[wpn_fnc]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency 	= 
$spawn                  = "weapons\fnc_sk1"					; option for Level Editor
$npc			 		= on				; option for Level Editor
$prefetch 		 		= 8
scheduled               = off              ; option for ALife Simulator
cform                   = skeleton
class                   = WP_AK74
min_radius              = 0
max_radius              = 50
description				= st_wpn_fnc_descr

ef_main_weapon_type		= 2
ef_weapon_type			= 6

default_to_ruck         = false
sprint_allowed       	= true
control_inertion_factor = 1.0



;---DOF-------------------------------------------------------------------------
zoom_dof             = 0.5, 1.0, 180
reload_dof           = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------

;-----------------------------------------------------------------------------------
holder_range_modifier	= 1.0		       ; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 0.7              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

weapon_class			= assault_rifle
cost					= 8000

ammo_limit		 		= 210
ammo_current			= 30
ammo_elapsed		 	= 30

ammo_mag_size		 	= 30
ammo_class		 		= ammo_5.56x45_ss190, ammo_5.56x45_ap
grenade_class			= ammo_m209
fire_modes				= 1, 3, -1
launch_speed = 0
hand_dependence		 	= 1
single_handed			= 0

inv_name				= st_wpn_fnc
inv_name_short			= st_wpn_fnc
inv_weight				= 4

inv_grid_width			= 5
inv_grid_height			= 2
inv_grid_x				= 15
inv_grid_y				= 25

upgr_icon_x			= 1252
upgr_icon_y			= 898
upgr_icon_width		= 256
upgr_icon_height   	= 123

kill_msg_x			= 175
kill_msg_y			= 0
kill_msg_width		= 82
kill_msg_height		= 28

slot 					= 2		; // secondary
animation_slot			= 2		; type of the animation that will be used

;-----------------------------------------------------------------------------------
upgrades                = up_gr_firstab_assault, up_gr_seconab_assault, up_gr_thirdab_assault
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_bm16

;базовая дисперсия
fire_dispersion_base		= 0.015 	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.2f

;отдача
cam_relax_speed        		= 0	;скорость возврата в исходное положение
cam_relax_speed_ai         	= 5.2
cam_dispersion         		= 0.15	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.15	;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac		= 1	;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle			= 7	;максимальный угол отдачи
cam_max_angle_horz		= 5.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 0.5;0.4	;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor 	= 5	    	;увеличение дисперсии в процентах при максимальном износе 
misfire_probability 		= 0.003	;вероятность осечки при максимальном износе 
misfire_condition_k			= 0.05
misfire_start_condition		= 0.6
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0.1
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= 0.003
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.043
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.001
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0012
condition_shot_dec 			= 0.0001	;увеличение износа при каждом выстреле

;--------------------------------------------------------------------------------

position         	    = -0.026, -0.175, 0.0 ;= -0.026,-0.172,0


orientation             = 0, 0, 0 ;= 0, 0, 1

fire_point              = 0.0, 0.2, 0.392
fire_point2             = 0.0, 0.388, 0.392

;fire_point              = -0.5, 0.00188, 0.292 ;= 0.0, 0.199, 0.575
;fire_point2             = -0.5, 0.188, 0.292  ;= 0.0, 0.199, 0.575
flame_particles			= weapons\generic_weapon05
smoke_particles         = weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon01

shell_point             = 0.120000,0.000000,0.070000
shell_dir               = 0.0, 0.0, 0.4
shell_particles	 		= weapons\generic_shells


;shell_point		 		= 0,0.216,0.174 ;= 0,0.257,0.083
;shell_dir		 		= 0.0, 1.0, 0.0
;shell_particles         = weapons\generic_shells

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 		= 1.7
PDM_disp_accel_factor 		= 1.7
PDM_disp_crouch	 		= 1.0
PDM_disp_crouch_no_acc 		= 1.0
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

