[wpn_ak74u]:weapon_base
GroupControlSection		= spawn_group
$spawn					= "weapons\ak-74u"	; name and section in level editor
$npc					= on
$prefetch 				= 8

class					= WP_LR300			; class of the weapon that corresponding to CPP class
min_radius				= 30				; [] for AI
max_radius				= 100				; [] for AI
description				= enc_weapons1_wpn-ak74u

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					= 1300				; the price of the item
weapon_class			= assault_rifle		; the type of the box that will be used in buy-menu in multiplayer mode

ammo_mag_size			= 30				; clip (magazine) size
fire_modes				= 1, -1

ammo_class				= class_545

hand_dependence			= 1									; how many hands (1 or 2) we used to hold weapon in
single_handed			= 0

slot 					= 2,1								; number of slot in inventory we put weapon in (1 - knife slot, 2 - pistol, 3 - rifle, 4 - grenade, 5 - apparatus)
animation_slot			= 2									; type of the animation that will be used


inv_name				= wpn-ak74u								; name in inventory
inv_name_short			= wpn-ak74u
inv_weight				= 2.7								; weight in inventory
inv_volume				= 7							; считаем со сложенным прикладом

inv_grid_width			= 4	 ; position and size of the icon that will be used to display weapon in the inventory menu
inv_grid_height			= 2	 ; all icons are on the texture ui_icon_equipment.dds,
inv_grid_x				= 0  ; position and size are in terms of 64x64 squares
inv_grid_y				= 16

;kill_msg_x			= 0
;kill_msg_y			= 123
;kill_msg_width		= 69
;kill_msg_height		= 30

;-----------------------------------------------------------------------------------
; base dispersion
;
; === Setting of the weapon shooting dispersal parameter ===
;Dispersal consists from to basic constituents - dispersal of the weapon (relatively small). In fact, this is a dispersal of a weapon griped in a vice; - dispersal of the weapon behavior in the hands of the host (if he running, or walking or shoots in single shots or in a burst) is another, more significant factor of dispersal.
;Dispersal of the weapon depends only from basic dispersal, basket case factor ant time of the ammo.
;Dispersal of the way the host shooting (standing, running and etc.)
;Two types of shooting modes can be defined: - usual mode and zoomed mode.
;Usual mode: - depends from the position of the player while shooting (standing, sitting, walking and running)
;Zoomed mode - depends from the dispersal of the weapon and do NOT depends from the position of the shooter. In that mode, dispersal of the weapon &laquo switches to;&raquo;  sight swinging (created be effector).
;Weapon recoil in the game also created by recoil effector.
;
;-----------------------------------------------------------------------------------
;params of weapon recoil
fire_dispersion_base			= 0.8		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor			= 1.09f

;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				= 6.5		;скорость возврата в исходное положение
cam_relax_speed_ai			= 8.0		;скорость возврата в исходное положение
cam_dispersion				= 0.25		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.15		;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 0.8		;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle				= 8.0		;максимальный угол отдачи
cam_max_angle_horz			= 20.0		;(degree) maximum shot horizontal degree
cam_step_angle_horz			= 1.0		;(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		= 0.65
;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			= 0.00025
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0002
;-----------------------------------------------------------------------------------

fire_point					= 0.0, 0.262, 0.465		; position (3rd person view) for particles of fire

flame_particles				= weapons\generic_weapon05	; particles for shooting effects
smoke_particles				= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon01

shell_point					= 0.00, 0.280, 0.165		; position (3rd person view) for shell to throw out
shell_particles				= weapons\545x39			; name of the particles for shells

; ttc
hit_power				= 0.94		;size of damage by bullet
hit_impulse		 		= 1.0		;size of physic impulse by bullet

fire_distance			= 1.0		;maximum fire distance that bullet can fly
bullet_speed			= 0.85		;starting bullet speed

rpm						= 600		;max round per minute

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

hud						= wpn_ak74u_hud				; name of the section of the hud

position				= -0.026,-0.215,-0.015		; position (offset) and orientation of the weapon in the hands of character
orientation				= 0,0,0						; (3rd person view)

