#include "delayed_action_fuse.ltx"
#include "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 "w_ak74.ltx"
#include "w_ak74u.ltx"
#include "w_fn2000.ltx"
#include "w_rpg7.ltx"
#include "w_knife.ltx"
#include "w_bolt.ltx"
#include "w_f1.ltx"
#include "w_rgd5.ltx"
#include "w_gd5.ltx"
#include "w_rg6.ltx"

#include "w_vintorez.ltx"
#include "w_lr300.ltx"
#include "w_mp5.ltx"
#include "w_val.ltx"

#include "w_gauss.ltx"
#include "w_groza.ltx"
#include "w_hpsa.ltx"
#include "w_pm.ltx"
#include "w_pb.ltx"
#include "w_walther.ltx"
#include "w_usp45.ltx"
#include "w_fort.ltx"
#include "w_toz34.ltx"
#include "w_svd.ltx"
#include "w_svu.ltx"
#include "w_binoc.ltx"
#include "w_l85.ltx"

#include "w_bm16.ltx"
#include "w_spas12.ltx"
#include "w_protecta.ltx"
#include "w_wincheaster1300.ltx"

#include "w_mounted.ltx"
#include "w_colt1911.ltx"
#include "w_beretta.ltx"
#include "w_desert_eagle.ltx"
#include "w_sig220.ltx"
#include "w_sig550.ltx"
#include "w_abakan.ltx"
#include "w_g36.ltx"
#include "w_pkm.ltx"

#include "w_crossbow.ltx"
#include "w_vihr.ltx"
#include "w_m98b.ltx"
#include "w_vepr.ltx"
#include "w_aug.ltx"
#include "w_saiga.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

;color_0 = 255, 	255, 	255, 	255	; white
;color_1 = 255, 	255, 	255, 	255	; white
;color_2 = 255, 	255, 	255, 	255	; white
;color_3 = 255, 	255, 	255, 	255	; white
;color_4 = 255, 	255, 	255, 	255	; white

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; AMUNITION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_base]:identity_immunities,default_weapon_params
;belt				= true;
slot				= -1
explosive			= false

[ammo_9x18_fmj]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_9x18_fmj" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_9x18_fmj.ogf
description		= ammo-9x18-fmj_descr
$prefetch 		= 64

cost			= 200

box_size		= 50

inv_name		= ammo-9x18-fmj
inv_name_short	= ammo-9x18-fmj_s
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 11
inv_grid_y			= 12


k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.15
k_ap			= 0.15
impair			= 1
buck_shot		= 1
tracer			= on
wm_size			= 0.05
k_air_resistance = 1.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_pmm]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_9x18_pmm" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_9x18_pmm.ogf
description		= ammo-9x18-pmm_descr
$prefetch 		= 64

cost			= 300

box_size		= 50

inv_name		= ammo-9x18-pmm
inv_name_short	= ammo-9x18-pmm_s
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 12
inv_grid_y			= 12

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.25
k_ap			= 0.25
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
k_air_resistance = 1.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_fmj]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_9x19_fmj" ; option for Level Editor
class			= AMMO_S
cform                   = skeleton
visual                  = dynamics\weapons\wpn_ammo\ammo_9x19_fmj.ogf
description		= ammo-9x19-fmj_descr
slot = -1
$prefetch 		= 64

cost			= 250

box_size		= 50

inv_name		= ammo-9x19-fmj
inv_name_short	= ammo-9x19-fmj_s
inv_weight		= .24

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 12

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.15
k_ap			= 0.15
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
k_air_resistance = 1.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_pbp]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_9x19_pbp" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_9x19_pbp.ogf
description		= ammo-9x19-pbp_descr
$prefetch 		= 64

cost			= 350

box_size		= 50

inv_name		= ammo-9x19-pbp
inv_name_short	= ammo-9x19-pbp_s
inv_weight		= .24

inv_grid_width	= 1
inv_grid_height	= 1
inv_grid_x		= 14
inv_grid_y		= 12

k_dist			= 1
k_disp			= 1
k_hit			= 1.5
k_impulse		= 1
k_pierce		= 0.15
k_ap			= 0.15
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
k_air_resistance = 1.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_fmj]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_11.43x23_fmj" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_1143x23_fmj.ogf
description		= ammo-11.43x23-fmj_descr
$prefetch 		= 64

cost			= 600

box_size		= 50

inv_name		= ammo-11.43x23-fmj
inv_name_short	= ammo-11.43x23-fmj_s
inv_weight		= .3

inv_grid_width	= 2;1
inv_grid_height	= 1
inv_grid_x		= 9
inv_grid_y		= 12

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.15
k_ap			= 0.15
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
k_air_resistance = 1.6