; ttc
hit_power        	= 0.32, 0.32, 0.32, 0.32
hit_impulse		 	= 100
hit_type 			= fire_wound

hit_probability_gd_novice  = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master  = 0.80




hit_power_critical   = 0.4, 0.4, 0.4, 0.4
fire_distance          	= 400
bullet_speed			= 915 ;начальная скорость пули
rpm                     = 650
rpm_empty_click 	 	= 200

grenade_vel 			= 30 ;76
; end ttc

first_bullet_velocity_limit     = 280
use_first_bullet      = true
first_bullet_dispertion         = 0.015
first_bullet_timeout            = 0.045
use_aim_bullet				= true		;Поддерживается ли первая суппер пуля
time_to_aim					= 1.0

silencer_hit_power       	= 0.61
silencer_hit_impulse	 	= 15
silencer_fire_distance   	= 300
silencer_bullet_speed	 	= 450

hud                     = wpn_fnc_hud
;normal                  = 0, 1, 0



;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		 = -0.26,-0.11,0.25    ;= -0.16,-0.36,0.15			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -15,-9,110   ;= -10,-5,10					; (3rd person view in degrees)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

startup_ammo            = 1000
visual                   	= dynamics\weapons\wpn_fnc\wpn_fnc.ogf

light_color		 		= 0.6,0.5,0.3
light_range		 		= 5
light_var_color		 	= 0.05
light_var_range		 	= 0.1
light_time 		 		= 0.2

ph_mass			 		= 5

;addons
scope_status			= 2
silencer_status			= 2
grenade_launcher_status	= 2
scopes_sect				   = scope_acogfnc, scope_acog_nightfnc, scope_acog_redfnc, scope_acog_greenfnc, scope_acog_whitefnc, scope_acog_purefnc, scope_acog_gnomusfnc

scope_name 					= wpn_addon_scope_acog     
scope_x 					= 47
scope_y 					= -15

silencer_name  				= wpn_addon_sil_556_ar
silencer_x 					= 230
silencer_y 					= 0

grenade_launcher_name 		= wpn_addon_grenade_launcher_m203
grenade_launcher_x 			= 128
grenade_launcher_y 			= 28

;silencer_flame_particles 	= weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00

silencer_light_color		= 1.0, 0.1, 0.0
silencer_light_range		= 0.01
silencer_light_var_color	= 0.05
silencer_light_var_range	= 0.5
silencer_light_time 		= 0.2

zoom_enabled			= true
scope_zoom_factor	    = 75

;звуки
snd_draw			= weapons\generic_draw, 0.4
snd_holster			= weapons\generic_holster, 0.4
snd_shoot			= weapons\fnc_shot
snd_empty			= weapons\gen_empty, 0.5
snd_reload			= weapons\ar15_reload, 0.4
snd_shoot_grenade			= weapons\gen_grenshoot
snd_reload_grenade			= weapons\gen_grenload, 1.0, 0.8
snd_switch					= weapons\groza_switch, 1.0, 0.5

;params when silencer is attached 
;similar to corresponding params without prefix silencer_

;silencer_flame_particles 	= weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00

snd_silncer_shot			= weapons\w_ak74_shot1

[wpn_fnc_hud]:hud_base

;hands_position				= -0.043000,-0.141999,0.161900
;hands_orientation			= -0.550000,0.750001,0.599999
;hands_position_16x9				= -0.119500,-0.199000,0.091000
;hands_orientation_16x9			= -0.750000,1.700000,-4.199999

hands_position				= -0.043000,-0.141999,0.161900 ;-0.043000,-0.152999,0.161900
hands_orientation			= -0.550000,0.750001,0.599999

hands_position_16x9				= -0.044000,-0.180999,0.135500 ;-0.044000,-0.191999,0.135500
hands_orientation_16x9			= 0.549999,2.399999,0.1499993

item_position				= 0.002853,-0.169848,0.025
item_orientation			= 1.267092,-0.970740,360.237885

shell_point             = 0.021,0.099,0.286
shell_dir               = 0.0, 1.0, 0.0
shell_bone              = wpn_body

fire_point              = 0.6,-0.02,0.04  ;-- new Firepoint for S.M.R.T.E.R. Zone Mod, slight offset to the left when using ironsights
fire_bone               = wpn_body
fire_point2             = 0.7,-0.02,0.04  ;-- maybe Firepoint for ironsights
fire_bone2                = wpn_body
 
attach_place_idx        = 0 ;= 0, 0, 0
visual                  = dynamics\weapons\wpn_fnc\wpn_fnc_hud.ogf
item_visual             = dynamics\weapons\wpn_fnc\wpn_fnc.ogf_hud ;= dynamics\weapons\wpn_fnc\wpn_fnc_hud.ogf
grenade_bone            	= grenka1	; name of the bone in the model for grenade launcher

