<?xml version="1.0" encoding="UTF-8"?>
<iteminfo>

 <animation>
   <!-- For items with weapon hold type=="X" we have a ray cast delay of Y -->
	<hold_type id="0" newmodel="false" ray_cast="0.16"  unholster="0.2" two_handed="true" />                  <!-- 0 hand player -->
	<hold_type id="1" newmodel="false" ray_cast="0.16" holster="0" unholster="0.2" two_handed="true" />       <!-- 1 pistol -->
	<hold_type id="2" newmodel="false" ray_cast="0.40" holster="0" unholster="0.2" two_handed="true" />       <!-- 2 clubs -->
	<hold_type id="3" newmodel="false" ray_cast="2.00" holster="0" unholster="0.2" />                         <!-- 3 jars -->
	<hold_type id="4" newmodel="false" ray_cast="0.64" holster="0" unholster="0.2" two_handed="true" />       <!-- 4 pickaxe -->
	<hold_type id="5" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />          <!-- 5 shotgun -->
	<hold_type id="6" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />          <!-- 6 mp5 -->
	<hold_type id="7" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />          <!-- 7 blocks -->
	<hold_type id="8" newmodel="false" ray_cast="0" holster="0" unholster="0.2" />                            <!-- 8 not used -->
	<hold_type id="9" newmodel="false" ray_cast="0" ray_cast_moving="0" holster="0" unholster="0.2" />        <!-- 9 hand zombie -->
	<hold_type id="10" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 10 rocket launcher -->
	<hold_type id="11" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 11 sniper rifle -->
	<hold_type id="12" newmodel="false" ray_cast="0.46" holster="0" unholster="0.2" two_handed="true" />      <!-- 12  torch  -->
	<hold_type id="13" newmodel="false" ray_cast="0.5" holster="0" unholster="0.2" />                         <!-- 13 flashlight  -->
	<hold_type id="14" newmodel="false" ray_cast="3.73" holster="0" unholster="0.2" />                         <!-- 14 canned food-->
	<!-- <hold_type id="15" newmodel="false" ray_cast="2.0" holster="0" unholster="0.2" />                         15 corn and potato -->
	<hold_type id="16" newmodel="false" ray_cast="3.26" holster="0" unholster="0.2" />                         <!-- 16 pill bottles -->
	<hold_type id="17" newmodel="false" ray_cast="0.4" holster="0" unholster="0.2" two_handed="true" />       <!-- 17 fireaxe -->
	<hold_type id="18" newmodel="false" ray_cast="0.5" holster="0" unholster="0.2" two_handed="true" />       <!-- 18 shovel and auger blade -->
	<hold_type id="19" newmodel="false" ray_cast="0.5" holster="0" unholster="0.2" two_handed="true" />       <!-- 19 chainsaw -->
	<hold_type id="20" newmodel="false" ray_cast="0.5" holster="0" unholster="0.2" two_handed="true" />       <!-- 20 auger -->
	<hold_type id="21" newmodel="false" ray_cast="0.5" holster="0" unholster="0.2" />                         <!-- 21 flat hand hold -->
	<!-- <hold_type id="22" newmodel="false" ray_cast="0.5" holster="0" unholster="0.2" />                         22 sham -->
	<hold_type id="23" newmodel="false" ray_cast="2.0" holster="0" unholster="0.2" />                         <!-- 23 stews, bowl -->
	<hold_type id="24" newmodel="false" ray_cast="0" holster="0" unholster="0.2" />                           <!-- 24 hand zombie 02 crawler -->
	<hold_type id="25" newmodel="false" ray_cast="0.3" holster="0" unholster="0.2" />                         <!-- 25 pipe bomb -->
	<!-- "Sway Off" is hardcoded for hold types 26, 27, 53 -->
	<hold_type id="26" newmodel="false" ray_cast="0.3" holster="0" unholster="0.2" two_handed="true" />       <!-- 26 crossbow -->
	<hold_type id="27" newmodel="false" ray_cast="0.8" holster="0" unholster="0.2" two_handed="true" />       <!-- 27 wooden bow -->
	<hold_type id="29" newmodel="false" ray_cast="0.3" holster="0" unholster="0.2" two_handed="true" />       <!-- wrench -->
	<hold_type id="30" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- hunting rifle -->
	<hold_type id="31" newmodel="false" ray_cast="2.0" holster="0" unholster="0.2" />                         <!-- parcel -->
	<hold_type id="32" newmodel="false" ray_cast="0.2" holster="0" unholster="0.2" two_handed="true" />       <!-- stone axe -->
	<hold_type id="33" newmodel="false" ray_cast="0.75" holster="0" unholster="0.2" two_handed="true" />      <!-- sledgehammer -->
	<hold_type id="34" newmodel="false" ray_cast="0.75" holster="0" unholster="0.2" two_handed="true"  />     <!-- bucket -->