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_hydro]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_11.43x23_hydro" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_1143x23_Hydro.ogf
description		= ammo-11.43x23-hydro_descr
$prefetch 		= 64

cost			= 1000

box_size		= 50

inv_name		= ammo-11.43x23-hydro
inv_name_short	= ammo-11.43x23-hydro_s
inv_weight		= .3

inv_grid_width		= 2;1
inv_grid_height		= 1
inv_grid_x			= 7
inv_grid_y			= 12

k_dist			= 1
k_disp			= 1
k_hit			= 1.5
k_impulse		= 1
k_pierce		= 0.35
k_ap			= 0.35
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
k_air_resistance = 1.6

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_fmj]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_5.45x39_fmj" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_545x39_fmj.ogf
description		= ammo-5.45x39-fmj_descr
$prefetch 		= 64

cost			= 650

box_size		= 60

inv_name		= ammo-5.45x39-fmj
inv_name_short	= ammo-5.45x39-fmj_s
inv_weight		= .32

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 16
inv_grid_y			= 11

;;inv_icon = ui_hud2_res_back

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.45
k_ap			= 0.45
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
k_air_resistance = 1.6

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_ap]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_5.45x39_ap" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_545x39_ap.ogf
description		= ammo-5.45x39-ap_descr
$prefetch 		= 64

cost			= 1100

box_size		= 60

inv_name		= ammo-5.45x39-ap
inv_name_short	= ammo-5.45x39-ap_s
inv_weight		= .32

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 12
inv_grid_y			= 11

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.65
k_ap			= 0.65
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
k_air_resistance = 1.6

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ss190]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_5.56x45_ss190" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_556x45_ss190.ogf
description		= ammo-5.56x45-ss190_descr
slot = -1
$prefetch 		= 64

cost			= 700

box_size		= 60

inv_name		= ammo-5.56x45-ss190
inv_name_short	= ammo-5.56x45-ss190_s
inv_weight		= .33

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 14
inv_grid_y			= 11

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.5
k_ap			= 0.5
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
k_air_resistance = 1.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ap]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_5.56x45_ap" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_556x45_ap.ogf
description		= ammo-5.56x45-ap_descr
$prefetch 		= 64

cost			= 1150

box_size		= 60

inv_name		= ammo-5.56x45-ap
inv_name_short	= ammo-5.56x45-ap_s
inv_weight		= .33

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 10
inv_grid_y			= 11

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.65
k_ap			= 0.65
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
k_air_resistance = 1.5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_pkm_100]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_pkm_100" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_pkm.ogf
description		= ammo-7.62x54-ap_descr
$prefetch 		= 64

cost			= 2000

box_size		= 100

inv_name		= ammo-7.62x54-ap_s
inv_name_short	= ammo-7.62x54-ap_s
inv_weight		= 1.3

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 16
inv_grid_y			= 13

hud_icon = ui_hud2_res_back

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.75
k_ap			= 0.75
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.07
k_air_resistance = 2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_7h1]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_7.62x54_7h1" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_762x54_7h1.ogf
description		= ammo-7.62x54-7h14_descr
$prefetch 		= 64

cost			= 400

box_size		= 10

inv_name		= ammo-7.62x54-7h14
inv_name_short	= ammo-7.62x54-7h14_s
inv_weight		= .23

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 17	;15
inv_grid_y			= 9

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.75
k_ap			= 0.75
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
explosive		= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_gauss]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_gauss" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_gauss.ogf
description		= ammo-gauss_descr
$prefetch 		= 64

cost			= 2000

box_size		= 10

inv_name		= ammo-gauss
inv_name_short	= ammo-gauss
inv_weight		= .5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 4
inv_grid_y			= 14