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position				= -0.18,-0.45,0.2			; position (offset) and orientation of the weapon when it is strapped
strap_orientation			= -10,-5,10					; (3rd person view in degrees)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

visual						= dynamics\weapons\wpn_ak74u\wpn_ak74u	; name of the model for 3rd person view

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						= 5							; physic mass (kg)


;addons
scope_status				= 0							; 0 - no addon
silencer_status				= 0;2							; 1 - permanent
grenade_launcher_status		= 0							; 2 - attachable

zoom_enabled				= true						; (on,off)zoom mode (right mouse button)

;scope_name 				= wpn_addon_scope			; section name for the attachable scope
;scope_x 					= 60						; offset in inventory icon
;scope_y 					= -2
silencer_name  			= wpn_addon_silencer			; section name for the attachable silencer
silencer_x 				= 198							; offset in inventory icon
silencer_y 				= 11
;grenade_launcher_name 		= wpn_addon_grenade_launcher; section name for the attachable grenade launcher
;grenade_launcher_x 		= 112						; offset in inventory icon
;grenade_launcher_y 		= 17

;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_draw				= weapons\ak\ak_draw		;weapons\aks74u\aks74u_draw
snd_holster				= weapons\rifle_holster
snd_empty				= weapons\ak_empty
snd_shoot				= weapons\aks74u\aks74u_shoot
snd_reload				= weapons\aks74u\aks74u_reload
snd_silncer_shot		= weapons\aks74u\aks74u_shot_sil


;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

;-----------------------------------------------------------------------------
;-- HUD DESCRIPTION
;-----------------------------------------------------------------------------

[wpn_ak74u_hud]:hud_base_wpn
item_visual					= dynamics\weapons\wpn_ak74u\wpn_ak74u_hud

bobbing_factor				= 1.2
lean_dist					= 0.25, 0.8
lean_dist_aim				= 0.25, 0.7
lean_dist_reload			= 0.25, 0.7
lean_reload_allow_offset	= false
lean_hud_fov_reload			= 0.3

hands_position				= -0.0465,-0.1780,0.1655
hands_orientation			= -0.05,2.39,0.15

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

hud2world_trans_pos			= 0,-0.025,0

aim_hud_offset_pos			= -0.10323,0.08449,-0.16591
aim_hud_offset_rot			= 0.04075,-0.00146,-0.01193

sprint_hud_offset_pos		= 0.0880,-0.0500,0.0175
sprint_hud_offset_rot		= -0.0975,-0.0650,-0.1275

reload_hud_offset_pos		= 0.0032,-0.0008,0.0022
reload_hud_offset_rot		= 0.0826,-0.0779,0.1766

shell_point					= 0.0070,0.0665,0.1430
;shell_dir					= 0, 1, 0
shell_bone					= wpn_body

fire_point					= 0,0.042782,0.441726
fire_bone					= wpn_body
;fire_point2				= 0,-0.011,0.553
;fire_bone2					= wpn_body

anm_show					= lancew_aks74u_draw
anm_hide					= lancew_aks74u_holster			;DUR 0.74
anm_idle					= lancew_aks74u_idle
anm_idle_sprint				= lancew_vsk94_sprint
anm_idle_moving				= lancew_aks74u_moving
anm_idle_moving_walk		= lancew_aks74u_moving, 0.85
anm_idle_moving_aim			= lancew_aks74u_idle_aim
anm_shots					= lancew_aks74u_shoot, shoot
anm_reload					= lancew_aks74u_reload, reload, 0.935
anm_idle_aim				= lancew_aks74u_idle_aim
;anm_bore					= lancew_aks74u_idle

; additional parameters
prm_reload					= 8|0.7

mrk_show					= 0.7
mrk_reload					= 0.57, 0.98