; Винтовка гравитационно-импульсная "Gauss"
;-(TrickSR)-----------------------------------------
; калибр 							<засекречено>
; длина ствола 						<засекречено>
; магазин							<засекречено>
; вес без магазина					<засекречено>
; оптический прицел					<засекречено>
; эффективная дальность стрельбы	<засекречено>
; прицельная дальность				<засекречено>
; дульная скорость пули				<засекречено>
; темп стрельбы						<засекречено>
;---------------------------------------------------

[wpn_gauss]:weapon_probability,default_weapon_params,wpn_gauss_sounds
GroupControlSection					= spawn_group
discovery_dependency 				=
$spawn								= "weapons\gauss"	; option for Level Editor
$npc				 				= on				; option for Level Editor
$prefetch 		 					= 8
scheduled							= off	; option for ALife Simulator
cform								= skeleton
class								= WP_SVD
description							= str_wpn_gauss_descr

ef_main_weapon_type					= 3
ef_weapon_type						= 11

sprint_allowed 						= true

kind                                     = w_sniper
repair_type                              = weapon
tier									 = 5

;-------------------------------------------------------------------------------
inv_name							= st_wpn_gauss
inv_name_short						= st_wpn_gauss

inv_grid_width     = 5
inv_grid_height    = 2
inv_grid_x         = 9
inv_grid_y         = 26

upgr_icon_x			= 298
upgr_icon_y			= 939
upgr_icon_width		= 297
upgr_icon_height   	= 81

kill_msg_x							= 166
kill_msg_y							= 59
kill_msg_width						= 82
kill_msg_height						= 23

;-------------------------------------------------------------------------------
cost								= 25000
weapon_class						= sniper_rifle
inv_weight							= 5.5
hud									= wpn_gauss_hud
visual								= dynamics\weapons\wpn_gauss\wpn_gauss.ogf

		upgrades                    = up_gr_firstab_gauss, up_gr_seconab_gauss
		upgrade_scheme              = upgrade_scheme_gauss
		installed_upgrades          =

ph_mass			 					= 6

;-------------------------------------------------------------------------------
ammo_class							= ammo_gauss

startup_ammo						= 90
ammo_current						= 60
ammo_elapsed						= 10
ammo_limit							= 70
ammo_mag_size						= 10

hand_dependence						= 1
single_handed						= 0

;-TTX---------------------------------------------------------------------------
hit_power           		= 0.75, 0.75, 0.75, 0.4
hit_impulse		 			= 150
hit_type 					= fire_wound
fire_distance						= 124000
bullet_speed		 				= 16500					; начальная скорость пули
rpm									= 30
rpm_empty_click						= 200

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
;изношенность, при которой появляется шанс осечки
misfire_start_condition		= 0.2
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0.01
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= 0.002
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.075
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= -0.1
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= -0.1
;-DOF---------------------------------------------------------------------------
;zoom_dof							= 0.5, 1.0, 180
reload_dof							= 0.0, 0.5, 5, 1.7

;-дисперсия---------------------------------------------------------------------
fire_dispersion_base				= 0.001					; угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
fire_dispersion_condition_factor	= 5						; увеличение дисперсии в процентах при максимальном износе
control_inertion_factor				= 1.4f
crosshair_inertion 					= 5

;-отдача------------------------------------------------------------------------
cam_return 							= 1
cam_relax_speed						= 3						; скорость возврата в исходное положение
cam_relax_speed_ai					= 360					; скорость возврата в исходное положение
cam_dispersion						= 0.01					; увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc					= 0.01					; 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						= 0.01					; максимальный угол отдачи
cam_max_angle_horz					= 0.01					; (degree) maximum shot horizontal degree
cam_step_angle_horz					= 0.01					; (degree) size of step camera moved in horizontal position while shooting

zoom_cam_relax_speed				= 3						; scope & ironsight
zoom_cam_relax_speed_ai				= 360
zoom_cam_dispersion					= 0.01
zoom_cam_dispersion_inc				= 0.01
zoom_cam_dispersion_frac			= 1.0
zoom_cam_max_angle					= 0.01
zoom_cam_max_angle_horz				= 0.01
zoom_cam_step_angle_horz			= 0.01

PDM_disp_base 						= 1.0
PDM_disp_vel_factor 				= 1.5
PDM_disp_accel_factor 				= 1.5
PDM_disp_crouch	 					= 0.8
PDM_disp_crouch_no_acc 				= 0.6

;- for AI ----------------------------------------------------------------------
min_radius							= 30
max_radius							= 200

holder_range_modifier				= 2.00					; во сколько раз увеличивается eye_range
holder_fov_modifier					= 1.00					; во сколько раз увеличивается eye_fov

hit_probability_gd_novice			= 0.55
hit_probability_gd_stalker			= 0.65
hit_probability_gd_veteran			= 0.75
hit_probability_gd_master			= 0.85

