[wpn_bm16]:identity_immunities
GroupControlSection			= spawn_group
discovery_dependency 		= 
$spawn                   	= "weapons\bm16"					; option for Level Editor
$npc			 			= on				; option for Level Editor
$prefetch 		 			= 8
scheduled                	= off              ; option for ALife Simulator
cform                    	= skeleton
class                    	= WP_BM16
min_radius               	= 0
max_radius               	= 50
description					= enc_weapons1_wpn-bm16

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
;-----------------------------------------------------------------------------------

cost					 	= 400
weapon_class			 	= shotgun

ammo_limit		 			= 60
ammo_current		 		= 10
ammo_elapsed		 		= 0

ammo_mag_size		 		= 2
ammo_class		 			= ammo_12x70_buck,ammo_12x76_zhekan,ammo_12x76_dart

hand_dependence 	 		= 1
single_handed				= 0

slot 						= 2
animation_slot				= 3


inv_name					= BM-16
inv_name_short				= BM-16
inv_weight					= 5.0

inv_grid_width     = 3
inv_grid_height    = 1
inv_grid_x         = 6
inv_grid_y         = 1

kill_msg_x			= 0
kill_msg_y			= 104
kill_msg_width		= 54
kill_msg_height		= 16

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.5  	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.0f

;отдача
cam_relax_speed         	= 7.0	;скорость возврата в исходное положение
cam_dispersion          	= 4.0	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 4.0	;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			= 8.0	;максимальный угол отдачи
cam_max_angle_horz		= 20.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 2.5	;(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 		= 0.003	;вероятность осечки при максимальном износе 
condition_shot_dec 			= 0.001 ;увеличение износа при каждом выстреле
misfire_condition_k			= 0.05
;-----------------------------------------------------------------------------------

direction                	= 0, 0, 1
shell_point				 	= 0.0, 0.136, 0.07
fire_point               	= 0.000000,0.136000,0.390000     	;r
fire_point2              	= 0.000000,0.136000,0.390000		;l

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

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

fire_distance               = 20
bullet_speed		        = 340	;начальная скорость пули
rpm                         = 500

PDM_disp_base 			    = 1.0
PDM_disp_vel_factor 		= 1.1
PDM_disp_accel_factor 		= 1.1
PDM_crouch	 		        = 1.0
PDM_crouch_no_acc 		    = 1.0

hud                      	= wpn_bm16_hud
normal                   	= 0, 1, 0
position                 	= -0.026, -0.096, 0.045
orientation              	= 0, 30, 0

;-----------------------------------------------------------------------------------
;под мишкой
strap_position         		= -0.26,-0.11,0.15
strap_orientation      		= -15,-9,110

;на спине
;strap_position         	= -0.14,-0.30,0.15
;strap_orientation      	= -10,-5,10

strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1
;-----------------------------------------------------------------------------------

startup_ammo             	= 10
visual                   	= weapons\bm_16\wpn_bm-16.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
;cost			 			= 900

;addons
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\bm16\bm16_shoot
snd_empty					= weapons\bm16\bm16_empty
snd_reload					= weapons\bm16_new\bm16_reload_lr_1
snd_reload_1				= weapons\bm16_new\bm16_reload_l_1
snd_shoot_duplet			= weapons\bm16\bm16_shoot_both
snd_shoot_1					= weapons\bm16\bm16_shoot
;-----------------------------------------------------------------------------------


;-----------------------------------------------------------------------------
;-------------------------- HUD DESCRIPTION ----------------------------------
;-----------------------------------------------------------------------------
 
[wpn_bm16_hud]
shell_point		 			= 0.130000,-0.010000,-0.340000

fire_point               	= 0.000000,0.000000,-0.270000
fire_point2              	= 0.000000,0.000000,-0.270000
fire_bone                	= muzzle

position                    = 0.050000,-0.080000,-0.060000
orientation              	= 3.717586,3.144266,0.000000

visual                   	= weapons\bm_16\wpn_bm-16_hud.ogf

anim_idle                        = bm16_idle_empty
anim_idle_1                      = bm16_idle_r ;Заряжен 1 патрон
anim_idle_2                      = bm16_idle ;Заряжено полностью

anim_idle_aim                    = bm16_idle_aim_empty ; разряжено
anim_zoomed_idle_1               = bm16_idle_aim_r  ;Заряжен 1 патрон
anim_zoomedidle_2                = bm16_idle_aim ;Заряжено полностью

anim_reload                      = bm16_reload_booth ;reload both
anim_reload_1                    = bm16_reload_one ;reload one

anim_draw                        = bm16_draw
anim_draw_1                      = bm16_draw_empty
anim_draw_2                      = bm16_draw_r

anim_holster                     = bm16_holster
;anim_holster_1				= bm16_holster_one
;anim_holster_2				= bm16_holster_both

anim_shoot                       = bm16_shoot_one
anim_shoot_both                  = bm16_shoot_both
anim_shoot_1                     = bm16_shoot_both ;shot right

anim_idle_sprint                 = bm16_idle_sprint
anim_idle_sprint_1			= bm16_sprint_one
anim_idle_sprint_2			= bm16_sprint_both

anim_idle_moving			= bm16_idle_empty_moving ;idle_moving
anim_idle_moving_1			= bm16_idle_r_moving ;idle_moving_1
anim_idle_moving_2			= bm16_idle_moving ;idle_moving_2

zoom_offset			        = -0.119900,0.062560,0.010000
zoom_rotate_x		        = 0.048000
zoom_rotate_y		        = 0.063100

zoom_rotate_time			= 0.2
rotate_time					= 0.2

;======================================================================================================================================================

[wpn_bm16_full]:wpn_bm16
$spawn                  = "devices\uniq\wpn_bm16_full"				; option for Level Editor
cost					= 1100
description				= enc_weapons_wpn_bm16_full
inv_name				= wpn-bm16-full
inv_name_short			= wpn-bm16-full
inv_weight				= 3.0

inv_grid_width     = 6
inv_grid_height    = 2
inv_grid_x         = 22
inv_grid_y         = 10

;-----------------------------------------------------------------------------------
fire_dispersion_base	= 0.4
cam_dispersion          = 3.0
cam_dispersion_inc		= 3.0
PDM_disp_vel_factor 	= 2.0
PDM_disp_accel_factor 	= 2.0
;-----------------------------------------------------------------------------------

direction               = 0, 0, 1
shell_point			    = 0.0, 0.136, 0.07

fire_point              = 0.000000,0.136000,0.390000
fire_point2             = 0.000000,0.136000,0.390000

fire_distance           = 50
bullet_speed		    = 400

visual                  = weapons\bm_16\wpn_bm-16full.ogf
hud                     = wpn_bm16_full_hud

normal                  = 0, 1, 0
position                 	= -0.026, -0.096, 0.045
orientation              	= 0, 30, 0

;-----------------------------------------------------------------------------------
strap_position         		= -0.26,-0.11,0.15
strap_orientation      		= -15,-9,110
;-----------------------------------------------------------------------------------

;-----------------------------------------------------------------------------
;-------------------------- HUD DESCRIPTION ----------------------------------
;-----------------------------------------------------------------------------

[wpn_bm16_full_hud]:wpn_bm16_hud
fire_point               	= 0.000000,0.000000,0.200000
fire_point2              	= 0.000000,0.000000,0.200000

visual                      = weapons\bm_16\wpn_bm-16full_hud.ogf

zoom_offset			        = -0.119900,0.062560,0.010000
zoom_rotate_x		        = 0.053000
zoom_rotate_y		        = 0.064100

zoom_rotate_time			= 0.2
rotate_time					= 0.2
