[wpn_abakan]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection     = spawn_group
discovery_dependency    =
$spawn               = "weapons\abakan"   ; name and section in level editor
$npc              = on
$prefetch               = 8
scheduled               = off                                ; option for ALife Simulator
cform                   = skeleton
class                = WP_AK74         ; class of the weapon that corresponding to CPP class
min_radius           = 30           ; [] for AI
max_radius           = 100          ; [] for AI
description          = st_wpn_abakan_descr

ef_main_weapon_type     = 2
ef_weapon_type          = 6

default_to_ruck         = false
sprint_allowed               = true
control_inertion_factor = 1.0

;---DOF-------------------------------------------------------------------------
zoom_dof             = 0.5, 1.0, 150
reload_dof           = 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------

;-------------------------------------------------------------------------------
holder_range_modifier   = 1.0                       ; во сколько раз увеличивается eye_range
holder_fov_modifier     = 0.7              ; во сколько раз увеличивается eye_fov
;-------------------------------------------------------------------------------
upgrades                = up_gr_ab_abakan, up_gr_cd_abakan, up_gr_ef_abakan, up_gr_gh_abakan, up_gr_i_abakan, up_gr_j_abakan
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_u16a


cost				= 6000            ; the price of the item
weapon_class        = assault_rifle      ; the type of the box that will be used in buy-menu in multiplayer mode

ammo_limit			= 210          ; obsolete
ammo_elapsed        = 30           ; obsolete
ammo_elapsed       	= 30

ammo_mag_size        = 30           ; clip (magazine) size
fire_modes           = 1, 2, -1

ammo_class           = ammo_5.45x39_fmj, ammo_5.45x39_ap  ; name of the ltx-section of used ammo
grenade_class        = ammo_vog-25, ammo_vog-25p         ; name of the ltx-section of used grenades

launch_speed         = 0
hand_dependence      = 1
single_handed        = 0

slot                 = 2                ; // secondary
animation_slot       = 2                ; type of the animation that will be used
inv_name             = st_wpn_abakan               ; name in inventory
inv_name_short       = st_wpn_abakan
inv_weight           = 4.0

inv_grid_width       = 5    ; position and size of the icon that will be used to display weapon in the inventory menu
inv_grid_height      = 2    ; all icons are on the texture ui_icon_equipment.dds,
inv_grid_x           = 6  ; position and size are in terms of 64x64 squares
inv_grid_y           = 2

kill_msg_x        = 119
kill_msg_y        = 199
kill_msg_width    = 93
kill_msg_height   = 32

;-------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base    = 0.02       ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.4f

;отдача
cam_relax_speed          = 0    ;скорость возврата в исходное положение
cam_relax_speed_ai       = 5.2
cam_dispersion           = 0.25     ;увеличения угла (в градусах) с первым выстрелом
cam_dispersion_inc       = 0.1     ;увеличениe cam_dispersion с каждvм вvстрелом
cam_dispersion_frac      = 1.0    ;ствол будет подvматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle            = 8.2       ;максимальнvй угол отдачи
cam_max_angle_horz       = 6.0      ;(degree) maximum shot horizontal degree
cam_step_angle_horz      = 1.6    ;(degree) size of step camera moved in horizontal position while shooting

zoom_cam_relax_speed         = 0	    ; scope & ironsight
zoom_cam_relax_speed_ai      = 5.2
zoom_cam_dispersion          = 0.25
zoom_cam_dispersion_inc      = 0.1
zoom_cam_dispersion_frac     = 1.0
zoom_cam_max_angle           = 8.2
zoom_cam_max_angle_horz      = 6.0
zoom_cam_step_angle_horz     = 0.4

fire_dispersion_condition_factor = 5       ;увеличение дисперсии в процентах при максимальном износе
misfire_probability        = 0.005 ;вероятность осечки при максимальном износе
condition_shot_dec         = 0.0002 ;увеличение износа при каждом вvстреле
;-------------------------------------------------------------------------------



position                = -0.026, -0.178, 0.0
orientation             = 0, 0, 0


fire_point				= -0.0,0.228,0.713
fire_point2             = -0.0,0,153.608

flame_particles         = weapons\generic_weapon05
smoke_particles         = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01

shell_point             = 0.120000,0.000000,0.070000
shell_dir               = 0.0, 0.0, 0.4
shell_particles         = weapons\generic_shells

