[wpn_bm16]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection				= spawn_group
$spawn					= "weapons\bm16"
$npc			 		= on
$prefetch 		 			= 8
scheduled					= off
cform					= skeleton
class					= WP_BM16
description					= "Két, egymás melletti csővel rendelkező vadászpuska, ami a cső lefűrészelése miatt könnyebb és rövidebb, mint egy teljes sörétes puska. Az egyik legnépszerűbb fegyver a banditák körében, mivel könnyedén elrejthető, és közelharcban rendkívül hatásos.
"

ef_main_weapon_type			= 1
ef_weapon_type				= 9

inv_name					= "BM16"
inv_name_short				= "BM16"

inv_grid_width				= 3
inv_grid_height				= 1
inv_grid_x					= 5
inv_grid_y					= 11

upgr_icon_x				= 1450
upgr_icon_y				= 600
upgr_icon_width				= 300
upgr_icon_height 				= 100

kill_msg_x					= 0
kill_msg_y					= 104
kill_msg_width				= 54
kill_msg_height				= 16

cost					= 500
weapon_class				= shotgun
inv_weight				= 1.9
hud					= wpn_bm16_hud
visual 					= dynamics\weapons\wpn_bm16\wpn_bm16.ogf

upgrades					= up_gr_firstab_bm16, up_gr_seconab_bm16, up_gr_thirdab_bm16
installed_upgrades				=
upgrade_scheme				= upgrade_scheme_bm16

ph_mass			 		= 2

ammo_class		 		= ammo_12x70_buck

startup_ammo 				= 10
ammo_current				= 12
ammo_elapsed				= 2
ammo_limit				= 14
ammo_mag_size				= 2

fire_modes				= 1, 2

hand_dependence 				= 1
single_handed				= 0

hit_power					= 0.70, 0.70, 0.70, 0.50
hit_impulse				= 70
hit_type 					= fire_wound
fire_distance 				= 560
bullet_speed				= 235
rpm 					= 120
rpm_empty_click				= 200

misfire_probability				= 0.005
misfire_start_condition			= 0.6
misfire_end_condition			= 0.1
misfire_start_prob	 			= 0.002
misfire_end_prob	 			= 0.03
condition_shot_dec				= 0.0065
condition_queue_shot_dec			= 0.0066

zoom_dof					= 0.5, 1.0, 180
reload_dof					= 0.0, 0.5, 5, 1.7

fire_dispersion_base				= 0.44
fire_dispersion_condition_factor			= 2
control_inertion_factor			= 1.0f
crosshair_inertion				= 4.7

cam_return				= 1
cam_relax_speed				= 4.0
cam_relax_speed_ai				= 360
cam_dispersion				= 5.5
cam_dispersion_inc				= 5.5
cam_dispersion_frac				= 0.5
cam_max_angle				= 15
cam_max_angle_horz				= 15
cam_step_angle_horz				= 5.5 	

zoom_cam_relax_speed			= 4.0
zoom_cam_relax_speed_ai			= 120.75
zoom_cam_dispersion			= 3.5
zoom_cam_dispersion_inc			= 3.5
zoom_cam_dispersion_frac			= 0.5
zoom_cam_max_angle			= 5.0
zoom_cam_max_angle_horz			= 5.0
zoom_cam_step_angle_horz			= 3.5

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

min_radius				= 10
max_radius				= 25

holder_range_modifier			= 1.0
holder_fov_modifier				= 1.0

hit_probability_gd_novice			= 0.45
hit_probability_gd_stalker			= 0.55
hit_probability_gd_veteran			= 0.65
hit_probability_gd_master			= 0.75

slot 					= 2
animation_slot				= 3

position 					= -0.026, -0.096, 0.045
orientation					= 0, 30, 0

fire_point					=  0,0.136,0.39
fire_point2					=  0,0.136,0.39

flame_particles				= amik\weapons\smoke_particles\smoke_particles_pump_00
smoke_particles     				= amik\weapons\smoke_particles\smoke_particles_pump_00

