[wpn_usp]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection			= spawn_group
discovery_dependency 		=
$spawn                  	= "weapons\usp"		; option for Level Editor
$npc              = on           ; option for Level Editor
$prefetch               = 8
scheduled               = off                                ; option for ALife Simulator
cform                   = skeleton
class                   = WP_LR300
description          	= st_wpn_usp_descr
ef_main_weapon_type     = 5
ef_weapon_type          = 5

default_to_ruck         = false
sprint_allowed          = true
control_inertion_factor = 1.0

;-------------------------------------------------------------------------------
cost					= 1400         ; the price of the item
inv_weight				= .72

upgrades                = up_gr_firstab_usp, up_gr_seconab_usp, up_gr_thirdab_usp, up_gr_fourtab_usp, up_gr_fifthab_usp
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_usp

;----TTX--------------------------------------------------------------------------
hit_power           		= 0.42, 0.42, 0.42, 0.42
hit_impulse	 		 		= 100
hit_type 					= fire_wound
fire_distance           	= 200
bullet_speed		 		= 195
rpm                     	= 173
rpm_empty_click 	 		= 250

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

hud                     	= wpn_usp_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	     	= 0.0055
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.055
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0025
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0025

ammo_elapsed		 	= 12
ammo_mag_size		 	= 12         ; clip (magazine) size
fire_modes		  = 1;, -1
ammo_class		  = ammo_11.43x23_fmj, ammo_11.43x23_hydro
grenade_class     = ammo_vog-25         ; name of the ltx-section of used grenades

launch_speed      = 0
hand_dependence		 	= 1
single_handed			= 1

;---DOF-------------------------------------------------------------------------
zoom_dof					= -1000, 1.0, 1000
reload_dof						= 0.0, 0.5, 5, 1.7

;---дисперсия---------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.19 ;0.7 			;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.0
crosshair_inertion   	= 3.65

;отдача
cam_return				= 0
cam_relax_speed         = 7				;скорость возврата в исходное положение
cam_dispersion          = 1.5				;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 1.5				;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			= 10.0			;максимальный угол отдачи
cam_max_angle_horz		= 10.0			;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 1.0				;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 				= 0.5
PDM_disp_vel_factor 		= 1.1
PDM_disp_accel_factor 		= 1.1
PDM_disp_crouch	 				= 1.0
PDM_disp_crouch_no_acc 			= 1.0

zoom_cam_relax_speed        = 10    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.2
zoom_cam_dispersion_inc     = 0.5
zoom_cam_dispersion_frac    = 0.7
zoom_cam_max_angle          = 5.0
zoom_cam_max_angle_horz     = 10.0
zoom_cam_step_angle_horz    = 1.5

fire_dispersion_condition_factor = 8        ;увеличение дисперсии в процентах при максимальном износе

;-------------------------------------------------------------------------------
holder_range_modifier   = 1.0                       ; во сколько раз увеличивается eye_range
holder_fov_modifier     = 1.0              ; во сколько раз увеличивается eye_fov

min_radius              = 0
max_radius              	= 30

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

;-------------------------------------------------------------------------------
slot 			 		= 1
animation_slot			= 1		             ; type of the animation that will be used
inv_name          = st_wpn_usp               ; name in inventory
inv_name_short    = st_wpn_usp

inv_grid_width			= 2
inv_grid_height			= 1
inv_grid_x				= 2
inv_grid_y				= 25

upgr_icon_x			= 720
upgr_icon_y			= 270
upgr_icon_width		= 255
upgr_icon_height   	= 109

kill_msg_x				= 134
kill_msg_y				= 177
kill_msg_width			= 31
kill_msg_height			= 25

;-------------------------------------------------------------------------------
position                	= -0.021, -0.085, 0.0
orientation             	= 0, 0, 0

fire_point              = 0.0, 0.133, 0.161
fire_point2             = 0.0, 0.133, 0.161

flame_particles		   	= weapons\generic_weapon03
smoke_particles		   	= weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01

