[wpn_g36]:weapon_probability,default_weapon_params,wpn_g36_sounds
GroupControlSection					= spawn_group
$spawn								= "weapons\g36"			; option for Level Editor
$npc								= on					; option for Level Editor
$prefetch							= 8
scheduled							= off					; option for ALife Simulator
cform								= skeleton
class								= WP_AK74
description 						= str_wpn_g36_descr

ef_main_weapon_type					= 2
ef_weapon_type						= 7

kind                                     = w_rifle
repair_type                              = weapon
weapon_class                             = assault_rifle
tier									 = 4

;-------------------------------------------------------------------------------
inv_name 							= str_wpn_g36
inv_name_short						= str_wpn_g36

inv_grid_width     = 5
inv_grid_height    = 2
inv_grid_x         = 0
inv_grid_y         = 24

upgr_icon_x			= 275
upgr_icon_y			= 8
upgr_icon_width		= 292
upgr_icon_height   	= 120

kill_msg_x							= 157
kill_msg_y							= 29
kill_msg_width						= 78
kill_msg_height						= 31

;-------------------------------------------------------------------------------
cost 								= 20000
inv_weight							= 3.63
hud									= wpn_g36_hud
visual								= dynamics\weapons\wpn_g36\wpn_g36.ogf

upgrades                                 = up_gr_firstab_g36, up_gr_seconab_g36, up_gr_thirdab_g36, up_gr_fourtab_g36, up_gr_fourtcd_g36, up_gr_fourtef_g36, up_gr_fifthab_g36, up_gr_fifthcd_g36, up_gr_fifthef_g36
installed_upgrades                       =
upgrade_scheme                           = upgrade_scheme_g36

ph_mass								= 4

;-------------------------------------------------------------------------------
ammo_class							= ammo_5.56x45_ss190, ammo_5.56x45_ap

startup_ammo						= 90
ammo_current						= 180
ammo_elapsed						= 30
ammo_limit							= 210
ammo_mag_size						= 30

fire_modes							= 1, 3, -1

grenade_class						= ammo_m209

grenade_vel 						= 76
launch_speed						= 76
hand_dependence						= 1
single_handed						= 0

;-TTX---------------------------------------------------------------------------
hit_power               = 0.35, 0.35, 0.35, 0.35
hit_impulse             = 100
hit_type							= fire_wound
fire_distance						= 4300
bullet_speed						= 925					; начальная скорость пули
rpm									= 750
rpm_empty_click						= 200

use_aim_bullet						= true					; Поддерживается ли первая суппер пуля
time_to_aim							= 3.0

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	     	= 0.004
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.05
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0004
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.00045
;-DOF---------------------------------------------------------------------------
;zoom_dof							= 0.5, 1.0, 180
reload_dof							= 0.0, 0.5, 5, 2

;-------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	   = 0.24   ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor    = 1.2f
crosshair_inertion		   = 5.80

;отдача
cam_return 			   = 0
cam_relax_speed        = 10		;скорость возврата в исходное положение
cam_relax_speed_ai     = 120.75
cam_dispersion         = 0.2	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc     = 0.1    ;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    = 1.8    ; (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         = 10     ; scope & ironsight
zoom_cam_relax_speed_ai      = 360
zoom_cam_dispersion          = 0.15
zoom_cam_dispersion_inc      = 0.075
zoom_cam_dispersion_frac     = 1.0
zoom_cam_max_angle           = 50.0
zoom_cam_max_angle_horz      = 50.0
zoom_cam_step_angle_horz     = 1.6

fire_dispersion_condition_factor = 7        ;увеличение дисперсии в процентах при максимальном износе

;- for AI ----------------------------------------------------------------------
min_radius							= 30
max_radius							= 90

holder_range_modifier				= 1.25					; 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, -0.132, 0.0
orientation             			= 0, -8 , 0
			
fire_point              			=  0.0, 0.21, 0.58
fire_point2             			=  0.0, 0.21, 0.71
			
flame_particles         			= weapons\generic_weapon05
smoke_particles         			= weapons\generic_shoot_00
grenade_flame_particles 			= weapons\generic_weapon01
			
shell_point             			= 0.0, 0.21, 0.13
shell_dir               			= 0.0, 0.0, 0.4
shell_particles         			= weapons\556x45

