[wpn_mp5]:weapon_base
GroupControlSection		= spawn_group
$spawn					= "weapons\mp5"		; option for Level Editor
$npc					= on				; option for Level Editor
$prefetch				= 8

class					= WP_LR300
min_radius				= 0
max_radius				= 50
description				= enc_weapons1_wpn-mp5

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

weapon_class			= assault_rifle

cost					= 1500

ammo_mag_size			= 30
ammo_class				= class_9x19
fire_modes				= 1, 3, -1

hand_dependence			= 1
single_handed			= 0

inv_name				= wpn-mp5
inv_name_short			= wpn-mp5
inv_weight				= 2.5
inv_volume				= 5

inv_grid_width			= 4
inv_grid_height			= 2
inv_grid_x				= 0
inv_grid_y				= 22

;kill_msg_x			= 72
;kill_msg_y			= 82
;kill_msg_width		= 56
;kill_msg_height		= 23

slot 					= 2,1
animation_slot			= 8		; type of the animation that will be used

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.75		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor	= 1.05

; модификаторы разброса для актора вне режима прицеливания
PDM_disp_base			= 1.0
PDM_disp_vel_factor		= 0.8
PDM_disp_accel_factor	= 0.8
PDM_disp_crouch			= 1.0
PDM_disp_crouch_no_acc	= 1.0

;отдача
cam_relax_speed			= 6.5	;скорость возврата в исходное положение
cam_relax_speed_ai		= 2.5	;скорость возврата в исходное положение
cam_dispersion			= 0.2	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.1	;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac		= 0.7	;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle			= 6.0	;максимальный угол отдачи
cam_max_angle_horz		= 9.0	;(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 = 5
;изношенность, при которой появляется шанс осечки
misfire_start_condition		= 0.85
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0.15
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob			= 0
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob			= 0.1
;увеличение изношености при одиночном выстреле
condition_shot_dec			= 0.0005
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.00025
;-----------------------------------------------------------------------------------

fire_point				= 0.0, 0.201, 0.367

flame_particles			= weapons\generic_weapon05
smoke_particles			= weapons\generic_shoot_00

shell_point				= 0.0, 0.188, 0.082
;shell_dir				= 0.0, 1.0, 0.0
shell_particles			= weapons\9x19

; ttc
hit_power				= 1.0
hit_impulse				= 0.8
bullet_speed			= 1.1
fire_distance			= 1.2

rpm						= 800
; end ttc

use_aim_bullet			= false		;Поддерживается ли первая суппер пуля
time_to_aim				= 1.0

hud						= wpn_mp5_hud
position				= -0.026, -0.120, -0.035
orientation				= 0, -7, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position			= -0.16,-0.36,0.15			; 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					= dynamics\weapons\wpn_mp5\wpn_mp5

light_color				= 0.6,0.5,0.3
light_range				= 6.0
light_var_color			= 0.05
light_var_range			= 0.5
light_time 				= 0.25

ph_mass					= 3

;addons
scope_status			= 0
silencer_status			= 2
grenade_launcher_status	= 0

silencer_name			= wpn_addon_silencer
silencer_x				= 190
silencer_y				= 15

zoom_enabled			= true
zoom_rotate_time		= 0.25
zoom_hold_speed			= 2.0

;звуки
snd_draw				= weapons\mp5\mp5_draw
snd_holster				= weapons\pistol_holster
snd_shoot				= weapons\mp5\mp5_shoot
snd_empty				= weapons\mp5\mp5_empty
snd_reload				= weapons\mp5\mp5_reload
snd_reload_misfire		= weapons\mp5\mp5_misfire
snd_silncer_shot		= weapons\mp5\mp5_shot_sil

;params when silencer is attached

;silencer_flame_particles	= weapons\generic_weapon01
silencer_smoke_particles	= weapons\generic_shoot_00

silencer_light_color		= 0.3,0.25,0.15
silencer_light_range		= 0.01
silencer_light_var_color	= 0.05
silencer_light_var_range	= 0.01
silencer_light_time			= 0.1


[wpn_mp5_hud]:hud_base_wpn
item_visual				= dynamics\weapons\wpn_mp5\wpn_mp5_hud

bobbing_factor			= 0.9
lean_dist				= 0.25, 0.8
lean_dist_aim			= 0.25, 0.7
lean_dist_reload		= 0.25, 0.7

hands_position			= 0.01,-0.03,0.22
hands_orientation		= 2,2,0

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

aim_hud_offset_pos		= -0.0854,0.05575,-0.02
aim_hud_offset_rot		= 0.0351,0.0348,0

reload_hud_offset_pos	= 0,-0.02,0
reload_hud_offset_rot	= 0.0325,0,0

shell_point				= 0,0,0
shell_bone				= gilza

fire_point				= 0,0.004,0
fire_bone				= muzzle

anm_show				= mp5_draw
anm_hide				= mp5_holster			;DUR 0.73
anm_idle				= mp5_idle
anm_idle_sprint			= mp5_idle_sprint
anm_idle_moving			= mp5_idle_moving
anm_idle_moving_walk	= mp5_idle_moving, 0.85
anm_idle_moving_aim		= mp5_idle_aim
anm_shots				= mp5_shoot, shoot
anm_reload				= mp5_reload_empty, reload_empty ;mp5_reload, reload
;anm_reload_empty		= mp5_reload_empty, reload_empty
anm_reload_misfire		= mp5_misfire	;, misfire
anm_idle_aim			= mp5_idle_aim
;anm_bore				= mp5_idle_aim

; additional parameters:	#p1, #p2
prm_reload				=	8|0.8

mrk_hide				= 0.95
mrk_show				= 0.6
mrk_reload				= 0.5, 0.94
mrk_reload_misfire		= 0.41, 0.95