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[wpn_rg-6]:weapon_base
GroupControlSection			= spawn_group
$spawn						= "weapons\rg-6"
$npc						= on
$prefetch					= 2

class						= WP_RG6
min_radius					= 15
max_radius					= 150

ef_main_weapon_type			= 4
ef_weapon_type				= 9
weapon_class				= heavy_weapon

;-----------------------------------------------------------------------------------
holder_range_modifier		= 1.25	; во сколько раз увеличивается eye_range
holder_fov_modifier			= 1.0	; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost						= 11000
inv_weight					= 6.2
inv_volume					= 10

tri_state_reload			= on

ammo_mag_size		 		= 6
ammo_elapsed		 		= 0
ammo_class		 			= class_vog25

sprint_coeff				= 0.65
;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 1.0  ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.35

;отдача
cam_relax_speed				= 2.0	;скорость возврата в исходное положение
cam_relax_speed_ai			= 10.0	;скорость возврата в исходное положение
cam_dispersion				= 4.0	;увеличения угла (в градусах) с каждым выстрелом
cam_max_angle				= 12	;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 = 2.0
;изношенность, при которой появляется шанс осечки
misfire_start_condition		= 0.75
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0.1
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob			= 0.04
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob			= 0.2
;увеличение изношености при одиночном выстреле
condition_shot_dec			= 0.005
condition_shot_dec_ai		= 0.002
;-----------------------------------------------------------------------------------

hand_dependence				= 1
single_handed				= 0

slot 						= 2,1
animation_slot				= 10	; type of the animation that will be used

inv_name					= wpn-rg-6
inv_name_short				= wpn-rg-6
description					= enc_weapons1_wpn-rg-6

inv_grid_width				= 4
inv_grid_height				= 2
inv_grid_x					= 0
inv_grid_y					= 8

;kill_msg_x			= 0
;kill_msg_y			= 172
;kill_msg_width		= 68
;kill_msg_height		= 30

shell_point					= 0.0, 0.120, 0.20
fire_point					= 0.0, 0.120, 0.452
fire_point2					= 0.0, 0.120, 0.452

flame_particles				= weapons\generic_weapon05
smoke_particles				= weapons\generic_shoot_00
; ttc

hit_power					= 0
hit_impulse					= 0
hit_type					= explosion

fire_distance				= 250	;required for ai
bullet_speed				= 76	;required for ai
launch_speed				= 76	;for rocket
rpm							= 100
; end ttc

hud							= wpn_rg-6_hud
position					= -0.026, -0.115, -0.016
orientation					= 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
;на спине
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)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

visual						= dynamics\weapons\wpn_rg6\wpn_rg6

light_color					= 0.75,0.62,0.38
light_range					= 6.5
light_var_color				= 0.05
light_var_range				= 0.5
light_time 					= 0.25

ph_mass			 			= 3

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0

zoom_enabled				= true
zoom_rotate_time			= 0.5

;звуки
snd_draw					= weapons\rg6\rg6_draw, 1, 0.15
snd_holster					= weapons\generic_holster, 1, 0.3
snd_shoot					= weapons\rg6\rg6_shoot
snd_empty					= weapons\rg6\rg6_empty
snd_open_weapon				= weapons\rg6\rg6_reload_start
snd_add_cartridge			= weapons\rg6\rg6_load
snd_close_weapon			= weapons\rg6\rg6_close	;rg6_reload_end


[wpn_rg-6_hud]:hud_base_wpn
item_visual					= dynamics\weapons\wpn_rg6\wpn_rg6_hud

aim_inertion_offset			= 0.025
aim_inertion_roll			= 0.12
aim_inertion_speed			= 8

lean_dist					= 0.25, 0.8
lean_dist_aim				= 0.25, 0.6
lean_dist_reload			= 0.25, 0.7
lean_reload_allow_offset	= false
lean_hud_fov_reload			= 0.35

hands_position				= 0.1100,-0.0840,0.2290
hands_orientation			= 0,1.9500,0

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

aim_hud_offset_pos			= -0.10955,-0.14435,-0.04027
aim_hud_offset_rot			= -0.27987,0,0

sprint_hud_offset_pos		= 0.0240,-0.1625,0.0315
sprint_hud_offset_rot		= -0.1770,0.1400,0.1805

lean_hud_offset_pos			= 0.0015,-0.5655,0.1240
lean_hud_offset_rot			= -1.0319,0.0678,0.0700

fire_point					= 0,0,0
fire_bone					= muzzle

anm_show					= rg6_draw, 0.5
anm_hide					= rg6_holster, 0.5			;DUR 1.0
anm_idle					= rg6_idle
anm_idle_aim				= rg6_idle_aim
anm_idle_moving				= rg6_idle_moving
anm_idle_moving_walk		= rg6_idle_moving, 0.85
anm_idle_moving_aim			= rg6_idle_moving, 0.85
anm_idle_sprint				= rg6_idle_sprint
anm_open					= rg6_reload_start
anm_add_cartridge			= rg6_reload, rg6_reload_wep, 1.2	;1.05
anm_close					= rg6_reload_end, 1.25
anm_shots					= rg6_shoot
anm_bore					= rg6_idle_bore, 0.75

mrk_show				= 0.73
mrk_add_cartridge		= 0.42
mrk_close				= 0.96

syn_idle_moving			= 0.8, 3
syn_idle_moving_walk	= 0.8, 3
syn_idle_moving_aim		= 0.8, 3
syn_idle_sprint			= 0.05, 3
