; 0.30, 0.33, 0.36, 0.39  >>>>> 1
; 0.33, 0.36, 0.39, 0.42  >>>>> 2
; 0.36, 0.39, 0.42, 0.45  >>>>> 3
; 0.40, 0.43, 0.46, 0.49  >>>>> 4
; 0.43, 0.46, 0.49, 0.52  >>>>> 5
; 0.47, 0.50, 0.53, 0.56  >>>>> 6  
; 0.50, 0.53, 0.56, 0.59  >>>>> 7?
; 0.54, 0.57, 0.60, 0.63  >>>>> 8     
; 0.57, 0.60, 0.63, 0.67  >>>>> 9?
; 0.61, 0.64, 0.68, 0.71  >>>>> 10
; 0.64, 0.68, 0.71, 0.74  >>>>> 11?
; 0.68, 0.71, 0.74, 0.77  >>>>> 12
; 0.71, 0.74, 0.77, 0.80  >>>>> 13?
; 0.75, 0.78, 0.81, 0.84  >>>>> 14
; 0.78, 0.81, 0.84, 0.87  >>>>> 15?
; 0.82, 0.85, 0.88, 0.91  >>>>> 16
; 0.85, 0.88, 0.91, 0.94  >>>>> 17?
; 0.88, 0.91, 0.94, 0.98  >>>>> 18
; 0.91, 0.94, 0.98, 1.01  >>>>> 19?
; 0.95, 0.99, 1.02, 1.05  >>>>> 20
; 0.99, 1.02, 1.05, 1.08  >>>>> 21?	
; 1.02, 1.05, 1.08  1.11  >>>>> 22?
; 1.05, 1.08  1.11  1.14  >>>>> 23?
; 1.08  1.11  1.14  1.17  >>>>> 24?
; 1.11  1.14  1.17  1.20  >>>>> 25?
; 1.14  1.17  1.20  1.23  >>>>> 26?

#include "delayed_action_fuse.ltx"
#include "w_ak74.ltx"
#include "w_ak74u.ltx"
#include "w_fn2000.ltx"
#include "w_rpg7.ltx"
#include "w_knife.ltx"
#include "w_bolt.ltx"
#include "w_f1.ltx"
#include "w_rgd5.ltx"
#include "w_rg6.ltx"

#include "w_vintorez.ltx"
#include "w_lr300.ltx"
#include "w_mp5.ltx"
#include "w_val.ltx"

#include "w_gauss.ltx"
#include "w_groza.ltx"
#include "w_hpsa.ltx"
#include "w_pm.ltx"
#include "w_pb.ltx"
#include "w_walther.ltx"
#include "w_ups.ltx"
#include "w_fort.ltx"
#include "w_toz34.ltx"
#include "w_svd.ltx"
#include "w_svu.ltx"
#include "w_binoc.ltx"
#include "w_l85.ltx"
#include "w_bm16.ltx"
#include "w_spas12.ltx"
#include "w_wincheaster1300.ltx"
#include "w_mounted.ltx"
#include "w_colt1911.ltx"
#include "w_beretta.ltx"
#include "w_desert_eagle.ltx"
#include "w_sig220.ltx"
#include "w_sig550.ltx"
#include "w_abakan.ltx"
#include "w_g36.ltx"

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Огнестрельное оружие
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[bullet_manager]
tracer_width					= 0.25		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 0.08; 0.5
tracer_length_max				= 100000000.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 10.0		;24.0 	;14.0	
tracer_length_min				= 1.0		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 2		;0.2

;расстояние после которого учитывается hit_probabilty полностью
hit_probability_max_dist		= 10;

gravity_const					= 9.81
;сопротивление воздуха, процент, который отнимается от скорости полета пули
air_resistance_k				= 0.4;0.3

;размер шага времени (в милисекундах), по которому проигрываются 
time_step						= 33
;минимальная скорость (м/с), на которой пуля еще считается и показывается
min_bullet_speed				= 3.0
;cколько процентов энергии потеряет пуля при столкновении с материалом (при падении под прямым углом)
collision_energy_min			= 0.80 ;0.75; 0.90
;сколько процентов энергии останется у пули при любом столкновении
collision_energy_max			= 0.5 ;0.7;0.50

whine_sounds					= weapons\whine_1, weapons\whine_2, weapons\whine_3, weapons\whine_4, weapons\whine01, weapons\whine02
explode_particles				= explosions\expl_bullet,explosions\expl_bullet_00,explosions\expl_bullet_01


[tracers_color_table]		;color_table

color_0 = 0.0, 1.0, 1.0		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 1.0, 0.54, 0.0	; yellow
color_1 = 1.0, 1.0, 1.0		; white
color_2 = 1.0, 0.1, 0.0		; red
color_3 = 0.3, 1.0, 0.3		; green
color_4 = 0.0, 0.0, 0.1 	; blue


