#include "delayed_action_fuse.ltx"
#include "upgrades\upgrades_properties.ltx"
#include "upgrades\w_abakan_up.ltx"
#include "upgrades\w_ak74_up.ltx"
#include "upgrades\w_ak74u_up.ltx"
#include "upgrades\w_beretta_up.ltx"
#include "upgrades\w_bm16_up.ltx"
#include "upgrades\w_colt1911_up.ltx"
#include "upgrades\w_desert_eagle_up.ltx"
#include "upgrades\w_fn2000_up.ltx"
#include "upgrades\w_fort_up.ltx"
#include "upgrades\w_g36_up.ltx"
#include "upgrades\w_groza_up.ltx"
#include "upgrades\w_hpsa_up.ltx"
#include "upgrades\w_l85_up.ltx"
#include "upgrades\w_lr300_up.ltx"
#include "upgrades\w_mp5_up.ltx"
#include "upgrades\w_pb_up.ltx"
#include "upgrades\w_pkm_up.ltx"
#include "upgrades\w_pm_up.ltx"
#include "upgrades\w_protecta_up.ltx"
#include "upgrades\w_sig220_up.ltx"
#include "upgrades\w_sig550_up.ltx"
#include "upgrades\w_spas12_up.ltx"
#include "upgrades\w_svd_up.ltx"
#include "upgrades\w_svu_up.ltx"
#include "upgrades\w_toz34_up.ltx"
#include "upgrades\w_usp45_up.ltx"
#include "upgrades\w_val_up.ltx"
#include "upgrades\w_vintorez_up.ltx"
#include "upgrades\w_walther_up.ltx"
#include "upgrades\w_wincheaster1300_up.ltx"
#include "upgrades\w_ak47_up.ltx"
#include "upgrades\w_rpg7_up.ltx"
#include "upgrades\w_mosina_up.ltx"
#include "upgrades\w_ppsh41_up.ltx"

#include "ammo\w_ammo.ltx"
#include "weapons\w_sections.ltx"
#include "addons\w_scopes.ltx"
#include "addons\w_silencers.ltx"
#include "addons\w_grenade_launchers.ltx"
#include "weapons\w_ak74.ltx"
#include "weapons\w_ak74u.ltx"
#include "weapons\w_fn2000.ltx"
#include "weapons\w_rpg7.ltx"
#include "weapons\w_knife.ltx"
#include "weapons\w_bolt.ltx"
#include "weapons\w_f1.ltx"
#include "weapons\w_rgd5.ltx"
#include "weapons\w_gd5.ltx"
#include "weapons\w_rg6.ltx"
#include "weapons\w_vintorez.ltx"
#include "weapons\w_lr300.ltx"
#include "weapons\w_mp5.ltx"
#include "weapons\w_val.ltx"
#include "weapons\w_gauss.ltx"
#include "weapons\w_groza.ltx"
#include "weapons\w_hpsa.ltx"
#include "weapons\w_pm.ltx"
#include "weapons\w_pb.ltx"
#include "weapons\w_walther.ltx"
#include "weapons\w_usp45.ltx"
#include "weapons\w_fort.ltx"
#include "weapons\w_toz34.ltx"
#include "weapons\w_svd.ltx"
#include "weapons\w_svu.ltx"
#include "weapons\w_binoc.ltx"
#include "weapons\w_l85.ltx"
#include "weapons\w_bm16.ltx"
#include "weapons\w_spas12.ltx"
#include "weapons\w_protecta.ltx"
#include "weapons\w_wincheaster1300.ltx"
#include "w_mounted.ltx"
#include "weapons\w_colt1911.ltx"
#include "weapons\w_beretta.ltx"
#include "weapons\w_desert_eagle.ltx"
#include "weapons\w_sig220.ltx"
#include "weapons\w_sig550.ltx"
#include "weapons\w_abakan.ltx"
#include "weapons\w_g36.ltx"
#include "weapons\w_pkm.ltx"

