[wpn_mp7a3]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection     = spawn_group
discovery_dependency    =
$spawn                  = "weapons\mp7a3"               ; option for Level Editor
$npc              = on           ; option for Level Editor
$prefetch               = 8
scheduled               = off                                ; option for ALife Simulator
cform                   = skeleton
class                   = WP_LR300
min_radius              = 0
max_radius              = 50
description          	= st_wpn_mp7a3_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, 180
reload_dof           = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
holder_range_modifier   = 1.0                       ; во сколько раз увеличивается eye_range
holder_fov_modifier     = 0.7              ; во сколько раз увеличивается eye_fov
;-------------------------------------------------------------------------------
upgrades                = up_gr_firstab_smg, up_gr_seconab_smg, up_gr_thirdab_smg
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_bm16

cost              = 7500            ; the price of the item
weapon_class      = assault_rifle      ; the type of the box that will be used in buy-menu in multiplayer mode

ammo_limit        = 210          ; obsolete
ammo_elapsed      = 30           ; obsolete
ammo_elapsed      = 30

ammo_mag_size     = 20           ; clip (magazine) size
fire_modes		  = 1, 3, -1

ammo_class		  = ammo_4.6x30
grenade_class     = ammo_vog-25, ammo_vog-25p         ; name of the ltx-section of used grenades

launch_speed      = 0
hand_dependence   = 1
single_handed     = 0

slot              = 1                ; //was secondary
animation_slot    = 8                ; type of the animation that will be used
inv_name          = st_wpn_mp7a3               ; name in inventory
inv_name_short    = st_wpn_mp7a3
inv_weight        = 2.5

inv_grid_width    = 2
inv_grid_height   = 1
inv_grid_x        = 7
inv_grid_y        = 28

upgr_icon_x			= 1813
upgr_icon_y			= 190
upgr_icon_width		= 237
upgr_icon_height   	= 148

kill_msg_x        = 72
kill_msg_y        = 82
kill_msg_width    = 56
kill_msg_height   = 23

;-------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base    = 0.4 ;0.8    ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.2f
crosshair_inertion   	= 4.35

;отдача
cam_return			 = 0
cam_relax_speed      = 5		;скорость возврата в исходное положение
cam_relax_speed_ai   = 120.75
cam_dispersion       = 0.3		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc   = 0.5		;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			= 20.0	;максимальный угол отдачи
cam_max_angle_horz		= 20.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 1.6	;(degree) size of step camera moved in horizontal position while shooting

zoom_cam_relax_speed        = 10    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.2
zoom_cam_dispersion_inc     = 0.5
zoom_cam_dispersion_frac    = 0.7
zoom_cam_max_angle          = 5.0
zoom_cam_max_angle_horz     = 10.0
zoom_cam_step_angle_horz    = 1.5

fire_dispersion_condition_factor = 5        ;увеличение дисперсии в процентах при максимальном износе
misfire_probability     	= 0.003  ;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,-0.132,0.009
orientation              	= 0, 0, 0

fire_point              = 0.0, 0.00188, 0.392
fire_point2             = 0.0, 0.188, 0.392

flame_particles         = weapons\generic_weapon05
smoke_particles         = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01

shell_point          = 0.0, 0.188, 0.082
shell_dir            = 0.0, 1.0, 0.0

shell_particles         = weapons\generic_shells

PDM_disp_base           = 0.4
PDM_disp_vel_factor   	= 1.3
PDM_disp_accel_factor 	= 1.3
PDM_disp_crouch         = 1.0
PDM_disp_crouch_no_acc  = 1.0

; ttc
hit_power            = 0.32, 0.32, 0.32, 0.32
hit_impulse          = 100    ; size of physic impulse by bullet
hit_type             = fire_wound            ; [] type of the wound

hit_probability_gd_novice  = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master  = 0.80

fire_distance           = 150                  ; maximum fire distance that bullet can fly
bullet_speed            = 250                ; starting bullet speed
rpm                     = 700
rpm_empty_click         = 200
; end ttc

use_aim_bullet          = true                ;Поддерживается ли первая суппер пуля
time_to_aim             = 1.5

hud                     = wpn_mp7a3_hud

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position         	= -0.16,-0.36,0.15			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      	= -10,-5,10					; (3rd person view in degrees)
strap_bone0             = bip01_spine2
strap_bone1             = bip01_spine1

startup_ammo            = 90
visual                  = dynamics\weapons\wpn_mp7a3\wpn_mp7a3.ogf

light_disabled                                = false
light_color             = 0.6,0.5,0.3
light_range             = 5
light_var_color         = 0.05
light_var_range         = 0.5
light_time              = 0.2

