o sry open up the BAR.tik that came with the file and change it with this 1
/**************************************************  *****************************************
 •**•Ï*·MOD 	[Colt M41A Pulse Rifle]
 §ì@  	[UBCS] 101 G-8
 HP URL  	
http://ubcs.s3.xrea.com/
         	http://www.ac.wakwak.com/~ubcs_g-8/
**************************************************  *****************************************/
TIKI
setup
{
	scale 0.52			// Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
	path models/weapons/ubcs_m41a
	skelmodel ubcs_m41a.skd
	surface ubcs_m41aa shader ubcs_m41a_ubcs_m41aa
	surface ubcs_m41ab shader ubcs_m41a_ubcs_m41ab
	surface ubcs_m41ac shader ubcs_m41a_ubcs_m41ac
	surface ubcs_m41ad shader ubcs_m41a_ubcs_m41ad
	surface cock shader ubcs_m41a_ubcs_m41aa
}
$define sounddir sound/weapons
init
{
	server
		{
		classname		Weapon
		weapontype		mg
//		name			"MP44"
		name			"BAR"
		rank			410 410
		pickupsound		mp44_snd_pickup
		ammopickupsound	mp44_snd_pickup_ammo
		noammosound		mp44_snd_noammo
		// Holstering info
//		holstertag		"Bip01 Spine2"
//		holsteroffset	"8.0 -7.75 6.5"
//		holsterangles	"0 185 -25"
//		holsterScale	1.0
		// Primary fire type info
		firetype		bullet
		ammotype		"mg"
		meansofdeath	bullet
		bulletcount		1
		clipsize		95
		startammo		95
		ammorequired	1
		firedelay		0.086
		//========================================//
		//		WEAPON BEHAVIOR MODELLING	//
		//========================================//
//		StG 44 Sturmgewehr: Max Eff. Range is 300 yds with a muzzle velocity of 2125 ft/s. (7.92x33mm Kurz)
		bulletrange		4000	 	//the range at which bulletspread is applied
//		bulletspread	14 14 100 100	//minpitch minyaw maxpitch maxyaw
		bulletspread	16 16 100 100	//minpitch minyaw maxpitch maxyaw
//		firespreadmult	0.40 0.61 200 0.6			//add falloff cap maxtime
		firespreadmult	0.45 0.61 200 0.6			//add falloff cap maxtime
		bulletdamage	40
		tracerfrequency 	2  //original 0
		crosshair		1
		movementspeed	0.9
		// AI animation group info
		weapongroup		bar
		airange			short
		// DM Attributes
		dmbulletcount		1
		dmstartammo			585
		dmammorequired		1
		dmfiredelay			0.035
		dmbulletrange		4000
		dmbulletspread		10 10 53 53			//11 11 54 54		//5th run 10 10 80 80 	//4th run 10 10 100 100 	//3rd run 10 10 95 95		//2nd run 10 10 100 100		//original 14 14 100 100
		dmfirespreadmult		0.475 0.5 200 0.8		//0.6 0.45 200 0.9	//0.55 0.45 200 0.9 		//original 0.55 0.50 200 0.8 	//add falloff cap maxtime
		dmbulletdamage		27				//30
		dmcrosshair			1
		dmmovementspeed		0.89  //orig 0.76
		// this is attached to the player during reload
		cache models/ammo/mp44_clip.tik
	}
	client
	{
		cache tracer.spr
		cache muzsprite.spr
		cache corona_util.spr
		cache models/fx/muzflash.tik
		cache models/ammo/rifleshell.tik
	}
}
animations
{
	idle	ubcs_m41a.skc
	reload	ubcs_m41a_reload.skc
	{
		server
		{
			//13 surface mp44clip +nodraw
			//42 surface mp44clip -nodraw
			last idle
		}
		client
		{
			entry sound mp44_snd_reload item
		}
	}
	fire	ubcs_m41a_fire.skc
	{
		server
		{
			entry shoot
		}
		client
		{
			entry stopaliaschannel bar_snd_fire
			entry sound bar_snd_fire
			// By now, the server has already fired the weapon, so it's
			// ok to apply the view kick apon entry to avoid problems
			// with multiple application on single frame animations.
			////////////////////////////////////////////////////////////////////////////////////////
			// View Kicking
			//
			// View Kicking works based on the assumptions that every weapon has its own tendencies to kick in
			// a paticular fashion. In MOH we call then scatter patterns. Currently we have 2 scatter patterns which
			// will be explained.
