; Армейский пистолет Beretta 92FS
;-(TrickSR)-----------------------------------------
; калибр 							9х19 мм
; длина ствола 						125 мм
; магазин							15
; вес без магазина					0.970
; максимальная дальность стрельбы	720 м
; эффективная дальность стрельбы	50 м
; прицельная дальность				---
; дульная скорость пули				375 м/с
; темп стрельбы						30 в/м
;---------------------------------------------------

[wpn_beretta]:weapon_probability,default_weapon_params,wpn_beretta_sounds
GroupControlSection					= spawn_group
$spawn								= "weapons\beretta"		; option for Level Editor
$npc								= on					; option for Level Editor
$prefetch							= 8
scheduled							= off					; option for ALife Simulator
cform								= skeleton
class								= WP_PM
description							= str_wpn_beretta_descr

ef_main_weapon_type					= 0
ef_weapon_type						= 5

kind                                     = w_pistol
repair_type                              = weapon
tier									 = 2

;-------------------------------------------------------------------------------
inv_name							= str_wpn_beretta		; name in inventory
inv_name_short						= str_wpn_beretta

inv_grid_width     = 2
inv_grid_height    = 1
inv_grid_x         = 2
inv_grid_y         = 30

upgr_icon_x			= 8
upgr_icon_y			= 8
upgr_icon_width		= 265
upgr_icon_height   	= 98

kill_msg_x							= 200
kill_msg_y							= 153
kill_msg_width						= 37
kill_msg_height						= 24

;-------------------------------------------------------------------------------
cost								= 750					; the price of the item
inv_weight							= 0.970
hud 								= wpn_beretta_hud
visual								= dynamics\weapons\wpn_beretta92fs\wpn_beretta92fs.ogf

upgrades                                 = up_gr_firstab_beretta, up_gr_seconab_beretta, up_gr_thirdab_beretta, up_gr_fourtab_beretta, up_gr_fifthab_beretta, up_gr_fifthcd_beretta
installed_upgrades                       =
upgrade_scheme                           = upgrade_scheme_beretta

ph_mass								= 1

;-------------------------------------------------------------------------------
ammo_class							= ammo_9x19_fmj, ammo_9x19_pbp

startup_ammo						= 90
ammo_current						= 90
ammo_elapsed		 				= 15
ammo_limit							= 105
ammo_mag_size					 	= 15					; clip (magazine) size

fire_modes							= 1

grenade_class						= 

launch_speed						= 0
hand_dependence					 	= 1
single_handed						= 1

;-TTX---------------------------------------------------------------------------
hit_power           		= 0.35, 0.35, 0.35, 0.35
hit_impulse	 		 		= 75
hit_type 							= fire_wound
fire_distance 						= 720
bullet_speed				 		= 375
rpm 								= 200
rpm_empty_click 	 				= 120

use_aim_bullet						= true					; Поддерживается ли первая суппер пуля
time_to_aim							= 1.0

misfire_probability					= 0.005					; вероятность осечки при максимальном износе!!!old - now not working
misfire_start_condition				= 0.6					; изношенность, при которой появляется шанс осечки
misfire_end_condition				= 0.1					; изношеность при которой шанс осечки становится константным
misfire_start_prob	 				= 0.0085				; шанс осечки при изношености больше чем misfireStartCondition
misfire_end_prob				 	= 0.085					; шанс осечки при изношености больше чем misfireEndCondition
condition_shot_dec					= 0.0003				; увеличение изношености при одиночном выстреле
condition_queue_shot_dec			= 0.0003				; увеличение изношености при выстреле очередью

;-DOF---------------------------------------------------------------------------
zoom_dof							= -1000, 1.0, 1000
reload_dof							= 0.0, 0.5, 5, 1.7

;-дисперсия---------------------------------------------------------------------
fire_dispersion_base				= 0.021	;0.18 			; угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
fire_dispersion_condition_factor	= 12					; увеличение дисперсии в процентах при максимальном износе
control_inertion_factor				= 1.0
crosshair_inertion 					= 3.25

;-отдача------------------------------------------------------------------------
cam_return							= 0
cam_relax_speed						= 8						; скорость возврата в исходное положение
cam_relax_speed_ai					= 360
cam_dispersion						= 0.9					; увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc					= 0.9					; увеличениe cam_dispersion с каждым выстрелом
cam_dispersion_frac					= 1.0					; ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle						= 5.0					; максимальный угол отдачи
cam_max_angle_horz					= 5.0					; (degree) maximum shot horizontal degree
cam_step_angle_horz					= 0.6					; (degree) size of step camera moved in horizontal position while shooting

zoom_cam_relax_speed				= 10					; scope & ironsight
zoom_cam_relax_speed_ai				= 120.75
zoom_cam_dispersion					= 0.3
zoom_cam_dispersion_inc				= 0.75
zoom_cam_dispersion_frac			= 0.7
zoom_cam_max_angle					= 5.0
zoom_cam_max_angle_horz				= 10.0
zoom_cam_step_angle_horz			= 1.5

PDM_disp_base 						= 0.5
PDM_disp_vel_factor 				= 1.1
PDM_disp_accel_factor 				= 1.1
PDM_disp_crouch	 					= 1.0
PDM_disp_crouch_no_acc 				= 1.0