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

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
;strap_position         	= -0.16,-0.36,0.15			; position (offset) and orientation of the weapon when it is strapped
;strap_orientation      	= -10,-5,10					; (3rd person view in degrees)
;strap_bone0             = bip01_spine2
;strap_bone1             = bip01_spine1

startup_ammo            = 90
visual                  = dynamics\weapons\wpn_usp45\wpn_usp45.ogf

light_disabled                                = false
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

ph_mass			 				= 1

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

zoom_enabled					= true
zoom_rotate_time				= 0.25
scope_zoom_factor	    		= 55                                            ; fov for zoom mode

scope_name              = wpn_addon_scope       ; section name for the attachable scope
scope_x              	= 47                 ; offset in inventory icon
scope_y                 = 0
silencer_name  				= wpn_addon_silencer		; section name for the attachable silencer
silencer_x 						= 48						; offset in inventory icon
silencer_y 						= -15
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\usp_draw
snd_holster						= weapons\generic_holster
snd_shoot						= weapons\n_usp_shot

snd_empty						= weapons\pistol_empty
snd_reload						= weapons\pistol_reload, 0.8
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\mp5_bore
snd_bore1				= weapons\draw_silent

;silencer_flame_particles  = weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00
snd_silncer_shot				= weapons\n_pb_shot
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_usp_hud]:hud_base
zoom_hide_crosshair			= true

hands_position				= -0.021000,-0.160000,0.002500
hands_orientation			= -0.500000,1.000000,1.149999
hands_position_16x9				= 0.033000,-0.189500,0.039000
hands_orientation_16x9			= 2.349998,2.749999,2.849998


;hands_position				= -0.022500,-0.159500,0.002500
;hands_orientation			= 0.350000,1.300000,1.599999
;hands_position_16x9				= 0.006000,-0.176500,0.039000
;hands_orientation_16x9			= 0.049999,1.500000,2.949998

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

item_visual             	= dynamics\weapons\wpn_usp45\wpn_usp45_hud.ogf
attach_place_idx				= 0

shell_point						= 0.015,0.048,0.481
shell_bone              	= wpn_body

fire_point			= 0,0.048,0.163
fire_bone               	= wpn_body

anm_show						= usp45_draw
anm_show_empty					= usp45_draw, usp45_opened

anm_hide             			= usp45_holster
anm_hide_empty             		= usp45_holster, usp45_opened

anm_idle             			= usp45_idle
anm_idle_empty             		= usp45_idle, usp45_opened

anm_shots						= usp45_shoot
anm_shot_l						= usp45_shoot, usp45_open

anm_idle_aim					= usp45_idle_aim
anm_idle_aim_empty				= usp45_idle_aim, usp45_opened

anm_reload						= usp45_reload
anm_reload_empty				= usp45_reload, usp45_close

anm_idle_moving 				= usp45_idle_moving
anm_idle_moving_empty 			= usp45_idle_moving, usp45_opened

anm_idle_sprint					= usp45_idle_sprint
anm_idle_sprint_empty			= usp45_idle_sprint, usp45_opened

anm_bore						= usp45_idle_bore
anm_bore_empty					= usp45_idle_bore, usp45_opened

aim_hud_offset_pos				= -0.106500,0.032000,0.000000
aim_hud_offset_rot				= -0.000000,0.007500,-0.035000

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

aim_hud_offset_pos_16x9				= -0.166000,0.059000,0.000000
aim_hud_offset_rot_16x9				= 0.025000,0.055000,0.002500

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

[wpn_usp_nimble]:wpn_usp
$spawn               = "weapons\wpn_usp_nimble"   ; name and section in level editor
inv_name				= st_wpn_usp_nimble
description					= st_wpn_usp_nimble_descr

cost					= 3000

rpm                     	= 210

;---дисперсия---------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.08 ;0.7 			;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.0
crosshair_inertion   	= 3.25

;отдача
cam_return				= 0
cam_relax_speed         = 7				;скорость возврата в исходное положение
cam_dispersion          = 1.35				;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 1.35				;увеличениe cam_dispersion с каждым выстрелом
cam_dispersion_frac		= 0.8				;ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle			= 8.0			;максимальный угол отдачи
cam_max_angle_horz		= 8.0			;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 0.9				;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 				= 0.4
PDM_disp_vel_factor 		= 1
PDM_disp_accel_factor 		= 1
PDM_disp_crouch	 				= 1.0
PDM_disp_crouch_no_acc 			= 1.0

zoom_cam_relax_speed        = 11    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.15
zoom_cam_dispersion_inc     = 0.4
zoom_cam_dispersion_frac    = 0.6
zoom_cam_max_angle          = 4.0
zoom_cam_max_angle_horz     = 8.0
zoom_cam_step_angle_horz    = 1.3
