{name:"AreaDamageRadius", def:"500.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the radius of effect in game units for the Area damage.  The damage amount is linearly scaled from 100% of the AreaDamage value to 0 between AreaDamageRadiusMin and AreaDamageRadius.  The full 100% AreaDamage amount is applied to any objects inside the AreaDamageRadiusMin radius."},
"px0x0x0x16x4":{name:"AreaDamageRadiusMin", def:"100.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the minimum radius of 100% effect in game units for the Area damage.  The damage amount is linearly scaled from 100% of the AreaDamage value to 0 between AreaDamageRadiusMin and AreaDamageRadius.  The full 100% AreaDamage amount is applied to any objects inside the AreaDamageRadiusMin radius.  NOTE: for backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the AreaDamageRadius is used as the AreaDamageRadiusMin value."},
"px0x0x0x17x0":{name:"MaxAmount", def:"5", typ:"Integer min=0 (Single value)", desc:"Specifies the maximum amount of ammo that can be \"carried\" of this type."},
"px0x0x0x17x1":{name:"AreaDamage", def:"150.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the Max amount of Area damage done by this type of ammo (i.e., damage done if you are in the center of the damage)."},
"px0x0x0x17x2":{name:"AreaPenetration", def:"0.400000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Area damage done by this type of ammo that ignores armor."},
"px0x0x0x17x3":{name:"AreaDamageRadius", def:"500.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the radius of effect in game units for the Area damage.  The damage amount is linearly scaled from 100% of the AreaDamage value to 0 between AreaDamageRadiusMin and AreaDamageRadius.  The full 100% AreaDamage amount is applied to any objects inside the AreaDamageRadiusMin radius."},
"px0x0x0x17x4":{name:"AreaDamageRadiusMin", def:"300.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the minimum radius of 100% effect in game units for the Area damage.  The damage amount is linearly scaled from 100% of the AreaDamage value to 0 between AreaDamageRadiusMin and AreaDamageRadius.  The full 100% AreaDamage amount is applied to any objects inside the AreaDamageRadiusMin radius.  NOTE: for backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the AreaDamageRadius is used as the AreaDamageRadiusMin value."},
"px0x0x0x18x0":{name:"MaxAmount", def:"200", typ:"Integer min=0 (Single value)", desc:"Specifies the maximum amount of ammo that can be \"carried\" of this type."},
"px0x0x0x18x1":{name:"PlacedAmount", def:"30", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that will be picked up when the weapon was placed by level design."},
"px0x0x0x18x2":{name:"SelectionAmount", def:"60", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that is allocated when a weapon using it is acquired by any means other than a pickup. (Mission defaults, cheats, player messages, etc.)"},
"px0x0x0x18x3":{name:"InstDamage", def:"37.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x18x4":{name:"InstPenetration", def:"0.500000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x19x0":{name:"MaxAmount", def:"180", typ:"Integer min=0 (Single value)", desc:"Specifies the maximum amount of ammo that can be \"carried\" of this type."},
"px0x0x0x19x1":{name:"PlacedAmount", def:"24", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that will be picked up when the weapon was placed by level design."},
"px0x0x0x19x2":{name:"SelectionAmount", def:"48", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that is allocated when a weapon using it is acquired by any means other than a pickup. (Mission defaults, cheats, player messages, etc.)"},
"px0x0x0x19x3":{name:"InstDamage", def:"20.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x19x4":{name:"InstPenetration", def:"0.300000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x20x0":{name:"MaxAmount", def:"500", typ:"Integer min=0 (Single value)", desc:"Specifies the maximum amount of ammo that can be \"carried\" of this type."},
"px0x0x0x20x1":{name:"PlacedAmount", def:"50", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that will be picked up when the weapon was placed by level design."},
"px0x0x0x20x2":{name:"SelectionAmount", def:"300", typ:"Integer min=0 (Single value)", desc:"Specifies the amount of ammo that is allocated when a weapon using it is acquired by any means other than a pickup. (Mission defaults, cheats, player messages, etc.)"},
"px0x0x0x20x3":{name:"InstDamage", def:"13.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x20x4":{name:"InstPenetration", def:"0.300000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x0x0x21x0":{name:"InstDamage", def:"50.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies the amount of Instantaneous damage done by this type of ammo."},
"px0x0x0x21x1":{name:"InstPenetration", def:"0.500000", typ:"Float min=0.0;max=1.0 (Single value)", desc:"Specifies the percentage of Instantaneous damage done by this type of ammo that ignores armor."},
"px0x1x0x0":{name:"Armor", def:"50.000000", typ:"Float  (Single value)", desc:"Specifies the amount of armor this type of gear provides."},
"px0x1x0x1":{name:"RespawnWait", def:"15.000000", typ:"Float  (Single value)", desc:"Specifies the how long the gear item waits before respawning in MP"},
"px0x1x0x2":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x1x1x0":{name:"Armor", def:"35.000000", typ:"Float  (Single value)", desc:"Specifies the amount of armor this type of gear provides."},
"px0x1x1x1":{name:"RespawnWait", def:"15.000000", typ:"Float  (Single value)", desc:"Specifies the how long the gear item waits before respawning in MP"},
"px0x1x1x2":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x1x2x0":{name:"Armor", def:"0.000000", typ:"Float  (Single value)", desc:"Specifies the amount of armor this type of gear provides."},
"px0x1x2x1":{name:"Health", def:"50.000000", typ:"Float  (Single value)", desc:"Specifies the amount of health this type of gear provides."},
"px0x1x2x2":{name:"MaxAmount", def:"10", typ:"Integer  (Single value)", desc:"Specifies the maximum number of gear items of this type that can be carried. Setting this to 0 indicates there is no limit. Items with MaxAmount set to 0 activate automatically, otherwise they require an activation."},
"px0x1x2x3":{name:"RespawnWait", def:"15.000000", typ:"Float  (Single value)", desc:"Specifies the how long the gear item waits before respawning in MP"},
"px0x1x2x4":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x1x3x0":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x2x0x0":{name:"Scope.0.MagPower", def:"1.300000", typ:"Float  (Single value)", desc:"Magnification power of scope."},
"px0x2x0x1":{name:"Scope.0.ZoomTimeIn", def:"0.200000", typ:"Float  (Single value)", desc:"Time in seconds it takes to zoom in."},
"px0x2x0x2":{name:"Scope.0.ZoomTimeOut", def:"0.200000", typ:"Float  (Single value)", desc:"Time in seconds it takes to zoom out."},
"px0x2x1x0":{name:"Scope.0.MagPower", def:"4.000000", typ:"Float  (Single value)", desc:"Magnification power of scope."},
"px0x2x1x1":{name:"Scope.0.ZoomTimeIn", def:"0.500000", typ:"Float  (Single value)", desc:"Time in seconds it takes to zoom in."},
"px0x2x1x2":{name:"Scope.0.ZoomTimeOut", def:"0.500000", typ:"Float  (Single value)", desc:"Time in seconds it takes to zoom out."},
"px0x2x2x0":{name:"Scope.0.MagPower", def:"3.000000", typ:"Float  (Single value)", desc:"Magnification power of scope."},
"px0x2x2x1":{name:"Scope.0.ZoomTimeIn", def:"0.130000", typ:"Float  (Single value)", desc:"Time in seconds it takes to zoom in."},
"px0x2x2x2":{name:"Scope.0.ZoomTimeOut", def:"0.130000", typ:"Float  (Single value)", desc:"Time in seconds it takes to zoom out."},
"px0x3x0x0":{name:"Radius", def:"150", typ:"Integer  (Single value)", desc:"Specifies the distance from the refill station a player must be within in order to recieve inventory from the RefillStation."},
"px0x3x0x1":{name:"UpdateRate", def:"1000", typ:"Time  (Single value)", desc:"Specifies the rate at which a RefillStation will update players inventory."},
"px0x3x0x2":{name:"Health.0.AmountPerUpdate", def:"0", typ:"Integer  (Single value)", desc:"Specifies the amount of this inventory type a player will recieve per update."},
"px0x3x0x3":{name:"Health.0.TotalAmount", def:"0", typ:"Integer  (Single value)", desc:"Specifies the total amount of this inventory type the refill station is initially supplied with."},
"px0x3x0x4":{name:"Armor.0.AmountPerUpdate", def:"0", typ:"Integer  (Single value)", desc:"Specifies the amount of this inventory type a player will recieve per update."},
"px0x3x0x5":{name:"Armor.0.TotalAmount", def:"0", typ:"Integer  (Single value)", desc:"Specifies the total amount of this inventory type the refill station is initially supplied with."},
"px0x3x0x6":{name:"Ammo.0.AmountPerUpdate", def:"10", typ:"Integer  (Single value)", desc:"Specifies the amount of this ammo type a player will recieve per update."},