	<hold_type id="35" newmodel="false" ray_cast="0.18" holster="0" unholster="0.2" />                        <!-- dog, vulture, wolf -->
	<hold_type id="36" newmodel="false" ray_cast="0.43" holster="0" unholster="0.2" two_handed="true" />      <!-- knife -->
	<hold_type id="37" newmodel="false" ray_cast="0.1" holster="0" unholster="0.2" two_handed="true" />         <!-- nailgun -->
	<hold_type id="38" newmodel="false" ray_cast="0" holster="0" unholster="0.2" />                           <!-- cobblestones -->
	<hold_type id="39" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- blunderbuss -->
	<hold_type id="40" newmodel="false" ray_cast="0.3" holster="0" unholster="0.2" />                         <!-- rock small -->
	<hold_type id="44" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- magnum -->
	<hold_type id="45" newmodel="false" ray_cast="0" holster="0" unholster="0.2" />                           <!-- sack -->
	<hold_type id="46" newmodel="false" ray_cast="0.22" holster="0" unholster="0.2" />                        <!-- bear hand -->
	<hold_type id="47" newmodel="false" ray_cast="0.1" holster="0" unholster="0.2" two_handed="true" />       <!-- machete -->
	<hold_type id="48" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- ak47 -->
	<hold_type id="49" newmodel="false" ray_cast="1.00" holster="0" unholster="0.2" />                        <!-- candle -->
	<hold_type id="50" newmodel="false" ray_cast="0.31" holster="0" unholster="0.2" two_handed="true" />      <!-- 50 hoe -->
	<hold_type id="51" newmodel="false" ray_cast="0.31" holster="0" unholster="0.2" two_handed="true" />      <!-- 51 paint brush -->
	<hold_type id="52" newmodel="false" ray_cast="0.31" holster="0" unholster="0.2" two_handed="true" />      <!-- 52 wire tool -->
	<hold_type id="53" newmodel="false" ray_cast="0.8" holster="0" unholster="0.2" two_handed="true" />       <!-- 53 compound bow -->
	<hold_type id="54" newmodel="false" ray_cast="0.35" holster="0" unholster="0.2" two_handed="true" />       <!-- 54 molotov cocktail -->
	<hold_type id="55" newmodel="false" ray_cast="0.5" holster="0" unholster="0.2" />                         <!-- 55 snake -->
	<hold_type id="56" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 56 DoubleBarrelShotgun -->
	<hold_type id="57" newmodel="false" ray_cast="0.35" holster="0" unholster="0.2" two_handed="true" />       <!-- 57 grenade -->
	<hold_type id="58" newmodel="false" ray_cast="0.1" holster="0" unholster="0.2" two_handed="true" />       <!-- 58 stun baton -->
	<hold_type id="59" newmodel="false" ray_cast="0.1" holster="1.0" unholster="1.0" two_handed="true" />       <!-- 59 spear -->
	<hold_type id="60" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 60 m60 -->
	<hold_type id="61" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 61 knuckles -->
	<hold_type id="62" newmodel="false" ray_cast="0.65" holster="0" unholster="0.2" two_handed="true" />       <!-- 62 timed charge -->
	<hold_type id="63" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 63 pickaxe iron -->
	<hold_type id="64" newmodel="false" ray_cast="1.5" holster="0" unholster="0.2" two_handed="true" />      <!-- 64 bandage -->
	<hold_type id="65" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 65 bat -->
	<hold_type id="66" newmodel="false" ray_cast="0.3" holster="0" unholster="0.2" two_handed="true" />         <!-- 66 dynamite -->
	<hold_type id="67" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 67 junk turret -->
	<hold_type id="68" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 68 advanced wooden bow -->
	<hold_type id="69" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 69 advanced compound crossbow -->
	<hold_type id="70" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 70 knuckle wraps -->
	<hold_type id="71" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 71 tactical assault rifle -->
	<hold_type id="72" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 72 ratchet -->
	<hold_type id="73" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 73 junk sledge -->
	<hold_type id="74" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 74 impact driver -->
	<hold_type id="75" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 75 desert eagle -->
	<hold_type id="76" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 76 auto shotgun -->
	<hold_type id="77" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 77 sharp shooter rifle -->
