[wpn_fn2000]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\fn-2000
$prefetch 		         = 8
scheduled                = off                              ; option for ALife Simulator
cform                    = skeleton
class                    = WP_GROZA
min_radius               = 50
max_radius               = 150
description				= enc_weapons1_wpn-fn2000

ef_main_weapon_type		 = 2
ef_weapon_type			 = 6

;-----------------------------------------------------------------------------------
holder_range_modifier	= 1.85            ; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 0.3              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost					 = 17000
weapon_class			 = assault_rifle

ammo_limit		         = 180
ammo_current		     = 90
ammo_elapsed		     = 30

ammo_mag_size		     = 30

hand_dependence		     = 1
single_handed			 = 0

ammo_class		         = ammo_5.56x45_ss190, ammo_5.56x45_ap
fire_modes					= 1, -1
launch_speed			= 0

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

inv_name		         = wpn-fn2000
inv_name_short		     = wpn-fn2000
inv_weight		         = 4.6

inv_grid_width				= 4
inv_grid_height				= 2
inv_grid_x					= 5
inv_grid_y					= 9

kill_msg_x					= 131
kill_msg_y					= 123
kill_msg_width				= 64
kill_msg_height				= 30

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.02 	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.15f

;отдача
cam_relax_speed         	= 5.6		;скорость возврата в исходное положение
cam_dispersion          	= 0.2	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.1	;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				= 8.5	;максимальный угол отдачи
cam_max_angle_horz			= 9.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 0.6	;(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 			= 0.000003	;вероятность осечки при максимальном износе 
condition_shot_dec 			= 0.0000001	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

direction                = 0, 0, 1

fire_point			= 0.010000,0.166000,0.475000

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

shell_point			= -0.020000,0.186000,0.200000
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 		= 1.05
PDM_disp_accel_factor 		= 1.05
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

; ttc
hit_power          = 1.26
hit_impulse		   = 105
hit_type 		   = fire_wound

fire_distance            	= 800
bullet_speed			= 925	;начальная скорость пули
rpm                      	= 800
; end ttc

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

hud                      = wpn_fn2000_hud
normal                   = 0, 1, 0
position                 = -0.026, -0.132, 0.0
orientation              = 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.15,-0.35,0.27			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -10,-3,10					; (3rd person view in degrees))
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

startup_ammo             = 1000
visual                   = weapons\fn2000\wpn_fn2000_new.ogf

light_color		         = 0.6,0.5,0.3
light_range		         = 4
light_var_color		     = 0.05
light_var_range		     = 0.1
light_time 		         = 0.2


ph_mass			         = 4
;cost			         = 5000

;addons
scope_status				= 1
silencer_status				= 2;2
grenade_launcher_status		= 1
zoom_enabled				= true


silencer_hit_power       	= 1.11
silencer_hit_impulse	 	= 120
silencer_fire_distance   	= 450
silencer_bullet_speed	 	= 600
scope_texture		= wpn\wpn_crosshair_fn2000
lens_texture		= wpn\wpn_crosshair_g36_lens
lens_texture_x		= 183
lens_texture_y		= 75
lens_texture_w		= 648
lens_texture_h		= 648


silencer_name  				= wpn_addon_silencer
silencer_x 					= 152						; offset in inventory icon
silencer_y 					= 10
zoom_enabled				= true
scope_zoom_factor	    	= 20.3 			;1.8X		; fov for zoom mode

;звуки
snd_draw			= weapons\generic_draw
snd_holster			= weapons\generic_holster
snd_shoot			= weapons\t_fn2000_shot              ;fn2000_shoot	;weapons\generic_shoot
snd_empty			= weapons\gen_empty, 0.5
snd_reload			= weapons\fn2000_reload, 0.8, 0.3
snd_shoot_grenade	= weapons\gen_grenshoot
snd_reload_grenade	= weapons\gen_grenload, 1.0, 1.0

snd_switch					= weapons\groza_switch, 1.0, 0.5

;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\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

grenade_vel					= 76

grenade_class				= ammo_m209



[wpn_fn2000_hud]
shell_point			= 0.110000,-0.060000,0.010000
shell_dir		 			= 0.0, 1.0, 0.0

fire_point			= -0.080000,0.030000,-0.060000
fire_bone                	= wpn_body

grenade_bone            	= grenade

orientation              	= 0, 0, 0
position                 	= 0, 0, 0
visual                   	= weapons\fn2000\wpn_fn2000_hud_new.ogf

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

anim_idle_g				= idle_g
anim_idle_g_aim         = idle_g
anim_reload_g			= reload_g
anim_shoot_g			= shoot_g
anim_switch_grenade_on	= switch_on
anim_switch_grenade_off	= switch_off
anim_draw_g				= draw_g
anim_holster_g			= holster

; attached grenade launcher [NORMAL fire mode]
anim_idle_gl				= idle
anim_idle_gl_aim			= idle
anim_reload_gl				= reload
anim_draw_gl				= draw
anim_holster_gl				= holster
anim_shoot_gl				= shoot

;смещения HUD для режима приближения
zoom_offset			= -0.030000,-0.010000,-0.050000
zoom_rotate_x		= 0.000000
zoom_rotate_y		= 0.000000

;тоже самое, но для подствольника
grenade_zoom_offset			= -0.137300,-0.127600,0.000000
grenade_zoom_rotate_x		= -0.203700
grenade_zoom_rotate_y		= 0.035000

zoom_hide_crosshair	= true