[wpn_svu]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection		= spawn_group
$spawn                  = "weapons\svu"      ; option for Level Editor
$npc			 		= on				; option for Level Editor
$prefetch 		 		= 8
scheduled               = off              	; option for ALife Simulator
cform                   = skeleton
class                   = WP_SVU
description             = st_wpn_svu_descr
ef_main_weapon_type		= 3
ef_weapon_type			= 11

default_to_ruck         = false
sprint_allowed          = true

;-------------------------------------------------------------------------------
cost                    = 17000
weapon_class			= sniper_rifle
inv_weight              = 4.4

upgrades                = up_gr_firstab_svu, up_gr_seconab_svu, up_gr_thirdab_svu, up_gr_fourtab_svu, up_gr_fourtcd_svu, up_gr_fourtef_svu, up_gr_fifthab_svu
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_svu

;----TTX------------------------------------------------------------------------
hit_power               = 0.6, 0.6, 0.6, 0.6
hit_impulse             = 125
hit_type 				= fire_wound
fire_distance           = 1000
bullet_speed		 	= 700 ;800	;начальная скорость пули
rpm                     = 75
rpm_empty_click         = 200

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

hud                     = wpn_svu_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	     	= 0.0065
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.065
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0065
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0065

ammo_elapsed			= 10
ammo_mag_size			= 10
fire_modes		  = 1;, -1
ammo_class				= ammo_7.62x54_7h1
hand_dependence         = 1
single_handed           = 0

;---дисперсия-------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base    = 0.15   ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.7
crosshair_inertion		= 6.15

;отдача
cam_return				= 1
cam_relax_speed         = 3.0   ;скорость возврата в исходное положение
cam_relax_speed_ai      = 360	;скорость возврата в исходное положение
cam_dispersion          = 1.8 ;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 1.8	;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           = 12.0   ;максимальный угол отдачи
cam_max_angle_horz		= 3.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz     = 1.5 ;(degree) size of step camera moved in horizontal position while shooting

;PDM_disp_base           = 0.85
;PDM_disp_vel_factor     = 3.4
;PDM_disp_accel_factor 	= 3.4
;PDM_disp_crouch	 		= 1.0
;PDM_disp_crouch_no_acc 	= 1.0

PDM_disp_base 			= 2.0
PDM_disp_vel_factor 	= 4.0
PDM_disp_accel_factor 	= 4.0
PDM_disp_crouch	 		= 1.0
PDM_disp_crouch_no_acc 	= 1.0


zoom_cam_relax_speed        = 0.7    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.65
zoom_cam_dispersion_inc     = 0.65
zoom_cam_dispersion_frac    = 1.0
zoom_cam_max_angle          = 10.0
zoom_cam_max_angle_horz     = 5.0
zoom_cam_step_angle_horz    = 0.5

fire_dispersion_condition_factor = 10	;увеличение дисперсии в процентах при максимальном износе

;---DOF-------------------------------------------------------------------------
;zoom_dof				= 0.5, 1.0, 350
reload_dof				= 0.0, 0.5, 5, 2

;-------------------------------------------------------------------------------
holder_range_modifier	= 2.15               ; 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_svu
inv_name_short          = st_wpn_svu

inv_grid_width          = 5
inv_grid_height			= 2
inv_grid_x				= 0
inv_grid_y              = 2

upgr_icon_x			= 594
upgr_icon_y			= 395
upgr_icon_width		= 294
upgr_icon_height   	= 80

kill_msg_x				= 0
kill_msg_y              = 59
kill_msg_width          = 80
kill_msg_height         = 26

;-------------------------------------------------------------------------------
position                = -0.026, -0.084, 0.0
orientation             = 0, 0, 0

fire_point              = 0.0, 0.128, 0.522
fire_point2             = 0.0, 0.128, 0.522

flame_particles         = weapons\generic_weapon05
smoke_particles			= weapons\generic_shoot_00
rpm_empty_click 		= 200

shell_point             = 0.0, 0.128, 0.0
shell_dir		 		= 0.0, 0.0, 0.4
shell_particles	 		= weapons\generic_shells

