#include "delayed_action_fuse.ltx"
#include "w_ak74.ltx"
#include "w_ak74u.ltx"
#include "w_fn2000.ltx"
#include "w_rpg7.ltx"
#include "w_knife.ltx"
#include "w_bolt.ltx"
#include "w_f1.ltx"
#include "w_rgd5.ltx"
#include "w_rg6.ltx"

#include "w_uk74.ltx"
#include "w_sknife.ltx"
#include "w_tknife.ltx"
#include "w_lr301.ltx"
#include "w_sgauss.ltx"
#include "w_gungauss.ltx"
#include "w_nifem.ltx"
#include "w_knifen.ltx"
#include "w_mpg.ltx"
#include "w_vintorez.ltx"
#include "w_lr300.ltx"
#include "w_mp5.ltx"
#include "w_val.ltx"

#include "w_gauss.ltx"
#include "w_groza.ltx"
#include "w_hpsa.ltx"
#include "w_pm.ltx"
#include "w_pb.ltx"
#include "w_walther.ltx"
#include "w_ups.ltx"
#include "w_fort.ltx"
#include "w_toz34.ltx"
#include "w_svd.ltx"
#include "w_svu.ltx"
#include "w_binoc.ltx"
#include "w_l85.ltx"
#include "w_bm16.ltx"
#include "w_spas12.ltx"
#include "w_wincheaster1300.ltx"
#include "w_mounted.ltx"
#include "w_colt1911.ltx"
#include "w_beretta.ltx"
#include "w_desert_eagle.ltx"
#include "w_sig220.ltx"
#include "w_sig550.ltx"
#include "w_abakan.ltx"
#include "w_g36.ltx"



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Огнестрельное оружие
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[bullet_manager]
tracer_width					= 0.08
tracer_length_max				= 10.0	;24.0 ;14.0	
tracer_length_min				= 2		;0.2

;расстояние после которого учитывается hit_probabilty полностью
hit_probability_max_dist		= 10;

gravity_const					= 9.81
;сопротивление воздуха, процент, который отнимается от скорости полета пули
air_resistance_k				= 0.4;0.3

;размер шага времени (в милисекундах), по которому проигрываются 
time_step						= 33
;минимальная скорость (м/с), на которой пуля еще считается и показывается
min_bullet_speed				= 3.0
;cколько процентов энергии потеряет пуля при столкновении с материалом (при падении под прямым углом)
collision_energy_min			= 0.80 ;0.75; 0.90
;сколько процентов энергии останется у пули при любом столкновении
collision_energy_max			= 0.5 ;0.7;0.50

whine_sounds					= weapons\whine_1, weapons\whine_2, weapons\whine_3, weapons\whine_4, weapons\whine01, weapons\whine02
explode_particles				= explosions\expl_bullet,explosions\expl_bullet_00,explosions\expl_bullet_01


[tracers_color_table]	;color_table
color_0 = 1.0, 0.54, 0.0	; yellow
color_1 = 1.0, 1.0, 1.0	; white
color_2 = 1.0, 0.1, 0.0	; red
color_3 = 0.3, 1.0, 0.3	; green
color_4 = 0.0, 0.0, 0.1 ; blue

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; AMUNITION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_base]:identity_immunities
;belt				= true;

[ammo_9x18_fmj]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x18_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x18_fmj.ogf
description				= enc_weapons1_ammo_ammo-9x18-fmj
$prefetch 		= 64

cost					 = 70

box_size		= 20	;50

inv_name		= ammo-9x18-fmj
inv_name_short	= ammo-9x18-fmj_s
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 11
inv_grid_y			= 12


k_dist			= 1
k_disp			= 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= off
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_pbp]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x18_pbp" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x18_pbp.ogf
description				= enc_weapons1_ammo_ammo-9x18-pbp
$prefetch 		= 64

cost					 = 100

box_size		= 20	;50

inv_name		= "9x18 PBP"
inv_name_short		= "JSP-AP"
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 13
inv_grid_y			= 12

