[wpn_spas12]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection		= spawn_group
$spawn                  = "weapons\spas12"               ; 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_spas12_descr

ef_main_weapon_type		= 1
ef_weapon_type			= 9

;-----------------------------------------------------------------------------
cost                = 5300
weapon_class		= shotgun
inv_weight          = 4.4

upgrades				= up_gr_firstab_spas12, up_gr_seconab_spas12, up_gr_thirdab_spas12, up_gr_fourtab_spas12
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_spas12

;-------------------------------------------------------------------------------
hit_power        			= 0.51, 0.51, 0.51, 0.51
hit_impulse      			= 120
hit_type 					= fire_wound
fire_distance  = 100 ;1000
bullet_speed   = 220 ;начальная скорость пули
rpm            = 115

hud                        = wpn_spas12_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
fire_modes          = 1, -1
ammo_class		 	= ammo_12x70_buck, ammo_12x76_zhekan

;-----дисперсия-------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.3  ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.4f
crosshair_inertion			= 7.15

;отдача
cam_return				= 0
cam_relax_speed			= 20		;скорость возврата в исходное положение
cam_relax_speed_ai      = 360
cam_dispersion          = 5.0		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc      = 1.5		;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        	= 30.0		;максимальный угол отдачи
cam_max_angle_horz      = 30.0		;(degree) maximum shot horizontal degree
cam_step_angle_horz     = 5.0		;(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			= 5.0
zoom_cam_dispersion_inc		= 1.5
zoom_cam_dispersion_frac	= 0.7
zoom_cam_max_angle			= 15.0
zoom_cam_max_angle_horz		= 15.0
zoom_cam_step_angle_horz	= 5.0

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  = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master  = 0.80

;-------------------------------------------------------------------------------

position                   = -0.024, -0.081, 0.
orientation              	= 0, 0, 0      ;значение устанавливается в градусах

shell_point         = 0.0, 0.138, 0.07
shell_particles         = weapons\generic_shells_shotgun

fire_point          = 0.0, 0.133, 0.686
fire_point2         = 0.0, 0.103, 0.686

hand_dependence 	= 1
single_handed		= 0

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

inv_name            = st_wpn_spas12
inv_name_short      = st_wpn_spas12

inv_grid_width		= 5
inv_grid_height		= 1
inv_grid_x          = 12
inv_grid_y          = 3

upgr_icon_x			= 8
upgr_icon_y			= 475
upgr_icon_width		= 290
upgr_icon_height   	= 57

kill_msg_x        	= 91
kill_msg_y			= 104
kill_msg_width   	= 80
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             	= 10
visual                     	= dynamics\weapons\wpn_spas12\wpn_spas12.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\generic_draw
snd_holster					= weapons\generic_holster
snd_shoot					= weapons\n_spas12_shot
snd_empty					= weapons\generic_empty
snd_reload					= weapons\spas12_reload_end
snd_shoot_duplet			= weapons\n_spas12_shot

snd_open_weapon            = weapons\draw_silent
snd_add_cartridge			= weapons\spas12_reload
snd_close_weapon        = weapons\spas12_reload_end

[wpn_spas12_hud]:hud_base

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_spas12\wpn_spas12_hud.ogf

hands_position				= -0.13300,-0.1,0.3
hands_orientation			= 1.950000,0.0,3.349998



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				= -0.098000,0.11700,0.000000
aim_hud_offset_rot				= 0.07,0.025000,-0.022500

aim_hud_offset_pos_16x9				= -0.107500,0.119000,0.000000
aim_hud_offset_rot_16x9				= 0.052500,0.045000,-0.045000
;aim_hud_offset_pos_16x9				= -0.046500,0.119000,0.000000
;aim_hud_offset_rot_16x9				= 0.052500,0.010000,-0.015000

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			= spas12_idle_sprint
anm_bore						= spas12_idle_bore

anm_shots					= spas12_shoot

anm_open						= spas12_reload_start
anm_add_cartridge			= spas12_reload
anm_close					= spas12_reload_end

anm_reload = spas12_reload

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

[wpn_spas12_nimble]:wpn_spas12
$spawn               = "weapons\wpn_spas12_nimble"   ; name and section in level editor
inv_name				= st_wpn_spas12_nimble
description					= st_wpn_spas12_nimble_descr

cost                = 5200

rpm 				= 180
ammo_mag_size		= 10
fire_modes          = 1, -1
;-----дисперсия-------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.3  ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.4f

;отдача
cam_return				= 1
cam_relax_speed			= 10		;скорость возврата в исходное положение
cam_relax_speed_ai      = 360
cam_dispersion          = 3.5		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc      = 1.5		;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        	= 30.0		;максимальный угол отдачи
cam_max_angle_horz      = 30.0		;(degree) maximum shot horizontal degree
cam_step_angle_horz     = 3.5		;(degree) size of step camera moved in horizontal position while shooting


PDM_disp_base 			= 0.7
PDM_disp_vel_factor 	= 2.8
PDM_disp_accel_factor 	= 2.8
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			= 4.0
zoom_cam_dispersion_inc		= 2.0
zoom_cam_dispersion_frac	= 1.0
zoom_cam_max_angle			= 15.0
zoom_cam_max_angle_horz		= 15.0
zoom_cam_step_angle_horz	= 4.0

scope_status            = 0
silencer_status			= 0
grenade_launcher_status	= 0

launch_speed 		= 0
grenade_flame_particles = weapons\generic_weapon01

