[bolt]:identity_immunities,weapon_probability,default_weapon_params,mod_bolt
class			= II_BOLT
$prefetch 		= 16
cform			= skeleton
visual			= dynamics\devices\dev_bolt\dev_bolt.ogf
ef_weapon_type		= 1
;-----------[Главные параметры]----------------;
inv_name		= st_bolt
inv_name_short		= st_bolt
inv_weight		= .0
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 0
inv_grid_y		= 0
;-----------[Другие параметры]-----------------;
animation_slot		= 6
single_handed		= 0
attach_position_offset	= -0.03, -0.05, 0.03
attach_angle_offset	= 0,0,0
attach_bone_name	=
slot			= 5
hud			= bolt_hud
force_min		= 10
force_const		= 20
force_max		= 20
force_grow_speed	= 10
destroy_time		= 60000
cost			= 0
throw_point		= 0.4, 0.3, 0.1
throw_dir		= 0,0,1
PDM_disp_base           = 1.0
PDM_disp_vel_factor     = 1.0
PDM_disp_accel_factor   = 1.0
PDM_disp_crouch         = 1.0
PDM_disp_crouch_no_acc  = 1.0

[bolt_hud]:hud_base
fire_point		= 0,0,0
fire_bone		= wpn_body
attach_place_idx        = 0
item_visual		= dynamics\devices\dev_bolt\dev_bolt_hud
hands_position		= -0.021000,-0.160000,0.002500
hands_orientation	= -0.500000,1.000000,1.149999
hands_position_16x9	= 0.033000,-0.189500,0.039000
hands_orientation_16x9	= 2.349998,2.749999,2.849998
item_position		= 0 , 0 ,0
item_orientation	= 0 , 0 ,0
anm_hide		= dev_bolt_holster
anm_show		= dev_bolt_draw
anm_idle		= dev_bolt_idle
anm_bore		= dev_bolt_idle_bore
anm_idle_moving	 	= dev_bolt_idle_moving
anm_idle_sprint	 	= dev_bolt_idle_sprint
anm_throw_begin		= dev_bolt_shoot_start
anm_throw_idle		= dev_bolt_shoot_idle
anm_throw		= dev_bolt_shoot_end
throw_point		= 0.0,0.4,0.3
throw_dir		= 0,0,1

