<accessories>
	<accessory>
		<name>Auto Defense</name>
		<armslevel>7</armslevel>
		<description>Allows the tank to raise shields and 
activate parachutes before the tanks 
main move.</description>
		<icon>autod.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>3000</cost>
		<accessoryaction type='AutoDefense'></accessoryaction>
	</accessory>
	<accessory>
		<name>Parachute</name>
		<armslevel>7</armslevel>
		<startingnumber>2</startingnumber>
		<description>Deployed when the tank falls.  
Prevents the tank from taking falling damage.
Parachutes must be enbabled before they are
effective.</description>
		<icon>para.bmp</icon>
		<activationsound>misc/para.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>1000</cost>
		<accessoryaction type='Parachute'></accessoryaction>
	</accessory>
	<accessory>
		<name>Battery</name>
		<armslevel>7</armslevel>
		<startingnumber>4</startingnumber>
		<description>Used to re-charge tank life.
Giving more health and longer shots.</description>
		<icon>battery.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>4</bundlesize>
		<cost>1000</cost>
		<accessoryaction type='Battery'></accessoryaction>
	</accessory>
	<accessory>
		<name>Fuel</name>
		<armslevel>7</armslevel>
		<startingnumber>20</startingnumber>
		<description>Allows the tank to move.
When it is the players turn the tank may choose 
to move rather than fire.</description>
		<icon>fuel.bmp</icon>
		<activationsound>battery/battery.wav</activationsound>
		<bundlesize>20</bundlesize>
		<cost>2000</cost>
		<accessoryaction type='Fuel'></accessoryaction>
	</accessory>
	<accessory>
		<name>Shield</name>
		<armslevel>8</armslevel>
		<description>A small defensive shield that protects 
the tank from small amounts of damage. 
Shields must be activated before they 
work.</description>
		<icon>shield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>8000</cost>
		<accessoryaction type='Shield'>
			<radius>small</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>1.0</penetration>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Shield</name>
		<armslevel>6</armslevel>
		<description>A large defensive shield that protects
the tank from moderate amounts of damage.
Shields must be activated before they 
work.</description>
		<icon>hshield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>12000</cost>
		<accessoryaction type='Shield'>
			<radius>large</radius>
			<halfshield>false</halfshield>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>10</removepower>
			<penetration>0.8</penetration>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Ultra Shield</name>
		<armslevel>4</armslevel>
		<description>The best defensive shield that protects
the tank from large amounts of physical damage.
Shields must be activated before they 
work.</description>
		<icon>hshield.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>1</bundlesize>
		<cost>15000</cost>
		<accessoryaction type='Shield'>
			<radius>large</radius>
			<halfshield>false</halfshield>
			<color>
				<r>0.0</r>
				<g>1.0</g>
				<b>0.0</b>
			</color>
			<collisionsound>shield/hit.wav</collisionsound>
			<removepower>5</removepower>
			<penetration>0.6</penetration>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Force Shield</name>
		<armslevel>6</armslevel>
		<description>A small reflective shield that protects 
the tank from large amounts of damage. 
Force shields reflect any shots that hit 
them. Shields must be activated before 
they work.</description>
		<icon>fshield.bmp</icon>
		<activationsound>shield/activateforce.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>12000</cost>
		<accessoryaction type='ShieldReflective'>
			<deflectfactor>0.75</deflectfactor>
			<radius>small</radius>
			<halfshield>false</halfshield>
			<color>
				<r>0.5</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>20</removepower>
			<penetration>0.6</penetration>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hv Frc Shield</name>
		<armslevel>4</armslevel>
		<description>A large reflective shield that protects 
the tank from large amounts of damage. 
Force shields reflect any shots that hit 
them. Shields must be activated before 
they work.</description>
		<icon>fshield.bmp</icon>
		<activationsound>shield/activateforce.wav</activationsound>
		<bundlesize>1</bundlesize>
		<cost>15000</cost>
		<accessoryaction type='ShieldReflective'>
			<deflectfactor>1.0</deflectfactor>
			<radius>large</radius>
			<halfshield>false</halfshield>
			<color>
				<r>0.25</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>10</removepower>
			<penetration>0.4</penetration>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mag Deflect</name>
		<armslevel>8</armslevel>
		<description>A small reflective shield that protects
the tank from small amounts of damage. 
Mag shields reflect any shots that hit
them but only from above. Shields must 
be activated before they work.</description>
		<icon>mag.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>2</bundlesize>
		<cost>8000</cost>
		<accessoryaction type='ShieldMag'>
			<radius>large</radius>
			<halfshield>true</halfshield>
			<deflectpower>50</deflectpower>
			<color>
				<r>1.0</r>
				<g>1.0</g>
				<b>1.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>4</removepower>
			<penetration>1.0</penetration>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Mag</name>
		<armslevel>6</armslevel>
		<description>A large reflective shield that protects
the tank from small amounts of damage.
Mag shields reflect any shots that hit
them but only from above. Shields must be 
activated before they work.</description>
		<icon>smag.bmp</icon>
		<activationsound>shield/activate.wav</activationsound>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<accessoryaction type='ShieldMag'>
			<radius>large</radius>
			<halfshield>true</halfshield>
			<deflectpower>100</deflectpower>
			<color>
				<r>1.0</r>
				<g>0.0</g>
				<b>0.0</b>
			</color>
			<collisionsound>shield/hit2.wav</collisionsound>
			<removepower>4</removepower>
			<penetration>0.8</penetration>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>ExplosionLaserBeamRenderer</name>
		<armslevel>0</armslevel>
		<maximumnumber>0</maximumnumber>
		<deathanimationweight>12</deathanimationweight>
		<accessoryaction type='WeaponAnimation'>
			<animation>ExplosionLaserBeamRenderer</animation>
			<data>data/wav/misc/laserdeath.wav</data>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MuzzleFlash</name>
		<armslevel>0</armslevel>
		<maximumnumber>0</maximumnumber>
		<description>The muzzle flash for guns</description>
		<accessoryaction type='WeaponMuzzle'>
			<hurtamount>0.0</hurtamount>
			<nocreatedebris></nocreatedebris>
			<nocreatesplash></nocreatesplash>
			<deform>none</deform>
			<size>2</size>
			<explosiontexture>cloud00</explosiontexture>
			<explosionsound>none</explosionsound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Small Bldg</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>3</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>none</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<noluminance></noluminance>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>4</size>
					<explosionsound>explosions/small.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SmallBldgBurn</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponNapalm'>
					<allowunderwater>false</allowunderwater>
					<napalmtime>4.0</napalmtime>
					<napalmheight>6.0</napalmheight>
					<steptime>1</steptime>
					<hurtsteptime>4.0</hurtsteptime>
					<hurtpersecond>0.1</hurtpersecond>
					<numberstreams>1</numberstreams>
					<effectradius>5</effectradius>
					<napalmtexture>flames</napalmtexture>
					<napalmsound>explosions/napalm.wav</napalmsound>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<noluminance></noluminance>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>4</size>
					<explosionsound>explosions/small.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Large Bldg</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>5</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp00</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<noluminance></noluminance>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>explosions/small.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>LargeBldgBurn</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponNapalm'>
					<allowunderwater>false</allowunderwater>
					<napalmtime>4.0</napalmtime>
					<napalmheight>8.0</napalmheight>
					<steptime>1</steptime>
					<hurtsteptime>4.0</hurtsteptime>
					<hurtpersecond>0.1</hurtpersecond>
					<numberstreams>2</numberstreams>
					<effectradius>5</effectradius>
					<napalmtexture>flames</napalmtexture>
					<napalmsound>explosions/napalm.wav</napalmsound>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<noluminance></noluminance>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>explosions/small.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Gas Station</name>
		<armslevel>5</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.8</hurtamount>
					<deform>down</deform>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<size>8</size>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<noluminance></noluminance>
					<minlife>3</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>8</size>
					<explosionshake>4.0</explosionshake>
					<explosionsound>none</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponAimedOver'>
					<nowarheads>8</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponVelocity'>
						<velocitychange>0.9</velocitychange>
						<aimedweapon type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>false</vabs>
							<hredirect>0</hredirect>
							<vredirect>15</vredirect>
							<nextaction type='WeaponProjectile'>
								<nocreatesmoke></nocreatesmoke>
								<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
								<collisionaction type='WeaponNapalm'>
									<allowunderwater>false</allowunderwater>
									<napalmtime>4.0</napalmtime>
									<napalmheight>2.0</napalmheight>
									<steptime>0.75</steptime>
									<hurtsteptime>1.0</hurtsteptime>
									<hurtpersecond>0.5</hurtpersecond>
									<numberstreams>1</numberstreams>
									<effectradius>5</effectradius>
									<napalmtexture>flames</napalmtexture>
									<napalmsound>explosions/napalm.wav</napalmsound>
								</collisionaction>
							</nextaction>
						</aimedweapon>
					</aimedweapon>
				</subweapon3>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Gas Leak</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nocreatedebris></nocreatedebris>
				<nocreatesplash></nocreatesplash>
				<noluminance></noluminance>
				<nowindaffected></nowindaffected>
				<hurtamount>0</hurtamount>
				<deform>none</deform>
				<size>2</size>
				<explosiontexture>gas00-1</explosiontexture>
				<explosionsound>none</explosionsound>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.25</delay>
				<delayedweapon type='WeaponTranslate'>
					<translatedist>15</translatedist>
					<nextaction type='WeaponExplosion'>
						<nocreatedebris></nocreatedebris>
						<nocreatesplash></nocreatesplash>
						<noluminance></noluminance>
						<nowindaffected></nowindaffected>
						<hurtamount>0</hurtamount>
						<deform>none</deform>
						<size>2</size>
						<explosiontexture>gas00-3</explosiontexture>
						<explosionsound>none</explosionsound>
					</nextaction>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponTranslate'>
					<translatedist>30</translatedist>
					<nextaction type='WeaponExplosion'>
						<nocreatedebris></nocreatedebris>
						<nocreatesplash></nocreatesplash>
						<noluminance></noluminance>
						<nowindaffected></nowindaffected>
						<hurtamount>0</hurtamount>
						<deform>none</deform>
						<size>2</size>
						<explosiontexture>gas00-5</explosiontexture>
						<explosionsound>none</explosionsound>
					</nextaction>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Factory Burn</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponRedirect'>
			<habs>true</habs>
			<vabs>true</vabs>
			<hredirect>0</hredirect>
			<vredirect>0</vredirect>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<noluminance></noluminance>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>6</size>
					<explosionsound>explosions/gas.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponNull'>
				</subweapon2>
				<subweapon3 type='WeaponReference'>
					<weapon>Gas Leak</weapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>0.5</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Gas Leak</weapon>
					</delayedweapon>
				</subweapon4>
				<subweapon5 type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Gas Leak</weapon>
					</delayedweapon>
				</subweapon5>
				<subweapon6 type='WeaponDelay'>
					<delay>1.5</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Gas Leak</weapon>
					</delayedweapon>
				</subweapon6>
				<subweapon7 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Gas Leak</weapon>
					</delayedweapon>
				</subweapon7>
				<subweapon8 type='WeaponDelay'>
					<delay>2.5</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Gas Leak</weapon>
					</delayedweapon>
				</subweapon8>
				<subweapon9 type='WeaponDelay'>
					<delay>3.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Gas Leak</weapon>
					</delayedweapon>
				</subweapon9>
				<subweapon10 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponExplosion'>
						<hurtamount>0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosionsound>none</explosionsound>
						<explosiontexture>exp00</explosiontexture>
					</delayedweapon>
				</subweapon10>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Factory</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponDelay'>
			<delay>0.25</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<noluminance></noluminance>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0.8</hurtamount>
					<deform>down</deform>
					<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
					<size>8</size>
					<explosionshake>4.0</explosionshake>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>1.25</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponDelay'>
							<delay>1.25</delay>
							<delayedweapon type='WeaponMulti'>
								<subweapon1 type='WeaponDelay'>
									<delay>1.0</delay>
									<delayedweapon type='WeaponMulti'>
										<subweapon1 type='WeaponDelay'>
											<delay>1.0</delay>
											<delayedweapon type='WeaponExplosion'>
												<nocreatedebris></nocreatedebris>
												<nocreatesplash></nocreatesplash>
												<hurtamount>0.1</hurtamount>
												<deform>none</deform>
												<size>50</size>
												<explosiontexture>none</explosiontexture>
												<explosionsound>none</explosionsound>
											</delayedweapon>
										</subweapon1>
										<subweapon2 type='WeaponExplosion'>
											<nocreatedebris></nocreatedebris>
											<nocreatesplash></nocreatesplash>
											<hurtamount>0.15</hurtamount>
											<deform>none</deform>
											<size>45</size>
											<explosiontexture>none</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon2>
									</delayedweapon>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<nocreatedebris></nocreatedebris>
									<nocreatesplash></nocreatesplash>
									<hurtamount>0.2</hurtamount>
									<deform>none</deform>
									<size>38</size>
									<explosiontexture>none</explosiontexture>
									<explosionsound>none</explosionsound>
								</subweapon2>
								<subweapon3 type='WeaponExplosion'>
									<nocreatedebris></nocreatedebris>
									<nocreatesplash></nocreatesplash>
									<noluminance></noluminance>
									<nowindaffected></nowindaffected>
									<minlife>4</minlife>
									<maxlife>6</maxlife>
									<animate></animate>
									<hurtamount>0</hurtamount>
									<deform>none</deform>
									<size>6</size>
									<explosiontexture>gas00</explosiontexture>
									<explosionsound>none</explosionsound>
								</subweapon3>
							</delayedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<nocreatedebris></nocreatedebris>
							<nocreatesplash></nocreatesplash>
							<hurtamount>0.25</hurtamount>
							<deform>none</deform>
							<size>30</size>
							<explosiontexture>none</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon2>
						<subweapon3 type='WeaponExplosion'>
							<nocreatedebris></nocreatedebris>
							<nocreatesplash></nocreatesplash>
							<noluminance></noluminance>
							<nowindaffected></nowindaffected>
							<minlife>4</minlife>
							<maxlife>6</maxlife>
							<animate></animate>
							<hurtamount>0</hurtamount>
							<deform>none</deform>
							<size>8</size>
							<explosiontexture>gas00</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon3>
					</delayedweapon>
				</subweapon2>
				<subweapon3 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<nocreatesplash></nocreatesplash>
					<minlife>4</minlife>
					<maxlife>6</maxlife>
					<hurtamount>0.3</hurtamount>
					<deform>none</deform>
					<size>20</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon3>
				<subweapon4 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<nocreatesplash></nocreatesplash>
					<noluminance></noluminance>
					<nowindaffected></nowindaffected>
					<minlife>6</minlife>
					<maxlife>8</maxlife>
					<animate></animate>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>10</size>
					<explosiontexture>gas00</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon4>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Lightning</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type="WeaponScatter">
			<position><A>128</A><B>128</B><C>200</C></position>
			<positionoffset><A>60</A><B>60</B><C>0</C></positionoffset>
			<direction><A>0</A><B>0</B><C>-1</C></direction>
			<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>		
			<aimedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponSound'>
					<sound>data/wav/misc/thunder.wav</sound>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>0.5</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponSkyFlash'></subweapon1>
						<subweapon2 type='WeaponLightning'>
							<conelength>190</conelength>
							<seglength>6</seglength>
							<segvar>12</segvar>
							<size>4</size>
							<sizevar>-1</sizevar>
							<minsize>0.1</minsize>
							<splitprob>0.2</splitprob>
							<splitvar>0.03</splitvar>
							<deathprob>0.03</deathprob>
							<derivangle>0.5</derivangle>
							<anglevar>0.94</anglevar>
							<totaltime>1</totaltime>
							<seghurt>0</seghurt>
							<seghurtradius>0</seghurtradius>
							<sound>none</sound>
						</subweapon2>
					</delayedweapon>
				</subweapon2>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type="WeaponScatter">
			<position><A>128</A><B>128</B><C>200</C></position>
			<positionoffset><A>60</A><B>60</B><C>0</C></positionoffset>
			<direction><A>0</A><B>0</B><C>-1</C></direction>
			<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>		
			<aimedweapon type='WeaponAimedOver'>
				<nowarheads>5</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponProjectile'>
					<projectilemodel type='ase'>
						<mesh>roller.ase</mesh>
						<skin>magma.bmp</skin>
					</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<hurtamount>0.0</hurtamount>
						<deform>none</deform>
						<size>4</size>
						<explosionsound>explosions/small.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</collisionaction>
				</aimedweapon>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Spark Burst</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponAimedOver'>
				<nowarheads>8</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponLightning'>
						<conelength>15</conelength>
						<seglength>1</seglength>
						<segvar>12</segvar>
						<size>4</size>
						<sizevar>-1</sizevar>
						<minsize>0.1</minsize>
						<splitprob>0.2</splitprob>
						<splitvar>0.03</splitvar>
						<deathprob>0.03</deathprob>
						<derivangle>0.5</derivangle>
						<anglevar>0.94</anglevar>
						<totaltime>1</totaltime>
						<seghurt>0</seghurt>
						<seghurtradius>0</seghurtradius>
						<sound>none</sound>
					</nextaction>
				</aimedweapon>
			</subweapon1>
			<subweapon2 type='WeaponAimedOver'>
				<nowarheads>8</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>75</vredirect>
					<nextaction type='WeaponLightning'>
						<conelength>15</conelength>
						<seglength>1</seglength>
						<segvar>12</segvar>
						<size>4</size>
						<sizevar>-1</sizevar>
						<minsize>0.1</minsize>
						<splitprob>0.2</splitprob>
						<splitvar>0.03</splitvar>
						<deathprob>0.03</deathprob>
						<derivangle>0.5</derivangle>
						<anglevar>0.94</anglevar>
						<totaltime>1</totaltime>
						<seghurt>0</seghurt>
						<seghurtradius>0</seghurtradius>
						<sound>none</sound>
					</nextaction>
				</aimedweapon>
			</subweapon2>
			<subweapon3 type='WeaponAimedOver'>
				<nowarheads>4</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>120</vredirect>
					<nextaction type='WeaponLightning'>
						<conelength>15</conelength>
						<seglength>1</seglength>
						<segvar>12</segvar>
						<size>4</size>
						<sizevar>-1</sizevar>
						<minsize>0.1</minsize>
						<splitprob>0.2</splitprob>
						<splitvar>0.03</splitvar>
						<deathprob>0.03</deathprob>
						<derivangle>0.5</derivangle>
						<anglevar>0.94</anglevar>
						<totaltime>1</totaltime>
						<seghurt>0</seghurt>
						<seghurtradius>0</seghurtradius>
						<sound>none</sound>
					</nextaction>
				</aimedweapon>
			</subweapon3>
			<subweapon4 type='WeaponAimedOver'>
				<nowarheads>4</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponLightning'>
						<conelength>15</conelength>
						<seglength>1</seglength>
						<segvar>12</segvar>
						<size>4</size>
						<sizevar>-1</sizevar>
						<minsize>0.1</minsize>
						<splitprob>0.2</splitprob>
						<splitvar>0.03</splitvar>
						<deathprob>0.03</deathprob>
						<derivangle>0.5</derivangle>
						<anglevar>0.94</anglevar>
						<totaltime>1</totaltime>
						<seghurt>0</seghurt>
						<seghurtradius>0</seghurtradius>
						<sound>none</sound>
					</nextaction>
				</aimedweapon>
			</subweapon4>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Clouds-Grey</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>10</armslevel>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nocreatedebris></nocreatedebris>
				<nocreatesplash></nocreatesplash>
				<noluminance></noluminance>
				<nowindaffected></nowindaffected>
				<minlife>4</minlife>
				<maxlife>5</maxlife>
				<hurtamount>0</hurtamount>
				<deform>none</deform>
				<size>8</size>
				<explosionsound>shoot/flare.wav</explosionsound>
				<explosiontexture>cloud00-5</explosiontexture>
			</subweapon1>
			<subweapon2 type='WeaponAimedOver'>
				<nowarheads>2</nowarheads>
				<percentagemiss>99</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>99</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>90</vredirect>
					<nextaction type='WeaponTranslate'>
						<translatedist>10</translatedist>
						<nextaction type='WeaponExplosion'>
							<noluminance></noluminance>
							<nocreatedebris></nocreatedebris>
							<nocreatesplash></nocreatesplash>
							<minlife>3</minlife>
							<maxlife>4</maxlife>
							<hurtamount>0</hurtamount>
							<deform>none</deform>
							<size>6</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>cloud00</explosiontexture>
						</nextaction>
					</nextaction>
				</aimedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponAimedOver'>
					<nowarheads>2</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>20</translatedist>
							<nextaction type='WeaponExplosion'>
								<noluminance></noluminance>
								<nocreatedebris></nocreatedebris>
								<nocreatesplash></nocreatesplash>
								<minlife>3</minlife>
								<maxlife>4</maxlife>
								<hurtamount>0</hurtamount>
								<deform>none</deform>
								<size>6</size>
								<explosionsound>none</explosionsound>
								<explosiontexture>cloud00</explosiontexture>
							</nextaction>
						</nextaction>
					</aimedweapon>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponAimedOver'>
					<nowarheads>2</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>20</translatedist>
							<nextaction type='WeaponExplosion'>
								<noluminance></noluminance>
								<nocreatedebris></nocreatedebris>
								<nocreatesplash></nocreatesplash>
								<minlife>3</minlife>
								<maxlife>4</maxlife>
								<hurtamount>0</hurtamount>
								<deform>none</deform>
								<size>6</size>
								<explosionsound>none</explosionsound>
								<explosiontexture>cloud00</explosiontexture>
							</nextaction>
						</nextaction>
					</aimedweapon>
				</delayedweapon>
			</subweapon4>
			<subweapon5 type='WeaponDelay'>
				<delay>1.5</delay>
				<delayedweapon type='WeaponAimedOver'>
					<nowarheads>2</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>20</translatedist>
							<nextaction type='WeaponExplosion'>
								<noluminance></noluminance>
								<nocreatedebris></nocreatedebris>
								<nocreatesplash></nocreatesplash>
								<minlife>3</minlife>
								<maxlife>4</maxlife>
								<hurtamount>0</hurtamount>
								<deform>none</deform>
								<size>6</size>
								<explosionsound>none</explosionsound>
								<explosiontexture>cloud00</explosiontexture>
							</nextaction>
						</nextaction>
					</aimedweapon>
				</delayedweapon>
			</subweapon5>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Clouds-Red</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>10</armslevel>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nocreatedebris></nocreatedebris>
				<nocreatesplash></nocreatesplash>
				<noluminance></noluminance>
				<nowindaffected></nowindaffected>
				<minlife>4</minlife>
				<maxlife>5</maxlife>
				<hurtamount>0</hurtamount>
				<deform>none</deform>
				<size>8</size>
				<explosionsound>shoot/flare.wav</explosionsound>
				<explosiontexture>exp04</explosiontexture>
			</subweapon1>
			<subweapon2 type='WeaponAimedOver'>
				<nowarheads>2</nowarheads>
				<percentagemiss>99</percentagemiss>
				<maxaimdistance>0</maxaimdistance>
				<inaccuracy>99</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>90</vredirect>
					<nextaction type='WeaponTranslate'>
						<translatedist>10</translatedist>
						<nextaction type='WeaponExplosion'>
							<noluminance></noluminance>
							<nocreatedebris></nocreatedebris>
							<nocreatesplash></nocreatesplash>
							<minlife>3</minlife>
							<maxlife>5</maxlife>
							<hurtamount>0</hurtamount>
							<deform>none</deform>
							<size>6</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</nextaction>
					</nextaction>
				</aimedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponAimedOver'>
					<nowarheads>2</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>20</translatedist>
							<nextaction type='WeaponExplosion'>
								<noluminance></noluminance>
								<nocreatedebris></nocreatedebris>
								<nocreatesplash></nocreatesplash>
								<minlife>3</minlife>
								<maxlife>5</maxlife>
								<hurtamount>0</hurtamount>
								<deform>none</deform>
								<size>6</size>
								<explosionsound>none</explosionsound>
								<explosiontexture>exp04</explosiontexture>
							</nextaction>
						</nextaction>
					</aimedweapon>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponAimedOver'>
					<nowarheads>2</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>20</translatedist>
							<nextaction type='WeaponExplosion'>
								<noluminance></noluminance>
								<nocreatedebris></nocreatedebris>
								<nocreatesplash></nocreatesplash>
								<minlife>3</minlife>
								<maxlife>5</maxlife>
								<hurtamount>0</hurtamount>
								<deform>none</deform>
								<size>6</size>
								<explosionsound>none</explosionsound>
								<explosiontexture>exp04</explosiontexture>
							</nextaction>
						</nextaction>
					</aimedweapon>
				</delayedweapon>
			</subweapon4>
			<subweapon5 type='WeaponDelay'>
				<delay>1.5</delay>
				<delayedweapon type='WeaponAimedOver'>
					<nowarheads>2</nowarheads>
					<percentagemiss>99</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>99</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>20</translatedist>
							<nextaction type='WeaponExplosion'>
								<noluminance></noluminance>
								<nocreatedebris></nocreatedebris>
								<nocreatesplash></nocreatesplash>
								<minlife>3</minlife>
								<maxlife>5</maxlife>
								<hurtamount>0</hurtamount>
								<deform>none</deform>
								<size>6</size>
								<explosionsound>none</explosionsound>
								<explosiontexture>exp04</explosiontexture>
							</nextaction>
						</nextaction>
					</aimedweapon>
				</delayedweapon>
			</subweapon5>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Smoke-Orange</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponDelay'>
				<delay>1.25</delay>
				<delayedweapon type='WeaponMulti'>
					<subweapon1 type='WeaponDelay'>
						<delay>1.25</delay>
						<delayedweapon type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<nocreatedebris></nocreatedebris>
								<nocreatesplash></nocreatesplash>
								<noluminance></noluminance>
								<nowindaffected></nowindaffected>
								<minlife>4</minlife>
								<maxlife>6</maxlife>
								<hurtamount>0</hurtamount>
								<deform>none</deform>
								<size>3</size>
								<explosiontexture>smoke-orange</explosiontexture>
								<explosionsound>none</explosionsound>
							</subweapon1>
							<subweapon2 type='WeaponNapalm'>
								<allowunderwater>false</allowunderwater>
								<napalmtime>2.1</napalmtime>
								<napalmheight>2.0</napalmheight>
								<steptime>1.0</steptime>
								<hurtsteptime>2.0</hurtsteptime>
								<hurtpersecond>0.1</hurtpersecond>
								<numberstreams>1</numberstreams>
								<effectradius>5</effectradius>
								<napalmtexture>smoke-orange</napalmtexture>
								<napalmsound>none</napalmsound>
							</subweapon2>
						</delayedweapon>
					</subweapon1>
					<subweapon2 type='WeaponExplosion'>
						<nocreatedebris></nocreatedebris>
						<nocreatesplash></nocreatesplash>
						<noluminance></noluminance>
						<nowindaffected></nowindaffected>
						<minlife>4</minlife>
						<maxlife>6</maxlife>
						<hurtamount>0</hurtamount>
						<deform>none</deform>
						<size>3</size>
						<explosiontexture>smoke-orange</explosiontexture>
						<explosionsound>none</explosionsound>
					</subweapon2>
					<subweapon3 type='WeaponNapalm'>
						<allowunderwater>false</allowunderwater>
						<napalmtime>2.1</napalmtime>
						<napalmheight>2.0</napalmheight>
						<steptime>1.0</steptime>
						<hurtsteptime>2.0</hurtsteptime>
						<hurtpersecond>0.1</hurtpersecond>
						<numberstreams>1</numberstreams>
						<effectradius>5</effectradius>
						<napalmtexture>smoke-orange</napalmtexture>
						<napalmsound>none</napalmsound>
					</subweapon3>
				</delayedweapon>
			</subweapon1>
			<subweapon2 type='WeaponExplosion'>
				<nocreatedebris></nocreatedebris>
				<nocreatesplash></nocreatesplash>
				<noluminance></noluminance>
				<nowindaffected></nowindaffected>
				<minlife>6</minlife>
				<maxlife>8</maxlife>
				<hurtamount>0</hurtamount>
				<deform>none</deform>
				<size>2</size>
				<explosiontexture>smoke-orange</explosiontexture>
				<explosionsound>explosions/gas.wav</explosionsound>
			</subweapon2>
			<subweapon3 type='WeaponNapalm'>
				<allowunderwater>false</allowunderwater>
				<napalmtime>2.1</napalmtime>
				<napalmheight>2.0</napalmheight>
				<steptime>1.0</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>0.1</hurtpersecond>
