[wpn_greh_toz]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection			= spawn_group
$spawn                   = "weapons\wpn_greh_toz"              ; option for Level Editor
$npc			 			= on				; option for Level Editor
$prefetch 		 			= 8
scheduled                	= off              ; option for ALife Simulator
cform                    	= skeleton
class                    	= WP_BM16
description          		= str_wpn_greh_toz_descr
ef_main_weapon_type			= 1
ef_weapon_type				= 9

;-----------------------------------------------------------------------------
cost            = 1200
weapon_class	= shotgun
inv_weight     	= 3.1

kind                                     = w_shotgun
repair_type                              = weapon
weapon_class                             = shotgun

upgrades                = 
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_toz34
tier									 = 1

;--TTX----------------------------------------------------------------------------
hit_power       = 0.5, 0.5, 0.5, 0.5
hit_impulse     = 150
hit_type 		= fire_wound
fire_distance           = 100
bullet_speed         	= 240 ;начальная скорость пули
rpm                     = 800

hud                        = wpn_greh_toz_hud

misfire_probability        = 0 ;вероятность осечки при максимальном износе  !!!old - now not working
;изношенность, при которой появляется шанс осечки
misfire_start_condition		= 0
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= 0
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= -0.1
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= -0.1

tri_state_reload			= off

ammo_elapsed		 		= 2
ammo_mag_size      			= 2
ammo_class		 			= ammo_12x70_buck, ammo_12x76_zhekan

;---дисперсия---------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base    = 0.25  ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.5f
crosshair_inertion		= 7.5

;отдача
cam_return				= 1
cam_relax_speed         = 5.0 ;скорость возврата в исходное положение
cam_relax_speed_ai      = 360
cam_dispersion          = 5.0 ;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc      = 5.0 ;увеличениe cam_dispersion с каждым выстрелом
cam_dispersion_frac		= 0.7	;ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle        	= 10.0 ;максимальный угол отдачи
cam_max_angle_horz      = 10.0   ;(degree) maximum shot horizontal degree
cam_step_angle_horz     = 1.0 ;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 				= 0.5
PDM_disp_vel_factor 		= 1.7
PDM_disp_accel_factor 		= 1.7
PDM_disp_crouch	 			= 1.0
PDM_disp_crouch_no_acc 		= 1.0

zoom_cam_relax_speed        = 5.0    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 3.0
zoom_cam_dispersion_inc     = 3.0
zoom_cam_dispersion_frac    = 0.7
zoom_cam_max_angle          = 10.0
zoom_cam_max_angle_horz     = 10.0
zoom_cam_step_angle_horz    = 1.0

fire_dispersion_condition_factor = 1.5	;увеличение дисперсии в процентах при максимальном износе

;---DOF-------------------------------------------------------------------------
zoom_dof				= 0.5, 1.0, 180
;reload_dof				= 0.0, 0.5, 5, 3.2
;-------------------------------------------------------------------------------
holder_range_modifier	= 1.0               ; во сколько раз увеличивается eye_range
holder_fov_modifier		= 1.0              ; во сколько раз увеличивается eye_fov

min_radius               	= 0
max_radius               	= 50

hit_probability_gd_novice	= 0.80
hit_probability_gd_stalker	= 0.80
hit_probability_gd_veteran	= 0.80
hit_probability_gd_master	= 0.80

