[wpn_fn2000]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection     = spawn_group
$spawn                  = "weapons\fn-2000"
$npc                    = on                                ; option for Level Editor
$prefetch               = 8
scheduled               = off                                ; option for ALife Simulator
cform                   = skeleton
class                   = WP_GROZA
description          	= st_wpn_fn2000_descr

ef_main_weapon_type     = 2
ef_weapon_type          = 8

default_to_ruck         = false
sprint_allowed       	= true
control_inertion_factor = 1.0

;-------------------------------------------------------------------------------
cost              		= 14000
weapon_class          	= assault_rifle
inv_weight              = 4.6

upgrades                = up_gr_firstab_fn2000, up_gr_seconab_fn2000, up_gr_thirdab_fn2000, up_gr_fourtab_fn2000, up_gr_fourtcd_fn2000, up_gr_fourtef_fn2000
;, up_gr_fifthab_fn2000
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_fn2000

;--TTX----------------------------------------------------------------------------
hit_power					= 0.32, 0.32, 0.32, 0.32
hit_impulse					= 100
hit_type						= fire_wound
fire_distance           = 200
bullet_speed         	= 550 ;начальная скорость пули
rpm                     = 670
rpm_empty_click         = 200

grenade_vel 			= 32 ;76

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

hud                      = wpn_fn2000_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	     	= 0.005
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.06
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.001
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.001

ammo_elapsed           	= 30
ammo_mag_size          	= 30
hand_dependence         = 1
single_handed           = 0
ammo_class              = ammo_5.56x45_ss190, ammo_5.56x45_ap
grenade_class			= ammo_m209
fire_modes              = 1, 3, -1
launch_speed         	= 32

;-дисперсия-----------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base       = 0.2    ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor    = 1.2f
crosshair_inertion			= 6.30

;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      = 0.15 		;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           = 50.0		;максимальный угол отдачи
cam_max_angle_horz      = 50.0      ;(degree) maximum shot horizontal degree
cam_step_angle_horz     = 1.2 		;(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         = 5     ; scope & ironsight
zoom_cam_relax_speed_ai      = 360
zoom_cam_dispersion          = 0.3
zoom_cam_dispersion_inc      = 0.15
zoom_cam_dispersion_frac     = 1.0
zoom_cam_max_angle           = 50.0
zoom_cam_max_angle_horz      = 50.0
zoom_cam_step_angle_horz     = 1.0

fire_dispersion_condition_factor = 11        ;увеличение дисперсии в процентах при максимальном износе

;---DOF-------------------------------------------------------------------------
;zoom_dof					= 0.5, 1.0, 180
reload_dof					= 0.0, 0.5, 5, 2
;-------------------------------------------------------------------------------

holder_range_modifier   = 1.85            ; во сколько раз увеличивается eye_range
holder_fov_modifier     = 1.0              ; во сколько раз увеличивается eye_fov

min_radius              = 50
max_radius              = 150

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

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

inv_name             	= st_wpn_fn2000
inv_name_short         	= st_wpn_fn2000


inv_grid_width          = 4
inv_grid_height         = 2
inv_grid_x              = 5
inv_grid_y              = 9

upgr_icon_x			= 300
upgr_icon_y			= 395
upgr_icon_width		= 292
upgr_icon_height   	= 118

kill_msg_x              = 131
kill_msg_y              = 123
kill_msg_width          = 64
kill_msg_height         = 30

;-------------------------------------------------------------------------------
position                = -0.026, -0.132, 0.0
orientation             = 0, 0, 0

fire_point              = 0.000000,0.184,0.35
fire_point2             = 0.0, 0.123, 0.398

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

shell_point       		= -0.020000,0.186000,0.200000
shell_dir            	= 0.0, 1.0, 0.0
shell_particles         = weapons\generic_shells

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position          = -0.15,-0.35,0.27         ; position (offset) and orientation of the weapon when it is strapped
strap_orientation       = -10,-3,10             ; (3rd person view in degrees))
strap_orientation       = -10,-5,10					; (3rd person view in degrees)
strap_bone0             = bip01_spine2
strap_bone1             = bip01_spine1

startup_ammo             = 1000
visual                   = dynamics\weapons\wpn_fn2000\wpn_fn2000.ogf

light_disabled			= false
light_color             = 0.6,0.5,0.3
light_range             = 4
light_var_color         = 0.05
light_var_range         = 0.1
light_time              = 0.2


ph_mass                 = 4

;addons
scope_status            = 1
silencer_status         = 2
grenade_launcher_status = 1

zoom_enabled            = true                                                ; (on,off)zoom mode (right mouse button)
zoom_rotate_time			= 0.25
scope_zoom_factor       = 50                                                ; fov for zoom mode
scope_texture		= wpn_crosshair_g36
lens_texture		= wpn\wpn_crosshair_g36_lens
lens_texture_x		= 183
lens_texture_y		= 75
lens_texture_w		= 648
lens_texture_h		= 648

scope_name              = wpn_addon_scope_susat
scope_x                 = 63
scope_y                 = -1
silencer_name           = wpn_addon_silencer
silencer_x              = 169
silencer_y              = 13
grenade_launcher_name   = wpn_addon_grenade_launcher
grenade_launcher_x      = 95
grenade_launcher_y      = 25