			// Scatter Patterns:
			// "V" - the cone. The longer you shoot the more random your shots will be in the horizontal axis.
			// "T" - the T shape. The gun has a tendancy to push in a paticular direction.
			//
			//
			//             		+-------------------------------------------- Scatter Pitch Min
			//              		|    +--------------------------------------- Scatter Pitch Max
			//              		|    |       +------------------------------- Scatter Yaw Min
			//             		|    |       |   +--------------------------- Scatter Yaw Max
			//             		|    |       |   |     +--------------------- The Recentering speed in fraction per second
			//              		|    |       |   |     |    +---------------- The Scatter Pattern
			//              		|    |       |   |     |    |     +---------- The absolute pitch min/max
			//              		|    |       |   |     |    |     |  +------- The absolute yaw min/max
			//              		|    |       |   |     |    |     |  | +----- This is the pitch at which you loose all
			//              		|    |       |   |     |    |     |  | |      control of the weapon and its behavior is
			//             	 	|    |       |   |     |    |     |  | |      purely random.
			//				V    V       V   V     V    V     V  V V
			entry viewkick 	    -1.8 -1.8    -0.2 0.05   3.2  "T"   12 0.2 2.2
//			entry viewkick 	    -2.0 -2.0    -0.2 0.05   2.8  "T"   12 0.2 2.2 (new original setting, use this to revert)
//			entry viewkick 	    -1.2 -1.2    -0.2  0.2   1   "V"   3.0 1.0 1.6 (Colt .45 Pistol)
//			entry viewkick 	    -3.0 -3.5    -0.9 0.9 (original setting)
			// muzzle flash
			entry tagdlight tag_barrel 0.25 0.2 0.15 150 0.11
			entry tagspawn tag_barrel
			(
				count 1
				model models/fx/muzflash.tik
				color 1.00 1.00 1.00
				scale 0.60
				life 0.05
				offsetalongaxis -3 0 0 //orig -5 0 0
				fade
				randomroll
			)
			entry tagspawn tag_barrel
			(
				count 1
				model muzsprite.spr
				alpha 0.70
				color 1.00 1.00 1.00
				scale 0.60
				life 0.05
				offsetalongaxis 1 0 0 //orig 3 0 0
				fade
				randomroll
			)
			entry tagspawn tag_barrel
			(
				count 1
				model corona_util.spr
				color 1.00 1.00 1.00
				scale 0.10
				life 0.05
				scalerate 11.00
				fade
				randomroll
			)
			entry commanddelay 0.01 tagspawn tag_eject
			(
				//count 1 //orig 2
				spawnrate 1
				model vsssource.spr
				alpha 0.30
				color 0.50 0.50 0.50
				spritegridlighting
				scale 0.10
				life 0.30 /orig 1.00
				scalerate 10.00
				velocity 60.00
				randvel range 20 -60 crandom -40 range 20 -60
				friction 5.00
				fade
				randomroll
			)
			entry tagspawn tag_barrel
			(
				//count 1 //orig 2
				spawnrate 1.00
				model vsssource.spr
				alpha 0.40
				color .70 .70 .70
				spritegridlighting
				scale 0.45
				life 0.20 //orig 2.00
				scalerate 10.00
				velocity 200.00 //orig 60.00
				//randvel range 20 -60 crandom -40 range 20 -60
				offsetalongaxis 10 0 0
				friction 6.00 //orig 5.00
				fade
				randomroll
			)
			//excessive gun effects removed due to framerate issues
//			entry tagspawn tag_barrel
//			(
//				model models/fx/bh_metal_fastpiece.tik
//				color 1.00 1.00 1.00
//				life 0.07
//				scalerate 1.00
//				velocity 1000.00
//				friction 3.00
//				offsetalongaxis -20 0 0
//				fade
//				alignstretch 0.03
//			)
			// shell eject
			entry commanddelay 0.1 tagspawn tag_eject
			(
				spawnrange 2048
				count 1
				model models/ammo/rifleshell.tik
				scale 1.0
				velocity 50
				randvel crandom 10 crandom 10 random 20
				emitterangles 0 0 0
				avelocity crandom 90 crandom 90 0
				accel 0 0 -800
				physicsrate 20
				life 2.0
				fadedelay 1.7
				collision
				bouncefactor 0.2
				bouncesoundonce snd_rifle_shell
			)
		}
	}
}
/*QUAKED playerweapon_allied_bar (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
Weapon - Browning Automatic Rifle - US machine gun.
*/