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; AMUNITION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_base]:identity_immunities
;belt				= true;

[ammo_9x18_fmj]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Raimondas Series 11 - Needle
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x18_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x18_fmj.ogf
description		= enc_weapons1_ammo_ammo-9x18-fmj
$prefetch 		= 64
cost			= 5	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 70
box_size		= 30	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 20
inv_name		= ammo-9x18-fmj
inv_name_short		= ammo-9x18-fmj_s
inv_weight		= 0.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - .2
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 11
inv_grid_y		= 12
k_dist			= 1
k_disp			= 2	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= off
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_pbp]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x18_pbp" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x18_pbp.ogf
description		= enc_weapons1_ammo_ammo-9x18-pbp
$prefetch 		= 64
cost			= 15	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 100
box_size		= 30	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 20	
inv_name		= "9x18 PBP"
inv_name_short		= "JSP-AP"
inv_weight		= 0.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - .2
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 13
inv_grid_y		= 12
k_dist			= 0.33	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
k_disp			= 30	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 3; 15
k_hit			= 0.33	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1.1
k_impulse		= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 2.5
k_pierce		= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1.35
impair			= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1.15
buck_shot		= 3	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
tracer			= off
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Raimondas Series 14 - Needle
;
[ammo_9x18_pmm]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x18_pmm" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x18_pmm.ogf
description		= enc_weapons1_ammo_ammo-9x18-pmm
$prefetch 		= 64
cost			= 8	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 80
box_size		= 20	
inv_name		= ammo-9x18-pmm
inv_name_short		= ammo-9x18-pmm_s
inv_weight		= 0.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - .2
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 12
inv_grid_y		= 12
k_dist			= 1.3	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
k_disp			= 1.3	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 2
k_hit			= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1.1
k_impulse		= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 2.5
k_pierce		= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1.35
impair			= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
buck_shot		= 1	
tracer			= off
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_fmj]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Baqir 0C - Particle
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x19_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x19_fmj.ogf
description		= enc_weapons1_ammo_ammo-9x19-fmj
$prefetch 		= 64
cost			= 10		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 100
box_size		= 30		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 20
inv_name		= ammo-9x19-fmj
inv_name_short		= ammo-9x19-fmj_s
inv_weight		= 0.0 		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - .24
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 15
inv_grid_y		= 12
k_dist			= 1
k_disp			= 2		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_pbp]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Aloysius 50 - Particle
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x19_pbp" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x19_pbp.ogf
description		= enc_weapons1_ammo_ammo-9x19-pbp
$prefetch 		= 64
cost			= 16		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 120
box_size		= 30		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 20	
inv_name		= ammo-9x19-pbp
inv_name_short		= ammo-9x19-pbp_s
inv_weight		= 0.0		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - .24
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 14
inv_grid_y		= 12
k_dist			= 0.20	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 0.33
k_disp			= 2	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 30
k_hit			= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 0.33
k_impulse		= 2.5	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 1
k_pierce		= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 1
impair			= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 1
buck_shot		= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 3
tracer			= on
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_fmj]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Theron Harpoon - Disruptor
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_5.45x39_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_545x39_fmj.ogf
description		= enc_weapons1_ammo_ammo-5.45x39-fmj
$prefetch 		= 64
cost			= 50	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 200	
box_size		= 30	
inv_name		= ammo-5.45x39-fmj
inv_name_short		= ammo-5.45x39-fmj_s
inv_weight		= 0.30	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - .32
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 16
inv_grid_y		= 11
k_dist			= 1
k_disp			= 2	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_ap]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Aloysius 71 - Disruptor
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_5.45x39_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_545x39_ap.ogf
description		= enc_weapons1_ammo_ammo-5.45x39-ap
$prefetch 		= 64
cost			= 100	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 250
box_size		= 30	
inv_name		= ammo-5.45x39-ap
inv_name_short		= ammo-5.45x39-ap_s
inv_weight		= 0.30	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - .32
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 12
inv_grid_y		= 11
k_dist			= 0.20	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 0.33
k_disp			= 2	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 30
k_hit			= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 0.33
k_impulse		= 2.5	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1
k_pierce		= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1
impair			= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1
buck_shot		= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 3
tracer			= on
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ss190]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Baqir 0E - Particle, Shock
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_5.56x45_ss190" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_556x45_ss190.ogf
description		= enc_weapons1_ammo_ammo-5.56x45-ss190
$prefetch 		= 64
cost			= 60		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 320
box_size		= 30
inv_name		= ammo-5.56x45-ss190
inv_name_short		= ammo-5.56x45-ss190_s
inv_weight		= 0.30		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - .33
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 14
inv_grid_y		= 11
k_dist			= 1
k_disp			= 2		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 2.5
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ap]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Aloysius 50 - Particle, Shock
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_5.56x45_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_556x45_ap.ogf
description		= enc_weapons1_ammo_ammo-5.56x45-ap
$prefetch 		= 64
cost			= 170		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 380
box_size		= 30
inv_name		= ammo-5.56x45-ap
inv_name_short		= ammo-5.56x45-ap_s
inv_weight		= 0.30		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - .33
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 10
inv_grid_y		= 11
k_dist			= 0.20	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 0.33
k_disp			= 2	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 30
k_hit			= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 0.33
k_impulse		= 2.5	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 1
k_pierce		= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 1
impair			= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 1
buck_shot		= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PARTICLE - 3
tracer			= on
wm_size       		= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.7x28_fmj]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Aloysius 101 - Particle, Shock, Disruptor
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_5.7x28_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_57x28_fmj.ogf
description		= enc_weapons1_ammo_ammo-5.7x28-fmj
$prefetch 		= 64
cost			= 50
box_size		= 30	;60
inv_name		= ammo-5.7x28-fmj
inv_name_short		= ammo-5.7x28-fmj_s
inv_weight		= 0.30	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOCK - .25
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 12	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOCK - 9
inv_grid_y		= 23	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOCK - 10
k_dist			= 0.05	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOCK - 1
k_disp			= 35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOCK - 2.5; 20
k_hit			= 0.05	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOCK - 1
k_impulse		= 0.05	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOCK - 1
k_pierce		= 0.05	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOCK - 1
impair			= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOCK - 1
buck_shot		= 60	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOCK - 1
tracer			= on
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.7x28_ap]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_5.7x28_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_57x28_ap.ogf
description		= enc_weapons1_ammo_ammo-5.7x28-ap
$prefetch 		= 64
cost			= 50
box_size		= 30
inv_name		= "5.7x28 AP"
inv_name_short		= "5.7x28 AP"
inv_weight		= .25
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 8
inv_grid_y		= 11
k_dist			= 1
k_disp			= 3.5;3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.25