				<numberstreams>1</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>smoke-orange</napalmtexture>
				<napalmsound>none</napalmsound>
			</subweapon3>
			<!--<subweapon4 type='WeaponExplosion'>
				<nocreatedebris></nocreatedebris>
				<nocreatesplash></nocreatesplash>
				<noluminance></noluminance>
				<nowindaffected></nowindaffected>
				<hurtamount>0</hurtamount>
				<deform>down</deform>
				<size>3</size>
				<explosiontexture>none</explosiontexture>
				<explosionsound>none</explosionsound>
			</subweapon4>-->
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Tank Explosion</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<activationsound>explosions/tank.wav</activationsound>
		<deathanimationweight>30</deathanimationweight>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<nowindaffected></nowindaffected>
				<noluminance></noluminance>
				<hurtamount>0.0</hurtamount>
				<deform>down</deform>
				<size>5.0</size>
				<explosiontexture>exp06</explosiontexture>
				<explosionsound>explosions/exp.wav</explosionsound>
			</subweapon1>
			<subweapon2 type='WeaponAimedOver'>
				<percentagemiss>0.0</percentagemiss>
				<maxaimdistance>0.2</maxaimdistance>
				<inaccuracy>0.0</inaccuracy>
				<nowarheads>9</nowarheads>
				<aimedweapon type='WeaponProjectile'>
					<nocreateflame></nocreateflame>
					<enginesound>none</enginesound>
					<projectilescale>0.4</projectilescale>
					<projectilemodel type='ase'>
						<mesh>roller.ase</mesh>
						<skin>molten.bmp</skin>
					</projectilemodel>
					<collisionaction type='WeaponNapalm'>
						<napalmtime>3.0</napalmtime>
						<napalmheight>0.6</napalmheight>
						<steptime>0.2</steptime>
						<hurtsteptime>2.0</hurtsteptime>
						<hurtpersecond>0.9</hurtpersecond>
						<numberstreams>2.0</numberstreams>
						<effectradius>3.0</effectradius>
						<napalmtexture>flames</napalmtexture>
						<napalmsound>explosions/napalm.wav</napalmsound>
						<allowunderwater>off</allowunderwater>
					</collisionaction>
				</aimedweapon>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Tracer</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that 
causes no damage. Can be used to 
determine range without wasting 
other weapons.  Leaves a marker at the 
final position.</description>
		<icon>tracer.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>100</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<nocreateflame></nocreateflame>
			<showendpoint></showendpoint>
			<collisionaction type='WeaponNull'></collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Smoke Tracer</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that
causes no damage.  Can be used to 
determine range without wasting 
other weapons.  Leaves a colored 
trace of the shot path.</description>
		<icon>stracer.bmp</icon>
		<bundlesize>10</bundlesize>
		<cost>500</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<nocreateflame></nocreateflame>
			<showendpoint></showendpoint>
			<showshotpath></showshotpath>
			<collisionaction type='WeaponNull'></collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Missile</name>
		<armslevel>10</armslevel>
		<description>A small explosive projectile weapon</description>
		<icon>bmissile.bmp</icon>
		<startingnumber>-1</startingnumber>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>4</size>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/small.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Missile</name>
		<armslevel>9</armslevel>
		<description>A mid-size explosive projectile weapon</description>
		<icon>missile.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>1000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>6</size>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/medium.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Nuke</name>
		<armslevel>7</armslevel>
		<description>A large explosive projectile weapon</description>
		<icon>bnuke.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<deathanimationweight>24</deathanimationweight>
		<model type='MilkShape'>littleboy/littleboy.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>littleboy/littleboy.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>11</size>
				<explosionshake>2.0</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/large.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Nuke</name>
		<armslevel>4</armslevel>
		<description>A very large explosive projectile weapon</description>
		<icon>nuke.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<deathanimationweight>24</deathanimationweight>
		<model type='MilkShape'>fatman/fatman.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>fatman/fatman.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<hurtamount>1.0</hurtamount>
				<deform>down</deform>
				<size>18</size>
				<createmushroom></createmushroom>
				<minlife>0.5</minlife>
				<maxlife>1.5</maxlife>
				<explosionshake>4.0</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/xlarge.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fatman</name>
		<armslevel>3</armslevel>
		<description>An extra large nuke</description>
		<icon>nuke.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<deathanimationweight>4</deathanimationweight>
		<model type='MilkShape'>fatman/fatman.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>fatman/fatman.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<armslevel>2</armslevel>
				<createmushroom></createmushroom>
				<hurtamount>1.1</hurtamount>
				<deform>down</deform>
				<size>24</size>
				<explosionshake>4.0</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/xlarge.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Suicide Bomb</name>
		<armslevel>2</armslevel>
		<description>Detonate yourself causing a massive explosion</description>
		<icon>skull.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>16000</cost>
		<accessoryaction type='WeaponDelay'>
			<delay>0.5</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<armslevel>1</armslevel>
					<createmushroom></createmushroom>
					<hurtamount>1.2</hurtamount>
					<deform>down</deform>
					<size>40</size>
					<explosionshake>4</explosionshake>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/xlarge.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<hurtamount>10.0</hurtamount>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon2>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MOAB</name>
		<armslevel>2</armslevel>
		<description>The largest conventional nuke</description>
		<icon>nuke.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='MilkShape'>fatman/fatman.txt</model>
		<modelscale>4</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>4</projectilescale>
			<projectilemodel type='MilkShape'>fatman/fatman.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<createmushroom></createmushroom>
				<minlife>0.5</minlife>
				<maxlife>1.5</maxlife>
				<hurtamount>1.2</hurtamount>
				<deform>down</deform>
				<size>36</size>
				<explosionshake>4</explosionshake>
				<explosiontexture>exp00</explosiontexture>
				<explosionsound>explosions/xlarge.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>M2 Round</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>6</armslevel>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<projectilemodel type='MilkShape'>weapons/bullet.txt</projectilemodel>
			<projectilescale>0.25</projectilescale>
			<nocreateflame/>
			<nocreatesmoke/>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<armslevel>3</armslevel>
					<nocreatedebris/>
					<nocreatesplash/>
					<deform>none</deform>
					<hurtamount>0.4</hurtamount>
					<size>5</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>explosions/bhit.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<armslevel>3</armslevel>
					<deform>down</deform>
					<hurtamount>0</hurtamount>
					<size>2.5</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>M2 Machinegun</name>
		<description>Shoots five 50 caliber bullets
in rapid succession</description>
		<icon>mgun.bmp</icon>
		<cost>6000</cost>
		<bundlesize>4</bundlesize>
		<armslevel>7</armslevel>
		<model type='MilkShape'>weapons/50cal.txt</model>
		<activationsound>shoot/machinegun.wav</activationsound>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0.0</hredirect>
				<vredirect>0.0</vredirect>
				<nextaction type='WeaponReference'>
					<weapon>M2 Round</weapon>
					<armslevel>6</armslevel>
				</nextaction>
			</subweapon1>
			<subweapon2 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>1.0</hredirect>
				<vredirect>1.0</vredirect>
				<nextaction type='WeaponDelay'>
					<delay>0.34</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>M2 Round</weapon>
						<armslevel>6</armslevel>
					</delayedweapon>
				</nextaction>
			</subweapon2>
			<subweapon3 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>-1.0</hredirect>
				<vredirect>1.0</vredirect>
				<nextaction type='WeaponDelay'>
					<delay>0.68</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>M2 Round</weapon>
						<armslevel>6</armslevel>
					</delayedweapon>
				</nextaction>
			</subweapon3>
			<subweapon4 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>-1.0</hredirect>
				<vredirect>-1.0</vredirect>
				<nextaction type='WeaponDelay'>
					<delay>1.02</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>M2 Round</weapon>
						<armslevel>6</armslevel>
					</delayedweapon>
				</nextaction>
			</subweapon4>
			<subweapon5 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>1.0</hredirect>
				<vredirect>-1.0</vredirect>
				<nextaction type='WeaponDelay'>
					<delay>1.36</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>M2 Round</weapon>
						<armslevel>6</armslevel>
					</delayedweapon>
				</nextaction>
			</subweapon5>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Frag Grenade</name>
		<armslevel>6</armslevel>
		<description>Tosses a grenade which bounces once
and explodes creating some shrapnel</description>
		<icon>grenade.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>weapons/grenade.txt</model>
		<modelscale>0.8</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<nocreateflame></nocreateflame>
			<nocreatesmoke></nocreatesmoke>
			<projectilescale>0.8</projectilescale>
			<projectilemodel type='MilkShape'>weapons/grenade.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponLeapFrog'>
					<bounce>0.5</bounce>
					<collisionaction type='WeaponVelocity'>
						<velocitychange>0.8</velocitychange>
						<aimedweapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame></nocreateflame>
							<nocreatesmoke></nocreatesmoke>
							<projectilemodel type='MilkShape'>weapons/grenade.txt</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponDelay'>
									<delay>0.25</delay>
									<delayedweapon type='WeaponAimedOver'>
										<nowarheads>8</nowarheads>
										<percentagemiss>15</percentagemiss>
										<maxaimdistance>0</maxaimdistance>
										<inaccuracy>10</inaccuracy>
										<aimedweapon type='WeaponRedirect'>
											<habs>false</habs>
											<vabs>false</vabs>
											<hredirect>0</hredirect>
											<vredirect>45</vredirect>
											<nextaction type='WeaponVelocity'>
												<velocitychange>1.0</velocitychange>
												<aimedweapon type='WeaponProjectile'>
													<enginesound>none</enginesound>
													<nocreateflame></nocreateflame>
													<projectilescale>0.33</projectilescale>
													<projectilemodel type='ase'>
														<mesh>roller.ase</mesh>
														<skin>black.bmp</skin>
													</projectilemodel>
													<collisionaction type='WeaponExplosion'>
														<hurtamount>0.6</hurtamount>
														<deform>none</deform>
														<size>6</size>
														<explosiontexture>none</explosiontexture>
														<explosionsound>explosions/thud.wav</explosionsound>
													</collisionaction>
												</aimedweapon>
											</nextaction>
										</aimedweapon>
									</delayedweapon>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<hurtamount>0</hurtamount>
									<deform>down</deform>
									<size>4</size>
									<explosiontexture>none</explosiontexture>
									<explosionsound>none</explosionsound>
								</subweapon2>
								<subweapon3 type='WeaponExplosion'>
									<nocreatedebris></nocreatedebris>
									<hurtamount>1.0</hurtamount>
									<deform>none</deform>
									<size>12</size>
									<explosiontexture>exp00</explosiontexture>
									<explosionsound>explosions/medium.wav</explosionsound>
								</subweapon3>
							</collisionaction>
						</aimedweapon>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<noluminance></noluminance>
					<nocreatedebris></nocreatedebris>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>cloud00</explosiontexture>
					<explosionsound>explosions/thud.wav</explosionsound>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>EMP Grenade</name>
		<armslevel>7</armslevel>
		<description>A grenade that bounces once then explodes and
damages opponents without destroying the landscape.
EMPs do more damage to shields than to tanks.</description>
		<icon>emp.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<deathanimationweight>24</deathanimationweight>
		<model type='MilkShape'>weapons/shockbomblet.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<nocreateflame></nocreateflame>
			<projectilemodel type='MilkShape'>weapons/shockbomblet.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponLeapFrog'>
					<bounce>0.5</bounce>
					<collisionaction type='WeaponVelocity'>
						<velocitychange>0.8</velocitychange>
						<aimedweapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame></nocreateflame>
							<nocreatesmoke></nocreatesmoke>
							<projectilemodel type='MilkShape'>weapons/shockbomblet.txt</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<nocreatedebris></nocreatedebris>
									<hurtamount>0.5</hurtamount>
									<deform>none</deform>
									<size>13</size>
									<explosiontexture>exp05</explosiontexture>
									<explosionsound>explosions/empsmall.wav</explosionsound>
								</subweapon1>
								<subweapon2 type='WeaponDelay'>
									<delay>0.1</delay>
									<delayedweapon type='WeaponExplosion'>
										<nocreatedebris></nocreatedebris>
										<nocreatesplash></nocreatesplash>
										<onlyhurtshield>true</onlyhurtshield>
										<hurtamount>0.75</hurtamount>
										<deform>none</deform>
										<size>13</size>
										<explosiontexture>none</explosiontexture>
										<explosionsound>none</explosionsound>
									</delayedweapon>
								</subweapon2>
							</collisionaction>
						</aimedweapon>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<noluminance></noluminance>
					<nocreatedebris></nocreatedebris>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>cloud00</explosiontexture>
					<explosionsound>explosions/thud.wav</explosionsound>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mega EMP</name>
		<armslevel>4</armslevel>
		<description>A large grenade that bounces once then explodes and
damages opponents without destroying the landscape.
EMPs do more damage to shields than to tanks.</description>
		<icon>emp.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<deathanimationweight>4</deathanimationweight>
		<model type='MilkShape'>weapons/shockbomblet.txt</model>
		<modelscale>3.0</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<nocreateflame></nocreateflame>
			<projectilescale>3.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/shockbomblet.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponLeapFrog'>
					<bounce>0.5</bounce>
					<collisionaction type='WeaponVelocity'>
						<velocitychange>0.8</velocitychange>
						<aimedweapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame></nocreateflame>
							<nocreatesmoke></nocreatesmoke>
							<projectilescale>3.0</projectilescale>
							<projectilemodel type='MilkShape'>weapons/shockbomblet.txt</projectilemodel>
							<collisionaction type='WeaponMulti'> 
								<subweapon1 type='WeaponExplosion'>
									<nocreatedebris></nocreatedebris>
									<hurtamount>0.5</hurtamount>
									<deform>none</deform>
									<size>24</size>
									<minlife>0.5</minlife>
									<maxlife>1.5</maxlife>
									<explosiontexture>exp05</explosiontexture>
									<explosionsound>explosions/empsmall.wav</explosionsound>
								</subweapon1>
								<subweapon2 type='WeaponDelay'>
									<delay>0.1</delay>
									<delayedweapon type='WeaponExplosion'>
										<nocreatedebris></nocreatedebris>
										<nocreatesplash></nocreatesplash>
										<onlyhurtshield>true</onlyhurtshield>
										<hurtamount>0.75</hurtamount>
										<deform>none</deform>
										<size>24</size>
										<explosiontexture>none</explosiontexture>
										<explosionsound>none</explosionsound>
									</delayedweapon>
								</subweapon2>
							</collisionaction>
						</aimedweapon>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<noluminance></noluminance>
					<nocreatedebris></nocreatedebris>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>cloud00</explosiontexture>
					<explosionsound>explosions/thud.wav</explosionsound>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Gas Grenade</name>
		<armslevel>3</armslevel>
		<description>Grenade that releases a cloud of gas which damages
opponents.  The cloud does less damage as it spreads out.</description>
		<icon>gas.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<deathanimationweight>2</deathanimationweight>
		<model type='MilkShape'>weapons/m7a3.txt</model>
		<modelscale>2.0</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<nocreateflame></nocreateflame>
			<projectilescale>2.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/m7a3.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponLeapFrog'>
					<bounce>0.5</bounce>
					<collisionaction type='WeaponVelocity'>
						<velocitychange>0.8</velocitychange>
						<aimedweapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame></nocreateflame>
							<apexcollision></apexcollision>
							<apexnodud/>
							<projectilescale>2.0</projectilescale>
							<projectilemodel type='MilkShape'>weapons/m7a3.txt</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponProjectile'>
									<enginesound>none</enginesound>
									<nocreateflame></nocreateflame>
									<projectilescale>2.0</projectilescale>
									<projectilemodel type='MilkShape'>weapons/m7a3.txt</projectilemodel>
									<collisionaction type='WeaponMulti'>
										<subweapon1 type='WeaponDelay'>
											<delay>1.25</delay>
											<delayedweapon type='WeaponMulti'>
												<subweapon1 type='WeaponDelay'>
													<delay>1.25</delay>
													<delayedweapon type='WeaponMulti'>
														<subweapon1 type='WeaponDelay'>
															<delay>1.0</delay>
															<delayedweapon type='WeaponMulti'>
																<subweapon1 type='WeaponDelay'>
																	<delay>1.0</delay>
																	<delayedweapon type='WeaponExplosion'>
																		<nocreatedebris></nocreatedebris>
																		<nocreatesplash></nocreatesplash>
																		<hurtamount>0.15</hurtamount>
																		<deform>none</deform>
																		<size>60</size>
																		<explosiontexture>none</explosiontexture>
																		<explosionsound>none</explosionsound>
																	</delayedweapon>
																</subweapon1>
																<subweapon2 type='WeaponExplosion'>
																	<nocreatedebris></nocreatedebris>
																	<nocreatesplash></nocreatesplash>
																	<hurtamount>0.2</hurtamount>
																	<deform>none</deform>
																	<size>56</size>
																	<explosiontexture>none</explosiontexture>
																	<explosionsound>none</explosionsound>
																</subweapon2>
															</delayedweapon>
														</subweapon1>
														<subweapon2 type='WeaponExplosion'>
															<nocreatedebris></nocreatedebris>
															<nocreatesplash></nocreatesplash>
															<hurtamount>0.25</hurtamount>
															<deform>none</deform>
															<size>48</size>
															<explosiontexture>none</explosiontexture>
															<explosionsound>none</explosionsound>
														</subweapon2>
														<subweapon3 type='WeaponExplosion'>
															<nocreatedebris></nocreatedebris>
															<nocreatesplash></nocreatesplash>
															<noluminance></noluminance>
															<nowindaffected></nowindaffected>
															<minlife>4</minlife>
															<maxlife>6</maxlife>
															<animate></animate>
															<hurtamount>0</hurtamount>
															<deform>none</deform>
															<size>8</size>
															<explosiontexture>gas00</explosiontexture>
															<explosionsound>none</explosionsound>
														</subweapon3>
														<subweapon4 type='WeaponNapalm'>
															<allowunderwater>false</allowunderwater>
															<napalmtime>2.1</napalmtime>
															<napalmheight>2.0</napalmheight>
															<steptime>1.0</steptime>
															<hurtsteptime>2.0</hurtsteptime>
															<hurtpersecond>0.1</hurtpersecond>
															<numberstreams>1</numberstreams>
															<effectradius>5</effectradius>
															<napalmtexture>gas00-3</napalmtexture>
															<napalmsound>none</napalmsound>
														</subweapon4>
													</delayedweapon>
												</subweapon1>
												<subweapon2 type='WeaponExplosion'>
													<nocreatedebris></nocreatedebris>
													<nocreatesplash></nocreatesplash>
													<hurtamount>0.3</hurtamount>
													<deform>none</deform>
													<size>36</size>
													<explosiontexture>none</explosiontexture>
													<explosionsound>none</explosionsound>
												</subweapon2>
												<subweapon3 type='WeaponExplosion'>
													<nocreatedebris></nocreatedebris>
													<nocreatesplash></nocreatesplash>
													<noluminance></noluminance>
													<nowindaffected></nowindaffected>
													<minlife>4</minlife>
													<maxlife>6</maxlife>
													<animate></animate>
													<hurtamount>0</hurtamount>
													<deform>none</deform>
													<size>10</size>
													<explosiontexture>gas00</explosiontexture>
													<explosionsound>none</explosionsound>
												</subweapon3>
												<subweapon4 type='WeaponNapalm'>
													<allowunderwater>false</allowunderwater>
													<napalmtime>2.1</napalmtime>
													<napalmheight>2.0</napalmheight>
													<steptime>1.0</steptime>
													<hurtsteptime>2.0</hurtsteptime>
													<hurtpersecond>0.1</hurtpersecond>
													<numberstreams>1</numberstreams>
													<effectradius>5</effectradius>
													<napalmtexture>gas00-3</napalmtexture>
													<napalmsound>none</napalmsound>
												</subweapon4>
											</delayedweapon>
										</subweapon1>
										<subweapon2 type='WeaponExplosion'>
											<nocreatedebris></nocreatedebris>
											<nocreatesplash></nocreatesplash>
											<minlife>4</minlife>
											<maxlife>6</maxlife>
											<hurtamount>0.35</hurtamount>
											<deform>none</deform>
											<size>24</size>
											<explosiontexture>none</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon2>
										<subweapon3 type='WeaponExplosion'>
											<nocreatedebris></nocreatedebris>
											<nocreatesplash></nocreatesplash>
											<noluminance></noluminance>
											<nowindaffected></nowindaffected>
											<minlife>6</minlife>
											<maxlife>8</maxlife>
											<animate></animate>
											<hurtamount>0</hurtamount>
											<deform>none</deform>
											<size>12</size>
											<explosiontexture>gas00</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon3>
										<subweapon4 type='WeaponNapalm'>
											<allowunderwater>false</allowunderwater>
											<napalmtime>2.1</napalmtime>
											<napalmheight>2.0</napalmheight>
											<steptime>1.0</steptime>
											<hurtsteptime>2.0</hurtsteptime>
											<hurtpersecond>0.1</hurtpersecond>
											<numberstreams>1</numberstreams>
											<effectradius>5</effectradius>
											<napalmtexture>gas00-3</napalmtexture>
											<napalmsound>none</napalmsound>
										</subweapon4>
									</collisionaction>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<nocreatedebris></nocreatedebris>
									<nocreatesplash></nocreatesplash>
									<noluminance></noluminance>
									<nowindaffected></nowindaffected>
									<minlife>4</minlife>
									<maxlife>6</maxlife>
									<animate></animate>
									<hurtamount>0.4</hurtamount>
									<deform>none</deform>
									<size>8</size>
									<explosiontexture>gas00</explosiontexture>
									<explosionsound>explosions/gas.wav</explosionsound>
								</subweapon2>
							</collisionaction>
						</aimedweapon>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<nocreatesplash></nocreatesplash>
					<noluminance></noluminance>
					<nowindaffected></nowindaffected>
					<minlife>3</minlife>
					<maxlife>6</maxlife>
					<animate></animate>
					<hurtamount>0.5</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<explosiontexture>gas00</explosiontexture>
					<explosionsound>shoot/flare.wav</explosionsound>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MirvBomblet</name>
		<armslevel>6</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.2</projectilescale>
			<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<deform>down</deform>
				<hurtamount>1.0</hurtamount>
				<size>6</size>
				<explosionsound>explosions/large.wav</explosionsound>
				<explosiontexture>exp04</explosiontexture>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Spread MIRV</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that on reaching
its highest point releases several 
small warheads. These warheads fan out 
in a random direction.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='ase'>
			<mesh>clusterbomb.ase</mesh>
			<skin>white.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='ase'>
				<mesh>clusterbomb.ase</mesh>
				<skin>white.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponReference'>
					<weapon>MirvBomblet</weapon>
				</subweapon1>
				<subweapon2 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>7.5</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>MirvBomblet</weapon>
					</nextaction>
				</subweapon2>
				<subweapon3 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>15</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>MirvBomblet</weapon>
					</nextaction>
				</subweapon3>
				<subweapon4 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-7.5</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>MirvBomblet</weapon>
					</nextaction>
				</subweapon4>
				<subweapon5 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-15</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>MirvBomblet</weapon>
					</nextaction>
				</subweapon5>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MIRV</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that on 
reaching its highest point releases 
several small warheads. These warheads 
fan out in a straight line from the 
direction of the firer.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='ase'>
			<mesh>clusterbomb.ase</mesh>
			<skin>white.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='ase'>
				<mesh>clusterbomb.ase</mesh>
				<skin>white.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<hspreaddist>0.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<projectilescale>0.2</projectilescale>
					<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>6</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mega MIRV</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that on 
reaching its highest point releases 
many small warheads in a line.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>6000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>weapons/megamirv.txt</model>
		<modelscale>3.0</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>3.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/megamirv.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<hspreaddist>0.0</hspreaddist>
				<vspreaddist>6.25</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame></nocreateflame>
					<nocreatesmoke></nocreatesmoke>
					<projectilemodel type='MilkShape'>weapons/wobblebomb.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>12</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mega S-MIRV</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that on 
reaching its highest point releases 
many small warheads. These warheads fan 
out in a random direction.</description>
		<icon>mirv.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>weapons/megamirv.txt</model>
		<modelscale>3.0</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>3.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/megamirv.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>8</nowarheads>
				<hspreaddist>0.8</hspreaddist>
				<vspreaddist>2.5</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame></nocreateflame>
					<nocreatesmoke></nocreatesmoke>
					<projectilemodel type='MilkShape'>weapons/wobblebomb.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>11</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Death Head</name>
		<armslevel>2</armslevel>
		<description>A projectile weapon that on
reaching its highest point releases 
many large warheads. These warheads fan 
out in a random direction.</description>
		<icon>dhead.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<modelscale>5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>5</projectilescale>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>20</nowarheads>
				<hspreaddist>1.0</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<projectilescale>0.5</projectilescale>
					<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>18</size>
						<createmushroom></createmushroom>
						<explosionsound>explosions/xlarge.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Apoc Segment</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>1</armslevel>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<apexcollision></apexcollision>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame></nocreateflame>
					<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>18</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>18</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponVelocity'>
					<velocitychange>0.66</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<nocreateflame></nocreateflame>
						<nocreatesmoke></nocreatesmoke>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.0</hurtamount>
							<size>16</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
							<explosionshake>2.0</explosionshake>
						</collisionaction>
					</aimedweapon>
				</subweapon3>
				<subweapon4 type='WeaponVelocity'>
					<velocitychange>0.33</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<nocreateflame></nocreateflame>
						<nocreatesmoke></nocreatesmoke>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.0</hurtamount>
							<size>14</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
							<explosionshake>2.0</explosionshake>
						</collisionaction>
					</aimedweapon>
				</subweapon4>
				<subweapon5 type='WeaponSound'>
					<sound>data/wav/shoot/flare.wav</sound>
				</subweapon5>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Apocalypse</name>
		<armslevel>1</armslevel>
		<description>A projectile weapon that on
reaching its highest point releases 
many medium sized nuclear warheads 
in several different directions.
