[wpn_lr301]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   	= "weapons\lr-301"					; option for Level Editor
$npc			 			= on				; option for Level Editor
$prefetch 		 			= 8
scheduled                	= off              ; option for ALife Simulator
cform                    	= skeleton
class                    	= WP_AK74
min_radius               	= 0
max_radius               	= 50
description					= enc_weapons1_wpn-lr301

ef_main_weapon_type			= 2
ef_weapon_type				= 6

;-----------------------------------------------------------------------------------
holder_range_modifier = 1.0; in how many time increases eye_range 
holder_fov_modifier = 0.7; in how many time increases eye_fov
;-----------------------------------------------------------------------------------


cost					 	= 35000
weapon_class			 	= assault_rifle

ammo_limit		 			= 999
ammo_current		 		= 30
ammo_elapsed		 		= 30

ammo_mag_size		 		= 45
ammo_class		 			= ammo_5.56x45_ss190, ammo_5.56x45_ap
grenade_class				= ammo_m209
fire_modes					= 1, 3, -1
launch_speed = 0

hand_dependence		 		= 1
single_handed				= 0

inv_name					= wpn-lr301
inv_name_short				= wpn-lr301
inv_weight					= 5.7

inv_grid_width				= 5
inv_grid_height				= 2
inv_grid_x					= 8
inv_grid_y					= 34

kill_msg_x			= 175
kill_msg_y			= 0
kill_msg_width		= 82
kill_msg_height		= 28

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

;-----------------------------------------------------------------------------------
; A base dispersion
fire_dispersion_base = 0.18; a corner (in degrees) a base dispersion of the weapon (the weapon clamped in a vice)
control_inertion_factor = 1.2f

; Feedback
cam_relax_speed = 6; 0.15; speed of a reset
cam_dispersion = 0.15; increases in a corner (in degrees) with each shot
cam_dispersion_inc = 0.05; ?????????e cam_dispersion with each shot
cam_dispertion_frac = 0.5; the trunk will be ?????????? on cam_dispersion*cam_dispertion_frac - cam_dispersion * (1-cam_dispertion_frac)
cam_max_angle = 7; the maximal corner of feedback
cam_max_angle_horz		= 5.0	;(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; increase in a dispersion in percentage at the maximal deterioration 
misfire_probability = 0.002; probability of the misfire at the maximal deterioration
misfire_condition_k = 0.0001 
condition_shot_dec = 0.00001; increase in deterioration at each shot
;-----------------------------------------------------------------------------------

direction                	= 0, 0, 1

fire_point               	= 0.0, 0.199, 0.575

flame_particles				= weapons\generic_weapon05
smoke_particles         	= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon01

shell_point		 			= 0.0, 0.199, 0.09
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        	= 0.54, 0.58, 0.61, 0.64
hit_impulse		 	= 180
hit_type 			= fire_wound

fire_distance            	= 1000
bullet_speed				= 950	;начальная скорость пули
rpm                      	= 800;750
; end ttc	

use_aim_bullet				= true		;Whether the first is supported ?????? a bullet
time_to_aim					= 1.0	

hud                      	= wpn_lr301_hud
normal                   	= 0, 1, 0
position                 	= -0.026, -0.130, 0.0
orientation              	= 0.0, 0.0, 0.0

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.15,-0.37,0.2			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -10,-5,10					; (3rd person view in degrees)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

startup_ammo             	= 1000
visual                   	= weapons\mgau\wpn_lr301.ogf

light_color		 			= 0.6,0.5,0.3
light_range		 			= 5
light_var_color		 		= 0.05
light_var_range		 		= 0.1
light_time 		 			= 0.2

ph_mass			 			= 3
;cost			 			= 2500

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

zoom_enabled				= true
scope_zoom_factor	    	= 50 ;50
scope_texture				= wpn\wpn_crosshair_l85

scope_name 					= wpn_addon_scope_susat
scope_x 					= 86
scope_y 					= -5

silencer_name  				= wpn_addon_silencer
silencer_x 					= 210
silencer_y 					= 9

grenade_launcher_name 		= wpn_addon_grenade_launcher_m203
grenade_launcher_x 			= 128
grenade_launcher_y 			= 28

; Sounds
snd_draw			= weapons\generic_draw
snd_holster			= weapons\generic_holster
snd_shoot			= weapons\t_lr300_shot    ;lr300_shoot
snd_empty			= weapons\gen_empty, 0.5
snd_reload			= weapons\lr300_reload, 0.7, 0.4
snd_shoot_grenade			= weapons\gen_grenshoot
snd_reload_grenade			= weapons\gen_grenload, 1.0, 0.8
snd_switch					= weapons\groza_switch, 1.0, 0.5

; Adjustments for the muffler
silencer_hit_power       	= 0.54
silencer_hit_impulse	 	= 140
silencer_fire_distance   	= 450
silencer_bullet_speed	 	= 750

;silencer_flame_particles 	= weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00

snd_silncer_shot			= weapons\w_ak74_shot1 

silencer_light_color		= 0.58
silencer_light_range		= 0.01
silencer_light_var_color	= 0.05
silencer_light_var_range	= 0.5
silencer_light_time 		= 0.2


[wpn_lr301_hud]

shell_point          		= 0.05, -0.03, 0.05
shell_dir		 			= 0.0, 1.0, 0.0

fire_point       	        = 0.270000,-0.010000,0.100000
fire_bone        	        = wpn_body
orientation      	        = 0, 0, 0
position         	        = 0, 0, 0
visual           	        = weapons\mgau\wpn_lr301_hud.ogf

grenade_bone            	= grenade

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

; Animations with connected ??????????????
; (a mode of shooting from ?????????????)
;anim_idle_g					= idle_grenade
;anim_idle_g_aim				= idle_w_gl_aim
;anim_reload_g				= reload_grenade
;anim_shoot_g				= shoot_grenade
;anim_switch_grenade_on		= switch_on
;anim_switch_grenade_off		= switch_off
;anim_draw_g					= draw_grenade
;anim_holster_g				= holster_grenade

anim_idle_g					= idle_grenade
anim_idle_g_aim				= idle_aim_grenade
anim_reload_g				= reload_grenade
anim_shoot_g				= shoot1_grenade
anim_switch_grenade_on		= switch_on
anim_switch_grenade_off		= shoot1_grenade
anim_draw_g					= draw_w_gl
anim_holster_g				= holster_grenade


; (a mode of usual shooting)			  
anim_idle_gl				= idle_w_gl
anim_idle_gl_aim			= idle_w_gl
anim_reload_gl				= reload_w_gl
anim_draw_gl				= draw_w_gl
anim_holster_gl				= holster_w_gl
anim_shoot_gl				= shoot1_w_gl

; Displacement HUD for a mode of approach
zoom_offset			= -0.156700,-0.015200,0.000000
zoom_rotate_x		=  0.011600
zoom_rotate_y		=  0.035500

; We hide ??????????? a sight in a zoom
zoom_hide_crosshair	= true

; Too most, but for ???????????? ?????????????
; A mode of usual shooting
;zoom_offset             = -0.156700,-0.014800,0.000000
;zoom_rotate_x           = 0.011600
;zoom_rotate_y           = 0.035500

; A mode ?????????????
grenade_zoom_offset			= -0.155700,-0.185800,0.000000
grenade_zoom_rotate_x		= -0.188400
grenade_zoom_rotate_y		= 0.035500

grenade_normal_zoom_offset		= -0.156700,-0.014800,0.000000
grenade_normal_zoom_rotate_x	= 0.011600
grenade_normal_zoom_rotate_y	= 0.035500