impair			= 1.05
buck_shot		= 1
tracer			= on
wm_size        	 	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_7h1]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Theron Trident - Disruptor
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_7.62x54_7h1" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_762x54_7h1.ogf
description		= enc_weapons1_ammo_ammo-7.62x54-7h1
$prefetch 		= 64
cost			= 140		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 900
box_size		= 10
inv_name		= ammo-7.62x54-7h1
inv_name_short		= ammo-7.62x54-7h1_s
inv_weight		= 0.15	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - .23
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 15
inv_grid_y		= 9
k_dist			= 1
k_disp			= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1.0
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1.25
impair			= 1
buck_shot		= 1
tracer			= on
wm_size         	= 0.05
explosive		= off	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_ap]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Aloysisus 96 - Disruptor
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_7.62x54_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_762x54_ap.ogf
description		= enc_weapons1_ammo_ammo-7.62x54-ap
$prefetch 		= 64
cost			= 210		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 950
box_size		= 10
inv_name		= ammo-7.62x54-ap
inv_name_short		= ammo-7.62x54-ap_s
inv_weight		= 0.15	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - .23
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 15
inv_grid_y		= 10
k_dist			= 0.20	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 0.5
k_disp			= 1
k_hit			= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1.1
k_impulse		= 2.5	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1.2
k_pierce		= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1.75
impair			= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1.25
buck_shot		= 1
tracer			= on
wm_size         	= 0.05
explosive		= off	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_7h14]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Theron Arrow - Disruptor
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_7.62x54_7h14" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_762x54_7h14.ogf
description		= enc_weapons1_ammo_ammo-7.62x54-7h14
$prefetch 		= 64
cost			= 300
box_size		= 10
inv_name		= ammo-7.62x54-7h14
inv_name_short		= ammo-7.62x54-7h14_s
inv_weight		= 0.15	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - .23
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 17
inv_grid_y		= 9
k_dist			= 1.5	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1
k_disp			= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1
k_hit			= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1
k_impulse		= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1
k_pierce		= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1
impair			= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - 1
buck_shot		= 1
tracer			= on
wm_size         	= 0.05
explosive		= off	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR - on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_pab9]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Raimondas Series 25 - Needle
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x39_pab9" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x39_pab9.ogf
description		= enc_weapons1_ammo_ammo-9x39-pab9
$prefetch 		= 64
cost			= 140		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 340
box_size		= 30	
inv_name		= ammo-9x39-pab9
inv_name_short		= ammo-9x39-pab9_s
inv_weight		= 0.30		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - .7
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 17
inv_grid_y		= 10
k_dist			= 1
k_disp			= 2		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 3
k_hit			= 1
k_impulse		= 1		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1.2
k_pierce		= 1
impair			= 1		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 0.7
buck_shot		= 1
tracer			= off
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_sp5]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Raimondas Series 28 - Needle
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x39_sp5" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x39_sp5.ogf
description		= enc_weapons1_ammo_ammo-9x39-sp5
$prefetch 		= 64
cost			= 160		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 375
box_size		= 30
inv_name		= ammo-9x39-sp5
inv_name_short		= ammo-9x39-sp5_s
inv_weight		= 0.30		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - .7
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 18
inv_grid_y		= 11
k_dist			= 1.5	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
k_disp			= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
k_hit			= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
k_impulse		= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
k_pierce		= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
impair			= 0.65	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
buck_shot		= 1
tracer			= off
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_ap]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Raimondas Series 27 - Needle
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_9x39_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_9x39_ap.ogf
description		= enc_weapons1_ammo_ammo-9x39-ap
$prefetch 		= 64
cost			= 200		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 400
box_size		= 30	
inv_name		= ammo-9x39-ap
inv_name_short		= ammo-9x39-ap_s
inv_weight		= 0.60		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - .7
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 5
inv_grid_y		= 12
k_dist			= 0.2	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 0.5
k_disp			= 2	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 2
k_hit			= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1.5
k_impulse		= 2.5	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
k_pierce		= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1.5
impair			= 1.35	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
buck_shot		= 1
tracer			= off
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_gauss]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Raimondas Series 30 - Needle
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_gauss" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_gauss.ogf
description		= enc_weapons1_ammo_ammo-gauss
$prefetch 		= 64
cost			= 550
box_size		= 10
inv_name		= ammo-gauss
inv_name_short		= ammo-gauss_s
inv_weight		= 0.20	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - .5
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 4
inv_grid_y		= 14
k_dist			= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1.1
k_disp			= 1
k_hit			= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1.1
k_impulse		= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 10
k_pierce		= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 2.5
impair			= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 0.7
buck_shot		= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE - 1
tracer			= off
wm_size         	= 0.05
;explosive		= on	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_fmj]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Baxter AP 8mm - Rocket
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_11.43x23_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_1143x23_fmj.ogf
description		= enc_weapons1_ammo_ammo-11.43x23-fmj
$prefetch 		= 64
cost			= 20		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 200
box_size		= 30		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - ROCKET - 20	
inv_name		= ammo-11.43x23-fmj
inv_name_short		= ammo-11.43x23-fmj_s
inv_weight		= 0.0 		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - .3
inv_grid_width		= 2;1
inv_grid_height		= 1
inv_grid_x		= 9
inv_grid_y		= 12
k_dist			= 1
k_disp			= 3		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - ROCKET - 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= off
wm_size         	= 0.05
explosive		= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_hydro]:ammo_base
;
;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - Baxter HEAA 10mm - Rocket
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_11.43x23_hydro" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_1143x23_Hydro.ogf
description		= enc_weapons1_ammo_ammo-11.43x23-hydro
$prefetch 		= 64
cost			= 30	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 215
box_size		= 30	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - ROCKET - 20	
inv_name		= ammo-11.43x23-hydro
inv_name_short		= ammo-11.43x23-hydro_s
inv_weight		= 0.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - ROCKET - .3
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 7
inv_grid_y		= 12
k_dist			= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - ROCKET - 0.95
k_disp			= 3	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - ROCKET - 3
k_hit			= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - ROCKET - 1.1
k_impulse		= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - ROCKET - 1.2
k_pierce		= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - ROCKET - 1.35
impair			= 1	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - ROCKET - 1.15
buck_shot		= 1
tracer			= off
wm_size         	= 0.05
explosive		= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x70_buck]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_12x70_buck" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_12x70_buck.ogf
description		= enc_weapons1_ammo_ammo-12x70-buck
$prefetch 		= 64
cost			= 20	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 50
box_size		= 10
inv_name		= ammo-12x70-buck
inv_name_short		= ammo-12x70-buck_s
inv_weight		= 0.30	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - .45
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 13
inv_grid_y		= 9
k_dist			= 0.75
k_disp			= 35.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 10
k_hit			= 0.55	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 0.4
k_impulse		= 0.55	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 0.3
k_pierce		= 0.55	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 0.8
impair			= 1
buck_shot		= 10
tracer			= off
wm_size         	= 0.05