</description>
		<icon>apoc.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>50000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<modelscale>8</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>8</projectilescale>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>24</size>
					<explosionsound>explosions/xlarge.wav</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponVelocity'>
					<velocitychange>0.5</velocitychange>
					<aimedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponDelay'>
							<delay>0.33</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>315</hredirect>
								<vredirect>45</vredirect>
								<nextaction type='WeaponReference'>
									<weapon>Apoc Segment</weapon>
								</nextaction>
							</delayedweapon>
						</subweapon1>
						<subweapon2 type='WeaponDelay'>
							<delay>0.66</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>0</hredirect>
								<vredirect>45</vredirect>
								<nextaction type='WeaponReference'>
									<weapon>Apoc Segment</weapon>
								</nextaction>
							</delayedweapon>
						</subweapon2>
						<subweapon3 type='WeaponDelay'>
							<delay>1.0</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>45</hredirect>
								<vredirect>45</vredirect>
								<nextaction type='WeaponReference'>
									<weapon>Apoc Segment</weapon>
								</nextaction>
							</delayedweapon>
						</subweapon3>
						<subweapon4 type='WeaponDelay'>
							<delay>1.33</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>90</hredirect>
								<vredirect>45</vredirect>
								<nextaction type='WeaponReference'>
									<weapon>Apoc Segment</weapon>
								</nextaction>
							</delayedweapon>
						</subweapon4>
						<subweapon5 type='WeaponDelay'>
							<delay>1.66</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>135</hredirect>
								<vredirect>45</vredirect>
								<nextaction type='WeaponReference'>
									<weapon>Apoc Segment</weapon>
								</nextaction>
							</delayedweapon>
						</subweapon5>
						<subweapon6 type='WeaponDelay'>
							<delay>2.0</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>180</hredirect>
								<vredirect>45</vredirect>
								<nextaction type='WeaponReference'>
									<weapon>Apoc Segment</weapon>
								</nextaction>
							</delayedweapon>
						</subweapon6>
						<subweapon7 type='WeaponDelay'>
							<delay>2.33</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>225</hredirect>
								<vredirect>45</vredirect>
								<nextaction type='WeaponReference'>
									<weapon>Apoc Segment</weapon>
								</nextaction>
							</delayedweapon>
						</subweapon7>
						<subweapon8 type='WeaponDelay'>
							<delay>2.66</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>270</hredirect>
								<vredirect>45</vredirect>
								<nextaction type='WeaponReference'>
									<weapon>Apoc Segment</weapon>
								</nextaction>
							</delayedweapon>
						</subweapon8>
					</aimedweapon>
				</subweapon2>
				<subweapon3 type='WeaponVelocity'>
					<velocitychange>0.0</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<nocreateflame></nocreateflame>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.0</hurtamount>
							<size>24</size>
							<explosionsound>explosions/xlarge.wav</explosionsound>
							<explosiontexture>exp04</explosiontexture>
							<explosionshake>2.0</explosionshake>
						</collisionaction>
					</aimedweapon>
				</subweapon3>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dmsday Segment</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>0</armslevel>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<apexcollision></apexcollision>
			<projectilescale>3</projectilescale>
			<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame></nocreateflame>
					<projectilescale>2</projectilescale>
					<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>1.0</hurtamount>
						<size>28</size>
						<explosionsound>explosions/large.wav</explosionsound>
						<explosiontexture>exp04</explosiontexture>
						<explosionshake>2.0</explosionshake>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>18</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon2>
				<subweapon3 type='WeaponVelocity'>
					<velocitychange>0.8</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<nocreateflame></nocreateflame>
						<nocreatesmoke></nocreatesmoke>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.0</hurtamount>
							<size>24</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
							<explosionshake>2.0</explosionshake>
						</collisionaction>
					</aimedweapon>
				</subweapon3>
				<subweapon4 type='WeaponVelocity'>
					<velocitychange>0.5</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<nocreateflame></nocreateflame>
						<nocreatesmoke></nocreatesmoke>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.0</hurtamount>
							<size>20</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
							<explosionshake>2.0</explosionshake>
						</collisionaction>
					</aimedweapon>
				</subweapon4>
				<subweapon5 type='WeaponVelocity'>
					<velocitychange>0.2</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<nocreateflame></nocreateflame>
						<nocreatesmoke></nocreatesmoke>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.0</hurtamount>
							<size>16</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
							<explosionshake>2.0</explosionshake>
						</collisionaction>
					</aimedweapon>
				</subweapon5>
				<subweapon6 type='WeaponSound'>
					<sound>data/wav/shoot/flare.wav</sound>
				</subweapon6>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dmsday Flower</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>0</armslevel>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponDelay'>
				<delay>0.33</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>315</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.66</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>45</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>1.33</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>90</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon4>
			<subweapon5 type='WeaponDelay'>
				<delay>1.66</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>135</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon5>
			<subweapon6 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>180</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon6>
			<subweapon7 type='WeaponDelay'>
				<delay>2.33</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>225</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon7>
			<subweapon8 type='WeaponDelay'>
				<delay>2.66</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>270</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Dmsday Segment</weapon>
					</nextaction>
				</delayedweapon>
			</subweapon8>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dmsday Device</name>
		<armslevel>0</armslevel>
		<description>Detonates at the peak of the projectile's
arc raining massive destruction upon the field.</description>
		<icon>apoc.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>100000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<modelscale>12</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>12</projectilescale>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>24</size>
					<explosionsound>explosions/xlarge.wav</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponVelocity'>
					<velocitychange>0.6</velocitychange>
					<aimedweapon type='WeaponReference'>
						<weapon>Dmsday Flower</weapon>
					</aimedweapon>
				</subweapon2>
				<subweapon3 type='WeaponVelocity'>
					<velocitychange>0.0</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<nocreateflame></nocreateflame>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.0</hurtamount>
							<size>32</size>
							<explosionsound>explosions/xlarge.wav</explosionsound>
							<explosiontexture>exp04</explosiontexture>
							<explosionshake>2.0</explosionshake>
						</collisionaction>
					</aimedweapon>
				</subweapon3>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Strangelove</name>
		<armslevel>0</armslevel>
		<description>Fire it into the air and watch 
the world as you know it come to and end.</description>
		<icon>apoc.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>150000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='ase'>
			<mesh>roller.ase</mesh>
			<skin>default.bmp</skin>
		</model>
		<modelscale>6</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>6</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>default.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>24</size>
					<explosionsound>explosions/xlarge.wav</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponVelocity'>
					<velocitychange>0.0</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<nocreateflame></nocreateflame>
						<projectilemodel type='MilkShape'>mirvwarhead/mirvwarhead.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<deform>down</deform>
							<hurtamount>1.0</hurtamount>
							<size>36</size>
							<explosionsound>explosions/xlarge.wav</explosionsound>
							<explosiontexture>exp04</explosiontexture>
							<explosionshake>2.0</explosionshake>
						</collisionaction>
					</aimedweapon>
				</subweapon2>
				<subweapon3 type='WeaponVelocity'>
					<velocitychange>0.65</velocitychange>
					<aimedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponReference'>
							<weapon>Dmsday Flower</weapon>
						</subweapon1>
						<subweapon2 type='WeaponDelay'>
							<delay>2.66</delay>
							<delayedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>false</vabs>
								<hredirect>22.5</hredirect>
								<vredirect>0</vredirect>
								<nextaction type='WeaponReference'>
									<weapon>Dmsday Flower</weapon>
								</nextaction>
							</delayedweapon>
						</subweapon2>
					</aimedweapon>
				</subweapon3>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Funky Bomb</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that on 
exploding releases many small 
missiles.  These missiles automatically 
target nearby tanks.</description>
		<icon>fbomb.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<deathanimationweight>8</deathanimationweight>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>12</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>50</maxaimdistance>
					<inaccuracy>20</inaccuracy>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<nocreateflame></nocreateflame>
						<projectilemodel type='MilkShape'>bomb/bomb.txt</projectilemodel>
						<collisionaction type='WeaponExplosion'>
							<armslevel>2</armslevel>
							<hurtamount>1.0</hurtamount>
							<multicolor></multicolor>
							<deform>down</deform>
							<size>8</size>
							<explosionsound>explosions/large.wav</explosionsound>
							<explosiontexture>exp02</explosiontexture>
						</collisionaction>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<armslevel>2</armslevel>
					<hurtamount>1.0</hurtamount>
					<multicolor></multicolor>
					<deform>down</deform>
					<size>10</size>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>exp02</explosiontexture>
					<explosionshake>1.0</explosionshake>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hornet Nest</name>
		<armslevel>2</armslevel>
		<description>Creates an angry cloud of hornets which fly
around attack nearby opponents twice</description>
		<icon>hornet.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>30000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>weapons/redhornet.txt</model>
		<modelscale>3</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<spinspeed>0</spinspeed>
			<projectilescale>3</projectilescale>
			<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponDelay'>
					<delay>5.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponAimedOver'>
							<nowarheads>6</nowarheads>
							<percentagemiss>20</percentagemiss>
							<maxaimdistance>50</maxaimdistance>
							<inaccuracy>10</inaccuracy>
							<aimedweapon type='WeaponProjectile'>
								<enginesound>none</enginesound>
								<nocreateflame></nocreateflame>
								<spinspeed>0</spinspeed>
								<projectilescale>2.0</projectilescale>
								<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
								<collisionaction type='WeaponMulti'>
									<subweapon1 type='WeaponAimedOver'>
										<nowarheads>1</nowarheads>
										<percentagemiss>20</percentagemiss>
										<maxaimdistance>40</maxaimdistance>
										<inaccuracy>10</inaccuracy>
										<aimedweapon type='WeaponProjectile'>
											<enginesound>none</enginesound>
											<nocreateflame></nocreateflame>
											<spinspeed>0</spinspeed>
											<projectilescale>2.0</projectilescale>
											<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
											<collisionaction type='WeaponExplosion'>
												<armslevel>1</armslevel>
												<nocreatedebris></nocreatedebris>
												<noluminance></noluminance>
												<hurtamount>1.0</hurtamount>
												<deform>down</deform>
												<size>6</size>
												<explosiontexture>exp04</explosiontexture>
												<explosionsound>shoot/flare.wav</explosionsound>
											</collisionaction>
										</aimedweapon>
									</subweapon1>
									<subweapon2 type='WeaponExplosion'>
										<armslevel>1</armslevel>
										<nocreatedebris></nocreatedebris>
										<noluminance></noluminance>
										<hurtamount>1.0</hurtamount>
										<deform>down</deform>
										<size>6</size>
										<explosiontexture>exp04</explosiontexture>
										<explosionsound>shoot/flare.wav</explosionsound>
									</subweapon2>
								</collisionaction>
							</aimedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<armslevel>1</armslevel>
							<nocreatedebris></nocreatedebris>
							<noluminance></noluminance>
							<nocreatesplash></nocreatesplash>
							<nowindaffected></nowindaffected>
							<minlife>2</minlife>
							<maxlife>3</maxlife>
							<hurtamount>0.5</hurtamount>
							<deform>none</deform>
							<size>6</size>
							<explosiontexture>cloud00-5</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon2>
					</delayedweapon>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>3.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponAimedOver'>
							<nowarheads>5</nowarheads>
							<percentagemiss>20</percentagemiss>
							<maxaimdistance>50</maxaimdistance>
							<inaccuracy>10</inaccuracy>
							<aimedweapon type='WeaponProjectile'>
								<enginesound>none</enginesound>
								<nocreateflame></nocreateflame>
								<spinspeed>0</spinspeed>
								<projectilescale>2.0</projectilescale>
								<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
								<collisionaction type='WeaponMulti'>
									<subweapon1 type='WeaponAimedOver'>
										<nowarheads>1</nowarheads>
										<percentagemiss>20</percentagemiss>
										<maxaimdistance>40</maxaimdistance>
										<inaccuracy>10</inaccuracy>
										<aimedweapon type='WeaponProjectile'>
											<enginesound>none</enginesound>
											<nocreateflame></nocreateflame>
											<spinspeed>0</spinspeed>
											<projectilescale>2.0</projectilescale>
											<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
											<collisionaction type='WeaponExplosion'>
												<armslevel>1</armslevel>
												<nocreatedebris></nocreatedebris>
												<noluminance></noluminance>
												<hurtamount>1.0</hurtamount>
												<deform>down</deform>
												<size>6</size>
												<explosiontexture>exp04</explosiontexture>
												<explosionsound>shoot/flare.wav</explosionsound>
											</collisionaction>
										</aimedweapon>
									</subweapon1>
									<subweapon2 type='WeaponExplosion'>
										<armslevel>1</armslevel>
										<nocreatedebris></nocreatedebris>
										<noluminance></noluminance>
										<hurtamount>1.0</hurtamount>
										<deform>down</deform>
										<size>6</size>
										<explosiontexture>exp04</explosiontexture>
										<explosionsound>shoot/flare.wav</explosionsound>
									</subweapon2>
								</collisionaction>
							</aimedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<armslevel>1</armslevel>
							<nocreatedebris></nocreatedebris>
							<noluminance></noluminance>
							<nocreatesplash></nocreatesplash>
							<nowindaffected></nowindaffected>
							<minlife>2</minlife>
							<maxlife>4</maxlife>
							<hurtamount>0.6</hurtamount>
							<deform>none</deform>
							<size>7</size>
							<explosiontexture>cloud00-5</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon2>
					</delayedweapon>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponAimedOver'>
							<nowarheads>4</nowarheads>
							<percentagemiss>10</percentagemiss>
							<maxaimdistance>40</maxaimdistance>
							<inaccuracy>0</inaccuracy>
							<aimedweapon type='WeaponProjectile'>
								<enginesound>none</enginesound>
								<nocreateflame></nocreateflame>
								<spinspeed>0</spinspeed>
								<projectilescale>2.0</projectilescale>
								<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
								<collisionaction type='WeaponMulti'>
									<subweapon1 type='WeaponAimedOver'>
										<nowarheads>1</nowarheads>
										<percentagemiss>10</percentagemiss>
										<maxaimdistance>35</maxaimdistance>
										<inaccuracy>0</inaccuracy>
										<aimedweapon type='WeaponProjectile'>
											<enginesound>none</enginesound>
											<nocreateflame></nocreateflame>
											<spinspeed>0</spinspeed>
											<projectilescale>2.0</projectilescale>
											<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
											<collisionaction type='WeaponExplosion'>
												<armslevel>1</armslevel>
												<nocreatedebris></nocreatedebris>
												<noluminance></noluminance>
												<hurtamount>1.0</hurtamount>
												<deform>down</deform>
												<size>6</size>
												<explosiontexture>exp04</explosiontexture>
												<explosionsound>shoot/flare.wav</explosionsound>
											</collisionaction>
										</aimedweapon>
									</subweapon1>
									<subweapon2 type='WeaponExplosion'>
										<armslevel>1</armslevel>
										<nocreatedebris></nocreatedebris>
										<noluminance></noluminance>
										<hurtamount>1.0</hurtamount>
										<deform>down</deform>
										<size>6</size>
										<explosiontexture>exp04</explosiontexture>
										<explosionsound>shoot/flare.wav</explosionsound>
									</subweapon2>
								</collisionaction>
							</aimedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<armslevel>1</armslevel>
							<nocreatedebris></nocreatedebris>
							<noluminance></noluminance>
							<nocreatesplash></nocreatesplash>
							<nowindaffected></nowindaffected>
							<minlife>3</minlife>
							<maxlife>4</maxlife>
							<hurtamount>1.0</hurtamount>
							<deform>none</deform>
							<size>8</size>
							<explosiontexture>cloud00-5</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon2>
					</delayedweapon>
				</subweapon3>
				<subweapon4 type='WeaponExplosion'>
					<armslevel>1</armslevel>
					<nocreatedebris></nocreatedebris>
					<noluminance></noluminance>
					<nocreatesplash></nocreatesplash>
					<nowindaffected></nowindaffected>
					<minlife>4</minlife>
					<maxlife>5</maxlife>
					<hurtamount>1.0</hurtamount>
					<deform>none</deform>
					<size>10</size>
					<explosiontexture>cloud00-5</explosiontexture>
					<explosionsound>explosions/bees.wav</explosionsound>
				</subweapon4>
				<subweapon5 type='WeaponExplosion'>
					<armslevel>1</armslevel>
					<nocreatedebris></nocreatedebris>
					<nocreatesplash></nocreatesplash>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>none</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon5>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hornet Swarm</name>
		<armslevel>0</armslevel>
		<description>Creates a multiple clouds of angry hornets
 which fly around attack nearby opponents twice</description>
		<icon>hornet.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>75000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>weapons/redhornet.txt</model>
		<modelscale>6</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<spinspeed>0</spinspeed>
			<projectilescale>6</projectilescale>
			<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponReference'>
					<weapon>Hornet Nest</weapon>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>4.0</delay>
					<delayedweapon type='WeaponAimedOver'>
						<nowarheads>2</nowarheads>
						<inaccuracy>10</inaccuracy>
						<percentagemiss>0</percentagemiss>
						<maxaimdistance>75</maxaimdistance>
						<aimedweapon type='WeaponProjectile'>
							<nocreatesmoke></nocreatesmoke>
							<nocreateflame></nocreateflame>
							<spinspeed>0</spinspeed>
							<projectilescale>4</projectilescale>
							<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>Hornet Nest</weapon>
								</subweapon1>
								<subweapon2 type='WeaponDelay'>
									<delay>4.0</delay>
									<delayedweapon type='WeaponAimedOver'>
										<nowarheads>1</nowarheads>
										<inaccuracy>10</inaccuracy>
										<percentagemiss>0</percentagemiss>
										<maxaimdistance>75</maxaimdistance>
										<aimedweapon type='WeaponProjectile'>
											<nocreatesmoke></nocreatesmoke>
											<nocreateflame></nocreateflame>
											<spinspeed>0</spinspeed>
											<projectilescale>3</projectilescale>
											<projectilemodel type='MilkShape'>weapons/redhornet.txt</projectilemodel>
											<collisionaction type='WeaponReference'>
												<weapon>Hornet Nest</weapon>
											</collisionaction>
										</aimedweapon>
									</delayedweapon>
								</subweapon2>
							</collisionaction>
						</aimedweapon>
					</delayedweapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>The Travolta</name>
		<armslevel>1</armslevel>
		<description>Light this far away from yourself.</description>
		<icon>fbomb.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>40000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<modelscale>4</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<spinspeed>0</spinspeed>
			<projectilescale>4</projectilescale>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>6</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>60</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<spinspeed>0</spinspeed>
						<projectilemodel type='MilkShape'>bomb/bomb.txt</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponAimedOver'>
								<nowarheads>6</nowarheads>
								<percentagemiss>20</percentagemiss>
								<maxaimdistance>50</maxaimdistance>
								<inaccuracy>10</inaccuracy>
								<aimedweapon type='WeaponProjectile'>
									<enginesound>none</enginesound>
									<spinspeed>0</spinspeed>
									<projectilemodel type='MilkShape'>bomb/bomb.txt</projectilemodel>
									<collisionaction type='WeaponExplosion'>
										<hurtamount>1.0</hurtamount>
										<multicolor></multicolor>
										<deform>down</deform>
										<size>6</size>
										<explosionsound>explosions/large.wav</explosionsound>
										<explosiontexture>exp02</explosiontexture>
									</collisionaction>
								</aimedweapon>
							</subweapon1>
							<subweapon2 type='WeaponExplosion'>
								<hurtamount>1.0</hurtamount>
								<multicolor></multicolor>
								<deform>down</deform>
								<size>8</size>
								<explosionsound>explosions/large.wav</explosionsound>
								<explosiontexture>exp02</explosiontexture>
							</subweapon2>
						</collisionaction>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<multicolor></multicolor>
					<deform>down</deform>
					<size>10</size>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>exp02</explosiontexture>
					<explosionshake>1.0</explosionshake>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Napalm</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that explodes 
into a river of flame. Any tanks
near the flames will lose life.</description>
		<icon>napalm.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>1000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<modelscale>0.75</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.75</projectilescale>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<allowunderwater>false</allowunderwater>
				<napalmtime>6.0</napalmtime>
				<napalmheight>1.5</napalmheight>
				<steptime>0.2</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>1.0</hurtpersecond>
				<numberstreams>1</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Napalm</name>
		<armslevel>7</armslevel>
		<description>A projectile weapon that explodes 
into a river of flame. Any tanks
near the flames will lose life.</description>
		<icon>napalm.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<allowunderwater>false</allowunderwater>
				<napalmtime>8.0</napalmtime>
				<napalmheight>2.0</napalmheight>
				<steptime>0.1</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>1.0</hurtpersecond>
				<numberstreams>2</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hot Napalm</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that explodes 
into a large river of flame. Any tanks
near the flames will lose life.</description>
		<icon>hnapalm.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<allowunderwater>false</allowunderwater>
				<napalmtime>8.0</napalmtime>
				<napalmheight>2.0</napalmheight>
				<steptime>0.1</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>2.0</hurtpersecond>
				<numberstreams>4</numberstreams>
				<effectradius>6</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>NapMirvBomblet</name>
		<armslevel>3</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<projectilescale>0.2</projectilescale>
			<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
			<collisionaction type='WeaponNapalm'>
				<allowunderwater>false</allowunderwater>
				<napalmtime>8.0</napalmtime>
				<napalmheight>1.75</napalmheight>
				<steptime>0.2</steptime>
				<hurtsteptime>2.0</hurtsteptime>
				<hurtpersecond>1.0</hurtpersecond>
				<numberstreams>1</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>explosions/napalm.wav</napalmsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Napalm MIRV</name>
		<armslevel>3</armslevel>
		<description> A projectile weapon that on reaching
its highest point breaks into several 
napalm warheads. </description>
		<icon>mirv.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>6</nowarheads>
				<hspreaddist>0.0</hspreaddist>
				<vspreaddist>4.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<projectilescale>0.2</projectilescale>
					<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
					<collisionaction type='WeaponNapalm'>
						<allowunderwater>false</allowunderwater>
						<napalmtime>8.0</napalmtime>
						<napalmheight>1.75</napalmheight>
						<steptime>0.2</steptime>
						<hurtsteptime>2.0</hurtsteptime>
						<hurtpersecond>1.0</hurtpersecond>
						<numberstreams>1</numberstreams>
						<effectradius>5</effectradius>
						<napalmtexture>flames</napalmtexture>
						<napalmsound>explosions/napalm.wav</napalmsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Napalm S-MIRV</name>
		<armslevel>3</armslevel>
		<description> A projectile weapon that on reaching
its highest point breaks into several 
napalm warheads which fan out in a 
random direction. </description>
		<icon>mirv.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>napalm/napalm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponReference'>
					<weapon>NapMirvBomblet</weapon>
				</subweapon1>
				<subweapon2 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>5</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>NapMirvBomblet</weapon>
					</nextaction>
				</subweapon2>
				<subweapon3 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>10</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>NapMirvBomblet</weapon>
					</nextaction>
				</subweapon3>
				<subweapon4 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-5</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>NapMirvBomblet</weapon>
					</nextaction>
				</subweapon4>
				<subweapon5 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>-10</hredirect>
					<vredirect>0</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>NapMirvBomblet</weapon>
					</nextaction>
				</subweapon5>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fire Worms</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon digs under 
the ground and explodes/burns on contact.</description>
		<icon>fworm.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>8</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<inaccuracy>40</inaccuracy>
				<aimedweapon type='WeaponVelocity'>
					<velocitychange>0.25</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<under></under>
						<projectilemodel type='ase'>
							<mesh>roller.ase</mesh>
							<skin>white.bmp</skin>
						</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<deform>down</deform>
								<hurtamount>0.5</hurtamount>
								<size>4</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>explosions/crunch.wav</explosionsound>
							</subweapon1>
							<subweapon2 type='WeaponNapalm'>
								<allowunderwater>false</allowunderwater>
								<napalmtime>4.0</napalmtime>
								<napalmheight>2.0</napalmheight>
								<steptime>0.4</steptime>
								<hurtsteptime>1.0</hurtsteptime>
								<hurtpersecond>1</hurtpersecond>
								<numberstreams>1</numberstreams>
								<effectradius>5</effectradius>
								<napalmtexture>flames</napalmtexture>
								<napalmsound>explosions/napalm.wav</napalmsound>
							</subweapon2>
							<subweapon3 type='WeaponProjectile'>
								<projectilemodel type='ase'>
									<mesh>roller.ase</mesh>
									<skin>white.bmp</skin>
								</projectilemodel>
								<collisionaction type='WeaponAimedUnder'>
									<nowarheads>2</nowarheads>
									<percentagemiss>20</percentagemiss>
									<maxaimdistance>50</maxaimdistance>
									<inaccuracy>40</inaccuracy>
									<aimedweapon type='WeaponVelocity'>
										<velocitychange>0.25</velocitychange>
										<aimedweapon type='WeaponProjectile'>
											<under></under>
											<projectilemodel type='ase'>
												<mesh>roller.ase</mesh>
												<skin>white.bmp</skin>
											</projectilemodel>
											<collisionaction type='WeaponMulti'>
												<subweapon1 type='WeaponExplosion'>
													<deform>down</deform>
													<hurtamount>0.5</hurtamount>
													<size>4</size>
													<explosiontexture>exp03</explosiontexture>
													<explosionsound>explosions/crunch.wav</explosionsound>
												</subweapon1>
												<subweapon2 type='WeaponNapalm'>
													<allowunderwater>false</allowunderwater>
													<napalmtime>4.0</napalmtime>
													<napalmheight>1.8</napalmheight>
													<steptime>0.4</steptime>
													<hurtsteptime>1.0</hurtsteptime>
													<hurtpersecond>1</hurtpersecond>
													<numberstreams>1</numberstreams>
													<effectradius>5</effectradius>
													<napalmtexture>flames</napalmtexture>
													<napalmsound>explosions/napalm.wav</napalmsound>
												</subweapon2>
											</collisionaction>
										</aimedweapon>
									</aimedweapon>
								</collisionaction>
							</subweapon3>
						</collisionaction>
					</aimedweapon>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fire Ants</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon hybrid 
that upon reaching the apex of its arch 
releases rolling napalm warheads.</description>
		<icon>fant.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>12</nowarheads>
				<hspreaddist>1.2</hspreaddist>
				<vspreaddist>5.0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<projectilemodel type='ase'>
						<mesh>clusterbomb.ase</mesh>
						<skin>default.bmp</skin>
					</projectilemodel>
					<collisionaction type='WeaponRoller'>
						<numberrollers>2</numberrollers>
						<time>8</time>
						<rollermodel type='ase'>
							<mesh>roller.ase</mesh>
							<skin>none</skin>
						</rollermodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<nocreatedebris></nocreatedebris>
								<hurtamount>1.0</hurtamount>
								<deform>down</deform>
								<size>3</size>
								<explosiontexture>exp00</explosiontexture>
								<explosionsound>explosions/small.wav</explosionsound>
							</subweapon1>
							<subweapon2 type='WeaponNapalm'>
								<allowunderwater>false</allowunderwater>
								<napalmtime>4.0</napalmtime>
								<napalmheight>1.5</napalmheight>
								<steptime>0.2</steptime>
								<hurtsteptime>1.0</hurtsteptime>
								<hurtpersecond>1.5</hurtpersecond>
								<numberstreams>1</numberstreams>
								<effectradius>5</effectradius>
								<napalmtexture>flames</napalmtexture>
								<napalmsound>explosions/napalm.wav</napalmsound>
							</subweapon2>
						</collisionaction>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Napalm Blast</name>
		<description>A projectile weapon that exploding 
releasing multiple blobs of napalm 
aimed at enemy tanks.</description>
		<icon>nblast.bmp</icon>
		<cost>10000</cost>
		<bundlesize>1</bundlesize>
		<armslevel>3</armslevel>
		<firedsound>shoot/large.wav</firedsound>
		<deathanimationweight>6</deathanimationweight>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>napalm/napalm.txt</projectilemodel> 
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>8</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>50</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<projectilescale>0.65</projectilescale>	
						<projectilemodel type='ase'>
							<mesh>roller.ase</mesh>
							<skin>white.bmp</skin>
						</projectilemodel>
						<collisionaction type='WeaponNapalm'>
							<allowunderwater>false</allowunderwater>
							<napalmtime>8.0</napalmtime>
							<napalmheight>2.0</napalmheight>
							<steptime>0.15</steptime>
							<hurtsteptime>2.0</hurtsteptime>
							<hurtpersecond>1.0</hurtpersecond>
							<numberstreams>2</numberstreams>
							<effectradius>5</effectradius>
							<napalmtexture>flames</napalmtexture>
							<napalmsound>explosions/napalm.wav</napalmsound>
						</collisionaction>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>8</size>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>exp02</explosiontexture>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Flame Stream</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>molten.bmp</skin>
			</projectilemodel>
			<projectilescale>0.1</projectilescale>				
			<smokelife>2.5</smokelife>				
			<flamelife>1.5</flamelife>
			<enginesound>none</enginesound>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponNapalm'>
					<allowunderwater>false</allowunderwater>
					<napalmtime>4.0</napalmtime>
					<napalmheight>1.5</napalmheight>
					<steptime>0.5</steptime>
					<hurtsteptime>2.0</hurtsteptime>
					<hurtpersecond>0.7</hurtpersecond>
					<numberstreams>4</numberstreams>
					<effectradius>5</effectradius>
					<napalmtexture>flames</napalmtexture>
					<napalmsound>explosions/napalm.wav</napalmsound>
				</subweapon1>
				<!--<subweapon2 type='WeaponExplosion'>
					<nocreatedebris/>
					<noluminance></noluminance>
					<minlife>2</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>4</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>cloud00-5</explosiontexture>
				</subweapon2>-->
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Flame Thrower</name>
		<armslevel>4</armslevel>
		<description>Steady flowing napalm streams of flame. 
