;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_m16]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\m16"	; name and section in level editor
$npc					= on				
$prefetch 				= 8
scheduled				= off               ;[] option for ALife Simulator
cform               	= skeleton
class               	= WP_AK74			; class of the weapon that corresponding to CPP class
min_radius          	= 30				; [] for AI
max_radius          	= 100				; [] for AI
description					= enc_wpn_m16_sniper
	
ef_main_weapon_type		= 2
ef_weapon_type			= 6

;-----------------------------------------------------------------------------------
holder_range_modifier	= 1.0		       ; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 0.7              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost					= 16000				; 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			= 18				; obsolete
	
ammo_mag_size			= 18				; clip (magazine) size
fire_modes					= 1,-1
f_mode				= 2

ammo_class		= ammo_5.56x45_ss190, ammo_5.56x45_ap
grenade_class		= ammo_m209

launch_speed			= 0

hand_dependence			= 1									; how many hands (1 or 2) we used to hold weapon in
single_handed			= 0
	
slot 					= 2									; number of slot in inventory we put weapon in (1 - knife slot, 2 - pistol, 3 - rifle, 4 - grenade, 5 - apparatus)
animation_slot			= 2									; type of the animation that will be used

inv_name					= "M-16"
inv_name_short				= "M-16"
inv_weight					= 2.89

inv_grid_width     = 6
inv_grid_height    = 2
inv_grid_x         = 29
inv_grid_y         = 44

kill_msg_x			= 175
kill_msg_y			= 0
kill_msg_width		= 82
kill_msg_height		= 28

;-----------------------------------------------------------------------------------
; base dispersion
;
; === Setting of the weapon shooting dispersal parameter ===
;Dispersal consists from to basic constituents – dispersal of the weapon (relatively small). In fact, this is a dispersal of a weapon griped in a vice; - dispersal of the weapon behavior in the hands of the host (if he running, or walking or shoots in single shots or in a burst) is another, more significant factor of dispersal. 
;Dispersal of the weapon depends only from basic dispersal, basket case factor ant time of the ammo.
;Dispersal of the way the host shooting (standing, running and etc.)
;Two types of shooting modes can be defined: - usual mode and zoomed mode.  
;Usual mode: - depends from the position of the player while shooting (standing, sitting, walking and running)
;Zoomed mode – depends from the dispersal of the weapon and do NOT depends from the position of the shooter. In that mode, dispersal of the weapon &laquo switches to;&raquo;  sight swinging (created be effector). 
;Weapon recoil in the game also created by recoil effector. 
;
;-----------------------------------------------------------------------------------
fire_dispersion_base			= 0.11		;0.000001 ;0.23		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor			= 1.25f
disp_rate = 1.85

;--отдача
cam_relax_speed         		= 5.0 		;скорость возврата в исходное положение
cam_relax_speed_ai         		= 10
cam_dispersion          	= 0.13	;0.98		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.23		;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 0.45	;0.000001	;0.85		;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle					= 10.0		;максимальный угол отдачи
cam_max_angle_horz				= 14.0		;(degree) maximum shot horizontal degree 
cam_step_angle_horz				= 2.8	;0.18		;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor 	= 1.2		;увеличение дисперсии в процентах при максимальном износе 
misfire_probability 	= 0.007 ;вероятность осечки при максимальном износе
misfire_condition_k		= 0.1 
condition_shot_dec 		= 0.0002 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

fire_point              = 0.0, 0.227, 0.709
fire_point2             = 0.0, 0.100, 0.595

flame_particles				= weapons\generic_weapon05	; particles for shooting effects
smoke_particles				= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_shoot_00
	
shell_point             = 0.120000,0.200000,0.070000
shell_dir               = 0.0, 0.0, 0.4
shell_particles	 			= weapons\arsenal_shells1	; name of the particles for shells

PDM_disp_base 			= 1.1
PDM_disp_vel_factor 		= 0.8
PDM_disp_accel_factor 		= 0.8
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

; ttc
hit_power        	= 0.44
hit_impulse	        = 30
hit_type 	        = fire_wound
hit_rate	        = 1.85
fire_distance       = 180
bullet_speed		= 948
rpm                 = 650 

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

;params when silencer is attached 
;similar to corresponding params without prefix silencer_

silencer_hit_power       	= 0.44
silencer_hit_impulse	 	= 25
silencer_fire_distance   	= 180
silencer_bullet_speed	 	= 948

hud                      	= wpn_m16_hud

position                 	= -0.026, -0.170, 0.0
orientation      	        = 0,0,0						; (3rd person view)

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.16,-0.40,0.15			; 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

visual                   	= PSEVDO_STALKER_MOD\m16\m16-w.ogf

light_color					= 0.6,0.5,0.3				; params for light during the fire
light_range					= 5							; radius
light_var_color				= 0.05						
light_var_range				= 0.5
light_time 					= 0.2						

ph_mass						= 5							; physic mass (kg)

