[wpn_fn2000]:weapon_base
GroupControlSection		= spawn_group
$spawn					= "weapons\fn-2000
$prefetch				= 8

class					= WP_GROZA
min_radius				= 50
max_radius				= 150
description				= enc_weapons1_wpn-fn2000

ef_main_weapon_type		 = 2
ef_weapon_type			 = 6

;-----------------------------------------------------------------------------------
holder_range_modifier	= 1.85		; во сколько раз увеличивается eye_range
holder_fov_modifier		= 0.6		; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost					= 10000
weapon_class			= assault_rifle

ammo_mag_size			= 30

hand_dependence			= 1
single_handed			 = 0

ammo_class				= class_556
fire_modes				= 1, -1
launch_speed			= 0

vision_present 				= true
vis_frame_speed				= 8
vis_frame_color				= 0.7,0.7,0.7,1.0
found_snd					= detectors\DA-2_beep1
catch_snd					= detectors\DA-2_beep1

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

inv_name				= wpn-fn2000
inv_name_short			= wpn-fn2000
inv_weight				= 4.2
inv_volume				= 9

inv_grid_width				= 4
inv_grid_height				= 2
inv_grid_x					= 5
inv_grid_y					= 9

;kill_msg_x					= 131
;kill_msg_y					= 123
;kill_msg_width				= 64
;kill_msg_height				= 30

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.375 	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.15f

;parent dispersion modifiers
PDM_disp_base			= 1.2
PDM_disp_vel_factor		= 1.1
PDM_disp_accel_factor	= 1.1
PDM_disp_crouch			= 1.0
PDM_disp_crouch_no_acc	= 1.0

;отдача
cam_relax_speed				= 5.6	;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			= 1.0	;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle				= 8.5	;максимальный угол отдачи
cam_max_angle_horz			= 9.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz			= 0.6	;(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		= 0.8
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0.15
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob			= 0.012
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob			= 0.1
;увеличение изношености при одиночном выстреле
condition_shot_dec			= 0.00033
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.00025
;-----------------------------------------------------------------------------------

fire_point				= 0.000,0.182,0.330
;fire_point2			= 0.010000,0.166000,0.475000

flame_particles			= weapons\generic_weapon05
smoke_particles			= weapons\generic_shoot_00
grenade_flame_particles	= weapons\generic_weapon01

shell_point				= -0.020,0.186,0.180
shell_dir				= 0.0, 1.0, 0.0
shell_particles			= weapons\556x45

; ttc
hit_power				= 1.1
hit_impulse				= 0.8

fire_distance			= 1.0
bullet_speed			= 1.0
rpm						= 860
; end ttc

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

hud						= wpn_fn2000_hud
position				= -0.026, -0.125, -0.011
orientation				= 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position				= -0.15,-0.35,0.27			; position (offset) and orientation of the weapon when it is strapped
strap_orientation			= -10,-3,10					; (3rd person view in degrees))
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

visual					= dynamics\weapons\wpn_fn2000\wpn_fn2000

light_color				= 0.75,0.62,0.38			; params for light during the fire
light_range				= 7.5						; radius
light_var_color			= 0.05
light_var_range			= 0.5
light_time				= 0.2


ph_mass					= 4

;addons
scope_status				= 1
silencer_status				= 2
grenade_launcher_status		= 0

silencer_name				= wpn_addon_silencer
silencer_x					= 191		; offset in inventory icon
silencer_y					= 14

zoom_enabled				= true
scope_zoom_factor			= 10			; fov for zoom mode
scope_dynamic_zoom			= true
scope_zoom_step_count		= 5
scope_zoom_min_k			= 0.5
zoom_rotate_time_scope		= 0.4
zoom_hold_speed				= 1.5

scope_texture				= wpn\wpn_crosshair_fn2000

;звуки
snd_draw					= weapons\fn2000\fn2000_draw
snd_holster					= weapons\rifle_holster, 1, 0.1
snd_shoot					= weapons\fn2000\fn2000_shoot
snd_empty					= weapons\fn2000\fn2000_empty,	0.8
snd_reload					= weapons\fn2000\fn2000_reload
snd_silncer_shot			= weapons\fn2000\fn2000_shot_sil
snd_zoomin					= weapons\binoculars_zoomin, 1, 0.2
snd_zoomout					= weapons\binoculars_zoomout
snd_zoominc					= weapons\binoculars_zoominc
snd_zoomdec					= weapons\binoculars_zoomdec
snd_scope_func				= interface\snd_scope_pnv

;params when silencer is attached
;similar to corresponding params without prefix silencer_

;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

grenade_launcher_name		= wpn_addon_grenade_launcher_m203


[wpn_fn2000_hud]:hud_base_wpn
item_visual					= dynamics\weapons\wpn_fn2000\wpn_fn2000_hud

lean_dist					= 0.25, 0.8
lean_dist_aim				= 0.25, 0.75
lean_dist_reload			= 0.25, 0.75

hands_position				= -0.0800,-0.2370,0.3000
hands_orientation			= -0.2000,0.6000,0.0000

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

aim_alt_hud_offset_pos		= -0.1045,0.0211,-0.0971
aim_alt_hud_offset_rot		= 0.0098,-0.0031,0

scope_hud_offset_pos		= -0.10395,0.03118,-0.29765
scope_hud_offset_rot		= -0.01073,-0.00409,0.00004

gl_hud_offset_pos			= -0.15896,-0.14986,-0.00270
gl_hud_offset_rot			= -0.26003,0.00013,0.00090

lean_hud_offset_pos			= -0.0335,-0.4618,0.1098
lean_hud_offset_rot			= -0.9119,-0.0973,0.4143

shell_point					= 0,0,0
;shell_dir					= 0,0,0
shell_bone					= gilza

fire_point					= 0,0.0085,-0.0190
fire_bone					= muzzle
;fire_point2				= 0,0,0
;fire_bone2					= muzzle_gl

anm_show					= f2000_nimble_draw, 0.95
anm_hide					= f2000_nimble_holster, 0.65			;DUR 0.81
anm_idle					= f2000_nimble_idle
anm_idle_sprint				= f2000_nimble_sprint
anm_idle_moving 			= f2000_nimble_move
anm_idle_moving_walk		= f2000_nimble_move, 0.85
anm_idle_moving_aim			= f2000_nimble_move, 0.85
anm_shots					= f2000_nimble_shoot, shoot
anm_reload					= f2000_nimble_reload, reload
anm_idle_aim				= f2000_nimble_aim
;anm_bore					= f2000_nimble_aim

mrk_hide					= 0.53
mrk_show					= 0.85
mrk_reload					= 0.53, 0.98

syn_idle_sprint				= 0.7