any tanks near the flames will lose life.</description>
		<icon>fthrower.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>explosions/napalm.wav</activationsound>
		<model type='MilkShape'>weapons/fthrower.txt</model>
		<modelscale>4.0</modelscale>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>Flame Stream</weapon>
			</subweapon1>
			<subweapon2 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0</hredirect>
				<vredirect>1</vredirect>
				<nextaction type='WeaponDelay'>
					<delay>0.50</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</delayedweapon>
				</nextaction>
			</subweapon2>
			<subweapon3 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>1</hredirect>
				<vredirect>0</vredirect>
				<nextaction type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</delayedweapon>
				</nextaction>
			</subweapon3>
			<subweapon4 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>2</hredirect>
				<vredirect>0</vredirect>
				<nextaction type='WeaponDelay'>
					<delay>1.50</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</delayedweapon>
				</nextaction>
			</subweapon4>
			<subweapon5 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>0</hredirect>
				<vredirect>2</vredirect>
				<nextaction type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</delayedweapon>
				</nextaction>
			</subweapon5>
			<subweapon6 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>-1</hredirect>
				<vredirect>0</vredirect>
				<nextaction type='WeaponDelay'>
					<delay>2.50</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</delayedweapon>
				</nextaction>
			</subweapon6>
			<subweapon7 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>-2</hredirect>
				<vredirect>-1</vredirect>
				<nextaction type='WeaponDelay'>
					<delay>3.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</delayedweapon>
				</nextaction>
			</subweapon7>
			<subweapon8 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>-1</hredirect>
				<vredirect>0</vredirect>
				<nextaction type='WeaponDelay'>
					<delay>3.50</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</delayedweapon>
				</nextaction>
			</subweapon8>
			<subweapon9 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>2</hredirect>
				<vredirect>-1</vredirect>
				<nextaction type='WeaponDelay'>
					<delay>4.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Flame Stream</weapon>
					</delayedweapon>
				</nextaction>
			</subweapon9>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hell Segment</name>
		<armslevel>3</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponAimedOver'>
				<nowarheads>3</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>50</maxaimdistance>
				<inaccuracy>10</inaccuracy>
				<aimedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>160</vredirect>
					<nextaction type='WeaponProjectile'>
						<enginesound>none</enginesound>
						<nocreatesmoke></nocreatesmoke>
						<projectilescale>0.5</projectilescale>
						<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<deform>down</deform>
								<hurtamount>0.6</hurtamount>
								<size>4</size>
								<explosionsound>explosions/small.wav</explosionsound>
								<explosiontexture>exp00</explosiontexture>
							</subweapon1>
							<subweapon2 type='WeaponNapalm'>
								<allowunderwater>false</allowunderwater>
								<napalmtime>6.0</napalmtime>
								<napalmheight>2.0</napalmheight>
								<steptime>0.25</steptime>
								<hurtsteptime>2.0</hurtsteptime>
								<hurtpersecond>1.2</hurtpersecond>
								<numberstreams>1</numberstreams>
								<effectradius>5.5</effectradius>
								<napalmtexture>flames</napalmtexture>
								<napalmsound>explosions/napalm.wav</napalmsound>
							</subweapon2>
						</collisionaction>
					</nextaction>
				</aimedweapon>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.66</delay>
				<delayedweapon type='WeaponAimedOver'>
					<nowarheads>3</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>50</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>160</vredirect>
						<nextaction type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreatesmoke></nocreatesmoke>
							<projectilescale>0.33</projectilescale>
							<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<deform>down</deform>
									<hurtamount>0.5</hurtamount>
									<size>4</size>
									<explosionsound>explosions/small.wav</explosionsound>
									<explosiontexture>exp00</explosiontexture>
								</subweapon1>
								<subweapon2 type='WeaponNapalm'>
									<allowunderwater>false</allowunderwater>
									<napalmtime>5.0</napalmtime>
									<napalmheight>1.5</napalmheight>
									<steptime>0.33</steptime>
									<hurtsteptime>2.0</hurtsteptime>
									<hurtpersecond>1.2</hurtpersecond>
									<numberstreams>1</numberstreams>
									<effectradius>5</effectradius>
									<napalmtexture>flames</napalmtexture>
									<napalmsound>explosions/napalm.wav</napalmsound>
								</subweapon2>
							</collisionaction>
						</nextaction>
					</aimedweapon>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.33</delay>
				<delayedweapon type='WeaponAimedOver'>
					<nowarheads>3</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>50</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>120</vredirect>
						<nextaction type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreatesmoke></nocreatesmoke>
							<projectilescale>0.33</projectilescale>
							<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<deform>down</deform>
									<hurtamount>0.4</hurtamount>
									<size>4</size>
									<explosionsound>explosions/small.wav</explosionsound>
									<explosiontexture>exp00</explosiontexture>
								</subweapon1>
								<subweapon2 type='WeaponNapalm'>
									<allowunderwater>false</allowunderwater>
									<napalmtime>4.0</napalmtime>
									<napalmheight>1.5</napalmheight>
									<steptime>0.4</steptime>
									<hurtsteptime>2.0</hurtsteptime>
									<hurtpersecond>1.2</hurtpersecond>
									<numberstreams>1</numberstreams>
									<effectradius>5</effectradius>
									<napalmtexture>flames</napalmtexture>
									<napalmsound>explosions/napalm.wav</napalmsound>
								</subweapon2>
							</collisionaction>
						</nextaction>
					</aimedweapon>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponAimedOver'>
					<nowarheads>3</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>50</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>120</vredirect>
						<nextaction type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreatesmoke></nocreatesmoke>
							<projectilescale>0.33</projectilescale>
							<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<deform>down</deform>
									<hurtamount>0.4</hurtamount>
									<size>4</size>
									<explosionsound>explosions/small.wav</explosionsound>
									<explosiontexture>exp00</explosiontexture>
								</subweapon1>
								<subweapon2 type='WeaponNapalm'>
									<allowunderwater>false</allowunderwater>
									<napalmtime>4.0</napalmtime>
									<napalmheight>1.5</napalmheight>
									<steptime>0.5</steptime>
									<hurtsteptime>2.0</hurtsteptime>
									<hurtpersecond>1.2</hurtpersecond>
									<numberstreams>1</numberstreams>
									<effectradius>5</effectradius>
									<napalmtexture>flames</napalmtexture>
									<napalmsound>explosions/napalm.wav</napalmsound>
								</subweapon2>
							</collisionaction>
						</nextaction>
					</aimedweapon>
				</delayedweapon>
			</subweapon4>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hell Storm</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that on reaching its highest
point releases many explosive napalm warheads.</description>
		<icon>hstorm.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>12000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='ase'>
			<mesh>roller.ase</mesh>
			<skin>molten.bmp</skin>
		</model>
		<modelscale>2.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<nowindaffected></nowindaffected>
					<nocreatesplash></nocreatesplash>
					<minlife>3</minlife>
					<maxlife>5</maxlife>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>10</size>
					<explosiontexture>exp04</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponReference'>
					<weapon>Clouds-Red</weapon>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponReference'>
							<weapon>Hell Segment</weapon>
						</subweapon1>
						<subweapon2 type='WeaponReference'>
							<weapon>Clouds-Red</weapon>
						</subweapon2>
					</delayedweapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>1.5</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponSound'>
							<sound>data/wav/explosions/thunder.wav</sound>
						</subweapon1>
						<subweapon2 type='WeaponSkyFlash'></subweapon2>
					</delayedweapon>
				</subweapon4>
				<subweapon5 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>Hell Segment</weapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Clouds-Red</weapon>
								</subweapon2>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon5>
				<subweapon6 type='WeaponDelay'>
					<delay>3.0</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>120</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>Hell Segment</weapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Clouds-Red</weapon>
								</subweapon2>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon6>
				<subweapon7 type='WeaponDelay'>
					<delay>4.0</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>240</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>Hell Segment</weapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Clouds-Red</weapon>
								</subweapon2>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon7>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Bomb</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that explodes removing
a small amount of earth. The explosion
does not harm tanks but can be used to 
remove earth from under them.</description>
		<icon>rbomb.bmp</icon>
		<startingnumber>-1</startingnumber>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>weapons/m7a3.txt</model>
		<modelscale>1.0</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>weapons/m7a3.txt</projectilemodel>
			<projectilescale>1.5</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris></nocreatedebris>
				<deform>down</deform>
				<hurtamount>0.0</hurtamount>
				<size>6</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Hvy Riot Bomb</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that explodes removing
a large amount of earth. The explosion
does not harm tanks but can be used to 
remove earth from under them.</description>
		<icon>hrbomb.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>2000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<model type='MilkShape'>weapons/m7a3.txt</model>
		<modelscale>1.5</modelscale>
		<deathanimationweight>10</deathanimationweight>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>weapons/m7a3.txt</projectilemodel>
			<projectilescale>2.5</projectilescale>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris></nocreatedebris>
				<deform>down</deform>
				<hurtamount>0.0</hurtamount>
				<size>12</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Blast</name>
		<armslevel>7</armslevel>
		<description>Riot Blasts are a larger version of the Riot
Charge.  The destroy a wider angle of dirt, and
the thickness of the wedge destroyed is also greater.
		</description>
		<icon>rblast.bmp</icon>
		<bundlesize>4</bundlesize>
		<cost>1000</cost>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>2.0</translatedist>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<hurtamount>0.0</hurtamount>
					<deform>down</deform>
					<size>4</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/crunch.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponTranslate'>
					<translatedist>3.0</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<nocreatedebris></nocreatedebris>
							<hurtamount>0.0</hurtamount>
							<deform>down</deform>
							<size>7</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>6.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<nocreatedebris></nocreatedebris>
								<hurtamount>0.0</hurtamount>
								<deform>down</deform>
								<size>10</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Acid Blast</name>
		<armslevel>8</armslevel>
		<description>A projectile weapon that scatters 
many riot bomblets on impact.</description>
		<icon>ablast.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>2000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<deathanimationweight>32</deathanimationweight>
		<model type='MilkShape'>icbm/icbm.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>icbm/icbm.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>8</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponVelocity'>
						<velocitychange>0.8</velocitychange>
						<aimedweapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame></nocreateflame>
							<projectilescale>0.5</projectilescale>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>green.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponExplosion'>
								<nocreatedebris></nocreatedebris>
								<noluminance></noluminance>
								<animate></animate>
								<hurtamount>0.0</hurtamount>
								<deform>down</deform>
								<size>6</size>
								<explosionsound>explosions/acid.wav</explosionsound>
								<explosiontexture>gas00</explosiontexture>
							</collisionaction>
						</aimedweapon>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<animate></animate>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>8</size>
					<explosionsound>explosions/crunch.wav</explosionsound>
					<explosiontexture>gas00</explosiontexture>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Bottomless Pit</name>
		<armslevel>7</armslevel>
		<description>Creates a narrow, but very deep pit at the 
point of impact, from which no opponent can escape
without teleporting.</description>
		<icon>pit.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<collisionaction type='WeaponRedirect'>
				<habs>true</habs>
				<vabs>true</vabs>
				<hredirect>0</hredirect>
				<vredirect>180</vredirect>
				<nextaction type='WeaponTranslate'>
					<translatedist>15</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponDelay'>
							<delay>0.25</delay>
							<delayedweapon type='WeaponTranslate'>
								<translatedist>15</translatedist>
								<nextaction type='WeaponMulti'>
									<subweapon1 type='WeaponDelay'>
										<delay>0.25</delay>
										<delayedweapon type='WeaponTranslate'>
											<translatedist>15</translatedist>
											<nextaction type='WeaponMulti'>
												<subweapon1 type='WeaponDelay'>
													<delay>0.25</delay>
													<delayedweapon type='WeaponTranslate'>
														<translatedist>15</translatedist>
														<nextaction type='WeaponMulti'>
															<subweapon1 type='WeaponDelay'>
																<delay>0.25</delay>
																<delayedweapon type='WeaponTranslate'>
																	<translatedist>15</translatedist>
																	<nextaction type='WeaponMulti'>
																		<subweapon1 type='WeaponDelay'>
																			<delay>0.25</delay>
																			<delayedweapon type='WeaponTranslate'>
																				<translatedist>15</translatedist>
																				<nextaction type='WeaponMulti'>
																					<subweapon1 type='WeaponNull'></subweapon1>
																					<subweapon2 type='WeaponExplosion'>
																						<nocreatedebris></nocreatedebris>
																						<deform>down</deform>
																						<hurtamount>0</hurtamount>
																						<size>8</size>
																						<explosiontexture>exp03</explosiontexture>
																						<explosionsound>none</explosionsound>
																					</subweapon2>
																				</nextaction>
																			</delayedweapon>
																		</subweapon1>
																		<subweapon2 type='WeaponExplosion'>
																			<nocreatedebris></nocreatedebris>
																			<deform>down</deform>
																			<hurtamount>0</hurtamount>
																			<size>8</size>
																			<explosiontexture>exp03</explosiontexture>
																			<explosionsound>none</explosionsound>
																		</subweapon2>
																	</nextaction>
																</delayedweapon>
															</subweapon1>
															<subweapon2 type='WeaponExplosion'>
																<nocreatedebris></nocreatedebris>
																<deform>down</deform>
																<hurtamount>0</hurtamount>
																<size>8</size>
																<explosiontexture>exp03</explosiontexture>
																<explosionsound>none</explosionsound>
															</subweapon2>
														</nextaction>
													</delayedweapon>
												</subweapon1>
												<subweapon2 type='WeaponExplosion'>
													<nocreatedebris></nocreatedebris>
													<deform>down</deform>
													<hurtamount>0</hurtamount>
													<size>8</size>
													<explosiontexture>exp03</explosiontexture>
													<explosionsound>none</explosionsound>
												</subweapon2>
											</nextaction>
										</delayedweapon>
									</subweapon1>
									<subweapon2 type='WeaponExplosion'>
										<nocreatedebris></nocreatedebris>
										<deform>down</deform>
										<hurtamount>0</hurtamount>
										<size>8</size>
										<explosiontexture>exp03</explosiontexture>
										<explosionsound>none</explosionsound>
									</subweapon2>
								</nextaction>
							</delayedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<nocreatedebris></nocreatedebris>
							<deform>down</deform>
							<hurtamount>0</hurtamount>
							<size>8</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>explosions/crunch.wav</explosionsound>
						</subweapon2>
					</nextaction>
				</nextaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Landscaper</name>
		<armslevel>3</armslevel>
		<description>Gigantic earth removing device.  
This weapon does no physical damage</description>
		<icon>down.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<deathanimationweight>4</deathanimationweight>
		<model type='MilkShape'>digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris></nocreatedebris>
				<noluminance></noluminance>
				<hurtamount>0.0</hurtamount>
				<deform>down</deform>
				<deformtexture>none</deformtexture>
				<size>26</size>
				<explosionshake>2</explosionshake>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/crunch.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Riot Drill</name>
		<armslevel>5</armslevel>
		<description>Shoots 3 heavy riot bombs in rapid succession</description>
		<icon>drill.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/tripleshot.wav</activationsound>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponProjectile'>
				<nocreateflame></nocreateflame>
				<collisionaction type='WeaponExplosion'>
					<deform>down</deform>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<size>12</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/crunch.wav</explosionsound>
				</collisionaction>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.33</delay>
				<delayedweapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame></nocreateflame>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>12</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>0.66</delay>
				<delayedweapon type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame></nocreateflame>
					<collisionaction type='WeaponExplosion'>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<nocreatedebris></nocreatedebris>
						<size>12</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Rain Segment</name>
		<armslevel>4</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<enginesound>none</enginesound>
			<nocreateflame></nocreateflame>
			<nocreatesmoke></nocreatesmoke>
			<apexcollision></apexcollision>
			<projectilescale>0.5</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>green.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponProjectile'>
					<enginesound>none</enginesound>
					<nocreateflame></nocreateflame>
					<nocreatesmoke></nocreatesmoke>
					<projectilescale>0.3</projectilescale>
					<projectilemodel type='ase'>
						<mesh>roller.ase</mesh>
						<skin>green.bmp</skin>
					</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<nocreatedebris></nocreatedebris>
						<noluminance></noluminance>
						<deform>down</deform>
						<hurtamount>0</hurtamount>
						<size>10</size>
						<explosiontexture>gas00</explosiontexture>
						<explosionsound>explosions/acid.wav</explosionsound>
					</collisionaction>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponAimedOver'>
						<nowarheads>2</nowarheads>
						<percentagemiss>20</percentagemiss>
						<maxaimdistance>50</maxaimdistance>
						<inaccuracy>10</inaccuracy>
						<aimedweapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame></nocreateflame>
							<nocreatesmoke></nocreatesmoke>
							<projectilescale>0.3</projectilescale>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>green.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponExplosion'>
								<nocreatedebris></nocreatedebris>
								<noluminance></noluminance>
								<deform>down</deform>
								<hurtamount>0</hurtamount>
								<size>10</size>
								<explosiontexture>gas00</explosiontexture>
								<explosionsound>explosions/acid.wav</explosionsound>
							</collisionaction>
						</aimedweapon>
					</delayedweapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Acid Rain</name>
		<armslevel>4</armslevel>
		<description>A projectile weapon that on reaching 
its highest point releases many dirt 
eating warheads.  This weapon does no 
physical damage.</description>
		<icon>arain.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/launch.wav</activationsound>
		<model type='MilkShape'>weapons/fusionbarrel.txt</model>
		<modelscale>2.0</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>2.0</projectilescale>
			<projectilemodel type='MilkShape'>weapons/fusionbarrel.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<noluminance></noluminance>
					<nowindaffected></nowindaffected>
					<nocreatesplash></nocreatesplash>
					<minlife>3</minlife>
					<maxlife>5</maxlife>
					<deform>none</deform>
					<hurtamount>0</hurtamount>
					<size>10</size>
					<explosiontexture>cloud00-5</explosiontexture>
					<explosionsound>none</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponReference'>
					<weapon>Clouds-Grey</weapon>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponAimedOver'>
							<nowarheads>4</nowarheads>
							<percentagemiss>20</percentagemiss>
							<maxaimdistance>50</maxaimdistance>
							<inaccuracy>20</inaccuracy>
							<aimedweapon type='WeaponReference'>
								<weapon>Rain Segment</weapon>
							</aimedweapon>
						</subweapon1>
						<subweapon2 type='WeaponReference'>
							<weapon>Clouds-Grey</weapon>
						</subweapon2>
					</delayedweapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>1.5</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponSound'>
							<sound>data/wav/explosions/thunder.wav</sound>
						</subweapon1>
						<subweapon2 type='WeaponSkyFlash'></subweapon2>
					</delayedweapon>
				</subweapon4>
				<subweapon5 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponAimedOver'>
									<nowarheads>4</nowarheads>
									<percentagemiss>20</percentagemiss>
									<maxaimdistance>50</maxaimdistance>
									<inaccuracy>20</inaccuracy>
									<aimedweapon type='WeaponReference'>
										<weapon>Rain Segment</weapon>
									</aimedweapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Clouds-Grey</weapon>
								</subweapon2>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon5>
				<subweapon6 type='WeaponDelay'>
					<delay>3.0</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>120</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponAimedOver'>
									<nowarheads>4</nowarheads>
									<percentagemiss>20</percentagemiss>
									<maxaimdistance>50</maxaimdistance>
									<inaccuracy>20</inaccuracy>
									<aimedweapon type='WeaponReference'>
										<weapon>Rain Segment</weapon>
									</aimedweapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Clouds-Grey</weapon>
								</subweapon2>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon6>
				<subweapon7 type='WeaponDelay'>
					<delay>4.0</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>240</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponAimedOver'>
									<nowarheads>4</nowarheads>
									<percentagemiss>20</percentagemiss>
									<maxaimdistance>50</maxaimdistance>
									<inaccuracy>20</inaccuracy>
									<aimedweapon type='WeaponReference'>
										<weapon>Rain Segment</weapon>
									</aimedweapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Clouds-Grey</weapon>
								</subweapon2>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon7>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Acid Splash</name>
		<armslevel>4</armslevel>
		<description>Explodes creating other smaller acid warheads 
that eat dirt and continue bouncing outward.