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 150
k_ap			= 150
impair			= 1
buck_shot		= 1
tracer			= off
wm_size         = 0.05

explosive		= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ammo_gauss_cardan]:ammo_gauss
$spawn			= "weapons\ammo\ammo_gauss_cardan" ; option for Level Editor
visual          = dynamics\weapons\wpn_ammo\ammo_gauss_custom.ogf
description		= ammo-gauss_cardan_descr

box_size		= 6

inv_name		= ammo-gauss_cardan
inv_name_short	= ammo-gauss_cardan

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 4
inv_grid_y			= 9

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ammo_9x39_pab9]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_9x39_pab9" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_9x39_pab9.ogf
description		= ammo-9x39-pab9_descr
$prefetch 		= 64

cost			= 550

box_size		= 30

inv_name		= ammo-9x39-pab9
inv_name_short	= ammo-9x39-pab9_s
inv_weight		= .7

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 17
inv_grid_y			= 10

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.6
k_ap			= 0.6
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
k_air_resistance = 1.4
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_ap]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_9x39_ap" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_9x39_ap.ogf
description		= ammo-9x39-ap_descr
$prefetch 		= 64

cost			= 700

box_size		= 30

inv_name		= ammo-9x39-ap
inv_name_short	= ammo-9x39-ap_s
inv_weight		= .7

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 12

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.75
k_ap			= 0.75
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
k_air_resistance = 1.4

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x70_buck]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_12x70_buck" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_12x70_buck.ogf
description		= ammo-12x70-buck_descr
$prefetch 		= 64

cost			= 120

box_size		= 10

inv_name		= ammo-12x70-buck
inv_name_short	= ammo-12x70-buck_s
inv_weight		= .45

inv_grid_width	= 2
inv_grid_height	= 1
inv_grid_x		= 13
inv_grid_y		= 9

k_dist			= 0.5
k_disp			= 15
k_hit			= 0.3
k_impulse		= 0.5
k_pierce		= 0.0
k_ap			= 0.0
impair			= 1
buck_shot		= 15
tracer			= off
wm_size         = 0.05
k_air_resistance = 3
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_zhekan]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_12x76_zhekan" ; option for Level Editor
class			= AMMO_S
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_12x76_zhekan.ogf
description		= ammo-12x76-zhekan_descr
$prefetch 		= 64

cost			= 250

box_size		= 10

inv_name		= ammo-12x76-zhekan
inv_name_short	= ammo-12x76-zhekan_s
inv_weight		= .50

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 11
inv_grid_y			= 10

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.55
k_ap			= 0.55
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
explosive		= off
k_air_resistance = 1.3


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_zhekan_heli]:ammo_12x76_zhekan ; Do not use! Fake zhekan for helicopter
$spawn			= ;"weapons\ammo\ammo_12x76_zhekan_heli" ; option for Level Editor
explosive		= on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_og-7b]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_og-7b" ; option for Level Editor
class			= S_OG7B
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_og_7b.ogf
description		= ammo-og-7b_descr
$prefetch 		= 64

cost			= 2000

box_size		= 1

inv_name		= ammo-og-7b
inv_name_short	= ammo-og-7b_s
inv_weight		= 2.0

inv_grid_width		= 3
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 19


k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.25
k_ap		= 0.25
impair			= 1.15
buck_shot		= 0
tracer			= off
wm_size         = 0.1

wallmark_section			= explosion_marks

;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Grenades for Attachable grenade launcher
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ammo_vog-25]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_vog-25" ; option for Level Editor
class			= S_VOG25
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_vog_25.ogf
description		= ammo-vog-25_descr