#include "weapons\w_m249.ltx"
#include "weapons\w_aek919k.ltx"
#include "weapons\w_aek971.ltx"
#include "weapons\w_saiga.ltx"
#include "weapons\w_tt33.ltx"
#include "weapons\w_usas12.ltx"
#include "weapons\w_1887.ltx"
#include "weapons\w_ks23.ltx"
#include "weapons\w_fal.ltx"
#include "weapons\w_gs67.ltx"
#include "weapons\w_m1000.ltx"
#include "weapons\w_mgl.ltx"
#include "weapons\w_oicw.ltx"
#include "weapons\w_g36_tactical.ltx"
#include "weapons\w_ump45.ltx"
#include "weapons\w_oc33.ltx"
#include "weapons\w_marauder.ltx"
#include "weapons\w_destroyer.ltx"
#include "weapons\w_rpk74.ltx"
#include "weapons\w_mp7.ltx"
#include "weapons\w_l85_tactical.ltx"
#include "weapons\w_fanfall.ltx"
#include "weapons\w_g43.ltx"
#include "weapons\w_bm16_full.ltx"
#include "weapons\w_flamewerfer.ltx"
#include "weapons\w_g36_sniper.ltx"
#include "weapons\w_gp100.ltx"
#include "weapons\w_cobra.ltx"
#include "weapons\w_toz34_pathfinder.ltx"
#include "weapons\w_vintorez_bomber.ltx"
#include "weapons\w_ak47.ltx"
#include "weapons\w_apb.ltx"
#include "weapons\w_awm.ltx"
#include "weapons\w_grom.ltx"
#include "weapons\w_m4a1.ltx"
#include "weapons\w_m14.ltx"
#include "weapons\w_m82.ltx"
#include "weapons\w_mosina.ltx"
#include "weapons\w_mossberg590.ltx"
#include "weapons\w_ppsh41.ltx"
#include "weapons\w_ak74_pacific.ltx"
#include "weapons\w_ak74_tactic.ltx"
#include "weapons\w_p90.ltx"
#include "weapons\w_xm8.ltx"
#include "weapons\w_fnfal.ltx"
#include "weapons\w_trg42.ltx"
#include "weapons\w_hk417.ltx"
#include "weapons\w_kar98k.ltx"
#include "weapons\w_sks.ltx"
#include "weapons\w_bad_weapons.ltx"
#include "weapons\w_advanced.ltx"
#include "weapons\w_modifications.ltx"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Огнестрельное оружие
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[bullet_manager]
tracer_shader					= effects\bullet_tracer ;hud\default
tracer_texture					= fx\fx_tracer_weapons
fire_circle_k					= 2.0f ; means tracer_width*2

tracer_width					= 0.08
tracer_length_max				= 225 ;10.0	;24.0 ;14.0
tracer_length_min				= 0 ;1 ;2		;0.2

;расстояние после которого учитывается hit_probabilty полностью
hit_probability_max_dist		= 3;

gravity_const					= 9.81
;сопротивление воздуха, процент, который отнимается от скорости полета пули
air_resistance_k				= 1 ;0.4;0.3

;размер шага времени (в милисекундах), по которому проигрываются
time_step						= 33
;минимальная скорость (м/с), на которой пуля еще считается и показывается
min_bullet_speed				= 3.0
;cколько процентов энергии потеряет пуля при столкновении с материалом (при падении под прямым углом)
collision_energy_min			= 0.80 ;0.75; 0.90
;сколько процентов энергии останется у пули при любом столкновении
collision_energy_max			= 0.5 ;0.7;0.50

whine_sounds					= weapons\whine_1, weapons\whine_2, weapons\whine_3, weapons\whine_4, weapons\whine01, weapons\whine02
explode_particles				= explosions\expl_bullet,explosions\expl_bullet_00,explosions\expl_bullet_01


[tracers_color_table]
color_0 = 255, 130, 	  0,	255	; yellow
color_1 = 255, 255, 	255,	255	; white
color_2 = 255,  25, 	  0,	255	; red
color_3 = 77,  255, 	 77,	255	; green
color_4 = 0, 	 0, 	 25,	255	; blue
color_5 = 255,  127, 	 63,     150 ;79

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Fake Missiles and Grenades
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_fake_missile]:identity_immunities,default_weapon_params
visual              = dynamics\weapons\wpn_ammo\ammo_vog_25.ogf
cform               = skeleton
class               = G_FAKE
$prefetch 			= 32

inv_weight			= 0

cost				= 150

blast				= 3.0
blast_r				= 4
blast_impulse		= 100
;delete
blast_impulse_factor = 1


frags				= 10
frags_r				= 10
frag_hit			= 0.50
frag_hit_impulse	= 50

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.7


;trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

explode_particles	= explosions\explosion_01


light_color		         = 1.9,1.2,0.5
light_range		         = 25.0
light_time 		         = 0.5


ph_mass			 = 5
;engine_f			= 530
;engine_u			= 90

jump_height = 0

wm_size         = 0.05

;трассы от осколков
fragment_speed				= 100

explode_duration		 = 5		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode
;wallmarks
wallmark_section		= explosion_marks

;свойства которые читаются, но не используются
inv_name		= ammo-vog-25
inv_name_short	= ammo-vog-25
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 10

kill_msg_x			= 17
kill_msg_y			= 232
kill_msg_width		= 21
kill_msg_height		= 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false		;присутствует ли в ракете двигатель
lights_enabled		= false		;свет вокруг ракеты, во время полета
force_explode_time  = 10000

