[wpn_fn2000]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\fn2000"
$npc					= on				
$prefetch 				= 8
scheduled				= off
cform               	= skeleton
class               	= WP_AK74
min_radius          	= 30
max_radius          	= 100
description				= enc_weapons1_wpn-fn2000
	
ef_main_weapon_type		= 2
ef_weapon_type			= 6

;-----------------------------------------------------------------------------------
holder_range_modifier	= 1.0		       ; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 0.7              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost					= 17000
weapon_class			= assault_rifle
	
ammo_limit				= 210
ammo_elapsed			= 30
	
ammo_mag_size			= 30
fire_modes				= 1, -1

ammo_class				= ammo_5.56x45_ss190, ammo_5.56x45_ap
grenade_class			= ammo_m209
launch_speed			= 0

hand_dependence			= 1
single_handed			= 0
	
slot 					= 2
animation_slot			= 2

inv_name		         = FN-2000
inv_name_short		     = FN2000
inv_weight		         = 4.6

inv_grid_width				= 4
inv_grid_height				= 2
inv_grid_x					= 5
inv_grid_y					= 9

kill_msg_x			= 0
kill_msg_y			= 28
kill_msg_width		= 84
kill_msg_height		= 28

;-----------------------------------------------------------------------------------
;params of weapon recoil
fire_dispersion_base		= 0.2		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.25f

;отдача
cam_relax_speed         	= 5.6		;скорость возврата в исходное положение
cam_dispersion          	= 0.2	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.1	;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				= 8.5	;максимальный угол отдачи
cam_max_angle_horz			= 9.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 0.6	;(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
misfire_condition_k			= 0.05 
condition_shot_dec 			= 0.0002 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

fire_point             		=  0,0.216,0.638
fire_point2            		=  0,0.216,0.730

flame_particles				= weapons\generic_weapon05
smoke_particles				= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon01
	
shell_point		 			= 0,0.216,0.174
;shell_particles				= weapons\556x45

PDM_disp_base 			    = 1.0
PDM_disp_vel_factor 	    = 1.05
PDM_disp_accel_factor 	    = 1.05
PDM_crouch	 		        = 1.0
PDM_crouch_no_acc 		    = 1.0

hit_power                	= 0.60
hit_impulse		 			= 50		
hit_type 					= fire_wound 
hit_rate	                = 1.5
	
fire_distance            	= 150
bullet_speed				= 925		
rpm                      	= 860		

grenade_vel					= 71
use_aim_bullet				= false
time_to_aim					= 1.0	

hud                         = wpn_fn2000_hud
normal                      = 0, 1, 0
position                    = -0.026, -0.132, 0.0
orientation                 = 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.15,-0.35,0.27			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -10,-3,10					; (3rd person view in degrees))
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1
;-----------------------------------------------------------------------------------

startup_ammo                = 1000
visual                      = weapons\fn2000\wpn_fn2000_scope.ogf

light_color		            = 0.6,0.5,0.3
light_range		            = 4
light_var_color		        = 0.05
light_var_range		        = 0.1
light_time 		            = 0.2						

ph_mass						= 4

scope_status				= 1
silencer_status				= 2
grenade_launcher_status		= 1

silencer_name  				= wpn_addon_silencer
silencer_x 				    = 215
silencer_y 				    = 9

zoom_enabled				= true
scope_zoom_factor           = 33.3
scope_texture               = wpn\wpn_crosshair_g36

;-----------------------------------------------------------------------------------
snd_draw			        = weapons\generic_draw
snd_holster			        = weapons\generic_holster
snd_shoot			        = weapons\fn2000\fn2000_shoot        
snd_empty			        = weapons\generic_empty
snd_reload			        = weapons\fn2000\fn2000_reload
snd_silncer_shot	        = weapons\fn2000\fn2000_sil

snd_shoot_grenade	        = weapons\fn2000\fn2000_grenshoot
snd_reload_grenade	        = weapons\fn2000\fn2000_grenload
snd_switch			        = weapons\fn2000\fn2000_switch
;-----------------------------------------------------------------------------------

silencer_smoke_particles 	= weapons\generic_shoot_00

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

;-----------------------------------------------------------------------------
;-- HUD DESCRIPTION
;-----------------------------------------------------------------------------
 
[wpn_fn2000_hud]
shell_dir			     	= 0.0, 1.0, 0.0
shell_point					= 0.075000,0.020000,-0.315000

fire_point					= 0.000000,-0.002000,0.252000
fire_point2					= 0.000000,-0.002000,0.252000
fire_bone               	= wpn_body

position			        = 0.192000,-0.106000,0.015000
orientation			        = 5.717569,7.412542,0.000000

visual                   	= weapons\fn2000\wpn_fn2000_scope_hud.ogf

grenade_bone            	= wpn_grenade

anim_idle 		            = idle
anim_idle_aim 	            = idle_aim
anim_reload 	            = reload
anim_draw 		            = draw
anim_holster 	            = holster
anim_shoot 		            = shoot

anim_idle_g				    = idle_grenade
anim_idle_g_aim             = idle_grenade_aim
anim_reload_g			    = reload_grenade
anim_shoot_g			    = shoot_grenade
anim_switch_grenade_on	    = switch_on_fix2
anim_switch_grenade_off	    = switch_off_fix2
anim_draw_g				    = draw_grenade
anim_holster_g			    = holster_grenade
anim_idle_g_moving			= idle_grenade_moving

anim_idle_gl				= idle_w_gl
anim_idle_gl_aim			= idle_w_gl_aim
anim_reload_gl				= reload_w_gl
anim_draw_gl				= draw_w_gl
anim_holster_gl				= holster_w_gl
anim_shoot_gl				= shoot_w_gl
anim_idle_sprint			= idle_sprint_w_gl
anim_idle_gl_moving	        = idle_w_gl_moving

zoom_offset						= -0.172600,0.087100,-0.285500
zoom_rotate_x					= 0.124000
zoom_rotate_y					= 0.069100

grenade_zoom_offset		        = -0.246400,-0.202501,-0.382000
grenade_zoom_rotate_x	        = -0.185301
grenade_zoom_rotate_y	        = 0.096200

zoom_hide_crosshair	        = true
zoom_rotate_time		    = 0.2
rotate_time		            = 0.2
