;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_pm_m1]:identity_immunities
GroupControlSection			= spawn_group
discovery_dependency 		= 
$spawn                   	= "weapons\pm_m1"					; 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-pm_m1

ef_weapon_type				= 5

;-----------------------------------------------------------------------------------
holder_range_modifier	= 2.85               ; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 0.3              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost					 	= 2800

ammo_limit		 			= 120
ammo_current		 		= 96
ammo_elapsed		 		= 8

ammo_mag_size		 		= 10
ammo_class		 			= ammo_9x18_fmj, ammo_9x18_pmm


hand_dependence			 	= 1

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

inv_name					= wpn-pm_m1
inv_name_short				= wpn-pm_m1
inv_weight					= 0.73

inv_grid_width				= 1
inv_grid_height				= 1
inv_grid_x					= 16
inv_grid_y					= 31

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

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.01 	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

;отдача
cam_relax_speed         	= 8;1.0	;скорость возврата в исходное положение
cam_dispersion          	= 0.4	;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		= 5.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 0.5	;(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, 0.127, 0.117

flame_particles				= weapons\generic_weapon03
smoke_particles				= weapons\generic_shoot_00

shell_point		 			= 0.00, 0.127, 0.03
shell_dir		 			= 0.0, 0.0, 0.4
shell_particles	 			= weapons\generic_shells

rpm_empty_click 	 		= 100

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 		= 0.5
PDM_disp_accel_factor 		= 0.5
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

; ttc
hit_power               = 0.90
hit_impulse		 		= 100
hit_type = fire_wound

fire_distance           = 3700
bullet_speed			= 8900	;начальная скорость пули
rpm                     = 850
; end ttc

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

silencer_hit_power       	= 0.30
silencer_hit_impulse	 	= 80
silencer_fire_distance   	= 100
silencer_bullet_speed	 	= 220

hud                      	= wpn_pm_m1_hud
normal                   	= 0, 1, 0
position                 	= -0.021, -0.09, 0.0
orientation              	= 0, 0, 1

;--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\pm_m1\wpn_pm_m1.ogf

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
;cost			 			= 350

;addons
scope_status				= 0
silencer_status				= 2
grenade_launcher_status		= 0

zoom_enabled				= true
scope_zoom_factor	    	= 55

;звуки
snd_draw					= weapons\pm_draw
snd_holster					= weapons\generic_holster
snd_shoot					= weapons\t_pm_shot      ;pm_shoot
snd_empty					= weapons\pistol_empty
snd_reload					= weapons\pm_reload, 0.8
snd_close					= weapons\generic_close

weapon_remove_time			= 5000
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

silencer_name  				= wpn_addon_silencer		; section name for the attachable silencer
silencer_x 					= 37						; offset in inventory icon
silencer_y 					= -15					

;params when silencer is attached 
;similar to corresponding params without prefix silencer_

silencer_hit_power       	= 35
silencer_hit_impulse	 	= 60
silencer_fire_distance   	= 100
silencer_bullet_speed	 	= 220
;silencer_flame_particles 	= weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00
snd_silncer_shot			= weapons\w_ak74_shot1 
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_m1_hud]
shell_point			= -0.330000,-0.010000,0.050000
fire_point			= -0.370000,0.000000,0.057000
fire_bone                	= wpn_body
orientation              	= 0,0,0
position                 	= 0,0,0
visual                   	= weapons\pm_m1\wpn_pm_m1_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					= close
anim_idle_aim				= idle_aim
anim_idle_sprint			= idle_sprint

;смещения HUD для режима приближения
zoom_offset			= -0.163600,0.066800,-0.060000
zoom_rotate_x		= 0.003800
zoom_rotate_y		= -0.000500

zoom_hide_crosshair	= true						;to hide crosshair in zoom 