[wpn_fake_missile1]:identity_immunities,default_weapon_params
$prefetch 			= 32
visual              = dynamics\weapons\wpn_ammo\ammo_vog_25p.ogf
cform               = skeleton
class               = G_FAKE

inv_weight			= 0

cost				= 150

blast				= 2.00;150
blast_r				= 4
blast_impulse		= 350
;delete
blast_impulse_factor = 1


frags				= 15
frags_r				= 10
frag_hit			= 0.50
frag_hit_impulse	= 50

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.7

;trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

explode_particles	= explosions\explosion_01


light_color		    = 1.9,1.4,0.5
light_range		    = 14.0
light_time 		    = 0.85


ph_mass			 = 5
;engine_f			= 530
;engine_u			= 90

jump_height = 1

;трассы от осколков
fragment_speed		= 100

wm_size         	= 0.05
;wallmarks
wallmark_section		 = explosion_marks
explode_duration		 = 5		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode

;свойства которые читаются, но не используются
inv_name		= ammo-vog-25p
inv_name_short	= ammo-vog-25p
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 9

kill_msg_x			= 38
kill_msg_y			= 233
kill_msg_width		= 21
kill_msg_height		= 22


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false		;присутствует ли в ракете двигатель
lights_enabled 		= true			;свет вокруг ракеты, во время полета
trail_light_color 	= 0.6,0.5,0.3
trail_light_range 	= 8.0
force_explode_time  = 10000

[wpn_fake_missile2]:identity_immunities,default_weapon_params
$prefetch 		= 32
visual              = dynamics\weapons\wpn_ammo\ammo_m209.ogf
cform               = skeleton
class               = G_FAKE
slot 				= -1
description			=
inv_weight			= 0

cost				= 150

blast				= 3.0;150
blast_r				= 4
blast_impulse		= 100
;delete
blast_impulse_factor = 1


frags				= 10
frags_r				= 10
frag_hit			= 0.50
frag_hit_impulse	= 50

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.7

;trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

explode_particles	= explosions\explosion_01


light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85


ph_mass			 = 5
;engine_f			= 530
;engine_u			= 90

jump_height = 1

;трассы от осколков
fragment_speed				= 100
;wallmarks
wallmark_section			= explosion_marks
wm_size						= 0.1 ;0.05

explode_duration			 = 5		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode

;свойства которые читаются, но не используются
inv_name		= ammo-m209
inv_name_short	= "M209"
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 13

kill_msg_x			= 61
kill_msg_y			= 232
kill_msg_width		= 19
kill_msg_height		= 22

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false		;присутствует ли в ракете двигатель
lights_enabled 		= true			;свет вокруг ракеты, во время полета
trail_light_color 	= 0.6,0.5,0.3
trail_light_range 	= 8.0
force_explode_time  = 10000

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Explosive Inventory Items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[explosive_fuelcan]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\fuelcan"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual		 		= dynamics\balon\balon_01.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9

;вещь невозможно подобрать
can_take			= false

cost				= 50
;-------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= light_burn

up_throw_factor		= 1.0
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_fuelcan

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1.5

;трассы от осколков
fragment_speed				= 100

explode_duration		 = 5		;подолжительность взрыва (с)
;wallmarks
wallmark_section		= explosion_marks
;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_fuelcan_immunities_sect

[explosive_fuelcan_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 0.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 1.0
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 0.7

[explosive_gaz_balon]:explosive_fuelcan
$spawn                        = "weapons\explosive\gaz_balon"
visual                        = dynamics\balon\gaz_balon.ogf 


[explosive_tank]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\tank"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\balon\kanistra.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 50
;-------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= light_burn

up_throw_factor		= 1.0
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_mobiltank

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)
;wallmarks
wallmark_section		= explosion_marks

;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_tank_immunities_sect

[explosive_tank_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 0.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 1.0
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 0.7


[explosive_barrel_low]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\barrel_low"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\balon\bochka_fuel.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 500
;-------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= light_burn

up_throw_factor		= 1.0
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_barrel

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)

;wallmarks
wallmark_section		 = explosion_marks
;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_barrel_low_immunities_sect

;time_to_explode			= 0.f

[explosive_grenade]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\explosive_grenade"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 500
;-------------------------------------------------------------------------------
blast				= 2.50
blast_r				= 3
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 15
frags_r				= 5
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 1.0
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_01

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 2		;подолжительность взрыва (с)

;wallmarks
wallmark_section		 = explosion_marks
;звуки
snd_explode = weapons\t_rgd5_explosion
immunities_sect			= explosive_explosive_grenade_immunities_sect