k_dist			= 1
k_disp			= 3
k_hit			= 1.1
k_impulse		= 2.5
k_pierce		= 1.35
impair			= 1.15
buck_shot		= 1
tracer			= off
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_pmm]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x18_pmm" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x18_pmm.ogf
description				= enc_weapons1_ammo_ammo-9x18-pmm
$prefetch 		= 64

cost					 = 80

box_size		= 20	;50

inv_name		= ammo-9x18-pmm
inv_name_short	= ammo-9x18-pmm_s
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 12
inv_grid_y			= 12

k_dist			= 1.5
k_disp			= 3
k_hit			= 1.1
k_impulse		= 1.3
k_pierce		= 1.1
impair			= 1.5
buck_shot		= 1
tracer			= off
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_fmj]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x19_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x19_fmj.ogf
description				= enc_weapons1_ammo_ammo-9x19-fmj
$prefetch 		= 64

cost					 = 100

box_size		= 20	;50

inv_name		= ammo-9x19-fmj
inv_name_short	= ammo-9x19-fmj_s
inv_weight		= .24

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 12

k_dist			= 1
k_disp			= 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_pbp]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x19_pbp" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x19_pbp.ogf
description				= enc_weapons1_ammo_ammo-9x19-pbp
$prefetch 		= 64

cost					 = 120

box_size		= 20	;50

inv_name		= ammo-9x19-pbp
inv_name_short	= ammo-9x19-pbp_s
inv_weight		= .24

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 14
inv_grid_y			= 12

k_dist			= 1
k_disp			= 3
k_hit			= 1.1
k_impulse		= 1.5
k_pierce		= 1.35
impair			= 1.15
buck_shot		= 1
tracer			= on
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_fmj]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_5.45x39_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_545x39_fmj.ogf
description				= enc_weapons1_ammo_ammo-5.45x39-fmj
$prefetch 		= 64

cost					 = 200	;150

box_size		= 30	;60

inv_name		= ammo-5.45x39-fmj
inv_name_short	= ammo-5.45x39-fmj_s
inv_weight		= .32

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 16
inv_grid_y			= 11

k_dist			= 1
k_disp			= 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_ap]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_5.45x39_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_545x39_ap.ogf
description				= enc_weapons1_ammo_ammo-5.45x39-ap
$prefetch 		= 64

cost					 = 250

box_size		= 30	;60

inv_name		= ammo-5.45x39-ap
inv_name_short	= ammo-5.45x39-ap_s
inv_weight		= .32

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 12
inv_grid_y			= 11

k_dist			= 1
k_disp			= 2.5;3
k_hit			= 1
k_impulse		= 0.95
k_pierce		= 1.75
impair			= 1.02
buck_shot		= 1
tracer			= on
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ss190]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_5.56x45_ss190" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_556x45_ss190.ogf
description				= enc_weapons1_ammo_ammo-5.56x45-ss190
$prefetch 		= 64

cost					 = 320

box_size		= 30	;60

inv_name		= ammo-5.56x45-ss190
inv_name_short	= ammo-5.56x45-ss190_s
inv_weight		= .33

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 14
inv_grid_y			= 11

k_dist			= 1
k_disp			= 2.5;3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ap]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_5.56x45_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_556x45_ap.ogf
description				= enc_weapons1_ammo_ammo-5.56x45-ap
$prefetch 		= 64

cost					 = 380

box_size		= 30	;60

inv_name		= ammo-5.56x45-ap
inv_name_short	= ammo-5.56x45-ap_s
inv_weight		= .33

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 10
inv_grid_y			= 11

k_dist			= 1
k_disp			= 2.5;3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.75
impair			= 1.05
buck_shot		= 1
tracer			= on
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.7x28_fmj]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_5.7x28_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_57x28_fmj.ogf
description				= enc_weapons1_ammo_ammo-5.7x28-fmj
$prefetch 		= 64

