[wpn_spas12]:weapon_base
GroupControlSection			= spawn_group
$spawn						= "weapons\spas12"
$npc			 			= on
$prefetch 		 			= 8

class						= WP_SHOTG
min_radius					= 0
max_radius					= 50

ef_main_weapon_type			= 1
ef_weapon_type				= 7
weapon_class				= shotgun

;-----------------------------------------------------------------------------------
holder_range_modifier	= 1.0		; во сколько раз увеличивается eye_range
holder_fov_modifier		= 0.7		; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost						= 4500
inv_weight					= 4.4
inv_volume					= 8

ammo_mag_size				= 8
ammo_class					= class_12_a
fire_modes					= 1	;,-1

tri_state_reload			= on
;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 1.1 	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.2f

; модификаторы разброса для актора вне режима прицеливания
PDM_disp_base 			= 1.0
PDM_disp_vel_factor		= 1.2
PDM_disp_accel_factor	= 2.0
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			= 5.0	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.5	;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			= 12.0	;максимальный угол отдачи
cam_max_angle_horz		= 30.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 6.0	;(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		= 0.6
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0.1
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob			= 0.015
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob			= 0.12
;увеличение изношености при одиночном выстреле
condition_shot_dec			= 0.0012
;-----------------------------------------------------------------------------------

hand_dependence				= 1
single_handed				= 0

slot 						= 2,1
animation_slot				= 9		; type of the animation that will be used

inv_name					= wpn-spas12
inv_name_short				= wpn-spas12
description					= enc_weapons1_wpn-spas12

inv_grid_width				= 5
inv_grid_height				= 1
inv_grid_x					= 10
inv_grid_y					= 4

;kill_msg_x			= 91
;kill_msg_y			= 104
;kill_msg_width		= 80
;kill_msg_height		= 20

shell_point					= 0.0, 0.135, 0.120
fire_point					= 0.0, 0.133, 0.616

flame_particles				= weapons\generic_weapon05
smoke_particles				= weapons\generic_shoot_00
shell_particles				= weapons\12ga

; ttc
hit_power				= 1.0
hit_impulse				= 1.0

fire_distance			= 1.0
bullet_speed			= 1.0	;начальная скорость пули

rpm						= 120
; end ttc

hud						= wpn_spas12_hud
position				= -0.024, -0.081, -0.01
orientation				= 0, 0, 0	;значение устанавливается в градусах

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position				= -0.26,-0.10,0.05			; 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_spas12\wpn_spas12

light_color					= 0.75,0.62,0.38
light_range					= 8.5
light_var_color				= 0.05
light_var_range				= 0.5
light_time 					= 0.2

ph_mass						= 3

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0

zoom_enabled				= true

;звуки
snd_draw					= weapons\spas12\spas12_draw
snd_holster					= weapons\shotgun_holster
snd_shoot					= weapons\spas12\spas12_shoot, 1.5
snd_shoot1					= weapons\spas12\spas12_shoot1, 1.5
snd_empty					= weapons\spas12\spas12_empty
snd_reload					= weapons\spas12\spas12_insertshell
;snd_open_weapon				= $no_sound
snd_add_cartridge			= weapons\spas12\spas12_insertshell
;snd_close_weapon			= weapons\spas12\spas12_pump
snd_close_weapon_empty		= weapons\spas12\spas12_pump


[wpn_spas12_hud]:hud_base_wpn
item_visual				= dynamics\weapons\wpn_spas12\wpn_spas12_hud

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

fire_point				= 0,0,0
fire_bone				= muzzle

hands_position				= -0.06,-0.16,0.14
hands_orientation			= 2,2,0

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

aim_hud_offset_pos			= -0.0965,0.08225,-0.05
aim_hud_offset_rot			= 0.02665,0.0348,0

anm_show					= spas12_draw, 0.9
anm_hide					= spas12_holster			;DUR 0.76
anm_idle					= spas12_idle
anm_idle_aim				= spas12_aim
anm_idle_moving				= spas12_move
anm_idle_moving_walk		= spas12_move, 0.85
anm_idle_moving_aim			= spas12_move, 0.85
anm_idle_sprint				= spas12_sprint
;anm_bore					= spas12_aim
anm_shots					= spas12_shoot, shoot, 0.7	;, 1.0
anm_open					= spas12_reload_start, reload_start, 1.2
anm_add_cartridge			= spas12_reload, reload
anm_close					= spas12_aim, 0.3
anm_close_empty				= spas12_reload_end, reload_end
anm_reload					= spas12_reload

mrk_show					= 0.55
mrk_hide					= 0.95
mrk_add_cartridge			= 0.39
;mrk_close					= 0.75
mrk_close_empty				= 0.65