;Штурмовая винтовка ФН2000 с комьютерезированым прицелом под патрон 5.45х39
;Fn2000 from build 2215 by zereset
;-----------------------------------------------------------------------------------
[wpn_fn2000_comp]:identity_immunities
GroupControlSection		 	= spawn_group
discovery_dependency 	 	= 
$spawn				= "weapons\fn2000_comp"					; option for Level Editor
$npc                     	= off
$prefetch 		         	= 8
scheduled                	= off                              ; option for ALife Simulator
cform                    	= skeleton
class               	        = W_VINT;WP_BINOC
min_radius               	= 100
max_radius               	= 150
description					= enc_weapons1_wpn-fn2000_comp

ef_main_weapon_type			= 3
ef_weapon_type				= 8

;--- scope weapons -----------------------------------------------------------------
holder_range_modifier	= 2.0               ; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 0.3              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost					 	= 12000
weapon_class			 = assault_rifle

ammo_limit		         	= 180
ammo_current		     	= 90
ammo_elapsed		     	= 30

ammo_mag_size		     	= 30

hand_dependence		     	= 1
single_handed				= 0

ammo_class		         = ammo_5.45x39_fmj, ammo_5.45x39_ap, ammo_5.45x39_izomorf
fire_modes					= 1, -1
launch_speed			= 0

grenade_class			= ammo_vog-25, ammo_vog-25p

hand_dependence		 	= 1
single_handed			= 0

slot 			         	= 2		; // secondary
animation_slot			 	= 2		; type of the animation that will be used
	
inv_name		         	= wpn-fn2000_comp
inv_name_short		     	= wpn-fn2000_comp
inv_weight		         	= 3.2

inv_grid_width				= 4
inv_grid_height				= 2
inv_grid_x					= 22
inv_grid_y					= 17

kill_msg_x			= 98
kill_msg_y			= 0
kill_msg_width		= 78
kill_msg_height		= 25

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.05	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.04f

;отдача
cam_relax_speed         	= 6.5	;скорость возврата в исходное положение
cam_dispersion          	= 0.25	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.2	;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac		= 1.0	;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle			= 9.0	;максимальный угол отдачи
cam_max_angle_horz		= 5.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 1.2;0.3	;(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 
misfire_condition_k		= 0.05
condition_shot_dec 		= 0.0005 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

direction                	= 0, 0, 1

fire_point               	= 0.0, 0.127, 0.559

flame_particles			 = weapons\generic_weapon05
smoke_particles			 = weapons\generic_shoot_00
grenade_flame_particles	         = weapons\generic_weapon01

shell_point		 			= 0.0, 0.127, 0.10
shell_dir		 			= 0.0, 1.0, 0.0
shell_particles	 			= weapons\generic_shells
rpm_empty_click 	     	= 200
PDM_disp_base 			    = 1.0
PDM_disp_vel_factor 		= 1.2
PDM_disp_accel_factor 		= 1.2
PDM_crouch	 		        = 1.0
PDM_crouch_no_acc 		    = 1.0

;;;;;;;;; NAR2009 ;;;;;;;;;;;
hit_power                	= 0.58, 0.58, 0.59, 0.59
hit_rate	                = 1.88
hit_impulse		 		 	= 1
hit_type					= fire_wound
fire_distance            	= 180
bullet_speed			    = 840
rpm                      	= 850
grenade_vel			        = 76
; end ttc

use_aim_bullet				= true		;Поддерживается ли первая суппер пуля
time_to_aim					= 1.0	
hud                      	= wpn_fn2000_comp_hud
normal                   	= 0, 1, 0
position                    = -0.026, -0.132, 0.0
orientation              	= 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position         		= -0.26,-0.11,0.20			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -15,-9,110				; (3rd person view in degrees)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

startup_ammo             	= 1000
visual                   	= weapons\fn2000\wpn_fn2000_old.ogf
	
light_disabled				= true

ph_mass			         	= 4
;cost			         	= 5000

;addons
scope_status				= 1
silencer_status				= 0
grenade_launcher_status		= 1
zoom_enabled				= true

scope_texture				= wpn\wpn_crosshair_fn2000-comp

zoom_enabled				= true
scope_zoom_factor	    	= 15		;ПСО-1 4X

;звуки
snd_draw					= weapons\generic_draw
snd_holster					= weapons\generic_holster
;snd_shoot			                = weapons\t_fn2000_shot              ;fn2000_shoot	;weapons\generic_shoot
snd_shoot			                = weapons\t_fn2000_shot              ;fn2000_shoot	;weapons\generic_shoot
snd_shoot1			                = weapons\t_fn2000_shot              ;fn2000_shoot	;weapons\generic_shoot
snd_shoot2			                = weapons\t_fn2000_shot              ;fn2000_shoot	;weapons\generic_shoot
snd_shoot3			                = weapons\t_fn2000_shot              ;fn2000_shoot	;weapons\generic_shoot
snd_empty					= weapons\gen_empty, 0.5
snd_reload			= weapons\fn2000_reload, 0.8, 0.3
snd_shoot_grenade	= weapons\gen_grenshoot
snd_reload_grenade	= weapons\gen_grenload, 1.0, 1.0




vision_present				= true
vis_frame_speed				= 5				; скорость, с которой наводится рамка на цель
vis_frame_color				= 0.7,0.7,0.7,1.0	; цвет рамки RGBA (A) Не учитывается
found_snd					= detectors\bomb_timer

[wpn_fn2000_comp_hud]
shell_point          	= 00.00, -0.03, 0.05
shell_dir		 		= 0.0, 1.0, 0.0

fire_point               = -0.050000,-0.090000,0.020000
fire_bone                = rifle

grenade_bone            	= grenade

orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapons\fn2000\wpn_fn2000_old_hud.ogf

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

anim_idle_g				= idle
anim_idle_g_aim         = idle
anim_reload_g			= reload
anim_shoot_g			= shoot
anim_switch_grenade_on	= reload
anim_switch_grenade_off	= reload
anim_draw_g				= draw
anim_holster_g			= holster

; attached grenade launcher [NORMAL fire mode]
anim_idle_gl				= idle
anim_idle_gl_aim			= idle
anim_reload_gl				= reload
anim_draw_gl				= draw
anim_holster_gl				= holster
anim_shoot_gl				= shoot

;смещения HUD для режима приближения
zoom_offset			= -0.030000,-0.010000,-0.050000
zoom_rotate_x		= 0.000000
zoom_rotate_y		= 0.000000

;тоже самое, но для подствольника
grenade_zoom_offset			= -0.137300,-0.127600,0.000000
grenade_zoom_rotate_x		= -0.203700
grenade_zoom_rotate_y		= 0.035000

zoom_hide_crosshair	= true