;--------------------------------------
[wpn_g11]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\g11"	; name and section in level editor
$npc					= on				
$prefetch 				= 8
scheduled				= off               ;[] option for ALife Simulator
cform               	= skeleton
class               	= WP_LR300			; class of the weapon that corresponding to CPP class
min_radius          	= 0				; [] for AI
max_radius          	= 150				; [] for AI
description				= enc_weapons_hk_g11
	
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					= 34600				; 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_elapsed		= 50	
ammo_mag_size			= 50				; clip (magazine) size
fire_modes		= -1, 1, 3

ammo_class				= ammo_4.7x33_fmj   ; name of the ltx-section of used ammo 
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	        	= wpn_hk_g11					; name in inventory	
inv_name_short			= wpn_hk_g11
inv_weight			= 3.6								; weight in inventory

inv_grid_width			= 5	 ; position and size of the icon that will be used to display weapon in the inventory menu
inv_grid_height			= 2	 ; all icons are on the texture ui_icon_equipment.dds,   
inv_grid_x				= 23  ; position and size are in terms of 64x64 squares
inv_grid_y				= 46

kill_msg_x			= 0
kill_msg_y			= 28
kill_msg_width		= 84
kill_msg_height		= 28

;-----------------------------------------------------------------------------------
;params of weapon recoil
fire_dispersion_base			= 0.17		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor			= 1.25f
disp_rate 			= 1.82

;отдача
cam_relax_speed         		= 8.5;3.5; 0.15		;скорость возврата в исходное положение
cam_relax_speed_ai         		= 10
cam_dispersion          		= 0.15		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.3		;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 0.59		;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle				= 6.0	    	;максимальный угол отдачи
cam_max_angle_horz			= 8.0		;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 0.6 ;1		;(degree) size of step camera moved in horizontal position while shooting
;износ
fire_dispersion_condition_factor 	= 4.8    	;увеличение дисперсии в процентах при максимальном износе 
misfire_probability 	= 0.00065	;вероятность осечки при максимальном износе 
misfire_condition_k		= 0.05
condition_shot_dec 		= 0.00008	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

fire_point             		=  0,0.216,0.465			; position (3rd person view) for particles of fire 
fire_point2            		=  0,0.1650,0.730			; position (3rd person view) for particles of fire (when shooting with secondary fire)

flame_particles			= weapons\generic_weapon05
smoke_particles				= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon01
	
shell_point		 			= 0,0.206,0.136

PDM_disp_base 				= 1.2
PDM_disp_vel_factor 		= 1.3
PDM_disp_accel_factor 		= 1.3
PDM_crouch	 				= 1.0
PDM_crouch_no_acc 			= 1.0

; ttc
hit_power                	= 0.65		; size of damage by bullet
hit_impulse		 			= 30		; size of physic impulse by bullet	
hit_type 					= fire_wound 	; [] type of the wound
fire_distance            	= 250		; maximum fire distance that bullet can fly
bullet_speed				= 960		; starting bullet speed
hit_rate			= 1.85
rpm                      	= 400		; max round per minute
rpm_empty_click 	 	= 300
use_aim_bullet			= false		;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       	= 0.65
silencer_hit_impulse	 	= 25
silencer_fire_distance   	= 250
silencer_bullet_speed	 	= 960

hud                      	= wpn_g11_hud				; name of the section of the hud

position         	        = -0.015,-0.1350,-0.010			; position (offset) and orientation of the weapon in the hands of character
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         		        = weapons\g11\wpn_g11.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						

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

zoom_enabled				= true						; (on,off)zoom mode (right mouse button)
scope_zoom_factor	    	= 74.7						; fov for zoom mode

scope_texture			= Arsenal_Mod\crosshairs\wpn_crosshair_g11

scope_name 					= wpn_addon_scope			; section name for the attachable scope
scope_x 					= 54						; offset in inventory icon
scope_y 					= 2
silencer_name  				= wpn_addon_sil_545_ar		; section name for the attachable silencer
silencer_x 					= 204						; offset in inventory icon
silencer_y 					= 16					
grenade_launcher_name 		= wpn_addon_grenade_launcher; section name for the attachable grenade launcher
grenade_launcher_x 			= 121						; offset in inventory icon
grenade_launcher_y 			= 23

