; Снайперская винтовка Драгунова СВД / СВД-С
;-(TrickSR)-----------------------------------------
; калибр 							7.62x54 мм
; длина ствола 						620 мм / 565 мм
; магазин							10
; вес без магазина					4.68 / 4.31
; максимальная дальность стрельбы	3400 м
; эффективная дальность стрельбы	800 м 
; прицельная дальность				1300 м / 1200 м
; дульная скорость пули				830 м/с / 810 м
; темп стрельбы						30 в/м
;---------------------------------------------------

[wpn_svd]:weapon_probability,default_weapon_params,wpn_svd_sounds
GroupControlSection					= spawn_group
$spawn								= "weapons\svd"		; 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_svd_descr

ef_main_weapon_type					= 3
ef_weapon_type						= 11

kind                                     = w_sniper
repair_type                              = weapon
tier									 = 4

;-------------------------------------------------------------------------------
inv_name							= str_wpn_svd
inv_name_short						= str_wpn_svd

inv_grid_width     = 6
inv_grid_height    = 2
inv_grid_x         = 0
inv_grid_y         = 18

upgr_icon_x			= 0
upgr_icon_y			= 1260
upgr_icon_width		= 300
upgr_icon_height   	= 132

kill_msg_x							= 0
kill_msg_y							= 0
kill_msg_width						= 98
kill_msg_height						= 23

;-------------------------------------------------------------------------------
cost								= 16000
weapon_class						= sniper_rifle
inv_weight							= 4.68
hud									= wpn_svd_hud
visual								= dynamics\weapons\wpn_svd\wpn_svd.ogf

upgrades                                 = up_gr_firstab_svd, up_gr_seconab_svd, up_gr_thirdab_svd, up_gr_fourtab_svd, up_gr_fourtcd_svd, up_gr_fourtef_svd
installed_upgrades                       =
upgrade_scheme                           = upgrade_scheme_svd

ph_mass			 					= 5

;-------------------------------------------------------------------------------
ammo_class							= ammo_7.62x54_7h1

startup_ammo						= 10
ammo_current						= 10
ammo_elapsed						= 0						; obsolete
ammo_limit							= 10
ammo_mag_size						= 10					; clip (magazine) size

fire_modes							= 1

hand_dependence						= 1
single_handed						= 0

;-TTX---------------------------------------------------------------------------
hit_power           	= 0.8, 0.8, 0.8, 0.8
hit_impulse		 		= 125
hit_type 							= fire_wound
fire_distance						= 3400
bullet_speed					 	= 830					; начальная скорость пули
rpm									= 60
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		= 0.6
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0.1
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= 0.0055
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.055
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.00225
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.00225

;-DOF---------------------------------------------------------------------------
;zoom_dof							= 0.5, 1.0, 350
reload_dof							= 0.0, 0.5, 5, 2.2

;-------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.1	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor	= 2.2f
crosshair_inertion      = 9

;отдача
cam_return				= 1
cam_relax_speed         = 4.5	;скорость возврата в исходное положение
cam_relax_speed_ai      = 360	;скорость возврата в исходное положение
cam_dispersion          = 2.5	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 2.5	;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			= 15.0	;максимальный угол отдачи
cam_max_angle_horz		= 3.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 0.25	;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 			= 2.0
PDM_disp_vel_factor 	= 4.0
PDM_disp_accel_factor 	= 4.0
PDM_disp_crouch	 		= 1.0
PDM_disp_crouch_no_acc 	= 1.0

zoom_cam_relax_speed        = 0.75    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.8
zoom_cam_dispersion_inc     = 0.8
zoom_cam_dispersion_frac    = 1.0
zoom_cam_max_angle          = 10.0
zoom_cam_max_angle_horz     = 5.0
zoom_cam_step_angle_horz    = 0.25

fire_dispersion_condition_factor = 8	;увеличение дисперсии в процентах при максимальном износе

;- for AI ----------------------------------------------------------------------
min_radius							= 50
max_radius							= 90

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, -0.077, 0.00
orientation							= 0, 0, 0

fire_point 							= 0.0, 0.129, 0.942
fire_point2							= 0.0, 0.129, 0.942

flame_particles						= weapons\generic_weapon06
smoke_particles						= weapons\generic_shoot_00

shell_point		 					= 0.0, 0.129, 0.192
shell_dir		 					= 0.0, 0.0, 0.4
shell_particles	 					= weapons\762x54

