[wpn_fn2000]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection     = spawn_group
discovery_dependency    =
$spawn                  = "weapons\fn-2000"
$npc                    = on                                ; option for Level Editor
$prefetch               = 8
scheduled               = off                                ; option for ALife Simulator
cform                   = skeleton
class                   = WP_GROZA
min_radius              = 50
max_radius              = 150
description          	= st_wpn_fn2000_descr

ef_main_weapon_type     = 2
ef_weapon_type          = 6

default_to_ruck         = false
sprint_allowed       	= true

;---DOF-------------------------------------------------------------------------
;zoom_dof					= 0.5, 1.0, 180
reload_dof					= 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------
upgrades                = up_gr_ab_fn2000, up_gr_cd_fn2000, up_gr_ef_fn2000, up_gr_g_fn2000
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_u11a
;-------------------------------------------------------------------------------
holder_range_modifier   = 1.85
holder_fov_modifier     = 0.7
;-------------------------------------------------------------------------------

cost              		= 12500
weapon_class          	= assault_rifle

ammo_limit             	= 180
ammo_current           	= 90
ammo_elapsed           	= 30

ammo_mag_size          	= 30

hand_dependence         = 1
single_handed           = 0

ammo_class              = ammo_5.56x45_ss190, ammo_5.56x45_ap
grenade_class			= ammo_m209
fire_modes              = 1, -1
launch_speed         	= 0

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

inv_name             	= st_wpn_fn2000
inv_name_short         	= st_wpn_fn2000
inv_weight              = 4.8

inv_grid_width          = 4
inv_grid_height         = 2
inv_grid_x              = 5
inv_grid_y              = 9

kill_msg_x              = 131
kill_msg_y              = 123
kill_msg_width          = 64
kill_msg_height         = 30

;-------------------------------------------------------------------------------
;Base Dispersion and Recoil
;-------------------------------------------------------------------------------

fire_dispersion_base		= 0.004
control_inertion_factor		= 1.15f

cam_relax_speed         	= 0
cam_relax_speed_ai         	= 5.6
cam_dispersion          	= 0.2
cam_dispersion_inc			= 0.1
cam_dispertion_frac			= 1.0
cam_max_angle				= 8.5
cam_max_angle_horz			= 9.0
cam_step_angle_horz			= 1.6

zoom_cam_relax_speed         = 0
zoom_cam_relax_speed_ai      = 5.6
zoom_cam_dispersion          = 0.2
zoom_cam_dispersion_inc      = 0.1
zoom_cam_dispersion_frac     = 1.0
zoom_cam_max_angle           = 8.5
zoom_cam_max_angle_horz      = 9.0
zoom_cam_step_angle_horz     = 0.6

fire_dispersion_condition_factor = 5
misfire_probability     = 0.005
misfire_condition_k     = 0.05
condition_shot_dec      = 0.0002

PDM_disp_base           = 1.0
PDM_disp_vel_factor     = 1.05
PDM_disp_accel_factor   = 1.05
PDM_disp_crouch         = 1.0
PDM_disp_crouch_no_acc  = 1.0

;-------------------------------------------------------------------------------


position                = -0.026, -0.132, 0.0
orientation             = 0, 0, 0

fire_point              = 0.000000,0.184,0.35
fire_point2             = 0.0, 0.123, 0.398

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

shell_point       		= -0.020000,0.186000,0.200000
shell_dir            	= 0.0, 1.0, 0.0
shell_particles         = weapons\generic_shells


;-------------------------------------------------------------------------------
;Ballistics
;-------------------------------------------------------------------------------
hit_power          = 0.74
hit_impulse		   = 12
hit_type						= fire_wound

fire_distance           = 1000
bullet_speed			= 900
rpm                     = 860
rpm_empty_click         = 200

grenade_vel				= 76


use_aim_bullet          = true
time_to_aim             = 2.0

silencer_hit_power       	= 0.56
silencer_hit_impulse		= 12
silencer_fire_distance   	= 600
silencer_bullet_speed	 	= 600

hud                      = wpn_fn2000_hud

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position          = -0.15,-0.35,0.27         ; position (offset) and orientation of the weapon when it is strapped
strap_orientation       = -10,-3,10             ; (3rd person view in degrees))
strap_orientation       = -10,-5,10					; (3rd person view in degrees)
strap_bone0             = bip01_spine2
strap_bone1             = bip01_spine1

startup_ammo             = 1000
visual                   = dynamics\weapons\wpn_fn2000\wpn_fn2000.ogf

light_disabled			= false
light_color             = 0.6,0.5,0.3
light_range             = 4
light_var_color         = 0.05
light_var_range         = 0.1
light_time              = 0.2


