<?xml version="1.0" encoding="UTF-8"?>
<iteminfo>

   <!-- For items with weapon hold type=="X" we have a ray cast delay of Y -->
    <animation>
        <hold_type id="0" newmodel="false" ray_cast="0.16"  unholster="0.2" />        <!-- 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" />        <!-- 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="0.83" ray_cast_moving="0.86" 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" />       <!--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="2.0" holster="0" unholster="0.2" />        <!-- 14 canned food and yucca fruit-->
        <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="2.5" holster="0" unholster="0.2" />       <!-- 16 first aid, pill bottles stick -->
        <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="0.3" holster="0" unholster="0.2" />        <!-- 24 hand zombie 02 crawler -->
        <hold_type id="25" newmodel="false" ray_cast="0.4" 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" />        <!-- 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" />        <!-- 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="0.3" holster="0" unholster="0.2" />        <!-- dog -->
        <hold_type id="36" newmodel="false" ray_cast="0.43" holster="0" unholster="0.2" />       <!-- knife -->
        <hold_type id="37" newmodel="false" ray_cast="0" 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="0.1" holster="0" unholster="0.2" />       <!-- rock small. keep ray_cast at 0.1 for less throwing delay -->
        <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="0.5" 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="0.1" holster="0" unholster="0.2" two_handed="true" />        <!-- 53 molotov cocktail. keep ray_cast at 0.1 for less throwing delay -->
    </animation>
    <!--
         Add noisy sounds here
         A range of about 40 is max!
         Time is the time in seconds the noise is valid.
         With prio you specify that this sound has prio over other sounds (prio 1 is most important)
		 Please name the sound EXACTLY like you reference it in items.xml, because there is a string comparison done in the game.
         The only exceptions to this rule are sounds that are in the folders 'Misc', 'ImpactSurface', 'ThrowImpact' and 'DestroyBlock'.
		 Please add these sounds WITHOUT any folder name.

		 NOTE: optional parameter muffled_when_crouched=<0-1> (default is 1) sound travel distance will be multiplied by muffled scale
		 NOTE: optional parameter hordemeter_player_only="true/false" (default is true) true means the sound will contribute to the meter even if emitted by the a non-player entity (grenades and bombs are not the player entity).
		 NOTE: optional parameter player_only="true/false" (default is true) false means the sound will be heard by AI even if emitted by a non-player entity.

     -->



    <smell>
        <!-- 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

			 Joel's smell design: Raw meats smell the most, then charred, then grilled and boiled smell the least. Carbs generally do not attract zombies much so foods
			 like corn bread, blueberry pie even though to humans can smell a lot, they do not attract zombies like meat does.
	    -->
        <smell name="testSmell" range="15" strength="10" speed="45" duration="5" belt_range="45" belt_strength="15" />
        <smell name="smallSmell" range="1" strength="6" speed="2" duration="5" belt_range="5" belt_strength="10" />
        <smell name="mediumSmell" range="5" strength="18" speed="5" duration="10" belt_range="15" belt_strength="30" heat_map_strength="0.01" heat_map_time="120" />
        <smell name="largeSmell" range="10" strength="30" speed="10" duration="10" belt_range="30" belt_strength="50" heat_map_strength="0.02" heat_map_time="120" />
        <smell name="exLargeSmell" range="15" strength="42" speed="15" duration="15" belt_range="50" belt_strength="70" heat_map_strength="0.4" heat_map_time="120" />
        <smell name="fart" range="15" strength="30" speed="15" duration="10" belt_range="10" belt_strength="30" />
    </smell>

</iteminfo>