It does no physical damage to tanks.</description>
		<icon>asplash.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>weapons/fusionbarrel.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>weapons/fusionbarrel.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>8</nowarheads>
					<percentagemiss>25</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>50</inaccuracy>
					<aimedweapon type='WeaponVelocity'>
						<velocitychange>0.8</velocitychange>
						<aimedweapon type='WeaponProjectile'>
							<enginesound>none</enginesound>
							<nocreateflame></nocreateflame>
							<projectilescale>0.5</projectilescale>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>green.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponAimedOver'>
									<nowarheads>2</nowarheads>
									<percentagemiss>20</percentagemiss>
									<maxaimdistance>0</maxaimdistance>
									<inaccuracy>10</inaccuracy>
									<aimedweapon type='WeaponVelocity'>
										<velocitychange>0.6</velocitychange>
										<aimedweapon type='WeaponProjectile'>
											<enginesound>none</enginesound>
											<nocreateflame></nocreateflame>
											<projectilescale>0.5</projectilescale>
											<projectilemodel type='ase'>
												<mesh>roller.ase</mesh>
												<skin>green.bmp</skin>
											</projectilemodel>
											<collisionaction type='WeaponExplosion'>
												<nocreatedebris></nocreatedebris>
												<noluminance></noluminance>
												<nowindaffected></nowindaffected>
												<nocreatesplash></nocreatesplash>
												<animate></animate>
												<minlife>2</minlife>
												<maxlife>3</maxlife>
												<hurtamount>0.0</hurtamount>
												<deform>down</deform>
												<size>8</size>
												<explosionsound>explosions/acid.wav</explosionsound>
												<explosiontexture>gas00</explosiontexture>
											</collisionaction>
										</aimedweapon>
									</aimedweapon>
								</subweapon1>
								<subweapon2 type='WeaponLeapFrog'>
									<bounce>0.8</bounce>
									<collisionaction type='WeaponProjectile'>
										<enginesound>none</enginesound>
										<nocreateflame></nocreateflame>
										<projectilescale>0.5</projectilescale>
										<projectilemodel type='ase'>
											<mesh>roller.ase</mesh>
											<skin>green.bmp</skin>
										</projectilemodel>
										<collisionaction type='WeaponMulti'>
											<subweapon1 type='WeaponAimedOver'>
												<nowarheads>2</nowarheads>
												<percentagemiss>20</percentagemiss>
												<maxaimdistance>0</maxaimdistance>
												<inaccuracy>10</inaccuracy>
												<aimedweapon type='WeaponVelocity'>
													<velocitychange>0.6</velocitychange>
													<aimedweapon type='WeaponProjectile'>
														<enginesound>none</enginesound>
														<nocreateflame></nocreateflame>
														<projectilescale>0.5</projectilescale>
														<projectilemodel type='ase'>
															<mesh>roller.ase</mesh>
															<skin>green.bmp</skin>
														</projectilemodel>
														<collisionaction type='WeaponExplosion'>
															<nocreatedebris></nocreatedebris>
															<noluminance></noluminance>
															<nowindaffected></nowindaffected>
															<nocreatesplash></nocreatesplash>
															<animate></animate>
															<hurtamount>0.0</hurtamount>
															<deform>down</deform>
															<size>6</size>
															<explosionsound>explosions/acid.wav</explosionsound>
															<explosiontexture>gas00</explosiontexture>
														</collisionaction>
													</aimedweapon>
												</aimedweapon>
											</subweapon1>
											<subweapon2 type='WeaponExplosion'>
												<nocreatedebris></nocreatedebris>
												<noluminance></noluminance>
												<nowindaffected></nowindaffected>
												<nocreatesplash></nocreatesplash>
												<animate></animate>
												<minlife>2</minlife>
												<maxlife>3</maxlife>
												<hurtamount>0.0</hurtamount>
												<deform>down</deform>
												<size>8</size>
												<explosiontexture>gas00</explosiontexture>
												<explosionsound>explosions/acid.wav</explosionsound>
											</subweapon2>
										</collisionaction>
									</collisionaction>
								</subweapon2>
								<subweapon3 type='WeaponExplosion'>
									<nocreatedebris></nocreatedebris>
									<noluminance></noluminance>
									<nowindaffected></nowindaffected>
									<nocreatesplash></nocreatesplash>
									<animate></animate>
									<minlife>3</minlife>
									<maxlife>4</maxlife>
									<hurtamount>0</hurtamount>
									<deform>down</deform>
									<size>10</size>
									<explosionsound>explosions/acid.wav</explosionsound>
									<explosiontexture>gas00</explosiontexture>
								</subweapon3>
							</collisionaction>
						</aimedweapon>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<noluminance></noluminance>
					<nowindaffected></nowindaffected>
					<nocreatesplash></nocreatesplash>
					<animate></animate>
					<minlife>3</minlife>
					<maxlife>4</maxlife>
					<hurtamount>0</hurtamount>
					<deform>down</deform>
					<size>12</size>
					<explosionsound>explosions/acid.wav</explosionsound>
					<explosiontexture>gas00</explosiontexture>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Digger</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that explodes 
creating some small riot bombs.</description>
		<icon>bdigger.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>1500</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>3</nowarheads>
				<inaccuracy>20</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>40</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<nocreateflame></nocreateflame>
					<projectilescale>0.5</projectilescale>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<armslevel>8</armslevel>
						<nocreatedebris></nocreatedebris>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Digger</name>
		<armslevel>7</armslevel>
		<description>A projectile weapon that explodes
creating some riot bombs.</description>
		<icon>digger.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>5</nowarheads>
				<inaccuracy>20</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>45</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<nocreateflame></nocreateflame>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<armslevel>6</armslevel>
						<nocreatedebris></nocreatedebris>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Digger</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that explodes 
creating many large riot bombs.</description>
		<icon>hdigger.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>10</nowarheads>
				<inaccuracy>20</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>50</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<nocreateflame></nocreateflame>
					<under></under>
					<projectilescale>2</projectilescale>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<armslevel>5</armslevel>
						<nocreatedebris></nocreatedebris>
						<deform>down</deform>
						<hurtamount>0.0</hurtamount>
						<size>6</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/crunch.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Quicksand</name>
		<armslevel>4</armslevel>
		<description>A projectile weapon digs under 
the ground eats away the surrounding earth.</description>
		<icon>hdigger.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>6000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<deathanimationweight>4</deathanimationweight>
		<model type='MilkShape'>digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>8</nowarheads>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>75</maxaimdistance>
				<inaccuracy>40</inaccuracy>
				<aimedweapon type='WeaponVelocity'>
					<velocitychange>0.25</velocitychange>
					<aimedweapon type='WeaponProjectile'>
						<nocreateflame></nocreateflame>
						<under></under>
						<projectilemodel type='ase'>
							<mesh>roller.ase</mesh>
							<skin>white.bmp</skin>
						</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponDelay'>
								<delay>1.5</delay>
								<delayedweapon type='WeaponExplosion'>
									<nocreatedebris></nocreatedebris>
									<nocreatesplash></nocreatesplash>
									<deform>down</deform>
									<hurtamount>0.0</hurtamount>
									<size>8</size>
									<explosiontexture>exp03</explosiontexture>
									<explosionsound>explosions/crunch.wav</explosionsound>
								</delayedweapon>
							</subweapon1>
							<subweapon2 type='WeaponAimedUnder'>
								<nowarheads>2</nowarheads>
								<percentagemiss>20</percentagemiss>
								<maxaimdistance>50</maxaimdistance>
								<inaccuracy>40</inaccuracy>
								<aimedweapon type='WeaponVelocity'>
									<velocitychange>0.25</velocitychange>
									<aimedweapon type='WeaponProjectile'>
										<nocreateflame></nocreateflame>
										<under></under>
										<projectilemodel type='ase'>
											<mesh>roller.ase</mesh>
											<skin>white.bmp</skin>
										</projectilemodel>
										<collisionaction type='WeaponMulti'>
											<subweapon1 type='WeaponExplosion'>
												<nocreatedebris></nocreatedebris>
												<nocreatesplash></nocreatesplash>
												<deform>down</deform>
												<hurtamount>0.0</hurtamount>
												<size>6</size>
												<explosiontexture>exp03</explosiontexture>
												<explosionsound>explosions/crunch.wav</explosionsound>
											</subweapon1>
											<subweapon2 type='WeaponNull'></subweapon2>
										</collisionaction>
									</aimedweapon>
								</aimedweapon>
							</subweapon2>
						</collisionaction>
					</aimedweapon>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Clod</name>
		<armslevel>10</armslevel>
		<description>A projectile weapon that explodes making 
a small mound of earth. The explosion 
does not  harm tanks but can be used 
to cover them.</description>
		<icon>dclod.bmp</icon>
		<startingnumber>-1</startingnumber>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris></nocreatedebris>
				<hurtamount>0.0</hurtamount>
				<deform>up</deform>
				<size>6</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Charge</name>
		<armslevel>9</armslevel>
		<description>A Dirt Charge expels a cloud of dirt into 
the air in a wedge shape.
		</description>
		<icon>dcharge.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>1000</cost>
		<accessoryaction type='WeaponTranslate'>
			<translatedist>3.0</translatedist>
			<nextaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>0.0</hurtamount>
					<deform>up</deform>
					<size>2</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/gloop.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponTranslate'>
					<translatedist>4.0</translatedist>
					<nextaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>0.0</hurtamount>
							<deform>up</deform>
							<size>3</size>
							<explosiontexture>exp03</explosiontexture>
							<explosionsound>none</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponTranslate'>
							<translatedist>5.0</translatedist>
							<nextaction type='WeaponExplosion'>
								<hurtamount>0.0</hurtamount>
								<deform>up</deform>
								<size>4</size>
								<explosiontexture>exp03</explosiontexture>
								<explosionsound>none</explosionsound>
							</nextaction>
						</subweapon2>
					</nextaction>
				</subweapon2>
			</nextaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Dirt Ball</name>
		<armslevel>9</armslevel>
		<description>A projectile weapon that explodes making
a medium mound of earth.  The explosion
does not harm tanks but can be used to 
cover them.</description>
		<icon>dball.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>2000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris></nocreatedebris>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<size>10</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Ton Of Dirt</name>
		<armslevel>7</armslevel>
		<description>A projectile weapon that explodes making
a large mound of earth.  The explosion
does not harm tanks but can be used to 
cover them.</description>
		<icon>tdirt.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<deathanimationweight>10</deathanimationweight>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris></nocreatedebris>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<size>18</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Instamountain</name>
		<armslevel>4</armslevel>
		<description>A projectile weapon that explodes making
a mountain of earth.  The explosion
does not harm tanks but can be used to 
cover them.</description>
		<icon>mountain.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<deathanimationweight>2</deathanimationweight>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponExplosion'>
				<nocreatedebris></nocreatedebris>
				<deform>up</deform>
				<hurtamount>0</hurtamount>
				<size>32</size>
				<explosionshake>4.0</explosionshake>
				<explosiontexture>none</explosiontexture>
				<explosionsound>none</explosionsound>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Small Meteor</name>
		<armslevel>4</armslevel>
		<description>A meteor that explodes on impact, scattering
burning chunks of earth about the area.</description>
		<icon>meteor.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>5000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='ase'>
			<mesh>roller.ase</mesh>
			<skin>molten.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponDelay'>
					<delay>1.5</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponDelay'>
							<delay>.5</delay>
							<delayedweapon type='WeaponMulti'>
								<subweapon1 type='WeaponProjectile'>
									<projectilescale>2</projectilescale>
									<projectilemodel type='ase'>
										<mesh>roller.ase</mesh>
										<skin>molten.bmp</skin>
									</projectilemodel>
									<collisionaction type='WeaponMulti'>
										<subweapon1 type='WeaponDelay'>
											<delay>0.25</delay>
											<delayedweapon type='WeaponAimedOver'>
												<nowarheads>12</nowarheads>
												<percentagemiss>100</percentagemiss>
												<maxaimdistance>0</maxaimdistance>
												<inaccuracy>100</inaccuracy>
												<aimedweapon type='WeaponTranslate'>
													<translatedist>10</translatedist>
													<nextaction type='WeaponProjectile'>
														<projectilemodel type='ase'>
															<mesh>roller.ase</mesh>
															<skin>molten.bmp</skin>
														</projectilemodel>
														<collisionaction type='WeaponMulti'>
															<subweapon1 type='WeaponExplosion'>
																<hurtamount>0.0</hurtamount>
																<deform>up</deform>
																<size>5</size>
																<explosionsound>explosions/thud.wav</explosionsound>
																<explosiontexture>exp02</explosiontexture>
															</subweapon1>
															<subweapon2 type='WeaponNapalm'>
																<allowunderwater>true</allowunderwater>
																<napalmtime>8.0</napalmtime>
																<napalmheight>1.75</napalmheight>
																<steptime>2</steptime>
																<hurtsteptime>1.25</hurtsteptime>
																<hurtpersecond>1.0</hurtpersecond>
																<numberstreams>2</numberstreams>
																<effectradius>6.5</effectradius>
																<napalmtexture>flames</napalmtexture>
																<napalmsound>explosions/napalm.wav</napalmsound>
															</subweapon2>
														</collisionaction>
													</nextaction>
												</aimedweapon>
											</delayedweapon>
										</subweapon1>
										<subweapon2 type='WeaponExplosion'>
											<hurtamount>1.2</hurtamount>
											<deform>down</deform>
											<size>12</size>
											<explosionsound>explosions/meteor.wav</explosionsound>
											<explosiontexture>exp02</explosiontexture>
											<explosionshake>2.0</explosionshake>
										</subweapon2>
									</collisionaction>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<nocreatedebris></nocreatedebris>
									<hurtamount>0</hurtamount>
									<deform>none</deform>
									<size>4</size>
									<explosionsound>explosions/quake.wav</explosionsound>
									<explosiontexture>exp04</explosiontexture>
								</subweapon2>
							</delayedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<nocreatedebris></nocreatedebris>
							<animate></animate>
							<minlife>2</minlife>
							<maxlife>3</maxlife>
							<hurtamount>0</hurtamount>
							<deform>none</deform>
							<size>6</size>
							<explosionsound>none</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</subweapon2>
					</delayedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<animate></animate>
					<minlife>3</minlife>
					<maxlife>5</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>8</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Mega Meteor</name>
		<armslevel>2</armslevel>
		<description>A meteor that explodes on impact, scattering
burning chunks of earth about the area.</description>
		<icon>meteor.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='ase'>
			<mesh>roller.ase</mesh>
			<skin>molten.bmp</skin>
		</model>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponDelay'>
					<delay>2</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponProjectile'>
							<projectilescale>2</projectilescale>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>molten.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponDelay'>
									<delay>0.5</delay>
									<delayedweapon type='WeaponAimedOver'>
										<nowarheads>16</nowarheads>
										<percentagemiss>100</percentagemiss>
										<maxaimdistance>0</maxaimdistance>
										<inaccuracy>100</inaccuracy>
										<aimedweapon type='WeaponTranslate'>
											<translatedist>10</translatedist>
											<nextaction type='WeaponVelocity'>
												<velocitychange>1.2</velocitychange>
												<aimedweapon type='WeaponProjectile'>
													<projectilemodel type='ase'>
														<mesh>roller.ase</mesh>
														<skin>molten.bmp</skin>
													</projectilemodel>
													<collisionaction type='WeaponMulti'>
														<subweapon1 type='WeaponExplosion'>
															<hurtamount>0</hurtamount>
															<deform>up</deform>
															<size>6</size>
															<explosionsound>explosions/thud.wav</explosionsound>
															<explosiontexture>exp02</explosiontexture>
														</subweapon1>
														<subweapon2 type='WeaponNapalm'>
															<allowunderwater>true</allowunderwater>
															<napalmtime>8.0</napalmtime>
															<napalmheight>2.0</napalmheight>
															<steptime>2</steptime>
															<hurtsteptime>1.0</hurtsteptime>
															<hurtpersecond>1.0</hurtpersecond>
															<numberstreams>2</numberstreams>
															<effectradius>8</effectradius>
															<napalmtexture>flames</napalmtexture>
															<napalmsound>explosions/napalm.wav</napalmsound>
														</subweapon2>
													</collisionaction>
												</aimedweapon>
											</nextaction>
										</aimedweapon>
									</delayedweapon>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<hurtamount>1.25</hurtamount>
									<deform>down</deform>
									<size>24</size>
									<explosionsound>explosions/meteor.wav</explosionsound>
									<explosiontexture>exp02</explosiontexture>
									<explosionshake>2.0</explosionshake>
								</subweapon2>
							</collisionaction>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<nocreatedebris></nocreatedebris>
							<animate></animate>
							<hurtamount>0</hurtamount>
							<minlife>3</minlife>
							<maxlife>4</maxlife>
							<deform>none</deform>
							<size>5</size>
							<explosionshake>4.0</explosionshake>
							<explosionsound>explosions/quake.wav</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</subweapon2>
					</delayedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<animate></animate>
					<minlife>3</minlife>
					<maxlife>5</maxlife>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>10</size>
					<explosionsound>none</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>DirtColumn</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponExplosion'>
				<deform>up</deform>
				<hurtamount>0.0</hurtamount>
				<nocreatedebris></nocreatedebris>
				<size>10</size>
				<explosiontexture>exp03</explosiontexture>
				<explosionsound>explosions/gloop.wav</explosionsound>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponExplosion'>
					<deform>up</deform>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<size>10</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/gloop.wav</explosionsound>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponExplosion'>
					<deform>up</deform>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<size>10</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/gloop.wav</explosionsound>
				</delayedweapon>
			</subweapon3>
			<!--<subweapon4 type='WeaponDelay'>
				<delay>1.5</delay>
				<delayedweapon type='WeaponExplosion'>
					<deform>up</deform>
					<hurtamount>0.0</hurtamount>
					<nocreatedebris></nocreatedebris>
					<size>10</size>
					<explosiontexture>exp03</explosiontexture>
					<explosionsound>explosions/gloop.wav</explosionsound>
				</delayedweapon>
			</subweapon4>-->
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Wall Of Dirt</name>
		<armslevel>5</armslevel>
		<description>Raises a small wall Of Dirt a short 
distance from your tank in the direction you aim</description>
		<icon>dshield.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<accessoryaction type='WeaponDelay'>
			<delay>0.5</delay>
			<delayedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>0</hredirect>
					<vredirect>90</vredirect>
					<nextaction type='WeaponTranslate'>
						<translatedist>30</translatedist>
						<nextaction type='WeaponReference'>
							<weapon>DirtColumn</weapon>
						</nextaction>
					</nextaction>
				</subweapon1>
				<subweapon2 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>22.5</hredirect>
					<vredirect>90</vredirect>
					<nextaction type='WeaponTranslate'>
						<translatedist>30</translatedist>
						<nextaction type='WeaponReference'>
							<weapon>DirtColumn</weapon>
						</nextaction>
					</nextaction>
				</subweapon2>
				<subweapon3 type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>-22.5</hredirect>
					<vredirect>90</vredirect>
					<nextaction type='WeaponTranslate'>
						<translatedist>30</translatedist>
						<nextaction type='WeaponReference'>
							<weapon>DirtColumn</weapon>
						</nextaction>
					</nextaction>
				</subweapon3>
			</delayedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Ring Of Dirt</name>
		<armslevel>4</armslevel>
		<description>Raises a ring of dirt around your tank</description>
		<icon>dring.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>Wall Of Dirt</weapon>
			</subweapon1>
			<subweapon2 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>true</vabs>
				<hredirect>72</hredirect>
				<vredirect>90</vredirect>
				<nextaction type='WeaponReference'>
					<weapon>Wall Of Dirt</weapon>
				</nextaction>
			</subweapon2>
			<subweapon3 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>true</vabs>
				<hredirect>144</hredirect>
				<vredirect>90</vredirect>
				<nextaction type='WeaponReference'>
					<weapon>Wall Of Dirt</weapon>
				</nextaction>
			</subweapon3>
			<subweapon4 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>true</vabs>
				<hredirect>212</hredirect>
				<vredirect>90</vredirect>
				<nextaction type='WeaponReference'>
					<weapon>Wall Of Dirt</weapon>
				</nextaction>
			</subweapon4>
			<subweapon5 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>true</vabs>
				<hredirect>284</hredirect>
				<vredirect>90</vredirect>
				<nextaction type='WeaponReference'>
					<weapon>Wall Of Dirt</weapon>
				</nextaction>
			</subweapon5>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor1</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2.0</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>molten.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>1.1</hurtamount>
					<deform>down</deform>
					<size>10</size>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>exp00</explosiontexture>
					<explosionshake>2.0</explosionshake>
				</subweapon1>
				<subweapon2 type='WeaponAimedOver'>
					<nowarheads>3</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponTranslate'>
						<translatedist>8</translatedist>
						<nextaction type='WeaponProjectile'>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>molten.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<hurtamount>0.0</hurtamount>
									<deform>up</deform>
									<size>4</size>
									<explosionsound>none</explosionsound>
									<explosiontexture>exp04</explosiontexture>
								</subweapon1>
								<subweapon2 type='WeaponNapalm'>
									<allowunderwater>true</allowunderwater>
									<napalmtime>6.0</napalmtime>
									<napalmheight>1.4</napalmheight>
									<steptime>2</steptime>
									<hurtsteptime>1.5</hurtsteptime>
									<hurtpersecond>1.0</hurtpersecond>
									<numberstreams>1</numberstreams>
									<effectradius>5</effectradius>
									<napalmtexture>flames</napalmtexture>
									<napalmsound>explosions/napalm.wav</napalmsound>
								</subweapon2>
							</collisionaction>
						</nextaction>
					</aimedweapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor2</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2.5</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>molten.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>1.15</hurtamount>
					<deform>down</deform>
					<size>14</size>
					<explosionsound>explosions/meteor.wav</explosionsound>
					<explosiontexture>exp00</explosiontexture>
					<explosionshake>1.0</explosionshake>
				</subweapon1>
				<subweapon2 type='WeaponAimedOver'>
					<nowarheads>5</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponTranslate'>
						<translatedist>10</translatedist>
						<nextaction type='WeaponProjectile'>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>molten.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<hurtamount>0.0</hurtamount>
									<deform>up</deform>
									<size>5</size>
									<explosionsound>none</explosionsound>
									<explosiontexture>exp04</explosiontexture>
								</subweapon1>
								<subweapon2 type='WeaponNapalm'>
									<allowunderwater>true</allowunderwater>
									<napalmtime>7.5</napalmtime>
									<napalmheight>1.6</napalmheight>
									<steptime>1.75</steptime>
									<hurtsteptime>1.25</hurtsteptime>
									<hurtpersecond>1.0</hurtpersecond>
									<numberstreams>2</numberstreams>
									<effectradius>5</effectradius>
									<napalmtexture>flames</napalmtexture>
									<napalmsound>explosions/napalm.wav</napalmsound>
								</subweapon2>
							</collisionaction>
						</nextaction>
					</aimedweapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor3</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>3.0</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>molten.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>1.2</hurtamount>
					<deform>down</deform>
					<size>18</size>
					<explosionsound>explosions/meteor.wav</explosionsound>
					<explosiontexture>exp00</explosiontexture>
					<explosionshake>2.0</explosionshake>
				</subweapon1>
				<subweapon2 type='WeaponAimedOver'>
					<nowarheads>8</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponTranslate'>
						<translatedist>12</translatedist>
						<nextaction type='WeaponProjectile'>
							<projectilemodel type='ase'>
								<mesh>roller.ase</mesh>
								<skin>molten.bmp</skin>
							</projectilemodel>
							<collisionaction type='WeaponMulti'>
								<subweapon1 type='WeaponExplosion'>
									<hurtamount>0.0</hurtamount>
									<deform>up</deform>
									<size>6</size>
									<explosionsound>none</explosionsound>
									<explosiontexture>exp04</explosiontexture>
								</subweapon1>
								<subweapon2 type='WeaponNapalm'>
									<allowunderwater>true</allowunderwater>
									<napalmtime>8.0</napalmtime>
									<napalmheight>1.8</napalmheight>
									<steptime>1.5</steptime>
									<hurtsteptime>1.0</hurtsteptime>
									<hurtpersecond>1.0</hurtpersecond>
									<numberstreams>2</numberstreams>
									<effectradius>6</effectradius>
									<napalmtexture>flames</napalmtexture>
									<napalmsound>explosions/napalm.wav</napalmsound>
								</subweapon2>
							</collisionaction>
						</nextaction>
					</aimedweapon>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>MeteorCluster</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>Meteor3</weapon>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.2</delay>
				<delayedweapon type='WeaponVelocity'>
					<velocitychange>0.75</velocitychange>
					<aimedweapon type='WeaponReference'>
						<weapon>Meteor2</weapon>
					</aimedweapon>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>0.4</delay>
				<delayedweapon type='WeaponVelocity'>
					<velocitychange>0.5</velocitychange>
					<aimedweapon type='WeaponReference'>
						<weapon>Meteor1</weapon>
					</aimedweapon>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Meteor Shower</name>
		<armslevel>1</armslevel>
		<description>Weapon creates a mass of flaming meteors
at a random location in the sky.  The meteors 
explode and scatter flaming earth on impact.
