[wpn_fn2000]:identity_immunities,weapon_probability,default_weapon_params,wpn_fn2000_sounds
        GroupControlSection         = spawn_group
        $npc                        = on
        $prefetch                   = 8
        $spawn                      = "weapons\fn-2000"
        scheduled                   = off
        cform                       = skeleton
        
        class                       = WP_GROZA
        slot                        = 2
        animation_slot              = 2
        ef_main_weapon_type         = 2
        ef_weapon_type              = 8
        hand_dependence             = 1
        single_handed               = 0
        
        default_to_ruck             = false
        sprint_allowed              = true
        
		inv_grid_width     = 4
		inv_grid_height    = 2
		inv_grid_x         = 0
		inv_grid_y         = 20

        inv_name                    = str_wpn_fn2000
        inv_name_short              = str_wpn_fn2000
        description                 = str_wpn_fn2000_descr
        
        kind                        = w_rifle
        inv_weight                  = 3.8
        cost                        = 20000
        repair_type                 = weapon
        weapon_class                = assault_rifle
		tier									 = 4

        hud                         = wpn_fn2000_hud
		use_alt_aim_hud				= false
		visual                      = dynamics\weapons\wpn_fn2000\wpn_fn2000.ogf
        position                    = -0.026, -0.132, 0.0
        orientation                 = 0, 0, 0
        fire_point                  = 0.000000, 0.184, 0.35
        fire_point2                 = 0.0, 0.123, 0.398
        strap_bone0                 = bip01_spine2
        strap_bone1                 = bip01_spine1
        strap_position              = -0.15, -0.35, 0.27
        strap_orientation           = -10, -5, 10
        ph_mass                     = 4
        
        flame_particles             = weapons\generic_weapon05
        smoke_particles             = weapons\generic_shoot_00
        grenade_flame_particles     = weapons\generic_weapon01
        
		shell_point 				= -0.02,0.186,0.2
		shell_dir					= 0.0, 1.0, 0.0
		shell_particles				= weapons\556x45

        light_disabled              = false
        light_color                 = 0.6, 0.5, 0.3
        light_range                 = 4
        light_time                  = 0.2
        light_var_color             = 0.05
        light_var_range             = 0.1
        
        upgrades                    = up_gr_firstab_fn2000, up_gr_seconab_fn2000, up_gr_thirdab_fn2000, up_gr_fourtab_fn2000, up_gr_fourtcd_fn2000, up_gr_fourtef_fn2000
        installed_upgrades          =
        upgrade_scheme              = upgrade_scheme_fn2000
		
upgr_icon_x			= 300
upgr_icon_y			= 395
upgr_icon_width		= 292
upgr_icon_height   	= 118
        
        fire_modes                  = 1, 3, -1
        ammo_class                  = ammo_5.56x45_ss190, ammo_5.56x45_ap
        ammo_elapsed                = 30
        ammo_mag_size               = 30
        startup_ammo                = 1000
        
        scope_status                = 1
        scope_texture               = wpn_owa_crosshair_f2000
        scope_zoom_factor           = 50
        
        silencer_name               = wpn_addon_silencer
        silencer_status             = 2
        silencer_x                  = 163
        silencer_y                  = 13
        silencer_light_color        = 0.6, 0.5, 0.3
        silencer_light_range        = 0.01
        silencer_light_time         = 0.2
        silencer_light_var_color    = 0.05
        silencer_light_var_range    = 0.5
        silencer_smoke_particles    = weapons\generic_shoot_00
        
        grenade_class               = ammo_m209
        grenade_launcher_name       = wpn_addon_grenade_launcher
        grenade_launcher_status     = 1
        grenade_launcher_x          = 95
        grenade_launcher_y          = 25
        grenade_vel                 = 76
        launch_speed                = 32
        
		hit_power					= 0.35, 0.35, 0.35, 0.35
		hit_impulse					= 100
        hit_type                    = fire_wound
        fire_distance               = 1000
        bullet_speed                = 920
        rpm                         = 850
        rpm_empty_click             = 200
        
        use_aim_bullet              = true
        time_to_aim                 = 0.0 ;  1.0
        zoom_enabled                = true
        zoom_rotate_time            = 0.25
        reload_dof                  = 0.0, 0.5, 5, 2
		control_inertion_factor = 1.0f
        crosshair_inertion          = 6.3
		fire_dispersion_condition_factor = 11        ;увеличение дисперсии в процентах при максимальном износе

        
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	     	= 0.005
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.06
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0005
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0005

;-дисперсия-----------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base       = 0.2    ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor    = 1.2f
crosshair_inertion			= 6.30

