[grenade_rgd5]:identity_immunities,weapon_probability,default_weapon_params
grenade_remove_time		= 60000
detonation_threshold_hit= 200
GroupControlSection		= spawn_group
discovery_dependency	=
$spawn 					= "weapons\grenades\rgd5"
$prefetch				= 128
class						= G_RGD5_S
cform						= skeleton
visual					= dynamics\weapons\wpn_grenades\wpn_rgd5.ogf
inv_name				= st_grenade_rgd5
inv_name_short			= st_grenade_rgd5
inv_weight				= 0.3	;.1
description				= st_grenade_rgd5_descr
ef_weapon_type			= 4
default_to_ruck			= false
sprint_allowed			= true
control_inertion_factor	= 1
;---DOF-------------------------------------------------------------------------
zoom_dof				= 0.5, 1.0, 180
reload_dof				= 0.0, 0.5, 5, 1.7
;-------------------------------------------------------------------------------

inv_grid_width			= 1
inv_grid_height			= 1
inv_grid_x				= 10
inv_grid_y				= 9

upgr_icon_x			= 918
upgr_icon_y			= 857
upgr_icon_width		= 68
upgr_icon_height   	= 128

kill_msg_x				= 240
kill_msg_y				= 123
kill_msg_width			= 14
kill_msg_height			= 23

animation_slot			= 7
single_handed			= 1

slot					= 3
hud						= grenade_rgd5_hud
force_min				= 10	; ~30% �� ���������
force_const				= 25;20
force_max				= 30
force_grow_speed		= 20;2 ;30

destroy_time			= 2500;3500

cost					= 300

;-------------------------------------------------------------------------------
blast					= 1.5
blast_r					= 5
blast_impulse			= 100
;delete
blast_impulse_factor	= 1

frags					= 10
frags_r					= 10
frag_hit				= 0.3
frag_hit_impulse		= 100

hit_type_blast			= explosion
hit_type_frag			= fire_wound

up_throw_factor			= 1.2
;-------------------------------------------------------------------------------


explode_particles		 = explosions\explosion_01


light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;������ �� ��������
fragment_speed				= 200
explode_duration			= 3		;���������������� ������ (�)

;�����
snd_explode = weapons\t_rgd5_explosion        ; t_f1_explosion ; f1_explode
snd_checkout = weapons\generic_checkout, 1.0, 0.4

attach_position_offset	= -0.053,-0.089,0.0
attach_angle_offset		= 0,0,0
attach_bone_name		=

// should be deleted after update
bone_name				= bip01_r_hand
position_offset			 = 0.0,0.0,0.0
angle_offset			 = 1.570790,1.570790,3.92699


throw_point				= 0.4, 0.3, 0.1
throw_dir				 = 0,0,1
third_person_throw_point_offset =  -0.198,1.8,-0.833 ;-0.05,0.848,0.706

wm_size                  = 0.1

wallmark_section		 = explosion_marks

[grenade_rgd5_hud]:hud_base
fire_point		= 0,0,0
fire_bone               = wpn_body


attach_place_idx	= 0
item_visual		= dynamics\weapons\wpn_grenades\wpn_rgd5_hud.ogf

hands_position          	= -0.044000,-0.156000,0.100000
hands_orientation       	= -0.500000,1.000000,-2.000000
hands_position_16x9     	= -0.044000,-0.156000,0.100000
hands_orientation_16x9  	= -0.500000,1.000000,-2.000000

item_position				= 0.004407,0.000254,-0.002439
item_orientation			= -359.925262,-2.224621,-7.030276

;item_position				= -0.001215,0.005992,0.000966
;item_orientation			= -359.925262,-2.224621,-7.030276


aim_hud_offset_pos			= 0,0,0
aim_hud_offset_rot			= 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

anm_hide				= f1_holster
anm_show				= f1_draw
anm_idle				= f1_idle
anm_bore				= f1_idle_bore
anm_idle_moving	 			= f1_idle_moving
anm_idle_sprint	 			= f1_idle_sprint


anm_throw_begin				= f1_throw_begin
anm_throw_idle				= f1_throw_idle
anm_throw				= f1_throw


throw_point			= 0.0,0.4,0.3
throw_dir			= 0,0,1
third_person_throw_point_offset = -0.05,0.848,0.706
