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;; BOLT
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[bolt]:identity_immunities,weapon_probability,default_weapon_params
class				= II_BOLT
cform				= skeleton
visual				= dynamics\devices\dev_bolt\dev_bolt.ogf
inv_name			= st_bolt
$prefetch 			= 16
inv_name_short		= st_bolt
inv_weight			= .0

ef_weapon_type		= 1


inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0

animation_slot		= 6
single_handed		= 0

attach_position_offset	= -0.03, -0.05, 0.03
attach_angle_offset		= 0,0,0
attach_bone_name		=

slot				= 5
hud					= bolt_hud
force_min			= 10
force_const			= 20
force_max			= 20
force_grow_speed		= 10

destroy_time		= 10000

cost				= 0

throw_point			= 0.4, 0.3, 0.1
throw_dir			= 0,0,1

third_person_throw_point_offset = -0.05,0.848,0.706

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

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

attach_place_idx		= 0
item_visual				= dynamics\devices\dev_bolt\dev_bolt_hud

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 , 0 ,0
item_orientation		= 0 , 0 ,0

anm_hide				= dev_bolt_holster
anm_show				= dev_bolt_draw
anm_idle				= dev_bolt_idle
anm_bore				= dev_bolt_idle_bore
anm_idle_moving	 		= dev_bolt_idle_moving
anm_idle_sprint	 		= dev_bolt_idle_sprint

anm_throw_begin			= dev_bolt_shoot_start
anm_throw_idle			= dev_bolt_shoot_idle
anm_throw				= dev_bolt_shoot_end


throw_point				= 0.0,0.4,0.3
throw_dir				= 0,0,1