;- for AI ----------------------------------------------------------------------
min_radius							= 0
max_radius							= 35

holder_range_modifier				= 1.00					; во сколько раз увеличивается eye_range
holder_fov_modifier					= 1.00					; во сколько раз увеличивается eye_fov

;-------------------------------------------------------------------------------
slot								= 1						; // secondary
animation_slot						= 1						; type of the animation that will be used

position                	= -0.021, -0.085, 0.0
orientation             	= 0, 0, 0

fire_point              = 0.0, 0.133, 0.161
fire_point2             = 0.0, 0.133, 0.161

flame_particles		   	= weapons\generic_weapon03
smoke_particles		   	= weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01

shell_point		 		= 0.0, 0.133, 0.047
shell_dir		 		= 0.0, 0.0, 0.4
shell_particles	 		= weapons\9x19

;-STRAP PARAMETERS--------------------------------------------------------------
;strap_position 					= -0.16,-0.36,0.15		; position (offset) and orientation of the weapon when it is strapped
;strap_orientation					= -10,-5,10				; (3rd person view in degrees)
;strap_bone0						= bip01_spine2
;strap_bone1						= bip01_spine1

light_disabled						= false
light_color		 					= 0.6,0.5,0.3
light_range		 					= 3.0
light_var_color		 				= 0.05
light_var_range		 				= 0.5
light_time 		 					= 0.2

;-addons------------------------------------------------------------------------
scope_status						= 0						; 0 - no addon
silencer_status						= 0						; 1 - permanent
grenade_launcher_status				= 0						; 2 - attachable

zoom_enabled						= true
zoom_rotate_time					= 0.25
scope_zoom_factor = 0					; fov for zoom mode

scope_name							= pso		; section name for the attachable scope
scope_x								= 47					; offset in inventory icon
scope_y								= 0

grenade_launcher_name				= wpn_addon_grenade_launcher	; section name for the attachable grenade launcher
grenade_launcher_x					= 126							; offset in inventory icon
grenade_launcher_y					= 24

silencer_name						= wpn_addon_silencer	; section name for the attachable silencer
silencer_x                  = 55		; offset in inventory icon
silencer_y                  = -19

silencer_hit_power 				= 0.35, 0.35, 0.35, 0.35
silencer_hit_impulse	 			= 75
silencer_fire_distance 				= 720
silencer_bullet_speed	 			= 375

;silencer_flame_particles			= weapons\generic_weapon01
silencer_smoke_particles 			= weapons\generic_shoot_00

silencer_light_color				= 0.6, 0.5, 0.3
silencer_light_range				= 0.01
silencer_light_var_color			= 0.05
silencer_light_var_range			= 0.5
silencer_light_time 				= 0.2

[wpn_beretta_hud]:hud_base
zoom_hide_crosshair			= true

hands_position			= 0.033,-0.1895,0.039
hands_orientation		= 2,2,0
hands_position_16x9		= 0.033,-0.1895,0.039
hands_orientation_16x9	= 2,2,0

item_position				= 0,0,0
item_orientation			= 0,0,0

item_visual             	= dynamics\weapons\wpn_beretta92fs\wpn_beretta92fs_hud
attach_place_idx				= 0

shell_point					= 0,0,0
shell_bone              	= gilza


fire_point					= 0,0,0
fire_bone               	= muzzle

anm_show						= beretta_draw
anm_show_empty					= beretta_draw, opened
anm_hide            			= beretta_holster
anm_hide_empty					= beretta_holster, opened
		
anm_idle            			= beretta_idle
anm_idle_empty      			= beretta_idle, opened
anm_shots						= beretta_shoot, shoot
anm_shot_l						= beretta_shoot, shoot_last
anm_idle_aim					= beretta_idle_aim
anm_idle_aim_empty				= beretta_idle_aim, opened
		
anm_reload						= beretta_reload, reload
anm_reload_empty				= beretta_reload_empty, reload_empty
anm_idle_moving					= beretta_idle_moving
anm_idle_moving_empty			= beretta_idle_moving, opened
anm_idle_moving_crouch			= beretta_idle_crouch
anm_idle_moving_crouch_empty	= beretta_idle_crouch, opened
anm_idle_sprint					= beretta_idle_sprint
anm_idle_sprint_empty			= beretta_idle_sprint, opened
anm_bore						= beretta_idle_aim
anm_bore_empty					= beretta_idle_aim, opened


aim_hud_offset_pos = -0.154400,0.075500,-0.150000
aim_hud_offset_rot = 0.034,0.035200,0.000000

aim_hud_offset_pos_16x9 = -0.154400,0.075500,-0.150000
aim_hud_offset_rot_16x9 = 0.034,0.035200,0.000000


gl_hud_offset_pos			= 0,0,0
gl_hud_offset_rot			= 0,0,0

lean_hud_offset_pos			= 0,0,0
lean_hud_offset_rot			= 0,0,0

		lowered_hud_offset_pos		        = 0.04, -0.41, -0.06
        lowered_hud_offset_pos_16x9	        = 0.04, -0.41, -0.06
        lowered_hud_offset_rot		        = -0.7, -0.03, -0.05
        lowered_hud_offset_rot_16x9	        = -0.7, -0.03, -0.05

;-----------------------------------------------------------------------------
; “никальные
;-----------------------------------------------------------------------------