[wpn_svu]:weapon_probability,default_weapon_params,wpn_svu_sounds
GroupControlSection					= spawn_group
$spawn								= "weapons\svu"			; option for Level Editor
$npc			 					= on					; option for Level Editor
$prefetch 		 					= 8
scheduled							= off					; option for ALife Simulator
cform								= skeleton
class								= WP_SVU
description							= str_wpn_svu_descr

ef_main_weapon_type					= 3
ef_weapon_type						= 11

kind                                     = w_sniper
repair_type                              = weapon
tier									 = 4

;-------------------------------------------------------------------------------
inv_name							= str_wpn_svu
inv_name_short						= str_wpn_svu

inv_grid_width     = 5
inv_grid_height    = 2
inv_grid_x         = 6
inv_grid_y         = 18

upgr_icon_x			= 594
upgr_icon_y			= 395
upgr_icon_width		= 294
upgr_icon_height   	= 80

kill_msg_x							= 0
kill_msg_y							= 59
kill_msg_width						= 80
kill_msg_height						= 26

;-------------------------------------------------------------------------------
cost								= 17000
weapon_class						= sniper_rifle
inv_weight							= 4.4
hud									= wpn_svu_hud
visual								= dynamics\weapons\wpn_svu\wpn_svu.ogf

upgrades                = up_gr_firstab_svu, up_gr_seconab_svu, up_gr_thirdab_svu, up_gr_fourtab_svu, up_gr_fourtcd_svu, up_gr_fourtef_svu, up_gr_fifthab_svu
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_svu


ph_mass			 					= 4

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

startup_ammo						= 20
ammo_current						= 60
ammo_elapsed						= 10					; obsolete
ammo_limit							= 70
ammo_mag_size						= 10					; clip (magazine) size

fire_modes							= 1

hand_dependence						= 1
single_handed						= 0

;----TTX------------------------------------------------------------------------
hit_power               = 0.75, 0.75, 0.75, 0.75
hit_impulse             = 125
hit_type 							= fire_wound
fire_distance						= 3300
bullet_speed					 	= 800					; начальная скорость пули
rpm									= 120
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	     	= 0.0065
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.065
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.00325
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.00325

;---DOF-------------------------------------------------------------------------
;zoom_dof							= 0.5, 1.0, 350
reload_dof							= 0.0, 0.5, 5, 2

;---дисперсия-------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base    = 0.15   ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.7
crosshair_inertion		= 6.15

;отдача
cam_return				= 1
cam_relax_speed         = 3.0   ;скорость возврата в исходное положение
cam_relax_speed_ai      = 360	;скорость возврата в исходное положение
cam_dispersion          = 1.8 ;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 1.8	;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           = 12.0   ;максимальный угол отдачи
cam_max_angle_horz		= 3.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz     = 1.5 ;(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        = 0.7    ; 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    = 0.5

fire_dispersion_condition_factor = 10	;увеличение дисперсии в процентах при максимальном износе

;-------------------------------------------------------------------------------
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, -0.084, 0.0
orientation							= 0, 0, 0

fire_point							= 0.0, 0.128, 0.522
fire_point2							= 0.0, 0.128, 0.522

flame_particles						= weapons\generic_weapon05
smoke_particles						= weapons\generic_shoot_00

shell_point							= 0.0, 0.128, 0.0
shell_dir		 					= 0.0, 0.0, 0.4
shell_particles	 					= weapons\762x54

;-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						= true
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						= 0
grenade_launcher_status				= 0

zoom_enabled						= true
zoom_rotate_time					= 0.25
scope_zoom_factor					= 30
scope_dynamic_zoom					= off

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

silencer_name						= wpn_addon_silencer 
silencer_x							= 224
silencer_y							= 13

silencer_hit_power 					= 0.50, 0.50, 0.50, 0.50
;silencer_hit_impulse	 			= 10
silencer_fire_distance 				= 860
silencer_bullet_speed	 			= 290

silencer_smoke_particles			 = weapons\generic_shoot_00

[wpn_svu_hud]:hud_base
zoom_hide_crosshair		= true
attach_place_idx		= 0
item_visual             = dynamics\weapons\wpn_svu\wpn_svu_hud


hands_position			= 0.055,-0.15,0.35
hands_orientation		= 2,2,0

hands_position_16x9		= 0.055,-0.15,0.35
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		= -0.18,0.0,-0.25
aim_hud_offset_rot		= -0.05,0.075,0.0

aim_hud_offset_pos_16x9	= -0.18,0.0,-0.25
aim_hud_offset_rot_16x9	= -0.05,0.075,0.0

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					= svu_draw
anm_hide             		= svu_holster
anm_shots					= svu_shoot, shoot
anm_reload					= svu_reload, reload
anm_reload_empty			= svu_reload_empty, reload_empty
anm_bore					= svu_idle_aim
anm_idle             		= svu_idle
anm_idle_aim				= svu_idle_aim
anm_idle_moving 			= svu_idle_moving
anm_idle_moving_crouch		= svu_idle_crouch
anm_idle_sprint				= svu_idle_sprint
;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------
[wpn_svu_nimble]:wpn_svu
$spawn								= "weapons\wpn_svu_nimble"
class								= WP_SVU
inv_name							= str_wpn_svu_nimble
description							= str_wpn_svu_nimble_descr

cost								= 20000

fire_modes							= -1, 1

rpm 								= 300

;базовая дисперсия
fire_dispersion_base    = 0.12   ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.6f

;отдача
cam_return				= 0
cam_relax_speed         = 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		= 1.5	;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           = 12.0   ;максимальный угол отдачи
cam_max_angle_horz		= 3.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz     = 1.5 ;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base           = 1.8
PDM_disp_vel_factor     = 3.5
PDM_disp_accel_factor 	= 3.5
PDM_disp_crouch	 		= 1.0
PDM_disp_crouch_no_acc 	= 1.0

zoom_cam_relax_speed        = 5    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.45
zoom_cam_dispersion_inc     = 0.45
zoom_cam_dispersion_frac    = 1.0
zoom_cam_max_angle          = 10.0
zoom_cam_max_angle_horz     = 5.0
zoom_cam_step_angle_horz    = 1.5

fire_dispersion_condition_factor = 8	;увеличение дисперсии в процентах при максимальном износе


scope_texture					= wpn_owa_crosshair
scope_zoom_factor               = 30
adjustible_scope				= true

inv_grid_width     = 5
inv_grid_height    = 2
inv_grid_x         = 29
inv_grid_y         = 37

upgr_icon_x							= 0
upgr_icon_y							= 1500
upgr_icon_width						= 300
upgr_icon_height					= 150