cost					 = 50

box_size		= 30	;60

inv_name		= "5.7x28 FMJ"
inv_name_short	= "5.7x28 FMJ"
inv_weight		= .25

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 10


k_dist			= 1
k_disp			= 2.5;3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.7x28_ap]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_5.7x28_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_57x28_ap.ogf
description				= enc_weapons1_ammo_ammo-5.7x28-ap
$prefetch 		= 64

cost					 = 50

box_size		= 30	;60

inv_name		= "5.7x28 AP"
inv_name_short	= "5.7x28 AP"
inv_weight		= .25

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 8
inv_grid_y			= 11

k_dist			= 1
k_disp			= 2.5;3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.25
impair			= 1.05
buck_shot		= 1
tracer			= on
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_7h1]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_7.62x54_7h1" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_762x54_7h1.ogf
description				= enc_weapons1_ammo_ammo-7.62x54-7h1
$prefetch 		= 64

cost					 = 900

box_size		= 10

inv_name		= ammo-7.62x54-7h1
inv_name_short	= ammo-7.62x54-7h1_s
inv_weight		= .23

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 9

k_dist			= 1
k_disp			= 1.5;3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.25
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         = 0.05
explosive		= on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_ap]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_7.62x54_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_762x54_ap.ogf
description				= enc_weapons1_ammo_ammo-7.62x54-ap
$prefetch 		= 64

cost					 = 950

box_size		= 10

inv_name		= ammo-7.62x54-ap
inv_name_short	= ammo-7.62x54-ap_s
inv_weight		= .23

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 10

k_dist			= 1
k_disp			= 1.5;3
k_hit			= 1.2
k_impulse		= 0.95
k_pierce		= 2.25
impair			= 1.05
buck_shot		= 1
tracer			= on
wm_size         = 0.05
explosive		= on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_7h14]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_7.62x54_7h14" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_762x54_7h14.ogf
description				= enc_weapons1_ammo_ammo-7.62x54-7h14
$prefetch 		= 64

cost					 = 1000

box_size		= 10

inv_name		= ammo-7.62x54-7h14
inv_name_short	= ammo-7.62x54-7h14_s
inv_weight		= .23

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 17
inv_grid_y			= 9

k_dist			= 1.25
k_disp			= 1
k_hit			= 1.1
k_impulse		= 1.2
k_pierce		= 1.75
impair			= 1.25
buck_shot		= 1
tracer			= on
wm_size         = 0.05
explosive		= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_pab9]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x39_pab9" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x39_pab9.ogf
description				= enc_weapons1_ammo_ammo-9x39-pab9
$prefetch 		= 64

cost					 = 340

box_size		= 30	;60

inv_name		= ammo-9x39-pab9
inv_name_short	= ammo-9x39-pab9_s
inv_weight		= .7

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 17
inv_grid_y			= 10

k_dist			= 1
k_disp			= 2.5;3
k_hit			= 1
k_impulse		= 1.2
k_pierce		= 1
impair			= 0.7
buck_shot		= 1
tracer			= on
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_gauss]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_gauss" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_gauss.ogf
description				= enc_weapons1_ammo_ammo-gauss
$prefetch 		= 64

cost			= 550

box_size		= 10

inv_name		= ammo-gauss
inv_name_short	= ammo-gauss_s
inv_weight		= .5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 4
inv_grid_y			= 14

k_dist			= 1.1
k_disp			= 1
k_hit			= 1.1
k_impulse		= 10
k_pierce		= 2.5
impair			= 0.7
buck_shot		= 1
tracer			= off
wm_size         = 0.05

explosive		= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_ap]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x39_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x39_ap.ogf
description				= enc_weapons1_ammo_ammo-9x39-ap
$prefetch 		= 64