$prefetch 		= 64

cost			= 300

box_size		= 1

inv_name		= ammo-vog-25
inv_name_short	= ammo-vog-25_s
inv_weight		= .08

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

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.25
k_ap			= 0.25
impair			= 1
buck_shot		= 0
tracer			= off
wm_size         = 0.05

fake_grenade_name = wpn_fake_missile

;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_m209]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\ammo\ammo_m209" ; option for Level Editor
class			= S_M209
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_m209.ogf
description		= ammo-m209_descr
slot = -1
$prefetch 		= 64

cost			= 350

box_size		= 1

inv_name		= ammo-m209
inv_name_short	= ammo-m209_s
inv_weight		= .08

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


k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 0.25
k_ap			= 0.25
impair			= 1
buck_shot		= 0
tracer			= off
wm_size         = 0.05

fake_grenade_name = wpn_fake_missile2

;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; 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
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;	WEAPON ADDON
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_addon_scope]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\scope" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_scope.ogf
$prefetch 		= 32
description		= st_addon_scope_descr
cost			= 800

holder_range_modifier	= 1.2
holder_fov_modifier		= 1.0

inv_name		= st_addon_scope
inv_name_short	= st_addon_scope
inv_weight		= .2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 10
inv_grid_y			= 17
scope_texture		= wpn_crosshair
scope_zoom_factor	= 25		;ПСО-1 2X

[wpn_addon_scope_x2.7]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\scope_x2.7" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_scope.ogf
$prefetch 		= 32
description		= st_addon_scope_x2.7_descr
cost			= 2000

holder_range_modifier	= 1.2
holder_fov_modifier		= 1.0

inv_name		= st_addon_scope_x2.7
inv_name_short	= st_addon_scope_x2.7
inv_weight		= .2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 10
inv_grid_y			= 16
scope_texture		= wpn_crosshair
scope_zoom_factor	= 40		;ПСО-1 2X

[wpn_addon_scope_detector]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\scope_detector" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_scope.ogf
$prefetch 		= 32
description		= st_addon_scope_detector_descr
cost			= 10000

holder_range_modifier	= 1.2
holder_fov_modifier		= 1.0

inv_name		= st_addon_scope_detector
inv_name_short	= st_addon_scope_detector
inv_weight		= .2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 4
inv_grid_y			= 16
scope_texture		= wpn_crosshair
scope_alive_detector = scope_detector
scope_zoom_factor	= 30		;ПСО-1 2X

[wpn_addon_scope_night]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\scope_night" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_scope.ogf
$prefetch 		= 32
description		= st_addon_scope_night_vision_descr
cost			= 3000

holder_range_modifier	= 1.2
holder_fov_modifier		= 1.0

inv_name		= st_addon_scope_night_vision
inv_name_short	= st_addon_scope_night_vision
inv_weight		= .2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 4
inv_grid_y			= 17
scope_texture		= wpn_crosshair
scope_nightvision = scope_nightvision
scope_zoom_factor	= 30		;ПСО-1 2X

[wpn_addon_scope_susat]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\scope_susat" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf
description		= st_addon_scope_susat_descr
slot = -1
;$prefetch 		= 64

cost			= 900

holder_range_modifier	= 1.3
holder_fov_modifier		= 1.0

inv_name		= st_addon_scope_susat
inv_name_short	= st_addon_scope_susat
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 11
inv_grid_y			= 18
scope_texture		= wpn_crosshair_l85
scope_zoom_factor	= 30		;SUSAT 2X

[wpn_addon_scope_susat_x1.6]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\scope_susat_x1.6" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf
description		= st_addon_scope_susat_x1.6_descr
slot = -1
;$prefetch 		= 64

cost			= 900

holder_range_modifier	= 1.3
holder_fov_modifier		= 1.0

inv_name		= st_addon_scope_susat_x1.6
inv_name_short	= st_addon_scope_susat_x1.6
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 10
inv_grid_y			= 18
scope_texture		= wpn_crosshair_l85
scope_zoom_factor	= 50		;SUSAT 1.6X

[wpn_addon_scope_susat_custom]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\scope_susat_custom" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf
description		= st_addon_scope_susat_custom_descr
slot = -1
;$prefetch 		= 64

cost			= 5500

holder_range_modifier	= 1.3
holder_fov_modifier		= 1.0

inv_name		= st_addon_scope_susat_custom
inv_name_short	= st_addon_scope_susat_custom
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 22
scope_texture		= wpn_crosshair_l85
scope_dynamic_zoom = on
scope_zoom_factor	= 30		;SUSAT 2X