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position          = -0.26,-0.11,0.25         ; 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_svu\wpn_svu.ogf

light_disabled          = true
light_color		 		= 0.6,0.5,0.3
light_range		 		= 4.0
light_var_color		 	= 0.05
light_var_range		 	= 0.5
light_time 		 		= 0.2

ph_mass			 		= 3

;addons
scope_status            = 1
silencer_status			= 0
grenade_launcher_status	= 0

zoom_enabled			= true
zoom_rotate_time		= 0.35
scope_zoom_factor       = 20     ;ПСО-1 4X

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

;звуки
snd_draw                = weapons\svu_draw
snd_holster					= weapons\generic_holster
snd_shoot               = weapons\n_svu_shot
snd_empty					= weapons\gen_empty, 0.5
snd_reload              = weapons\svu_reload
snd_close					= weapons\generic_close

[wpn_svu_hud]:hud_base
zoom_hide_crosshair		= true
attach_place_idx		= 0
item_visual             = dynamics\weapons\wpn_svu\wpn_svu_hud


hands_position				= -0.044500,-0.209998,0.273998
hands_orientation			= 1.800001,-0.600001,0.200002

hands_position_16x9				= 0.005000,-0.227498,0.332498
hands_orientation_16x9			= 3.649998,2.150000,-0.250000

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

shell_point				= 0.025,0.05,0.124
shell_dir               = 0.0, 1.0, 0.0
shell_bone				= wpn_body

fire_point              = 0.0,0.043,0.495
fire_bone               = wpn_body

aim_hud_offset_pos				= -0.071000,0.031999,-0.103000
aim_hud_offset_rot				= -0.002500,0.020000,0.000000

aim_hud_offset_pos_16x9				= -0.143500,0.024000,-0.120500
aim_hud_offset_rot_16x9				= -0.005000,-0.005000,0.000000

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						= svu_draw
anm_hide             	= svu_holster
anm_shots					= svu_shoot
anm_reload					= svu_reload
anm_bore						= svu_idle_bore
anm_idle             	= svu_idle
anm_idle_aim				= svu_idle_aim
anm_idle_moving 			= svu_idle_moving
anm_idle_sprint			= svu_idle_sprint_2
;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------
[wpn_svu_nimble]:wpn_svu
$spawn              = "weapons\wpn_svu_nimble"
class               = WP_SVU
inv_name				= st_wpn_svu_nimble
description					= st_wpn_svu_nimble_descr

cost                    = 20000

grenade_class        = ammo_vog-25         ; name of the ltx-section of used grenades
rpm 				= 150
ammo_mag_size		= 10
fire_modes          = 1;, -1

scope_status            = 1
silencer_status			= 0
grenade_launcher_status	= 0

launch_speed 		= 0
;---дисперсия-------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base    = 0.12   ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.6f

;отдача
cam_return				= 0
cam_relax_speed         = 5   ;скорость возврата в исходное положение
cam_relax_speed_ai      = 360	;скорость возврата в исходное положение
cam_dispersion          = 1.5 ;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 1.5	;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           = 12.0   ;максимальный угол отдачи
cam_max_angle_horz		= 3.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz     = 1.5 ;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base           = 1.8
PDM_disp_vel_factor     = 3.5
PDM_disp_accel_factor 	= 3.5
PDM_disp_crouch	 		= 1.0
PDM_disp_crouch_no_acc 	= 1.0

zoom_cam_relax_speed        = 5    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.45
zoom_cam_dispersion_inc     = 0.45
zoom_cam_dispersion_frac    = 1.0
zoom_cam_max_angle          = 10.0
zoom_cam_max_angle_horz     = 5.0
zoom_cam_step_angle_horz    = 1.5

fire_dispersion_condition_factor = 8	;увеличение дисперсии в процентах при максимальном износе

grenade_flame_particles = weapons\generic_weapon01