cost					 = 400

box_size		= 30	;60

inv_name		= ammo-9x39-ap
inv_name_short	= ammo-9x39-ap_s
inv_weight		= .7

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 12

k_dist			= 1
k_disp			= 2.5;3
k_hit			= 1.2
k_impulse		= 0.95
k_pierce		= 2.25;1.25
impair			= 1.05
buck_shot		= 1
tracer			= on
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_sp5]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x39_sp5" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x39_sp5.ogf
description				= enc_weapons1_ammo_ammo-9x39-sp5
$prefetch 		= 64

cost					 = 375

box_size		= 30	;60

inv_name		= ammo-9x39-sp5
inv_name_short	= ammo-9x39-sp5_s
inv_weight		= .7

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 11

k_dist			= 1.25
k_disp			= 2;3
k_hit			= 1.1
k_impulse		= 1
k_pierce		= 1.35
impair			= 1.25
buck_shot		= 1
tracer			= on
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_fmj]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_11.43x23_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_1143x23_fmj.ogf
description				= enc_weapons1_ammo_ammo-11.43x23-fmj
$prefetch 		= 64

cost					 = 200

box_size		= 20	;50

inv_name		= ammo-11.43x23-fmj
inv_name_short	= ammo-11.43x23-fmj_s
inv_weight		= .3

inv_grid_width		= 2;1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 12

k_dist			= 1
k_disp			= 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= off
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_hydro]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_11.43x23_hydro" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_1143x23_Hydro.ogf
description				= enc_weapons1_ammo_ammo-11.43x23-hydro
$prefetch 		= 64

cost					 = 215

box_size		= 20	;50

inv_name		= ammo-11.43x23-hydro
inv_name_short	= ammo-11.43x23-hydro_s
inv_weight		= .3

inv_grid_width		= 2;1
inv_grid_height		= 1
inv_grid_x			= 7
inv_grid_y			= 12

k_dist			= 0.95
k_disp			= 3
k_hit			= 1.1
k_impulse		= 1.2
k_pierce		= 1.35
impair			= 1.15
buck_shot		= 1
tracer			= off
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x70_buck]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_12x70_buck" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_12x70_buck.ogf
description				= enc_weapons1_ammo_ammo-12x70-buck
$prefetch 		= 64

cost					 = 50

box_size		= 10

inv_name		= ammo-12x70-buck
inv_name_short	= ammo-12x70-buck_s
inv_weight		= .45

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 13
inv_grid_y			= 9

k_dist			= 0.75;1
k_disp			= 10;
k_hit			= 0.4
k_impulse		= 0.3
k_pierce		= 0.8
impair			= 1
buck_shot		= 10
tracer			= off
wm_size         = 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_dart]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_12x76_dart" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_12x76_dart.ogf
description				= enc_weapons1_ammo_ammo-12x76-dart
$prefetch 		= 64

cost					 = 100

box_size		= 10

inv_name		= ammo-12x76-dart
inv_name_short	= ammo-12x76-dart_s
inv_weight		= .50

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 13
inv_grid_y			= 10

k_dist			= 2.5
k_disp			= 0.8
k_hit			= 1.15
k_impulse		= 1.3
k_pierce		= 2.25
impair			= 1.2
buck_shot		= 1
tracer			= on
wm_size         = 0.05
;editei
explode_particles = static\zharka_static
explosive		= on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_zhekan]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_12x76_zhekan" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_12x76_zhekan.ogf
description				= enc_weapons1_ammo_ammo-12x76-zhekan
$prefetch 		= 64

cost					 = 60

box_size		= 10

inv_name		= ammo-12x76-zhekan
inv_name_short	= ammo-12x76-zhekan_s
inv_weight		= .50

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 11
inv_grid_y			= 10

k_dist			= 1.5
k_disp			= 1.0
k_hit			= 1.0
k_impulse		= 1.5
k_pierce		= 1
impair			= 1.15
buck_shot		= 1
tracer			= on
wm_size         = 0.05
explosive		= on

