package LootTables
using RTDB

GymUiRandomItems : LootTable
{
	minItemsToLoot = 9;
	maxItemsToLoot = 9;
	fk< LootItem >[] lootItems = 
	[
		{
			itemID = "Ammo.HandgunAmmo";
			dropChance = 1.f;
			dropCountMin = 90000;
			dropCountMax = 90000;
		} : LootItem, 
		{
			itemID = "Ammo.RifleAmmo";
			dropChance = 1.f;
			dropCountMin = 90000;
			dropCountMax = 90000;
		} : LootItem, 
		{
			itemID = "Items.CommonMaterial1";
			dropChance = 1f;
			dropCountMin = 2;
			dropCountMax = 7;
		} : LootItem, 
		{
			itemID = "Items.money";
			dropChance = 1f;
			dropCountMin = 1000;
			dropCountMax = 3000;
		} : LootItem, 
		{
			itemID = "Items.GrenadeFragRegular";
			dropChance = 1.f;
			dropCountMin = 2;
			dropCountMax = 5;
		} : LootItem, 
		{
			itemID = "Items.Preset_Satara_Default";
			dropChance = 1.f;
			dropCountMin = 1;
			dropCountMax = 1;
		} : LootItem, 
		{
			itemID = "Ammo.ShotgunAmmo";
			dropChance = 1.f;
			dropCountMin = 90000;
			dropCountMax = 90000;
		} : LootItem, 
		{
			itemID = "Ammo.SniperRifleAmmo";
			dropChance = 1.f;
			dropCountMin = 90000;
			dropCountMax = 90000;
		} : LootItem, 
		{
			itemID = "Items.Preset_Base_Copperhead";
			dropChance = 1.f;
			dropCountMin = 1;
			dropCountMax = 1;
		} : LootItem
	];
}

