[wpn_knife]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection		= spawn_group
discovery_dependency 	=
$spawn                  = "weapons\knife"		; option for Level Editor
$npc			 		= off							; option for Level Editor
$prefetch 				= 8
scheduled         		= off              		; option for ALife Simulator
cform             		= skeleton
class                   = WP_KNIFE
min_radius              = 0
max_radius              = 50
description				= st_knife

ef_weapon_type			= 1

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

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

cost					= 0

ammo_limit		 		= 120
ammo_current		 	= 96
ammo_elapsed		 	= 16

ammo_mag_size		 	= 15
ammo_class		 		= ammo_9x19_fmj, ammo_9x19_pbp

hand_dependence		 	= 1
single_handed			= 1

slot 			 		= 0
animation_slot			= 5									; type of the animation that will be used
default_to_ruck			= false
sprint_allowed			= true
control_inertion_factor	= 1

inv_name				= st_knife
inv_name_short			= st_knife
inv_weight				= 0.0

inv_grid_width			= 2
inv_grid_height			= 1
inv_grid_x				= 18
inv_grid_y				= 8

upgr_icon_x			= 875
upgr_icon_y			= 556
upgr_icon_width		= 148
upgr_icon_height   	= 52

kill_msg_x				= 197
kill_msg_y				= 177
kill_msg_width			= 53
kill_msg_height			= 16

show_ammo				= false

;-------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.5 			;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
crosshair_inertion   	= 0.01

;отдача
cam_relax_speed         = 8				;скорость возврата в исходное положение
cam_dispersion          = 0.65			;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.0				;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			= 20.0			;максимальный угол отдачи
cam_max_angle_horz		= 10.0			;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 0.9				;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor = 5		;увеличение дисперсии в процентах при максимальном износе
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	     	= 0.001
;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

;-------------------------------------------------------------------------------
; ttc
hit_power               = 1.0, 1.0, 1.0, 1.0
hit_impulse		        = 10
hit_type				= wound

hit_power_2             = 1.5, 1.50, 1.50, 1.50
hit_power_critical_2    = 0.0, 0.0, 0.0, 0.0
hit_impulse_2	        = 50
hit_type_2				= wound ;wound_2

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

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 	= 0.8
PDM_disp_accel_factor 	= 0.8
PDM_disp_crouch	 		= 1.0
PDM_disp_crouch_no_acc 	= 1.0

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

fire_distance           = 1.8 ;1.4
bullet_speed		 	= 1000
rpm                     = 1000
rpm_empty_click 	 	= 1000
; end ttc

;-------------------------------------------------------------------------------
; splash parameters

splash1_direction		= 0.0, -0.3, 1.0
splash2_direction		= 0.0, 0.0, 1.0

spash1_dist				= 1.2 ;0.7		; fire_distance / 2
spash2_dist				= 1

spash1_radius			= 0.5 ;0.7
spash2_radius			= 0.25

splash1_hits_count			= 3
splash1_pervictim_hcount	= 1
splash2_hits_count			= 2
splash_hit_divide_factor	= 0.75
;-------------------------------------------------------------------------------
hud                     = wpn_knife_hud
visual                  = dynamics\weapons\wpn_knife\wpn_knife.ogf

position                = -0.021, -0.085, 0.024
orientation             = 0, 90, 0

fire_point              = 0.0, 0.133, 0.161

flame_particles		   	=
smoke_particles		   	=

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

;-------------------------------------------------------------------------------
startup_ammo           		= 1000
wm_size                  	= 0.10

light_disabled					= true

ph_mass			 				= 4
;cost			 					= 350

;addons
scope_status					= 0
silencer_status					= 0
grenade_launcher_status				= 0
zoom_enabled					= false

;звуки
snd_draw							= weapons\walther_draw
snd_holster						= weapons\generic_holster
snd_shoot						= weapons\knife_1
snd_empty						= weapons\pistol_empty
snd_reload						= weapons\pm_reload, 0.8
snd_close						= weapons\generic_close


[wpn_knife_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


item_position				= 0.003164,-0.002989,0.000906
item_orientation			= 175.276352,-184.681427,-545.486328

item_visual             	= dynamics\weapons\wpn_knife\wpn_knife_hud.ogf
attach_place_idx				= 0

shell_point						= 0,0,0
shell_bone              	= wpn_body

fire_point						= 0.004500,0.062500,-0.178499
fire_bone               	= knife


anm_show			= knife_draw
anm_show_empty			= knife_draw
anm_hide             		= knife_holster
anm_idle             		= knife_idle
anm_idle_aim			= knife_idle
anm_attack			= knife_kick_1
anm_attack_e			= knife_kick_end1	;--remove me
anm_attack2			= knife_kick_2
anm_attack2_e			= knife_kick_end2 	;--remove me
anm_idle_moving 		= knife_idle_moving
anm_idle_sprint			= knife_idle_sprint
anm_bore			= knife_idle_bore

aim_hud_offset_pos			= -0.077000,0.022000,0.000000
aim_hud_offset_rot			= 0.000000,0.005000,-0.015000


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