shell_point					= 0.0, 0.136, 0.07

strap_position 				= -0.26,-0.11,0.15
strap_orientation				= -15,-9,110
strap_bone0				= bip01_spine2
strap_bone1				= bip01_spine1

light_color		 			= 0.6,0.5,0.3
light_range		 		= 6.0
light_var_color		 		= 0.05
light_var_range		 		= 0.5
light_time 		 			= 0.2

snd_holster					= weapons\pistol_holster
snd_draw					= weapons\bm16\bm16_draw
snd_shoot					= weapons\bm16\bm16_shoot
snd_shoot_1				= weapons\bm16\bm16_shoot
snd_shoot_duplet				= weapons\bm16\bm16_shoot_both
snd_empty					= weapons\bm16\bm16_empty
snd_reload					= weapons\bm16\bm16_reload_lr
snd_reload_1				= weapons\bm16\bm16_reload_l

scope_status				= 0
silencer_status				= 0
grenade_launcher_status			= 0

zoom_enabled				= true
zoom_rotate_time				= 0.15
scope_zoom_factor				= 53.3

[wpn_bm16_hud]:hud_base
zoom_hide_crosshair				= true
attach_place_idx				= 0
item_visual				= dynamics\weapons\wpn_bm16\wpn_bm16_hud

hands_position				= 0.08,-0.07,-0.1
hands_orientation				= 0,0,0

hands_position_16x9				= 0.08,-0.07,-0.1
hands_orientation_16x9			= 0,0,0

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

aim_hud_offset_pos				= -0.08,0.078,0
aim_hud_offset_rot				= 0,0,0

aim_hud_offset_pos_16x9			= -0.08,0.078,0
aim_hud_offset_rot_16x9			= 0,0,0

shell_point					= 0,0,0
shell_dir                    	 			= 0.0, 1.0, 0.0
shell_bone					= wpn_body

fire_point		      			= 0, 0.066, 0.514
fire_bone                     			= wpn_body

anm_show_0			        	= bm16_draw, bm16_idle_empty
anm_show_1			      	= bm16_draw, bm16_idle_l
anm_show_2			        	= bm16_draw, idle

anm_hide_0			        	= bm16_holster, bm16_idle_empty
anm_hide_1			        	= bm16_holster, bm16_idle_l
anm_hide_2			        	= bm16_holster, idle

anm_idle_0			        	= bm16_idle, bm16_idle_empty
anm_idle_1			        	= bm16_idle, bm16_idle_l
anm_idle_2			        	= bm16_idle, idle

anm_idle_aim_0			        	= bm16_idle_aim, bm16_idle_empty
anm_idle_aim_1			        	= bm16_idle_aim, bm16_idle_l
anm_idle_aim_2			        	= bm16_idle_aim, idle

anm_idle_moving_0		        		= bm16_idle_moving, bm16_idle_empty
anm_idle_moving_1		        		= bm16_idle_moving, bm16_idle_l
anm_idle_moving_2		        		= bm16_idle_moving, idle

anm_idle_sprint_0		        		= bm16_idle_sprint, bm16_idle_empty
anm_idle_sprint_1		        		= bm16_idle_sprint, bm16_idle_l
anm_idle_sprint_2		        		= bm16_idle_sprint, idle

anm_reload_1				= bm16_reload_l
anm_reload_2				= bm16_reload_lr
anm_shot_1				= bm16_shoot3, bm16_idle_empty
anm_shot_2				= bm16_shoot1, bm16_idle_l

anm_bore_0				= bm16_idle_bore, bm16_idle_empty
anm_bore_1				= bm16_idle_bore, bm16_idle_l
anm_bore_2				= bm16_idle_bore, idle

gl_hud_offset_pos               			= 0,0,0
gl_hud_offset_rot               			= 0,0,0

gl_hud_offset_pos_16x9          			= 0,0,0
gl_hud_offset_rot_16x9         	 		= 0,0,0

lean_hud_offset_pos             			= 0,0,0
lean_hud_offset_rot             			= 0,0,0