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

zoom_enabled				= true						; (on,off)zoom mode (right mouse button)
scope_zoom_factor	    	= 55						; fov for zoom mode

scope_name 					= wpn_scope_colt   ;wpn_addon_scope_susat       
scope_x 					= 79
scope_y 					= -8

silencer_name  					= wpn_addon_silencer                ;wpn_addon_sil_556_ar
silencer_x                  = 194
silencer_y                  = 14

grenade_launcher_name 		= wpn_addon_grenade_launcher_m203
grenade_launcher_x 			= 122
grenade_launcher_y 			= 25

;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_draw			= psevdo_sounds\draw, 0.5
snd_holster			= psevdo_sounds\holster, 0.4
snd_shoot			= psevdo_sounds\m16\m16_shoot
snd_shoot1			= psevdo_sounds\m16\m16_shoot1
snd_empty			= psevdo_sounds\nato_empty, 0.6
snd_reload			= psevdo_sounds\m16\ar15_reload, 0.9, 0.15
snd_shoot_grenade		= psevdo_sounds\M203\M203_shot
snd_reload_grenade		= psevdo_sounds\M203\M203_gosuke_reload, 1.0, 0.11
snd_switch			= psevdo_sounds\M203\switch, 1.0, 0.5
snd_silncer_shot		= psevdo_sounds\silenser\lr300_shot_sil, 0.7


;params when silencer is attached 
;similar to corresponding params without prefix silencer_

;silencer_flame_particles 	= weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00


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


;-----------------------------------------------------------------------------
;-- HUD DESCRIPTION
;-----------------------------------------------------------------------------
 
[wpn_m16_hud]
;similar to corresponding params in weapon section but for 1st person view

shell_point		= 0.028,0.029,-0.063
shell_dir               = 0.0, 1.0, 0.0

fire_point = 0.012500, 0.051500,0.237000
fire_point2		0.060500,-6.929000,-0.497000

fire_bone               	= wpn_body

position				= -0.015,-0.15999,0.08000
orientation = 2.00000,  2.000000,  0
visual           	        = PSEVDO_STALKER_MOD\m16\m16-h.ogf

grenade_bone            	= grenade

anim_idle					= idle
anim_idle_aim				= idle_aim
anim_reload					= reload
anim_draw					= draw
anim_holster				= holster
anim_shoot					= shoot
anim_idle_sprint			= idle_sprint

; animation names
; attached grenade launcher [GRENADE fire mode]
anim_idle_g					= idle_g
anim_idle_g_aim				= idle_g_aim
anim_reload_g				= reload_g
anim_shoot_g				= shoot_g
anim_switch_grenade_on		= g_on
anim_switch_grenade_off		= g_off
anim_draw_g					= draw_g
anim_holster_g				= holster_g

; attached grenade launcher [NORMAL fire mode]
anim_idle_gl				= idle_w_gl
anim_idle_gl_aim			= idle_w_gl_aim
anim_reload_gl				= reload_w_gl
anim_draw_gl				= draw_w_gl
anim_holster_gl				= holster_w_gl
anim_shoot_gl				= shoot_w_gl

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;HUD offset in zoom mode (to all)
;(use CONSOLE: hud_adjust_mode 0,1,2, then keys WSADQE and P to show current value in console)

zoom_offset			= -0.125400,0.021700,-0.050000
zoom_rotate_x		= 0.0271
zoom_rotate_y		= 0.0243

zoom_hide_crosshair	= true						;to hide crosshair in zoom 

; same as above, but for attached grenade launcher for
; in NORMAL shoot mode
grenade_normal_zoom_offset		= -0.125400,0.021700,-0.050000
grenade_normal_zoom_rotate_x		= 0.0271
grenade_normal_zoom_rotate_y		= 0.0243

; same as above, but for attached grenade launcher for
; in GRENADE mode
grenade_zoom_offset			= -0.138700,-0.135800,0.300000  ;= -0.087700,-0.135800,0.300000
grenade_zoom_rotate_x		= -0.171400
grenade_zoom_rotate_y		= 0.026

zoom_rotate_time	        = 0.3
rotate_time			        = 0.2


[wpn_scope_colt]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\scope_colt" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = PSEVDO_STALKER_MOD\upgrades\scope_colt-w.ogf
$prefetch 		= 32
description		= "Colt tбvcsх 4x21- M16"
cost			= 2000

holder_range_modifier	= 1.2
holder_fov_modifier		= 0.3

inv_name		= "Colt Scope 4x21"
inv_name_short	= "Colt Scope 4x21"
inv_weight		= 0.6

inv_grid_width     = 1
inv_grid_height    = 1
inv_grid_x         = 35
inv_grid_y         = 44
scope_texture		= arsenal_mod\crosshairs\colt_scope
scope_zoom_factor	= 25		


