[wpn_wincheaster1300]:weapon_base
GroupControlSection			= spawn_group
$spawn						= "weapons\winchester1300"
$npc						= on
$prefetch					= 8

class						= WP_SHOTG
min_radius					= 0
max_radius					= 50

ef_main_weapon_type			= 1
ef_weapon_type				= 7
weapon_class				= shotgun

;-----------------------------------------------------------------------------------
holder_range_modifier		= 1.0		; во сколько раз увеличивается eye_range
holder_fov_modifier			= 0.8		; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost						= 2500
inv_weight					= 3.1
inv_volume					= 7

ammo_mag_size				= 6
ammo_class					= class_12_a

tri_state_reload			= on
shot_pending				= on
;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 1.0  ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.2

; модификаторы разброса для актора вне режима прицеливания
PDM_disp_base			= 1.0
PDM_disp_vel_factor		= 1.2
PDM_disp_accel_factor	= 2.0
PDM_disp_crouch			= 1.0
PDM_disp_crouch_no_acc	= 1.0

;отдача
cam_relax_speed				= 7.0	;скорость возврата в исходное положение
cam_dispersion				= 3.0	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.0	;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 1.0
cam_max_angle				= 12	;максимальный угол отдачи
cam_max_angle_horz			= 9.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz			= 1.5	;(degree) size of step camera moved in horizontal position while shooting

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor = 4
;изношенность, при которой появляется шанс осечки
misfire_start_condition		= 0.6
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0.1
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob			= 0.015
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob			= 0.12
;увеличение изношености при одиночном выстреле
condition_shot_dec			= 0.0015
;-----------------------------------------------------------------------------------

hand_dependence				= 1
single_handed				= 0

slot 						= 2,1
animation_slot				= 9		; type of the animation that will be used

inv_name					= wpn-wincheaster1300
inv_name_short				= wpn-wincheaster1300
description					= enc_weapons1_wpn-wincheaster1300

inv_grid_width				= 4
inv_grid_height				= 1
inv_grid_x					= 10
inv_grid_y					= 5

;kill_msg_x			= 171
;kill_msg_y			= 104
;kill_msg_width		= 75
;kill_msg_height		= 20

shell_point					= 0.0, 0.153, 0.160
fire_point					= 0.0, 0.158, 0.750

flame_particles				= weapons\generic_weapon05
smoke_particles				= weapons\generic_shoot_00
shell_particles				= amik\weapons\12x70\12x70_r_1

; ttc
hit_power					= 1.0
hit_impulse					= 1.0
armor_piercing_k			= 1.05

fire_distance				= 1.0
bullet_speed				= 1.1			;начальная скорость пули

rpm							= 65			;60 = 1 секунда
; end ttc

hud							= wpn_winchester1300_hud
position					= -0.024, -0.097, -0.02
orientation					= 0, -2, 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

visual						= dynamics\weapons\wpn_winchester1300\wpn_winchester1300

light_color					= 0.75,0.62,0.38
light_range					= 8.5
light_var_color				= 0.05
light_var_range				= 0.5
light_time 					= 0.2

ph_mass			 			= 3

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0

zoom_enabled				= true
zoom_rotate_time			= 0.29

;звуки
snd_draw					= weapons\w1300\w1300_draw
snd_holster					= weapons\shotgun_holster
snd_shoot					= weapons\w1300\w1300_shot, 1.3
snd_shot_action				= weapons\w1300\w1300_shot_action, 1.2, 0.09
snd_empty					= weapons\w1300\w1300_empty
snd_reload					= weapons\toz34_reload
;snd_open_weapon			= $no_sound
snd_add_cartridge			= weapons\w1300\w1300_load
;snd_close_weapon			= weapons\w1300\w1300_close
snd_close_weapon_empty		= weapons\w1300\w1300_close


[wpn_winchester1300_hud]:hud_base_wpn
item_visual 				= dynamics\weapons\wpn_winchester1300\wpn_winchester1300_hud

bobbing_factor				= 1.0
lean_reload_allow_offset	= false

shell_point					= 0,-2,-1	; fake
shell_dir					= 0,1,0
shell_bone					= gilza

fire_point					= 0,0,0
fire_bone					= muzzle
fire_point2					= 0,0,0
fire_bone2					= muzzle

hands_position				= -0.07,-0.16,0.05
hands_orientation			= 2,2,0

item_position				= 0,0,0
item_orientation			= 0,0,0

aim_hud_offset_pos			= -0.0809,0.08025,-0.025
aim_hud_offset_rot			= 0.03635,0.0348,0

sprint_hud_offset_pos		= -0.0415,-0.0395,0
sprint_hud_offset_rot		= -0.0875,0.1400,0

reload_hud_offset_pos		= 0.0180,-0.0235,0
reload_hud_offset_rot		= 0.0675,0.1125,0

custom_hud_offset_pos		= 0.03,0,0

anm_show				= mossberg_draw
anm_hide				= mossberg_holster, 1.1			;DUR 0.73
anm_idle				= mossberg_idle
anm_idle_aim			= mossberg_idle_aim
anm_idle_moving			= mossberg_idle_moving
anm_idle_moving_walk	= mossberg_idle_moving, 0.85
anm_idle_moving_aim		= mossberg_idle_aim
anm_idle_sprint			= mossberg_idle_sprint
;anm_bore				= mossberg_idle_aim
anm_shots				= mossberg_shoot, shoot
anm_open				= mossberg_reload_start, reload_start, 1.5
anm_add_cartridge		= mossberg_reload, reload
anm_close				= mossberg_idle_aim, 0.15
anm_close_empty			= mossberg_reload_end, reload_end

; additional parameters:	#p1, #p2
prm_show				=	9|0.2
prm_close				=	8|0.65

mrk_show				= 0.7
mrk_add_cartridge		= 0.5
mrk_close				= 0.7
mrk_close_empty			= 0.75

syn_idle_moving			= 0.5, 2
syn_idle_moving_walk	= 0.5, 2
syn_idle_moving_aim		= 0.5, 2