[wpn_awm]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection		= spawn_group
discovery_dependency 	=
$spawn                  = "weapons\awm"		; option for Level Editor
$npc			 		= on				; option for Level Editor
$prefetch 		 		= 8
scheduled               = off              	; option for ALife Simulator
cform                   = skeleton
class                   = WP_SVD
min_radius              = 0
max_radius              = 50
description				= arctic_warfare_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, 350
reload_dof				= 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------

upgrades                = up_gr_firstab_sniper, up_gr_seconab_sniper, up_gr_thirdab_sniper
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_bm16

;--- scope weapons -----------------------------------------------------------------
holder_range_modifier	= 2.15               ; во сколько раз увеличивается eye_range
holder_fov_modifier		= 0.3              ; во сколько раз увеличивается eye_fov
;-------------------------------------------------------------------------------

cost					= 35000
weapon_class			= sniper_rifle

ammo_limit				= 60
ammo_current			= 1000
ammo_elapsed			= 0

ammo_mag_size			= 5
ammo_class				= ammo_300 ; ammo_7.62x54_7h14 ;ammo_7.62x54_ap
hand_dependence         = 1
single_handed           = 0

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

inv_name				= arctic_warfare
inv_name_short			= arctic_warfare
inv_weight				= 6.8

inv_grid_width			= 6
inv_grid_height			= 2
inv_grid_x				= 30
inv_grid_y				= 13

upgr_icon_x			= 981
upgr_icon_y			= 269
upgr_icon_width		= 299
upgr_icon_height   	= 123

kill_msg_x				= 0
kill_msg_y				= 0
kill_msg_width			= 98
kill_msg_height			= 23

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

;отдача
cam_return				= 1
cam_relax_speed         =  4.7	;скорость возврата в исходное положение
cam_relax_speed_ai      = 360	;скорость возврата в исходное положение
cam_dispersion          = 0.18 ; 3.0	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 1.4	;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			= 10.0	;максимальный угол отдачи
cam_max_angle_horz		= 3.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 0.35	;(degree) size of step camera moved in horizontal position while shooting

zoom_cam_relax_speed        = 4.5    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 1.8
zoom_cam_dispersion_inc     = 1.8
zoom_cam_dispersion_frac    = 1.0
zoom_cam_max_angle          = 10.0
zoom_cam_max_angle_horz     = 5.0
zoom_cam_step_angle_horz    = 0.25

fire_dispersion_condition_factor = 4	;увеличение дисперсии в процентах при максимальном износе
misfire_probability 		= 0.004 ;вероятность осечки при максимальном износе
misfire_condition_k		= 0.05
condition_shot_dec 		= 0.0002 ;увеличение износа при каждом выстреле
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 			= 0.0002 ;увеличение износа при каждом выстреле
;-------------------------------------------------------------------------------

;normal                  = 0, 1, 0
position                = -0.026, -0.077, -0.026
orientation             = 0, 0, 90

fire_point           	= 0.0, 0.0, 0.0 ;0.0, 0.129, 0.942
fire_point2             = 0.0, 0.129, 0.942

flame_particles			= weapons\generic_weapon06
smoke_particles			= weapons\generic_shoot_00
rpm_empty_click 			= 200

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

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

; ttc
hit_power           		= 0.9, 0.9, 0.9, 0.9
hit_impulse		 			= 150
hit_type 					= fire_wound

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

fire_distance           = 600
bullet_speed		 	= 700 ;900	;начальная скорость пули
rpm                     = 60
rpm_empty_click         = 120
; end ttc

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

hud                     = wpn_awm_hud

;--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      	= -25,-189,65				; (3rd person view in degrees)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

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

light_disabled				= false
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; 2 ;1
silencer_status				= 0
grenade_launcher_status		= 0

zoom_enabled				= true
zoom_rotate_time			= 0.25
scope_zoom_factor			= 15 ;10

scope_texture				= wpn_crosshair	
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\m1891_shot
snd_empty					= weapons\gen_empty, 0.3
snd_reload					= weapons\m1891_reload2
snd_close					= weapons\m1891_close
snd_open                    = weapons\m1891_open

[wpn_awm_hud]:hud_base
zoom_hide_crosshair		= true
attach_place_idx			= 0
item_visual					= dynamics\weapons\wpn_awm\wpn_awm.ogf_hud


hands_position				= -0.063500,-0.150999,0.099000 ;verschiebt hand UND WAFFE!
hands_orientation			= -0.049999,0.750000,1.550001

hands_position_16x9				= -0.058500,-0.165999,0.045000
hands_orientation_16x9			= 0.650000,1.200000,0.800001

;hands_position_16x9				= -0.045500,-0.161499,-0.026500
;hands_orientation_16x9			= 3.299998,4.249998,0.800001

item_position				= 0,-0.080999,0  ; = x,y,z POSITION DER WAFFE!!!!!
item_orientation			= 0,0,0

shell_point					= 0.025,0.055,0.221
shell_dir               = 0.0, 1.0, 0.0
shell_bone					= wpn_body

fire_bone               = wpn_body
fire_point              = 0.0,0.023,1.131 ;= 0,0.1,0.04           ;-- S.M.R.T.E.R. Zone Final Values!!
;fire_point2             = 0,0.1,0.04           ;-- not needed if scope is permanent
;fire_bone2              = wpn_body

aim_hud_offset_pos				= -0.052500,0.016499,-0.123000
aim_hud_offset_rot				= 0.000000,0.000000,0.000000

aim_hud_offset_pos_16x9				= -0.053500,0.024000,-0.055500
aim_hud_offset_rot_16x9				= 0.000000,0.000000,0.000000

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						= svd_draw
anm_hide             	= svd_holster
anm_shots					= svd_shoot
anm_reload					= winchester1300_reload  ; svd_reload
anm_bore						= svd_idle_bore
anm_idle             	= svd_idle
anm_idle_aim				= svd_idle_aim
anm_idle_moving 			= svd_idle_moving
anm_idle_sprint			= svu_idle_sprint_2

anm_open			= winchester1300_reload_start
anm_add_cartridge		= winchester1300_reload
anm_close			= winchester1300_reload_end

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



