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[wpn_pb]:identity_immunities
GroupControlSection			= spawn_group
discovery_dependency	 	= 
$spawn          			= "weapons\pb"					; option for Level Editor
$npc						= on		; option for Level Editor
$prefetch 					= 8
scheduled       	     	= off              ; option for ALife Simulator
cform           	        = skeleton
class           	        = WP_PM
min_radius      	        = 0
max_radius      	        = 30
description					= enc_weapons1_wpn-pb

ef_weapon_type				= 5

;-----------------------------------------------------------------------------------
holder_range_modifier	= 1.0               ; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 1.0              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost						= 3000

ammo_limit			 		= 120
ammo_current			 	= 96
ammo_elapsed			 	= 8

ammo_mag_size			 	= 8;7
ammo_class			 		= ammo_9x18_fmj, ammo_9x18_pmm
	
hand_dependence			 	= 1
single_handed				= 1

slot 				 		= 1
animation_slot				= 1		; type of the animation that will be used

inv_name					= wpn-pb
inv_name_short				= wpn-pb
inv_weight					= .97
	
inv_grid_width				= 2
inv_grid_height				= 1
inv_grid_x					= 15
inv_grid_y					= 6

kill_msg_x			= 80
kill_msg_y			= 154
kill_msg_width		= 49
kill_msg_height		= 22

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.35 	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

;отдача
cam_relax_speed         	= 10;0.6	;скорость возврата в исходное положение
cam_dispersion          	= 0.3	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.0	;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			= 20.0	;максимальный угол отдачи
cam_max_angle_horz		= 10.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 1.5	;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor = 0	;увеличение дисперсии в процентах при максимальном износе 
misfire_probability 		= 0.000	;вероятность осечки при максимальном износе
misfire_condition_k			= 0.00 
condition_shot_dec 			= 0.0 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

direction           	    = 0, 0, 1
fire_point          	    = 0.0, 0.104, 0.273

smoke_particles				= weapons\generic_shoot_00

shell_point		 			= 0.0, 0.104, 0.03
shell_dir		 			= 0.0, 0.0, 0.4
shell_particles	 			= weapons\generic_shells
 
rpm_empty_click 			= 200

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 		= 0.9
PDM_disp_accel_factor 		= 0.9
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

; ttc
hit_power        	= 0.3, 0.34, 0.37, 0.40
hit_impulse		 	= 80
hit_type 		 	= fire_wound

fire_distance    	= 50 ;1000
bullet_speed		= 290 ;340	;начальная скорость пули
rpm              	= 300;260
; end ttc

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

hud              	        = wpn_pb_hud
normal           	        = 0, 1, 0
position         	        = -0.021, -0.07, 0.0
orientation      	        = 0, 0, 0

;--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

;startup_ammo    				= 90
visual           				= weapons\pb\wpn_pb.ogf

light_disabled					= true

ph_mass			 				= 1
;cost			 				= 350

;addons
scope_status				= 0
silencer_status				= 1
grenade_launcher_status		= 0

zoom_enabled				= true
zoom_hide_crosshair	= true						;to hide crosshair in zoom 
scope_zoom_factor	    	= 55

;звуки
snd_draw					= weapons\pm_draw; weapons\generic_draw
snd_holster					= weapons\generic_holster
snd_shoot					= weapons\pb_shoot
snd_empty					= weapons\generic_empty
snd_reload					= weapons\pm_reload, 0.8
snd_close					= weapons\generic_close

[wpn_pb_hud]
shell_point		    	 	= -0.35, -0.06, 0.07
fire_point               	= -0.140000,0.010000,0.030000
fire_bone                	= wpn_body
orientation              	= 0,0,0
position                 	= 0,0,0
visual                   	= weapons\pb\wpn_pb_hud.ogf

anim_holster				= holster
anim_idle					= idle
anim_empty					= empty
anim_reload					= reload_full
anim_reload_empty			= reload
anim_draw					= draw
anim_draw_empty				= draw_empty
anim_shoot					= shoot1
anim_shot_last				= shoot_last
anim_close					= holster
anim_idle_aim				= idle_aim
anim_idle_sprint			= idle_sprint

;смещения HUD для режима приближения
zoom_offset			= -0.132600,0.067400,-0.178000
zoom_rotate_x		= -0.009300
zoom_rotate_y		= 0.000600