"px0x3x0x7":{name:"Ammo.0.TotalAmount", def:"-1", typ:"Integer  (Single value)", desc:"Specifies the total amount of this ammo type the refill station is initially supplied with."},
"px0x3x0x8":{name:"Ammo.1.AmountPerUpdate", def:"10", typ:"Integer  (Single value)", desc:"Specifies the amount of this ammo type a player will recieve per update."},
"px0x3x0x9":{name:"Ammo.1.TotalAmount", def:"-1", typ:"Integer  (Single value)", desc:"Specifies the total amount of this ammo type the refill station is initially supplied with."},
"px0x3x0x10":{name:"Ammo.2.AmountPerUpdate", def:"1", typ:"Integer  (Single value)", desc:"Specifies the amount of this ammo type a player will recieve per update."},
"px0x3x0x11":{name:"Ammo.2.TotalAmount", def:"-1", typ:"Integer  (Single value)", desc:"Specifies the total amount of this ammo type the refill station is initially supplied with."},
"px0x3x0x12":{name:"Ammo.3.AmountPerUpdate", def:"3", typ:"Integer  (Single value)", desc:"Specifies the amount of this ammo type a player will recieve per update."},
"px0x3x0x13":{name:"Ammo.3.TotalAmount", def:"-1", typ:"Integer  (Single value)", desc:"Specifies the total amount of this ammo type the refill station is initially supplied with."},
"px0x3x0x14":{name:"Ammo.4.AmountPerUpdate", def:"5", typ:"Integer  (Single value)", desc:"Specifies the amount of this ammo type a player will recieve per update."},
"px0x3x0x15":{name:"Ammo.4.TotalAmount", def:"-1", typ:"Integer  (Single value)", desc:"Specifies the total amount of this ammo type the refill station is initially supplied with."},
"px0x3x0x16":{name:"Ammo.5.AmountPerUpdate", def:"5", typ:"Integer  (Single value)", desc:"Specifies the amount of this ammo type a player will recieve per update."},
"px0x3x0x17":{name:"Ammo.5.TotalAmount", def:"-1", typ:"Integer  (Single value)", desc:"Specifies the total amount of this ammo type the refill station is initially supplied with."},
"px0x3x0x18":{name:"Ammo.6.AmountPerUpdate", def:"1", typ:"Integer  (Single value)", desc:"Specifies the amount of this ammo type a player will recieve per update."},
"px0x3x0x19":{name:"Ammo.6.TotalAmount", def:"-1", typ:"Integer  (Single value)", desc:"Specifies the total amount of this ammo type the refill station is initially supplied with."},
"px0x3x0x20":{name:"Ammo.7.AmountPerUpdate", def:"3", typ:"Integer  (Single value)", desc:"Specifies the amount of this ammo type a player will recieve per update."},
"px0x3x0x21":{name:"Ammo.7.TotalAmount", def:"-1", typ:"Integer  (Single value)", desc:"Specifies the total amount of this ammo type the refill station is initially supplied with."},
"px0x3x0x22":{name:"Ammo.8.AmountPerUpdate", def:"3", typ:"Integer  (Single value)", desc:"Specifies the amount of this ammo type a player will recieve per update."},
"px0x3x0x23":{name:"Ammo.8.TotalAmount", def:"-1", typ:"Integer  (Single value)", desc:"Specifies the total amount of this ammo type the refill station is initially supplied with."},
"px0x3x1x0":{name:"Radius", def:"150", typ:"Integer  (Single value)", desc:"Specifies the distance from the refill station a player must be within in order to recieve inventory from the RefillStation."},
"px0x3x1x1":{name:"UpdateRate", def:"1000", typ:"Time  (Single value)", desc:"Specifies the rate at which a RefillStation will update players inventory."},
"px0x3x1x2":{name:"Health.0.AmountPerUpdate", def:"10", typ:"Integer  (Single value)", desc:"Specifies the amount of this inventory type a player will recieve per update."},
"px0x3x1x3":{name:"Health.0.TotalAmount", def:"-1", typ:"Integer  (Single value)", desc:"Specifies the total amount of this inventory type the refill station is initially supplied with."},
"px0x3x1x4":{name:"Armor.0.AmountPerUpdate", def:"0", typ:"Integer  (Single value)", desc:"Specifies the amount of this inventory type a player will recieve per update."},
"px0x3x1x5":{name:"Armor.0.TotalAmount", def:"0", typ:"Integer  (Single value)", desc:"Specifies the total amount of this inventory type the refill station is initially supplied with."},
"px0x4x0x0x0":{name:"Perturb", def:"5.000000,70.000000", typ:"Range  (Single value)", desc:"The amount of perturb on each vector or projectile fired by the weapon.  A value in range from min to max is added to the Up and Right components of the firing direction vector based on the current accuracy of the player/ai firing the weapon."},
"px0x4x0x0x1":{name:"VectorsPerRound", def:"1", typ:"Integer  (Single value)", desc:"Specifies the number of vectors (rays cast) per round fired."},
"px0x4x0x0x2":{name:"InfiniteAmmo", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has unlimited ammo."},
"px0x4x0x0x3":{name:"InfiniteClip", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has an unlimited clip.  If true this will ignore the ShotsPerClip property."},
"px0x4x0x0x4":{name:"ShotsPerClip", def:"30", typ:"Integer  (Single value)", desc:"The number of rounds the weapon can fire before it must be reloaded."},
"px0x4x0x0x5":{name:"FireRecoilKick", def:"5.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much recoil the weapon generates when fired."},
"px0x4x0x0x6":{name:"FireRecoilYawRatio", def:"0.666000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much the weapon's recoil will move the weapon side to side. A ratio of less than 1.0 will move the weapon more vertically than horizontally. A ratio of more than 1.0 will move the weapon more horizonatlly than vertically."},
"px0x4x0x0x7":{name:"FireRecoilDecay", def:"3.500000", typ:"Float min=0.0 (Single value)", desc:"Specifies how quickly the player recovers from recoil caused by firing."},
"px0x4x0x0x8":{name:"EffectiveVectorRange", def:"1700", typ:"Integer  (Single value)", desc:"The range a vector weapon does full damage."},
"px0x4x0x0x9":{name:"VectorHalfDamageDist", def:"1700", typ:"Integer  (Single value)", desc:"Specifies the distance beyond the EffectiveVectorRange that the damage will be cut in half.  The damage rolls off after the efffective range. This value tells you the \"half-life\" of the damage.  If EffectiveVectorRange is set to 1000, and VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500, 25% at 2000, etc."},
"px0x4x0x0x10":{name:"RespawnWait", def:"15.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x0x11":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x0x12":{name:"MovementMultiplier", def:"0.850000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px0x4x0x0x13":{name:"Accuracy.0.PerturbIncreaseRate", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon loses accuracy"},
"px0x4x0x0x14":{name:"Accuracy.0.PerturbDecreaseRate", def:"5.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon regains accuracy"},
"px0x4x0x0x15":{name:"Accuracy.0.Stand", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still"},
"px0x4x0x0x16":{name:"Accuracy.0.Walk", def:"0.600000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking"},
"px0x4x0x0x17":{name:"Accuracy.0.Run", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while running"},
"px0x4x0x0x18":{name:"Accuracy.0.Jump", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while jumping"},
"px0x4x0x0x19":{name:"Accuracy.0.Crouch", def:"0.200000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching"},
"px0x4x0x0x20":{name:"Accuracy.0.Crouch_Walk", def:"0.350000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and moving"},
"px0x4x0x0x21":{name:"Accuracy.0.Aim", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still and aiming"},
"px0x4x0x0x22":{name:"Accuracy.0.Aim_Crouch", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and aiming"},
"px0x4x0x0x23":{name:"Accuracy.0.Aim_Walk", def:"0.400000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking and aiming"},
"px0x4x0x0x24":{name:"Accuracy.0.Aim_Crouch_Walk", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching, aiming, and moving"},
"px0x4x0x0x25":{name:"Accuracy.0.Swim", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while swimming"},
"px0x4x0x0x26":{name:"Accuracy.0.Turn", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty for turning"},
"px0x4x0x0x27":{name:"Accuracy.0.Recoil", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty when suffering from full recoil"},
"px0x4x0x1x0":{name:"Perturb", def:"0.000000,50.000000", typ:"Range  (Single value)", desc:"The amount of perturb on each vector or projectile fired by the weapon.  A value in range from min to max is added to the Up and Right components of the firing direction vector based on the current accuracy of the player/ai firing the weapon."},
"px0x4x0x1x1":{name:"VectorsPerRound", def:"1", typ:"Integer  (Single value)", desc:"Specifies the number of vectors (rays cast) per round fired."},
"px0x4x0x1x2":{name:"InfiniteAmmo", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has unlimited ammo."},
"px0x4x0x1x3":{name:"InfiniteClip", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has an unlimited clip.  If true this will ignore the ShotsPerClip property."},