;-------------------------------------------------------------------------------
slot								= 2						; // secondary
animation_slot						= 2						; type of the animation that will be used

position							= -0.026, -0.070, 0.0
orientation							= 0, 0, 0

fire_point							= 0.00,0.12,0.69
fire_point2							= 0.00,0.12,0.69

flame_particles						= weapons\generic_weapon_gauss
smoke_particles	 					= weapons\generic_weapon07

shell_point		 					= 0.0, 0.129, 0.192
shell_dir		 					= 0.0, 0.0, 0.4
shell_particles	 					= weapons\generic_shells

;-STRAP PARAMETERS--------------------------------------------------------------
;на плечо (подмышка)
strap_position 						= -0.26,-0.11,0.15		; position (offset) and orientation of the weapon when it is strapped
strap_orientation					= -15,-9,110			; (3rd person view in degrees)
strap_bone0							= bip01_spine2
strap_bone1							= bip01_spine1

light_disabled						= false
light_color		 					= 1.3,1.5,2
light_range		 					= 4.0
light_var_color		 				= 0.05
light_var_range		 				= 0.5
light_time 		 					= 0.5

;-addons------------------------------------------------------------------------
scope_status						= 1
silencer_status						= 0
grenade_launcher_status				= 0

zoom_enabled						= true					; (on,off)zoom mode (right mouse button)
zoom_rotate_time					= 0.25
scope_zoom_factor					= 60					; прицел 8х

scope_texture						= wpn_owa_crosshair_gauss
scope_name 							= pso
scope_x 							= 60
scope_y 							= -2

[wpn_gauss_hud]:hud_base
zoom_hide_crosshair		= true
attach_place_idx		= 0
item_visual             = dynamics\weapons\wpn_gauss\wpn_gauss_hud.ogf


hands_position					= 0,-0.15,0.1
hands_orientation				= 2, 2, 0
hands_position_16x9				= 0,-0.15,0.1
hands_orientation_16x9			= 2, 2, 0

aim_hud_offset_pos					= -0.15,0,-0.1
aim_hud_offset_rot					= 0,0.04,-0.01
aim_hud_offset_pos_16x9     		= -0.15,0,-0.1
aim_hud_offset_rot_16x9     		= 0,0.04,-0.01

item_position				= 0.000746,-0.000321,0.003479
item_orientation			= 1.239378,-0.134046,-2.052052

shell_point				= 0,0,0
shell_dir               = 0.0, 1.0, 0.0
shell_bone				= wpn_body

fire_point				= 0,0.058, 0.788
fire_bone               = wpn_body

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					 = 0.145, 0.0, -0.06
lowered_hud_offset_pos_16x9				 = 0.145, 0.0, -0.06
lowered_hud_offset_rot					 = -0.05, -0.55, 0.4
lowered_hud_offset_rot_16x9				 = -0.05, -0.55, 0.4

anm_show				= gauss_draw, draw
anm_hide             	= gauss_holster, holster
anm_shots				= gauss_shoot, shoot
anm_reload				= gauss_reload, reload
anm_reload_empty		= gauss_reload, reload
anm_bore				= gauss_idle_aim
anm_idle             	= gauss_idle
anm_idle_aim			= gauss_idle_aim
anm_idle_moving 		= gauss_idle_moving, moving
anm_idle_moving_crouch	= gauss_idle_crouch, crouch
anm_idle_sprint			= gauss_idle_sprint, sprint
;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------
[pri_a17_gauss_rifle]:wpn_gauss								; Gauss UMIROTVORITEL
$spawn								= "weapons\uniq\pri_a17_gauss_rifle"
quest_item 							= true
story_id							= pri_a17_gauss_rifle
hud 								= wpn_gauss_hud
inv_name							= str_wpn_umirotvoritel
description							= str_wpn_umirotvoritel_descr

upgr_icon_x							= 298
upgr_icon_y							= 939
upgr_icon_width						= 297
upgr_icon_height 					= 81

fire_distance						= 5000
bullet_speed		 				= 3300					; начальная скорость пули

ammo_class							= ammo_gauss

misfire_start_condition				= 0.6					; изношенность, при которой появляется шанс осечки
misfire_end_condition				= 0.3					; изношеность при которой шанс осечки становится константным
misfire_start_prob	 				= 1						; шанс осечки при изношености больше чем misfireStartCondition
misfire_end_prob	 				= 1						; шанс осечки при изношености больше чем misfireEndCondition
condition_shot_dec					= 0.00001				; увеличение изношености при одиночном выстреле
condition_queue_shot_dec			= 0.00002				; увеличение изношености при выстреле очередью

scope_status						= 0