[wpn_flame]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection		= spawn_group
discovery_dependency 	=
$spawn                  = "weapons\flame"	; option for Level Editor
$npc			 				= on				; option for Level Editor
$prefetch 		 			= 8
scheduled               = off              	; option for ALife Simulator
cform                   = skeleton
class                   = WP_AK74
description				= st_wpn_flame_descr

ef_main_weapon_type		= 3
ef_weapon_type			= 11

default_to_ruck         = false
sprint_allowed       	= true
control_inertion_factor = 1.0

;-------------------------------------------------------------------------------
cost					= 25000
weapon_class			= assault_rifle
grenade_class			= ammo_m209
fire_modes				= -1
inv_weight				= 5.5

;---TTX---------------------------------------------------------------------------
hit_power           		= 0.8, 0.8, 0.8, 0.8
hit_impulse		 			= 0
hit_type 					= burn
fire_distance           = 40
bullet_speed		 	= 100	;начальная скорость пули
rpm                     = 600
rpm_empty_click         = 200

use_aim_bullet			= false		;Поддерживается ли первая суппер пуля
time_to_aim				= 1.0

hud                     = wpn_flame_hud

misfire_probability        = 0.005 ;вероятность осечки при максимальном износе  !!!old - now not working
;изношенность, при которой появляется шанс осечки
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	     	= 0.002
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.02
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0012
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0012

ammo_limit				= 60
ammo_current			= 10
ammo_elapsed			= 0

ammo_mag_size			= 100
ammo_class				= ammo_flame
hand_dependence         = 1
single_handed           = 0

launch_speed = 0

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

;--дисперсия----------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.001 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor	= 1.4f
crosshair_inertion   	= 5

;отдача
cam_relax_speed         = 3	;скорость возврата в исходное положение
cam_relax_speed_ai      = 360	;скорость возврата в исходное положение
cam_dispersion          = 0.01	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.01	;увеличениe cam_dispersion с каждым выстрелом
cam_dispersion_frac		= 1.0	;ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle			= 0.01	;максимальный угол отдачи
cam_max_angle_horz		= 0.01	;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 0.01	;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 			= 2.0
PDM_disp_vel_factor 	= 2.0
PDM_disp_accel_factor 	= 2.0
PDM_disp_crouch	 		= 1.0
PDM_disp_crouch_no_acc 	= 1.0

zoom_cam_relax_speed        = 3   ; scope & ironsight
zoom_cam_relax_speed_ai     = 360
zoom_cam_dispersion         = 0.01
zoom_cam_dispersion_inc     = 0.01
zoom_cam_dispersion_frac    = 1.0
zoom_cam_max_angle          = 0.01
zoom_cam_max_angle_horz     = 0.01
zoom_cam_step_angle_horz    = 0.01

fire_dispersion_condition_factor = 5	;увеличение дисперсии в процентах при максимальном износе
;-------------------------------------------------------------------------------
holder_range_modifier	= 2.85           ; во сколько раз увеличивается eye_range
holder_fov_modifier		= 1.0           ; во сколько раз увеличивается eye_fov

min_radius              = 0
max_radius              = 50

hit_probability_gd_novice	= 1
hit_probability_gd_stalker	= 1
hit_probability_gd_veteran	= 1
hit_probability_gd_master	= 1

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

inv_name				= st_wpn_flame
inv_name_short			= st_wpn_flame

inv_grid_width			= 5
inv_grid_height			= 2
inv_grid_x				= 10
inv_grid_y				= 6

upgr_icon_x			= 298
upgr_icon_y			= 939
upgr_icon_width		= 297
upgr_icon_height   	= 81

kill_msg_x				= 166
kill_msg_y				= 59
kill_msg_width			= 82
kill_msg_height			= 23

position                = -0.026, -0.070, 0.0
orientation             = 0, 0, 0

fire_point				= 0.00,0.12,0.69
fire_point2				= 0.00,0.12,0.69

flame_particles		   = static\monsters_fire_idle
smoke_particles	 		= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon05

rpm_empty_click 		= 120

shell_point		 		= 0.0, 0.129, 0.192
shell_dir		 		= 0.0, 0.0, 0.4
shell_particles	 		= weapons\generic_shells

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

startup_ammo            = 10
visual                  = dynamics\weapons\wpn_flame\wpn_flame.ogf

light_disabled				= false
light_color		 			= 1.3,1.5,2
light_range		 			= 4.0
light_var_color		 	= 0.05
light_var_range		 	= 0.5
light_time 		 			= 0.5

ph_mass			 			= 3

;addons
scope_status				= 0
silencer_status			= 0
grenade_launcher_status	= 0

zoom_enabled				= false
zoom_rotate_time			= 0.25
scope_zoom_factor			= 5		;ПСО-1 4X

scope_texture				= wpn_crosshair_l85
scope_name 					= wpn_addon_scope
scope_x 						= 60
scope_y 						= -2

;звуки
snd_draw			  			= weapons\svd_draw
snd_holster					= weapons\generic_holster
snd_shoot					= weapons\really_no_sound
snd_empty					= weapons\gen_empty, 0.5
snd_reload					= weapons\gauss_reload
snd_close					= weapons\generic_close
snd_bore					= weapons\draw_silent
snd_bore1					= weapons\gauss_bore_2

[wpn_flame_hud]:hud_base
zoom_hide_crosshair		= true
attach_place_idx			= 0
item_visual             = dynamics\weapons\wpn_flame\wpn_flame_hud.ogf


hands_position				= -0.063000,-0.144499,0.096000
hands_orientation			= -1.150000,0.150000,2.649999



hands_position_16x9				= -0.032000,-0.161999,0.073500
hands_orientation_16x9			= -1.050000,0.300000,2.949999

item_position				= 0.000746,-0.000321,0.003479
item_orientation			= 1.239378,-0.134046,-2.052052

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

fire_point				= 0, 0.058, 0.788
fire_bone               = wpn_body

aim_hud_offset_pos		= -0.102000,0.019500,-0.148000
aim_hud_offset_rot		= -0.002000,0.000600,-0.010000

aim_hud_offset_pos_16x9     		= -0.111500,0.032500,-0.130500
aim_hud_offset_rot_16x9     				= 0.012500,0.002500,-0.010000

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

anm_show						= gauss_draw
anm_hide             	= gauss_holster
anm_shots					= gauss_idle ;shoot
anm_reload					= gauss_reload
anm_bore						= gauss_idle_bore
anm_idle             	= gauss_idle
anm_idle_aim				= gauss_idle_aim
anm_idle_moving 			= gauss_idle_moving
anm_idle_sprint			= gauss_idle_sprint

[ammo_flame]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_flame" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = dynamics\weapons\wpn_ammo\ammo_gauss.ogf
description				= ammo_flame_descr
$prefetch 		= 64

cost					 = 4500

box_size		= 50	;60

inv_name		= ammo_flame_name
inv_name_short	= ammo_flame_name
inv_weight		= 0.5

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 38
inv_grid_y			= 6

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_hit_critical  = 1
k_impulse		= 1
k_pierce		= 15
k_ap			= 15
impair			= 1
buck_shot		= 1
tracer			= off
wm_size         = 0.05
k_air_resistance = 3
explosive = on
explode_particles = monsters\polter_death_00
material				= creatures\large