"px0x4x0x1x4":{name:"ShotsPerClip", def:"50", typ:"Integer  (Single value)", desc:"The number of rounds the weapon can fire before it must be reloaded."},
"px0x4x0x1x5":{name:"FireRecoilKick", def:"10.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much recoil the weapon generates when fired."},
"px0x4x0x1x6":{name:"FireRecoilYawRatio", def:"0.800000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much the weapon's recoil will move the weapon side to side. A ratio of less than 1.0 will move the weapon more vertically than horizontally. A ratio of more than 1.0 will move the weapon more horizonatlly than vertically."},
"px0x4x0x1x7":{name:"FireRecoilDecay", def:"8.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how quickly the player recovers from recoil caused by firing."},
"px0x4x0x1x8":{name:"EffectiveVectorRange", def:"3000", typ:"Integer  (Single value)", desc:"The range a vector weapon does full damage."},
"px0x4x0x1x9":{name:"VectorHalfDamageDist", def:"1000", typ:"Integer  (Single value)", desc:"Specifies the distance beyond the EffectiveVectorRange that the damage will be cut in half.  The damage rolls off after the efffective range. This value tells you the \"half-life\" of the damage.  If EffectiveVectorRange is set to 1000, and VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500, 25% at 2000, etc."},
"px0x4x0x1x10":{name:"RespawnWait", def:"60.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x1x11":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x1x12":{name:"MovementMultiplier", def:"0.750000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px0x4x0x1x13":{name:"Accuracy.0.PerturbIncreaseRate", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon loses accuracy"},
"px0x4x0x1x14":{name:"Accuracy.0.PerturbDecreaseRate", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon regains accuracy"},
"px0x4x0x1x15":{name:"Accuracy.0.Stand", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still"},
"px0x4x0x1x16":{name:"Accuracy.0.Walk", def:"0.500000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking"},
"px0x4x0x1x17":{name:"Accuracy.0.Run", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while running"},
"px0x4x0x1x18":{name:"Accuracy.0.Jump", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while jumping"},
"px0x4x0x1x19":{name:"Accuracy.0.Crouch", def:"0.150000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching"},
"px0x4x0x1x20":{name:"Accuracy.0.Crouch_Walk", def:"0.350000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and moving"},
"px0x4x0x1x21":{name:"Accuracy.0.Aim", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still and aiming"},
"px0x4x0x1x22":{name:"Accuracy.0.Aim_Crouch", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and aiming"},
"px0x4x0x1x23":{name:"Accuracy.0.Aim_Walk", def:"0.170000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking and aiming"},
"px0x4x0x1x24":{name:"Accuracy.0.Aim_Crouch_Walk", def:"0.130000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching, aiming, and moving"},
"px0x4x0x1x25":{name:"Accuracy.0.Swim", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while swimming"},
"px0x4x0x1x26":{name:"Accuracy.0.Turn", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty for turning"},
"px0x4x0x1x27":{name:"Accuracy.0.Recoil", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty when suffering from full recoil"},
"px0x4x0x2x0":{name:"Perturb", def:"5.000000,60.000000", typ:"Range  (Single value)", desc:"The amount of perturb on each vector or projectile fired by the weapon.  A value in range from min to max is added to the Up and Right components of the firing direction vector based on the current accuracy of the player/ai firing the weapon."},
"px0x4x0x2x1":{name:"VectorsPerRound", def:"1", typ:"Integer  (Single value)", desc:"Specifies the number of vectors (rays cast) per round fired."},
"px0x4x0x2x2":{name:"InfiniteAmmo", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has unlimited ammo."},
"px0x4x0x2x3":{name:"InfiniteClip", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has an unlimited clip.  If true this will ignore the ShotsPerClip property."},
"px0x4x0x2x4":{name:"ShotsPerClip", def:"36", typ:"Integer  (Single value)", desc:"The number of rounds the weapon can fire before it must be reloaded."},
"px0x4x0x2x5":{name:"FireRecoilKick", def:"7.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much recoil the weapon generates when fired."},
"px0x4x0x2x6":{name:"FireRecoilYawRatio", def:"0.330000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much the weapon's recoil will move the weapon side to side. A ratio of less than 1.0 will move the weapon more vertically than horizontally. A ratio of more than 1.0 will move the weapon more horizonatlly than vertically."},
"px0x4x0x2x7":{name:"FireRecoilDecay", def:"5.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how quickly the player recovers from recoil caused by firing."},
"px0x4x0x2x8":{name:"EffectiveVectorRange", def:"1000", typ:"Integer  (Single value)", desc:"The range a vector weapon does full damage."},
"px0x4x0x2x9":{name:"VectorHalfDamageDist", def:"750", typ:"Integer  (Single value)", desc:"Specifies the distance beyond the EffectiveVectorRange that the damage will be cut in half.  The damage rolls off after the efffective range. This value tells you the \"half-life\" of the damage.  If EffectiveVectorRange is set to 1000, and VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500, 25% at 2000, etc."},
"px0x4x0x2x10":{name:"RespawnWait", def:"15.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x2x11":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x2x12":{name:"MovementMultiplier", def:"0.900000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px0x4x0x2x13":{name:"Accuracy.0.PerturbIncreaseRate", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon loses accuracy"},
"px0x4x0x2x14":{name:"Accuracy.0.PerturbDecreaseRate", def:"5.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon regains accuracy"},
"px0x4x0x2x15":{name:"Accuracy.0.Stand", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still"},
"px0x4x0x2x16":{name:"Accuracy.0.Walk", def:"0.500000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking"},
"px0x4x0x2x17":{name:"Accuracy.0.Run", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while running"},
"px0x4x0x2x18":{name:"Accuracy.0.Jump", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while jumping"},
"px0x4x0x2x19":{name:"Accuracy.0.Crouch", def:"0.150000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching"},
"px0x4x0x2x20":{name:"Accuracy.0.Crouch_Walk", def:"0.350000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and moving"},
"px0x4x0x2x21":{name:"Accuracy.0.Aim", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still and aiming"},
"px0x4x0x2x22":{name:"Accuracy.0.Aim_Crouch", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and aiming"},
"px0x4x0x2x23":{name:"Accuracy.0.Aim_Walk", def:"0.170000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking and aiming"},
"px0x4x0x2x24":{name:"Accuracy.0.Aim_Crouch_Walk", def:"0.130000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching, aiming, and moving"},
"px0x4x0x2x25":{name:"Accuracy.0.Swim", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while swimming"},
"px0x4x0x2x26":{name:"Accuracy.0.Turn", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty for turning"},
"px0x4x0x2x27":{name:"Accuracy.0.Recoil", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty when suffering from full recoil"},
"px0x4x0x3x0":{name:"RespawnWait", def:"15.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x3x1":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x3x2":{name:"MovementMultiplier", def:"1.000000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px0x4x0x4x0":{name:"Perturb", def:"0.000000,10.000000", typ:"Range  (Single value)", desc:"The amount of perturb on each vector or projectile fired by the weapon.  A value in range from min to max is added to the Up and Right components of the firing direction vector based on the current accuracy of the player/ai firing the weapon."},
"px0x4x0x4x1":{name:"InfiniteAmmo", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has unlimited ammo."},
"px0x4x0x4x2":{name:"InfiniteClip", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has an unlimited clip.  If true this will ignore the ShotsPerClip property."},
"px0x4x0x4x3":{name:"ShotsPerClip", def:"15", typ:"Integer  (Single value)", desc:"The number of rounds the weapon can fire before it must be reloaded."},
"px0x4x0x4x4":{name:"FireRecoilKick", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much recoil the weapon generates when fired."},
"px0x4x0x4x5":{name:"FireRecoilYawRatio", def:"0.330000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much the weapon's recoil will move the weapon side to side. A ratio of less than 1.0 will move the weapon more vertically than horizontally. A ratio of more than 1.0 will move the weapon more horizonatlly than vertically."},
