[grenade_rgd5]:identity_immunities
GroupControlSection						= spawn_group
discovery_dependency 					= 
$spawn 									= "weapons\grenades\rgd5"
$prefetch								= 128
class									= G_RGD5
cform									= skeleton
inv_name			= Grenade RGD-5
inv_name_short		= RGD-5
inv_weight			= 0.35	;.1
description								= enc_weapons1_grenade-rgd5
ef_weapon_type							= 10

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

kill_msg_x								= 240
kill_msg_y								= 123
kill_msg_width							= 14
kill_msg_height							= 23

animation_slot							= 7
single_handed							= 0
slot									= 3

hud										= grenade_rgd5_hud
visual									= weapons\grenade\wpn_rgd_5.ogf

force_min								= 10
force_const								= 25
force_max								= 30
force_grow_speed						= 15
destroy_time							= 2500
cost									= 500

blast									= 1.50
blast_r									= 8
blast_impulse							= 250
blast_impulse_factor 					= 1

frags									= 20
frags_r									= 15
frag_hit								= 3.0
frag_hit_impulse						= 200

hit_type_blast							= explosion
hit_type_frag							= fire_wound
up_throw_factor		 					= 1.2

explode_particles						= explosions\explosion_01
explode_duration		 				= 5
light_color								= 1.9,1.4,0.5
light_range		         				= 14.0
light_time 		         				= 0.85
fragment_speed							= 200

snd_explode 	                        = weapons\grenade\rgd5_explode
snd_checkout 	                        = weapons\grenade\checkout_rus1

attach_position_offset					= -0.053,-0.089,0.0
attach_angle_offset						= 0,0,0
attach_bone_name						= 
position_offset							= 0.0,0.0,0.0
angle_offset			 				= 1.570790,1.570790,3.92699
throw_point				 				= 0,0.3,0.2
throw_dir				 				= 0,0,1
wm_size                  				= 0.1
wallmark_section		 				= explosion_marks
tracer_head_speed	     = 200
tracer_max_length		= 3

[grenade_rgd5_hud]
fire_point          					= 0.05, 0.0, 0.1
fire_bone           					= grenade_0

position								= 0,0,0.1
orientation								= 0,0,0

visual              					= weapons\grenade\wpn_rgd_5_hud.ogf

throw_point								= 0.0,0.4,0.3
throw_dir								= 0,0,1

anim_show						        = draw		;draw_1h - с одной рукой в худе
anim_hide						        = holster_0	;holster_1h - с одной рукой в худе
anim_idle						        = idle_nr_0		;idle_1h_0 - с одной рукой в худе	;idle_nr_0 - с двумя руками, кольцо не болтается
anim_playing					        = idle_01		;idle_1h_01 - с одной рукой в худе
anim_throw_begin				        = attack_0_begin
anim_throw_idle					        = attack_0_idle
anim_throw_act					        = attack_0_act	
anim_throw_end					        = attack_0_end
anim_idle_sprint				        = idle_sprint2
anim_idle_moving			            = idle_moving
