[wpn_pkm]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\pkm"	; name and section in level editor
$npc					= on				
$prefetch 				= 8
scheduled				= off               ;[] option for ALife Simulator
cform               	= skeleton
class               	= WP_LR300			; class of the weapon that corresponding to CPP class
min_radius          	= 30				; [] for AI
max_radius          	= 100				; [] for AI
description				= enc_weapons1_wpn-pkm
	
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					= 19000				; the price of the item
weapon_class			= assault_rifle		; the type of the box that will be used in buy-menu in multiplayer mode	
	
ammo_limit				= 210				; obsolete
ammo_elapsed			= 30				; obsolete
	
ammo_mag_size			= 100				; clip (magazine) size
fire_modes				= -1

ammo_class				= ammo_pkm_100

hand_dependence			= 1									; how many hands (1 or 2) we used to hold weapon in
single_handed			= 0
	
slot 					= 2									; number of slot in inventory we put weapon in (1 - knife slot, 2 - pistol, 3 - rifle, 4 - grenade, 5 - apparatus)
animation_slot			= 2									; type of the animation that will be used


inv_name	        	= wpn-pkm_name								; name in inventory	
inv_name_short			= wpn-pkm_name	
inv_weight			= 7.5								; weight in inventory

inv_grid_width     = 6
inv_grid_height    = 2
inv_grid_x         = 22
inv_grid_y         = 28

kill_msg_x			= 0
kill_msg_y			= 123
kill_msg_width		= 69
kill_msg_height		= 30

;-----------------------------------------------------------------------------------
fire_dispersion_base		= 0.1		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 2.0f ;1.09f

cam_relax_speed         	= 15		;скорость возврата в исходное положение
cam_dispersion          	= 0.3		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.20;0.15		;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 0.9		;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle				= 9.0		;максимальный угол отдачи
cam_max_angle_horz			= 30.0		;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 1.25;1.1		;(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 		= 0.0125	;вероятность осечки при максимальном износе 
misfire_condition_k			= 0.01
condition_shot_dec 			= 0.00001 ;0.0002	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

fire_point             		=  0.0, 0.262, 0.447		; position (3rd person view) for particles of fire 

flame_particles				= weapons\generic_weapon05	; particles for shooting effects
smoke_particles				= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon01
	
shell_point		 			= 0.00, 0.262, 0.189			; position (3rd person view) for shell to throw out
shell_particles	 			= weapons\762x54l

PDM_disp_base              = 1.5
PDM_disp_vel_factor        = 2.45
PDM_disp_accel_factor      = 2.45
PDM_crouch                 = 0.2
PDM_crouch_no_acc          = 0.2

hit_power                   = 1.2 ;1.0
hit_impulse		 		    = 30
hit_type 				    = fire_wound
hit_rate	                = 1.2 ;1.5

fire_distance            	= 150
bullet_speed				= 790
rpm                      	= 650

use_aim_bullet				= true
time_to_aim					= 1.0	

hud                      	= wpn_pkm_hud				; name of the section of the hud

position         	        = -0.026,-0.172,0			; position (offset) and orientation of the weapon in the hands of character
orientation      	        = 0,0,0						; (3rd person view)

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.18,-0.45,0.2			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -10,-5,10					; (3rd person view in degrees)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1
;-----------------------------------------------------------------------------------

visual         		        = weapons\pkm\wpn_pkm.ogf

light_color					= 0.6,0.5,0.3
light_range					= 5
light_var_color				= 0.05						
light_var_range				= 0.5
light_time 					= 0.2						

ph_mass						= 5

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\pkm_pkp_pecheneg\pkm_shoot
snd_empty					= weapons\pkm_pkp_pecheneg\pkmp_empty
snd_reload					= weapons\pkm_pkp_pecheneg\pkm_reload
;-----------------------------------------------------------------------------------

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_pkm_hud]
shell_point     	   	 	= -0.050000,-0.030000,-0.330000
shell_dir			     	= 0.0, 1.0, 0.0

fire_point			        = 0.000000,0.010000,0.600000
fire_bone               	= wpn_body

position                	= 0.070000,-0.050000,0.050000
orientation             	= 2.863120,2.862919,0.000000

visual                  	= weapons\pkm\wpn_pkm_hud.ogf

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

zoom_offset			        = -0.160070,0.069000,-0.149000
zoom_rotate_x		        = 0.053200
zoom_rotate_y		        = 0.050200

zoom_hide_crosshair	        = true

zoom_rotate_time		    = 0.2
rotate_time		            = 0.2