	<hold_type id="78" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 78 junk drone -->
	<hold_type id="79" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 79 knuckles spiked -->
	<hold_type id="80" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 80 pipe baton -->
	<hold_type id="81" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 81 pipe machine gun -->
	<hold_type id="82" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 82 pipe rifle -->
	<hold_type id="83" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 83 pipe revolver -->
	<hold_type id="84" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 84 pipe shotgun -->
	<hold_type id="85" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 85 lever action rifle -->
	<hold_type id="86" newmodel="false" ray_cast="2.23" holster="0" unholster="0.2" two_handed="true" />      <!-- 86 syringe -->
	<hold_type id="87" newmodel="false" ray_cast="2.00" holster="0" unholster="0.2" two_handed="true" />      <!-- 87 empty jar -->
	<hold_type id="97" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 97 generic handle small -->
	<hold_type id="98" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 98 generic handle medium -->
	<hold_type id="99" newmodel="false" ray_cast="0" holster="0" unholster="0.2" two_handed="true" />         <!-- 99 generic handle large -->
 </animation>

<!-- OLD - range is max travel distance of smell in meters
		   strength is a relative indicator of how strong a smell is compared to other smells
			 speed is how fast the smell travels in meters per second

			 belt_range/belt_strength indicate values when the item is on players belt
-->

	    <!--
	    	Trigger Effects
	    -->
    <trigger_effects>
		<!--->
			Weapon effects stop the trigger at a position, with a set resistance
				Position: 
		</!-->
    	<trigger_effect name="PistolTrigger" type_ds="WeaponSingle"
						startPosition="2"
						endPosition="5"
						strength="8"
		/>
		<!--->
			Anytime there's a strengths array, it's length 10.
		</!-->
    	<trigger_effect name="PistolShoot" type_ds="MultipointFeedback"
						strengths="8,7,6,5,4,3,2,1,8,8,"
		/>
		<trigger_effect name="MGShoot" type_ds="Vibration"
						position="2"
						amplitude="5"
						frequency="30"
		/>
		<trigger_effect name="PistolShoot2" type_ds="Feedback"
						position="2"
						strength="8"
		/>
    	<trigger_effect name="ShotgunTrigger" type_ds="WeaponSingle"
						startPosition="2"
						endPosition="7"
						strength="8"
		/>
    	<trigger_effect name="RifleTrigger" type_ds="WeaponSingle"
						startPosition="2"
						endPosition="7"
						strength="8"
		/>
		<!--->
			for type_ds; the vibration effect needs a position, amplitude, and frequency
		</!-->
		<trigger_effect name="ShotgunShoot" type_ds="MultipointFeedback"
						strengths="3,2,6,5,4,8,2,1,8,8,"
		/>
    	<trigger_effect name="ShotgunShoot2" type_ds="Vibration"
						position="5"
						amplitude="8"
						frequency="128"
		/>
    	<trigger_effect name="PistolZoom" type_ds="FeedbackSlope"
						startPosition="0"
						endPosition="8"
						startStrength="2"
						endStrength="4"
		/>
    	<trigger_effect name="PistolZoom1" type_ds="FeedbackSlope"
						startPosition="0"
						endPosition="8"
						startStrength="2"
						endStrength="4"
		/>
    	<trigger_effect name="PistolZoom2" type_ds="Vibration"
						position="0"
						amplitude="5"
						frequency="128"
		/>
    	<trigger_effect name="RifleZoom" type_ds="Feedback"
						position="0"
						strength="5"
		/>
		<!--->
			Trigger Effects can be named the same for both Xbox and Dualsense types, but their parameters are not the same 
		</!-->
		<trigger_effect name="PistolTrigger" type_xb="FeedbackSingle"
						strength="0.8"
		/>
		<trigger_effect name="ShotgunTrigger" type_xb="FeedbackSingle"
						strength="0.8"
		/>
		<trigger_effect name="RifleTrigger" type_xb="FeedbackSingle"
						strength="0.8"
		/>
		<trigger_effect name="PistolShoot" type_xb="FeedbackSingle"
						strength="0.8"
		/>
		<trigger_effect name="ShotgunShoot" type_xb="Vibration"
						strength="0.5"
		/>
		<trigger_effect name="RifleShoot" type_xb="FeedbackSingle"
						strength="0.8"
		/>
	<trigger_effect name="PistolZoom" type_xb="Vibration"
						strength="0.35"
		/>
	<trigger_effect name="RifleZoom" type_xb="Vibration"
						strength="0.65"
		/>
    </trigger_effects>
</iteminfo>