[wpn_gauss]:weapon_base
GroupControlSection		= spawn_group
$spawn					= "weapons\gauss"	; option for Level Editor
$npc			 		= on				; option for Level Editor
$prefetch 		 		= 8

class					= WP_SVD
min_radius				= 0
max_radius				= 50
description				= enc_weapons1_wpn-gauss

ef_main_weapon_type		 = 3
ef_weapon_type			 = 8

;-----------------------------------------------------------------------------------
holder_range_modifier	= 2.75		; во сколько раз увеличивается eye_range
holder_fov_modifier		= 0.3		; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost					= 25000
weapon_class			= sniper_rifle

ammo_mag_size			= 10
ammo_class				= ammo_gauss

sprint_coeff			= 0.65
;sprint_allowed			= false
;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.04	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor	= 1.5

;parent dispersion modifiers
PDM_disp_base 			= 2.0
PDM_disp_vel_factor 	= 0.6
PDM_disp_accel_factor 	= 1.0
PDM_disp_crouch	 		= 1.0
PDM_disp_crouch_no_acc	= 1.0

;отдача
cam_relax_speed			= 3.0	;скорость возврата в исходное положение
cam_dispersion			= 0.05	;увеличения угла (в градусах) с каждым выстрелом
cam_max_angle			= 4.0	;максимальный угол отдачи
cam_max_angle_horz		= 5.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 0.5	;(degree) size of step camera moved in horizontal position while shooting

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor = 30
;изношенность, при которой появляется шанс осечки
misfire_start_condition		= 0.75
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob			= 0
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob			= 1.0
;увеличение изношености при одиночном выстреле
condition_shot_dec			= 0.0022
;-----------------------------------------------------------------------------------

hand_dependence 		= 1
single_handed			= 0

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

inv_name				= wpn-gauss
inv_name_short			= wpn-gauss
inv_weight				= 5.5
inv_volume				= 14

inv_grid_width			= 5
inv_grid_height			= 2
inv_grid_x				= 10
inv_grid_y				= 6

;kill_msg_x			= 166
;kill_msg_y			= 59
;kill_msg_width		= 82
;kill_msg_height		= 23

fire_point				= 0.00,0.12,0.69
flame_particles			= weapons\generic_weapon_gauss
shell_point				= 0.00,0.12,0.174				; position (3rd person view) for shell to throw out
smoke_particles				= weapons\generic_weapon07	; name of the particles for shells

; ttc
hit_power				= 1.0
hit_impulse				= 1.0
fire_distance			= 1.0
bullet_speed			= 1.0

rpm						= 30
; end ttc

hud						= wpn_gauss_hud
position				= -0.026, -0.072, -0.01
orientation				= 0, 1, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position			= -0.26,-0.11,0.15			; position (offset) and orientation of the weapon when it is strapped
strap_orientation		= -15,-9,110				; (3rd person view in degrees)
;под мишкой
;strap_position			= -0.20,-0.13,0.25			; position (offset) and orientation of the weapon when it is strapped
;strap_orientation		= -50,-13,110				; (3rd person view in degrees)
;на спине
;strap_position			= -0.16,-0.32,0.15			; position (offset) and orientation of the weapon when it is strapped
;strap_orientation		= -10,-7,10					; (3rd person view in degrees)

strap_bone0				= bip01_spine2
strap_bone1				= bip01_spine1

visual					= dynamics\weapons\wpn_gauss\wpn_gauss

light_color				= 1.3,1.5,2
light_range				= 8.0
light_var_color			= 0.05
light_var_range			= 0.5
light_time				= 0.5

ph_mass					= 3

;addons
scope_status			= 1	;2
silencer_status			= 0
grenade_launcher_status	= 0

zoom_enabled			= true
scope_zoom_factor		= 12.5
scope_dynamic_zoom 		= true
scope_zoom_step_count	= 4
scope_zoom_min_k		= 0.55
zoom_rotate_time		= 0.45
zoom_rotate_time_scope	= 0.6

scope_texture			= wpn\wpn_crosshair_pks07

;scope_name 				= wpn_addon_scope
;scope_x 				= 60
;scope_y 				= -2

;звуки
snd_draw				= weapons\gauss\gauss_draw, 1, 0.2
snd_holster				= weapons\gauss\gauss_holster
snd_shoot				= weapons\gauss\gauss_shot
snd_empty				= weapons\gauss\gauss_empty
snd_reload				= weapons\gauss\gauss_reload
snd_reload_empty		= weapons\gauss\gauss_reload_empty
snd_zoominc				= weapons\binoculars_zoominc
snd_zoomdec				= weapons\binoculars_zoomdec


[wpn_gauss_hud]:hud_base_wpn
item_visual				= dynamics\weapons\wpn_gauss\wpn_gauss_hud

lean_reload_allow_offset= false
lean_hud_fov_reload		= 0.4

hands_position			= 0.11,-0.04,0.2
hands_orientation		= 0,0,0

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

;shell_point				= 0,0,0
;shell_dir				= 0, 1, 0
;shell_bone				= wpn_body

fire_point				= 0,0,0
fire_bone				= muzzle

aim_hud_offset_pos		= -0.11,0.04,-0.2
aim_hud_offset_rot		= 0,0,0

aim_alt_hud_offset_pos	= -0.11,-0.0205,-0.07
aim_alt_hud_offset_rot	= 0,0,0

scope_hud_offset_pos	= -0.11000,0.04200,-0.22150
scope_hud_offset_rot	= 0.03500,0.01250,0

sprint_hud_offset_pos	= 0,-0.0095,0
sprint_hud_offset_rot	= 0.0475,0,0

custom_hud_offset_rot	= 0.07,0,0

anm_show				= gauss_draw, 0.7
anm_hide				= gauss_holster, 0.53			;DUR 0.94
anm_shots				= gauss_shoot
;anm_shots_scope		= gauss_shoot_scope
anm_reload				= gauss_reload_not_empty, gauss_reload
anm_reload_empty		= gauss_reload
anm_bore				= gauss_idle_bore, 0.4
anm_idle				= gauss_idle
anm_idle_aim			= gauss_idle_aim
anm_idle_moving			= gauss_idle_moving
anm_idle_moving_walk	= gauss_idle_moving, 0.85
anm_idle_moving_aim		= gauss_idle_moving
anm_idle_sprint			= gauss_idle_sprint

; additional parameters
prm_show				= 9|0.2
prm_hide				= 9|1

mrk_reload				= 0.8, 0.95
mrk_reload_empty		= 0.65, 0.95

syn_idle_moving			= 0.0, 3
syn_idle_moving_walk	= 0.0, 3
syn_idle_moving_aim		= 0.0, 3
syn_idle_sprint			= 0.2, 3