[wpn_addon_scope_susat_dusk]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\scope_susat_dusk" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf
description		= st_addon_scope_susat_dusk_descr
slot = -1
;$prefetch 		= 64

cost			= 2500

holder_range_modifier	= 1.3
holder_fov_modifier		= 1.0

inv_name		= st_addon_scope_susat_dusk
inv_name_short	= st_addon_scope_susat_dusk
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 15
scope_texture		= wpn_crosshair_l85
scope_nightvision = scope_contrast
scope_zoom_factor	= 50		;SUSAT 2X

[wpn_addon_scope_susat_night]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\scope_susat_night" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_scope_susat.ogf
description		= st_addon_scope_susat_night_vision_descr
slot = -1
;$prefetch 		= 64

cost			= 3500

holder_range_modifier	= 1.3
holder_fov_modifier		= 1.0

inv_name		= st_addon_scope_susat_night_vision
inv_name_short	= st_addon_scope_susat_night_vision
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 14
inv_grid_y			= 22
scope_texture		= wpn_crosshair_l85
scope_nightvision = scope_nightvision
scope_zoom_factor	= 30		;SUSAT 2X

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[wpn_addon_silencer]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\silencer" ; option for Level Editor
class			= WP_SILEN
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_silencer.ogf
description		= st_addon_silencer_descr
$prefetch 		= 32
slot = -1
cost			= 200
inv_name		= st_addon_silencer
inv_name_short	= st_addon_silencer
inv_weight		= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 1

bullet_hit_power_k		= 0.8
bullet_hit_impulse_k	= 0.7
bullet_speed_k	 		= 0.8
fire_dispersion_base_k	= 1.25
cam_dispersion_k		= 0.8
cam_dispersion_inc_k	= 0.9

[wpn_addon_grenade_launcher]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\grenade_launcher" ; option for Level Editor
class			= WP_GLAUN
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_grenade_launcher.ogf
description		= st_grenade_launcher_descr
$prefetch 		= 32

cost					 = 2000
inv_name		= st_grenade_launcher
inv_name_short	= st_grenade_launcher
inv_weight		= 1.3

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 0
grenade_vel 		= 32 ;55

[wpn_addon_grenade_launcher_m203]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\grenade_launcher_m203" ; option for Level Editor
class			= WP_GLAUN
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_grenade_launcher_m203.ogf
description		= st_grenade_launcher_m203_descr
$prefetch 		= 32
slot = -1
cost					 = 1500
inv_name		= st_grenade_launcher_m203
inv_name_short	= st_grenade_launcher_m203
inv_weight		= 1.36

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 17
inv_grid_y			= 3
grenade_vel 		= 32 ;76

[wpn_addon_grenade_launcher_ag36]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency =
$spawn			= "weapons\addons\grenade_launcher_ag36" ; option for Level Editor
class			= WP_GLAUN
cform           = skeleton
visual          = dynamics\weapons\wpn_upgrade\wpn_grenade_launcher_ag36.ogf
description		= st_grenade_launcher_ag36_descr
$prefetch 		= 32
slot = -1
cost					 = 2000
inv_name		= st_grenade_launcher_ag36
inv_name_short	= st_grenade_launcher_ag36
inv_weight		= 1.86

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 14
inv_grid_y			= 8
grenade_vel 		= 32 ;76

;;;;;;;;;;;;;Advanced scope settings;;;;;;;;;;;;;;;;

[scope_detector]
vis_frame_speed				= 4				; скорость, с которой наводится рамка на цель
vis_frame_color				= 0.7,0.7,0.7,1.0	; цвет рамки RGBA (A) Не учитывается
found_snd					= detectors\DA-2_beep1
catch_snd					= detectors\DA-2_beep1

[scope_nightvision]
snd_night_vision_on			= weapons\nv_start
snd_night_vision_off		= weapons\nv_off
snd_night_vision_idle		= weapons\nv_loop
snd_night_vision_broken		= weapons\nv_off

pp_eff_name = nightvision_4.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false