"px0x4x0x4x6":{name:"FireRecoilDecay", def:"2.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how quickly the player recovers from recoil caused by firing."},
"px0x4x0x4x7":{name:"RespawnWait", def:"60.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x4x8":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x4x9":{name:"MovementMultiplier", def:"0.750000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px0x4x0x4x10":{name:"Accuracy.0.PerturbIncreaseRate", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon loses accuracy"},
"px0x4x0x4x11":{name:"Accuracy.0.PerturbDecreaseRate", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon regains accuracy"},
"px0x4x0x4x12":{name:"Accuracy.0.Stand", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still"},
"px0x4x0x4x13":{name:"Accuracy.0.Walk", def:"0.500000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking"},
"px0x4x0x4x14":{name:"Accuracy.0.Run", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while running"},
"px0x4x0x4x15":{name:"Accuracy.0.Jump", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while jumping"},
"px0x4x0x4x16":{name:"Accuracy.0.Crouch", def:"0.150000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching"},
"px0x4x0x4x17":{name:"Accuracy.0.Crouch_Walk", def:"0.350000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and moving"},
"px0x4x0x4x18":{name:"Accuracy.0.Aim", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still and aiming"},
"px0x4x0x4x19":{name:"Accuracy.0.Aim_Crouch", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and aiming"},
"px0x4x0x4x20":{name:"Accuracy.0.Aim_Walk", def:"0.170000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking and aiming"},
"px0x4x0x4x21":{name:"Accuracy.0.Aim_Crouch_Walk", def:"0.130000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching, aiming, and moving"},
"px0x4x0x4x22":{name:"Accuracy.0.Swim", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while swimming"},
"px0x4x0x4x23":{name:"Accuracy.0.Turn", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty for turning"},
"px0x4x0x4x24":{name:"Accuracy.0.Recoil", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty when suffering from full recoil"},
"px0x4x0x5x0":{name:"Perturb", def:"0.000000,60.000000", typ:"Range  (Single value)", desc:"The amount of perturb on each vector or projectile fired by the weapon.  A value in range from min to max is added to the Up and Right components of the firing direction vector based on the current accuracy of the player/ai firing the weapon."},
"px0x4x0x5x1":{name:"VectorsPerRound", def:"1", typ:"Integer  (Single value)", desc:"Specifies the number of vectors (rays cast) per round fired."},
"px0x4x0x5x2":{name:"InfiniteAmmo", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has unlimited ammo."},
"px0x4x0x5x3":{name:"InfiniteClip", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has an unlimited clip.  If true this will ignore the ShotsPerClip property."},
"px0x4x0x5x4":{name:"ShotsPerClip", def:"25", typ:"Integer  (Single value)", desc:"The number of rounds the weapon can fire before it must be reloaded."},
"px0x4x0x5x5":{name:"FireRecoilKick", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much recoil the weapon generates when fired."},
"px0x4x0x5x6":{name:"FireRecoilYawRatio", def:"0.330000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much the weapon's recoil will move the weapon side to side. A ratio of less than 1.0 will move the weapon more vertically than horizontally. A ratio of more than 1.0 will move the weapon more horizonatlly than vertically."},
"px0x4x0x5x7":{name:"FireRecoilDecay", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how quickly the player recovers from recoil caused by firing."},
"px0x4x0x5x8":{name:"EffectiveVectorRange", def:"1500", typ:"Integer  (Single value)", desc:"The range a vector weapon does full damage."},
"px0x4x0x5x9":{name:"VectorHalfDamageDist", def:"1500", typ:"Integer  (Single value)", desc:"Specifies the distance beyond the EffectiveVectorRange that the damage will be cut in half.  The damage rolls off after the efffective range. This value tells you the \"half-life\" of the damage.  If EffectiveVectorRange is set to 1000, and VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500, 25% at 2000, etc."},
"px0x4x0x5x10":{name:"RespawnWait", def:"15.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x5x11":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x5x12":{name:"MovementMultiplier", def:"0.830000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px0x4x0x5x13":{name:"Accuracy.0.PerturbIncreaseRate", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon loses accuracy"},
"px0x4x0x5x14":{name:"Accuracy.0.PerturbDecreaseRate", def:"5.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon regains accuracy"},
"px0x4x0x5x15":{name:"Accuracy.0.Stand", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still"},
"px0x4x0x5x16":{name:"Accuracy.0.Walk", def:"0.500000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking"},
"px0x4x0x5x17":{name:"Accuracy.0.Run", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while running"},
"px0x4x0x5x18":{name:"Accuracy.0.Jump", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while jumping"},
"px0x4x0x5x19":{name:"Accuracy.0.Crouch", def:"0.150000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching"},
"px0x4x0x5x20":{name:"Accuracy.0.Crouch_Walk", def:"0.350000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and moving"},
"px0x4x0x5x21":{name:"Accuracy.0.Aim", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still and aiming"},
"px0x4x0x5x22":{name:"Accuracy.0.Aim_Crouch", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and aiming"},
"px0x4x0x5x23":{name:"Accuracy.0.Aim_Walk", def:"0.170000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking and aiming"},
"px0x4x0x5x24":{name:"Accuracy.0.Aim_Crouch_Walk", def:"0.130000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching, aiming, and moving"},
"px0x4x0x5x25":{name:"Accuracy.0.Swim", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while swimming"},
"px0x4x0x5x26":{name:"Accuracy.0.Turn", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty for turning"},
"px0x4x0x5x27":{name:"Accuracy.0.Recoil", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty when suffering from full recoil"},
"px0x4x0x6x0":{name:"Perturb", def:"5.000000,70.000000", typ:"Range  (Single value)", desc:"The amount of perturb on each vector or projectile fired by the weapon.  A value in range from min to max is added to the Up and Right components of the firing direction vector based on the current accuracy of the player/ai firing the weapon."},
"px0x4x0x6x1":{name:"VectorsPerRound", def:"1", typ:"Integer  (Single value)", desc:"Specifies the number of vectors (rays cast) per round fired."},
"px0x4x0x6x2":{name:"InfiniteAmmo", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has unlimited ammo."},
"px0x4x0x6x3":{name:"InfiniteClip", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has an unlimited clip.  If true this will ignore the ShotsPerClip property."},
"px0x4x0x6x4":{name:"ShotsPerClip", def:"18", typ:"Integer  (Single value)", desc:"The number of rounds the weapon can fire before it must be reloaded."},
"px0x4x0x6x5":{name:"FireRecoilKick", def:"7.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much recoil the weapon generates when fired."},
"px0x4x0x6x6":{name:"FireRecoilYawRatio", def:"0.330000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much the weapon's recoil will move the weapon side to side. A ratio of less than 1.0 will move the weapon more vertically than horizontally. A ratio of more than 1.0 will move the weapon more horizonatlly than vertically."},
"px0x4x0x6x7":{name:"FireRecoilDecay", def:"5.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how quickly the player recovers from recoil caused by firing."},
"px0x4x0x6x8":{name:"EffectiveVectorRange", def:"1000", typ:"Integer  (Single value)", desc:"The range a vector weapon does full damage."},
"px0x4x0x6x9":{name:"VectorHalfDamageDist", def:"750", typ:"Integer  (Single value)", desc:"Specifies the distance beyond the EffectiveVectorRange that the damage will be cut in half.  The damage rolls off after the efffective range. This value tells you the \"half-life\" of the damage.  If EffectiveVectorRange is set to 1000, and VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500, 25% at 2000, etc."},
"px0x4x0x6x10":{name:"RespawnWait", def:"15.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x6x11":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x6x12":{name:"MovementMultiplier", def:"0.950000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px0x4x0x6x13":{name:"Accuracy.0.PerturbIncreaseRate", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon loses accuracy"},
