[wpn_pm]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection			= spawn_group
$spawn                  	= "weapons\pm"		; 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_pm_descr

ef_weapon_type				= 5

;-----------------------------------------------------------------------------
cost					= 400
inv_weight				= 0.5

upgrades                = up_gr_firstab_pm, up_gr_seconab_pm, up_gr_thirdab_pm, up_gr_fourtab_pm, up_gr_fifthab_pm, up_gr_fifthcd_pm
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_pm

;---TTX-------------------------------------------------------------------------
hit_power           		= 0.32, 0.32, 0.32, 0.32
hit_impulse	 		 		= 75
hit_type 					= fire_wound
fire_distance           = 200
bullet_speed		 	= 145
rpm                     = 172
rpm_empty_click 	 	= 120

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

hud                     	= wpn_pm_hud

;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	     	= 0.007
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.07
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.003
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.003

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	= 0.25 ;0.19 			;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.0
crosshair_inertion		= 3

;отдача
cam_return				= 0
cam_relax_speed         = 8				;скорость возврата в исходное положение
cam_relax_speed_ai      = 360
cam_dispersion          = 0.75				;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.75				;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

fire_dispersion_condition_factor = 11		;увеличение дисперсии в процентах при максимальном износе

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

misfire_probability        = 0.005 ;вероятность осечки при максимальном износе  !!!old - now not working

;---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_pm
inv_name_short			= st_wpn_pm

inv_grid_width			= 1
inv_grid_height			= 1
inv_grid_x				= 4
inv_grid_y				= 26

upgr_icon_x			= 830
upgr_icon_y			= 8
upgr_icon_width		= 133
upgr_icon_height   	= 118


kill_msg_x				= 227
kill_msg_y				= 82
kill_msg_width			= 27
kill_msg_height			= 23

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

position                	= -0.021, -0.085, 0.0
orientation             	= 0, 0, 0

fire_point              	= 0.0, 0.133, 0.161

;--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				= 0
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_pm_shot
snd_empty						= weapons\pistol_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 						= 39						; offset in inventory icon
silencer_y 						= -16

;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_pm_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				= -0.025000,-0.155500,0.002500
;hands_orientation			= 0.450000,1.300000,0.749999
;hands_position_16x9				= 0.007500,-0.168500,0.039000
;hands_orientation_16x9			= 0.700000,1.699999,2.8499983

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

item_position				= 0.000481,-0.000050,-0.004011
item_orientation			= 1.239378,-0.134046,-2.052052

item_visual             	= dynamics\weapons\wpn_pm\wpn_pm_hud.ogf
attach_place_idx				= 0

shell_point						= 0.013,0.046,0.463
shell_bone              	= wpn_body

fire_point			= 0,0.045,0.142
fire_bone               	= wpn_body

anm_show						= pm_draw
anm_show_empty					= pm_draw, pm_opened

anm_hide             			= pm_holster
anm_hide_empty             		= pm_holster

anm_idle             			= pm_idle
anm_idle_empty             		= pm_idle, pm_opened

anm_shots						= pm_shoot
anm_shot_l						= pm_shoot, pm_open

anm_idle_aim					= pm_idle_aim
anm_idle_aim_empty				= pm_idle_aim, pm_opened

anm_reload						= pm_reload
anm_reload_empty				= pm_reload, pm_close

anm_idle_moving 				= pm_idle_moving
anm_idle_moving_empty 			= pm_idle_moving, pm_opened

anm_idle_sprint					= pm_idle_sprint
anm_idle_sprint_empty			= pm_idle_sprint, pm_opened

anm_bore						= pm_idle_bore
anm_bore_empty					= pm_idle_bore, pm_opened

aim_hud_offset_pos				= -0.106000,0.036500,0.000000
aim_hud_offset_rot				= -0.002500,0.005000,-0.035000

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				= -0.165000,0.075000,-0.001500
aim_hud_offset_rot_16x9				= 0.032500,0.055000,-0.025000

;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------
[wpn_pm_actor]:wpn_pm ;zaton b33
$spawn                  	= "weapons\pm_actor"		; option for Level Editor
inv_name                = st_wpn_pm_actor
description				= st_wpn_pm_actor_descr

cost					= 500

upgrades                = up_gr_firstab_pm, up_gr_seconab_pm, up_gr_thirdab_pm, up_gr_fourtab_pm, up_gr_fifthab_pm, up_gr_fifthcd_pm
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_pm

condition_shot_dec      	= 0.0015
condition_queue_shot_dec	= 0.0015

