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

class						= WP_PM
min_radius					= 0
max_radius					= 30
description					= enc_weapons1_wpn-pb

ef_weapon_type				= 5

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

cost						= 400

ammo_mag_size			 	= 8
ammo_class			 		= ammo_9x18_fmj		;, ammo_9x18_pmm

hand_dependence			 	= 1
single_handed				= 1

slot 				 		= 1,2,4
animation_slot				= 1		; type of the animation that will be used

inv_name					= wpn-pb
inv_name_short				= wpn-pb
inv_weight					= .97
inv_volume					= 2

inv_grid_width				= 2
inv_grid_height				= 1
inv_grid_x					= 15
inv_grid_y					= 6

;kill_msg_x			= 80
;kill_msg_y			= 154
;kill_msg_width		= 49
;kill_msg_height		= 22

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.8	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

;parent dispersion modifiers
PDM_disp_base 			= 0.4
PDM_disp_vel_factor 	= 0.9
PDM_disp_accel_factor 	= 1.0
PDM_disp_crouch	 		= 1.0
PDM_disp_crouch_no_acc 	= 1.0

;отдача
cam_relax_speed			= 8.0	;скорость возврата в исходное положение
cam_dispersion			= 0.3	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.0	;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			= 20.0	;максимальный угол отдачи
cam_max_angle_horz		= 5.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 1.5	;(degree) size of step camera moved in horizontal position while shooting

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor = 3
;изношенность, при которой появляется шанс осечки
misfire_start_condition	= 0.8
;изношеность при которой шанс осечки становится константным
misfire_end_condition	= 0.05
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob		= 0
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob		= 0.12
;увеличение изношености при одиночном выстреле
condition_shot_dec		= 0.0015
;-----------------------------------------------------------------------------------

fire_point				= 0.0, 0.105, 0.243

smoke_particles			= weapons\generic_shoot_00

shell_point				= 0, 0.120, 0.014
shell_particles			= weapons\9x18

; ttc
hit_power			= 0.9
hit_impulse			= 0.8
armor_piercing_k	= 0.95
bullet_speed		= 0.9
fire_distance		= 1.0

rpm					= 260
; end ttc

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

hud						= wpn_pb_hud
position				= -0.021, -0.07, -0.002
orientation				= 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
;strap_position				= -0.1,-0.45,0.2			; position (offset) and orientation of the weapon when it is strapped
;strap_orientation			= 1.57,0,0						; (3rd person view)
;strap_bone0				= bip01_spine2
;strap_bone1				= bip01_spine1

visual           			= dynamics\weapons\wpn_pb\wpn_pb

light_disabled				= true

ph_mass						= 1

;addons
scope_status				= 0
silencer_status				= 1
grenade_launcher_status		= 0

zoom_enabled				= true
zoom_rotate_time			= 0.25
zoom_hold_speed				= 3.0

;звуки
snd_draw					= weapons\pm\pm_draw
snd_holster					= weapons\pistol_holster
snd_shoot					= weapons\pm\pb_shot
snd_silncer_shot			= weapons\pm\pb_shot
snd_empty					= weapons\pm\pm_empty
snd_reload					= weapons\pm\pm_reload
snd_reload_empty			= weapons\pm\pm_reload_empty
snd_close					= weapons\pm\pm_close


[wpn_pb_hud]:hud_base_pistol
item_visual					= dynamics\weapons\wpn_pb\wpn_pb_hud

reload_start_with_sec_item	= false

item_position				= 0.000746,-0.000321,0.003479
item_orientation			= 1.239378,-0.134046,-2.052052

aim_hud_offset_pos			= -0.1010,0.0479,-0.0500
aim_hud_offset_rot			= 0.0070,0.0123,-0.0150

shell_point					= 0,0,0
shell_bone					= gilza

fire_point					= 0,0,0
fire_bone					= muzzle

anm_show					= pb_draw
anm_show_empty				= pb_draw, opened
anm_hide					= pb_holster
anm_hide_empty				= pb_holster, opened

anm_idle					= pb_idle
anm_idle_empty				= pb_idle, opened
anm_shots					= pb_shoot, shoot
anm_shot_l					= pb_shoot, shoot_last
anm_idle_aim				= pb_idle_aim
anm_idle_aim_empty			= pb_idle_aim, opened
anm_reload					= pb_reload, reload, 1.2
anm_reload_empty			= pb_reload_empty, reload_empty, 1.2
anm_idle_moving				= pb_idle_moving
anm_idle_moving_walk		= pb_idle_moving, 0.85
anm_idle_moving_aim			= pb_idle_aim

anm_idle_moving_empty		= pb_idle_moving, opened
anm_idle_moving_walk_empty	= pb_idle_moving, opened, 0.85
anm_idle_moving_aim_empty	= pb_idle_aim, opened
anm_idle_sprint				= pb_idle_sprint
anm_idle_sprint_empty		= pb_idle_sprint, opened
;anm_bore					= pb_idle_aim
;anm_bore_empty				= pb_idle_aim, opened

mrk_reload					= 0.75, 0.93
mrk_reload_empty			= 0.69, 0.93