[scope_contrast]
pp_eff_name = contrast.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false

;---------------------------------------------------------------------------makdm
[rukzak_explosive]:explosive_grenade
$spawn              = "dynamic_objects\scene_objects\rukzak_explosive"
hit_type_blast = chemical_burn
hit_type_frag = chemical_burn
visual				= dynamics\light\light_signal.ogf
blast			= 4.50
blast_r			= 24
frags_r			= 40
frag_hit		= 0.90

[grenade_fake]:explosive_grenade
$spawn              = "dynamic_objects\scene_objects\grenade_fake"
hit_type_blast		= explosion
hit_type_frag		= fire_wound
visual				= dynamics\light\light_signal.ogf
blast			= 3.0
blast_r			= 4
frags_r			= 10
frag_hit		= 0.5
blast_impulse	= 225

[grenade_cool_death]:explosive_grenade
$spawn              = "dynamic_objects\scene_objects\grenade_cool_death"
hit_type_blast		= explosion
hit_type_frag		= fire_wound
visual				= dynamics\light\light_signal.ogf
blast			= 4.50
blast_r			= 5
frags_r			= 6
frag_hit		= 0.95

[expl_module_1]:explosive_dinamit
visual				= dynamics\light\light_signal.ogf
blast			= 4.50
blast_r			= 8
frags_r			= 40
frag_hit		= 0.95
frags				= 15
frag_hit_impulse	= 150

[expl_module_2]:explosive_dinamit
visual				= dynamics\light\light_signal.ogf
blast			= 4.50
blast_r			= 8
frags_r			= 40
frag_hit		= 0.95
frags				= 15
frag_hit_impulse	= 150

[expl_module_3]:explosive_dinamit
visual				= dynamics\light\light_signal.ogf
blast			= 4.50
blast_r			= 8
frags_r			= 40
frag_hit		= 0.95
frags				= 15
frag_hit_impulse	= 150

[expl_module_4]:expl_module_3
visual				= dynamics\light\light_signal.ogf
blast			= 1.50
blast_r			= 2
frags_r			= 5
frag_hit		= 0.2
frags				= 5
frag_hit_impulse	= 20

[expl_module_5]:expl_module_4
visual				= dynamics\light\light_signal.ogf

[expl_module_6]:expl_module_4
visual				= dynamics\light\light_signal.ogf

[expl_module_7]:expl_module_4
visual				= dynamics\light\light_signal.ogf

[expl_module_8]:expl_module_4
visual				= dynamics\light\light_signal.ogf

[expl_module_9]:expl_module_4
visual				= dynamics\light\light_signal.ogf

[expl_module_10]:expl_module_4
visual				= dynamics\light\light_signal.ogf

[expl_module_11]:expl_module_4
visual				= dynamics\light\light_signal.ogf

[expl_module_12]:expl_module_4
visual				= dynamics\light\light_signal.ogf

[expl_module_13]:expl_module_4
visual				= dynamics\light\light_signal.ogf

[actor_rukzak_bomb]:expl_module_3
story_id = actor_rukzak_bomb

[ammo_5.56x45_knife]:ammo_5.56x45_ap
inv_grid_width		= 0
inv_grid_height		= 0

;--------------------------------------------------------------------------
;				Арбалаетные болты
;--------------------------------------------------------------------------
;--------------Титановый с зеленым опереньем
[ammo_arbalet_titan]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_strela_titan" ; option for Level Editor
class			= AMMO
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_bolt_green.ogf
description		= ammo_arbalet_titan_desc
$prefetch 		= 64

cost			= 1000

box_size		= 1

inv_name		= ammo_arbalet_titan
inv_name_short	= ammo_arbalet_titan
inv_weight		= 0.2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 30

k_dist			= 1.5
k_disp			= 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.25
k_ap			= 0.45
impair			= 1
buck_shot		= 1
tracer			= off
wm_size         = 0.05
explosive		= on
can_be_unlimited = true ;false

