[wpn_bm16]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection		= spawn_group
$spawn                  = "weapons\bm16"		; option for Level Editor
$npc			 		= on						; option for Level Editor
$prefetch 		 		= 8
scheduled               = off    				; option for ALife Simulator
cform                   = skeleton
class                   = WP_BM16

description				= st_wpn_bm16_descr

ef_main_weapon_type		= 1
ef_weapon_type			= 9

;-----------------------------------------------------------------------------
cost					= 200
weapon_class			= shotgun
inv_weight				= 1.9

upgrades                = up_gr_firstab_bm16, up_gr_seconab_bm16, up_gr_thirdab_bm16
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_bm16

;---TTX-------------------------------------------------------------------------
hit_power       = 0.5, 0.5, 0.5, 0.5
hit_impulse     = 150
hit_type 		= fire_wound
fire_distance       	= 50
bullet_speed			= 190
rpm                 	= 1000

hud                      		= wpn_bm16_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	     	= 0.002
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.03
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0065
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0065


ammo_elapsed		 	= 2
ammo_mag_size		 	= 2
ammo_class		 		= ammo_12x70_buck
hand_dependence 		= 1
single_handed			= 0

;---DOF-------------------------------------------------------------------------
zoom_dof			    = 0.5, 1.0, 180
;reload_dof           = 0.0, 0.5, 5, 1.7
;----дисперсия--------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.44  	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.0f
crosshair_inertion			= 4.7

;отдача
cam_return				= 1
cam_relax_speed         = 4.0		;скорость возврата в исходное положение
cam_relax_speed_ai      = 360
cam_dispersion          = 5.5 	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 5.5 	;увеличениe cam_dispersion с каждым выстрелом
cam_dispersion_frac		= 0.5 	;ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle			= 15 		;максимальный угол отдачи
cam_max_angle_horz		= 15 		;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 5.5 	;(degree) size of step camera moved in horizontal position while shooting

zoom_cam_relax_speed        = 4.0    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 3.5
zoom_cam_dispersion_inc     = 3.5
zoom_cam_dispersion_frac    = 0.5
zoom_cam_max_angle          = 5.0
zoom_cam_max_angle_horz     = 5.0
zoom_cam_step_angle_horz    = 3.5

fire_dispersion_condition_factor = 2	;увеличение дисперсии в процентах при максимальном износе

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

;-------------------------------------------------------------------------------
slot 					= 2
animation_slot			= 3

inv_name				= st_wpn_bm16
inv_name_short			= st_wpn_bm16

inv_grid_width			= 3
inv_grid_height			= 1
inv_grid_x				= 6
inv_grid_y				= 1

upgr_icon_x			= 599
upgr_icon_y			= 559
upgr_icon_width		= 272
upgr_icon_height   	= 54

kill_msg_x				= 0
kill_msg_y		  		= 104
kill_msg_width			= 54
kill_msg_height			= 16

position                 		= -0.026, -0.096, 0.045
orientation              		= 0, 30, 0      ;значение устанавливается в градусах

shell_point				= 0.0, 0.136, 0.07
fire_point              = 0.000000,0.136000,0.390000     ;r
fire_point2             = 0.000000,0.136000,0.390000		;l

flame_particles	= weapons\generic_weapon05
smoke_particles	= weapons\generic_shoot_00
rpm_empty_click = 200



PDM_disp_base 				= 0.5
PDM_disp_vel_factor 		= 1.1
PDM_disp_accel_factor 		= 1.1
PDM_disp_crouch	 				= 1.0
PDM_disp_crouch_no_acc 			= 1.0

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position         			= -0.26,-0.11,0.15
strap_orientation      			= -15,-9,110
;на спине
strap_bone0							= bip01_spine2
strap_bone1							= bip01_spine1

startup_ammo             		= 10
visual                   		= dynamics\weapons\wpn_bm16\wpn_bm16.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_bm16_shot
snd_empty			            = weapons\generic_empty
snd_reload			            = weapons\bm16_reload_lr		;reload both
snd_shoot_duplet					= weapons\n_bm16_shot
snd_shoot_1			            = weapons\n_bm16_shot

snd_reload_1		            = weapons\bm16_reload_l		;reload left

[wpn_bm16_hud]:hud_base
zoom_hide_crosshair				= true


hands_position				= 0.014500,-0.096000,0.1
hands_orientation			= 2.0,2.0,-1.0


hands_position_16x9				= 0.016500,-0.096000,-0.004000
hands_orientation_16x9			= 0.300000,1.350000,-2.599999

item_position						= -0.003178,0.002246,0.000581
item_orientation					= -181.191742,180.482727,-180.330688

shell_point							= 0,0,0
shell_dir                     = 0.0, 1.0, 0.0
shell_bone							= wpn_body

fire_point		= 0, 0.066, 0.514
fire_bone                     = wpn_body

attach_place_idx					= 0
item_visual							= dynamics\weapons\wpn_bm16\wpn_bm16_hud

anm_show_0			            = bm16_draw,bm16_idle_lr
anm_show_1			            = bm16_draw,bm16_idle_l
anm_show_2			            = bm16_draw,bm16_idle

anm_hide_0			            = bm16_holster,bm16_idle_lr
anm_hide_1			            = bm16_holster,bm16_idle_l
anm_hide_2			            = bm16_holster,bm16_idle

anm_idle_0			            = bm16_idle,bm16_idle_lr
anm_idle_1			            = bm16_idle,bm16_idle_l
anm_idle_2			            = bm16_idle,bm16_idle

anm_idle_aim_0			         = bm16_idle_aim,bm16_idle_lr
anm_idle_aim_1			         = bm16_idle_aim,bm16_idle_l
anm_idle_aim_2			         = bm16_idle_aim,bm16_idle

anm_idle_moving_0		         = bm16_idle_moving,bm16_idle_lr
anm_idle_moving_1		         = bm16_idle_moving,bm16_idle_l
anm_idle_moving_2		         = bm16_idle_moving,bm16_idle

anm_idle_sprint_0		         = bm16_idle_sprint,bm16_idle_lr
anm_idle_sprint_1		         = bm16_idle_sprint,bm16_idle_l
anm_idle_sprint_2		         = bm16_idle_sprint,bm16_idle

anm_reload_1						= bm16_reload_l
anm_reload_2						= bm16_reload_lr
anm_shot_1							= bm16_shoot_r
anm_shot_2							= bm16_shoot_l

anm_bore_0							= bm16_idle_bore,bm16_idle_lr
anm_bore_1							= bm16_idle_bore,bm16_idle_l
anm_bore_2							= bm16_idle_bore,bm16_idle


aim_hud_offset_pos				= -0.085500,0.034000,-0.052500
aim_hud_offset_rot				= -0.0,0.03,0.0

aim_hud_offset_pos_16x9				= -0.079500,0.008000,0.043000
aim_hud_offset_rot_16x9				= -0.047500,-0.005000,-0.030000
;aim_hud_offset_pos_16x9				= -0.040500,0.032500,0.043000
;aim_hud_offset_rot_16x9				= -0.017500,-0.022500,0.000000

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

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

