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;; BINOCULARS
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[wpn_binoc]:identity_immunities
GroupControlSection			= spawn_group
discovery_dependency		= 
$spawn						= "weapons\binocular"
$npc						= on							; option for Level Editor
$prefetch 					= 8
scheduled					= off							; option for ALife Simulator
cform						= skeleton
class						= WP_BINOC
hud							= wpn_binoc_hud

ef_main_weapon_type			= 5
ef_weapon_type				= 0


flame_particles		   		= weapons\generic_weapon05
smoke_particles		   		= weapons\generic_shoot_00

fire_point               	= 0.0, 0.133, 0.161
shell_point		 			= 0.0, 0.133, 0.047
shell_dir		 			= 0.0, 0.0, 0.4
shell_particles	 			= weapons\generic_shells

position					= -0.08 , -0.05 , 0.05 
normal						= 0, 1, 0
direction					= 0, 0, 1
orientation					= 0 , -90, 70

attach_angle_offset			= 3.080506,-1.493053,-1.202040   ;It is established in radians Angle*PI/180
attach_position_offset		= 0.080000,0.021273,0.100000
attach_bone_name			= bip01_r_hand
auto_attach					= false

visual						= weapons\binoculars\wpn_binoculars.ogf
description					= enc_equipment_devic_binocul1
hand_dependence		 		= 1
single_handed				= 0

slot 			 			= 4		; // binocular
animation_slot				= 13	; type of the animation that will be used

ammo_limit		 			= 0
ammo_current		 		= 0
ammo_elapsed		 		= 0

ammo_mag_size		 		= 0
ammo_class		 			= ammo_9x19_fmj

inv_name		 			= binocular
inv_name_short				= binocular
inv_weight		 			= 1.0

show_ammo					= false

inv_grid_width				= 2
inv_grid_height				= 1
inv_grid_x					= 16
inv_grid_y					= 8

min_radius					= 100
max_radius					= 150

cost						= 200

cam_relax_speed				= 5.5
cam_dispersion				= 2
cam_max_angle				= 5
cam_max_angle_horz			= 5.0
cam_step_angle_horz			= 0.5

disp_vel_factor				= 0.1
disp_crouch_factor			= 0.75
disp_jump_factor			= 3

ph_mass						= 1

scope_status				= 1
silencer_status				= 0
grenade_launcher_status		= 0

zoom_enabled				= true
scope_texture				= wpn\wpn_crosshair_bino
scope_zoom_factor			= 5.0 ;8.5


fire_dispersion_base		= 0.1

cam_relax_speed         	= 1.5	
cam_dispersion          	= 1.5	
cam_max_angle				= 7		
cam_max_angle_horz			= 10.0	
cam_step_angle_horz			= 1.5	

fire_dispersion_condition_factor = 5
misfire_probability 		= 0.0001
condition_shot_dec 			= 0.00003

hit_power                	= 1
hit_impulse		 		 	= 1
hit_type					= fire_wound	

fire_distance            	= 1
bullet_speed		 	 	= 1		
rpm                      	= 1
rpm_empty_click 	 		= 1


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

snd_draw					= weapons\generic_draw
snd_holster					= weapons\generic_holster
snd_gyro					= weapons\binoculars_gyro
snd_zoomin					= weapons\binoculars_zoomin
snd_zoomout					= weapons\binoculars_zoomout
snd_shoot					= weapons\walther_p99_shoot
snd_empty					= weapons\pistol_empty
snd_reload					= weapons\pm_reload, 0.8
snd_close					= weapons\generic_close



vision_present				= true
vis_frame_speed = 5; speed from which the framework is directed at the purpose
vis_frame_color = 0.8,0.8,0.8,1.0; 0.7; color of framework RGBA (A) is not considered 
found_snd					= detectors\DA-2_beep1

[wpn_binoc_hud]
shell_point					= 0.0, 0.0, 0.0
fire_point              	= 0.05, 0.0, 0.1
fire_bone               	= binoculars
orientation             	= 10, 0, -2
position                	= 0.15, -0.14, 0.25
visual                  	= weapons\binoculars\wpn_binoculars_hud.ogf

zoom_offset					= -0.238600,0.153600,0.000000
zoom_rotate_x				= -0.014000
zoom_rotate_y				= 0.324000

anim_idle					= idle
anim_reload					= idle
anim_draw					= draw
anim_holster				= holster
anim_shoot					= idle
anim_idle_aim				= idle





