// STAKE GUN;

bloodAmmoDamage = 2;
soundRange = 20.0;
fireSound.m_sound = 647;
noAmmoSound.m_sound = 23;
reloadSound.m_sound = 649;
genericGunIdle = true;
offsetProjectile = true;
forceFireEnabled = true;

Init("/Game/FirstPerson/Textures/fpsStakeGun", "/Game/FirstPerson/Textures/fpsStakeGunNormal", "/Game/FirstPerson/Textures/fpsStakeGunEmissive",
"/Game/FirstPerson/Textures/itemStakeGun", 0.5, 95, false, 5.0, "POST%20DRIVER", 3);
dirtyTexture="/Game/FirstPerson/Textures/fpsStakeGun_Sp";
InitBulletWeapon(1, 2, 1, 0.5, 1, 9000.0, 1, 1, false, -1, 1189);

AddPotentialStats(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 15, 18, 19, 22, 23, 24, 26, 27, 28, 29);

InitStartFiringAnim(4, 4, -1.0, true);
InitStopFiringAnim(0=0?2:0, 2, 3.0, false);
InitReloadAnim(8, 8, -1.0, true);

[secondary]

bloodAmmoDamage = 2;
soundRange = 20.0;
fireSound.m_sound = 648;
chargeSound.m_sound = 652;
noAmmoSound.m_sound = 23;
reloadSound.m_sound = 649;
genericGunIdle = true;
offsetProjectile = true;
fireStacks = 7;
forceFireEnabled = true;

holdCharge = false;
stopAfterShootAtMaxCharge = true;
shootOnChargeRelease = false;

Init("/Game/FirstPerson/Textures/fpsStakeGun", "/Game/FirstPerson/Textures/fpsStakeGunNormal", "/Game/FirstPerson/Textures/fpsStakeGunEmissive",
"/Game/FirstPerson/Textures/itemStakeGun", 0.5, 15, false, 20.0, "POST%20DRIVER", 3);
dirtyTexture="/Game/FirstPerson/Textures/fpsStakeGun_Sp";
InitBulletWeapon(1, 2, 1, 1.0, 1, 10000.0, 15, 1, false, -1, 1190);
InitCharge(0.5, 0.5, 15, 0.0, 0.0, false, true, false);

AddPotentialStats(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 15, 18, 19, 22, 23, 24, 26, 27, 28, 29);

InitChargeAnim(16, 8, -1.0, true);
InitStartFiringAnim(4, 4, -1.0, true);
InitStopFiringAnim(0=0?2:0, 2, 3.0, false);
InitReloadAnim(8, 8, -1.0, true);