[wpn_hpsa]:weapon_base
GroupControlSection			= spawn_group
$spawn						= "weapons\hpsa"					; 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-hpsa

ef_weapon_type				= 5

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

cost					 	= 500

ammo_mag_size		 		= 13
ammo_class		 			= class_9x19


hand_dependence		 		= 1
single_handed				= 1

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

inv_name					= wpn_hpsa
inv_name_short				= wpn_hpsa
inv_weight					= 0.88
inv_volume					= 1

inv_grid_width				= 2
inv_grid_height				= 1
inv_grid_x					= 16
inv_grid_y					= 7

;kill_msg_x			= 126
;kill_msg_y			= 154
;kill_msg_width		= 35
;kill_msg_height		= 23

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.85 		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

;parent dispersion modifiers
PDM_disp_base 				= 0.3
PDM_disp_vel_factor 		= 0.8
PDM_disp_accel_factor 		= 1.0
PDM_disp_crouch				= 1.0
PDM_disp_crouch_no_acc 		= 1.0

;отдача
cam_relax_speed				= 8.2;1.2	;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			= 10.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz			= 1.2	;(degree) size of step camera moved in horizontal position while shooting

;увеличение дисперсии в процентах при максимальном износе
fire_dispersion_condition_factor = 2.5
;изношенность, при которой появляется шанс осечки
misfire_start_condition		= 0.65
;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			= 0.0006
;-----------------------------------------------------------------------------------

fire_point					= 0.0, 0.129, 0.179

flame_particles				= weapons\generic_weapon03
smoke_particles				= weapons\generic_shoot_00

shell_point					= 0.0, 0.133, 0.047
shell_dir					= 0.0, 0.0, 0.4
shell_particles				= weapons\9x19

; ttc
hit_power				= 0.9
hit_impulse				= 0.9
bullet_speed			= 0.9
fire_distance			= 1.0

rpm						= 240
; end ttc

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

hud						= wpn_hpsa_hud
position				= -0.021, -0.082, -0.014
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_hpsa\wpn_hpsa

light_color					= 0.6,0.5,0.3
light_range					= 6.0
light_var_color				= 0.05
light_var_range				= 0.5
light_time 					= 0.25

ph_mass						= 1

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

zoom_enabled				= true
zoom_rotate_time			= 0.2
zoom_hold_speed				= 3.0

;звуки
snd_draw					= weapons\hpsa\hpsa_draw
snd_holster					= weapons\pistol_holster
snd_shoot					= weapons\hpsa\hpsa_shoot
snd_shoot1					= weapons\hpsa\hpsa_shoot1
snd_shoot2					= weapons\hpsa\hpsa_shoot2
snd_shoot3					= weapons\hpsa\hpsa_shoot3
snd_shoot4					= weapons\hpsa\hpsa_shoot4
snd_empty					= weapons\hpsa\hpsa_empty
snd_reload					= weapons\hpsa\hpsa_reload
snd_reload_empty			= weapons\hpsa\hpsa_reload_empty
snd_close					= weapons\hpsa\hpsa_close
snd_silncer_shot			= weapons\hpsa\hpsa_shot_sil

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

silencer_name  				= wpn_addon_silencer		; section name for the attachable silencer
silencer_x 					= 71						; offset in inventory icon
silencer_y 					= -15

;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_hpsa_hud]:hud_base_pistol
item_visual					= dynamics\weapons\wpn_hpsa\wpn_hpsa_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			= -0.09835,0.0533,-0.05
aim_hud_offset_rot			= 0.00445,0.0128,-0.015

shell_point					= 0,0,0
shell_bone					= gilza

fire_point					= 0,0,0
fire_bone					= muzzle

anm_show					= hpsa_draw
anm_show_empty				= hpsa_draw, opened
anm_hide					= hpsa_holster
anm_hide_empty				= hpsa_holster, opened
anm_idle					= hpsa_idle
anm_idle_empty				= hpsa_idle, opened
anm_shots					= hpsa_shoot, shoot
anm_shot_l					= hpsa_shoot, shoot_last
anm_idle_aim				= hpsa_idle_aim
anm_idle_aim_empty			= hpsa_idle_aim, opened
anm_reload					= hpsa_reload, reload
anm_reload_empty			= hpsa_reload_empty, reload_empty
anm_idle_moving				= hpsa_idle_moving
anm_idle_moving_walk		= hpsa_idle_moving, 0.85
anm_idle_moving_aim			= hpsa_idle_aim

anm_idle_moving_empty		= hpsa_idle_moving, opened
anm_idle_moving_walk_empty	= hpsa_idle_moving, opened, 0.85
anm_idle_moving_aim_empty	= hpsa_idle_aim, opened
anm_idle_sprint				= hpsa_idle_sprint
anm_idle_sprint_empty		= hpsa_idle_sprint, opened
;anm_bore					= hpsa_idle_aim
;anm_bore_empty				= hpsa_idle_aim, opened

mrk_reload					= 0.67, 0.93
mrk_reload_empty			= 0.5, 0.95