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_dart]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_12x76_dart" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_12x76_dart.ogf
description		= enc_weapons1_ammo_ammo-12x76-dart
$prefetch 		= 64
cost			= 60	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 100
box_size		= 10
inv_name		= ammo-12x76-dart
inv_name_short		= ammo-12x76-dart_s
inv_weight		= 0.30	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - .50
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 13
inv_grid_y		= 10
k_dist			= 2.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 2.5
k_disp			= 3.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 0.8
k_hit			= 1.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 1.15
k_impulse		= 1.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 1.3
k_pierce		= 2.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 2.25
impair			= 1.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 1.2
buck_shot		= 1
tracer			= off	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - on
wm_size         	= 0.05
explosive		= on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_zhekan]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_12x76_zhekan" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_12x76_zhekan.ogf
description		= enc_weapons1_ammo_ammo-12x76-zhekan
$prefetch 		= 64
cost			= 30		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 60
box_size		= 10
inv_name		= ammo-12x76-zhekan
inv_name_short		= ammo-12x76-zhekan_s
inv_weight		= 0.30		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - .50
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 11
inv_grid_y		= 10
k_dist			= 1.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 1.5
k_disp			= 3.0
k_hit			= 1.0
k_impulse		= 1.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 1.5
k_pierce		= 1.0
impair			= 1.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOTGUN - 1.15
buck_shot		= 1
tracer			= off	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - on
wm_size         	= 0.05
explosive		= on

