; Штурмовой карабин Кольт "Командо"
[wpn_m16a2_sk1]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency 	= 
$spawn                  = "weapons\m16a2_sk1"					; option for Level Editor
$npc			 		= on				; option for Level Editor
$prefetch 		 		= 8
scheduled               = off              ; option for ALife Simulator
cform                   = skeleton
class                   = WP_AK74
min_radius              = 0
max_radius              = 50
description				= enc_arsenal_m16a2

ef_main_weapon_type		= 2
ef_weapon_type			= 6

;-----------------------------------------------------------------------------------
holder_range_modifier	= 1.0		       ; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 0.7              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------


weapon_class			= assault_rifle

cost					= 6500

ammo_limit		 		= 210
ammo_current			= 30
ammo_elapsed		 	= 30

ammo_mag_size		 	= 30
grenade_class			= ammo_m209
ammo_class		 		= ammo_5.56x45_ss190, ammo_5.56x45_ap
fire_modes				= 1, 3
launch_speed = 0

hand_dependence		 	= 1
single_handed			= 0

inv_name				= ars-m16a2
inv_name_short			= ars-m16a2
inv_weight				= 3.7

inv_grid_width			= 6
inv_grid_height			= 2
inv_grid_x				= 31
inv_grid_y				= 11

kill_msg_x			= 72
kill_msg_y			= 82
kill_msg_width		= 56
kill_msg_height		= 23

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


;-----------------------------------------------------------------------------------
;params of weapon recoil
fire_dispersion_base			= 0.17		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor			= 1.25f

;отдача
cam_relax_speed         		= 8		;скорость возврата в исходное положение
cam_relax_speed_ai         		= 6
cam_dispersion          		= 0.4		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.2		;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 0.9		;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle				= 16.0	    	;максимальный угол отдачи
cam_max_angle_horz			= 16.0		;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 1.35	;0.18		;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor 	= 2	    	;увеличение дисперсии в процентах при максимальном износе 
misfire_probability 		= 0.0085	;вероятность осечки при максимальном износе 
misfire_condition_k			= 0.06
condition_shot_dec 			= 0.0001	;увеличение износа при каждом выстреле
;--------------------------------------------------------------------------------

direction               = 0, 0, 1

fire_point             	=  0,0.233,0.66
flame_particles			= weapons\generic_weapon05
shell_particles	 		= weapons\arsenal_shells1
grenade_flame_particles		= weapons\generic_weapon01

shell_point		 		= 0,0.235,0.08
shell_dir		 		= 0.0, 1.0, 0.0

rpm_empty_click 	 	= 200

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 		= 0.8
PDM_disp_accel_factor 		= 0.8
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

;;;;;;  Для Народной солянки 2009
hit_power        		= 0.54
hit_impulse		 	    = 1
hit_type 			    = fire_wound
hit_rate	            = 1.88
fire_distance           = 180
bullet_speed			= 860
rpm                     = 800


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

silencer_hit_power       	= 0.6
silencer_hit_impulse	 	= 1
silencer_fire_distance   	= 180
silencer_bullet_speed	 	= 550

hud                     = wpn_m16a2_sk1_hud
normal                  = 0, 1, 0
position         	    = -0.026,-0.172,0
orientation             = 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
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            = 1000
visual                   	= Arsenal_Mod\wpn_m16a2_sk1.ogf

light_color		 		= 0.6,0.5,0.3
light_range		 		= 5
light_var_color		 	= 0.05
light_var_range		 	= 0.1
light_time 		 		= 0.2

ph_mass			 		= 5

;addons
scope_status			= 2
silencer_status			= 2
grenade_launcher_status	= 2

scope_name 					= wpn_addon_scope1
scope_x 					= 47
scope_y 					= -15

silencer_name  				= wpn_addon_sil_556_ar
silencer_x 					= 218
silencer_y 					= 15

grenade_launcher_name 		= wpn_addon_grenade_launcher_m203
grenade_launcher_x 			= 128
grenade_launcher_y 			= 29

;silencer_flame_particles 	= weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00

silencer_light_color		= 1.0, 0.1, 0.0
silencer_light_range		= 0.01
silencer_light_var_color	= 0.05
silencer_light_var_range	= 0.5
silencer_light_time 		= 0.2

zoom_enabled			= true
scope_zoom_factor	    = 75

;звуки
snd_draw			= weapons\generic_draw, 0.5
snd_holster			= weapons\generic_holster, 0.5
snd_shoot			= weapons\m16_shot
snd_empty			= weapons\gen_empty, 0.5
snd_reload			= weapons\ar15_reload, 0.5
snd_shoot_grenade			= weapons\m203_shot
snd_reload_grenade			= weapons\m203_reload
snd_switch				= weapons\groza_switch, 1.0, 0.5

;params when silencer is attached 
;similar to corresponding params without prefix silencer_

;silencer_flame_particles 	= weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00

snd_silncer_shot			= weapons\ar15_silent, 0.5

[wpn_m16a2_sk1_hud]
shell_point          	= 0.00, 0.00, 0.00
shell_dir		 = 0.0, 0.0, 0.0

fire_bone               = wpn_body
fire_point              = 0.2,0.0,0.005
fire_point2             = 0.235,0.0,-0.15

orientation             = 0, 0, 0
position                = 0, 0, 0
visual                  = Arsenal_Mod\wpn_m16a2_sk1_hud.ogf

grenade_bone            	= grenka1	; name of the bone in the model for grenade launcher

; animation names

anim_idle					= idle
anim_idle_aim				= idle_aim
anim_reload					= reload
anim_draw					= draw
anim_holster				= holster
anim_shoot					= shoot
anim_idle_sprint			= idle_sprint

; animation names
; attached grenade launcher [GRENADE fire mode]
anim_idle_g					= idle_g
anim_idle_g_aim				= idle_g_aim
anim_reload_g				= reload_g
anim_shoot_g				= shoot_g
anim_switch_grenade_on		= g_on
anim_switch_grenade_off		= g_off
anim_draw_g					= draw_g
anim_holster_g				= holster_g

; attached grenade launcher [NORMAL fire mode]
anim_idle_gl				= idle_w_gl
anim_idle_gl_aim			= idle_w_gl_aim
anim_reload_gl				= reload_w_gl
anim_draw_gl				= draw_w_gl
anim_holster_gl				= holster_w_gl
anim_shoot_gl				= shoot_w_gl

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;HUD offset in zoom mode (to all)
;(use CONSOLE: hud_adjust_mode 0,1,2, then keys WSADQE and P to show current value in console)

zoom_offset			= -0.126951,0.00589,-0.187
zoom_rotate_x		= -0.0
zoom_rotate_y		= 0.0

zoom_hide_crosshair	= true						;to hide crosshair in zoom 

; same as above, but for attached grenade launcher for
; in NORMAL shoot mode

zoom_offset			= -0.126951,0.00589,-0.16
zoom_rotate_x		= -0.0
zoom_rotate_y		= 0.0

grenade_normal_zoom_offset		= -0.126951,0.00589,-0.16
grenade_normal_zoom_rotate_x		= -0.0
grenade_normal_zoom_rotate_y		= 0.0

grenade_zoom_offset			= -0.126951,0.00589,-0.16
grenade_zoom_rotate_x		= 0.0
grenade_zoom_rotate_y		= -0.0