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

class						= WP_VAL
min_radius					= 30
max_radius					= 100
description					= enc_weapons1_wpn-val

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

cost						= 7000
weapon_class				= assault_rifle

ammo_mag_size				= 20
ammo_class					= class_9x39
fire_modes					= 1, -1

hand_dependence				= 1
single_handed				= 0

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

inv_name					= wpn-val
inv_name_short		 		= wpn-val
inv_weight		 			= 2.5
inv_volume					= 8.5

inv_grid_width				= 5
inv_grid_height				= 2
inv_grid_x					= 15
inv_grid_y					= 4

;kill_msg_x			= 0
;kill_msg_y			= 154
;kill_msg_width		= 78
;kill_msg_height		= 21

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.425	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.1

;parent dispersion modifiers
PDM_disp_base			= 0.85
PDM_disp_vel_factor 	= 1.2
PDM_disp_accel_factor	= 1.0
PDM_disp_crouch			= 1.0
PDM_disp_crouch_no_acc 	= 1.0

;отдача
cam_relax_speed			= 5	;скорость возврата в исходное положение
cam_dispersion			= 0.3	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.05	;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			= 7.0	;максимальный угол отдачи
cam_max_angle_horz		= 10.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 0.5;0.4	;(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		= 0.85
;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			= 0.00035
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0003
;-----------------------------------------------------------------------------------

fire_point					= 0.0, 0.174, 0.515

smoke_particles				= weapons\generic_shoot_00

shell_point					= -0.02,0.185,0.082
;shell_dir					= 0,1,0
shell_particles				= weapons\9x39

; ttc
hit_power				= 1.0
hit_impulse				= 1.0

fire_distance			= 1.0
bullet_speed			= 1.0

rpm						= 650
; end ttc

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

hud							= wpn_val_hud

;----------------------------------------------------------
position					= -0.026, -0.136, -0.005
orientation					= 0, 1, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position				= -0.26,-0.11,0.25			; 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_val\wpn_val

light_disabled				= true

ph_mass						= 5

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

zoom_enabled				= true
zoom_rotate_time_scope		= 0.45
zoom_float_factor			= 0.75
zoom_hold_speed				= 1.25

scopes_sect					= scope_ak74, scope_x27_ak74, scope_detector_ak74, scope_nv_ak74, scope_dz_ak74, scope_pso1_m2, scope_pso1_m201
;scope_name 					= wpn_addon_scope
;scope_texture				= wpn\wpn_crosshair_vss
scope_x 					= 54						; offset in inventory icon
scope_y 					= 0

;звуки
snd_draw					= weapons\val\val_draw
snd_holster					= weapons\rifle_holster
snd_shoot					= weapons\val\val_shoot
snd_empty					= weapons\val\val_empty, 	0.8
snd_reload					= weapons\vintorez\vintorez_reload
snd_silncer_shot			= weapons\val\val_shoot
snd_silncer_shot1			= weapons\val\val_shoot1
snd_close					= weapons\generic_close
;snd_bore					= $no_sound
;snd_bore1					= $no_sound
snd_zoominc					= weapons\binoculars_zoominc
snd_zoomdec					= weapons\binoculars_zoomdec


[wpn_val_hud]:hud_base_wpn
item_visual					= dynamics\weapons\wpn_val\wpn_val_hud

lean_reload_allow_offset	= false
lean_hud_fov_reload			= 0.4

hands_position				= -0.062,-0.15,0.15
hands_orientation			= 2,2,0

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

aim_hud_offset_pos			= -0.09365,0.0768,-0.15
aim_hud_offset_rot			= 0.0293,0.03405,-0.01

aim_alt_hud_offset_pos		= -0.0772,0.0143,-0.1
aim_alt_hud_offset_rot		= 0.0193,0.0340,-0.0100

scope_hud_offset_pos		= -0.07650,0.03800,-0.147
scope_hud_offset_rot		= 0.01000,0.00250,-0.01

sprint_hud_offset_pos		= 0.1565,-0.0625,0
sprint_hud_offset_rot		= -0.0725,-0.1800,-0.07

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

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

anm_show				= vintorez_draw
anm_hide				= vintorez_holster, 1.05			;DUR 0.76
anm_idle				= vintorez_idle
anm_idle_sprint			= lancew_sr3m_sprint
anm_idle_moving 		= vintorez_idle_moving
anm_idle_moving_walk	= vintorez_idle_moving, 0.85
anm_idle_moving_aim		= vintorez_idle_moving, 0.85
anm_shots				= vintorez_shoot, shoot
anm_reload				= vintorez_reload_empty, reload_empty
anm_idle_aim			= vintorez_idle_aim
;anm_bore				= vintorez_idle_aim

mrk_show				= 0.6
mrk_reload				= 0.47, 0.95