[wpn_spas12]:identity_immunities
GroupControlSection			= spawn_group
discovery_dependency 		= 
$spawn                   	= "weapons\spas12"					; option for Level Editor
$npc			 			= on				; option for Level Editor
$prefetch 		 			= 8
scheduled                	= off              ; option for ALife Simulator
cform                    	= skeleton
class                    	= WP_SHOTG
min_radius               	= 0
max_radius               	= 50
description					= enc_weapons1_wpn-spas12

ef_main_weapon_type			= 1
ef_weapon_type				= 7

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

tri_state_reload			= on

cost					 	= 2000	;1000
weapon_class			 	= shotgun


ammo_limit		 			= 60
ammo_current		 		= 10
ammo_elapsed		 		= 0

ammo_mag_size		 		= 8
ammo_class		 			= ammo_12x70_buck, ammo_12x76_zhekan, ammo_12x76_dart 

hand_dependence 	 		= 1
single_handed				= 0

slot 				 		= 2
animation_slot		 		= 9

inv_name					= Benelli SPAS12
inv_name_short				= SPAS12
inv_weight				= 4.4

inv_grid_width				= 5
inv_grid_height				= 1
inv_grid_x					= 12
inv_grid_y					= 3

kill_msg_x			= 91
kill_msg_y			= 104
kill_msg_width		= 80
kill_msg_height		= 20

;-----------------------------------------------------------------------------------
fire_dispersion_base		= 0.4 	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.2f

cam_relax_speed         	= 11.0	;скорость возврата в исходное положение
cam_dispersion          	= 2.0	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		    = 0.2	;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			    = 12.0	;максимальный угол отдачи
cam_max_angle_horz		    = 30.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		    = 6.0	;(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 			= 0.0003 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

direction                	= 0, 0, 1
shell_point	                = 0.0, 0.138, 0.07
fire_point             	    = 0, 0.235, 0.66			; position (3rd person view) for particles of fire 
fire_point2              	= 0.0, 0.103, 0.686

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

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 	= 1.7
PDM_disp_accel_factor 	= 1.7
PDM_crouch	 		    = 1.0
PDM_crouch_no_acc 		= 1.0

hit_power        		    = 0.8
hit_impulse      		    = 60
hit_type 			        = fire_wound
hit_rate	                = 1.5

fire_distance               = 40
bullet_speed			    = 320	;начальная скорость пули
rpm                         = 150

hud                      	= wpn_spas12_hud
normal                   	= 0, 1, 0
position         	        = -0.026,-0.165, -0.019			; position (offset) and orientation of the weapon in the hands of character
orientation              	= 0, 0, 0      ;значение устанавливается в градусах

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position         		= -0.26,-0.10,0.05			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -15,-9,110				; (3rd person view in degrees)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1
;-----------------------------------------------------------------------------------

;shell_particles	 			= weapons\12ga

startup_ammo             	= 10
visual                   	= weapons\spas12\wpn_spas12.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

scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0

zoom_enabled				= true
scope_zoom_factor	    	= 70

;-----------------------------------------------------------------------------------
snd_draw			        = weapons\generic_draw
snd_holster			        = weapons\generic_holster
snd_shoot			        = weapons\spas12\shoot
snd_empty			        = weapons\spas12\empty
snd_reload			        = $no_sound
snd_shoot_duplet	        = $no_sound
snd_open_weapon		        = weapons\spas12\open
snd_add_cartridge	        = weapons\spas12\load
snd_close_weapon	        = weapons\spas12\reload_end_new
;-----------------------------------------------------------------------------------

;-----------------------------------------------------------------------------
;-------------------------- HUD DESCRIPTION ----------------------------------
;-----------------------------------------------------------------------------
 
[wpn_spas12_hud]
shell_point	                = 0.00, 0.00, -0.6

fire_point			        = 0.000000,-0.005000,0.435000
fire_bone                   = wpn_body

position			        = 0.040000,-0.020000,-0.190000
orientation			        = 2.572935,2.500000,0.000000

visual                      = weapons\spas12\wpn_spas12_hud.ogf

anim_idle			        = idle
anim_reload			        = draw
anim_draw			        = draw
anim_holster		        = holster
anim_shoot			        = shoot
anim_shoot_both 	        = shoot
anim_idle_aim		        = idle_aim
anim_idle_sprint	        = idle_sprint
anim_idle_moving			= idle_moving

anim_open_weapon	        = reload_open
anim_add_cartridge	        = reload_add
anim_close_weapon	        = reload_close

zoom_offset			        = -0.136400,0.064450,-0.070000
zoom_rotate_x		        = 0.042200
zoom_rotate_y		        = 0.047000

zoom_rotate_time	        = 0.2
rotate_time			        = 0.2