[ammo_12x76_zhekan_heli]:ammo_12x76_zhekan
$spawn			= "weapons\ammo\ammo_12x76_zhekan_heli" ; option for Level Editor
explosive		= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_og-7b]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency 	= 
$spawn			= "weapons\ammo\ammo_og-7b" ; option for Level Editor
class			= A_OG7B
cform                   = skeleton
visual                  = weapons\ammo\ammo_og-7b.ogf
description		= enc_weapons1_ammo_ammo-og-7b
$prefetch 		= 64
cost			= 1000
box_size		= 1
inv_name		= ammo-og-7b
inv_name_short		= ammo-og-7b
inv_weight		= 1.0
inv_grid_width		= 3
inv_grid_height		= 1
inv_grid_x		= 15
inv_grid_y		= 19
k_dist			= 1
k_disp			= 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.25
impair			= 1.15
buck_shot		= 0
tracer			= off
wm_size         	= 0.1

;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Grenades for Attachable grenade launcher
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ammo_vog-25p]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_vog-25p" ; option for Level Editor
class			= A_VOG25
cform                   = skeleton
visual                  = weapons\ammo\ammo_vog-25p.ogf
description		= enc_weapons1_ammo_ammo-vog-25p
$prefetch 		= 64
cost			= 850		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 170
box_size		= 1
inv_name		= ammo-vog-25p
inv_name_short		= ammo-vog-25p_s
inv_weight		= 0.1		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - .08
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 19
inv_grid_y		= 10
kill_msg_x		= 17
kill_msg_y		= 232
kill_msg_width		= 21
kill_msg_height		= 22
k_dist			= 1.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 1.3
k_disp			= 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 1.25
impair			= 1
buck_shot		= 0
tracer			= on	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - off
wm_size         	= 0.05
jump_height 		= 1
fake_grenade_name 	= wpn_fake_missile1
can_be_unlimited 	= true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_vog-25]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_vog-25" ; option for Level Editor
class			= A_VOG25
cform                   = skeleton
visual                  = weapons\ammo\ammo_vog-25.ogf
description		= enc_weapons1_ammo_ammo-vog-25
$prefetch 		= 64
cost			= 750		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 150
box_size		= 1
inv_name		= ammo-vog-25
inv_name_short		= ammo-vog-25_s
inv_weight		= 0.1		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - .08
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 19
inv_grid_y		= 9
kill_msg_x		= 38
kill_msg_y		= 233
kill_msg_width		= 21
kill_msg_height		= 22
k_dist			= 1
k_disp			= 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.0		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 1.25
impair			= 1
buck_shot		= 0
tracer			= on		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - off
wm_size         	= 0.05
fake_grenade_name 	= wpn_fake_missile

;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_m209]:ammo_base
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_m209" ; option for Level Editor
class			= A_M209
cform                   = skeleton
visual                  = weapons\ammo\ammo_m209.ogf
description		= enc_weapons1_ammo_ammo-m209
$prefetch 		= 64
cost			= 775		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 155
box_size		= 1
inv_name		= ammo-m209
inv_name_short		= ammo-m209_s
inv_weight		= 0.1		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - .08
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 5
inv_grid_y		= 13
kill_msg_x		= 61
kill_msg_y		= 232
kill_msg_width		= 19
kill_msg_height		= 22
k_dist			= 1
k_disp			= 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.0		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 1.25
impair			= 1
buck_shot		= 0
tracer			= on		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - off
wm_size         	= 0.05
fake_grenade_name 	= wpn_fake_missile2