PDM_disp_base           = 1.0
PDM_disp_vel_factor     = 1.8
PDM_disp_accel_factor   = 1.8
PDM_disp_crouch         = 1.0
PDM_disp_crouch_no_acc  = 1.0

; ttc
hit_power               = 0.55, 0.55, 0.55, 0.55
hit_impulse          = 14    ; size of physic impulse by bullet
hit_type                = fire_wound            ; [] type of the wound

hit_probability_gd_novice  = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master  = 0.80

fire_distance           = 1000                  ; maximum fire distance that bullet can fly
bullet_speed            = 966                ; starting bullet speed
rpm                     = 550
rpm_empty_click         = 200
; end ttc

use_aim_bullet          = true                ;Поддерживается ли первая суппер пуля
time_to_aim             = 2.0

hud                     = wpn_abakan_hud


;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position          = -0.26,-0.11,0.25                                ; 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            = 90
visual                  = dynamics\weapons\wpn_abakan\wpn_abakan.ogf

light_disabled                                = false
light_color             = 0.6,0.5,0.3
light_range             = 5
light_var_color         = 0.05
light_var_range         = 0.5
light_time              = 0.2

ph_mass                 = 4
;cost                   = 2100

;addons
scope_status               = 2                   ; 0 - no addon
silencer_status            = 2                   ; 1 - permanent
grenade_launcher_status    = 0                   ; 2 - attachable

zoom_enabled            = true                                                ; (on,off)zoom mode (right mouse button)
zoom_rotate_time                        = 0.25
scope_zoom_factor       = 88                                                ; fov for zoom mode

scope_name              = wpn_addon_scope
scope_x              	= 47                 ; offset in inventory icon
scope_y                 = 0
silencer_name              = wpn_addon_silencer    ; section name for the attachable silencer
silencer_x              = 228                ; offset in inventory icon
silencer_y              = 9
grenade_launcher_name      = wpn_addon_grenade_launcher; section name for the attachable grenade launcher
grenade_launcher_x         = 126                ; offset in inventory icon
grenade_launcher_y         = 24

;звуки
snd_draw                = weapons\ak74_draw
snd_holster             = weapons\generic_holster
snd_shoot               = weapons\n_abakan_shot

snd_empty               = weapons\gen_empty, 0.5
snd_reload              = weapons\groza_reload, 0.7
snd_shoot_grenade       = weapons\gen_grenshoot
snd_reload_grenade      = weapons\gen_grenload, 1.0, 0.8
snd_switch              = weapons\groza_switch, 1.0, 0.5
snd_bore		= weapons\abakan_bore, 0.7


;настройки для глушителя
silencer_hit_power      = 0.55, 0.55, 0.55, 0.55
silencer_hit_impulse    = 120
silencer_fire_distance  = 250
silencer_bullet_speed   = 600

;silencer_flame_particles  = weapons\generic_weapon01
silencer_smoke_particles   = weapons\generic_shoot_00

snd_silncer_shot        = weapons\w_ak74_shot1

silencer_light_color    = 0.6,0.5,0.3
silencer_light_range    = 0.01
silencer_light_var_color= 0.05
silencer_light_var_range= 0.5
silencer_light_time     = 0.2