;--------------Стальной с желтым опереньем
[ammo_arbalet_steel]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_strela_steel" ; option for Level Editor
class			= AMMO
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_bolt_ellow.ogf
description		= ammo_arbalet_steel_desc
$prefetch 		= 64

cost			= 500

box_size		= 1

inv_name		= ammo_arbalet_steel
inv_name_short	= ammo_arbalet_steel
inv_weight		= 0.5

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 16
inv_grid_y			= 30

k_dist			= 1.0
k_disp			= 3
k_hit			= 0.8
k_impulse		= 0.8
k_pierce		= 1.25
k_ap			= 0.45
impair			= 1
buck_shot		= 1
tracer			= off
wm_size         = 0.05
explosive		= on
can_be_unlimited = true ;false

;--------------Электрический с синим опереньем
[ammo_arbalet_electro]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_strela_titan" ; option for Level Editor
class			= AMMO
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_bolt_blue.ogf
description		= ammo_arbalet_electro_desc
$prefetch 		= 64

cost			= 1000

box_size		= 1

inv_name		= ammo_arbalet_electro
inv_name_short	= ammo_arbalet_electro
inv_weight		= 0.2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 31

k_dist			= 1.0
k_disp			= 3
k_hit			= 0.6
k_impulse		= 0.8
k_pierce		= 1.25
k_ap			= 0.45
impair			= 1
buck_shot		= 1
tracer			= off
wm_size         = 0.05
explosive		= on
can_be_unlimited = true ;false

;--------------Огненный с красным опереньем
[ammo_arbalet_fire]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_strela_titan" ; option for Level Editor
class			= AMMO
cform           = skeleton
visual          = dynamics\weapons\wpn_ammo\ammo_bolt_red.ogf
description		= ammo_arbalet_fire_desc
$prefetch 		= 64

cost			= 1000

box_size		= 1

inv_name		= ammo_arbalet_fire
inv_name_short	= ammo_arbalet_fire
inv_weight		= 0.2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 16
inv_grid_y			= 31

k_dist			= 1.0
k_disp			= 3
k_hit			= 0.6
k_impulse		= 0.8
k_pierce		= 1.25
k_ap			= 0.45
impair			= 1
buck_shot		= 1
tracer			= off
wm_size         = 0.05
explosive		= on
can_be_unlimited = true ;false

[ammo_50ae]:ammo_11.43x23_hydro
$spawn						= "weapons\ammo\ammo_50ae"
visual						= dynamics\weapons\wpn_ammo\ammo_50_ae.ogf
description						= ammo-50-ae_descr

cost						= 650

inv_name						= ammo-50-ae
inv_name_short					= ammo-50-ae_s
inv_weight						= 1.55

inv_grid_x			= 0
inv_grid_y			= 33
inv_grid_width		= 2
inv_grid_height		= 1

k_hit						= 3
k_impulse						= 4.2
k_ap						= 0.4


[ammo_338_lapua]:ammo_base
GroupControlSection			= spawn_group
discovery_dependency 			= 
class					= AMMO
cform                   				= skeleton
visual                  				= dynamics\weapons\wpn_ammo\ammo_86x70_fmj.ogf 
description				= ammo-8,6x70-fmj_descr
$prefetch 					= 64

cost					 = 1800

box_size					= 10

inv_name					= ammo-8,6x70-fmj
inv_name_short				= ammo-8,6x70-fmj_s
inv_weight				= 0.88

inv_grid_width				= 2
inv_grid_height				= 1
inv_grid_x					= 16
inv_grid_y					= 29

k_dist					= 1.11
k_disp					= 0.73
k_hit					= 2.85
k_impulse					= 9.0
k_pierce					= 0.62
k_ap		        			= 1.0
impair					= 1
buck_shot				= 1

tracer					= off

wm_size					= 0.079
k_air_resistance				= 1.17

[ammo_338_lapua_super]:ammo_338_lapua
box_size					= 5
k_dist                  = 2
k_disp                  = 1
k_hit                   = 8.0
k_impulse               = 8.00
k_pierce                = 150
k_ap                    = 150
tracer			= on
k_air_resistance        = 1.5
tracer_color_ID         = 4
explosive		= on