[ammo_12x76_zhekan_heli]:ammo_12x76_zhekan
$spawn			= "weapons\ammo\ammo_12x76_zhekan_heli" ; option for Level Editor
explosive		= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_og-7b]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_og-7b" ; option for Level Editor
class			= A_OG7B
cform                   = skeleton
visual                  = weapons\ammo\ammo_og-7b.ogf
description				= enc_weapons1_ammo_ammo-og-7b
$prefetch 		= 64

cost					 = 1000

box_size		= 1

inv_name		= ammo-og-7b
inv_name_short	= ammo-og-7b
inv_weight		= 1.0

inv_grid_width		= 3
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 19


k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.25
impair			= 1.15
buck_shot		= 0
tracer			= off
wm_size         = 0.1

;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Grenades for Attachable grenade launcher
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ammo_vog-25p]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_vog-25p" ; option for Level Editor
class			= A_VOG25
cform                   = skeleton
visual                  = weapons\ammo\ammo_vog-25p.ogf
description				= enc_weapons1_ammo_ammo-vog-25p
$prefetch 		= 64

cost					 = 170

box_size		= 1

inv_name		= ammo-vog-25p
inv_name_short	= ammo-vog-25p_s
inv_weight		= .08

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 10

kill_msg_x			= 17
kill_msg_y			= 232
kill_msg_width		= 21
kill_msg_height		= 22

k_dist			= 1.3
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.25
impair			= 1
buck_shot		= 0
tracer			= off
wm_size         = 0.05

jump_height = 1
fake_grenade_name = wpn_fake_missile1

;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_vog-25]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_vog-25" ; option for Level Editor
class			= A_VOG25
cform                   = skeleton
visual                  = weapons\ammo\ammo_vog-25.ogf
description				= enc_weapons1_ammo_ammo-vog-25

$prefetch 		= 64

cost					 = 150

box_size		= 1

inv_name		= ammo-vog-25
inv_name_short	= ammo-vog-25_s
inv_weight		= .08

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 9

kill_msg_x			= 38
kill_msg_y			= 233
kill_msg_width		= 21
kill_msg_height		= 22


k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.25
impair			= 1
buck_shot		= 0
tracer			= off
wm_size         = 0.05

fake_grenade_name = wpn_fake_missile

;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_m209]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_m209" ; option for Level Editor
class			= A_M209
cform                   = skeleton
visual                  = weapons\ammo\ammo_m209.ogf
description				= enc_weapons1_ammo_ammo-m209
$prefetch 		= 64

cost					 = 155

box_size		= 1

inv_name		= ammo-m209
inv_name_short	= ammo-m209_s
inv_weight		= .08

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 13

kill_msg_x			= 61
kill_msg_y			= 232
kill_msg_width		= 19
kill_msg_height		= 22


k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.25
impair			= 1
buck_shot		= 0
tracer			= off
wm_size         = 0.05

fake_grenade_name = wpn_fake_missile2

;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Fake Missiles and Grenades
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[wpn_fake_missile]:identity_immunities
visual                  = weapons\ammo\ammo_vog-25.ogf
cform                    = skeleton
class                    = G_FAKE
$prefetch 		= 32

inv_weight				= 0

cost				= 150

blast				= 2.00;150
blast_r				= 5
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 3
frags_r				= 20
frag_hit			= 1.50
frag_hit_impulse	= 200

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.7


;trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

explode_particles	= explosions\explosion_01


light_color		         = 1.9,1.2,0.5
light_range		         = 25.0
light_time 		         = 0.5


ph_mass			 = 5
;engine_f			= 530
;engine_u			= 90

jump_height = 0

wm_size         = 0.05

;трассы от осколков
fragment_speed				= 100

explode_duration		 = 5		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode
;wallmarks
wallmark_section		= explosion_marks

;свойства которые читаются, но не используются
inv_name		= ammo-vog-25
inv_name_short	= ammo-vog-25
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 10

kill_msg_x			= 17
kill_msg_y			= 232
kill_msg_width		= 21
kill_msg_height		= 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false		;присутствует ли в ракете двигатель
lights_enabled		= false		;свет вокруг ракеты, во время полета
force_explode_time  = 10000