YOU CANNOT AIM THIS WEAPON!</description>
		<icon>mshower.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>40000</cost>
		<activationsound>shoot/xlarge.wav</activationsound>
		<model type='ase'>
			<mesh>roller.ase</mesh>
			<skin>molten.bmp</skin>
		</model>
		<accessoryaction type="WeaponScatter">
			<position><A>128</A><B>128</B><C>200</C></position>
			<positionoffset><A>32</A><B>32</B><C>0</C></positionoffset>
			<direction><A>0</A><B>0</B><C>-1</C></direction>
			<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>		
			<aimedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponAimedOver'>
							<nowarheads>8</nowarheads>
							<percentagemiss>100</percentagemiss>
							<maxaimdistance>0</maxaimdistance>
							<inaccuracy>100</inaccuracy>
							<aimedweapon type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>0</hredirect>
								<vredirect>90</vredirect>
								<nextaction type='WeaponTranslate'>
									<translatedist>50</translatedist>
									<nextaction type='WeaponMulti'>
										<subweapon1 type='WeaponDelay'>
											<delay>1.0</delay>
											<delayedweapon type='WeaponAimedOver'>
												<nowarheads>1</nowarheads>
												<percentagemiss>20</percentagemiss>
												<maxaimdistance>50</maxaimdistance>
												<inaccuracy>15</inaccuracy>
												<aimedweapon type='WeaponProjectile'>
													<apexcollision></apexcollision>
													<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
													<collisionaction type='WeaponMulti'>
														<subweapon1 type='WeaponDelay'>
															<delay>1.0</delay>
															<delayedweapon type='WeaponAimedOver'>
																<nowarheads>2</nowarheads>
																<percentagemiss>20</percentagemiss>
																<maxaimdistance>35</maxaimdistance>
																<inaccuracy>20</inaccuracy>
																<aimedweapon type='WeaponReference'>
																	<weapon>Meteor1</weapon>
																</aimedweapon>
															</delayedweapon>
														</subweapon1>
														<subweapon2 type='WeaponReference'>
															<weapon>Meteor2</weapon>
														</subweapon2>
														<subweapon3 type='WeaponExplosion'>
															<nocreatedebris></nocreatedebris>
															<minlife>4</minlife>
															<maxlife>6</maxlife>
															<animate></animate>
															<hurtamount>0</hurtamount>
															<deform>none</deform>
															<size>24</size>
															<explosionsound>shoot/flare.wav</explosionsound>
															<explosiontexture>exp04</explosiontexture>
														</subweapon3>
													</collisionaction>
												</aimedweapon>
											</delayedweapon>
										</subweapon1>
										<subweapon2 type='WeaponReference'>
											<weapon>MeteorCluster</weapon>
										</subweapon2>
										<subweapon3 type='WeaponExplosion'>
											<hurtamount>0</hurtamount>
											<nocreatedebris></nocreatedebris>
											<minlife>4</minlife>
											<maxlife>6</maxlife>
											<deform>none</deform>
											<size>24</size>
											<explosionshake>4.0</explosionshake>
											<explosionsound>explosions/quake.wav</explosionsound>
											<explosiontexture>exp04</explosiontexture>
										</subweapon3>
										<subweapon4 type='WeaponReference'>
											<weapon>Clouds-Red</weapon>
										</subweapon4>
									</nextaction>
								</nextaction>
							</aimedweapon>
						</subweapon1>
						<subweapon2 type='WeaponExplosion'>
							<nocreatedebris></nocreatedebris>
							<minlife>3</minlife>
							<maxlife>4</maxlife>
							<animate></animate>
							<hurtamount>0</hurtamount>
							<deform>none</deform>
							<size>16</size>
							<explosionsound>explosions/lightning.wav</explosionsound>
							<explosiontexture>exp04</explosiontexture>
						</subweapon2>
					</delayedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<minlife>4</minlife>
					<maxlife>6</maxlife>
					<animate></animate>
					<hurtamount>0</hurtamount>
					<deform>none</deform>
					<size>24</size>
					<explosionsound>shoot/flare.wav</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon2>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Leap Frog</name>
		<armslevel>7</armslevel>
		<description>An explosive projectile weapon.  When the 
warhead explodes it creates other
small warheads that continue in the 
same direction as the original.</description>
		<icon>lfrog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>4000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>8</size>
					<explosiontexture>exp01</explosiontexture>
					<explosionsound>explosions/medium.wav</explosionsound>
				</subweapon1>
				<subweapon2 type='WeaponLeapFrog'>
					<bounce>0.6</bounce>
					<collisionaction type='WeaponProjectile'>
						<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<hurtamount>1.0</hurtamount>
								<deform>down</deform>
								<size>7</size>
								<explosiontexture>exp01</explosiontexture>
								<explosionsound>explosions/medium.wav</explosionsound>
							</subweapon1>
							<subweapon2 type='WeaponLeapFrog'>
								<bounce>0.6</bounce>
								<collisionaction type='WeaponProjectile'>
									<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
									<collisionaction type='WeaponExplosion'>
										<hurtamount>1.0</hurtamount>
										<deform>down</deform>
										<size>6</size>
										<explosiontexture>exp01</explosiontexture>
										<explosionsound>explosions/medium.wav</explosionsound>
									</collisionaction>
								</collisionaction>
							</subweapon2>
						</collisionaction>
					</collisionaction>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Bouncing Betty</name>
		<armslevel>3</armslevel>
		<description>An explosive projectile weapon that bounces
a few times and releases small explosive warheads</description>
		<icon>lfrog.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponExplosion'>
					<deform>down</deform>
					<hurtamount>1.0</hurtamount>
					<size>12</size>
					<explosionsound>explosions/large.wav</explosionsound>
					<explosiontexture>exp04</explosiontexture>
				</subweapon1>
				<subweapon2 type='WeaponAimedOver'>
					<nowarheads>6</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponVelocity'>
						<velocitychange>1.0</velocitychange>
						<aimedweapon type='WeaponProjectile'>
							<nocreateflame></nocreateflame>
							<projectilescale>0.4</projectilescale>
							<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
							<collisionaction type='WeaponExplosion'>
								<deform>down</deform>
								<hurtamount>1.0</hurtamount>
								<size>8</size>
								<explosionsound>explosions/medium.wav</explosionsound>
								<explosiontexture>exp04</explosiontexture>
							</collisionaction>
						</aimedweapon>
					</aimedweapon>
				</subweapon2>
				<subweapon3 type='WeaponLeapFrog'>
					<bounce>0.6</bounce>
					<collisionaction type='WeaponProjectile'>
						<nocreateflame></nocreateflame>
						<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
						<collisionaction type='WeaponMulti'>
							<subweapon1 type='WeaponExplosion'>
								<deform>down</deform>
								<hurtamount>1.0</hurtamount>
								<size>10</size>
								<explosionsound>explosions/large.wav</explosionsound>
								<explosiontexture>exp04</explosiontexture>
							</subweapon1>
							<subweapon2 type='WeaponAimedOver'>
								<nowarheads>4</nowarheads>
								<percentagemiss>20</percentagemiss>
								<maxaimdistance>0</maxaimdistance>
								<inaccuracy>15</inaccuracy>
								<aimedweapon type='WeaponVelocity'>
									<velocitychange>0.8</velocitychange>
									<aimedweapon type='WeaponProjectile'>
										<nocreateflame></nocreateflame>
										<projectilescale>0.4</projectilescale>
										<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
										<collisionaction type='WeaponExplosion'>
											<deform>down</deform>
											<hurtamount>1.0</hurtamount>
											<size>8</size>
											<explosionsound>explosions/medium.wav</explosionsound>
											<explosiontexture>exp04</explosiontexture>
										</collisionaction>
									</aimedweapon>
								</aimedweapon>
							</subweapon2>
							<subweapon3 type='WeaponLeapFrog'>
								<bounce>0.6</bounce>
								<collisionaction type='WeaponProjectile'>
									<nocreateflame></nocreateflame>
									<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
									<collisionaction type='WeaponMulti'>
										<subweapon1 type='WeaponExplosion'>
											<deform>down</deform>
											<hurtamount>1.0</hurtamount>
											<size>8</size>
											<explosionsound>explosions/large.wav</explosionsound>
											<explosiontexture>exp04</explosiontexture>
										</subweapon1>
										<subweapon2 type='WeaponAimedOver'>
											<nowarheads>4</nowarheads>
											<percentagemiss>20</percentagemiss>
											<maxaimdistance>0</maxaimdistance>
											<inaccuracy>20</inaccuracy>
											<aimedweapon type='WeaponVelocity'>
												<velocitychange>0.6</velocitychange>
												<aimedweapon type='WeaponProjectile'>
													<nocreateflame></nocreateflame>
													<projectilescale>0.4</projectilescale>
													<projectilemodel type='MilkShape'>bomblet/bomblet.txt</projectilemodel>
													<collisionaction type='WeaponExplosion'>
														<deform>down</deform>
														<hurtamount>1.0</hurtamount>
														<size>6</size>
														<explosionsound>explosions/medium.wav</explosionsound>
														<explosiontexture>exp04</explosiontexture>
													</collisionaction>
												</aimedweapon>
											</aimedweapon>
										</subweapon2>
									</collisionaction>
								</collisionaction>
							</subweapon3>
						</collisionaction>
					</collisionaction>
				</subweapon3>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Bunny Bomb</name>
		<armslevel>3</armslevel>
		<description>MIRV that releases several leaping warheads.</description>
		<icon>lfrog.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>12000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
		<modelscale>3</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<apexcollision></apexcollision>
			<projectilescale>3</projectilescale>
			<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<vspreaddist>2.5</vspreaddist>
				<hspreaddist>1.0</hspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<nocreateflame></nocreateflame>
					<projectilescale>2</projectilescale>
					<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
					<collisionaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>1.0</hurtamount>
							<deform>down</deform>
							<size>10</size>
							<explosiontexture>exp01</explosiontexture>
							<explosionsound>explosions/medium.wav</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponLeapFrog'>
							<bounce>0.5</bounce>
							<collisionaction type='WeaponProjectile'>
								<nocreateflame></nocreateflame>
								<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
								<collisionaction type='WeaponMulti'>
									<subweapon1 type='WeaponExplosion'>
										<hurtamount>1.0</hurtamount>
										<deform>down</deform>
										<size>8</size>
										<explosiontexture>exp01</explosiontexture>
										<explosionsound>explosions/medium.wav</explosionsound>
									</subweapon1>
									<subweapon2 type='WeaponLeapFrog'>
										<bounce>0.5</bounce>
										<collisionaction type='WeaponProjectile'>
											<nocreateflame></nocreateflame>
											<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
											<collisionaction type='WeaponExplosion'>
												<hurtamount>1.0</hurtamount>
												<deform>down</deform>
												<size>6</size>
												<explosiontexture>exp01</explosiontexture>
												<explosionsound>explosions/medium.wav</explosionsound>
											</collisionaction>
										</collisionaction>
									</subweapon2>
								</collisionaction>
							</collisionaction>
						</subweapon2>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Haymaker</name>
		<armslevel>1</armslevel>
		<description>MIRV that releases several
leaping warheads which release
even smaller explosive bomblets</description>
		<icon>lfrog.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>40000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<model type='MilkShape'>bouncingbetty/bouncingbetty.txt</model>
		<modelscale>3</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<nocreateflame></nocreateflame>
			<apexcollision></apexcollision>
			<projectilescale>3</projectilescale>
			<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
			<collisionaction type='WeaponMirv'>
				<nowarheads>5</nowarheads>
				<hspreaddist>1.2</hspreaddist>
				<vspreaddist>0</vspreaddist>
				<aimedweapon type='WeaponProjectile'>
					<nocreateflame></nocreateflame>
					<projectilescale>2</projectilescale>
					<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
					<collisionaction type='WeaponMulti'>
						<subweapon1 type='WeaponExplosion'>
							<hurtamount>1.0</hurtamount>
							<deform>down</deform>
							<size>8</size>
							<explosionshake>1</explosionshake>
							<explosiontexture>exp01</explosiontexture>
							<explosionsound>explosions/medium.wav</explosionsound>
						</subweapon1>
						<subweapon2 type='WeaponAimedOver'>
							<nowarheads>3</nowarheads>
							<percentagemiss>20</percentagemiss>
							<maxaimdistance>40</maxaimdistance>
							<inaccuracy>10</inaccuracy>
							<aimedweapon type='WeaponProjectile'>
								<nocreateflame></nocreateflame>
								<projectilemodel type='ase'>
									<mesh>roller.ase</mesh>
									<skin>white.bmp</skin>
								</projectilemodel>
								<collisionaction type='WeaponExplosion'>
									<hurtamount>1.0</hurtamount>
									<deform>down</deform>
									<size>6</size>
									<explosiontexture>exp01</explosiontexture>
									<explosionsound>explosions/small.wav</explosionsound>
								</collisionaction>
							</aimedweapon>
						</subweapon2>
						<subweapon3 type='WeaponLeapFrog'>
							<bounce>0.6</bounce>
							<collisionaction type='WeaponProjectile'>
								<nocreateflame></nocreateflame>
								<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
								<collisionaction type='WeaponMulti'>
									<subweapon1 type='WeaponExplosion'>
										<hurtamount>1.0</hurtamount>
										<deform>down</deform>
										<size>7</size>
										<explosiontexture>exp01</explosiontexture>
										<explosionsound>explosions/medium.wav</explosionsound>
									</subweapon1>
									<subweapon2 type='WeaponAimedOver'>
										<nowarheads>2</nowarheads>
										<percentagemiss>20</percentagemiss>
										<maxaimdistance>40</maxaimdistance>
										<inaccuracy>15</inaccuracy>
										<aimedweapon type='WeaponProjectile'>
											<nocreateflame></nocreateflame>
											<projectilescale>0.75</projectilescale>
											<projectilemodel type='ase'>
												<mesh>roller.ase</mesh>
												<skin>white.bmp</skin>
											</projectilemodel>
											<collisionaction type='WeaponExplosion'>
												<hurtamount>1.0</hurtamount>
												<deform>down</deform>
												<size>6</size>
												<explosiontexture>exp01</explosiontexture>
												<explosionsound>explosions/small.wav</explosionsound>
											</collisionaction>
										</aimedweapon>
									</subweapon2>
									<subweapon3 type='WeaponLeapFrog'>
										<bounce>0.6</bounce>
										<collisionaction type='WeaponProjectile'>
											<nocreateflame></nocreateflame>
											<projectilemodel type='MilkShape'>bouncingbetty/bouncingbetty.txt</projectilemodel>
											<collisionaction type='WeaponMulti'>
												<subweapon1 type='WeaponExplosion'>
													<hurtamount>1.0</hurtamount>
													<deform>down</deform>
													<size>6</size>
													<explosiontexture>exp01</explosiontexture>
													<explosionsound>explosions/medium.wav</explosionsound>
												</subweapon1>
												<subweapon2 type='WeaponAimedOver'>
													<nowarheads>2</nowarheads>
													<percentagemiss>20</percentagemiss>
													<maxaimdistance>40</maxaimdistance>
													<inaccuracy>20</inaccuracy>
													<aimedweapon type='WeaponProjectile'>
														<nocreateflame></nocreateflame>
														<projectilescale>0.5</projectilescale>
														<projectilemodel type='ase'>
															<mesh>roller.ase</mesh>
															<skin>white.bmp</skin>
														</projectilemodel>
														<collisionaction type='WeaponExplosion'>
															<hurtamount>1.0</hurtamount>
															<deform>down</deform>
															<size>6</size>
															<explosiontexture>exp01</explosiontexture>
															<explosionsound>explosions/small.wav</explosionsound>
														</collisionaction>
													</aimedweapon>
												</subweapon2>
											</collisionaction>
										</collisionaction>
									</subweapon3>
								</collisionaction>
							</collisionaction>
						</subweapon3>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Roller</name>
		<armslevel>7</armslevel>
		<description>A projectile weapon that explodes 
into a number of rolling bombs. These 
bombs roll downhill exploding on 
contact with any tank.</description>
		<icon>broller.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>3000</cost>
		<activationsound>shoot/small.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>8</numberrollers>
				<time>8</time>
				<rollermodel type='ase'>
					<mesh>roller.ase</mesh>
					<skin>none</skin>
				</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>6</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/small.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Roller</name>
		<armslevel>5</armslevel>
		<description>A projectile weapon that explodes 
into a number of rolling bombs.  These
bombs roll downhill exploding on contact 
with any tank.</description>
		<icon>roller.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>8000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>8</numberrollers>
				<time>8</time>
				<rollermodel type='ase'>
					<mesh>roller.ase</mesh>
					<skin>none</skin>
				</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>9</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/medium.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Roller</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that explodes 
into a number of rolling bombs.  These
bombs roll downhill exploding on contact 
with any tank.</description>
		<icon>hroller.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>12000</cost>
		<activationsound>shoot/large.wav</activationsound>
		<accessoryaction type='WeaponProjectile'>
			<collisionaction type='WeaponRoller'>
				<numberrollers>8</numberrollers>
				<time>8</time>
				<rollermodel type='ase'>
					<mesh>roller.ase</mesh>
					<skin>none</skin>
				</rollermodel>
				<collisionaction type='WeaponExplosion'>
					<hurtamount>1.0</hurtamount>
					<deform>down</deform>
					<size>12</size>
					<explosiontexture>exp00</explosiontexture>
					<explosionsound>explosions/large.wav</explosionsound>
				</collisionaction>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Baby Sandhog</name>
		<armslevel>6</armslevel>
		<description>A projectile weapon that explodes creating
some small burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>bshog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>6000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>0.5</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>0.5</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>2</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>40</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<nocreateflame></nocreateflame>
					<projectilescale>0.5</projectilescale>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<armslevel>4</armslevel>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Sandhog</name>
		<armslevel>3</armslevel>
		<description>A projectile weapon that explodes
creating some burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>shog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>12000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>5</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>45</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<nocreateflame></nocreateflame>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<armslevel>2</armslevel>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Sandhog</name>
		<armslevel>2</armslevel>
		<description>A projectile weapon that explodes
creating many burrowing missiles. These 
missiles target nearby tanks.</description>
		<icon>hshog.bmp</icon>
		<bundlesize>2</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>digger/digger.txt</model>
		<modelscale>2</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>2</projectilescale>
			<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
			<collisionaction type='WeaponAimedUnder'>
				<nowarheads>10</nowarheads>
				<inaccuracy>40</inaccuracy>
				<percentagemiss>20</percentagemiss>
				<maxaimdistance>50</maxaimdistance>
				<aimedweapon type='WeaponProjectile'>
					<under></under>
					<nocreateflame></nocreateflame>
					<projectilescale>2</projectilescale>
					<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
					<collisionaction type='WeaponExplosion'>
						<armslevel>1</armslevel>
						<hurtamount>1.0</hurtamount>
						<deform>down</deform>
						<size>4</size>
						<explosiontexture>exp03</explosiontexture>
						<explosionsound>explosions/medium.wav</explosionsound>
					</collisionaction>
				</aimedweapon>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Strike Bolt</name>
		<maximumnumber>0</maximumnumber>
		<armslevel>10</armslevel>
		<accessoryaction type='WeaponLightning'>
			<conelength>30</conelength>
			<seglength>1</seglength>
			<segvar>2</segvar>
			<size>4</size>
			<sizevar>-1</sizevar>
			<minsize>0.1</minsize>
			<splitprob>0.10</splitprob>
			<splitvar>0.02</splitvar>
			<deathprob>0.03</deathprob>
			<derivangle>0.5</derivangle>
			<anglevar>0.94</anglevar>
			<totaltime>1</totaltime>
			<seghurt>0</seghurt>
			<seghurtradius>2</seghurtradius>
			<sound>none</sound>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Lightning Bolt</name>
		<armslevel>1</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponMulti'>
					<subweapon1 type='WeaponAimedOver'>
						<nowarheads>1</nowarheads>
						<percentagemiss>0</percentagemiss>
						<maxaimdistance>40</maxaimdistance>
						<inaccuracy>0</inaccuracy>
						<aimedweapon type='WeaponRedirect'>
							<habs>false</habs>
							<vabs>true</vabs>
							<hredirect>0</hredirect>
							<vredirect>90</vredirect>
							<nextaction type='WeaponTranslate'>
								<translatedist>25</translatedist>
								<nextaction type='WeaponAimedOver'>
									<nowarheads>1</nowarheads>
									<percentagemiss>0</percentagemiss>
									<maxaimdistance>30</maxaimdistance>
									<inaccuracy>0</inaccuracy>
									<aimedweapon type='WeaponRedirect'>
										<habs>false</habs>
										<vabs>true</vabs>
										<hredirect>0</hredirect>
										<vredirect>135</vredirect>
										<nextaction type='WeaponMulti'>
											<subweapon1 type='WeaponTranslate'>
												<translatedist>10</translatedist>
												<nextaction type='WeaponMulti'>
													<subweapon1 type='WeaponTranslate'>
														<translatedist>10</translatedist>
														<nextaction type='WeaponMulti'>
															<subweapon1 type='WeaponAimedOver'>
																<nowarheads>1</nowarheads>
																<percentagemiss>0</percentagemiss>
																<maxaimdistance>30</maxaimdistance>
																<inaccuracy>0</inaccuracy>
																<aimedweapon type='WeaponRedirect'>
																	<habs>false</habs>
																	<vabs>true</vabs>
																	<hredirect>0</hredirect>
																	<vredirect>150</vredirect>
																	<nextaction type='WeaponMulti'>
																		<subweapon1 type='WeaponTranslate'>
																			<translatedist>10</translatedist>
																			<nextaction type='WeaponMulti'>
																				<subweapon1 type='WeaponTranslate'>
																					<translatedist>10</translatedist>
																					<nextaction type='WeaponMulti'>
																						<subweapon1 type='WeaponAimedOver'>
																							<nowarheads>1</nowarheads>
																							<percentagemiss>0</percentagemiss>
																							<maxaimdistance>20</maxaimdistance>
																							<inaccuracy>0</inaccuracy>
																							<aimedweapon type='WeaponRedirect'>
																								<habs>false</habs>
																								<vabs>true</vabs>
																								<hredirect>0</hredirect>
																								<vredirect>165</vredirect>
																								<nextaction type='WeaponMulti'>
																									<subweapon1 type='WeaponTranslate'>
																										<translatedist>10</translatedist>
																										<nextaction type='WeaponMulti'>
																											<subweapon1 type='WeaponTranslate'>
																												<translatedist>10</translatedist>
																												<nextaction type='WeaponMulti'>
																													<subweapon1 type='WeaponAimedOver'>
																														<nowarheads>1</nowarheads>
																														<percentagemiss>0</percentagemiss>
																														<maxaimdistance>10</maxaimdistance>
																														<inaccuracy>0</inaccuracy>
																														<aimedweapon type='WeaponRedirect'>
																															<habs>false</habs>
																															<vabs>true</vabs>
																															<hredirect>0</hredirect>
																															<vredirect>180</vredirect>
																															<nextaction type='WeaponMulti'>
																																<subweapon1 type='WeaponTranslate'>
																																	<translatedist>10</translatedist>
																																	<nextaction type='WeaponMulti'>
																																		<subweapon1 type='WeaponTranslate'>
																																			<translatedist>10</translatedist>
																																			<nextaction type='WeaponMulti'>
																																				<subweapon1 type='WeaponTranslate'>
																																					<translatedist>10</translatedist>
																																					<nextaction type='WeaponMulti'>
																																						<subweapon1 type='WeaponTranslate'>
																																							<translatedist>10</translatedist>
																																							<nextaction type='WeaponMulti'>
																																								<subweapon1 type='WeaponTranslate'>
																																									<translatedist>10</translatedist>
																																									<nextaction type='WeaponMulti'>
																																										<subweapon1 type='WeaponNull'></subweapon1>
																																										<subweapon2 type='WeaponExplosion'>
																																											<nocreatedebris></nocreatedebris>
																																											<nocreatesplash></nocreatesplash>
																																											<minlife>0.25</minlife>
																																											<maxlife>0.5</maxlife>
																																											<hurtamount>1.0</hurtamount>
																																											<deform>none</deform>
																																											<size>10</size>
																																											<explosionsound>none</explosionsound>
																																											<explosiontexture>none</explosiontexture>
																																										</subweapon2>
																																									</nextaction>
																																								</subweapon1>
																																								<subweapon2 type='WeaponExplosion'>
																																									<nocreatedebris></nocreatedebris>
																																									<nocreatesplash></nocreatesplash>
																																									<minlife>0.25</minlife>
																																									<maxlife>0.5</maxlife>
																																									<hurtamount>1.0</hurtamount>
																																									<deform>none</deform>
																																									<size>10</size>
																																									<explosionsound>none</explosionsound>
																																									<explosiontexture>none</explosiontexture>
																																								</subweapon2>
																																							</nextaction>
																																						</subweapon1>
																																						<subweapon2 type='WeaponExplosion'>
																																							<nocreatedebris></nocreatedebris>
																																							<nocreatesplash></nocreatesplash>
																																							<minlife>0.25</minlife>
																																							<maxlife>0.5</maxlife>
																																							<hurtamount>1.0</hurtamount>
																																							<deform>none</deform>
																																							<size>10</size>
																																							<explosionsound>none</explosionsound>
																																							<explosiontexture>none</explosiontexture>
																																						</subweapon2>
																																					</nextaction>
																																				</subweapon1>
																																				<subweapon2 type='WeaponExplosion'>
																																					<nocreatedebris></nocreatedebris>
																																					<nocreatesplash></nocreatesplash>
																																					<minlife>0.25</minlife>
																																					<maxlife>0.5</maxlife>
																																					<hurtamount>1.0</hurtamount>
																																					<deform>none</deform>
																																					<size>10</size>
																																					<explosionsound>none</explosionsound>
																																					<explosiontexture>none</explosiontexture>
																																				</subweapon2>
																																			</nextaction>
																																		</subweapon1>
																																		<subweapon2 type='WeaponExplosion'>
																																			<nocreatedebris></nocreatedebris>
																																			<nocreatesplash></nocreatesplash>
																																			<minlife>0.25</minlife>
																																			<maxlife>0.5</maxlife>
																																			<hurtamount>1.0</hurtamount>
																																			<deform>none</deform>
																																			<size>10</size>
																																			<explosionsound>none</explosionsound>
																																			<explosiontexture>none</explosiontexture>
																																		</subweapon2>
																																	</nextaction>
																																</subweapon1>
																																<subweapon2 type='WeaponReference'>
																																	<weapon>Strike Bolt</weapon>
																																</subweapon2>
																															</nextaction>
																														</aimedweapon>
																													</subweapon1>
																													<subweapon2 type='WeaponExplosion'>
																														<nocreatedebris></nocreatedebris>
																														<nocreatesplash></nocreatesplash>
																														<minlife>0.25</minlife>
																														<maxlife>0.5</maxlife>
																														<hurtamount>1.0</hurtamount>
																														<deform>none</deform>
																														<size>10</size>
																														<explosionsound>none</explosionsound>
																														<explosiontexture>none</explosiontexture>
																													</subweapon2>
																												</nextaction>
																											</subweapon1>
																											<subweapon2 type='WeaponExplosion'>
																												<nocreatedebris></nocreatedebris>
																												<nocreatesplash></nocreatesplash>
																												<minlife>0.25</minlife>
																												<maxlife>0.5</maxlife>
																												<hurtamount>1.0</hurtamount>
																												<deform>none</deform>
																												<size>10</size>
																												<explosionsound>none</explosionsound>
																												<explosiontexture>none</explosiontexture>
																											</subweapon2>
																										</nextaction>
																									</subweapon1>
																									<subweapon2 type='WeaponReference'>
																										<weapon>Strike Bolt</weapon>
																									</subweapon2>
																								</nextaction>
																							</aimedweapon>
																						</subweapon1>
																						<subweapon2 type='WeaponExplosion'>
																							<nocreatedebris></nocreatedebris>
																							<nocreatesplash></nocreatesplash>
																							<minlife>0.25</minlife>
																							<maxlife>0.5</maxlife>
																							<hurtamount>1.0</hurtamount>
																							<deform>none</deform>
																							<size>10</size>
																							<explosionsound>none</explosionsound>
																							<explosiontexture>none</explosiontexture>
																						</subweapon2>
																					</nextaction>
																				</subweapon1>
																				<subweapon2 type='WeaponExplosion'>
																					<nocreatedebris></nocreatedebris>
																					<nocreatesplash></nocreatesplash>
																					<minlife>0.25</minlife>
																					<maxlife>0.5</maxlife>
																					<hurtamount>1.0</hurtamount>
																					<deform>none</deform>
																					<size>10</size>
																					<explosionsound>none</explosionsound>
																					<explosiontexture>none</explosiontexture>
																				</subweapon2>
																			</nextaction>
																		</subweapon1>
																		<subweapon2 type='WeaponReference'>
																			<weapon>Strike Bolt</weapon>
																		</subweapon2>
																	</nextaction>
																</aimedweapon>
															</subweapon1>
															<subweapon2 type='WeaponExplosion'>
																<nocreatedebris></nocreatedebris>
																<nocreatesplash></nocreatesplash>
																<minlife>0.25</minlife>
																<maxlife>0.5</maxlife>
																<hurtamount>1.0</hurtamount>
																<deform>none</deform>
																<size>10</size>
																<explosionsound>none</explosionsound>
																<explosiontexture>none</explosiontexture>
															</subweapon2>
														</nextaction>
													</subweapon1>
													<subweapon2 type='WeaponExplosion'>
														<nocreatedebris></nocreatedebris>
														<nocreatesplash></nocreatesplash>
														<minlife>0.25</minlife>
														<maxlife>0.5</maxlife>
														<hurtamount>1.0</hurtamount>
														<deform>none</deform>
														<size>10</size>
														<explosionsound>none</explosionsound>
														<explosiontexture>none</explosiontexture>
													</subweapon2>
												</nextaction>
											</subweapon1>
											<subweapon2 type='WeaponReference'>
												<weapon>Strike Bolt</weapon>
											</subweapon2>
										</nextaction>
									</aimedweapon>
								</nextaction>
							</nextaction>
						</aimedweapon>
					</subweapon1>
					<subweapon2 type='WeaponExplosion'>
						<nocreatedebris></nocreatedebris>
						<nocreatesplash></nocreatesplash>
						<nowindaffected></nowindaffected>
						<minlife>0.5</minlife>
						<maxlife>1</maxlife>
						<hurtamount>0</hurtamount>
						<deform>none</deform>
						<size>8</size>
						<explosionsound>explosions/lightningbolt.wav</explosionsound>
						<explosiontexture>cloud00-5</explosiontexture>
					</subweapon2>
					<subweapon3 type='WeaponSkyFlash'></subweapon3>
				</delayedweapon>
			</subweapon1>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Lightning Strike</name>
		<armslevel>3</armslevel>
		<description>Two bolts of lightning streak down from the
the sky.  Unfortunately, mother nature is unpredictable
in where she chooses to strike.