;time_to_explode			= 0.f

;------------------------ pri_a25_enter_door_explosive_grenade --------------
[pri_a25_enter_door_explosive_grenade]:explosive_grenade
$spawn              = "dynamic_objects\scene_objects\pri_a25_enter_door_explosive_grenade"
story_id 			= pri_a25_enter_door_explosive_grenade
hit_type_blast = chemical_burn
hit_type_frag = chemical_burn
visual				= dynamics\light\light_signal.ogf


;------------------------- pri_a25_antenna_grenade --------------
[pri_a25_antenna_grenade]:explosive_grenade
$spawn              = "dynamic_objects\scene_objects\pri_a25_antenna_grenade"
story_id 			= pri_a25_antenna_grenade
visual				= dynamics\light\light_signal.ogf


[explosive_explosive_grenade_immunities_sect]
burn_immunity			= 0.0
strike_immunity			= 0.0
shock_immunity			= 0.0
wound_immunity			= 0.0
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.0
fire_wound_immunity		= 0.0


[explosive_hide]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\explosive_hide"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 500
;-------------------------------------------------------------------------------
blast				= 1.00
blast_r				= 30
blast_impulse		= 500
;delete
blast_impulse_factor = 1


frags				= 15
frags_r				= 20
frag_hit			= 0.05
frag_hit_impulse	= 50

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 1.0
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_01

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;трассы от осколков
fragment_speed				= 50		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)

;wallmarks
wallmark_section		 = explosion_marks
;звуки
snd_explode = weapons\rpg7_explode
immunities_sect			= explosive_hide_immunities_sect

;time_to_explode			= 0.f

[explosive_hide_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 0.0
strike_immunity			= 0.0
shock_immunity			= 0.0
wound_immunity			= 0.0
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.0
fire_wound_immunity		= 0.0

[explosive_particle]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\explosive_particle"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 500
;-------------------------------------------------------------------------------
blast				= 0.25
blast_r				= 3
blast_impulse		= 50
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 50

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 1.0
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_concrete_box

light_color		         = 0,0,0
light_range		         = 0.0
light_time 		         = 0.85

;трассы от осколков
fragment_speed				= 25		;скорость осколков (м/с)

explode_duration		 = 2		;подолжительность взрыва (с)

;wallmarks
wallmark_section		 = explosion_marks
;звуки
snd_explode = weapons\f1_explode_
immunities_sect			= explosive_barrel_low_immunities_sect

;time_to_explode			= 0.f


[explosive_barrel_low_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1
strike_immunity			= 1
shock_immunity			= 1
wound_immunity			= 1
radiation_immunity		= 1
telepatic_immunity		= 1
chemical_burn_immunity	= 1
explosion_immunity		= 1
fire_wound_immunity		= 5


[explosive_barrel]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\barrel"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\balon\bochka_fuel.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 500
;-------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= light_burn

up_throw_factor		= 1.0
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_barrel

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)


;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_barrel_immunities_sect
;wallmarks
wallmark_section		= explosion_marks

[explosive_barrel_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 0.0
strike_immunity			= 1
shock_immunity			= 1
wound_immunity			= 1
radiation_immunity		= 1
telepatic_immunity		= 1
chemical_burn_immunity	= 1
explosion_immunity		= 1
fire_wound_immunity		= 0.7


[explosive_mobiltank]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\mobiltank"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\balon\kanistra.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 500
;-------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= light_burn

up_throw_factor		= 1.0
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_mobiltank

light_color		         = 1.9,1.2,0.5
light_range		         = 30.0
light_time 		         = 1

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)


;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_mobiltank_immunities_sect
;wallmarks
wallmark_section		= explosion_marks

[explosive_mobiltank_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 0.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 1.0
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 0.7


[explosive_dinamit]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\dinamit"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual		 		= dynamics\box\expl_dinamit.ogf
inv_name			=
inv_name_short		=
inv_weight			= 10.0

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9

;вещь невозможно подобрать
can_take			= false

cost				= 50
;-------------------------------------------------------------------------------
blast				= 3.00
blast_r				= 10
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 100
frags_r				= 10
frag_hit			= 100
frag_hit_impulse	= 100

hit_type_blast		= explosion ;chemical_burn
hit_type_frag		= chemical_burn ;burn

up_throw_factor		= 1.0
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_dynamite

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1.5

;трассы от осколков
fragment_speed				= 200

explode_duration		 = 5		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode
immunities_sect			= dinamit_immunities_sect
;condition_to_explode        =0.f
;wallmarks
wallmark_section		= explosion_marks

[dinamit_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 0.0
strike_immunity			= 0.0
shock_immunity			= 0.0
wound_immunity			= 0.0
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.5
fire_wound_immunity		= 0.05
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