[wpn_beretta]:identity_immunities
GroupControlSection			= spawn_group
discovery_dependency 		= 
$spawn                   	= "weapons\beretta"					; option for Level Editor
$npc			 			= on		; option for Level Editor
$prefetch 					= 8
scheduled         		   	= off              ; option for ALife Simulator
cform             		    = skeleton
class                    	= WP_LR300
min_radius               	= 0
max_radius               	= 50
description					= enc_weapons1_wpn-beretta

ef_main_weapon_type		= 2
ef_weapon_type			= 6

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

weapon_class			= assault_rifle
cost					 	= 2000	;300

ammo_limit		 			= 120
ammo_current		 		= 96
ammo_elapsed		 		= 20

ammo_mag_size		 		= 20
ammo_class		 			= ammo_9x19_fmj, ammo_9x19_pbp
fire_modes				= 1, 3

hand_dependence		 		= 1
single_handed				= 1							

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


inv_name					= wpn-beretta
inv_name_short				= wpn-beretta
inv_weight					= 1.17	;.5

inv_grid_width				= 2
inv_grid_height				= 1
inv_grid_x					= 12
inv_grid_y					= 8

kill_msg_x			= 200
kill_msg_y			= 153
kill_msg_width		= 37
kill_msg_height		= 24

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.26 		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

;отдача
cam_relax_speed         	= 8;1.3		;скорость возврата в исходное положение
cam_dispersion          	= 0.65		;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		= 0.9		;(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 		= 0.005	    	;вероятность осечки при максимальном износе 
condition_shot_dec 		= 0.00003	;увеличение износа при каждом выстреле

;-----------------------------------------------------------------------------------
; ttc
hit_power                	= 0.52
hit_impulse		 	= 65
hit_type 			= fire_wound	

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 		= 0.8
PDM_disp_accel_factor 		= 0.8
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

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

fire_distance            	= 70
bullet_speed		 	= 360		
rpm                      	= 1100
rpm_empty_click 	 	= 250
; end ttc

silencer_hit_power       	= 0.52
silencer_hit_impulse	 	= 105
silencer_fire_distance   	= 50
silencer_bullet_speed	 	= 280

;-----------------------------------------------------------------------------------
hud                      	= wpn_beretta_hud
;hud                      	= wpn_FORT_hud
visual                   	= weapons\beretta92fs\wpn_beretta92fs.ogf

normal                   	= 0, 1, 0
position                 	= -0.021, -0.085, 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

direction           	    = 0, 0, 1
fire_point               	= 0.0, 0.133, 0.161

flame_particles		   		= weapons\generic_weapon03
smoke_particles		   		= weapons\generic_shoot_00

shell_point		 			= 0.0, 0.133, 0.047
shell_dir		 			= 0.0, 0.0, 0.4
shell_particles	 			= weapons\generic_shells

;-----------------------------------------------------------------------------------
;startup_ammo            	= 90

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\walther_draw
snd_holster					= weapons\generic_holster
snd_shoot					= weapons\t_beretta_shot   ;walther_p99_shoot
snd_empty					= weapons\pistol_empty
snd_reload					= weapons\pm_reload, 0.8
snd_close					= weapons\generic_close


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

silencer_name  				= wpn_addon_silencer		; section name for the attachable silencer
silencer_x 					= 65						; offset in inventory icon
silencer_y 					= -18				

;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


 
[wpn_beretta_hud]
shell_point			= -0.000000,0.060000,-0.400000
fire_point			= -0.002000,0.056000,-0.300999
fire_bone                	= wpn_body
orientation              	= 0,0,0
position                 	= 0,0,0
;visual                   	=weapons\fort\wpn_fort.ogf
visual                   	= weapons\beretta92FS\wpn_beretta92fs_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					= shoot
anim_shot_last				= shoot_last
anim_close					= holster ;idle
anim_idle_aim				= idle_aim
anim_idle_sprint			= idle_sprint

;смещения HUD для режима приближения
zoom_offset			= -0.172000,0.069200,-0.211500
zoom_rotate_x		= -0.000600
zoom_rotate_y		= 0.000500