;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
------------------------------------------------------------------------
snd_draw					= weapons\g11\draw, 0.7
snd_holster					= weapons\g11\holster, 0.5
snd_shoot					= weapons\g11\g11_shoot
snd_reload					= weapons\g11\reload    
snd_empty					= weapons\g11\empty, 0.6
snd_silncer_shot			= weapons\g11\shoot_sil, 0.5
------------------------------------------------------------------------
snd_shoot_grenade			=  weapons\gp30_grenload, 0.7
snd_reload_grenade			=  weapons\gp30_grenshoot, 1.0, 0.8
snd_switch					= weapons\gp30_switch, 1.0, 0.5
------------------------------------------------------------------------
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
silencer_smoke_particles 	= weapons\generic_shoot_00
;------------------------------------------------------------------------
;-- HUD DESCRIPTION
;-----------------------------------------------------------------------------
 
[wpn_g11_hud]
allow_inertion				= true

shell_point				=  0.0, -0.028, -0.53
shell_dir			     	= 0.0, 1.0, 0.0

fire_point               	= 0.00,0.06,-0.45  
fire_point2              	= 0.00,0.00,0.00  
fire_bone               	= muzzle

orientation             	= 1, 2, 0		
position                	= 0.09, -0.07, 0.03
visual         		        = weapons\g11\wpn_g11_hud.ogf

; animation names

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

zoom_offset			= -0.090,0.029050,-0.115000
zoom_rotate_x		= 0.02700
zoom_rotate_y		= 0.01700

zoom_hide_crosshair	= true

[ammo_4.7x33_fmj]:identity_immunities
GroupControlSection	 = spawn_group
discovery_dependency = 
cform           = skeleton
class			= AMMO
$prefetch 		= 64
;belt			= true
$spawn			= "weapons\g11\ammo_47x33" ; option for Level Editor
visual          = weapons\g11\ammo_47x33_fmj.ogf
description		= "4.73x33 mm hьvely nйlkьli lхszer, a lцvedйk gyakorlatilag a nyolcszцgletы meghajtуtцltetbe van elhelyezve. A lхszer megjelхlйse 4.92mm mivel a HK G11 ACR-hez kйszьlt, amerikai katonai kнsйrlet бltal kifejlesztett vбltozat.[6] A lцvedйk 4.93 mm-es бtmйrхjы, a hossza 33mm, az amerikai mйret szerint 34mm mivelhogy ez az ACR kнsйrletek a kamra hossza, nem a tйnyleges hosszat hasznбltбk. A 4.73mm lцvedйknek fele a sъlya йs a mйrete 40%-a az 5.56x45mm NATO lхszerйnek. A lцvedйknek hasonlу a ballisztikбja mint egy 5.56x45mm NATO lхszernek, de a 4.73mm-nйl sokkal kevйsbй valуszнnы, hogy bukdбcsol mielхtt cйlba talбl vagy бthatol a cйlponton, йs нgy nem halбlos. Nem vilбgos, hogy milyen mйrtйkben kellene a lцvedйknek darabokra tцrnie, ami halбlosabbб tudnб tenni."

buck_shot		= 1
explosive		= off
wm_size         = 0.047

cost			= 210

box_size		= 150

inv_name		= ammo_4.73_33_g11
inv_name_short	= ammo_4.73_33_g11_s
inv_weight		= 0.17

inv_grid_width	= 2
inv_grid_height	= 2
inv_grid_x		= 28
inv_grid_y		= 46

k_dist			= 1
k_disp			= 2.5
k_hit			= 2.17
k_impulse		= 1.5
k_pierce		= 1.25
impair			= 1.05
tracer			= on




