[wpn_bm16]:weapon_base
GroupControlSection			= spawn_group
$spawn						= "weapons\bm16"
$npc			 			= on
$prefetch 		 			= 8

class						= WP_BM16
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			= 0.8		; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost						= 400
inv_weight					= 2.0
inv_volume					= 3.5

ammo_mag_size				= 2
ammo_class					= class_12_a

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 1.35	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
fire_dispersion_both		= 2.7	;дуплет
control_inertion_factor		= 1.0f

; модификаторы разброса для актора вне режима прицеливания
PDM_disp_base			= 1.0
PDM_disp_vel_factor		= 0.4
PDM_disp_accel_factor	= 0.5
PDM_disp_crouch			= 1.0
PDM_disp_crouch_no_acc	= 1.0

;отдача
cam_relax_speed			= 7.0	;скорость возврата в исходное положение
cam_relax_speed_ai		= 12.0	;скорость возврата в исходное положение
cam_dispersion			= 4.0	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 4.0	;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			= 8.0	;максимальный угол отдачи
cam_max_angle_horz		= 20.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 2.5	;(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		= 0.6
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0.1
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob			= 0.02
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob			= 0.25
;увеличение изношености при одиночном выстреле
condition_shot_dec			= 0.0026
;дополнительное увеличение изношености при выстреле дуплетом
condition_queue_shot_dec	= 0.0021
;-----------------------------------------------------------------------------------

hand_dependence 	 		= 1
single_handed				= 0

slot 						= 1,2
animation_slot				= 3 ;2	; type of the animation that will be used

inv_name					= wpn-bm16
inv_name_short				= wpn-bm16
description					= enc_weapons1_wpn-bm16

inv_grid_width				= 3
inv_grid_height				= 1
inv_grid_x					= 6
inv_grid_y					= 1

;kill_msg_x			= 0
;kill_msg_y			= 104
;kill_msg_width		= 54
;kill_msg_height		= 16

;shell_point			= 0.0, 0.136, 0.07
fire_point				= 0.011,0.136,0.390		;r
fire_point2				= -0.010,0.136,0.390	;l

flame_particles			= weapons\generic_weapon05
smoke_particles			= weapons\generic_shoot_00

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

rpm					= 500
; end ttc
duplet_effect		= effector_shoot_duplet
duplet_shock_time	= 0.9

hud					= wpn_bm16_hud
position			= -0.026, -0.096, 0.045 ;-0.026, -0.086, 0.
orientation			= 0, 30, 0		;значение устанавливается в градусах

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
;strap_position		= -0.26,-0.11,0.15			; position (offset) and orientation of the weapon when it is strapped
;strap_orientation	= -15,-9,110				; (3rd person view in degrees)
;на спине
strap_position		= -0.14,-0.30,0.15			; 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_bm16\wpn_bm16

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
zoom_rotate_time			= 0.25
zoom_hold_speed				= 2.5

;звуки
snd_draw					= weapons\bm16\bm16_draw
snd_holster					= weapons\shotgun_holster
snd_shoot					= weapons\bm16\bm16_shoot, 2.0
;snd_shoot_duplet			= weapons\bm16\bm16_shoot_both
snd_empty					= weapons\bm16\bm16_empty
snd_reload					= weapons\bm16\bm16_reload_lr_n
snd_reload_1				= weapons\bm16\bm16_reload_l_n

[wpn_bm16_hud]:hud_base_wpn
item_visual					= dynamics\weapons\wpn_bm16\wpn_bm16_hud
allow_secondary_item		= true
reload_start_with_sec_item	= false

bobbing_factor				= 1.25
bobbing_section				= bm16_bobbing_effector

inertion_offset				= -0.03
inertion_roll				= 0.05
aim_inertion_offset			= 0.02
aim_inertion_roll			= 0.08
aim_inertion_speed			= 11
inertion_move				= 1.0, 1.5, -0.7, 1.5
aim_inertion_move			= 1.0, 1.5, 0.0, 2.5

lean_dist					= 0.25, 0.6
lean_dist_aim				= 0.25, 0.65
lean_hud_fov_reload			= 0.4

hands_position				= 0.01,-0.1210,0.0215
hands_orientation			= 1.5,2,0

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

aim_hud_offset_pos			= -0.08671,0.09965,0.02863
aim_hud_offset_rot			= 0.02279,0.02978,-0.00020

lean_hud_offset_pos			= -0.0650,-0.5170,0.0465
lean_hud_offset_rot			= -1.0405,0.1051,-0.0350

sprint_hud_offset_pos		= 0.1220,-0.1090,0
sprint_hud_offset_rot		= -0.2600,-0.2575,0.13

fire_point					= 0.016,0,0
fire_bone					= muzzle
fire_point2					= -0.016,0.003,0
fire_bone2					= muzzle

anm_show_0					= bm16_draw,idle_both, 1.35
anm_show_1					= bm16_draw,idle_one, 1.35
anm_show_2					= bm16_draw,idle, 1.35

anm_hide_0					= bm16_holster,idle_both, 1.35			;DUR 0.62
anm_hide_1					= bm16_holster,idle_one, 1.35
anm_hide_2					= bm16_holster,idle, 1.35

anm_idle_0					= bm16_idle,idle_both
anm_idle_1					= bm16_idle,idle_one
anm_idle_2					= bm16_idle,idle

anm_idle_aim_0				= bm16_idle_aim,idle_both
anm_idle_aim_1				= bm16_idle_aim,idle_one
anm_idle_aim_2				= bm16_idle_aim,idle