"px0x4x0x6x14":{name:"Accuracy.0.PerturbDecreaseRate", def:"5.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon regains accuracy"},
"px0x4x0x6x15":{name:"Accuracy.0.Stand", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still"},
"px0x4x0x6x16":{name:"Accuracy.0.Walk", def:"0.500000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking"},
"px0x4x0x6x17":{name:"Accuracy.0.Run", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while running"},
"px0x4x0x6x18":{name:"Accuracy.0.Jump", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while jumping"},
"px0x4x0x6x19":{name:"Accuracy.0.Crouch", def:"0.150000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching"},
"px0x4x0x6x20":{name:"Accuracy.0.Crouch_Walk", def:"0.350000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and moving"},
"px0x4x0x6x21":{name:"Accuracy.0.Aim", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still and aiming"},
"px0x4x0x6x22":{name:"Accuracy.0.Aim_Crouch", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and aiming"},
"px0x4x0x6x23":{name:"Accuracy.0.Aim_Walk", def:"0.170000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking and aiming"},
"px0x4x0x6x24":{name:"Accuracy.0.Aim_Crouch_Walk", def:"0.130000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching, aiming, and moving"},
"px0x4x0x6x25":{name:"Accuracy.0.Swim", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while swimming"},
"px0x4x0x6x26":{name:"Accuracy.0.Turn", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty for turning"},
"px0x4x0x6x27":{name:"Accuracy.0.Recoil", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty when suffering from full recoil"},
"px0x4x0x7x0":{name:"Perturb", def:"0.000000,60.000000", typ:"Range  (Single value)", desc:"The amount of perturb on each vector or projectile fired by the weapon.  A value in range from min to max is added to the Up and Right components of the firing direction vector based on the current accuracy of the player/ai firing the weapon."},
"px0x4x0x7x1":{name:"VectorsPerRound", def:"1", typ:"Integer  (Single value)", desc:"Specifies the number of vectors (rays cast) per round fired."},
"px0x4x0x7x2":{name:"InfiniteAmmo", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has unlimited ammo."},
"px0x4x0x7x3":{name:"InfiniteClip", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has an unlimited clip.  If true this will ignore the ShotsPerClip property."},
"px0x4x0x7x4":{name:"ShotsPerClip", def:"5", typ:"Integer  (Single value)", desc:"The number of rounds the weapon can fire before it must be reloaded."},
"px0x4x0x7x5":{name:"FireRecoilKick", def:"20.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much recoil the weapon generates when fired."},
"px0x4x0x7x6":{name:"FireRecoilYawRatio", def:"0.600000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much the weapon's recoil will move the weapon side to side. A ratio of less than 1.0 will move the weapon more vertically than horizontally. A ratio of more than 1.0 will move the weapon more horizonatlly than vertically."},
"px0x4x0x7x7":{name:"FireRecoilDecay", def:"2.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how quickly the player recovers from recoil caused by firing."},
"px0x4x0x7x8":{name:"EffectiveVectorRange", def:"5000", typ:"Integer  (Single value)", desc:"The range a vector weapon does full damage."},
"px0x4x0x7x9":{name:"VectorHalfDamageDist", def:"5000", typ:"Integer  (Single value)", desc:"Specifies the distance beyond the EffectiveVectorRange that the damage will be cut in half.  The damage rolls off after the efffective range. This value tells you the \"half-life\" of the damage.  If EffectiveVectorRange is set to 1000, and VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500, 25% at 2000, etc."},
"px0x4x0x7x10":{name:"RespawnWait", def:"60.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x7x11":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x7x12":{name:"MovementMultiplier", def:"0.750000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px0x4x0x7x13":{name:"Accuracy.0.PerturbIncreaseRate", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon loses accuracy"},
"px0x4x0x7x14":{name:"Accuracy.0.PerturbDecreaseRate", def:"5.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon regains accuracy"},
"px0x4x0x7x15":{name:"Accuracy.0.Stand", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still"},
"px0x4x0x7x16":{name:"Accuracy.0.Walk", def:"0.500000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking"},
"px0x4x0x7x17":{name:"Accuracy.0.Run", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while running"},
"px0x4x0x7x18":{name:"Accuracy.0.Jump", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while jumping"},
"px0x4x0x7x19":{name:"Accuracy.0.Crouch", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching"},
"px0x4x0x7x20":{name:"Accuracy.0.Crouch_Walk", def:"0.350000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and moving"},
"px0x4x0x7x21":{name:"Accuracy.0.Aim", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still and aiming"},
"px0x4x0x7x22":{name:"Accuracy.0.Aim_Crouch", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and aiming"},
"px0x4x0x7x23":{name:"Accuracy.0.Aim_Walk", def:"0.170000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking and aiming"},
"px0x4x0x7x24":{name:"Accuracy.0.Aim_Crouch_Walk", def:"0.130000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching, aiming, and moving"},
"px0x4x0x7x25":{name:"Accuracy.0.Swim", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while swimming"},
"px0x4x0x7x26":{name:"Accuracy.0.Turn", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty for turning"},
"px0x4x0x7x27":{name:"Accuracy.0.Recoil", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty when suffering from full recoil"},
"px0x4x0x8x0":{name:"RespawnWait", def:"30.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x8x1":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x9x0":{name:"RespawnWait", def:"30.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x9x1":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x10x0":{name:"MovementMultiplier", def:"1.000000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px0x4x0x11x0":{name:"Perturb", def:"5.000000,75.000000", typ:"Range  (Single value)", desc:"The amount of perturb on each vector or projectile fired by the weapon.  A value in range from min to max is added to the Up and Right components of the firing direction vector based on the current accuracy of the player/ai firing the weapon."},
"px0x4x0x11x1":{name:"VectorsPerRound", def:"1", typ:"Integer  (Single value)", desc:"Specifies the number of vectors (rays cast) per round fired."},
"px0x4x0x11x2":{name:"InfiniteAmmo", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has unlimited ammo."},
"px0x4x0x11x3":{name:"InfiniteClip", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has an unlimited clip.  If true this will ignore the ShotsPerClip property."},
"px0x4x0x11x4":{name:"ShotsPerClip", def:"12", typ:"Integer  (Single value)", desc:"The number of rounds the weapon can fire before it must be reloaded."},
"px0x4x0x11x5":{name:"FireRecoilKick", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much recoil the weapon generates when fired."},
"px0x4x0x11x6":{name:"FireRecoilYawRatio", def:"0.330000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much the weapon's recoil will move the weapon side to side. A ratio of less than 1.0 will move the weapon more vertically than horizontally. A ratio of more than 1.0 will move the weapon more horizonatlly than vertically."},
"px0x4x0x11x7":{name:"FireRecoilDecay", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how quickly the player recovers from recoil caused by firing."},
"px0x4x0x11x8":{name:"EffectiveVectorRange", def:"4500", typ:"Integer  (Single value)", desc:"The range a vector weapon does full damage."},
"px0x4x0x11x9":{name:"VectorHalfDamageDist", def:"4000", typ:"Integer  (Single value)", desc:"Specifies the distance beyond the EffectiveVectorRange that the damage will be cut in half.  The damage rolls off after the efffective range. This value tells you the \"half-life\" of the damage.  If EffectiveVectorRange is set to 1000, and VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500, 25% at 2000, etc."},
"px0x4x0x11x10":{name:"RespawnWait", def:"15.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x11x11":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x11x12":{name:"MovementMultiplier", def:"0.750000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px0x4x0x11x13":{name:"Accuracy.0.PerturbIncreaseRate", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon loses accuracy"},
"px0x4x0x11x14":{name:"Accuracy.0.PerturbDecreaseRate", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon regains accuracy"},
"px0x4x0x11x15":{name:"Accuracy.0.Stand", def:"0.100000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still"},