YOU CANNOT AIM THIS WEAPON</description>
		<icon>lstrike.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>10000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>weapons/shockrocket.txt</model>
		<modelscale>2.5</modelscale>
		<accessoryaction type="WeaponScatter">
			<position><A>128</A><B>128</B><C>80</C></position>
			<positionoffset><A>72</A><B>72</B><C>0</C></positionoffset>
			<direction><A>0</A><B>0</B><C>-1</C></direction>
			<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>		
			<aimedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponReference'>
					<weapon>Clouds-Grey</weapon>
				</subweapon1>
				<subweapon2 type='WeaponReference'>
					<weapon>Lightning Bolt</weapon>
					<armslevel>1</armslevel>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>0.5</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Lightning Bolt</weapon>
						<armslevel>1</armslevel>
					</delayedweapon>
				</subweapon3>
				<subweapon4 type='WeaponSound'>
					<sound>data/wav/explosions/thunder.wav</sound>
				</subweapon4>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Chain Lightning</name>
		<armslevel>2</armslevel>
		<description>A projectile weapon that courses
through the ground aimed at nearby tanks</description>
		<icon>light.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>20000</cost>
		<activationsound>explosions/thunder.wav</activationsound>
		<deathanimationweight>2</deathanimationweight>
		<model type='MilkShape'>flare.txt</model>
		<modelscale>4</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<nocreatesmoke></nocreatesmoke>
			<nocreateflame></nocreateflame>
			<projectilescale>4</projectilescale>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedUnder'>
					<nowarheads>1</nowarheads>
					<percentagemiss>0</percentagemiss>
					<maxaimdistance>30</maxaimdistance>
					<inaccuracy>0</inaccuracy>
					<aimedweapon type='WeaponDelay'>
						<delay>0.4</delay>
						<delayedweapon type='WeaponTranslate'>
							<translatedist>10</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponDelay'>
									<delay>0.175</delay>
									<delayedweapon type='WeaponTranslate'>
										<translatedist>10</translatedist>
										<nextaction type='WeaponMulti'>
											<subweapon1 type='WeaponDelay'>
												<delay>0.175</delay>
												<delayedweapon type='WeaponTranslate'>
													<translatedist>10</translatedist>
													<nextaction type='WeaponMulti'>
														<subweapon1 type='WeaponDelay'>
															<delay>0.175</delay>
															<delayedweapon type='WeaponAimedUnder'>
																<nowarheads>1</nowarheads>
																<percentagemiss>0</percentagemiss>
																<maxaimdistance>40</maxaimdistance>
																<inaccuracy>0</inaccuracy>
																<aimedweapon type='WeaponDelay'>
																	<delay>0.2</delay>
																	<delayedweapon type='WeaponTranslate'>
																		<translatedist>10</translatedist>
																		<nextaction type='WeaponMulti'>
																			<subweapon1 type='WeaponDelay'>
																				<delay>0.175</delay>
																				<delayedweapon type='WeaponTranslate'>
																					<translatedist>10</translatedist>
																					<nextaction type='WeaponMulti'>
																						<subweapon1 type='WeaponDelay'>
																							<delay>0.175</delay>
																							<delayedweapon type='WeaponTranslate'>
																								<translatedist>10</translatedist>
																								<nextaction type='WeaponMulti'>
																									<subweapon1 type='WeaponDelay'>
																										<delay>0.175</delay>
																										<delayedweapon type='WeaponAimedUnder'>
																											<nowarheads>1</nowarheads>
																											<percentagemiss>0</percentagemiss>
																											<maxaimdistance>50</maxaimdistance>
																											<inaccuracy>0</inaccuracy>
																											<aimedweapon type='WeaponDelay'>
																												<delay>0.2</delay>
																												<delayedweapon type='WeaponTranslate'>
																													<translatedist>10</translatedist>
																													<nextaction type='WeaponMulti'>
																														<subweapon1 type='WeaponDelay'>
																															<delay>0.175</delay>
																															<delayedweapon type='WeaponTranslate'>
																																<translatedist>10</translatedist>
																																<nextaction type='WeaponMulti'>
																																	<subweapon1 type='WeaponDelay'>
																																		<delay>0.175</delay>
																																		<delayedweapon type='WeaponTranslate'>
																																			<translatedist>10</translatedist>
																																			<nextaction type='WeaponMulti'>
																																				<subweapon1 type='WeaponDelay'>
																																					<delay>0.175</delay>
																																					<delayedweapon type='WeaponAimedUnder'>
																																						<nowarheads>1</nowarheads>
																																						<percentagemiss>0</percentagemiss>
																																						<maxaimdistance>40</maxaimdistance>
																																						<inaccuracy>0</inaccuracy>
																																						<aimedweapon type='WeaponNull'></aimedweapon>
																																					</delayedweapon>
																																				</subweapon1>
																																				<subweapon2 type='WeaponExplosion'>
																																					<armslevel>1</armslevel>
																																					<nocreatedebris></nocreatedebris>
																																					<nocreatesplash></nocreatesplash>
																																					<hurtamount>0.7</hurtamount>
																																					<deform>none</deform>
																																					<size>10</size>
																																					<explosionsound>none</explosionsound>
																																					<explosiontexture>light00</explosiontexture>
																																				</subweapon2>
																																			</nextaction>
																																		</delayedweapon>
																																	</subweapon1>
																																	<subweapon2 type='WeaponExplosion'>
																																		<armslevel>1</armslevel>
																																		<nocreatedebris></nocreatedebris>
																																		<nocreatesplash></nocreatesplash>
																																		<hurtamount>0.7</hurtamount>
																																		<deform>none</deform>
																																		<size>10</size>
																																		<explosionsound>none</explosionsound>
																																		<explosiontexture>light00</explosiontexture>
																																	</subweapon2>
																																</nextaction>
																															</delayedweapon>
																														</subweapon1>
																														<subweapon2 type='WeaponExplosion'>
																															<armslevel>1</armslevel>
																															<nocreatedebris></nocreatedebris>
																															<nocreatesplash></nocreatesplash>
																															<hurtamount>0.7</hurtamount>
																															<deform>none</deform>
																															<size>10</size>
																															<explosionsound>explosions/lightning.wav</explosionsound>
																															<explosiontexture>light00</explosiontexture>
																														</subweapon2>
																													</nextaction>
																												</delayedweapon>
																											</aimedweapon>
																										</delayedweapon>
																									</subweapon1>
																									<subweapon2 type='WeaponExplosion'>
																										<armslevel>1</armslevel>
																										<nocreatedebris></nocreatedebris>
																										<nocreatesplash></nocreatesplash>
																										<hurtamount>0.85</hurtamount>
																										<deform>none</deform>
																										<size>10</size>
																										<explosionsound>none</explosionsound>
																										<explosiontexture>light00</explosiontexture>
																									</subweapon2>
																								</nextaction>
																							</delayedweapon>
																						</subweapon1>
																						<subweapon2 type='WeaponExplosion'>
																							<armslevel>1</armslevel>
																							<nocreatedebris></nocreatedebris>
																							<nocreatesplash></nocreatesplash>
																							<hurtamount>0.85</hurtamount>
																							<deform>none</deform>
																							<size>10</size>
																							<explosionsound>none</explosionsound>
																							<explosiontexture>light00</explosiontexture>
																						</subweapon2>
																					</nextaction>
																				</delayedweapon>
																			</subweapon1>
																			<subweapon2 type='WeaponExplosion'>
																				<armslevel>1</armslevel>
																				<nocreatedebris></nocreatedebris>
																				<nocreatesplash></nocreatesplash>
																				<hurtamount>0.85</hurtamount>
																				<deform>none</deform>
																				<size>10</size>
																				<explosionsound>explosions/lightning.wav</explosionsound>
																				<explosiontexture>light00</explosiontexture>
																			</subweapon2>
																		</nextaction>
																	</delayedweapon>
																</aimedweapon>
															</delayedweapon>
														</subweapon1>
														<subweapon2 type='WeaponExplosion'>
															<armslevel>1</armslevel>
															<nocreatedebris></nocreatedebris>
															<nocreatesplash></nocreatesplash>
															<hurtamount>1.0</hurtamount>
															<deform>none</deform>
															<size>10</size>
															<explosionsound>none</explosionsound>
															<explosiontexture>light00</explosiontexture>
														</subweapon2>
													</nextaction>
												</delayedweapon>
											</subweapon1>
											<subweapon2 type='WeaponExplosion'>
												<armslevel>1</armslevel>
												<nocreatedebris></nocreatedebris>
												<nocreatesplash></nocreatesplash>
												<hurtamount>1.0</hurtamount>
												<deform>none</deform>
												<size>10</size>
												<explosionsound>none</explosionsound>
												<explosiontexture>light00</explosiontexture>
											</subweapon2>
										</nextaction>
									</delayedweapon>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<armslevel>1</armslevel>
									<nocreatedebris></nocreatedebris>
									<nocreatesplash></nocreatesplash>
									<hurtamount>1.0</hurtamount>
									<deform>none</deform>
									<size>10</size>
									<explosionsound>none</explosionsound>
									<explosiontexture>light00</explosiontexture>
								</subweapon2>
							</nextaction>
						</delayedweapon>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<armslevel>1</armslevel>
					<nocreatedebris></nocreatedebris>
					<nocreatesplash></nocreatesplash>
					<hurtamount>1.2</hurtamount>
					<deform>none</deform>
					<size>10</size>
					<explosionsound>explosions/lightning.wav</explosionsound>
					<explosiontexture>light00</explosiontexture>
					<explosionshake>2</explosionshake>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Shockwave</name>
		<armslevel>2</armslevel>
		<description>Projectile weapon that releases a massive
energy wave that ripples outward horizontally</description>
		<icon>swave.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>20000</cost>
		<activationsound>shoot/medium.wav</activationsound>
		<model type='MilkShape'>weapons/shockrocket.txt</model>
		<modelscale>4</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<projectilescale>4</projectilescale>
			<projectilemodel type='MilkShape'>weapons/shockrocket.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedOver'>
					<nowarheads>16</nowarheads>
					<percentagemiss>20</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<inaccuracy>10</inaccuracy>
					<aimedweapon type='WeaponDelay'>
						<delay>3.0</delay>
						<delayedweapon type='WeaponMulti'>
							<subweapon1 type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>0</hredirect>
								<vredirect>80</vredirect>
								<nextaction type='WeaponTranslate'>
									<translatedist>8</translatedist>
									<nextaction type='WeaponMulti'>
										<subweapon1 type='WeaponDelay'>
											<delay>0.75</delay>
											<delayedweapon type='WeaponTranslate'>
												<translatedist>10</translatedist>
												<nextaction type='WeaponMulti'>
													<subweapon1 type='WeaponDelay'>
														<delay>0.75</delay>
														<delayedweapon type='WeaponTranslate'>
															<translatedist>12</translatedist>
															<nextaction type='WeaponMulti'>
																<subweapon1 type='WeaponExplosion'>
																	<nocreatedebris></nocreatedebris>
																	<hurtamount>0.8</hurtamount>
																	<deform>none</deform>
																	<size>14</size>
																	<explosiontexture>none</explosiontexture>
																	<explosionsound>none</explosionsound>
																</subweapon1>
																<subweapon2 type='WeaponExplosion'>
																	<minlife>1.0</minlife>
																	<maxlife>1.25</maxlife>
																	<nocreatedebris></nocreatedebris>
																	<nocreatesplash></nocreatesplash>
																	<nowindaffected></nowindaffected>
																	<animate></animate>
																	<hurtamount>0</hurtamount>
																	<deform>none</deform>
																	<size>10</size>
																	<explosiontexture>light00</explosiontexture>
																	<explosionsound>none</explosionsound>
																</subweapon2>
															</nextaction>
														</delayedweapon>
													</subweapon1>
													<subweapon2 type='WeaponExplosion'>
														<nocreatedebris></nocreatedebris>
														<hurtamount>1.0</hurtamount>
														<deform>none</deform>
														<size>12</size>
														<explosiontexture>none</explosiontexture>
														<explosionsound>none</explosionsound>
													</subweapon2>
													<subweapon3 type='WeaponExplosion'>
														<minlife>1.15</minlife>
														<maxlife>1.25</maxlife>
														<nocreatedebris></nocreatedebris>
														<nocreatesplash></nocreatesplash>
														<nowindaffected></nowindaffected>
														<animate></animate>
														<hurtamount>0</hurtamount>
														<deform>none</deform>
														<size>8</size>
														<explosiontexture>light00</explosiontexture>
														<explosionsound>none</explosionsound>
													</subweapon3>
												</nextaction>
											</delayedweapon>
										</subweapon1>
										<subweapon2 type='WeaponExplosion'>
											<nocreatedebris></nocreatedebris>
											<hurtamount>1.0</hurtamount>
											<deform>none</deform>
											<size>10</size>
											<explosiontexture>none</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon2>
										<subweapon3 type='WeaponExplosion'>
											<minlife>0.8</minlife>
											<maxlife>1.2</maxlife>
											<nocreatedebris></nocreatedebris>
											<nocreatesplash></nocreatesplash>
											<nowindaffected></nowindaffected>
											<animate></animate>
											<hurtamount>0</hurtamount>
											<deform>none</deform>
											<size>6</size>
											<explosiontexture>light00</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon3>
									</nextaction>
								</nextaction>
							</subweapon1>
							<subweapon2 type='WeaponRedirect'>
								<habs>false</habs>
								<vabs>true</vabs>
								<hredirect>0</hredirect>
								<vredirect>100</vredirect>
								<nextaction type='WeaponTranslate'>
									<translatedist>6</translatedist>
									<nextaction type='WeaponMulti'>
										<subweapon1 type='WeaponDelay'>
											<delay>0.75</delay>
											<delayedweapon type='WeaponTranslate'>
												<translatedist>9</translatedist>
												<nextaction type='WeaponMulti'>
													<subweapon1 type='WeaponDelay'>
														<delay>0.75</delay>
														<delayedweapon type='WeaponTranslate'>
															<translatedist>12</translatedist>
															<nextaction type='WeaponExplosion'>
																<nocreatedebris></nocreatedebris>
																<hurtamount>0.8</hurtamount>
																<deform>none</deform>
																<size>14</size>
																<explosiontexture>none</explosiontexture>
																<explosionsound>none</explosionsound>
															</nextaction>
														</delayedweapon>
													</subweapon1>
													<subweapon2 type='WeaponExplosion'>
														<nocreatedebris></nocreatedebris>
														<hurtamount>1.0</hurtamount>
														<deform>none</deform>
														<size>12</size>
														<explosiontexture>none</explosiontexture>
														<explosionsound>none</explosionsound>
													</subweapon2>
												</nextaction>
											</delayedweapon>
										</subweapon1>
										<subweapon2 type='WeaponExplosion'>
											<nocreatedebris></nocreatedebris>
											<hurtamount>1.0</hurtamount>
											<deform>none</deform>
											<size>10</size>
											<explosiontexture>none</explosiontexture>
											<explosionsound>none</explosionsound>
										</subweapon2>
									</nextaction>
								</nextaction>
							</subweapon2>
							<subweapon3 type='WeaponExplosion'>
								<minlife>1.0</minlife>
								<maxlife>2.0</maxlife>
								<nocreatedebris></nocreatedebris>
								<nowindaffected></nowindaffected>
								<animate></animate>
								<hurtamount>1.2</hurtamount>
								<deform>none</deform>
								<size>10</size>
								<explosionshake>4.0</explosionshake>
								<explosionsound>explosions/shockwave.wav</explosionsound>
								<explosiontexture>exp05</explosiontexture>
							</subweapon3>
						</delayedweapon>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponAnimation'>
					<animation>ExplosionLaserBeamRenderer</animation>
					<data>none</data>
				</subweapon2>
				<subweapon3 type='WeaponReference'>
					<weapon>Spark Burst</weapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>1.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Spark Burst</weapon>
					</delayedweapon>
				</subweapon4>
				<subweapon5 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Spark Burst</weapon>
					</delayedweapon>
				</subweapon5>
				<subweapon6 type='WeaponDelay'>
					<delay>3.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>Spark Burst</weapon>
					</delayedweapon>
				</subweapon6>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Lightning Storm</name>
		<armslevel>2</armslevel>
		<description>Multiple bolts of lightning streak down 
out of the sky.Unfortunately, mother nature is unpredictable
in where she chooses to strike.
