[wpn_m3]: identity_immunities,weapon_probability,default_weapon_params
GroupControlSection			= spawn_group
$spawn                   	= "weapons\m3"					; option for Level Editor
$npc			 			= on				; option for Level Editor
$prefetch 		 			= 8
scheduled                	= off              ; option for ALife Simulator
cform                    	= skeleton
class                    	= WP_ASHTG
description					= st_wpn_m3_descr

ef_main_weapon_type			= 1
ef_weapon_type				= 7

;----------------------------------------------------------------------------
cost					 	= 3000
weapon_class			 	= shotgun
inv_weight					= 3.0

upgrades                = up_gr_firstab_wincheaster1300, up_gr_seconab_wincheaster1300, up_gr_thirdab_wincheaster1300, up_gr_fourtab_wincheaster1300
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_wincheaster1300

;--TTX----------------------------------------------------------------------------
hit_power        			= 0.76, 0.76, 0.76, 0.76
hit_impulse      			= 20
hit_type 					= fire_wound
fire_distance            	= 50
bullet_speed			 	= 300			;начальная скорость пули
rpm                      	= 85            ;60 = 1 секунда

hud                      	= wpn_m3_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
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.003
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0035

tri_state_reload			= on

ammo_elapsed		 		= 8
ammo_mag_size		 		= 8
ammo_class		 			= ammo_12x70_buck, ammo_12x76_zhekan
fire_modes					= 1

;--дисперсия----------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.42  ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.2f
crosshair_inertion			= 6.85

;отдача
cam_return				= 0
cam_relax_speed         	= 7.0	;скорость возврата в исходное положение
cam_relax_speed_ai        	= 120.75
cam_dispersion          	= 3.0	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 3.0	;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac		= 1.0   
cam_max_angle			= 5	;максимальный угол отдачи
cam_max_angle_horz		= 9.0	;(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 				= 0.5
PDM_disp_vel_factor 		= 2.0
PDM_disp_accel_factor 		= 2.0
PDM_disp_crouch	 				= 1.0
PDM_disp_crouch_no_acc 			= 1.0

zoom_cam_relax_speed		= 10     ; scope & ironsight
zoom_cam_relax_speed_ai		= 120.75
zoom_cam_dispersion			= 3.0
zoom_cam_dispersion_inc		= 2.5
zoom_cam_dispersion_frac	= 0.7
zoom_cam_max_angle			= 15.0
zoom_cam_max_angle_horz		= 15.0
zoom_cam_step_angle_horz	= 3.0

fire_dispersion_condition_factor = 2.5	;увеличение дисперсии в процентах при максимальном износе

;---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		= 1.0              ; во сколько раз увеличивается eye_fov

min_radius               	= 0
max_radius               	= 50

hit_probability_gd_novice	= 0.70
hit_probability_gd_stalker	= 0.70
hit_probability_gd_veteran	= 0.70
hit_probability_gd_master	= 0.70

;-------------------------------------------------------------------------------
position                 	= -0.024, -0.097, 0.
orientation              	= 0, -4, 0      ;значение устанавливается в градусах

shell_point				= 0.0, 0.180, 0.647
shell_particles         = weapons\generic_shells_shotgun

fire_point              = 0.0, 0.158, 0.647
fire_point2				= 0.0, 0.158, 0.647
hand_dependence 	 		= 1
single_handed				= 0

slot 				 		= 2		; // secondary
animation_slot		 		= 9		; type of the animation that will be used

inv_name					= st_wpn_m3
inv_name_short				= st_wpn_m3

inv_grid_width				= 3
inv_grid_height				= 1
inv_grid_x					= 12
inv_grid_y					= 26

upgr_icon_x			= 1778
upgr_icon_y			= 101
upgr_icon_width		= 266
upgr_icon_height   	= 81

kill_msg_x			= 171
kill_msg_y			= 104
kill_msg_width		= 75
kill_msg_height		= 20

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

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position         		= -0.26,-0.10,0.05			; 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             	= 8
visual                   	= dynamics\weapons\wpn_m3\wpn_m3.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\spas12\spas12_draw
snd_holster					= weapons\generic_holster
snd_shoot					= weapons\m3-1
snd_empty					= weapons\spas12\spas12_empty
snd_reload					= weapons\m3_insertshell
snd_shoot_duplet			= weapons\m3-1

snd_add_cartridge			= weapons\m3_insertshell
snd_close_weapon        = weapons\m3_pump

[wpn_m3_hud]:hud_base
zoom_hide_crosshair = true

shell_point			= 0.028,0.052,0.0147
shell_dir                     	= 0.0, 1.0, 0.0
shell_bone			= wpn_body


fire_point		= 0, 0.051, 0.808
fire_bone			= wpn_body


attach_place_idx		= 0
item_visual                   	= dynamics\weapons\wpn_m3\wpn_m3_hud.ogf

hands_position				= -0.131000,-0.084001,0.197000
hands_orientation			= 1.950000,-0.999998,3.349998

hands_position_16x9				= -0.122000,-0.142500,0.234499
hands_orientation_16x9			= 3.149998,1.050001,2.349999

item_position				= 0.001394,0.007643,0.003674
item_orientation			= -0.194673,-0.83 9747,-0.116095

aim_hud_offset_pos			= -0.096000,0.104000,0.000000
aim_hud_offset_rot			= 0.049700,0.028000,-0.022500

aim_hud_offset_pos_16x9				= -0.107400,0.170000,0.000000
aim_hud_offset_rot_16x9				= 0.086000,0.049000,-0.045000


;aim_hud_offset_pos_16x9				= -0.046500,0.139000,0.10
;aim_hud_offset_rot_16x9				= 0.052500,-0.800,-0.028000

anm_show						= spas12_draw
anm_hide						= spas12_holster
anm_idle						= spas12_idle
anm_idle_aim				= spas12_idle_aim
anm_idle_moving			= spas12_idle_moving
anm_idle_sprint	= svu_idle_sprint_2
anm_bore						= spas12_idle_bore

anm_shots					= spas12_shoot

anm_open						= spas12_reload_start
anm_add_cartridge			= spas12_reload
anm_close					= spas12_reload_end