;;;;;;;;;;;;;;;;;;;;;;
[wpn_val]:identity_immunities
GroupControlSection			= spawn_group
discovery_dependency 		= 
$spawn                  	= "weapons\val"					; option for Level Editor
$npc			 			= on				; option for Level Editor
$prefetch 					= 8
scheduled            		= off              ; option for ALife Simulator
cform                		= skeleton
class                		= WP_VAL
min_radius					= 30
max_radius					= 100
description					= enc_weapons1_wpn-val

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		 	 			= 10000	;2400
weapon_class				= assault_rifle

ammo_limit					= 210
ammo_current				= 180
ammo_elapsed				= 20
	
ammo_mag_size				= 20
ammo_class		 			= ammo_9x39_pab9, ammo_9x39_sp5, ammo_9x39_ap  
fire_modes					= 1, -1
		
hand_dependence		 		= 1
single_handed				= 0
	
slot 				 		= 2		; // secondary
animation_slot		 		= 2		; type of the animation that will be used

inv_name	         		= wpn-val
inv_name_short		 		= wpn-val
inv_weight		 			= 2.5

inv_grid_width				= 4
inv_grid_height				= 2
inv_grid_x					= 15
inv_grid_y					= 4

kill_msg_x			= 0
kill_msg_y			= 154
kill_msg_width		= 78
kill_msg_height		= 21

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.14	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.04f

;отдача
cam_relax_speed         	= 5	;скорость возврата в исходное положение
cam_dispersion          	= 0.3	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.05	;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac		= 1.0	;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle			= 7.0	;максимальный угол отдачи
cam_max_angle_horz		= 10.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 0.5;0.4	;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor = 5	;увеличение дисперсии в процентах при максимальном износе 
misfire_probability 	= 0.003	;вероятность осечки при максимальном износе 
misfire_condition_k		= 0.05
condition_shot_dec 		= 0.00002 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------


direction            	    = 0, 0, 1

fire_point           	    = 0.0, 0.174, 0.562

smoke_particles				= weapons\generic_shoot_00

shell_point		 			= 0.0, 0.174, 0.078
shell_dir		 			= 0.0, 1.0, 0.0
shell_particles	 			= weapons\generic_shells

rpm_empty_click 			= 200

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

; ttc
hit_power        	= 0.59, 0.63, 0.66, 0.69
hit_impulse		 	= 100
hit_type 			= fire_wound

fire_distance   	    = 400 ;1000
bullet_speed			= 290	;начальная скорость пули
rpm             		= 650 ;800
; end ttc

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

hud             	        = wpn_val_hud
normal          	        = 0, 1, 0

;----------------------------------------------------------
position        	        = -0.026, -0.131, 0.0
orientation     	        = 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position         		= -0.26,-0.11,0.25			; 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    	        = 90
visual          	        = weapons\val\wpn_val.ogf

light_disabled				= true

ph_mass			 			= 5
;cost			 			= 2100

;addons
scope_status				= 2;2
silencer_status				= 1
grenade_launcher_status		= 0

zoom_enabled				= true
scope_zoom_factor		    = 50
scope_name 					= wpn_addon_scope
scope_texture				= wpn\wpn_crosshair
scope_x 					= 37						; offset in inventory icon
scope_y 					= 0
;звуки
snd_draw					= weapons\generic_draw
snd_holster					= weapons\generic_holster
snd_shoot					= weapons\tm_val_shot_0      ; t_val_shot     ;silencer4a
snd_shoot1					= weapons\tm_val_shot_1
snd_shoot2					= weapons\tm_val_shot_2
snd_shoot3					= weapons\tm_val_shot_3
snd_empty					= weapons\gen_empty, 0.5
snd_reload					= weapons\val_reload, 0.7, 0.5
snd_close					= weapons\generic_close

 
[wpn_val_hud]
shell_point			= -0.030000,-0.020000,0.050000
shell_dir		 			= 0.0, 1.0, 0.0

fire_point       	        = 0.200000,0.020000,0.060000
fire_bone        	        = wpn_body
orientation      	        = 0, 0, 0
position         	        = 0, 0, 0
visual           	        = weapons\val\wpn_val_hud.ogf

anim_idle			= idle
anim_reload			= reload
anim_draw			= draw
anim_holster		= holster
anim_shoot			= shoot1
anim_idle_aim		= idle_aim
anim_idle_sprint			= idle_sprint

;смещения HUD для режима приближения
zoom_offset			= -0.132450,0.054700,-0.080700
zoom_rotate_x		= 0.024500
zoom_rotate_y		= 0.017200