[wpn_abakan_hud]
zoom_hide_crosshair        = true
attach_place_idx        = 0
item_visual                = dynamics\weapons\wpn_abakan\wpn_abakan_hud.ogf

hands_position				= -0.073500,-0.146000,0.192000
hands_orientation			= -2.799999,0.600000,3.099998


hands_position_16x9				= -0.079500,-0.149500,0.131500
hands_orientation_16x9			= -1.450001,2.199999,2.849998

item_position				= 0.002869,0.003757,-0.006812
item_orientation			= -16.124039,-3.597800,1.014648

shell_point                = 0.019,0.073,0.234
shell_dir               = 0.0, 1.0, 0.0
shell_bone                = wpn_body

fire_point			= 0,0.049,0.716
fire_bone                            = wpn_body
fire_point2			= 0.0,-0.027,0.603
fire_bone2                = wpn_body

anm_show                     = abakan_draw
anm_hide                     = abakan_holster
anm_idle                     = abakan_idle
anm_idle_sprint         = abakan_idle_sprint
anm_idle_moving                         = abakan_idle_moving
anm_shots               = abakan_shoot
anm_reload              = abakan_reload
anm_idle_aim                   = abakan_idle_aim

anm_switch              = abakan_switch_off ;abakan_switch_off
anm_switch_g            = abakan_switch_on ;abakan_switch_on
anm_bore                                                = abakan_idle_bore

anm_hide_w_gl           = abakan_holster_w_gl
anm_show_w_gl           = abakan_draw_w_gl
anm_idle_w_gl           = abakan_idle_w_gl
anm_shots_w_gl          = abakan_shoot_w_gl
anm_reload_w_gl         = abakan_reload_w_gl
anm_idle_w_gl_aim       = abakan_idle_aim_w_gl
anm_idle_sprint_w_gl                = abakan_idle_sprint_w_gl
anm_idle_moving_w_gl                = abakan_idle_moving_w_gl
anm_bore_w_gl                                = abakan_idle_bore_w_gl

anm_show_g                         = abakan_draw_w_gl											;abakan_draw_grenade
anm_hide_g                         = abakan_holster_w_gl										;abakan_holster_grenade
anm_idle_g                         = abakan_idle_w_gl											;abakan_idle_grenade
anm_reload_g                       = abakan_reload_grenade
anm_idle_g_aim                     = abakan_idle_aim_w_gl									;abakan_idle_grenade
anm_shots_g                        = abakan_shoot_grenade
anm_idle_sprint_g                        = abakan_idle_sprint_w_gl						;abakan_idle_sprint_grenade
anm_idle_moving_g                        = abakan_idle_moving_w_gl						;abakan_idle_moving_grenade
anm_bore_g                                        = abakan_idle_bore_w_gl           ;abakan_idle_bore_grenade


aim_hud_offset_pos				= -0.083500,0.039000,-0.066000
aim_hud_offset_rot				= -0.005000,-0.045000,0.002500

aim_hud_offset_pos_16x9				= -0.083000,0.045000,0.029000
aim_hud_offset_rot_16x9				= 0.025000,-0.020000,0.005000

gl_hud_offset_pos       	= 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot       	= 0,0,0;-0.145000,0.000000,0.000000

gl_hud_offset_pos_16x9    	= 0,0,0;-0.130000,0.003500,0.000500
gl_hud_offset_rot_16x9    	= 0,0,0;0.052500,0.045000,-0.010000

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

;-----------------------------------------------------------------------------
; Уникальнvе
;-----------------------------------------------------------------------------

[wpn_abakan_up2]:wpn_abakan
$spawn               = "weapons\abakan_up2"   ; name and section in level editor

grenade_launcher_status    = 2                   ; 2 - attachable

;-------------------------------------------------------------------------------
upgrades                = up_gr_ab_abakan, up_gr_cd_abakan, up_gr_ef_abakan, up_gr_gh_abakan, up_gr_i_abakan, up_gr_j_abakan
installed_upgrades      = up_a_abakan, up_c_abakan, up_e_abakan, up_i_abakan 
upgrade_scheme          = upgrade_scheme_u16a