;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_ghost]:ammo_base
;
; <<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - A vanilla grenade, not for sale
;
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_m209" ; option for Level Editor
class			= A_M209
cform                   = skeleton
visual                  = weapons\ammo\ammo_m209.ogf
description		= enc_weapons1_ammo_ammo-m209
$prefetch 		= 64
cost			= 775		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 155
box_size		= 1
inv_name		= ammo-ghost
inv_name_short		= ammo-ghost_s
inv_weight		= .08
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 5
inv_grid_y		= 13
kill_msg_x		= 61
kill_msg_y		= 232
kill_msg_width		= 19
kill_msg_height		= 22
k_dist			= 1
k_disp			= 3
k_hit			= 1
k_impulse		= 1
k_pierce		= 1.0		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 1.25
impair			= 1
buck_shot		= 0
tracer			= on		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - off
wm_size         	= 0.05
fake_grenade_name 	= wpn_fake_missile_ghost
can_be_unlimited 	= true ;false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Fake Missiles and Grenades
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[wpn_fake_missile_ghost]:identity_immunities
;
; <<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - A vanilla fake missile
;
$prefetch 		= 32
visual                  = weapons\ammo\ammo_m209.ogf
cform                   = skeleton
class                   = G_FAKE
inv_weight		= 0
cost			= 150
; --- BLAST ------------------
blast			= 2.00
blast_r			= 10		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 6
blast_impulse		= 250
blast_impulse_factor 	= 1
; --- FRAGS ---------------
frags			= 3
frags_r			= 10		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 25
frag_hit		= 1.50
frag_hit_impulse	= 250		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 200
; --- HIT TYPE --------------------
hit_type_blast		= burn		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - explosion
hit_type_frag		= wound		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - fire_wound
; --- MISC --------------------
up_throw_factor		= 0.7
explode_particles	= explosions\explosion_01
light_color		= 1.0, 0.0, 0.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 1.9,1.4,0.5
light_range		= 14.0
light_time 		= 0.85
ph_mass			= 5
;engine_f		= 530
;engine_u		= 90
jump_height 		= 1
fragment_speed		= 100
wallmark_section	= explosion_marks
wm_size			= 0.1 ;0.05
explode_duration	= 5		
snd_explode 		= weapons\f1_explode
inv_name		= ammo-ghost
inv_name_short		= ammo-ghost_s
inv_weight		= .2
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 5
inv_grid_y		= 13
kill_msg_x		= 61
kill_msg_y		= 232
kill_msg_width		= 19
kill_msg_height		= 22

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false			;присутствует ли в ракете двигатель
lights_enabled 		= true			;свет вокруг ракеты, во время полета
trail_light_color 	= 0.6,0.5,0.3
trail_light_range 	= 8.0
force_explode_time  	= 10000



[wpn_fake_missile]:identity_immunities
;
; <<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - DISRUPTOR WARHEAD
;
visual                  = weapons\ammo\ammo_vog-25.ogf
cform                   = skeleton
class                   = G_FAKE
$prefetch 		= 32
inv_weight		= 0
cost			= 150
; --- BLAST ------------------
blast			= 2.00
blast_r			= 10		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 5
blast_impulse		= 250
blast_impulse_factor 	= 1
; --- FRAGS ---------------
frags			= 3
frags_r			= 10		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 20
frag_hit		= 1.50
frag_hit_impulse	= 250		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 200
; --- HIT TYPE --------------------
hit_type_blast		= radiation	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - explosion
hit_type_frag		= wound		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - fire_wound
; --- MISC --------------------
up_throw_factor		= 0.7
explode_particles	= explosions\explosion_01
light_color		= 0.0, 1.0, 0.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 1.9,1.2,0.5
light_range		= 25.0
light_time 		= 0.5
ph_mass			= 5
;engine_f		= 530
;engine_u		= 90
jump_height 		= 0
wm_size         	= 0.05
fragment_speed		= 700		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 100
explode_duration	= 5	
snd_explode 		= weapons\f1_explode
wallmark_section	= explosion_marks
inv_name		= ammo-vog-25
inv_name_short		= ammo-vog-25
inv_weight		= .2
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 19
inv_grid_y		= 10
kill_msg_x		= 17
kill_msg_y		= 232
kill_msg_width		= 21
kill_msg_height		= 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false		;присутствует ли в ракете двигатель
lights_enabled		= false		;свет вокруг ракеты, во время полета
force_explode_time 	 = 10000

[wpn_fake_missile1]:identity_immunities
;
; <<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - NEEDLE WARHEAD
;
$prefetch 		= 32
visual                  = weapons\ammo\ammo_vog-25p.ogf
cform                   = skeleton
class                   = G_FAKE
inv_weight		= 0
cost			= 150
; --- BLAST ------------------
blast			= 2.00
blast_r			= 10		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 6
blast_impulse		= 250		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 350
blast_impulse_factor 	= 1
; --- FRAGS ---------------
frags			= 3
frags_r			= 10		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 20
frag_hit		= 1.50
frag_hit_impulse	= 250		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 200
; --- HIT TYPE --------------------
hit_type_blast		= strike	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - explosion
hit_type_frag		= wound		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - fire_wound
; --- MISC --------------------
up_throw_factor		= 0.7
explode_particles	= explosions\explosion_01
light_color		= 1.0, 1.0, 1.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 1.9,1.4,0.5
light_range		= 14.0
light_time 		= 0.85
ph_mass			= 5
;engine_f		= 530
;engine_u		= 90
jump_height 		= 1.5
fragment_speed		= 100
wm_size         	= 0.05
wallmark_section	= explosion_marks
explode_duration	= 5
snd_explode 		= weapons\f1_explode
inv_name		= ammo-vog-25p
inv_name_short		= ammo-vog-25p
inv_weight		= .2
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 19
inv_grid_y		= 9
kill_msg_x		= 38
kill_msg_y		= 233
kill_msg_width		= 21
kill_msg_height		= 22

