[wpn_toz34]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection			= spawn_group
$spawn                   = "weapons\toz-34"              ; option for Level Editor
$npc			 			= on				; option for Level Editor
$prefetch 		 			= 8
scheduled                	= off              ; option for ALife Simulator
cform                    	= skeleton
class                    	= WP_BM16
description          		= st_wpn_toz34_descr
ef_main_weapon_type			= 1
ef_weapon_type				= 9

;-----------------------------------------------------------------------------
cost            = 1200
weapon_class	= shotgun
inv_weight     	= 3.1

upgrades                = up_gr_firstab_toz34, up_gr_seconab_toz34, up_gr_thirdab_toz34
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_toz34

;--TTX----------------------------------------------------------------------------
hit_power       = 0.52, 0.52, 0.52, 0.52
hit_impulse     = 100
hit_type 		= fire_wound
fire_distance           = 100
bullet_speed         	= 240 ;начальная скорость пули
rpm                     = 1000

hud                        = wpn_toz34_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	     	= 0.03
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0045
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0045

tri_state_reload			= off

ammo_elapsed		 		= 2
ammo_mag_size      			= 2
ammo_class		 			= ammo_12x70_buck, ammo_12x76_zhekan

;---дисперсия---------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base    = 0.2  ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.5f
crosshair_inertion		= 7.5

;отдача
cam_return				= 1
cam_relax_speed         = 5.0 ;скорость возврата в исходное положение
cam_relax_speed_ai      = 360
cam_dispersion          = 5.0 ;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc      = 5.0 ;увеличениe cam_dispersion с каждым выстрелом
cam_dispersion_frac		= 0.7	;ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle        	= 10.0 ;максимальный угол отдачи
cam_max_angle_horz      = 10.0   ;(degree) maximum shot horizontal degree
cam_step_angle_horz     = 1.0 ;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 				= 0.5
PDM_disp_vel_factor 		= 1.7
PDM_disp_accel_factor 		= 1.7
PDM_disp_crouch	 			= 1.0
PDM_disp_crouch_no_acc 		= 1.0

zoom_cam_relax_speed        = 5.0    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 3.0
zoom_cam_dispersion_inc     = 3.0
zoom_cam_dispersion_frac    = 0.7
zoom_cam_max_angle          = 10.0
zoom_cam_max_angle_horz     = 10.0
zoom_cam_step_angle_horz    = 1.0

fire_dispersion_condition_factor = 1.5	;увеличение дисперсии в процентах при максимальном износе

;---DOF-------------------------------------------------------------------------
zoom_dof				= 0.5, 1.0, 180
;reload_dof				= 0.0, 0.5, 5, 3.2
;-------------------------------------------------------------------------------
holder_range_modifier	= 1.0               ; 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	= 0.80
hit_probability_gd_stalker	= 0.80
hit_probability_gd_veteran	= 0.80
hit_probability_gd_master	= 0.80

;-------------------------------------------------------------------------------
position                   = -0.023, -0.14, 0.00 ;-0.026, -0.117, 0.0
orientation                = 0, 30, 0      ;значение устанавливается в градусах

shell_point      = 0.0, 0.183, 0.07
fire_point       = 0.0, 0.168, 0.755
fire_point2      = 0.0, 0.168, 0.755

hand_dependence = 1
single_handed	= 0

slot 			= 2		; // secondary
animation_slot  = 3     ; type of the animation that will be used

inv_name    	= st_wpn_toz34
inv_name_short 	= st_wpn_toz34

inv_grid_width  = 6
inv_grid_height	= 1
inv_grid_x		= 12
inv_grid_y      = 2

upgr_icon_x			= 9
upgr_icon_y			= 815
upgr_icon_width		= 286
upgr_icon_height   	= 95

kill_msg_x       = 127
kill_msg_y       = 82
kill_msg_width   = 97
kill_msg_height  = 23

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

;--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_toz34\wpn_toz34.ogf

light_color		 			= 0.6,0.5,0.3
light_range		 			= 6.0
light_var_color		 		= 0.05
light_var_range		 		= 0.5
light_time 		 			= 0.2

ph_mass			 			= 3

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0

zoom_enabled				= true
scope_zoom_factor	    	= 55

;звуки
snd_draw						= weapons\generic_draw
snd_holster					= weapons\generic_holster
snd_shoot         		= weapons\n_toz34_shot
snd_empty					= weapons\generic_empty
snd_reload					= weapons\toz34_reload
snd_shoot_duplet  		= weapons\n_toz34_shot

snd_shoot_1             = weapons\n_toz34_shot
snd_reload_1            = weapons\toz34_reload_one
snd_close_weapon			= weapons\spas12_close
snd_add_cartridge			= weapons\w1300_load		;was gen_grenload
snd_open_weapon			= weapons\spas12_close

[wpn_toz34_hud]:hud_base
zoom_hide_crosshair				= true

hands_position				= -0.144001,-0.129499,0.039500
hands_orientation			= 0.399970,0.399999,-2.000002

hands_position_16x9				= -0.147500,-0.138500,-0.004000
hands_orientation_16x9			= 0.500000,1.350000,-5.150002

item_position				= -0.001402,0.000506,0.000837
item_orientation			= -200.454514,152.486038,-179.781982

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

fire_point							= 0, 0.026, 0.893
fire_bone                     = wpn_body

attach_place_idx					= 0
item_visual               		= dynamics\weapons\wpn_toz34\wpn_toz34_hud.ogf

anm_show_0                    = toz_draw
anm_show_1                    = toz_draw
anm_show_2                    = toz_draw

anm_hide_0		            		= toz_holster
anm_hide_1		            		= toz_holster
anm_hide_2		            		= toz_holster

anm_idle_0		            	= toz_idle
anm_idle_1		            	= toz_idle
anm_idle_2		            	= toz_idle

anm_idle_aim_0			         = toz_idle_aim
anm_idle_aim_1			         = toz_idle_aim
anm_idle_aim_2			         = toz_idle_aim

anm_idle_moving_0		         = toz_idle_moving
anm_idle_moving_1		         = toz_idle_moving
anm_idle_moving_2		         = toz_idle_moving

anm_idle_sprint_0		         = toz_idle_sprint
anm_idle_sprint_1		         = toz_idle_sprint
anm_idle_sprint_2		         = toz_idle_sprint

anm_reload_1				= toz_reload_l
anm_reload_2				= toz_reload_lr

anm_shot_1				= toz_shoot
anm_shot_2				= toz_shoot

anm_bore_0								= toz_idle_bore
anm_bore_1								= toz_idle_bore
anm_bore_2								= toz_idle_bore

aim_hud_offset_pos				= -0.084500,0.024000,0.026000
aim_hud_offset_rot				= -0.002500,-0.000000,0.095000

aim_hud_offset_pos_16x9				= -0.072000,0.030000,-0.008500
aim_hud_offset_rot_16x9				= 0.015000,-0.000000,-0.007500

;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------