;отдача
cam_return 				= 0
cam_relax_speed         = 5    		;скорость возврата в исходное положение
cam_relax_speed_ai     	= 120.75
cam_dispersion          = 0.3 		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc      = 0.15 		;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           = 50.0		;максимальный угол отдачи
cam_max_angle_horz      = 50.0      ;(degree) maximum shot horizontal degree
cam_step_angle_horz     = 1.2 		;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 				= 0.5
PDM_disp_vel_factor 		= 2.0
PDM_disp_accel_factor 		= 2.0
PDM_disp_crouch	 			= 1.0
PDM_disp_crouch_no_acc 		= 1.0

zoom_cam_relax_speed         = 5     ; scope & ironsight
zoom_cam_relax_speed_ai      = 360
zoom_cam_dispersion          = 0.3
zoom_cam_dispersion_inc      = 0.15
zoom_cam_dispersion_frac     = 1.0
zoom_cam_max_angle           = 50.0
zoom_cam_max_angle_horz      = 50.0
zoom_cam_step_angle_horz     = 1.0
        
        cam_relax_speed_ai          = 120.75
        zoom_cam_relax_speed_ai     = 360
        holder_fov_modifier         = 1.0
        holder_range_modifier       = 1.85
        min_radius                  = 0
        max_radius                  = 500
        hit_probability_gd_novice   = 1.00
        hit_probability_gd_stalker  = 1.00
        hit_probability_gd_veteran  = 1.00
        hit_probability_gd_master   = 1.00
        
        kill_msg_x                  = 131
        kill_msg_y                  = 123
        kill_msg_width              = 64
        kill_msg_height             = 30
 

[wpn_fn2000_hud]:hud_base
item_visual                              = dynamics\weapons\wpn_fn2000\wpn_fn2000_hud.ogf
		zoom_hide_crosshair                      = true ;	= true           
		attach_place_idx                         = 0
		hands_position                           = -0.02,-0.15,0.2
		hands_orientation                        = 2,2,0
		hands_position_16x9                      = -0.02,-0.15,0.2
		hands_orientation_16x9                   = 2,2,0
		item_position                            = 0,0,0
		item_orientation                         = 0,0,0
		
		aim_hud_offset_pos                       = -0.1393,0.001,-0.1
		aim_hud_offset_pos_16x9                  = -0.1393,0.001,-0.1
		aim_hud_offset_rot                       = 0.0075, 0.035, 0
		aim_hud_offset_rot_16x9                  = 0.0075, 0.035, 0
		
		gl_hud_offset_pos                        = -0.18,0.004,0.0
		gl_hud_offset_pos_16x9                   = -0.18,0.004,0.0
		gl_hud_offset_rot                        = 0.0,0.03275,0.0
		gl_hud_offset_rot_16x9                   = 0.0,0.03275,0.0
		
		aim_hud_offset_alt_pos		 = -0.1393,0.001,-0.1
		aim_hud_offset_alt_pos_16x9  = -0.1393,0.001,-0.1
		aim_hud_offset_alt_rot		 = 0.0075, 0.035, 0
		aim_hud_offset_alt_rot_16x9  = 0.0075, 0.035, 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

		lean_hud_offset_pos                      = 0,0,0
		lean_hud_offset_rot                      = 0,0,0
        
anm_show                                 = f2000_draw
anm_hide                                 = f2000_holster
anm_idle                                 = f2000_idle
anm_idle_sprint                          = f2000_idle_sprint
anm_idle_moving                          = f2000_idle_moving
anm_idle_moving_crouch                   = f2000_idle_crouch
anm_shots                                = f2000_shoot
anm_reload                               = f2000_reload
anm_reload_empty                         = f2000_reload_empty
anm_idle_aim                             = f2000_idle_aim

anm_switch                               = f2000_switch_off
anm_switch_g                             = f2000_switch_on
anm_bore                                 = f2000_idle_aim

anm_show_w_gl                            = f2000_draw
anm_hide_w_gl                            = f2000_holster
anm_idle_w_gl                            = f2000_idle
anm_shots_w_gl                           = f2000_shoot
anm_reload_w_gl                          = f2000_reload
anm_reload_empty_w_gl                    = f2000_reload_empty
anm_idle_w_gl_aim                        = f2000_idle_aim
anm_idle_sprint_w_gl                     = f2000_idle_sprint
anm_idle_moving_w_gl                     = f2000_idle_moving
anm_idle_moving_crouch_w_gl              = f2000_idle_crouch
anm_bore_w_gl                            = f2000_idle_aim

anm_show_g                               = f2000_draw_grenade, f2000_idle_grenade
anm_hide_g                               = f2000_holster_grenade, f2000_idle_grenade
anm_idle_g                               = f2000_idle_grenade, f2000_idle_grenade
anm_reload_g                             = f2000_reload_grenade
anm_idle_g_aim                           = f2000_idle_aim_grenade, f2000_idle_grenade
anm_shots_g                              = f2000_shoot_grenade
anm_idle_sprint_g                        = f2000_idle_sprint_grenade, f2000_idle_grenade
anm_idle_moving_g                        = f2000_idle_moving_grenade, f2000_idle_grenade
anm_idle_moving_crouch_g                 = f2000_idle_crouch_grenade, f2000_idle_grenade
anm_bore_g                               = f2000_idle_aim_grenade, f2000_idle_grenade
        
        shell_bone                  = gilza
        shell_dir                   = 0, 0, 0
        shell_point                 = 0, 0, 0
        
        fire_bone                   = muzzle
        fire_bone2                  = muzzle_gl
        fire_point                  = 0, 0, 0
        fire_point2                 = 0, 0, 0
 
		freelook_z_offset_mul		= 0.65