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false			;присутствует ли в ракете двигатель
lights_enabled 		= true			;свет вокруг ракеты, во время полета
trail_light_color 	= 0.6,0.5,0.3
trail_light_range 	= 8.0
force_explode_time  = 10000

[wpn_fake_missile2]:identity_immunities
;
; <<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - PLASMA WARHEAD
;
$prefetch 		= 32
visual                  = weapons\ammo\ammo_m209.ogf
cform                   = skeleton
class                   = G_FAKE
inv_weight		= 0
cost			= 150
; --- BLAST ------------------
blast			= 2.00
blast_r			= 10		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 6
blast_impulse		= 250
blast_impulse_factor 	= 1
; --- FRAGS ---------------
frags			= 3
frags_r			= 10		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 25
frag_hit		= 1.50
frag_hit_impulse	= 250		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 200
; --- HIT TYPE --------------------
hit_type_blast		= burn		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - explosion
hit_type_frag		= wound		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - fire_wound
; --- MISC --------------------
up_throw_factor		= 0.7
explode_particles	= explosions\explosion_01
light_color		= 1.0, 0.0, 0.0	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - GRENADE - 1.9,1.4,0.5
light_range		= 14.0
light_time 		= 0.85
ph_mass			= 5
;engine_f		= 530
;engine_u		= 90
jump_height 		= 1
fragment_speed		= 100
wallmark_section	= explosion_marks
wm_size			= 0.1 ;0.05
explode_duration	= 5		
snd_explode 		= weapons\f1_explode
inv_name		= ammo-m209
inv_name_short		= "M209"
inv_weight		= .2
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 5
inv_grid_y		= 13
kill_msg_x		= 61
kill_msg_y		= 232
kill_msg_width		= 19
kill_msg_height		= 22

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false			;присутствует ли в ракете двигатель
lights_enabled 		= true			;свет вокруг ракеты, во время полета
trail_light_color 	= 0.6,0.5,0.3
trail_light_range 	= 8.0
force_explode_time  	= 10000

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Explosive Inventory Items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[explosive_fuelcan]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\fuelcan"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual		 		= physics\balon\balon_01.ogf
inv_name			= Fuelcan
inv_name_short		= 
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9

;вещь невозможно подобрать
can_take			= false

cost				= 50
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_fuelcan

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1.5

;трассы от осколков
fragment_speed				= 100

explode_duration		 = 5		;подолжительность взрыва (с)
;wallmarks
wallmark_section		= explosion_marks
;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_fuelcan_immunities_sect

[explosive_fuelcan_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 1.0
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 0.7


[explosive_tank]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\tank"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual				= physics\balon\bomb_01.ogf
inv_name			= Fuelcan
inv_name_short		= 
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 50
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_mobiltank

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)
;wallmarks
wallmark_section		= explosion_marks

;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_tank_immunities_sect

[explosive_tank_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 1.0
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 0.7


[explosive_barrel_low]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\barrel_low"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual				= physics\balon\bochka_fuel.ogf
inv_name			= Barrel
inv_name_short		= 
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 500
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_barrel

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)

;wallmarks
wallmark_section		 = explosion_marks
;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_barrel_low_immunities_sect

;time_to_explode			= 0.f


[explosive_barrel_low_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1
strike_immunity			= 1
shock_immunity			= 1
wound_immunity			= 1
radiation_immunity		= 1
telepatic_immunity		= 1
chemical_burn_immunity	= 1
explosion_immunity		= 1
fire_wound_immunity		= 5


[explosive_barrel]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\barrel"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual				= physics\balon\bochka_fuel.ogf
inv_name			= Barrel
inv_name_short		= 
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 500
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_barrel

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)


;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_barrel_immunities_sect
;wallmarks
wallmark_section		= explosion_marks

[explosive_barrel_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1
strike_immunity			= 1
shock_immunity			= 1
wound_immunity			= 1
radiation_immunity		= 1
telepatic_immunity		= 1
chemical_burn_immunity	= 1
explosion_immunity		= 1
fire_wound_immunity		= 0.7


[explosive_mobiltank]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\mobiltank"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual				= physics\balon\kanistra.ogf
inv_name			= Barrel
inv_name_short		= 
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 500
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 15
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_mobiltank

light_color		         = 1.9,1.2,0.5
light_range		         = 30.0
light_time 		         = 1

