[wpn_gauss]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection		= spawn_group
discovery_dependency 	=
$spawn                  = "weapons\gauss"	; option for Level Editor
$npc			 				= on				; option for Level Editor
$prefetch 		 			= 8
scheduled               = off              	; option for ALife Simulator
cform                   = skeleton
class                   = WP_SVD
description				= st_wpn_gauss_descr

ef_main_weapon_type		= 3
ef_weapon_type			= 11

default_to_ruck         = false
sprint_allowed       	= true
control_inertion_factor = 1.0

;-------------------------------------------------------------------------------
cost					= 25000
weapon_class			= sniper_rifle
inv_weight				= 5.5

;---TTX---------------------------------------------------------------------------
hit_power           		= 2.0, 2.0, 2.0, 2.0
hit_impulse		 			= 100
hit_type 					= fire_wound
fire_distance           = 1000
bullet_speed		 	= 15000	;начальная скорость пули
rpm                     = 30
rpm_empty_click         = 200

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

hud                     = wpn_gauss_hud

misfire_probability        = 0.005 ;вероятность осечки при максимальном износе  !!!old - now not working
;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	     	= 0.002
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.02
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0012
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0012

ammo_limit				= 60
ammo_current			= 10
ammo_elapsed			= 0

ammo_mag_size			= 10
ammo_class				= ammo_gauss, ammo_gauss_cardan
hand_dependence         = 1
single_handed           = 0


;---DOF-------------------------------------------------------------------------
;zoom_dof				= 0.5, 1.0, 180
reload_dof				= 0.0, 0.5, 5, 1.7

;--дисперсия----------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.001 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor	= 1.4f
crosshair_inertion   	= 5

;отдача
cam_relax_speed         = 3	;скорость возврата в исходное положение
cam_relax_speed_ai      = 360	;скорость возврата в исходное положение
cam_dispersion          = 0.01	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.01	;увеличениe cam_dispersion с каждым выстрелом
cam_dispersion_frac		= 1.0	;ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle			= 0.01	;максимальный угол отдачи
cam_max_angle_horz		= 0.01	;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 0.01	;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 			= 2.0
PDM_disp_vel_factor 	= 2.0
PDM_disp_accel_factor 	= 2.0
PDM_disp_crouch	 		= 1.0
PDM_disp_crouch_no_acc 	= 1.0

zoom_cam_relax_speed        = 3   ; scope & ironsight
zoom_cam_relax_speed_ai     = 360
zoom_cam_dispersion         = 0.01
zoom_cam_dispersion_inc     = 0.01
zoom_cam_dispersion_frac    = 1.0
zoom_cam_max_angle          = 0.01
zoom_cam_max_angle_horz     = 0.01
zoom_cam_step_angle_horz    = 0.01

fire_dispersion_condition_factor = 5	;увеличение дисперсии в процентах при максимальном износе
;-------------------------------------------------------------------------------
holder_range_modifier	= 2.85           ; во сколько раз увеличивается eye_range
holder_fov_modifier		= 1.0           ; во сколько раз увеличивается eye_fov

min_radius              = 0
max_radius              = 50

hit_probability_gd_novice	= 1
hit_probability_gd_stalker	= 1
hit_probability_gd_veteran	= 1
hit_probability_gd_master	= 1

;-------------------------------------------------------------------------------
slot                    = 2                ; // secondary
animation_slot          = 2                ; type of the animation that will be used

inv_name				= st_wpn_gauss
inv_name_short			= st_wpn_gauss

inv_grid_width			= 5
inv_grid_height			= 2
inv_grid_x				= 10
inv_grid_y				= 6

upgr_icon_x			= 298
upgr_icon_y			= 939
upgr_icon_width		= 297
upgr_icon_height   	= 81

kill_msg_x				= 166
kill_msg_y				= 59
kill_msg_width			= 82
kill_msg_height			= 23

position                = -0.026, -0.070, 0.0
orientation             = 0, 0, 0

fire_point				= 0.00,0.12,0.69
fire_point2				= 0.00,0.12,0.69

flame_particles         = weapons\generic_weapon_gauss
smoke_particles	 		= weapons\generic_weapon07
rpm_empty_click 		= 120

shell_point		 		= 0.0, 0.129, 0.192
shell_dir		 		= 0.0, 0.0, 0.4
shell_particles	 		= weapons\generic_shells