;-------------------------------------------------------------------------------
position                   = -0.023, -0.14, 0.00 ;-0.026, -0.117, 0.0
orientation                = 0, 30, 0      ;значение устанавливается в градусах

shell_point      = 0.0, 0.183, 0.07
fire_point       = 0.0, 0.168, 0.755
fire_point2      = 0.0, 0.168, 0.755

hand_dependence = 1
single_handed	= 0

slot 			= 2		; // secondary
animation_slot  = 3     ; type of the animation that will be used

inv_name    	= str_wpn_greh_toz
inv_name_short 	= str_wpn_greh_toz

inv_grid_width     = 5
inv_grid_height    = 1
inv_grid_x         = 35
inv_grid_y         = 34

upgr_icon_x			= 9
upgr_icon_y			= 815
upgr_icon_width		= 286
upgr_icon_height   	= 95

kill_msg_x       = 127
kill_msg_y       = 82
kill_msg_width   = 97
kill_msg_height  = 23

flame_particles		   	= weapons\generic_weapon05
smoke_particles		   	= weapons\generic_shoot_00
rpm_empty_click 	   	= 200

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
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

startup_ammo            = 10
visual                  = dynamics\weapons\wpn_toz34\wpn_toz34_sin.ogf

light_color		= 0.6,0.5,0.3
light_range		= 6.0
light_var_color		= 0.05
light_var_range		= 0.5
light_time 		= 0.2

ph_mass			= 3

;addons
scope_status		= 0
silencer_status		= 0
grenade_launcher_status	= 0

zoom_enabled		= true
scope_zoom_factor	= 55

;звуки
snd_draw		= weapons\generic_draw
snd_holster		= weapons\generic_holster
snd_shoot		= weapons\toz34\toz34_shoot
snd_empty		= weapons\generic_empty
snd_reload		= weapons\toz34\toz34_reload
snd_reload_1            = weapons\toz34\toz34_reload_one ;Перезарядка одного ствола
snd_bore		= weapons\toz34_bore
snd_open_weapon		= weapons\no_sound
snd_add_cartridge	= weapons\no_sound
snd_close_weapon	= weapons\no_sound

[wpn_greh_toz_hud]:hud_base
zoom_hide_crosshair				= true

hands_position					= -0.11,-0.13,0.05
hands_orientation				= 2,2,0

hands_position_16x9				= -0.11,-0.13,0.05
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						= wpn_body

fire_point						= 0,0,0
fire_bone                     	= muzzle

attach_place_idx					= 0
item_visual               		= dynamics\weapons\wpn_toz34\wpn_toz34_sin_hud.ogf

anm_show_0                    = toz34_draw
anm_show_1                    = toz34_draw
anm_show_2                    = toz34_draw

anm_hide_0		            		= toz34_holster
anm_hide_1		            		= toz34_holster
anm_hide_2		            		= toz34_holster

anm_idle_0		            	= toz34_idle
anm_idle_1		            	= toz34_idle
anm_idle_2		            	= toz34_idle

anm_idle_aim_0			         = toz34_idle_aim
anm_idle_aim_1			         = toz34_idle_aim
anm_idle_aim_2			         = toz34_idle_aim

anm_idle_moving_0		         = toz34_idle_moving
anm_idle_moving_1		         = toz34_idle_moving
anm_idle_moving_2		         = toz34_idle_moving

anm_idle_moving_crouch_0		 = toz34_idle_crouch
anm_idle_moving_crouch_1		 = toz34_idle_crouch
anm_idle_moving_crouch_2		 = toz34_idle_crouch

anm_idle_sprint_0		         = toz34_idle_sprint
anm_idle_sprint_1		         = toz34_idle_sprint
anm_idle_sprint_2		         = toz34_idle_sprint

anm_reload_1				= toz34_reload_l, reload_one
anm_reload_2				= toz34_reload_lr, reload_both

anm_shot_1				= toz34_shoot, shoot
anm_shot_2				= toz34_shoot, shoot

anm_bore_0								= toz34_idle_aim
anm_bore_1								= toz34_idle_aim
anm_bore_2								= toz34_idle_aim

aim_hud_offset_pos				= -0.1155,0.05,0.0
aim_hud_offset_rot				= 0.027,0.0349,0.0

aim_hud_offset_pos_16x9			= -0.1155,0.05,0.0
aim_hud_offset_rot_16x9			= 0.027,0.0349,0.0

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

;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------