ph_mass                 = 4

;-------------------------------------------------------------------------------
;Addons
;-------------------------------------------------------------------------------
scope_status            = 1
silencer_status         = 2
grenade_launcher_status = 1

zoom_enabled            = true
zoom_rotate_time			= 0.25
scope_zoom_factor       = 30
scope_texture		= wpn_crosshair_g36
lens_texture		= wpn\wpn_crosshair_g36_lens
lens_texture_x		= 183
lens_texture_y		= 75
lens_texture_w		= 648
lens_texture_h		= 648

scope_name              = wpn_addon_scope_susat
scope_x                 = 63
scope_y                 = -1
silencer_name           = wpn_addon_silencer
silencer_x              = 169
silencer_y              = 13
grenade_launcher_name   = wpn_addon_grenade_launcher
grenade_launcher_x      = 95
grenade_launcher_y      = 25
;-------------------------------------------------------------------------------
;Sounds and Animation
;-------------------------------------------------------------------------------
snd_draw                = weapons\generic_draw
snd_holster             = weapons\generic_holster
snd_shoot         		= weapons\n_fn2000_shot

snd_empty               = weapons\gen_empty, 0.5
snd_reload        		= weapons\fn2000_reload, 0.8, 0.3
snd_shoot_grenade       = weapons\gen_grenshoot
snd_reload_grenade      = weapons\fn2000_grenload, 1.0
snd_switch              = weapons\groza_switch, 1.0, 0.5


;silencer_flame_particles  = weapons\generic_weapon01
silencer_smoke_particles   = weapons\generic_shoot_00

snd_silncer_shot        = weapons\w_ak74_shot1, 0.7

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_fn2000_hud]:hud_base
zoom_hide_crosshair	= true
attach_place_idx	= 0
item_visual					= dynamics\weapons\wpn_fn2000\wpn_fn2000_hud.ogf


hands_position				= -0.081500,-0.204000,0.288000
hands_orientation			= 0.250001,0.649990,1.849998

hands_position_16x9				= -0.032000,-0.214499,0.299498
hands_orientation_16x9			= 2.149999,0.250000,1.399999


item_position				= 0.005280,0.016463,-0.003394
item_orientation			= -16.844534,-2.475593,361.820557


shell_point					= 0.037,0.063,0.118
shell_dir               = 0.0, 1.0, 0.0
shell_bone					= wpn_body


fire_point		= 0,0.054,0.358
fire_bone      	      = wpn_body
fire_point2					= 0.0,-0.008,0.408
fire_bone2					= wpn_body

anm_show             	= fn_2000_draw
anm_hide             	= fn_2000_holster
anm_idle             	= fn_2000_idle
anm_idle_sprint         = fn_2000_idle_sprint_gl
anm_idle_moving 			= fn_2000_idle_moving
anm_shots               = fn_2000_shoot
anm_reload              = fn_2000_reload
anm_idle_aim           	= fn_2000_idle_aim

anm_switch              = fn_2000_switch_off
anm_switch_g            = fn_2000_switch_on
anm_bore						= fn_2000_idle_bore

anm_show_w_gl           = fn_2000_draw
anm_hide_w_gl           = fn_2000_holster
anm_idle_w_gl           = fn_2000_idle
anm_shots_w_gl          = fn_2000_shoot
anm_reload_w_gl         = fn_2000_reload
anm_idle_w_gl_aim       = fn_2000_idle_aim
anm_idle_sprint_w_gl		= fn_2000_idle_sprint
anm_idle_moving_w_gl		= fn_2000_idle_moving
anm_bore_w_gl				= fn_2000_idle_bore

anm_show_g         		= fn_2000_draw_gl
anm_hide_g         		= fn_2000_holster_gl
anm_idle_g          		= fn_2000_idle_gl
anm_reload_g       		= fn_2000_reload_gl
anm_idle_g_aim      		= fn_2000_idle_aim_gl
anm_shots_g         		= fn_2000_shoot_gl
anm_idle_sprint_g			= fn_2000_idle_sprint_gl
anm_idle_moving_g			= fn_2000_idle_moving_gl
anm_bore_g					= fn_2000_idle_bore_gl


aim_hud_offset_pos	= -0.112000,0.029500,-0.318000
aim_hud_offset_rot	= 0.010000,0.002500,-0.010000

gl_hud_offset_pos				= -0.068500,-0.091000,0.000000
gl_hud_offset_rot				= -0.162500,0.000000,0.000000

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

aim_hud_offset_pos_16x9     = -0.112000,0.019500,-0.3018000
aim_hud_offset_rot_16x9  	= 0.010000,0.002500,-0.010000

gl_hud_offset_pos_16x9				= -0.124500,-0.084000,0.000000
gl_hud_offset_rot_16x9				= -0.170000,0.030000,0.000000