anm_idle_moving_0			= bm16_idle_moving,idle_both
anm_idle_moving_1			= bm16_idle_moving,idle_one
anm_idle_moving_2			= bm16_idle_moving,idle

anm_idle_moving_walk_0		= bm16_idle_moving,idle_both, 0.85
anm_idle_moving_walk_1		= bm16_idle_moving,idle_one, 0.85
anm_idle_moving_walk_2		= bm16_idle_moving,idle, 0.85

anm_idle_moving_aim_0		= bm16_idle,idle_both
anm_idle_moving_aim_1		= bm16_idle,idle_one
anm_idle_moving_aim_2		= bm16_idle,idle

anm_idle_sprint_0			= bm16_idle_sprint,idle_both
anm_idle_sprint_1			= bm16_idle_sprint,idle_one
anm_idle_sprint_2			= bm16_idle_sprint,idle

anm_reload_1				= bm16_reload,reload_one, 1.47
anm_reload_2				= bm16_reload,reload_both, 1.47

anm_shot_1					= bm16_shoot_one,shoot_both, 0.7;, 1.0
anm_shot_2					= bm16_shoot_one,shoot_one, 0.7;, 1.0
anm_shots_both				= bm16_shoot_both,shoot_both, 0.5;, 1.0

;anm_bore_0					= bm16_idle_aim,idle_both
;anm_bore_1					= bm16_idle_aim,idle_one
;anm_bore_2					= bm16_idle_aim,idle

mrk_show_0					= 0.5
mrk_show_1					= 0.5
mrk_show_2					= 0.5
mrk_reload_1				= 0.09, 0.58, 0.92
mrk_reload_2				= 0.1, 0.58, 0.97

syn_idle_moving_aim_0		= 0, 0
syn_idle_moving_aim_1		= 0, 0
syn_idle_moving_aim_2		= 0, 0
syn_idle_sprint_0			= 0.2
syn_idle_sprint_1			= 0.2
syn_idle_sprint_2			= 0.2


[wpn_bm16_full]:wpn_bm16
$spawn					= "weapons\bm16_full"

visual					= dynamics\weapons\wpn_bm16\wpn_bm16_full
hud						= wpn_bm16_full_hud

description				= enc_weapons1_wpn-toz66
inv_name				= wpn-toz66
inv_name_short			= wpn-toz66

inv_grid_width			= 6
inv_grid_height			= 1
inv_grid_x				= 0
inv_grid_y				= 40

cost					= 1800
inv_weight				= 3.3
inv_volume				= 7.5

slot					= 2,1

fire_point				= 0.011,0.136,0.750		;r
fire_point2				= -0.010,0.136,0.750	;l
;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.9	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
fire_dispersion_both	= 2.0	;дуплет
control_inertion_factor	= 1.3

; модификаторы разброса для актора вне режима прицеливания
PDM_disp_base			= 1.0
PDM_disp_vel_factor		= 1.0
PDM_disp_accel_factor	= 1.5
PDM_disp_crouch			= 1.0
PDM_disp_crouch_no_acc	= 1.0

condition_shot_dec		= 0.0029
; ttc
hit_power				= 1.25
hit_impulse				= 1.4
armor_piercing_k		= 1.1

fire_distance			= 1.2
bullet_speed			= 1.1	;начальная скорость пули

duplet_shock_time		= 1.25
zoom_rotate_time		= 0.35
zoom_hold_speed			= 1.25

holder_fov_modifier		= 0.7

snd_reload				= weapons\bm16\bm16_reload_lr
snd_reload_1			= weapons\bm16\bm16_reload_l


[wpn_bm16_full_hud]:wpn_bm16_hud,hud_base_wpn
item_visual					= dynamics\weapons\wpn_bm16\wpn_bm16_full_hud
allow_secondary_item		= false
bobbing_factor				= 0

aim_inertion_move			= 0.0, 1.5, 0.0, 3.0

hands_position				= -0.0070,-0.1055,-0.0525
hands_orientation			= 0.0500,1.2500,0

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

aim_hud_offset_pos			= -0.06686,0.08317,0.01155
aim_hud_offset_rot			= 0.01269,-0.00052,-0.00079

sprint_hud_offset_pos		= 0.1080,-0.0990,0
sprint_hud_offset_rot		= -0.2775,-0.2575,0.1000

fire_point					= 0.0125,-0.0020,0.4650
fire_point2					= -0.0125,-0.0020,0.4650
;anm_idle_sprint_0

anm_show_0					= bm16_draw,idle_both, 0.9
anm_show_1					= bm16_draw,idle_one, 0.9
anm_show_2					= bm16_draw,idle, 0.9

anm_hide_0					= bm16_holster,idle_both, 1.15			;DUR 0.73
anm_hide_1					= bm16_holster,idle_one, 1.15
anm_hide_2					= bm16_holster,idle, 1.15

anm_idle_moving_aim_0		= bm16_idle_moving,idle_both, 0.85
anm_idle_moving_aim_1		= bm16_idle_moving,idle_one, 0.85
anm_idle_moving_aim_2		= bm16_idle_moving,idle, 0.85

anm_reload_1				= bm16_reload,reload_one
anm_reload_2				= bm16_reload,reload_both


[bm16_bobbing_effector]:weapon_bobbing_effector
sprint_amplitude	=	0
run_amplitude		=	0
walk_amplitude		=	0.003
crouch_factor		=	1.25

position_offset		=	0.0,	1.0,	1.0
direction_offset	=	1.0,	1.0,	1.0