[wpn_val]:identity_immunities,weapon_probability,default_weapon_params, wpn_val_sounds
GroupControlSection                      = spawn_group
$npc                                     = off
$prefetch                                = 8
$spawn                                   = "weapons\val"
scheduled                                = off
cform                                    = skeleton
parent_section                           = wpn_val

class                                    = WP_VAL
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     = 5
inv_grid_height    = 2
inv_grid_x         = 6
inv_grid_y         = 22

inv_name                                 = str_wpn_val
inv_name_short                           = str_wpn_val
description                              = str_wpn_val_descr

kind                                     = w_rifle
inv_weight                               = 2.5
cost                                     = 11000
repair_type                              = weapon
weapon_class                             = assault_rifle
tier									 = 4

hud                                      = wpn_val_hud
visual								= dynamics\weapons\wpn_val\wpn_val.ogf

position        	    				 = -0.026, -0.08, 0.0
orientation                              = 0, 0, 0
fire_point                               = 0, 0.174, 0.562
fire_point2                              = 0, 0.097, 0.722
strap_bone0                              = bip01_spine2
strap_bone1                              = bip01_spine1
strap_position                           = -0.26, -0.11, 0.25
strap_orientation                        = -15, -9, 110
ph_mass                                  = 3

flame_particles                          = weapons\generic_weapon05
smoke_particles                          = weapons\generic_shoot_00
grenade_flame_particles                  = weapons\generic_weapon01

light_disabled                           = true
light_color                              = 0.6, 0.5, 0.3
light_range                              = 0.01
light_time                               = 0.2
light_var_color                          = 0.05
light_var_range                          = 0.5

upgrades                                 = up_gr_firstab_val, up_gr_seconab_val, up_gr_thirdab_val, up_gr_fourtab_val, up_gr_fifthab_val
installed_upgrades                       =
upgrade_scheme                           = upgrade_scheme_val

upgr_icon_x			= 297
upgr_icon_y			= 739
upgr_icon_width		= 292
upgr_icon_height   	= 99

fire_modes                               = 1, -1
ammo_class                               = ammo_9x39_pab9, ammo_9x39_ap
ammo_elapsed                             = 20
ammo_mag_size                            = 20
startup_ammo                             = 90

scopes_sect								 = scope_val_computerized
scopes                                   = pso, pso_blue
scope_status                             = 2
scope_zoom_factor                        = 0

silencer_name                            = wpn_addon_silencer
silencer_status                          = 1
silencer_x                               = 221
silencer_y                               = 16
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_launcher_status                  = 0
launch_speed                             = 0

hit_power		= 0.42, 0.42, 0.42, 0.42
hit_impulse		= 100
hit_type                                 = fire_wound
fire_distance                            = 600
bullet_speed                             = 300
rpm                                      = 900
rpm_empty_click                          = 200

use_aim_bullet                           = true
time_to_aim                              = 0.0 ;  3.0
zoom_dof                                 = 0.5, 1.0, 180
zoom_enabled                             = true
zoom_rotate_time                         = 0.25
reload_dof                               = 0.0, 0.5, 5, 2
control_inertion_factor = 1.0f
crosshair_inertion                       = 4.8
fire_dispersion_base                     = 0.3
fire_dispersion_condition_factor         = 0.001

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	     	= 0.057
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.00055
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.00065

;--дисперсия----------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base    = 0.2 ;0.15   ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.2f
crosshair_inertion		= 5.65

