[grenade_gd-05]:identity_immunities,weapon_probability,default_weapon_params
grenade_remove_time		= 60000
detonation_threshold_hit= 200
GroupControlSection		= spawn_group
discovery_dependency	=
$spawn 					= "weapons\grenades\gd-05"
$prefetch				= 128
class						= G_F1_S
cform						= skeleton
visual					= dynamics\weapons\wpn_grenades\wpn_gd5.ogf
inv_name				= st_grenade_smoke
inv_name_short			= st_grenade_smoke
inv_weight				= 0.63	;.1
description				= st_grenade_smoke_descr
ef_weapon_type			= 4
default_to_ruck			= false
sprint_allowed			= true
control_inertion_factor	= 1
;---DOF-------------------------------------------------------------------------
zoom_dof					= 0.5, 1.0, 180
reload_dof				= 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------

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

kill_msg_x				= 240
kill_msg_y				= 123
kill_msg_width			= 14
kill_msg_height		= 23

animation_slot			= 7
single_handed			= 1

slot						= 3
hud						= grenade_gd-05_hud
force_min				= 10	; ~30% от максимума
force_const				= 25;20
force_max				= 30
force_grow_speed		= 15;2 ;30

destroy_time			= 2500;3500

cost					= 300

;-------------------------------------------------------------------------------
blast					= 0
blast_r					= 0
blast_impulse			= 0
;delete
blast_impulse_factor	 = 0

frags					= 0
frags_r					= 0
frag_hit				= 0
frag_hit_impulse		= 0

hit_type_blast			= strike
hit_type_frag			= fire_wound

up_throw_factor			= 0
;-------------------------------------------------------------------------------


explode_particles		 = explosions\explosion_dym


light_color		         = 0.9,0.6,0.5
light_range		         = 2.0
light_time 		         = 2.85

;трассы от осколков
fragment_speed				= 50
explode_duration			= 12		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\grenade_gd05
snd_checkout = weapons\generic_checkout, 1.0, 0.4

attach_position_offset	= -0.053,-0.089,0.0
attach_angle_offset		= 0,0,0
attach_bone_name		=

// should be deleted after update
bone_name				= bip01_r_hand
position_offset			 = 0.0,0.0,0.0
angle_offset			 = 1.570790,1.570790,3.92699


throw_point			= 0.4, 0.3, 0.1
throw_dir				 = 0,0,1
wm_size                  = 0.1

wallmark_section		 =explosion_marks

[grenade_gd-05_hud]:hud_base
fire_point		= 0,0,0
fire_bone               = wpn_body


attach_place_idx	= 0
item_visual		= dynamics\weapons\wpn_grenades\wpn_gd5_hud.ogf

hands_position          	= -0.044000,-0.156000,0.100000
hands_orientation       	= -0.500000,1.000000,-2.000000
hands_position_16x9     	= -0.044000,-0.156000,0.100000
hands_orientation_16x9  	= -0.500000,1.000000,-2.000000


item_position				= -0.001215,0.005992,0.000966
item_orientation			= -359.925262,-2.224621,-7.030276


aim_hud_offset_pos			= 0,0,0
aim_hud_offset_rot			= 0,0,0
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_hide				= f1_holster
anm_show				= f1_draw
anm_idle				= f1_idle
anm_bore				= f1_idle_bore
anm_idle_moving	 			= f1_idle_moving
anm_idle_sprint	 			= f1_idle_sprint

anm_throw_begin				= f1_throw_begin
anm_throw_idle				= f1_throw_idle
anm_throw				= f1_throw


throw_point			= 0.0,0.4,0.3
throw_dir			= 0,0,1


[device_flashlight]:grenade_gd-05
$spawn 					= "weapons\grenades\device_flashlight"
visual					= dynamics\devices\light_torch
description             = st_flashlight_descr
explode_particles		 = weapons\wg-hit-ground
inv_weight				= 0.08
inv_name				= st_flashlight
inv_name_short			= st_flashlight

inv_grid_width				= 2
inv_grid_height				= 1
inv_grid_x			= 18
inv_grid_y			= 22

cost					= 50
slot				= 3
hud                     = device_flashlight_hud
force_min				= 20	; ~30% от максимума
force_const				= 20
force_max				= 40
force_grow_speed		= 1
blast					= 0
blast_r					= 0.0
blast_impulse			= 0
;delete
blast_impulse_factor	 = 0

frags					= 0
frags_r					= 0
frag_hit				= 0
frag_hit_impulse		= 0
wm_size                  = 0.05
hit_type_blast			= shock
hit_type_frag			= shock
snd_explode = weapons\really_no_sound
snd_checkout = weapons\really_no_sound
destroy_time			= 500
lights_enabled = true
light_color		         = 1.0,1.0,1.0,0.2	
light_range		         = 40
light_time 		         = 100
explode_duration			= 60
detonation_threshold_hit= 1
light_trace_bone		= lights_bone

range           = 30			          
range_r2        = 30			       
color           = 1.0,1.0,1.0,0.2					
color_r2        = 0.6,0.55,0.55,0.8						
omni_range      = 15									
omni_range_r2   = 17									
omni_color      = 1.0,1.0,1.0,0.1						
omni_color_r2   = 1.0,1.0,1.0,0.1	
color_animator  = empty			
spot_texture    = internal\internal_light_torch_r2	
spot_angle      = 360				        
glow_texture    = glow\glow_torch_r2			
glow_radius     = 3.5					
guide_bone      = lights_bone			

[device_flashlight_hud]:hud_base
fire_point		= 0,-3,-2
fire_bone               = lights_bone
attach_place_idx	= 0
item_visual                   	= dynamics\devices\light_torch

hands_position				= -0.021000,-0.160000,0.002500
hands_orientation			= -0.500000,1.000000,1.149999
hands_position_16x9				= 0.033000,-0.189500,0.039000
hands_orientation_16x9			= 2.349998,2.749999,2.849998


item_position				= 0.003164,-0.002989,0.000906
item_orientation			= 90,-184.681427,-545.486328   ;175.276352,-184.681427,-545.486328


aim_hud_offset_pos			= 0,0,0
aim_hud_offset_rot			= 0,0,0
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_hide				= f1_holster
anm_show				= f1_draw
anm_idle				= f1_idle
anm_bore				= f1_idle_bore
anm_idle_moving	 			= f1_idle_moving
anm_idle_sprint	 			= f1_idle_sprint

anm_throw_begin				= dev_bolt_shoot_start
anm_throw_idle				= dev_bolt_shoot_idle
anm_throw				= dev_bolt_shoot_end


throw_point			= 0.0,0.4,0.3
throw_dir			= 0,0,1