[wpn_fake_missile1]:identity_immunities
$prefetch 		= 32
visual                  = weapons\ammo\ammo_vog-25p.ogf
cform                    = skeleton
class                    = G_FAKE

inv_weight				= 0

cost					 = 150

blast				= 2.00;150
blast_r				= 6
blast_impulse		= 350
;delete
blast_impulse_factor = 1


frags				= 4
frags_r				= 20
frag_hit			= 1.50
frag_hit_impulse	= 200

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.7

;trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

explode_particles	= explosions\explosion_01


light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85


ph_mass			 = 5
;engine_f			= 530
;engine_u			= 90

jump_height = 1

;трассы от осколков
fragment_speed				= 100

wm_size         = 0.05
;wallmarks
wallmark_section		 = explosion_marks
explode_duration		 = 5		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode

;свойства которые читаются, но не используются
inv_name		= ammo-vog-25p
inv_name_short	= ammo-vog-25p
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 9

kill_msg_x			= 38
kill_msg_y			= 233
kill_msg_width		= 21
kill_msg_height		= 22


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false		;присутствует ли в ракете двигатель
lights_enabled 		= true			;свет вокруг ракеты, во время полета
trail_light_color 	= 0.6,0.5,0.3
trail_light_range 	= 8.0
force_explode_time  = 10000

[wpn_fake_missile2]:identity_immunities
$prefetch 		= 32
visual                  = weapons\ammo\ammo_m209.ogf
cform                    = skeleton
class                    = G_FAKE

inv_weight				= 0

cost					 = 150

blast				= 2.00;150
blast_r				= 6
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 3
frags_r				= 25
frag_hit			= 1.50
frag_hit_impulse	= 200

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.7

;trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

explode_particles	= explosions\explosion_01


light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85


ph_mass			 = 5
;engine_f			= 530
;engine_u			= 90

jump_height = 1

;трассы от осколков
fragment_speed				= 100
;wallmarks
wallmark_section			= explosion_marks
wm_size						= 0.1 ;0.05

explode_duration			 = 5		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode

;свойства которые читаются, но не используются
inv_name		= ammo-m209
inv_name_short	= "M209"
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 13

kill_msg_x			= 61
kill_msg_y			= 232
kill_msg_width		= 19
kill_msg_height		= 22

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false		;присутствует ли в ракете двигатель
lights_enabled 		= true			;свет вокруг ракеты, во время полета
trail_light_color 	= 0.6,0.5,0.3
trail_light_range 	= 8.0
force_explode_time  = 10000


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;	WEAPON ADDON
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_addon_scope]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\scope" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = weapons\upgrade\wpn_scope.ogf
$prefetch 		= 32
description		= enc_weapons1_wpn-addon-scope
cost			= 200

holder_range_modifier	= 1.2
holder_fov_modifier		= 0.3

inv_name		= wpn-addon-scope
inv_name_short	= wpn-addon-scope
inv_weight		= .2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 2
scope_texture		= wpn\wpn_crosshair
scope_zoom_factor	= 30		;ПСО-1 2X

[wpn_addon_scope_m1]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\scope" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = weapons\upgrade\wpn_scope.ogf
$prefetch 		= 32
description		= enc_weapons1_wpn-addon-scope
cost			= 400

holder_range_modifier	= 1.2
holder_fov_modifier		= 0.3

inv_name		= wpn-addon-scope
inv_name_short	= wpn-addon-scope
inv_weight		= .2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 2
scope_texture		= wpn\wpn_crosshair
scope_zoom_factor	= 15		;ПСО-1 4X

[wpn_addon_scope_m2]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\scope" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = weapons\upgrade\wpn_scope.ogf
$prefetch 		= 32
description		= enc_weapons1_wpn-addon-scope
cost			= 800

holder_range_modifier	= 1.2
holder_fov_modifier		= 0.3

inv_name		= wpn-addon-scope
inv_name_short	= wpn-addon-scope
inv_weight		= .2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 2
scope_texture		= wpn\wpn_crosshair
scope_zoom_factor	= 7		;ПСО-1 8X