ph_mass                 = 3

;addons
scope_status            = 0                   ; 0 - no addon
silencer_status         = 2                   ; 1 - permanent
grenade_launcher_status = 0                   ; 2 - attachable

zoom_enabled            = true                                                ; (on,off)zoom mode (right mouse button)
zoom_rotate_time        = 0.25
scope_zoom_factor       = 50                                                ; fov for zoom mode

scope_name              = wpn_addon_scope       ; section name for the attachable scope
scope_x              	= 47                 ; offset in inventory icon
scope_y                 = 0
silencer_name           = wpn_9mm_nato_silencer    ; section name for the attachable silencer
silencer_x              = 90 ; FINAL VALUE!!!
silencer_y              = -10 ; FINAL VALUE!!!
grenade_launcher_name   = wpn_addon_grenade_launcher; section name for the attachable grenade launcher
grenade_launcher_x      = 126                ; offset in inventory icon
grenade_launcher_y      = 24

;звуки
snd_draw                = weapons\ak74_draw
snd_holster             = weapons\generic_holster
snd_shoot               = weapons\n_mp5_shot

snd_empty               = weapons\gen_empty, 0.5
snd_reload              = weapons\mp5_reload
snd_shoot_grenade       = weapons\gen_grenshoot
snd_reload_grenade      = weapons\gen_grenload, 1.0, 0.8
snd_switch              = weapons\groza_switch, 1.0, 0.5
snd_bore				= weapons\mp5_bore
snd_bore1				= weapons\draw_silent

;настройки для глушителя
silencer_hit_power      = 0.55, 0.55, 0.55, 0.55
silencer_hit_impulse    = 120
silencer_fire_distance  = 250
silencer_bullet_speed   = 600

;silencer_flame_particles  = weapons\generic_weapon01
silencer_smoke_particles   = weapons\generic_shoot_00

snd_silncer_shot        = weapons\w_ak74_shot1

silencer_light_color    = 0.6,0.5,0.3
silencer_light_range    = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time     = 0.2


[wpn_mp7a3_hud]
zoom_hide_crosshair     = false ;true
attach_place_idx        = 0
item_visual             = dynamics\weapons\wpn_mp7a3\wpn_mp7a3.ogf_hud

hands_position				= -0.001000,-0.1790000,0.002500
hands_orientation			= -0.500000,1.000000,1.0
hands_position_16x9				= 0.033000,-0.189500,0.039000
hands_orientation_16x9			= 2.349998,2.749999,2.849998

item_position					= 0.007746,-0.125,0.003479 ;0.007746,-0.065848,0.003479
item_orientation				= 1.239378,-0.134046,-2.052052

shell_point             = 0.021,0.099,0.286
shell_dir               = 0.0, 1.0, 0.0
shell_bone              = wpn_body

fire_point				= 0,0.008,0.439
fire_bone               = wpn_body
fire_point2			= -0.030000,0.074500,-0.037000
fire_bone2                = wpn_body

anm_empty             	= walter99_idle, walter99_opened
anm_close				= walter99_holster
;-delme end
anm_show					= fort_draw
anm_show_empty				= fort_draw, fort_opened

anm_hide             		= fort_holster
anm_hide_empty        		= fort_holster, fort_opened

anm_idle             		= fort_idle
anm_idle_empty         		= fort_idle, fort_opened

anm_shots					= beretta_shoot
anm_shot_l					= fort_shoot,  fort_open

anm_idle_aim				= fort_idle_aim
anm_idle_aim_empty			= fort_idle_aim, fort_opened

anm_reload					= winchester1300_reload ; desert_eagle_reload
anm_reload_empty			= desert_eagle_reload

anm_idle_moving 			= fort_idle_moving
anm_idle_moving_empty 		= fort_idle_moving, fort_opened

anm_idle_sprint				= fort_idle_sprint
anm_idle_sprint_empty		= fort_idle_sprint, fort_opened

anm_bore					= fort_idle_bore
anm_bore_empty				= fort_idle_bore, fort_opened



aim_hud_offset_pos = -0.131500,0.01900,-0.032500  ;= -0.130000,0.01900,-0.032500 keep for now, change rot
aim_hud_offset_rot = -0.00000,0.000,0.0000

aim_hud_offset_pos_16x9				= -0.175000,0.028000,0.000000 ;keep
aim_hud_offset_rot_16x9             = 0.027500,0.055000,0.025000  ;keep

gl_hud_offset_pos       	= 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot       	= 0,0,0;-0.145000,0.000000,0.000000

gl_hud_offset_pos_16x9    	= 0,0,0;-0.130000,0.003500,0.000500
gl_hud_offset_rot_16x9    	= 0,0,0;0.052500,0.045000,-0.010000

lean_hud_offset_pos        = 0,0,0
lean_hud_offset_rot        = 0,0,0