;трассы от осколков
fragment_speed				= 100		;скорость осколков (м/с)

explode_duration		 = 5		;подолжительность взрыва (с)


;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_mobiltank_immunities_sect
;wallmarks
wallmark_section		= explosion_marks

[explosive_mobiltank_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 1.0
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 0.7


[explosive_dinamit]:delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\explosive\dinamit"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual		 		= physics\box\expl_dinamit.ogf
inv_name			= Dimanit
inv_name_short		= 
inv_weight			= 10.0

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9

;вещь невозможно подобрать
can_take			= false

cost				= 50
;-----------------------------------------------------------------------------------
blast				= 2.00
blast_r				= 5
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 5
frags_r				= 8
frag_hit			= 0.55
frag_hit_impulse	= 150

hit_type_blast		= chemical_burn ;explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_dynamite

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1.5

;трассы от осколков
fragment_speed				= 100

explode_duration		 = 5		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode
immunities_sect			= dinamit_immunities_sect
;condition_to_explode        =0.f
;wallmarks
wallmark_section		= explosion_marks

[dinamit_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 0.0
strike_immunity			= 0.0
shock_immunity			= 0.0
wound_immunity			= 0.0
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.0
fire_wound_immunity		= 0.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;	WEAPON ADDON
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_addon_scope]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\scope" ; option for Level Editor
class			= WP_SCOPE
cform           	= skeleton
visual          	= weapons\upgrade\wpn_scope.ogf
$prefetch 		= 32
description		= enc_weapons1_wpn-addon-scope
cost			= 3000		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 1000; 4000
holder_range_modifier	= 1.2
holder_fov_modifier	= 0.3
inv_name		= wpn-addon-scope
inv_name_short		= wpn-addon-scope
inv_weight		= .2
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 18
inv_grid_y		= 2
scope_texture		= wpn\PSO_3x	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - wpn\wpn_crosshair
scope_zoom_factor	= 20		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 30 = 2x, 20 = 3X, 15 = 4x, 10 = 6x


[wpn_addon_scope_susat]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\scope_susat" ; option for Level Editor
class			= WP_SCOPE
cform           	= skeleton
visual          	= weapons\upgrade\wpn_scope_susat.ogf
description		= enc_weapons1_wpn-addon-scope-susat
;$prefetch 		= 64
cost			= 3000		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 1000; 4000
holder_range_modifier	= 1.3
holder_fov_modifier	= 0.3
inv_name		= wpn-addon-scope-susat
inv_name_short		= wpn-addon-scope-susat
inv_weight		= .2
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 19
inv_grid_y		= 1
scope_texture		= wpn\SUSAT_3x		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - SHOCK - wpn\wpn_crosshair_l85
scope_zoom_factor	= 20			;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 30 = 2x, 20 = 3X, 15 = 4x, 10 = 6x


[wpn_addon_silencer]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\silencer" ; option for Level Editor
class			= W_SILENC
cform           	= skeleton
visual          	= weapons\upgrade\wpn_silencer.ogf
description		= enc_weapons1_wpn-addon-silencer
$prefetch 		= 32
cost			= 1500		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 1000; 2000
inv_name		= wpn-addon-silencer
inv_name_short		= wpn-addon-silencer
inv_weight		= 0.2		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - .1
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x		= 18
inv_grid_y		= 1
bullet_hit_power_k	= 0.8
bullet_speed_k	 	= 0.8
fire_dispersion_base_k  = 1.25
cam_dispersion_k	= 0.8


[wpn_addon_grenade_launcher]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\grenade_launcher" ; option for Level Editor
class			= W_GLAUNC
cform          		= skeleton
visual          	= weapons\upgrade\wpn_grenade_launcher.ogf
description		= enc_weapons1_wpn-addon-grenade-launcher
$prefetch 		= 32
cost			= 4000		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 2000; 5000
inv_name		= wpn-addon-grenade-launcher
inv_name_short		= wpn-addon-grenade-launcher
inv_weight		= 1.4		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 1.3
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 18
inv_grid_y		= 0
grenade_vel		= 152	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 76


[wpn_addon_grenade_launcher_m203]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency 	= 
$spawn			= "weapons\addons\grenade_launcher_m203" ; option for Level Editor
class			= W_GLAUNC
cform          		= skeleton
visual          	= weapons\upgrade\wpn_grenade_launcher_m203.ogf
description		= enc_weapons1_wpn-addon-grenade-launcher-m203
$prefetch 		= 32
cost			= 4000		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 2000; 5000
inv_name		= wpn-addon-grenade-launcher-m203
inv_name_short		= wpn-addon-grenade-launcher-m203
inv_weight		= 1.4		;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 1.36
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x		= 17
inv_grid_y		= 3
grenade_vel		= 142	;<<<<<<<<<<<<<<<<<<<<< HOUSE ORDOS - 71