[wpn_pb]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection			= spawn_group
$spawn                  	= "weapons\pb"		; option for Level Editor
$npc			 					= on							; option for Level Editor
$prefetch 						= 8
scheduled         			= off              		; option for ALife Simulator
cform             			= skeleton
class                   	= WP_PM
description					= st_wpn_pb_descr
ef_weapon_type				= 5

;-------------------------------------------------------------------------------
cost					= 700
inv_weight				= 0.7

upgrades                = up_gr_firstab_pb, up_gr_seconab_pb, up_gr_thirdab_pb, up_gr_fourtab_pb, up_gr_fifthab_pb
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_pb

;--TTX---------------------------------------------------------------------------
hit_power           		= 0.3, 0.3, 0.3, 0.3
hit_impulse	 		 		= 80
hit_type 					= fire_wound
fire_distance           	= 200
bullet_speed		 		= 135
rpm                     	= 162
rpm_empty_click 	 		= 120

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

hud                     	= wpn_pb_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	     	= 0.0085
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.085
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0047
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0047

ammo_elapsed		 	= 8
ammo_mag_size		 	= 8
ammo_class		 		= ammo_9x18_fmj, ammo_9x18_pmm
hand_dependence		 	= 1
single_handed			= 1

;---дисперсия----------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.19 ;0.15 			;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.0
crosshair_inertion		= 2.65

;отдача
cam_return				= 0
cam_relax_speed         = 8				;скорость возврата в исходное положение
cam_relax_speed_ai      = 360
cam_dispersion          = 0.45				;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.45				;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			= 5.0			;максимальный угол отдачи
cam_max_angle_horz		= 5.0			;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 1.0				;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 				= 0.5
PDM_disp_vel_factor 		= 1.1
PDM_disp_accel_factor 		= 1.1
PDM_disp_crouch	 			= 1
PDM_disp_crouch_no_acc 		= 1

fire_dispersion_condition_factor = 9		;увеличение дисперсии в процентах при максимальном износе

;---DOF-------------------------------------------------------------------------
zoom_dof					= -1000, 1.0, 1000
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              	= 30

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 			 		= 1
animation_slot			= 1									; type of the animation that will be used
default_to_ruck			= false
sprint_allowed			= true
control_inertion_factor	= 1

inv_name				= st_wpn_pb
inv_name_short			= st_wpn_pb


inv_grid_width			= 2
inv_grid_height			= 1
inv_grid_x				= 15
inv_grid_y				= 6

upgr_icon_x			= 462
upgr_icon_y			= 270
upgr_icon_width		= 255
upgr_icon_height   	= 101

kill_msg_x				= 80
kill_msg_y				= 154
kill_msg_width			= 49
kill_msg_height			= 22

;-------------------------------------------------------------------------------
visual                  	= dynamics\weapons\wpn_pb\wpn_pb.ogf

position                	= -0.021, -0.07, 0.0
orientation             	= 0, 0, 0

fire_point              	= 0.0, 0.104, 0.273

;--STRAP PARAMETERS-----------------------------------------------------------------
;strap_position         	= -0.1,-0.45,0.2			; position (offset) and orientation of the weapon when it is strapped
;strap_orientation      	= 1.57,0,0						; (3rd person view)
;strap_bone0					= bip01_spine2
;strap_bone1					= bip01_spine1

flame_particles		   	= weapons\generic_weapon03
smoke_particles		   	= weapons\generic_shoot_00

shell_point		 				= 0.0, 0.133, 0.047
shell_dir		 				= 0.0, 0.0, 0.4
shell_particles	 			= weapons\generic_shells

;-------------------------------------------------------------------------------
light_color		 				= 0.6,0.5,0.3
light_range		 				= 3.0
light_var_color		 		= 0.05
light_var_range		 		= 0.5
light_time 		 				= 0.2

ph_mass			 				= 1

;addons
scope_status					= 0
silencer_status				= 1
grenade_launcher_status		= 0

zoom_enabled					= true
zoom_rotate_time				= 0.25
scope_zoom_factor	    		= 55

;звуки
snd_draw							= weapons\pm_draw
snd_holster						= weapons\generic_holster
snd_shoot						= weapons\n_pb_shot
snd_empty						= weapons\generic_empty
snd_reload						= weapons\pistol_reload, 0.8
snd_close						= weapons\generic_close

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

silencer_name  				= wpn_addon_silencer		; section name for the attachable silencer
silencer_x 						= 65						; offset in inventory icon
silencer_y 						= -18

;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
snd_silncer_shot				= weapons\n_pb_shot
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_pb_hud]:hud_base
zoom_hide_crosshair			= true


hands_position				= -0.021000,-0.160000,0.1
hands_orientation			= -0.500000,1.000000,1.149999
hands_position_16x9				= 0.033000,-0.189500,0.039000
hands_orientation_16x9			= 2.349998,2.749999,2.849998


;hands_position				= -0.082500,-0.130500,0.002500
;hands_orientation			= -4.399999,-0.350000,1.949998
;hands_position_16x9				= -0.006500,-0.161000,0.039000
;hands_orientation_16x9			= -1.350000,0.600000,1.599999

item_position					= 0.000746,-0.000321,0.003479
item_orientation				= 1.239378,-0.134046,-2.052052

item_visual             	= dynamics\weapons\wpn_pb\wpn_pb_hud.ogf
attach_place_idx				= 0

shell_point						= 0.013,0.04,0.468
shell_bone              	= wpn_body

fire_point			= 0,0.029,0.284
fire_bone               	= wpn_body

anm_show						= pb_draw
anm_show_empty					= pb_draw, pb_opened

anm_hide             			= pb_holster
anm_hide_empty             		= pb_holster, pb_opened

anm_idle             			= pb_idle
anm_idle_empty             		= pb_idle, pb_opened

anm_shots						= pb_shoot
anm_shot_l						= pb_shoot, pb_open

anm_idle_aim					= pb_idle_aim
anm_idle_aim_empty				= pb_idle_aim, pb_opened

anm_reload						= pb_reload
anm_reload_empty				= pb_reload, pb_close

anm_idle_moving 				= pb_idle_moving
anm_idle_moving_empty 			= pb_idle_moving, pb_opened

anm_idle_sprint					= pb_idle_sprint
anm_idle_sprint_empty			= pb_idle_sprint, pb_opened

anm_bore						= pb_idle_bore
anm_bore_empty					= pb_idle_bore, pb_opened

aim_hud_offset_pos				= -0.106000,0.034000,0.003000
aim_hud_offset_rot				= -0.015000,0.002500,-0.047500

gl_hud_offset_pos				= 0,0,0
gl_hud_offset_rot				= 0,0,0

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

aim_hud_offset_pos_16x9				= -0.167000,0.065500,0.000000
aim_hud_offset_rot_16x9				= 0.015000,0.055000,-0.022500

;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------