[wpn_addon_scope_susat]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\scope_susat" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = weapons\upgrade\wpn_scope_susat.ogf
description		= enc_weapons1_wpn-addon-scope-susat

;$prefetch 		= 64

cost			= 200

holder_range_modifier	= 1.3
holder_fov_modifier		= 0.3

inv_name		= wpn-addon-scope-susat
inv_name_short	= wpn-addon-scope-susat
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 1
scope_texture		= wpn\wpn_crosshair_l85
scope_zoom_factor	= 30		;SUSAT 2X

[wpn_addon_scope_susat_m1]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\scope_susat" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = weapons\upgrade\wpn_scope_susat.ogf
description		= enc_weapons1_wpn-addon-scope-susat

;$prefetch 		= 64

cost			= 200

holder_range_modifier	= 1.3
holder_fov_modifier		= 0.3

inv_name		= wpn-addon-scope-susat
inv_name_short	= wpn-addon-scope-susat
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 1
scope_texture		= wpn\wpn_crosshair_l85
scope_zoom_factor	= 15		;SUSAT 4X

[wpn_addon_scope_susat_m2]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\scope_susat" ; option for Level Editor
class			= WP_SCOPE
cform           = skeleton
visual          = weapons\upgrade\wpn_scope_susat.ogf
description		= enc_weapons1_wpn-addon-scope-susat

;$prefetch 		= 64

cost			= 200

holder_range_modifier	= 1.3
holder_fov_modifier		= 0.3

inv_name		= wpn-addon-scope-susat
inv_name_short	= wpn-addon-scope-susat
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 1
scope_texture		= wpn\wpn_crosshair_l85
scope_zoom_factor	= 7		;SUSAT 8X


[wpn_addon_silencer]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\silencer" ; option for Level Editor
class			= W_SILENC
cform           = skeleton
visual          = weapons\upgrade\wpn_silencer.ogf
description		= enc_weapons1_wpn-addon-silencer
$prefetch 		= 32

cost					 = 100;150
inv_name		= wpn-addon-silencer
inv_name_short	= wpn-addon-silencer
inv_weight		= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 1

bullet_hit_power_k	= 0.8
bullet_speed_k	 	= 0.8
fire_dispersion_base_k = 1.25;2
cam_dispersion_k	= 0.8

[wpn_addon_grenade_launcher]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\grenade_launcher" ; option for Level Editor
class			= W_GLAUNC
cform           = skeleton
visual          = weapons\upgrade\wpn_grenade_launcher.ogf
description		= enc_weapons1_wpn-addon-grenade-launcher
$prefetch 		= 32

cost					 = 250
inv_name		= wpn-addon-grenade-launcher
inv_name_short	= wpn-addon-grenade-launcher
inv_weight		= 1.3

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 0
grenade_vel			= 76


[wpn_addon_grenade_launcher_m203]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\grenade_launcher_m203" ; option for Level Editor
class			= W_GLAUNC
cform           = skeleton
visual          = weapons\upgrade\wpn_grenade_launcher_m203.ogf
description		= enc_weapons1_wpn-addon-grenade-launcher-m203
$prefetch 		= 32

cost					 = 250
inv_name		= wpn-addon-grenade-launcher-m203
inv_name_short	= wpn-addon-grenade-launcher-m203
inv_weight		= 1.36

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 17
inv_grid_y			= 3
grenade_vel			= 71

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Explosive Inventory Items //CARRYMOD starts here by save @ www.stalker-game.se
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[explosive_fuelcan]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\fuelcan"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual		 		= physics\balon\balon_01.ogf
inv_name			= Fuelcan
inv_name_short		= 
inv_weight			= 8

inv_grid_width		= 1
inv_grid_height		= 3
inv_grid_x			= 11
inv_grid_y			= 30

;вещь невозможно подобрать
can_take			= true

cost				= 50
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_fuelcan

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1.5

;трассы от осколков
fragment_speed				= 100

explode_duration		 = 5		;подолжительность взрыва (с)
;wallmarks
wallmark_section		= explosion_marks
;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_fuelcan_immunities_sect

