[wpn_vintorez]:weapon_probability,default_weapon_params,wpn_vintorez_sounds
GroupControlSection					= spawn_group
$spawn								= "weapons\vintorez"	; option for Level Editor
$npc								= off					; option for Level Editor
$prefetch							= 8
scheduled							= off					; option for ALife Simulator
cform								= skeleton
class								= WP_AK74
description							= str_wpn_vintorez_descr

ef_main_weapon_type					= 3
ef_weapon_type						= 7
kind								= w_sniper
repair_type                              = weapon
weapon_class                             = assault_rifle

;-------------------------------------------------------------------------------
inv_name							= str_wpn_vintorez
inv_name_short						= str_wpn_vintorez

inv_grid_width     = 5
inv_grid_height    = 2
inv_grid_x         = 9
inv_grid_y         = 20

upgr_icon_x			= 8
upgr_icon_y			= 395
upgr_icon_width		= 290
upgr_icon_height   	= 78

kill_msg_x							= 98
kill_msg_y							= 0
kill_msg_width						= 78
kill_msg_height						= 25

;-------------------------------------------------------------------------------
cost								= 12000
weapon_class						= sniper_rifle			; Type of the weapon
inv_weight							= 3.16
hud									= wpn_vintorez_hud
visual								= dynamics\weapons\wpn_vintorez\wpn_vintorez.ogf
tier									 = 4

upgrades                                 = up_gr_firstab_vintorez, up_gr_seconab_vintorez, up_gr_thirdab_vintorez, up_gr_fourtab_vintorez, up_gr_fourtcd_vintorez, up_gr_fourtef_vintorez
installed_upgrades                       =
upgrade_scheme                           = upgrade_scheme_vintorez

ph_mass								= 4

;-------------------------------------------------------------------------------
ammo_class							= ammo_9x39_pab9, ammo_9x39_ap

startup_ammo						= 90
ammo_current						= 60
ammo_elapsed						= 10
ammo_limit							= 70
ammo_mag_size						= 15

fire_modes							= -1, 1

grenade_class						= ammo_m209

launch_speed						= 0
hand_dependence						= 1
single_handed						= 0

;-TTX-----------------------------------------------------------------------------
hit_power				= 0.42,0.42, 0.42, 0.42
hit_impulse				= 100
hit_type				= fire_wound

fire_distance						= 850
bullet_speed						= 300
rpm									= 700
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	     	= 0.005
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.063
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.00055
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.00065
;-DOF---------------------------------------------------------------------------
;zoom_dof							= 0.5, 1.0, 180
reload_dof							= 0.0, 0.5, 5, 2

;-------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base    = 0.17        ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.2f
crosshair_inertion		= 6.10

;отдача
cam_return				= 0
cam_relax_speed         = 3.5        ;скорость возврата в исходное положение
cam_relax_speed_ai      = 360		;скорость возврата в исходное положение
cam_dispersion          = 0.4        ;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc      = 0.2        ;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     = 0.5        ;(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        = 3.5    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.2
zoom_cam_dispersion_inc     = 0.1
zoom_cam_dispersion_frac    = 1.0
zoom_cam_max_angle          = 50.0
zoom_cam_max_angle_horz     = 50.0
zoom_cam_step_angle_horz    = 0.25

fire_dispersion_condition_factor = 10        ;увеличение дисперсии в процентах при максимальном износе

;- for AI ----------------------------------------------------------------------
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, -0.09, 0.0
orientation							= 0, 0, 0

fire_point							=  0.000000,0.137000,0.649000
fire_point2							= 0.0, 0.097, 0.722

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

shell_point							= -0.020000,0.167000,0.082000
shell_dir							= 0.0, 0.0, 0.4
shell_particles						= weapons\9x39

;--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							= 0.01
light_var_color						= 0.05
light_var_range						= 0.5
light_time							= 0.2

