[wpn_walther]:weapon_probability,default_weapon_params,wpn_walther_sounds
GroupControlSection                      = spawn_group
$spawn                                   = "weapons\walther" ; option for Level Editor
$npc                                     = on ; option for Level Editor
$prefetch                                = 8
scheduled                                = off ; option for ALife Simulator
cform                                    = skeleton
class                                    = WP_PM
description                              = str_wpn_walther_descr

ef_main_weapon_type                      = 0
ef_weapon_type                           = 5

;-------------------------------------------------------------------------------
inv_name                                 = str_wpn_walther
inv_name_short                           = str_wpn_walther

kind                                     = w_pistol
repair_type                              = weapon
tier									 = 2

inv_grid_width     = 1
inv_grid_height    = 1
inv_grid_x         = 15
inv_grid_y         = 15

upgr_icon_x			= 569
upgr_icon_y			= 8
upgr_icon_width		= 249
upgr_icon_height   	= 117

kill_msg_x                               = 168
kill_msg_y                               = 178
kill_msg_width                           = 27
kill_msg_height                          = 23

;-------------------------------------------------------------------------------
cost                                     = 1200 ; the price of the item
inv_weight                               = 0.630
hud                                      = wpn_walther_hud
visual                                   = dynamics\weapons\wpn_walter99\wpn_walter99.ogf

upgrades							= up_gr_firstab_pm, up_gr_seconab_pm, up_gr_thirdab_pm, up_gr_fourtab_pm
installed_upgrades					=
upgrade_scheme						= upgrade_scheme_pm

ph_mass                                  = 1

;-------------------------------------------------------------------------------
ammo_class                               = ammo_9x19_fmj, ammo_9x19_pbp

startup_ammo                             = 90
ammo_elapsed                             = 16
ammo_current                             = 96
ammo_limit                               = 112
ammo_mag_size                            = 16 ; clip (magazine) size

fire_modes                               = 1

grenade_class                            = ammo_vog-25 ; name of the ltx-section of used grenades

launch_speed                             = 0
hand_dependence                          = 1
single_handed                            = 1

;-TTX---------------------------------------------------------------------------
hit_power           			= 0.36, 0.36, 0.36, 0.36
hit_impulse	 		 			= 75
hit_type                                 = fire_wound
fire_distance                            = 590
bullet_speed                             = 340
rpm                                      = 300
rpm_empty_click                          = 120

base_dispersioned_bullets_count          = 2 ; количество пуль, выстреленных с базовой дисперсией без отдачи
base_dispersioned_bullets_speed          = 340 ; начальная скорость пуль, выстреленных с базовой дисперсией без отдачи

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	     	= 0.006
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.06
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.00115
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0012

;-DOF---------------------------------------------------------------------------
zoom_dof                                 = 0.5, 1.0, 180
reload_dof                               = 0.0, 0.5, 5, 1.7

;---дисперсия---------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.17 ;0.15 			;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.0
crosshair_inertion   	= 2.40

;отдача
cam_return				= 0
cam_relax_speed         = 8				;скорость возврата в исходное положение
cam_relax_speed_ai      = 360
cam_dispersion          = 0.75			;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.75			;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			= 5.0			;максимальный угол отдачи
cam_max_angle_horz		= 5.0			;(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 		= 1.1
PDM_disp_accel_factor 		= 1.1
PDM_disp_crouch	 				= 1.0
PDM_disp_crouch_no_acc 			= 1.0

zoom_cam_relax_speed        = 10    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.3
zoom_cam_dispersion_inc     = 0.75
zoom_cam_dispersion_frac    = 0.7
zoom_cam_max_angle          = 5.0
zoom_cam_max_angle_horz     = 10.0
zoom_cam_step_angle_horz    = 1.5

fire_dispersion_condition_factor = 7        ;увеличение дисперсии в процентах при максимальном износе

;- for AI ----------------------------------------------------------------------
min_radius                               = 0
max_radius                               = 35

holder_range_modifier                    = 1.00 ; во сколько раз увеличивается eye_range
holder_fov_modifier                      = 1.00 ; во сколько раз увеличивается eye_fov

