[wpn_binoc]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection				= spawn_group
$spawn					= "weapons\binocular"
$npc					= on
$prefetch 					= 8
scheduled					= off
cform					= skeleton
class					= WP_BINOC
description				= st_binocular_descr

ef_main_weapon_type			= 5
ef_weapon_type				= 0

inv_name		 			= st_binocular_name
inv_name_short				= st_binocular_name
inv_weight		 		= 1.0

inv_grid_width				= 2
inv_grid_height				= 1
inv_grid_x					= 16
inv_grid_y					= 8

cost					= 800
hud					= wpn_binoc_hud
visual					= dynamics\devices\dev_binoculars\dev_binoculars.ogf

ph_mass					= 1

ammo_class		 		= ammo_9x19_fmj

startup_ammo				= 0
ammo_current		 		= 0
ammo_elapsed		 		= 0
ammo_limit		 		= 0
ammo_mag_size		 		= 0

show_ammo				= false

hand_dependence		 		= 1
single_handed				= 0

hit_power					= 0.00, 0.00, 0.00, 0.00
hit_impulse		 		= 0
hit_type					= fire_wound
fire_distance				= 0
bullet_speed				= 0
rpm					= 0
rpm_empty_click 	 			= 0

misfire_probability				= 0.0
misfire_start_condition			= 0.0
misfire_end_condition			= 0.0
misfire_start_prob	 			= 0.0
misfire_end_prob	 			= 0.0
condition_shot_dec				= 0.0
condition_queue_shot_dec			= 0.0

;zoom_dof					= -1.0, 10.0, 350
reload_dof					= 0.0, 0.5, 5, 1.7

fire_dispersion_base				= 0
fire_dispersion_condition_factor			= 0

cam_relax_speed				= 5.5
cam_dispersion				= 0
cam_max_angle				= 0
cam_max_angle_horz				= 0
cam_step_angle_horz				= 0

PDM_disp_base				= 0.01
PDM_disp_vel_factor			= 0.01
PDM_disp_accel_factor			= 0.01
PDM_disp_crouch				= 0.01
PDM_disp_crouch_no_acc			= 0.01

disp_vel_factor				= 0.1
disp_crouch_factor				= 0.75
disp_jump_factor				= 3

min_radius				= 100
max_radius				= 150

slot 			 		= 4
animation_slot				= 13

position					= -0.08 , -0.05 , 0.05
normal					= 0, 1, 0
direction					= 0, 0, 1
orientation					= 0 , -90, 70

flame_particles		 		= weapons\generic_weapon05
smoke_particles		 		= weapons\generic_shoot_00

fire_point 					= 0.0, 0.133, 0.161
shell_point		 		= 0.0, 0.133, 0.047
shell_dir		 			= 0.0, 0.0, 0.4
shell_particles	 			= weapons\generic_shells

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

scope_status				= 1
silencer_status				= 0
grenade_launcher_status			= 0

zoom_enabled				= true
zoom_rotate_time				= 0.10
scope_texture				= wpn_crosshair_bino
scope_zoom_factor				= 5
vision_present				= true
vis_frame_speed				= 8
vis_frame_color				= 0.7, 0.7, 0.7, 1.0

attach_angle_offset				= 3.080506, -1.493053, -1.202040
attach_position_offset				= 0.080000,0.021273,0.100000
attach_bone_name				= bip01_r_hand
auto_attach				= false

snd_draw					= weapons\bino_draw
snd_holster					= weapons\bino_holster
snd_gyro					= weapons\binoculars_gyro
snd_zoomin				= weapons\binoculars_zoomin
snd_zoomout				= weapons\binoculars_zoomout
snd_shoot					= weapons\pistol_empty
snd_empty					= weapons\pistol_empty
snd_reload					= weapons\pm_reload, 0.8
found_snd					= detectors\DA-2_beep1
catch_snd					= detectors\DA-2_beep1

[wpn_binoc_hud]:hud_base
zoom_hide_crosshair				= true

attach_place_idx				= 0
item_visual 				= dynamics\devices\dev_binoculars\dev_binoculars_hud

hands_position				= -0.0085,-0.25,0.32
hands_orientation				= 5.85,5.45,-0.95

hands_position_16x9				= -0.0085,-0.25,0.32
hands_orientation_16x9			= 5.85,5.45,-0.95

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

aim_hud_offset_pos				= 0.0,0.022,-0.05
aim_hud_offset_rot				= 0.0,0.0,0.0

aim_hud_offset_pos_16x9			= 0.0,0.022,-0.05
aim_hud_offset_rot_16x9			= 0.0,0.0,0.0

anm_show					= bino_draw
anm_hide					= bino_holster
anm_idle					= bino_idle
anm_idle_aim				= bino_aim
anm_idle_moving				= bino_move
anm_idle_sprint				= bino_sprint
anm_bore					= bino_bore

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