;отдача
cam_return				= 0
cam_relax_speed         = 4   		;скорость возврата в исходное положение
cam_relax_speed_ai      = 360
cam_dispersion          = 0.5		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc      = 0.25   	;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        	= 50.0 		;максимальный угол отдачи
cam_max_angle_horz      = 50.0   	;(degree) maximum shot horizontal degree
cam_step_angle_horz     = 0.7		;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 				= 0.5
PDM_disp_vel_factor 		= 1.5
PDM_disp_accel_factor 		= 1.5
PDM_disp_crouch	 			= 1.0
PDM_disp_crouch_no_acc 		= 1.0

zoom_cam_relax_speed        = 4    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.45
zoom_cam_dispersion_inc     = 0.22
zoom_cam_dispersion_frac    = 0.7
zoom_cam_max_angle          = 50.0
zoom_cam_max_angle_horz     = 50.0
zoom_cam_step_angle_horz    = 0.5

fire_dispersion_condition_factor = 16        ;увеличение дисперсии в процентах при максимальном износе


holder_fov_modifier                      = 1.0
holder_range_modifier                    = 1.0
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                               = 0
kill_msg_y                               = 154
kill_msg_width                           = 78
kill_msg_height                          = 21

shell_point				            = 0,0.216,0.174
shell_dir					        = 0, 0, 0.4
shell_particles         			= weapons\9x39

[wpn_val_hud]:hud_base
item_visual		= dynamics\weapons\wpn_val\wpn_val_hud.ogf
attach_place_idx                         = 0
zoom_hide_crosshair                      = true   

hands_position			= -0.022,-0.15,0.2
hands_orientation		= 2,2,0
hands_position_16x9		= -0.022,-0.15,0.2
hands_orientation_16x9	= 2,2,0

aim_hud_offset_pos = -0.139000,0.074800,-0.166000
aim_hud_offset_rot = 0.031650,0.035300,-0.001000

aim_hud_offset_pos_16x9 = -0.139000,0.074800,-0.166000
aim_hud_offset_rot_16x9 = 0.031650,0.035300,-0.001000

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

anm_show             	= val_draw
anm_hide             	= val_holster
anm_idle             	= val_idle
anm_idle_sprint         = val_idle_sprint
anm_idle_moving 	= val_idle_moving
anm_idle_moving_crouch	= val_idle_crouch
anm_shots               = val_shoot, shoot
anm_reload              = val_reload, reload
anm_reload_empty        = val_reload_empty, reload_empty
anm_idle_aim           	= val_idle_aim
anm_bore				= val_idle_aim

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

grenade_bone            = grenade

[wpn_val_pso]:wpn_val
1icon_layer                              = pso
1icon_layer_x                            = 48
1icon_layer_y                            = 01

inv_weight                               = 3

hud                                      = wpn_val_pso_hud

scope_status                             = 1
scope_dynamic_zoom                       = off
scope_texture                            = wpn_owa_crosshair
scope_zoom_factor                        = 40

zoom_rotate_time                         = 0.25
scope_zoom_factor_alt             = 0
use_alt_aim_hud                   = true	


[wpn_val_pso_hud]:wpn_val_hud

        aim_hud_offset_pos          = -0.06,0.015,-0.17
		aim_hud_offset_pos_16x9		= -0.06,0.015,-0.17
        aim_hud_offset_rot          = 0.02,0,0
        aim_hud_offset_rot_16x9		= 0.02,0,0
		
[wpn_val_pso_blue]:wpn_val
1icon_layer                              = pso_blue
1icon_layer_x                            = 48
1icon_layer_y                            = 01

inv_weight                               = 3

hud                                      = wpn_val_pso_blue_hud

scope_status                             = 1
scope_dynamic_zoom                       = on
scope_texture                            = wpn_owa_crosshair_blue
scope_zoom_factor                        = 10
scope_zoom_factor_alt             = 0
use_alt_aim_hud                   = true	

zoom_rotate_time                         = 0.25


[wpn_val_pso_blue_hud]:wpn_val_hud

        aim_hud_offset_pos          = -0.06,0.015,-0.17
		aim_hud_offset_pos_16x9		= -0.06,0.015,-0.17
        aim_hud_offset_rot          = 0.02,0,0
        aim_hud_offset_rot_16x9		= 0.02,0,0
		
[scope_val_computerized]
scope_name 					= pso_green
scope_x                     = 48		; offset in inventory icon
scope_y                     = 1