"px0x4x0x11x16":{name:"Accuracy.0.Walk", def:"0.500000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking"},
"px0x4x0x11x17":{name:"Accuracy.0.Run", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while running"},
"px0x4x0x11x18":{name:"Accuracy.0.Jump", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while jumping"},
"px0x4x0x11x19":{name:"Accuracy.0.Crouch", def:"0.100000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching"},
"px0x4x0x11x20":{name:"Accuracy.0.Crouch_Walk", def:"0.350000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and moving"},
"px0x4x0x11x21":{name:"Accuracy.0.Aim", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still and aiming"},
"px0x4x0x11x22":{name:"Accuracy.0.Aim_Crouch", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and aiming"},
"px0x4x0x11x23":{name:"Accuracy.0.Aim_Walk", def:"0.170000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking and aiming"},
"px0x4x0x11x24":{name:"Accuracy.0.Aim_Crouch_Walk", def:"0.130000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching, aiming, and moving"},
"px0x4x0x11x25":{name:"Accuracy.0.Swim", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while swimming"},
"px0x4x0x11x26":{name:"Accuracy.0.Turn", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty for turning"},
"px0x4x0x11x27":{name:"Accuracy.0.Recoil", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty when suffering from full recoil"},
"px0x4x0x12x0":{name:"Perturb", def:"30.000000,100.000000", typ:"Range  (Single value)", desc:"The amount of perturb on each vector or projectile fired by the weapon.  A value in range from min to max is added to the Up and Right components of the firing direction vector based on the current accuracy of the player/ai firing the weapon."},
"px0x4x0x12x1":{name:"VectorsPerRound", def:"6", typ:"Integer  (Single value)", desc:"Specifies the number of vectors (rays cast) per round fired."},
"px0x4x0x12x2":{name:"InfiniteAmmo", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has unlimited ammo."},
"px0x4x0x12x3":{name:"InfiniteClip", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has an unlimited clip.  If true this will ignore the ShotsPerClip property."},
"px0x4x0x12x4":{name:"ShotsPerClip", def:"12", typ:"Integer  (Single value)", desc:"The number of rounds the weapon can fire before it must be reloaded."},
"px0x4x0x12x5":{name:"FireRecoilKick", def:"10.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much recoil the weapon generates when fired."},
"px0x4x0x12x6":{name:"FireRecoilYawRatio", def:"0.330000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much the weapon's recoil will move the weapon side to side. A ratio of less than 1.0 will move the weapon more vertically than horizontally. A ratio of more than 1.0 will move the weapon more horizonatlly than vertically."},
"px0x4x0x12x7":{name:"FireRecoilDecay", def:"7.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how quickly the player recovers from recoil caused by firing."},
"px0x4x0x12x8":{name:"EffectiveVectorRange", def:"300", typ:"Integer  (Single value)", desc:"The range a vector weapon does full damage."},
"px0x4x0x12x9":{name:"VectorHalfDamageDist", def:"500", typ:"Integer  (Single value)", desc:"Specifies the distance beyond the EffectiveVectorRange that the damage will be cut in half.  The damage rolls off after the efffective range. This value tells you the \"half-life\" of the damage.  If EffectiveVectorRange is set to 1000, and VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500, 25% at 2000, etc."},
"px0x4x0x12x10":{name:"RespawnWait", def:"15.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x12x11":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x12x12":{name:"MovementMultiplier", def:"0.880000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px0x4x0x12x13":{name:"Accuracy.0.PerturbIncreaseRate", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon loses accuracy"},
"px0x4x0x12x14":{name:"Accuracy.0.PerturbDecreaseRate", def:"5.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon regains accuracy"},
"px0x4x0x12x15":{name:"Accuracy.0.Stand", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still"},
"px0x4x0x12x16":{name:"Accuracy.0.Walk", def:"0.500000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking"},
"px0x4x0x12x17":{name:"Accuracy.0.Run", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while running"},
"px0x4x0x12x18":{name:"Accuracy.0.Jump", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while jumping"},
"px0x4x0x12x19":{name:"Accuracy.0.Crouch", def:"0.150000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching"},
"px0x4x0x12x20":{name:"Accuracy.0.Crouch_Walk", def:"0.400000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and moving"},
"px0x4x0x12x21":{name:"Accuracy.0.Aim", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still and aiming"},
"px0x4x0x12x22":{name:"Accuracy.0.Aim_Crouch", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and aiming"},
"px0x4x0x12x23":{name:"Accuracy.0.Aim_Walk", def:"0.400000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking and aiming"},
"px0x4x0x12x24":{name:"Accuracy.0.Aim_Crouch_Walk", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching, aiming, and moving"},
"px0x4x0x12x25":{name:"Accuracy.0.Swim", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while swimming"},
"px0x4x0x12x26":{name:"Accuracy.0.Turn", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty for turning"},
"px0x4x0x12x27":{name:"Accuracy.0.Recoil", def:"0.500000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty when suffering from full recoil"},
"px0x4x0x13x0":{name:"Perturb", def:"5.000000,50.000000", typ:"Range  (Single value)", desc:"The amount of perturb on each vector or projectile fired by the weapon.  A value in range from min to max is added to the Up and Right components of the firing direction vector based on the current accuracy of the player/ai firing the weapon."},
"px0x4x0x13x1":{name:"VectorsPerRound", def:"1", typ:"Integer  (Single value)", desc:"Specifies the number of vectors (rays cast) per round fired."},
"px0x4x0x13x2":{name:"InfiniteAmmo", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has unlimited ammo."},
"px0x4x0x13x3":{name:"InfiniteClip", def:"0", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has an unlimited clip.  If true this will ignore the ShotsPerClip property."},
"px0x4x0x13x4":{name:"ShotsPerClip", def:"50", typ:"Integer  (Single value)", desc:"The number of rounds the weapon can fire before it must be reloaded."},
"px0x4x0x13x5":{name:"FireRecoilKick", def:"5.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much recoil the weapon generates when fired."},
"px0x4x0x13x6":{name:"FireRecoilYawRatio", def:"0.150000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much the weapon's recoil will move the weapon side to side. A ratio of less than 1.0 will move the weapon more vertically than horizontally. A ratio of more than 1.0 will move the weapon more horizonatlly than vertically."},
"px0x4x0x13x7":{name:"FireRecoilDecay", def:"4.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how quickly the player recovers from recoil caused by firing."},
"px0x4x0x13x8":{name:"EffectiveVectorRange", def:"750", typ:"Integer  (Single value)", desc:"The range a vector weapon does full damage."},
"px0x4x0x13x9":{name:"VectorHalfDamageDist", def:"750", typ:"Integer  (Single value)", desc:"Specifies the distance beyond the EffectiveVectorRange that the damage will be cut in half.  The damage rolls off after the efffective range. This value tells you the \"half-life\" of the damage.  If EffectiveVectorRange is set to 1000, and VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500, 25% at 2000, etc."},
"px0x4x0x13x10":{name:"RespawnWait", def:"15.000000", typ:"Float  (Single value)", desc:"Specifies the how long the item waits before respawning in MP"},
"px0x4x0x13x11":{name:"RespawnWaitVisible", def:"1", typ:"Boolean  (Single value)", desc:"If <b>False</b> the item will become invisible once it is picked up and is waiting to respawn.  If <b>True</b> the item will remain visible."},
"px0x4x0x13x12":{name:"MovementMultiplier", def:"0.900000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px0x4x0x13x13":{name:"Accuracy.0.PerturbIncreaseRate", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon loses accuracy"},
"px0x4x0x13x14":{name:"Accuracy.0.PerturbDecreaseRate", def:"2.000000", typ:"Float min=0.0 (Single value)", desc:"speed at which the weapon regains accuracy"},
"px0x4x0x13x15":{name:"Accuracy.0.Stand", def:"0.250000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still"},
"px0x4x0x13x16":{name:"Accuracy.0.Walk", def:"0.500000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking"},
"px0x4x0x13x17":{name:"Accuracy.0.Run", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while running"},
"px0x4x0x13x18":{name:"Accuracy.0.Jump", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while jumping"},
