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[wpn_usp]:weapon_base
GroupControlSection			= spawn_group
$spawn						= "weapons\usp"		; 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-usp

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						= 2000

ammo_mag_size				= 8
ammo_class					= class_1143

hand_dependence				= 1
single_handed				= 1

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

inv_name					= wpn_usp
inv_name_short				= wpn_usp
inv_weight					= 0.79
inv_volume					= 1

inv_grid_width				= 2
inv_grid_height				= 1
inv_grid_x					= 11
inv_grid_y					= 9

;kill_msg_x			= 134
;kill_msg_y			= 177
;kill_msg_width		= 31
;kill_msg_height	= 25

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.73	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

;parent dispersion modifiers
PDM_disp_base			= 0.3
PDM_disp_vel_factor		= 0.6
PDM_disp_accel_factor	= 1.0
PDM_disp_crouch			= 1.0
PDM_disp_crouch_no_acc	= 1.0

;отдача
cam_relax_speed			= 7.7	;скорость возврата в исходное положение
cam_dispersion			= 0.6	;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		= 7.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 0.4	;(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		= 0.75
;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			= 0.0008
;-----------------------------------------------------------------------------------

fire_point				= 0.0, 0.132, 0.137

flame_particles			= weapons\generic_weapon03
smoke_particles			= weapons\generic_shoot_00

shell_point				= 0, 0.133, 0.047
shell_dir				= 0, 0, 0.4
shell_particles			= weapons\45acp

;-----------------------------------------------------------------------------------
; ttc
hit_power				= 1.0
hit_impulse				= 1.0
bullet_speed			= 1.0
fire_distance			= 1.0

rpm						= 325
; end ttc

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

hud					 	= wpn_usp_hud
position				= -0.021, -0.09, -0.008
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_usp45\wpn_usp

light_color					= 0.6,0.5,0.3
light_range					= 6.0
light_var_color				= 0.05
light_var_range				= 0.5
light_time					= 0.2

ph_mass						= 1

;addons
scope_status				= 0
silencer_status				= 2
grenade_launcher_status		= 0

zoom_enabled				= true
zoom_rotate_time			= 0.2
zoom_hold_speed				= 3.0

;звуки
snd_draw					= weapons\usp\usp_draw
snd_holster					= weapons\pistol_holster
snd_shoot					= weapons\usp\usp_shoot
snd_empty					= weapons\usp\usp_empty
snd_reload					= weapons\usp\usp_reload
snd_reload_empty			= weapons\usp\usp_reload_empty
snd_close					= weapons\usp\usp_close
snd_silncer_shot			= weapons\usp\usp_shot_sil

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

silencer_name				= wpn_addon_silencer		; section name for the attachable silencer
silencer_x					= 63						; offset in inventory icon
silencer_y					= -12

;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


[wpn_usp_hud]:hud_base_pistol
item_visual					= dynamics\weapons\wpn_usp45\wpn_usp_hud

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

aim_hud_offset_pos			= -0.0987,0.05975,-0.05
aim_hud_offset_rot			= 0.01815,0.01265,-0.015

shell_point					= 0,0,0
shell_bone					= gilza

fire_point					= 0,0,0
fire_bone					= muzzle

anm_show					= usp45_draw
anm_show_empty				= usp45_draw, opened
anm_hide					= usp45_holster
anm_hide_empty				= usp45_holster, opened
anm_idle					= usp45_idle
anm_idle_empty				= usp45_idle, opened

anm_shots					= usp45_shoot, shoot
anm_shot_l					= usp45_shoot, shoot_last, 0.7	;, 1.0

anm_idle_aim				= usp45_idle_aim
anm_idle_aim_empty			= usp45_idle_aim, opened

anm_reload					= usp45_reload, reload
anm_reload_empty			= usp45_reload_empty, reload_empty

anm_idle_moving				= usp45_idle_moving
anm_idle_moving_walk		= usp45_idle_moving, 0.85
anm_idle_moving_aim			= usp45_idle_aim
anm_idle_moving_empty		= usp45_idle_moving, opened
anm_idle_moving_walk_empty	= usp45_idle_moving, opened, 0.85
anm_idle_moving_aim_empty	= usp45_idle_aim, opened
anm_idle_sprint				= usp45_idle_sprint
anm_idle_sprint_empty		= usp45_idle_sprint, opened
;anm_bore					= usp45_idle_aim
;anm_bore_empty				= usp45_idle_aim, opened

mrk_reload					= 0.62, 0.9
mrk_reload_empty			= 0.5, 0.9