;--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)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

startup_ammo            = 10
visual                  = dynamics\weapons\wpn_gauss\wpn_gauss.ogf

light_disabled				= false
light_color		 			= 1.3,1.5,2
light_range		 			= 4.0
light_var_color		 	= 0.05
light_var_range		 	= 0.5
light_time 		 			= 0.5

ph_mass			 			= 3

;addons
scope_status				= 1
silencer_status			= 0
grenade_launcher_status	= 0

zoom_enabled				= true
zoom_rotate_time			= 0.25
scope_zoom_factor			= 5		;ПСО-1 4X

scope_texture				= wpn_crosshair_l85
scope_name 					= wpn_addon_scope
scope_x 						= 60
scope_y 						= -2

;звуки
snd_draw			  			= weapons\svd_draw
snd_holster					= weapons\generic_holster
snd_shoot					= weapons\gauss_shoot
snd_empty					= weapons\gen_empty, 0.5
snd_reload					= weapons\gauss_reload
snd_close					= weapons\generic_close
snd_bore					= weapons\draw_silent
snd_bore1					= weapons\gauss_bore_2

[wpn_gauss_hud]:hud_base
zoom_hide_crosshair		= true
attach_place_idx			= 0
item_visual             = dynamics\weapons\wpn_gauss\wpn_gauss_hud.ogf


hands_position				= -0.063000,-0.144499,0.096000
hands_orientation			= -1.150000,0.150000,2.649999



hands_position_16x9				= -0.032000,-0.161999,0.073500
hands_orientation_16x9			= -1.050000,0.300000,2.949999

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

shell_point					= 0,0,0
shell_dir               = 0.0, 1.0, 0.0
shell_bone					= wpn_body

fire_point				= 0,		0.058, 0.788
fire_bone               = wpn_body

aim_hud_offset_pos		= -0.102000,0.019500,-0.148000
aim_hud_offset_rot		= -0.002000,0.000600,-0.010000

aim_hud_offset_pos_16x9     		= -0.111500,0.032500,-0.130500
aim_hud_offset_rot_16x9     				= 0.012500,0.002500,-0.010000

gl_hud_offset_pos			= 0,0,0
gl_hud_offset_rot			= 0,0,0

lean_hud_offset_pos		= 0,0,0
lean_hud_offset_rot		= 0,0,0

anm_show						= gauss_draw
anm_hide             	= gauss_holster
anm_shots					= gauss_shoot
anm_reload					= gauss_reload
anm_bore						= gauss_idle_bore
anm_idle             	= gauss_idle
anm_idle_aim				= gauss_idle_aim
anm_idle_moving 			= gauss_idle_moving
anm_idle_sprint			= gauss_idle_sprint

;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------

;<--UMIROTVORITEL
[pri_a17_gauss_rifle]:wpn_gauss	;Gauss UMIROTVORITEL
$spawn          = "weapons\uniq\pri_a17_gauss_rifle"
quest_item 		= true
story_id = pri_a17_gauss_rifle
hud 							= wpn_gauss_hud
inv_name                = st_wpn_umirotvoritel
description				= st_wpn_umirotvoritel_descr

upgr_icon_x			= 298
upgr_icon_y			= 939
upgr_icon_width		= 297
upgr_icon_height   	= 81

; ttc
hit_power           		= 2.0, 2.0, 2.0, 2.0
hit_impulse		 			= 100
hit_type 					= fire_wound

hit_probability_gd_novice	= 1
hit_probability_gd_stalker	= 1
hit_probability_gd_veteran	= 1
hit_probability_gd_master	= 1

fire_distance           = 2000
bullet_speed		 	= 100000	;начальная скорость пули
;rpm                     = 20

ammo_limit				= 10
ammo_current			= 10
ammo_elapsed			= 0

ammo_mag_size			= 10
ammo_class				= ammo_gauss

;изношенность, при которой появляется шанс осечки
misfire_start_condition		= 0.6
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0.3
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= 1
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 1
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.00001
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.00002