;звуки
snd_draw                = weapons\generic_draw
snd_holster             = weapons\generic_holster
snd_shoot         		= weapons\n_fn2000_shot

snd_empty               = weapons\gen_empty, 0.5
snd_reload        		= weapons\fn2000_reload
snd_shoot_grenade       = weapons\gen_grenshoot
snd_reload_grenade      = weapons\fn2000_grenload, 1.0
snd_switch              = weapons\groza_switch, 1.0, 0.5

;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_fn2000_hud]:hud_base
zoom_hide_crosshair	= true
attach_place_idx	= 0
item_visual					= dynamics\weapons\wpn_fn2000\wpn_fn2000_hud.ogf


hands_position				= -0.081500,-0.204000,0.288000
hands_orientation			= 0.250001,0.649990,1.849998

hands_position_16x9				= -0.032000,-0.214499,0.299498
hands_orientation_16x9			= 2.149999,0.250000,1.399999


item_position				= 0.005280,0.016463,-0.003394
item_orientation			= -16.844534,-2.475593,361.820557


shell_point					= 0.037,0.063,0.118
shell_dir               = 0.0, 1.0, 0.0
shell_bone					= wpn_body


fire_point		= 0,0.054,0.358
fire_bone      	      = wpn_body
fire_point2					= 0.0,-0.008,0.408
fire_bone2					= wpn_body

anm_show             	= fn_2000_draw
anm_hide             	= fn_2000_holster
anm_idle             	= fn_2000_idle
anm_idle_sprint         = svd_idle_sprint_2
anm_idle_moving 			= fn_2000_idle_moving
anm_shots               = fn_2000_shoot
anm_reload              = fn_2000_reload
anm_idle_aim           	= fn_2000_idle_aim

anm_switch              = fn_2000_switch_off
anm_switch_g            = fn_2000_switch_on
anm_bore						= fn_2000_idle_bore

anm_show_w_gl           = fn_2000_draw
anm_hide_w_gl           = fn_2000_holster
anm_idle_w_gl           = fn_2000_idle
anm_shots_w_gl          = fn_2000_shoot
anm_reload_w_gl         = fn_2000_reload
anm_idle_w_gl_aim       = fn_2000_idle_aim
anm_idle_sprint_w_gl		= svu_idle_sprint_2 ;fn_2000_idle_sprint
anm_idle_moving_w_gl		= fn_2000_idle_moving
anm_bore_w_gl				= fn_2000_idle_bore

anm_show_g         		= fn_2000_draw_gl
anm_hide_g         		= fn_2000_holster_gl
anm_idle_g          		= fn_2000_idle_gl
anm_reload_g       		= fn_2000_reload_gl
anm_idle_g_aim      		= fn_2000_idle_aim_gl
anm_shots_g         		= fn_2000_shoot_gl
anm_idle_sprint_g			= fn_2000_idle_sprint_gl
anm_idle_moving_g			= fn_2000_idle_moving_gl
anm_bore_g					= fn_2000_idle_bore_gl


aim_hud_offset_pos	= -0.112000,0.029500,-0.318000
aim_hud_offset_rot	= 0.010000,0.002500,-0.010000

gl_hud_offset_pos				= -0.068500,-0.091000,0.000000
gl_hud_offset_rot				= -0.162500,0.000000,0.000000

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

aim_hud_offset_pos_16x9     = -0.112000,0.019500,-0.3018000
aim_hud_offset_rot_16x9  	= 0.010000,0.002500,-0.010000

gl_hud_offset_pos_16x9				= -0.124500,-0.084000,0.000000
gl_hud_offset_rot_16x9				= -0.170000,0.030000,0.000000

;-----------------------------------------------------------------------------
; Уникальнvе
;-----------------------------------------------------------------------------

[wpn_fn2000_nimble]:wpn_fn2000
$spawn               = "weapons\wpn_fn2000_nimble"   ; name and section in level editor

cost              		= 20000