; animation names


anim_idle					= idle
anim_idle_aim				= idle_aim
anim_reload					= reload
anim_draw					= draw
anim_show
anim_holster				= holster
anim_shoot					= shoot
anim_idle_sprint			= idle_sprint
anm_show                = lr300_draw
anm_hide                = lr300_holster
anm_idle                = lr300_idle
anm_idle_sprint         = lr300_idle_sprint
anm_idle_moving         = lr300_idle_moving
anm_shots               = lr300_shoot

anm_reload              = lr300_reload
anm_idle_aim            = lr300_idle_aim

anm_switch              = lr300_switch_off 			
anm_switch_g            = lr300_switch_on 			
anm_bore                = lr300_idle_bore

anm_hide_w_gl           = lr300_holster_w_gl
anm_show_w_gl           = lr300_draw_w_gl
anm_idle_w_gl           = lr300_idle_w_gl
anm_shots_w_gl          = lr300_shoot_w_gl
anm_reload_w_gl         = lr300_reload_w_gl
anm_idle_w_gl_aim       = lr300_idle_aim_w_gl
anm_idle_sprint_w_gl    = lr300_idle_sprint_w_gl
anm_idle_moving_w_gl    = lr300_idle_moving_w_gl
anm_bore_w_gl           = lr300_idle_bore_w_gl

anm_show_g              = lr300_draw_grenade					;lr300_draw_grenade
anm_hide_g              = lr300_holster_grenade				;lr300_holster_grenade
anm_idle_g              = lr300_idle_grenade					;lr300_idle_grenade
anm_reload_g            = lr300_reload_grenade
anm_idle_g_aim          = lr300_idle_grenade					;lr300_idle_grenade
anm_shots_g             = lr300_shoot_grenade
anm_idle_sprint_g       = lr300_idle_sprint_grenade		;lr300_idle_sprint_grenade
anm_idle_moving_g       = lr300_idle_moving_grenade		;lr300_idle_moving_grenade
anm_bore_g              = lr300_idle_bore_grenade

;aim_hud_offset_pos				= -0.122500,0.010000,-0.022500
;aim_hud_offset_rot				= -0.010000,0.012500,0.007500

;aim_hud_offset_pos_16x9				= -0.119500,0.030000,0.029000
;aim_hud_offset_rot_16x9				= 0.012500,0.030000,-0.012504

aim_hud_offset_pos				= -0.122500,0.010000,-0.022500
aim_hud_offset_rot				= -0.010000,0.012500,0.007500 

aim_hud_offset_pos_16x9				= -0.121000,0.049000,0.022500   ;DO NOT CHANGE!!! -0.121000,0.049000,0.059000
aim_hud_offset_rot_16x9				= 0.012900,0.030000,-0.015504

gl_hud_offset_pos       	= 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot       	= 0,0,0;-0.145000,0.000000,0.000000

gl_hud_offset_pos_16x9    	= 0,0,0;-0.130000,0.003500,0.000500
gl_hud_offset_rot_16x9    	= 0,0,0;0.052500,0.045000,-0.010000

lean_hud_offset_pos        = 0,0,0
lean_hud_offset_rot        = 0,0,0
zoom_hide_crosshair = true

[scope_acogfnc]
scope_name 					= wpn_addon_scope_acog
scope_x 					= 75
scope_y 					= -5

[scope_acog_nightfnc]
scope_name 					= wpn_addon_scope_acog_night
scope_x 					= 75
scope_y 					= -5

[scope_acog_redfnc]
scope_name 					= wpn_addon_scope_acog_red
scope_x 					= 75
scope_y 					= -5

[scope_acog_whitefnc]
scope_name 					= wpn_addon_scope_acog_white
scope_x 					= 75
scope_y 					= -5

[scope_acog_greenfnc]
scope_name 					= wpn_addon_scope_acog_green
scope_x 					= 75
scope_y 					= -5

[scope_acog_purefnc]
scope_name 					= wpn_addon_scope_acog_pure
scope_x 					= 75
scope_y 					= -5

[scope_acog_gnomusfnc]
scope_name 					= wpn_addon_scope_acog_gnomus
scope_x 					= 75
scope_y 					= -5