;-------------------------------------------------------------------------------
slot                                     = 1 ; // secondary     
animation_slot                           = 1 ; type of the animation that will be used

position                                 = -0.026, -0.09, -0.02
orientation                              = 0, -10, 0

fire_point                               = 0.0, 0.133, 0.161
fire_point2                              = 0.0, 0.133, 0.161

flame_particles                          = weapons\generic_weapon03
smoke_particles                          = weapons\generic_shoot_00
grenade_flame_particles                  = weapons\generic_weapon01

shell_point                              = 0.0, 0.133, 0.047
shell_dir                                = 0.0, 0.0, 0.4
shell_particles                          = weapons\9x19

;-STRAP PARAMETERS--------------------------------------------------------------
;strap_position 					= -0.1,-0.45,0.2		; position (offset) and orientation of the weapon when it is strapped
;strap_orientation					= 1.57,0,0				; (3rd person view)
;strap_bone0						= bip01_spine2
;strap_bone1						= bip01_spine1

light_disabled                           = false
light_color                              = 0.6,0.5,0.3
light_range                              = 3.0
light_var_color                          = 0.05
light_var_range                          = 0.5
light_time                               = 0.2

;-addons------------------------------------------------------------------------
scope_status                             = 0 ;    
silencer_status                          = 2 ; 
grenade_launcher_status                  = 0 ;

zoom_enabled                             = true
zoom_rotate_time                         = 0.25
scope_zoom_factor                        = 60 ; fov for zoom mode

scope_name                               = pso ; section name for the attachable scope
scope_x                                  = 47 ; offset in inventory icon
scope_y                                  = 0

grenade_launcher_name                    = wpn_addon_grenade_launcher ; section name for the attachable grenade launcher
grenade_launcher_x                       = 126 ; offset in inventory icon
grenade_launcher_y                       = 24

silencer_name                            = wpn_addon_silencer
silencer_x                               = 36
silencer_y                               = -18

silencer_hit_power 				= 0.45, 0.45, 0.45, 0.45
silencer_hit_impulse	 			= 30
silencer_fire_distance                   = 430
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_walther_hud]:hud_base
zoom_hide_crosshair                      = true

hands_position                           = 0.033,-0.1895,0.039
hands_orientation                        = 2,2,0
hands_position_16x9                      = 0.033,-0.1895,0.039
hands_orientation_16x9                   = 2,2,0

item_position                            = 0,0,0
item_orientation                         = 0,0,0

item_visual                              = dynamics\weapons\wpn_walter99\wpn_walter99_hud.ogf
attach_place_idx                         = 0

shell_point                              = 0,0,0
shell_bone                               = gilza

fire_point                               = 0,0,0
fire_bone                                = muzzle


anm_show                                 = p99_draw
anm_show_empty                           = p99_draw, opened
anm_hide                                 = p99_holster
anm_hide_empty                           = p99_holster, opened

anm_idle                                 = p99_idle
anm_idle_empty                           = p99_idle, opened
anm_shots                                = p99_shoot, shoot
anm_shot_l                               = p99_shoot, shoot_last
anm_idle_aim                             = p99_idle_aim
anm_idle_aim_empty                       = p99_idle_aim, opened

anm_reload                               = p99_reload, reload
anm_reload_empty                         = p99_reload_empty, reload_empty
anm_idle_moving                          = p99_idle_moving
anm_idle_moving_empty                    = p99_idle_moving, opened
anm_idle_moving_crouch                   = p99_idle_crouch
anm_idle_moving_crouch_empty             = p99_idle_crouch, opened
anm_idle_sprint                          = p99_idle_sprint
anm_idle_sprint_empty                    = p99_idle_sprint, opened
anm_bore                                 = p99_idle_aim
anm_bore_empty                           = p99_idle_aim, opened


aim_hud_offset_pos                       = -0.15075,0.063000,-0.150000
aim_hud_offset_rot                       = 0.015,0.033550,0.000000

aim_hud_offset_pos_16x9                  = -0.15075,0.063000,-0.150000
aim_hud_offset_rot_16x9                  = 0.015,0.033550,0.000000

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		        = 0.04, -0.41, -0.06
        lowered_hud_offset_pos_16x9	        = 0.04, -0.41, -0.06
        lowered_hud_offset_rot		        = -0.7, -0.03, -0.05
        lowered_hud_offset_rot_16x9	        = -0.7, -0.03, -0.05