"px0x4x0x13x19":{name:"Accuracy.0.Crouch", def:"0.150000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching"},
"px0x4x0x13x20":{name:"Accuracy.0.Crouch_Walk", def:"0.350000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and moving"},
"px0x4x0x13x21":{name:"Accuracy.0.Aim", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while standing still and aiming"},
"px0x4x0x13x22":{name:"Accuracy.0.Aim_Crouch", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching and aiming"},
"px0x4x0x13x23":{name:"Accuracy.0.Aim_Walk", def:"0.170000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while walking and aiming"},
"px0x4x0x13x24":{name:"Accuracy.0.Aim_Crouch_Walk", def:"0.130000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while crouching, aiming, and moving"},
"px0x4x0x13x25":{name:"Accuracy.0.Swim", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty while swimming"},
"px0x4x0x13x26":{name:"Accuracy.0.Turn", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty for turning"},
"px0x4x0x13x27":{name:"Accuracy.0.Recoil", def:"1.000000", typ:"Float min=0.0 (Single value)", desc:"accuracy penalty when suffering from full recoil"},
"px0x4x0x14x0":{name:"Perturb", def:"5.000000,70.000000", typ:"Range  (Single value)", desc:"The amount of perturb on each vector or projectile fired by the weapon.  A value in range from min to max is added to the Up and Right components of the firing direction vector based on the current accuracy of the player/ai firing the weapon."},
"px0x4x0x14x1":{name:"VectorsPerRound", def:"1", typ:"Integer  (Single value)", desc:"Specifies the number of vectors (rays cast) per round fired."},
"px0x4x0x14x2":{name:"InfiniteAmmo", def:"1", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has unlimited ammo."},
"px0x4x0x14x3":{name:"InfiniteClip", def:"1", typ:"Boolean  (Single value)", desc:"Specifies whether or not the weapon has an unlimited clip.  If true this will ignore the ShotsPerClip property."},
"px0x4x0x14x4":{name:"ShotsPerClip", def:"45", typ:"Integer  (Single value)", desc:"The number of rounds the weapon can fire before it must be reloaded."},
"px0x4x0x14x5":{name:"FireRecoilKick", def:"0.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much recoil the weapon generates when fired."},
"px0x4x0x14x6":{name:"FireRecoilYawRatio", def:"0.330000", typ:"Float min=0.0 (Single value)", desc:"Specifies how much the weapon's recoil will move the weapon side to side. A ratio of less than 1.0 will move the weapon more vertically than horizontally. A ratio of more than 1.0 will move the weapon more horizonatlly than vertically."},
"px0x4x0x14x7":{name:"FireRecoilDecay", def:"3.000000", typ:"Float min=0.0 (Single value)", desc:"Specifies how quickly the player recovers from recoil caused by firing."},
"px0x4x0x14x8":{name:"EffectiveVectorRange", def:"5000", typ:"Integer  (Single value)", desc:"The range a vector weapon does full damage."},
"px0x4x0x14x9":{name:"VectorHalfDamageDist", def:"3000", typ:"Integer  (Single value)", desc:"Specifies the distance beyond the EffectiveVectorRange that the damage will be cut in half.  The damage rolls off after the efffective range. This value tells you the \"half-life\" of the damage.  If EffectiveVectorRange is set to 1000, and VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500, 25% at 2000, etc."},
"px0x4x0x15x0":{name:"Range", def:"130", typ:"Integer  (Single value)", desc:"Specifies the range of the weapon."},
"px0x4x0x15x1":{name:"VectorsPerRound", def:"1", typ:"Integer  (Single value)", desc:"Specifies the number of vectors (rays cast) per round fired."},
"px0x4x0x15x2":{name:"MovementMultiplier", def:"1.150000", typ:"Float  (Single value)", desc:"How much the player's movement is affected while carrying this weapon."},
"px1x0x0x0":{name:"HitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The initial hitpoints for the model."},
"px1x0x0x1":{name:"MaxHitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum hitpoints for the model"},
"px1x0x0x2":{name:"Armor", def:"0.000000", typ:"Float  (Single value)", desc:"The initial amount of armor for the model"},
"px1x0x0x3":{name:"MaxArmor", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum amount of armor for the model"},
"px1x0x1x0":{name:"HitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The initial hitpoints for the model."},
"px1x0x1x1":{name:"MaxHitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum hitpoints for the model"},
"px1x0x1x2":{name:"Armor", def:"0.000000", typ:"Float  (Single value)", desc:"The initial amount of armor for the model"},
"px1x0x1x3":{name:"MaxArmor", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum amount of armor for the model"},
"px1x0x2x0":{name:"HitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The initial hitpoints for the model."},
"px1x0x2x1":{name:"MaxHitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum hitpoints for the model"},
"px1x0x2x2":{name:"Armor", def:"0.000000", typ:"Float  (Single value)", desc:"The initial amount of armor for the model"},
"px1x0x2x3":{name:"MaxArmor", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum amount of armor for the model"},
"px1x0x3x0":{name:"HitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The initial hitpoints for the model."},
"px1x0x3x1":{name:"MaxHitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum hitpoints for the model"},
"px1x0x3x2":{name:"Armor", def:"0.000000", typ:"Float  (Single value)", desc:"The initial amount of armor for the model"},
"px1x0x3x3":{name:"MaxArmor", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum amount of armor for the model"},
"px1x0x4x0":{name:"HitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The initial hitpoints for the model."},
"px1x0x4x1":{name:"MaxHitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum hitpoints for the model"},
"px1x0x4x2":{name:"Armor", def:"0.000000", typ:"Float  (Single value)", desc:"The initial amount of armor for the model"},
"px1x0x4x3":{name:"MaxArmor", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum amount of armor for the model"},
"px1x0x5x0":{name:"HitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The initial hitpoints for the model."},
"px1x0x5x1":{name:"MaxHitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum hitpoints for the model"},
"px1x0x5x2":{name:"Armor", def:"0.000000", typ:"Float  (Single value)", desc:"The initial amount of armor for the model"},
"px1x0x5x3":{name:"MaxArmor", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum amount of armor for the model"},
"px1x0x6x0":{name:"HitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The initial hitpoints for the model."},
"px1x0x6x1":{name:"MaxHitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum hitpoints for the model"},
"px1x0x6x2":{name:"Armor", def:"0.000000", typ:"Float  (Single value)", desc:"The initial amount of armor for the model"},
"px1x0x6x3":{name:"MaxArmor", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum amount of armor for the model"},
"px1x0x7x0":{name:"HitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The initial hitpoints for the model."},
"px1x0x7x1":{name:"MaxHitPoints", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum hitpoints for the model"},
"px1x0x7x2":{name:"Armor", def:"0.000000", typ:"Float  (Single value)", desc:"The initial amount of armor for the model"},
"px1x0x7x3":{name:"MaxArmor", def:"100.000000", typ:"Float  (Single value)", desc:"The maximum amount of armor for the model"},
"px1x0x8x0x0x0":{name:"DamageFactor", def:"1.500000", typ:"Float  (Single value)", desc:"The factor by which damage received to this node is scaled."},
"px1x0x8x0x1x0":{name:"DamageFactor", def:"1.000000", typ:"Float  (Single value)", desc:"The factor by which damage received to this node is scaled."},
"px2x0x0x0":{name:"FallDamageMinHeight", def:"500.000000", typ:"Float min=0.0 (Single value)", desc:"How far can the player fall without receiving any damage."},
"px2x0x0x1":{name:"FallDamageMaxHeight", def:"1200.000000", typ:"Float min=0.0 (Single value)", desc:"How far the player has to fall to receive the maximum fall damage."},
"px2x0x0x2":{name:"FallDamageMin", def:"5.000000", typ:"Float min=0.0 (Single value)", desc:"How much damage the player receives after falling the minimum distance."},
"px2x0x0x3":{name:"FallDamageMax", def:"200.000000", typ:"Float min=0.0 (Single value)", desc:"The most damage a player can receive from falling."},
"px2x0x0x4":{name:"CamLandMinHeight", def:"100.000000", typ:"Float min=0.0 (Single value)", desc:"Minimum distance the player must fall from in order to apply a camera offset."},
"px2x0x0x5":{name:"CamLandMoveDist", def:"-3.000000", typ:"Float  (Single value)", desc:"Vertical distance the camera moves if the player lands after a fall greater than the CamLandMinHeight."},
"px2x0x0x6":{name:"CamLandRollVal", def:"5.000000", typ:"Float  (Single value)", desc:"Angle, in degrees, of the camera roll when the player lands."},