YOU CANNOT AIM THIS WEAPON!</description>
		<icon>lstorm.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>25000</cost>
		<activationsound>explosions/shockwave.wav</activationsound>
		<model type='MilkShape'>weapons/shockrocket.txt</model>
		<modelscale>5.0</modelscale>
		<accessoryaction type="WeaponScatter">
			<position><A>128</A><B>128</B><C>80</C></position>
			<positionoffset><A>96</A><B>96</B><C>0</C></positionoffset>
			<direction><A>0</A><B>0</B><C>-1</C></direction>
			<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>		
			<aimedweapon type='WeaponMulti'>
				<subweapon1 type='WeaponMulti'>
					<subweapon1 type='WeaponReference'>
						<weapon>Clouds-Grey</weapon>
					</subweapon1>
					<subweapon2 type='WeaponReference'>
						<weapon>Lightning Bolt</weapon>
						<armslevel>1</armslevel>
					</subweapon2>
					<subweapon3 type='WeaponDelay'>
						<delay>0.5</delay>
						<delayedweapon type='WeaponReference'>
							<weapon>Lightning Bolt</weapon>
							<armslevel>1</armslevel>
						</delayedweapon>
					</subweapon3>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>0.33</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>Clouds-Grey</weapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Lightning Bolt</weapon>
									<armslevel>1</armslevel>
								</subweapon2>
								<subweapon3 type='WeaponDelay'>
									<delay>0.5</delay>
									<delayedweapon type='WeaponReference'>
										<weapon>Lightning Bolt</weapon>
										<armslevel>1</armslevel>
									</delayedweapon>
								</subweapon3>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>1.33</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>90</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>Clouds-Grey</weapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Lightning Bolt</weapon>
									<armslevel>1</armslevel>
								</subweapon2>
								<subweapon3 type='WeaponDelay'>
									<delay>0.5</delay>
									<delayedweapon type='WeaponReference'>
										<weapon>Lightning Bolt</weapon>
										<armslevel>1</armslevel>
									</delayedweapon>
								</subweapon3>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>2.0</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>180</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>Clouds-Grey</weapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Lightning Bolt</weapon>
									<armslevel>1</armslevel>
								</subweapon2>
								<subweapon3 type='WeaponDelay'>
									<delay>0.5</delay>
									<delayedweapon type='WeaponReference'>
										<weapon>Lightning Bolt</weapon>
										<armslevel>1</armslevel>
									</delayedweapon>
								</subweapon3>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon4>
				<subweapon5 type='WeaponDelay'>
					<delay>2.33</delay>
					<delayedweapon type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>270</hredirect>
						<vredirect>90</vredirect>
						<nextaction type='WeaponTranslate'>
							<translatedist>25</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponReference'>
									<weapon>Clouds-Grey</weapon>
								</subweapon1>
								<subweapon2 type='WeaponReference'>
									<weapon>Lightning Bolt</weapon>
									<armslevel>1</armslevel>
								</subweapon2>
								<subweapon3 type='WeaponDelay'>
									<delay>0.5</delay>
									<delayedweapon type='WeaponReference'>
										<weapon>Lightning Bolt</weapon>
										<armslevel>1</armslevel>
									</delayedweapon>
								</subweapon3>
							</nextaction>
						</nextaction>
					</delayedweapon>
				</subweapon5>
				<subweapon6 type='WeaponDelay'>
					<delay>1.6</delay>
					<delayedweapon type='WeaponMulti'>
						<subweapon1 type='WeaponReference'>
							<weapon>Clouds-Grey</weapon>
						</subweapon1>
						<subweapon2 type='WeaponReference'>
							<weapon>Lightning Bolt</weapon>
							<armslevel>1</armslevel>
						</subweapon2>
						<subweapon3 type='WeaponDelay'>
							<delay>0.5</delay>
							<delayedweapon type='WeaponReference'>
								<weapon>Lightning Bolt</weapon>
								<armslevel>1</armslevel>
							</delayedweapon>
						</subweapon3>
					</delayedweapon>
				</subweapon6>
				<subweapon7 type='WeaponSound'>
					<sound>data/wav/explosions/thunder.wav</sound>
				</subweapon7>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Fork Lightning</name>
		<armslevel>1</armslevel>
		<description>A projectile weapon that 
courses through the ground and splits
into multiple streams that are aimed
at nearby targets</description>
		<icon>flight.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>60000</cost>
		<activationsound>explosions/thunder.wav</activationsound>
		<model type='MilkShape'>flare.txt</model>
		<modelscale>8</modelscale>
		<accessoryaction type='WeaponProjectile'>
			<nocreatesmoke></nocreatesmoke>
			<nocreateflame></nocreateflame>
			<projectilescale>8</projectilescale>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponAimedUnder'>
					<nowarheads>2</nowarheads>
					<percentagemiss>0</percentagemiss>
					<maxaimdistance>50</maxaimdistance>
					<inaccuracy>0</inaccuracy>
					<aimedweapon type='WeaponDelay'>
						<delay>0.4</delay>
						<delayedweapon type='WeaponTranslate'>
							<translatedist>10</translatedist>
							<nextaction type='WeaponMulti'>
								<subweapon1 type='WeaponDelay'>
									<delay>0.175</delay>
									<delayedweapon type='WeaponTranslate'>
										<translatedist>10</translatedist>
										<nextaction type='WeaponMulti'>
											<subweapon1 type='WeaponDelay'>
												<delay>0.175</delay>
												<delayedweapon type='WeaponTranslate'>
													<translatedist>10</translatedist>
													<nextaction type='WeaponMulti'>
														<subweapon1 type='WeaponDelay'>
															<delay>0.175</delay>
															<delayedweapon type='WeaponAimedUnder'>
																<nowarheads>2</nowarheads>
																<percentagemiss>0</percentagemiss>
																<maxaimdistance>50</maxaimdistance>
																<inaccuracy>0</inaccuracy>
																<aimedweapon type='WeaponDelay'>
																	<delay>0.2</delay>
																	<delayedweapon type='WeaponTranslate'>
																		<translatedist>10</translatedist>
																		<nextaction type='WeaponMulti'>
																			<subweapon1 type='WeaponDelay'>
																				<delay>0.175</delay>
																				<delayedweapon type='WeaponTranslate'>
																					<translatedist>10</translatedist>
																					<nextaction type='WeaponMulti'>
																						<subweapon1 type='WeaponDelay'>
																							<delay>0.175</delay>
																							<delayedweapon type='WeaponTranslate'>
																								<translatedist>10</translatedist>
																								<nextaction type='WeaponMulti'>
																									<subweapon1 type='WeaponDelay'>
																										<delay>0.175</delay>
																										<delayedweapon type='WeaponAimedUnder'>
																											<nowarheads>2</nowarheads>
																											<percentagemiss>0</percentagemiss>
																											<maxaimdistance>40</maxaimdistance>
																											<inaccuracy>0</inaccuracy>
																											<aimedweapon type='WeaponDelay'>
																												<delay>0.2</delay>
																												<delayedweapon type='WeaponTranslate'>
																													<translatedist>10</translatedist>
																													<nextaction type='WeaponMulti'>
																														<subweapon1 type='WeaponDelay'>
																															<delay>0.175</delay>
																															<delayedweapon type='WeaponTranslate'>
																																<translatedist>10</translatedist>
																																<nextaction type='WeaponMulti'>
																																	<subweapon1 type='WeaponDelay'>
																																		<delay>0.175</delay>
																																		<delayedweapon type='WeaponTranslate'>
																																			<translatedist>10</translatedist>
																																			<nextaction type='WeaponMulti'>
																																				<subweapon1 type='WeaponDelay'>
																																					<delay>0.175</delay>
																																					<delayedweapon type='WeaponAimedUnder'>
																																						<nowarheads>2</nowarheads>
																																						<percentagemiss>0</percentagemiss>
																																						<maxaimdistance>40</maxaimdistance>
																																						<inaccuracy>0</inaccuracy>
																																						<aimedweapon type='WeaponDelay'>
																																							<delay>0.2</delay>
																																							<delayedweapon type='WeaponTranslate'>
																																								<translatedist>10</translatedist>
																																								<nextaction type='WeaponMulti'>
																																									<subweapon1 type='WeaponDelay'>
																																										<delay>0.175</delay>
																																										<delayedweapon type='WeaponTranslate'>
																																											<translatedist>10</translatedist>
																																											<nextaction type='WeaponMulti'>
																																												<subweapon1 type='WeaponDelay'>
																																													<delay>0.175</delay>
																																													<delayedweapon type='WeaponTranslate'>
																																														<translatedist>10</translatedist>
																																														<nextaction type='WeaponMulti'>
																																															<subweapon1 type='WeaponDelay'>
																																																<delay>0.175</delay>
																																																<delayedweapon type='WeaponAimedUnder'>
																																																	<nowarheads>2</nowarheads>
																																																	<percentagemiss>0</percentagemiss>
																																																	<maxaimdistance>40</maxaimdistance>
																																																	<inaccuracy>0</inaccuracy>
																																																	<aimedweapon type='WeaponNull'></aimedweapon>
																																																</delayedweapon>
																																															</subweapon1>
																																															<subweapon2 type='WeaponExplosion'>
																																																<nocreatedebris></nocreatedebris>
																																																<nocreatesplash></nocreatesplash>
																																																<animate></animate>
																																																<hurtamount>0.5</hurtamount>
																																																<deform>none</deform>
																																																<size>10</size>
																																																<explosionsound>none</explosionsound>
																																																<explosiontexture>light00</explosiontexture>
																																															</subweapon2>
																																														</nextaction>
																																													</delayedweapon>
																																												</subweapon1>
																																												<subweapon2 type='WeaponExplosion'>
																																													<nocreatedebris></nocreatedebris>
																																													<nocreatesplash></nocreatesplash>
																																													<animate></animate>
																																													<hurtamount>0.5</hurtamount>
																																													<deform>none</deform>
																																													<size>10</size>
																																													<explosionsound>none</explosionsound>
																																													<explosiontexture>light00</explosiontexture>
																																												</subweapon2>
																																											</nextaction>
																																										</delayedweapon>
																																									</subweapon1>
																																									<subweapon2 type='WeaponExplosion'>
																																										<nocreatedebris></nocreatedebris>
																																										<nocreatesplash></nocreatesplash>
																																										<animate></animate>
																																										<hurtamount>0.5</hurtamount>
																																										<deform>none</deform>
																																										<size>10</size>
																																										<explosionsound>explosions/lightning.wav</explosionsound>
																																										<explosiontexture>light00</explosiontexture>
																																										<explosionshake>1</explosionshake>
																																									</subweapon2>
																																								</nextaction>
																																							</delayedweapon>
																																						</aimedweapon>
																																					</delayedweapon>
																																				</subweapon1>
																																				<subweapon2 type='WeaponExplosion'>
																																					<nocreatedebris></nocreatedebris>
																																					<nocreatesplash></nocreatesplash>
																																					<animate></animate>
																																					<hurtamount>0.7</hurtamount>
																																					<deform>none</deform>
																																					<size>10</size>
																																					<explosionsound>none</explosionsound>
																																					<explosiontexture>light00</explosiontexture>
																																				</subweapon2>
																																			</nextaction>
																																		</delayedweapon>
																																	</subweapon1>
																																	<subweapon2 type='WeaponExplosion'>
																																		<nocreatedebris></nocreatedebris>
																																		<nocreatesplash></nocreatesplash>
																																		<animate></animate>
																																		<hurtamount>0.7</hurtamount>
																																		<deform>none</deform>
																																		<size>10</size>
																																		<explosionsound>none</explosionsound>
																																		<explosiontexture>light00</explosiontexture>
																																	</subweapon2>
																																</nextaction>
																															</delayedweapon>
																														</subweapon1>
																														<subweapon2 type='WeaponExplosion'>
																															<nocreatedebris></nocreatedebris>
																															<nocreatesplash></nocreatesplash>
																															<animate></animate>
																															<hurtamount>0.7</hurtamount>
																															<deform>none</deform>
																															<size>10</size>
																															<explosionsound>explosions/lightning.wav</explosionsound>
																															<explosiontexture>light00</explosiontexture>
																															<explosionshake>1</explosionshake>
																														</subweapon2>
																													</nextaction>
																												</delayedweapon>
																											</aimedweapon>
																										</delayedweapon>
																									</subweapon1>
																									<subweapon2 type='WeaponExplosion'>
																										<nocreatedebris></nocreatedebris>
																										<nocreatesplash></nocreatesplash>
																										<animate></animate>
																										<hurtamount>0.85</hurtamount>
																										<deform>none</deform>
																										<size>10</size>
																										<explosionsound>none</explosionsound>
																										<explosiontexture>light00</explosiontexture>
																									</subweapon2>
																								</nextaction>
																							</delayedweapon>
																						</subweapon1>
																						<subweapon2 type='WeaponExplosion'>
																							<nocreatedebris></nocreatedebris>
																							<nocreatesplash></nocreatesplash>
																							<animate></animate>
																							<hurtamount>0.85</hurtamount>
																							<deform>none</deform>
																							<size>10</size>
																							<explosionsound>none</explosionsound>
																							<explosiontexture>light00</explosiontexture>
																						</subweapon2>
																					</nextaction>
																				</delayedweapon>
																			</subweapon1>
																			<subweapon2 type='WeaponExplosion'>
																				<nocreatedebris></nocreatedebris>
																				<nocreatesplash></nocreatesplash>
																				<animate></animate>
																				<hurtamount>0.85</hurtamount>
																				<deform>none</deform>
																				<size>10</size>
																				<explosionsound>explosions/lightning.wav</explosionsound>
																				<explosiontexture>light00</explosiontexture>
																				<explosionshake>2</explosionshake>
																			</subweapon2>
																		</nextaction>
																	</delayedweapon>
																</aimedweapon>
															</delayedweapon>
														</subweapon1>
														<subweapon2 type='WeaponExplosion'>
															<nocreatedebris></nocreatedebris>
															<nocreatesplash></nocreatesplash>
															<animate></animate>
															<hurtamount>1.0</hurtamount>
															<deform>none</deform>
															<size>10</size>
															<explosionsound>none</explosionsound>
															<explosiontexture>light00</explosiontexture>
														</subweapon2>
													</nextaction>
												</delayedweapon>
											</subweapon1>
											<subweapon2 type='WeaponExplosion'>
												<nocreatedebris></nocreatedebris>
												<nocreatesplash></nocreatesplash>
												<animate></animate>
												<hurtamount>1.0</hurtamount>
												<deform>none</deform>
												<size>10</size>
												<explosionsound>none</explosionsound>
												<explosiontexture>light00</explosiontexture>
											</subweapon2>
										</nextaction>
									</delayedweapon>
								</subweapon1>
								<subweapon2 type='WeaponExplosion'>
									<nocreatedebris></nocreatedebris>
									<nocreatesplash></nocreatesplash>
									<animate></animate>
									<hurtamount>1.0</hurtamount>
									<deform>none</deform>
									<size>10</size>
									<explosionsound>none</explosionsound>
									<explosiontexture>light00</explosiontexture>
								</subweapon2>
							</nextaction>
						</delayedweapon>
					</aimedweapon>
				</subweapon1>
				<subweapon2 type='WeaponExplosion'>
					<nocreatedebris></nocreatedebris>
					<nocreatesplash></nocreatesplash>
					<animate></animate>
					<hurtamount>1.2</hurtamount>
					<deform>none</deform>
					<size>10</size>
					<explosionsound>explosions/lightning.wav</explosionsound>
					<explosiontexture>light00</explosiontexture>
					<explosionshake>4</explosionshake>
				</subweapon2>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Earthquake</name>
		<armslevel>2</armslevel>
		<description>Shakes the earth and does damage over a large area.
Earthquakes occur at a random location on the map
YOU CANNOT AIM THIS WEAPON</description>
		<icon>quake.bmp</icon>
		<bundlesize>1</bundlesize>
		<cost>50000</cost>
		<activationsound>shoot/flare.wav</activationsound>
		<model type='MilkShape'>flare.txt</model>
		<accessoryaction type="WeaponScatter">
			<position><A>128</A><B>128</B><C>0</C></position>
			<positionoffset><A>48</A><B>48</B><C>0</C></positionoffset>
			<direction><A>0</A><B>0</B><C>0</C></direction>
			<directionoffset><A>0</A><B>0</B><C>0</C></directionoffset>		
			<aimedweapon type='WeaponDelay'>
				<delay>2.0</delay>
				<delayedweapon type='WeaponMulti'>
					<subweapon1 type='WeaponDelay'>
						<delay>1</delay>
						<delayedweapon type='WeaponMulti'>
							<subweapon1 type='WeaponDelay'>
								<delay>1</delay>
								<delayedweapon type='WeaponMulti'>
									<subweapon1 type='WeaponDelay'>
										<delay>1</delay>
										<delayedweapon type='WeaponMulti'>
											<subweapon1 type='WeaponDelay'>
												<delay>1</delay>
												<delayedweapon type='WeaponExplosion'>
													<armslevel>1</armslevel>
													<nocreatedebris></nocreatedebris>
													<nocreatesplash></nocreatesplash>
													<hurtamount>0.3</hurtamount>
													<deform>none</deform>
													<size>128</size>
													<explosionshake>4.0</explosionshake>
													<explosiontexture>none</explosiontexture>
													<explosionsound>none</explosionsound>
												</delayedweapon>
											</subweapon1>
											<subweapon2 type='WeaponExplosion'>
												<armslevel>1</armslevel>
												<nocreatedebris></nocreatedebris>
												<nocreatesplash></nocreatesplash>
												<hurtamount>0.3</hurtamount>
												<deform>none</deform>
												<size>128</size>
												<explosionshake>6.0</explosionshake>
												<explosiontexture>none</explosiontexture>
												<explosionsound>none</explosionsound>
											</subweapon2>
										</delayedweapon>
									</subweapon1>
									<subweapon2 type='WeaponExplosion'>
										<armslevel>1</armslevel>
										<nocreatedebris></nocreatedebris>
										<nocreatesplash></nocreatesplash>
										<hurtamount>0.3</hurtamount>
										<deform>none</deform>
										<size>128</size>
										<explosionshake>4.0</explosionshake>
										<explosiontexture>none</explosiontexture>
										<explosionsound>none</explosionsound>
									</subweapon2>
								</delayedweapon>
							</subweapon1>
							<subweapon2 type='WeaponExplosion'>
								<armslevel>1</armslevel>
								<nocreatedebris></nocreatedebris>
								<nocreatesplash></nocreatesplash>
								<hurtamount>0.3</hurtamount>
								<deform>none</deform>
								<size>128</size>
								<explosionshake>4.0</explosionshake>
								<explosiontexture>none</explosiontexture>
								<explosionsound>none</explosionsound>
							</subweapon2>
						</delayedweapon>
					</subweapon1>
					<subweapon2 type='WeaponExplosion'>
						<armslevel>1</armslevel>
						<nocreatedebris></nocreatedebris>
						<hurtamount>0.3</hurtamount>
						<deform>none</deform>
						<size>128</size>
						<explosionshake>3.0</explosionshake>
						<explosiontexture>none</explosiontexture>
						<explosionsound>explosions/quake.wav</explosionsound>
					</subweapon2>
				</delayedweapon>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Pen Laser</name>
		<armslevel>10</armslevel>
		<startingnumber>-1</startingnumber>
		<icon>laser.bmp</icon>
		<activationsound>shoot/flare.wav</activationsound>
		<model type="MilkShape">laser/laser.txt</model>
		<description>A tiny laser that does no damage, but
can be used to help aim lasers and other weapons.</description>
		<nomuzzleflash/>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponLaser'>
				<totaltime>2</totaltime>
				<minimumdistance>10</minimumdistance>
				<maximumdistance>200</maximumdistance>
				<minimumhurt>0</minimumhurt>
				<maximumhurt>0</maximumhurt>
				<hurtradius>2</hurtradius>
				<color>
					<A>0.0</A>
					<B>1.0</B>
					<C>0.0</C>
				</color>
			</subweapon1>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Laser</name>
		<armslevel>8</armslevel>
		<bundlesize>3</bundlesize>
		<icon>laser.bmp</icon>
		<model type="MilkShape">laser/laser.txt</model>
		<description>Fires a laser that cuts through hills 
and shields damaging the tank directly.</description>
		<cost>5000</cost>
		<nomuzzleflash/>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponLaser'>
				<totaltime>1</totaltime>
				<minimumdistance>10</minimumdistance>
				<maximumdistance>200</maximumdistance>
				<minimumhurt>20</minimumhurt>
				<maximumhurt>40</maximumhurt>
				<hurtradius>2</hurtradius>
				<color>
					<A>1.0</A>
					<B>0.0</B>
					<C>0.0</C>
				</color>
			</subweapon1>
			<subweapon2 type='WeaponSound'>
				<sound>data/wav/shoot/laser1.wav</sound>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Laser Cannon</name>
		<armslevel>6</armslevel>
		<bundlesize>2</bundlesize>
		<icon>laser.bmp</icon>
		<model type="MilkShape">laser/laser.txt</model>
		<description>Fires three laser blasts that cut through
hills and shields damaging tanks directly.</description>
		<cost>12000</cost>
		<nomuzzleflash/>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>Laser</weapon>
				<armslevel>6</armslevel>
			</subweapon1>
			<subweapon2 type='WeaponDelay'>
				<delay>0.5</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>0.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Laser</weapon>
						<armslevel>6</armslevel>
					</nextaction>
				</delayedweapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>1.0</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>false</vabs>
					<hredirect>0</hredirect>
					<vredirect>0.5</vredirect>
					<nextaction type='WeaponReference'>
						<weapon>Laser</weapon>
						<armslevel>6</armslevel>
					</nextaction>
				</delayedweapon>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Heavy Laser</name>
		<armslevel>6</armslevel>
		<bundlesize>2</bundlesize>
		<icon>hlaser.bmp</icon>
		<model type="MilkShape">laser/hlaser.txt</model>
		<description>Fires a powerful laser that cuts through hills 
and shields damaging the tank directly.</description>
		<cost>8000</cost>
		<nomuzzleflash/>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponLaser'>
				<totaltime>2</totaltime>
				<minimumdistance>10</minimumdistance>
				<maximumdistance>200</maximumdistance>
				<minimumhurt>40</minimumhurt>
				<maximumhurt>60</maximumhurt>
				<hurtradius>2</hurtradius>
				<color>
					<A>0.0</A>
					<B>0.0</B>
					<C>1.0</C>
				</color>
			</subweapon1>
			<subweapon2 type='WeaponSound'>
				<sound>data/wav/shoot/laser1.wav</sound>
			</subweapon2>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SatLaser</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>true</vabs>
				<hredirect>0</hredirect>
				<vredirect>0</vredirect>
				<nextaction type='WeaponTranslate'>
					<translatedist>200</translatedist>
					<nextaction type='WeaponRedirect'>
						<habs>false</habs>
						<vabs>true</vabs>
						<hredirect>0</hredirect>
						<vredirect>180</vredirect>
						<nextaction type='WeaponVelocity'>
							<velocitychange>1.25</velocitychange>
							<aimedweapon type='WeaponMulti'>
								<subweapon1 type='WeaponLaser'>
									<totaltime>2</totaltime>
									<minimumdistance>200</minimumdistance>
									<maximumdistance>200</maximumdistance>
									<minimumhurt>40</minimumhurt>
									<maximumhurt>40</maximumhurt>
									<hurtradius>5</hurtradius>
									<color>
										<A>1.0</A>
										<B>0.0</B>
										<C>0.0</C>
									</color>
								</subweapon1>
								<subweapon2 type='WeaponSound'>
									<sound>data/wav/shoot/laser1.wav</sound>
								</subweapon2>
							</aimedweapon>
						</nextaction>
					</nextaction>
				</nextaction>
			</subweapon1>
			<subweapon2 type='WeaponExplosion'>
				<hurtamount>0</hurtamount>
				<deform>down</deform>
				<size>3</size>
				<deformtexture>data/textures/landscape/defaultscorched.bmp</deformtexture>
				<explosionshake>1.0</explosionshake>
				<explosiontexture>cloud00</explosiontexture>
				<explosionsound>none</explosionsound>
			</subweapon2>
			<subweapon3 type='WeaponNapalm'>
				<allowunderwater>false</allowunderwater>
				<napalmtime>4.0</napalmtime>
				<napalmheight>5.0</napalmheight>
				<steptime>1</steptime>
				<hurtsteptime>1.0</hurtsteptime>
				<hurtpersecond>0.25</hurtpersecond>
				<numberstreams>1</numberstreams>
				<effectradius>5</effectradius>
				<napalmtexture>flames</napalmtexture>
				<napalmsound>none</napalmsound>
			</subweapon3>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SatDigLaser</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedUnder'>
			<nowarheads>1</nowarheads>
			<inaccuracy>5</inaccuracy>
			<percentagemiss>5</percentagemiss>
			<maxaimdistance>50</maxaimdistance>
			<aimedweapon type='WeaponProjectile'>
				<under></under>
				<nocreatesmoke/>
				<nocreateflame/>
				<enginesound>none</enginesound>
				<timedcollision>1.5</timedcollision>
				<shieldhurtfactor>1.0</shieldhurtfactor>
				<projectilescale>0.1</projectilescale>
				<projectilemodel type='MilkShape'>digger/digger.txt</projectilemodel>
				<collisionaction type='WeaponReference'>
					<weapon>SatLaser</weapon>
				</collisionaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SatFunkLaser</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedOver'>
			<nowarheads>1</nowarheads>
			<inaccuracy>0</inaccuracy>
			<percentagemiss>0</percentagemiss>
			<maxaimdistance>50</maxaimdistance>
			<aimedweapon type='WeaponProjectile'>
				<nocreatesmoke/>
				<nocreateflame/>
				<enginesound>none</enginesound>
				<shieldhurtfactor>1.0</shieldhurtfactor>
				<projectilescale>0.01</projectilescale>
				<projectilemodel type='ase'>
					<mesh>roller.ase</mesh>
					<skin>white.bmp</skin>
				</projectilemodel>
				<collisionaction type='WeaponReference'>
					<weapon>SatLaser</weapon>
				</collisionaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SatTransLaser</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponAimedOver'>
			<nowarheads>1</nowarheads>
			<inaccuracy>0</inaccuracy>
			<percentagemiss>0</percentagemiss>
			<maxaimdistance>50</maxaimdistance>
			<aimedweapon type='WeaponTranslate'>
				<translatedist>25</translatedist>
				<nextaction type='WeaponAimedUnder'>
					<nowarheads>1</nowarheads>
					<inaccuracy>5</inaccuracy>
					<percentagemiss>5</percentagemiss>
					<maxaimdistance>0</maxaimdistance>
					<aimedweapon type='WeaponReference'>
						<weapon>SatLaser</weapon>
					</aimedweapon>
				</nextaction>
			</aimedweapon>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>SatSegment</name>
		<armslevel>10</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>SatDigLaser</weapon>
			</subweapon1>
			<subweapon2 type='WeaponReference'>
				<weapon>SatFunkLaser</weapon>
			</subweapon2>
			<subweapon3 type='WeaponDelay'>
				<delay>0.33</delay>
				<delayedweapon type='WeaponReference'>
					<weapon>SatDigLaser</weapon>
				</delayedweapon>
			</subweapon3>
			<subweapon4 type='WeaponDelay'>
				<delay>0.33</delay>
				<delayedweapon type='WeaponReference'>
					<weapon>SatFunkLaser</weapon>
				</delayedweapon>
			</subweapon4>
			<subweapon5 type='WeaponDelay'>
				<delay>0.66</delay>
				<delayedweapon type='WeaponReference'>
					<weapon>SatDigLaser</weapon>
				</delayedweapon>
			</subweapon5>
			<subweapon6 type='WeaponDelay'>
				<delay>0.66</delay>
				<delayedweapon type='WeaponReference'>
					<weapon>SatFunkLaser</weapon>
				</delayedweapon>
			</subweapon6>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Sat. Strike</name>
		<armslevel>2</armslevel>
		<description>Fires a projectile which hits the ground, marking
the target area.  Space based laser cannons then assault
all targets in the area.</description>
		<icon>hlaser.bmp</icon>
		<activationsound>shoot/flare.wav</activationsound>
		<bundlesize>1</bundlesize>
		<cost>20000</cost>
		<accessoryaction type='WeaponProjectile'>
			<projectilemodel type='MilkShape'>flare.txt</projectilemodel>
			<showendpoint></showendpoint>
			<nocreateflame></nocreateflame>
			<collisionaction type='WeaponMulti'>
				<subweapon1 type='WeaponReference'>
					<weapon>Smoke-Orange</weapon>
				</subweapon1>
				<subweapon2 type='WeaponDelay'>
					<delay>1.5</delay>
					<delayedweapon type='WeaponSound'>
						<sound>data/wav/misc/lockon.wav</sound>
					</delayedweapon>
				</subweapon2>
				<subweapon3 type='WeaponDelay'>
					<delay>2.5</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>SatSegment</weapon>
					</delayedweapon>
				</subweapon3>
				<subweapon4 type='WeaponDelay'>
					<delay>3.25</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>SatSegment</weapon>
					</delayedweapon>
				</subweapon4>
				<subweapon5 type='WeaponDelay'>
					<delay>4.0</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>SatSegment</weapon>
					</delayedweapon>
				</subweapon5>
				<subweapon6 type='WeaponDelay'>
					<delay>4.75</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>SatSegment</weapon>
					</delayedweapon>
				</subweapon6>
				<subweapon7 type='WeaponDelay'>
					<delay>5.5</delay>
					<delayedweapon type='WeaponReference'>
						<weapon>SatSegment</weapon>
					</delayedweapon>
				</subweapon7>
			</collisionaction>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Teleport</name>
		<armslevel>6</armslevel>
		<description>A teleport moves you to a random location on the map.</description>
		<icon>teleport.bmp</icon>
		<activationsound>none</activationsound>
		<bundlesize>1</bundlesize>
		<nomuzzleflash/>
		<cost>15000</cost>
		<accessoryaction type='WeaponTeleport'>
			<sound>data/wav/misc/teleport.wav</sound>
			<delay>2.0</delay>
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Shotgun Pellet</name>
		<armslevel>9</armslevel>
		<maximumnumber>0</maximumnumber>
		<accessoryaction type='WeaponProjectile'>
			<shieldhurtfactor>0.5</shieldhurtfactor>
			<nocreatesmoke></nocreatesmoke>
			<nocreateflame></nocreateflame>
			<enginesound>none</enginesound>
			<timedcollision>1.5</timedcollision>
			<projectilescale>0.15</projectilescale>
			<projectilemodel type='ase'>
				<mesh>roller.ase</mesh>
				<skin>white.bmp</skin>
			</projectilemodel>
			<collisionaction type='WeaponExplosion'> 
				<nocreatedebris></nocreatedebris> 
				<hurtamount>0.25</hurtamount> 
				<deform>none</deform> 
				<size>3</size> 
				<explosiontexture>cloud00</explosiontexture> 
				<explosionsound>none</explosionsound> 
			</collisionaction> 
		</accessoryaction>
	</accessory>
	<accessory>
		<name>Shotgun</name>
		<armslevel>9</armslevel>
		<description>Shoots 5 pellets in a small spread.
This weapon has a limited range and line of site.</description>
		<icon>shotgun.bmp</icon>
		<bundlesize>5</bundlesize>
		<cost>1000</cost>
		<modelscale>0.75</modelscale>
		<model type="MilkShape">weapons/shotgunshell.txt</model>
		<activationsound>shoot/shotgun.wav</activationsound>
		<accessoryaction type='WeaponMulti'>
			<subweapon1 type='WeaponReference'>
				<weapon>Shotgun Pellet</weapon>
			</subweapon1>
			<subweapon2 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>1.0</hredirect>
				<vredirect>1.0</vredirect>
				<nextaction type='WeaponReference'>
					<weapon>Shotgun Pellet</weapon>
				</nextaction>
			</subweapon2>
			<subweapon3 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>-1.0</hredirect>
				<vredirect>1.0</vredirect>
				<nextaction type='WeaponReference'>
					<weapon>Shotgun Pellet</weapon>
				</nextaction>
			</subweapon3>
			<subweapon4 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>-1.0</hredirect>
				<vredirect>-1.0</vredirect>
				<nextaction type='WeaponReference'>
					<weapon>Shotgun Pellet</weapon>
				</nextaction>
			</subweapon4>
			<subweapon5 type='WeaponRedirect'>
				<habs>false</habs>
				<vabs>false</vabs>
				<hredirect>1.0</hredirect>
				<vredirect>-1.0</vredirect>
				<nextaction type='WeaponReference'>
					<weapon>Shotgun Pellet</weapon>
				</nextaction>
			</subweapon5>
			<subweapon6 type='WeaponDelay'>
				<delay>0.7</delay>
				<delayedweapon type='WeaponRedirect'>
					<habs>false</habs>
					<vabs>true</vabs>
					<hredirect>-90.0</hredirect>
					<vredirect>45</vredirect>
					<nextaction type='WeaponVelocity'>
						<velocitychange>0.15</velocitychange>
						<aimedweapon type='WeaponProjectile'>
							<nocreateflame></nocreateflame>
							<enginesound>none</enginesound>
							<projectilescale>0.25</projectilescale>
							<projectilemodel type='MilkShape'>weapons/shotgunshell.txt</projectilemodel>
							<collisionaction type='WeaponNull'></collisionaction>
						</aimedweapon>
					</nextaction>
				</delayedweapon>
			</subweapon6>
		</accessoryaction>
	</accessory>
</accessories>