;-STRAP PARAMETERS--------------------------------------------------------------
;на плечо (подмышка)
strap_position 						= -0.15,-0.15,0.45		; position (offset) and orientation of the weapon when it is strapped
strap_orientation					= -25,-189,65			; (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		 					= 4.0
light_var_color		 				= 0.05
light_var_range					 	= 0.5
light_time 		 					= 0.2

;-addons------------------------------------------------------------------------
scope_status						= 1
silencer_status						= 2
grenade_launcher_status				= 0

silencer_name						= wpn_addon_silencer
silencer_x                  		= 270
silencer_y                  		= 10

zoom_enabled						= true
zoom_rotate_time					= 0.25
scope_zoom_factor					= 15					;ПСО-1 x4
scope_dynamic_zoom				= off

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

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_svd_hud]:hud_base
zoom_hide_crosshair		= true
attach_place_idx			= 0
item_visual					= dynamics\weapons\wpn_svd\wpn_svd_hud.ogf

hands_position				= 0.05,-0.01,0.25
hands_orientation			= 2,2,0

hands_position_16x9 		= 0.05,-0.01,0.25
hands_orientation_16x9 		= 2,2,0

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

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

fire_point					= 0,0,0
fire_bone               	= muzzle

aim_hud_offset_pos			= -0.14,0.016,-0.25
aim_hud_offset_rot			= -0.025,0.05,0.0

aim_hud_offset_pos_16x9		= -0.14,0.016,-0.25
aim_hud_offset_rot_16x9		= -0.025,0.05,0.0

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					= svd_draw
anm_hide             		= svd_holster
anm_shots					= svd_shoot, shoot
anm_reload					= svd_reload, reload
anm_reload_empty			= svd_reload_empty, reload_empty
anm_bore					= svd_idle_aim
anm_idle             		= svd_idle
anm_idle_aim				= svd_idle_aim
anm_idle_moving 			= svd_idle_moving
anm_idle_moving_crouch		= svd_idle_crouch
anm_idle_sprint				= svd_idle_sprint

;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------
[wpn_svd_nimble]:wpn_svd, wpn_svd_nimble_sounds
$spawn								= "weapons\wpn_svd_nimble"
inv_name							= str_wpn_svd_nimble
description							= str_wpn_svd_nimble_descr

hit_power           	= 1.0, 1.0, 1.0, 1.0
hit_impulse		 		= 125

visual								= dynamics\weapons\wpn_svd\wpn_svd_lynx.ogf
hud 								= wpn_svd_nimble_hud
cost								= 18000

upgrades                                 = up_gr_firstab_svd, up_gr_seconab_svd, up_gr_thirdab_svd, up_gr_fourtab_svd, up_gr_fourtcd_svd, up_gr_fourtef_svd
installed_upgrades                       =
upgrade_scheme                           = upgrade_scheme_svd

;-------------------------------------------------------------------------------
fire_dispersion_base	= 0.07	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor	= 2.2
control_inertion_factor				= 2.2

;-отдача------------------------------------------------------------------------
cam_return							= 1
cam_relax_speed						= 4.5					; скорость возврата в исходное положение
cam_relax_speed_ai					= 360					; скорость возврата в исходное положение
cam_dispersion						= 1.5					; увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc					= 2.5					; 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						= 15.0					; максимальный угол отдачи
cam_max_angle_horz					= 3.0					; (degree) maximum shot horizontal degree
cam_step_angle_horz					= 0.25					; (degree) size of step camera moved in horizontal position while shooting

zoom_cam_relax_speed				= 1						; scope & ironsight
zoom_cam_relax_speed_ai				= 120.75
zoom_cam_dispersion					= 0.65
zoom_cam_dispersion_inc				= 0.65
zoom_cam_dispersion_frac			= 1.0
zoom_cam_max_angle					= 10.0
zoom_cam_max_angle_horz				= 5.0
zoom_cam_step_angle_horz			= 0.25


scope_texture					= wpn_owa_crosshair
scope_zoom_factor				= 15
scope_dynamic_zoom				= off

inv_grid_width     = 6
inv_grid_height    = 2
inv_grid_x         = 28
inv_grid_y         = 30

upgr_icon_x							= 0
upgr_icon_y							= 1392
upgr_icon_width						= 300
upgr_icon_height 					= 130


[wpn_svd_nimble_hud]:wpn_svd_hud
item_visual					= dynamics\weapons\wpn_svd\wpn_svd_lynx_hud
