
[wpn_bm16]:identity_immunities
GroupControlSection              = spawn_group
discovery_dependency             =
$spawn                           = "weapons\bm16_full" ; option for Level Editor
$npc                             = on ; option for Level Editor
$prefetch                        = 8
scheduled                        = off ; option for ALife Simulator
cform                            = skeleton
class                            = WP_BM16
min_radius                       = 1
max_radius                       = 10
description					= enc_weapons1_wpn-bm16

ef_main_weapon_type              = 1
ef_weapon_type                   = 4

;-----------------------------------------------------------------------------------
holder_range_modifier            = 1.0 ; во сколько раз увеличивается eye_range 
holder_fov_modifier              = 1.5 ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

upg = nil
upg_last = nil

cost                             = 800
weapon_class                     = shotgun

ammo_limit                       = 60
ammo_current                     = 10
ammo_elapsed                     = 0

ammo_mag_size                    = 2
ammo_class		 			= ammo_12x70_buck,ammo_12x76_zhekan,ammo_12x76_dart,ammo_dartbox

;-----------------------------------------------------------------------------------
;базовая дисперсия
handling_factor				= 1.00
fire_dispersion_base             = 0.092 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor          = 1.0f

;отдача
cam_relax_speed                  = 7.0 ;скорость возврата в исходное положение
cam_dispersion                   = 4.0 ;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc               = 4.0 ;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                    = 8.0 ;максимальный угол отдачи
cam_max_angle_horz               = 20.0 ;(degree) maximum shot horizontal degree 
cam_step_angle_horz              = 2.5 ;(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              = 0.003 ;вероятность осечки при максимальном износе
misfire_condition_k              = 0.05 
condition_shot_dec               = 0.001 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

hand_dependence                  = 1
single_handed                    = 0

slot                             = 1 ; // secondary
animation_slot                   = 3 ; type of the animation that will be used

inv_name					= wpn-bm16
inv_name_short				= wpn-bm16
inv_weight					= 1.9

inv_grid_width				= 6
inv_grid_height				= 1
inv_grid_x					= 0
inv_grid_y					= 40

kill_msg_x                       = 0
kill_msg_y                       = 104
kill_msg_width                   = 54
kill_msg_height                  = 16

direction                        = 0, 0, 1
shell_point                      = 0.0, 0.136, 0.07
fire_point                       = 0.000000,0.136000,0.730000 ;r
fire_point2                      = 0.000000,0.136000,0.730000 ;l

flame_particles                  = weapons\generic_weapon05
smoke_particles                  = weapons\generic_shoot_00
rpm_empty_click                  = 200

; ttc
hit_power        	= 0.9
hit_impulse         = 240
hit_type                         = fire_wound

fire_distance                    = 33
bullet_speed                     = 235 ;начальная скорость пули
rpm                              = 500
; end ttc

PDM_disp_base                    = 1.0
PDM_disp_vel_factor              = 1.1
PDM_disp_accel_factor            = 1.1
PDM_crouch                       = 1.0
PDM_crouch_no_acc                = 1.0

hud                              = wpn_bm16_hud
normal                           = 0, 1, 0
position                         = -0.026, -0.096, 0.045 ;-0.026, -0.086, 0.
orientation                      = 0, 30, 0 ;значение устанавливается в градусах

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position                   = -0.26,-0.11,0.15 ; position (offset) and orientation of the weapon when it is strapped
strap_orientation                = -15,-9,110 ; (3rd person view in degrees)
;на спине
;strap_position                  = -0.14,-0.30,0.15 ; 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                     = 10
visual                           = weapons\bm_16\wpn_bm-16.ogf

light_color                      = 0.6,0.5,0.3
light_range                      = 6.0
light_var_color                  = 0.05
light_var_range                  = 0.5
light_time                       = 0.2

ph_mass                          = 3
;cost                            = 900

;addons
scope_status                     = 0
silencer_status                  = 0
grenade_launcher_status          = 0

zoom_enabled                     = true
scope_zoom_factor                = 55

;звуки
snd_draw					= weapons\draw
snd_holster					= weapons\holster
snd_shoot					= weapons\bm16\shot
snd_empty					= weapons\empty
snd_reload					= weapons\bm16\reload_lr		
snd_shoot_duplet				= weapons\bm16\shot
snd_reload_1				= weapons\bm16\reload_l
 
[wpn_bm16_hud]
shell_point                      = 0.0, 0.0, 0.0
fire_point                       = 0,0,-0.25
fire_point2                      = 0,0,-0.25
fire_bone                        = muzzle
orientation                      = 0, 0, 0
position                         = 0.15,-0.1,-0.05
;position                        = 0.15,-0.1,0.1
visual                           = weapons\bm_16\wpn_bm-16_hud.ogf

anim_idle                        = idle
anim_reload                      = reload ;reload both
anim_draw                        = draw
anim_holster                     = holster
anim_shoot                       = shoot_left ;shot left
anim_shoot_both                  = shoot
anim_idle_aim                    = idle_aim
anim_idle_sprint                 = idle_sprint

anim_reload_1                    = reload_left ;reload left
anim_shoot_1                     = shoot_right ;shot right

anim_idle_1                      = idle_cock
anim_idle_2                      = idle_cocks

anim_zoomed_idle_1               = idle_cock_aim
anim_zoomedidle_2                = idle_cocks_aim

;смещения HUD для режима приближения
zoom_offset                      = -0.15,0.062,-0.05
;zoom_offset                     = -0.15,0.04,-0.1
zoom_rotate_x                    = -0.03
zoom_rotate_y                    = 0