"px2x0x0x7":{name:"CamLandPitchVal", def:"5.000000", typ:"Float  (Single value)", desc:"Angle, in degrees, of the camera pitch when the player lands."},
"px2x0x0x8":{name:"InAirAccelMultiplier", def:"0.100000", typ:"Float  (Single value)", desc:"Acceleration multiplayer while the player is in the air.  This adjusts how much the player can move while in the air."},
"px3x0x0x0":{name:"Velocity", def:"2750", typ:"Integer  (Single value)", desc:"How fast the projectile moves."},
"px3x0x1x0x0x0":{name:"ActivationRadius", def:"300.000000", typ:"Float min=0.0 (Single value)", desc:"The distance at which the grenade will detect a character and detonate."},
"px3x0x1x0x0x1":{name:"PopUpVelocity", def:"400.000000", typ:"Float min=0.0 (Single value)", desc:"The speed at which the grenade will pop up just before detonating."},
"px3x1x0x0":{name:"Radius", def:"200.000000", typ:"Float  (Single value)", desc:"The radius of effect"},
"px3x1x0x1":{name:"StartDelay", def:"0.050000", typ:"Float  (Single value)", desc:"Delay before the effect starts"},
"px3x1x0x2":{name:"Duration", def:"0.500000", typ:"Float  (Single value)", desc:"How long the effect lasts"},
"px3x1x0x3":{name:"Strength", def:"500.000000", typ:"Float  (Single value)", desc:"Velocity added each frame based on the distance to center of the pushed object."},
"px3x1x1x0":{name:"Radius", def:"200.000000", typ:"Float  (Single value)", desc:"The radius of effect"},
"px3x1x1x1":{name:"StartDelay", def:"0.050000", typ:"Float  (Single value)", desc:"Delay before the effect starts"},
"px3x1x1x2":{name:"Duration", def:"0.500000", typ:"Float  (Single value)", desc:"How long the effect lasts"},
"px3x1x1x3":{name:"Strength", def:"800.000000", typ:"Float  (Single value)", desc:"Velocity added each frame based on the distance to center of the pushed object."},
"px4x0x0":{name:"FragScorePlayer.0.Default", def:"5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x0x1":{name:"DeathScorePlayer.0.Default", def:"-1", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x0x2":{name:"TeamKillScore.0.Default", def:"-5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x1x0":{name:"FragScorePlayer.0.Default", def:"5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x1x1":{name:"DeathScorePlayer.0.Default", def:"-1", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x1x2":{name:"TeamKillScore.0.Default", def:"-5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x1x3":{name:"SuicideScorePlayer.0.Default", def:"-3", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x2x0":{name:"FragScorePlayer.0.Default", def:"5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x2x1":{name:"DeathScorePlayer.0.Default", def:"-1", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x2x2":{name:"TeamKillScore.0.Default", def:"-5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x2x3":{name:"SuicideScorePlayer.0.Default", def:"-3", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x3x0":{name:"FragScorePlayer.0.Default", def:"5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x3x1":{name:"DeathScorePlayer.0.Default", def:"-1", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x3x2":{name:"SuicideScorePlayer.0.Default", def:"-3", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x3x3":{name:"RespawnWaitTime.0.Default", def:"0", typ:"Integer min=0 (Single value)", desc:"Default value to use."},
"px4x4x0":{name:"FragScorePlayer.0.Default", def:"5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x4x1":{name:"AllowSpectatorToLiveChatting.0.Default", def:"0", typ:"Boolean  (Single value)", desc:"Default value to use."},
"px4x5x0":{name:"FragScorePlayer.0.Default", def:"5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x5x1":{name:"DeathScorePlayer.0.Default", def:"-1", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x5x2":{name:"TeamKillScore.0.Default", def:"-5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x5x3":{name:"SuicideScorePlayer.0.Default", def:"-3", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x6x0":{name:"FragScorePlayer.0.Default", def:"5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x6x1":{name:"DeathScorePlayer.0.Default", def:"-1", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x6x2":{name:"SuicideScorePlayer.0.Default", def:"-3", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x6x3":{name:"RespawnWaitTime.0.Default", def:"0", typ:"Integer min=0 (Single value)", desc:"Default value to use."},
"px4x7x0":{name:"FragScorePlayer.0.Default", def:"5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x7x1":{name:"DeathScorePlayer.0.Default", def:"-1", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x7x2":{name:"TeamKillScore.0.Default", def:"-5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x7x3":{name:"SuicideScorePlayer.0.Default", def:"-3", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x7x4":{name:"RespawnWaitTime.0.Default", def:"0", typ:"Integer min=0 (Single value)", desc:"Default value to use."},
"px4x8x0":{name:"FragScorePlayer.0.Default", def:"5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x8x1":{name:"TeamKillScore.0.Default", def:"0", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x8x2":{name:"AllowSpectatorToLiveChatting.0.Default", def:"0", typ:"Boolean  (Single value)", desc:"Default value to use."},
"px4x9x0":{name:"FragScorePlayer.0.Default", def:"5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x9x1":{name:"DeathScorePlayer.0.Default", def:"-1", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x9x2":{name:"TeamKillScore.0.Default", def:"-5", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x9x3":{name:"SuicideScorePlayer.0.Default", def:"-3", typ:"Integer  (Single value)", desc:"Default value to use."},
"px4x9x4":{name:"RespawnWaitTime.0.Default", def:"0", typ:"Integer min=0 (Single value)", desc:"Default value to use."},
"px4x9x5":{name:"SlowMoRespawnAfterUse.0.Default", def:"0", typ:"Boolean  (Single value)", desc:"Default value to use."},
"px5x0x0x0":{name:"GibFrequencyCap", def:"5", typ:"Integer min=0 (Single value)", desc:"Number of non-gib deaths that must occur between gibs"},
"px5x0x0x1":{name:"SeverFrequencyCap", def:"7", typ:"Integer min=0 (Single value)", desc:"Number of non-sever deaths that must occur between severs"},
"px5x0x0x2":{name:"SeverTotalCap", def:"2", typ:"Integer min=0 (Single value)", desc:"Number of bodies with severed parts that are allowed in a level at one time"},
"px5x0x0x3":{name:"BodyCapTotalCount", def:"10", typ:"Integer min=1 (Single value)", desc:"Total number of bodies to allow in the level before removing old ones."},
"px5x0x0x4":{name:"BodyCapRadiusCount", def:"4", typ:"Integer min=1 (Single value)", desc:"Number of bodies to allow in radius around a newly created body before removing old ones."},
"px5x0x0x5":{name:"BodyCapRadius", def:"500.000000", typ:"Float min=0.0 (Single value)", desc:"Radius to around a new body to check against the body cap"},
"px5x0x0x6":{name:"ProximityLimit", def:"5", typ:"Integer min=1 (Single value)", desc:"Number of proximity mines a player is allowed to place before removing old ones."},
"px5x0x0x7":{name:"RemoteChargeLimit", def:"5", typ:"Integer min=1 (Single value)", desc:"Number of remote charges a player is allowed to place before removing old ones."},
"px5x1x0x0":{name:"Gravity", def:"-2000.000000", typ:"Float  (Single value)", desc:"Indicates the gravity to use for the player in the Y direction. This is measured in cm/s^2. Earth gravity is -980 cm/s^2."},
"px5x1x0x1":{name:"WalkSpeed", def:"300.000000", typ:"Float  (Single value)", desc:"The maximum velocity the player walks at"},
"px5x1x0x2":{name:"RunSpeed", def:"440.000000", typ:"Float  (Single value)", desc:"The maximum velocity the player runs at"},
"px5x1x0x3":{name:"JumpSpeed", def:"800.000000", typ:"Float  (Single value)", desc:"The velocity given to the player when he jumps"},
"px5x1x0x4":{name:"LadderSpeed", def:"240.000000", typ:"Float  (Single value)", desc:"The maximum velocity when the player is climbing a ladder"},
"px5x1x0x5":{name:"SwimSpeed", def:"300.000000", typ:"Float  (Single value)", desc:"The maximum velocity when the player is swimming"},
"px5x1x0x6":{name:"CrawlSpeed", def:"200.000000", typ:"Float  (Single value)", desc:"The maximum velocity when the player is crawling"},
"px5x1x0x7":{name:"WalkFootstepVolume", def:"1.000000", typ:"Float  (Single value)", desc:"The volume of the walking footstep sounds"},
"px5x1x0x8":{name:"RunFootstepVolume", def:"1.000000", typ:"Float  (Single value)", desc:"The volume of the running footstep sounds"},
"px5x1x0x9":{name:"CrouchFootstepVolume", def:"1.000000", typ:"Float  (Single value)", desc:"The volume of the crouch footstep sounds"},
"px6x0x0":{name:"Period", def:"12.000000", typ:"Float  (Single value)", desc:"Time in seconds the entire slowmo mode lasts."},
"px6x0x1":{name:"MinimumPeriod", def:"10.000000", typ:"Float  (Single value)", desc:"Minimum 'charge' (i.e. time period) required to activate player controlled slow mo."}
};