[explosive_fuelcan_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 1.0
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 0.7


[explosive_tank]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\tank"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual				= physics\balon\bomb_01.ogf
inv_name			= Fuelcan
inv_name_short		= 
inv_weight			= 3

inv_grid_width		= 1
inv_grid_height		= 2
inv_grid_x			= 12
inv_grid_y			= 31
;вещь невозможно подобрать
can_take			= true

cost				= 50
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_mobiltank

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)
;wallmarks
wallmark_section		= explosion_marks

;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_tank_immunities_sect

[explosive_tank_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 1.0
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 0.7


[explosive_barrel_low]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\barrel_low"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual				= physics\balon\bochka_fuel.ogf
inv_name			= Barrel
inv_name_short		= 
inv_weight			= 5

inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x			= 9
inv_grid_y			= 30
;вещь невозможно подобрать
can_take			= true

cost				= 300
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_barrel

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)

;wallmarks
wallmark_section		 = explosion_marks
;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_barrel_low_immunities_sect

;time_to_explode			= 0.f


[explosive_barrel_low_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1
strike_immunity			= 1
shock_immunity			= 1
wound_immunity			= 1
radiation_immunity		= 1
telepatic_immunity		= 1
chemical_burn_immunity	= 1
explosion_immunity		= 1
fire_wound_immunity		= 5


[explosive_barrel]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\barrel"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual				= physics\balon\bochka_fuel.ogf
inv_name			= Barrel
inv_name_short		= 
inv_weight			= 5

inv_grid_width		= 2
inv_grid_height		= 3
inv_grid_x			= 9
inv_grid_y			= 30
;вещь невозможно подобрать
can_take			= true

cost				= 300
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_barrel

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)


;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_barrel_immunities_sect
;wallmarks
wallmark_section		= explosion_marks

[explosive_barrel_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1
strike_immunity			= 1
shock_immunity			= 1
wound_immunity			= 1
radiation_immunity		= 1
telepatic_immunity		= 1
chemical_burn_immunity	= 1
explosion_immunity		= 1
fire_wound_immunity		= 0.7


[explosive_mobiltank]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\mobiltank"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual				= physics\balon\kanistra.ogf
inv_name			= Fuelcan
inv_name_short		= 
inv_weight			= 4

inv_grid_width		= 1
inv_grid_height		= 2
inv_grid_x			= 13
inv_grid_y			= 31
;вещь невозможно подобрать
can_take			= true

cost				= 100
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_mobiltank

light_color		         = 1.9,1.2,0.5
light_range		         = 30.0
light_time 		         = 1

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)


;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_mobiltank_immunities_sect
;wallmarks
wallmark_section		= explosion_marks

[explosive_mobiltank_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 1.0
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 0.7


[explosive_dinamit]:delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\dinamit"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual		 		= physics\box\expl_dinamit.ogf
inv_name			= Dynamitebox
inv_name_short		= 
inv_weight			= 3

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 14
inv_grid_y			= 32

;вещь невозможно подобрать
can_take			= true

cost				= 100
;-----------------------------------------------------------------------------------
blast				= 2.00
blast_r				= 5
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 8
frag_hit			= 0.55
frag_hit_impulse	= 150

hit_type_blast		= chemical_burn ;explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_dynamite

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1.5

;трассы от осколков
fragment_speed				= 100

explode_duration		 = 5		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode
immunities_sect			= dinamit_immunities_sect
;condition_to_explode        =0.f
;wallmarks
wallmark_section		= explosion_marks

[dinamit_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 0.0
wound_immunity			= 0.0
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.0
fire_wound_immunity		= 1.0

//CARRYMOD ends here