;-addons------------------------------------------------------------------------
scope_status						= 1
silencer_status						= 1
grenade_launcher_status				= 0

scope_texture						= wpn_owa_crosshair

zoom_enabled						= true
zoom_rotate_time					= 0.25
scope_zoom_factor				= 30       

scope_name							= pso
scope_x								= 78
scope_y								= 0

grenade_launcher_name				= wpn_addon_grenade_launcher_m203
grenade_launcher_x					= 109
grenade_launcher_y					= 30

silencer_name						= wpn_addon_silencer
silencer_x							= 221
silencer_y							= 16

silencer_hit_power 					= 0.50, 0.50, 0.50, 0.50
;silencer_hit_impulse	 			= 10
silencer_fire_distance 				= 860
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_vintorez_hud]:hud_base
zoom_hide_crosshair	= true
attach_place_idx	= 0
item_visual		= dynamics\weapons\wpn_vintorez\wpn_vintorez_hud.ogf

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	= -0.125,0.035,-0.25
aim_hud_offset_rot	= 0.01,0.0015,-0.01

aim_hud_offset_pos_16x9		= -0.125,0.035,-0.25
aim_hud_offset_rot_16x9		= 0.01,0.0015,-0.01

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             	= vintorez_draw
anm_hide             	= vintorez_holster
anm_idle             	= vintorez_idle
anm_idle_sprint         = vintorez_idle_sprint
anm_idle_moving 		= vintorez_idle_moving
anm_idle_moving_crouch	= vintorez_idle_crouch
anm_shots               = vintorez_shoot, shoot
anm_reload              = vintorez_reload, reload
anm_reload_empty        = vintorez_reload_empty, reload_empty
anm_idle_aim           	= vintorez_idle_aim
anm_bore				= vintorez_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

;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------
[wpn_vintorez_nimble]:wpn_vintorez
$spawn					= "weapons\unique\vintorez_nimble"; option for Level Editor
inv_name				= str_wpn_vintorez_nimble
description				= str_wpn_vintorez_nimble_descr

cost					= 15000

upgrades                                 = up_gr_firstab_vintorez, up_gr_seconab_vintorez, up_gr_thirdab_vintorez, up_gr_fourtab_vintorez, up_gr_fourtcd_vintorez, up_gr_fourtef_vintorez
installed_upgrades                       =
upgrade_scheme                           = upgrade_scheme_vintorez

hit_power				= 0.65, 0.65, 0.65, 0.65
hit_impulse				= 140
bullet_speed            = 320
rpm                     = 375

;-------------------------------------------------------------------------------
fire_dispersion_base			= 0.012				; угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
fire_dispersion_condition_factor	= 5				; увеличение дисперсии в процентах при максимальном износе
control_inertion_factor			= 1.2f
crosshair_inertion				= 6

;отдача
cam_return				= 1
cam_relax_speed         = 3.5        ;скорость возврата в исходное положение
cam_relax_speed_ai      = 360		;скорость возврата в исходное положение
cam_dispersion          = 0.32        ;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc      = 0.17        ;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     = 0.5        ;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base           = 0.6
PDM_disp_vel_factor     = 2.4
PDM_disp_accel_factor   = 2.4
PDM_disp_crouch         = 1.0
PDM_disp_crouch_no_acc  = 1.0

zoom_cam_relax_speed        = 3.5    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.18
zoom_cam_dispersion_inc     = 0.1
zoom_cam_dispersion_frac    = 1.0
zoom_cam_max_angle          = 50.0
zoom_cam_max_angle_horz     = 50.0
zoom_cam_step_angle_horz    = 0.25

fire_dispersion_condition_factor = 5        ;увеличение дисперсии в процентах при максимальном износе

scope_texture					= wpn_owa_crosshair
scope_zoom_factor				= 30                   ;pks x7

inv_grid_width     = 5
inv_grid_height    = 2
inv_grid_x         = 29
inv_grid_y         = 32

upgr_icon_x							= 303
upgr_icon_y							= 1439
upgr_icon_width						= 300
upgr_icon_height 					= 126

ammo_mag_size						= 20

hud = wpn_vintorez_nimble_hud

visual		= dynamics\weapons\wpn_vintorez\wpn_vintorez_nimble.ogf

[wpn_vintorez_nimble_hud]:wpn_vintorez_hud

item_visual		= dynamics\weapons\wpn_vintorez\wpn_vintorez_nimble_hud.ogf