[wpn_binoc]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection			= spawn_group
discovery_dependency		=
$spawn						= "weapons\binocular"
$npc						= on							; option for Level Editor
$prefetch 					= 8
scheduled					= off							; option for ALife Simulator
cform						= skeleton
class						= WP_BINOC
hud							= wpn_binoc_hud

ef_main_weapon_type			= 5
ef_weapon_type				= 0

;---DOF-------------------------------------------------------------------------
;zoom_dof					= -1.0, 10.0, 350
reload_dof				= 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------

flame_particles		   		= weapons\generic_weapon05
smoke_particles		   		= weapons\generic_shoot_00

fire_point               	= 0.0, 0.133, 0.161
shell_point		 			= 0.0, 0.133, 0.047
shell_dir		 			= 0.0, 0.0, 0.4
shell_particles	 			= weapons\generic_shells

position					= -0.08 , -0.05 , 0.05
normal						= 0, 1, 0
direction					= 0, 0, 1
orientation					= 0 , -90, 70

attach_angle_offset			= 3.080506,-1.493053,-1.202040   ;устанавливается в радианах Angle*PI/180
attach_position_offset		= 0.080000,0.021273,0.100000
attach_bone_name			= bip01_r_hand
auto_attach					= false

visual						= dynamics\devices\dev_binoculars\dev_binoculars.ogf
description					= st_binocular_descr
hand_dependence		 		= 1
single_handed				= 0

slot 			 		= 4		; // binocular
animation_slot				= 13	; type of the animation that will be used
default_to_ruck				= false
sprint_allowed					= true
control_inertion_factor		= 1


ammo_limit		 			= 0
ammo_current		 		= 0
ammo_elapsed		 		= 0

ammo_mag_size		 		= 0
ammo_class		 			= ammo_9x19_fmj

inv_name		 			= st_binocular_name
inv_name_short				= st_binocular_name
inv_weight		 			= 1.0

show_ammo					= false

inv_grid_width				= 2
inv_grid_height				= 1
inv_grid_x					= 16
inv_grid_y					= 8

min_radius					= 100
max_radius					= 150

cost						= 800

cam_relax_speed				= 5.5
cam_dispersion				= 2
cam_max_angle				= 5
cam_max_angle_horz			= 5.0
cam_step_angle_horz			= 0.5

disp_vel_factor				= 0.1
disp_crouch_factor			= 0.75
disp_jump_factor			= 3

ph_mass						= 1

scope_status				= 1
silencer_status				= 0
grenade_launcher_status		= 0

zoom_enabled				= true
scope_texture				= wpn_crosshair_bino
scope_zoom_factor			= 7.5


fire_dispersion_base		= 0.1

cam_relax_speed         	= 1.5
cam_dispersion          	= 1.5
cam_max_angle				= 7
cam_max_angle_horz			= 10.0
cam_step_angle_horz			= 1.5

fire_dispersion_condition_factor = 5
misfire_probability        = 0.0001 ;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	     	= 0.001
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.02
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.00001
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.00002

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

hit_power                	= 1
hit_impulse		 		 	= 1
hit_type					= fire_wound

fire_distance            	= 1
bullet_speed		 	 	= 1
rpm                      	= 1
rpm_empty_click 	 		= 1


light_color		 			= 0.6,0.5,0.3
light_range		 			= 3.0
light_var_color		 		= 0.05
light_var_range		 		= 0.5
light_time 		 			= 0.2

snd_draw					= weapons\generic_draw
snd_holster					= weapons\generic_holster
snd_gyro					= weapons\binoculars_gyro
snd_zoomin					= weapons\binoculars_zoomin
snd_zoomout					= weapons\binoculars_zoomout
snd_shoot					= weapons\n_pb_shot
snd_empty					= weapons\pistol_empty
snd_reload					= weapons\pm_reload, 0.8
snd_close					= weapons\generic_close




vision_present				= true
vis_frame_speed				= 4				; скорость, с которой наводится рамка на цель
vis_frame_color				= 0.7,0.7,0.7,1.0	; цвет рамки RGBA (A) Не учитывается
found_snd					= detectors\DA-2_beep1
catch_snd					= detectors\DA-2_beep1

[wpn_binoc_hud]:hud_base
zoom_hide_crosshair			= true

hands_position				= -0.008000,-0.244998,0.371497
hands_orientation			= 5.450003,2.649999,-1.200001
hands_position_16x9				= -0.008500,-0.250998,0.319998
hands_orientation_16x9			= 5.850004,5.450003,-0.950000

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

item_visual             	= dynamics\devices\dev_binoculars\dev_binoculars_hud
attach_place_idx				= 0

anm_show						= binoculars_draw
anm_hide						= binoculars_holster
anm_idle						= binoculars_idle
anm_idle_aim				= binoculars_idle
anm_idle_moving			= binoculars_idle_moving
anm_idle_sprint			= binoculars_idle_sprint
anm_bore						= binoculars_idle_bore

aim_hud_offset_pos			= 0.0,0.022,0.0
aim_hud_offset_rot			= 0.0,0.0,0.0

aim_hud_offset_pos_16x9		= 0.0,0.022,0.0
aim_hud_offset_rot_16x9		= 0.0,0.0,0.0

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