;-STRAP PARAMETERS--------------------------------------------------------------
;на плечо (подмышка)
strap_position						= -0.26,-0.11,0.25	; 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							= 0.6,0.5,0.3
light_range							= 5
light_var_color						= 0.05
light_var_range						= 0.5
light_time							= 0.2

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

zoom_enabled						= true					; (on,off)zoom mode (right mouse button)
scope_zoom_factor					= 50

scope_texture						= wpn_owa_crosshair_g36
scope_name							= acog
scope_x								= 78
scope_y								= 0

grenade_launcher_name				= wpn_addon_grenade_launcher_m203
grenade_launcher_x          = 129		; offset in inventory icon
grenade_launcher_y          = 27

silencer_name						= wpn_addon_silencer
silencer_x                  = 225		; offset in inventory icon
silencer_y                  = 10

;silencer_hit_power 				= 0.45, 0.45, 0.45, 0.45
;silencer_hit_impulse	 			= 10
silencer_fire_distance 				= 850
silencer_bullet_speed	 			= 290

;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_g36_hud]:hud_base
zoom_hide_crosshair	= true
attach_place_idx	= 0
item_visual		= dynamics\weapons\wpn_g36\wpn_g36_hud.ogf

hands_position			= -0.044,-0.18,0.14
hands_orientation		= 2,2,0
hands_position_16x9		= -0.044,-0.18,0.14
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
fire_point2		= 0,0,0
fire_bone2		= muzzle_gl

anm_show             		= g36_draw
anm_hide             		= g36_holster
anm_idle             		= g36_idle
anm_idle_sprint         	= g36_idle_sprint
anm_idle_moving 			= g36_idle_moving
anm_idle_moving_crouch		= g36_idle_crouch
anm_shots               	= g36_shoot, shoot
anm_reload              	= g36_reload, reload
anm_reload_empty        	= g36_reload_empty, reload_empty
anm_idle_aim           		= g36_idle_aim
	
anm_switch              	= g36_switch_off, switch_off
anm_switch_g            	= g36_switch_on, switch_on
anm_bore					= g36_idle_aim
	
anm_hide_w_gl           	= g36_holster_w_gl, idle_w_gl
anm_show_w_gl           	= g36_draw_w_gl, idle_w_gl
anm_idle_w_gl           	= g36_idle_w_gl, idle_w_gl
anm_shots_w_gl          	= g36_shoot_w_gl, shoot_w_gl
anm_reload_w_gl         	= g36_reload_w_gl, reload_w_gl
anm_reload_empty_w_gl   	= g36_reload_empty_w_gl, reload_empty_w_gl
anm_idle_moving_crouch_w_gl = g36_idle_crouch_w_gl, idle_w_gl
anm_idle_w_gl_aim       	= g36_idle_aim_w_gl, idle_w_gl
anm_idle_sprint_w_gl		= g36_idle_sprint_w_gl, idle_w_gl
anm_idle_moving_w_gl		= g36_idle_moving_w_gl, idle_w_gl
anm_bore_w_gl				= g36_idle_aim_w_gl, idle_w_gl
	
anm_show_g         			= g36_draw_grenade, idle_grenade
anm_hide_g         			= g36_holster_grenade, idle_grenade
anm_idle_g         			= g36_idle_grenade, idle_grenade
anm_reload_g       			= g36_reload_grenade, reload_grenade
anm_idle_g_aim     			= g36_idle_aim_grenade, idle_grenade
anm_shots_g        			= g36_shoot_grenade, shoot_grenade
anm_idle_sprint_g			= g36_idle_sprint_grenade, idle_grenade
anm_idle_moving_g			= g36_idle_moving_grenade, idle_grenade
anm_idle_moving_crouch_g	= g36_idle_crouch_grenade, idle_grenade
anm_bore_g					= g36_idle_aim_grenade, idle_grenade
	
aim_hud_offset_pos		= -0.1087,0.026,-0.175
aim_hud_offset_rot		= 0.0415,0.009,0.0

aim_hud_offset_pos_16x9		= -0.1087,0.026,-0.175
aim_hud_offset_rot_16x9		= 0.0415,0.009,0.0

gl_hud_offset_pos		= -0.11,-0.1,0.0
gl_hud_offset_rot		= -0.093,0.03175,0.0

gl_hud_offset_pos_16x9	= -0.11,-0.1,0.0
gl_hud_offset_rot_16x9	= -0.093,0.03175,0.0

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
