; Снайперская винтовка "Дикобраз" под игольчатые боеприпасы "игла-М"
[wpn_awm]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                  = "weapons\awm"		; option for Level Editor
$npc			 		= on				; option for Level Editor
$prefetch 		 		= 8
scheduled               = off              	; option for ALife Simulator
cform                   = skeleton
class                   = WP_SVD
min_radius              = 0
max_radius              = 150
description				= enc_weapons1_wpn-usp_big

ef_main_weapon_type		 = 3
ef_weapon_type			 = 8

;--- scope weapons -----------------------------------------------------------------
holder_range_modifier	= 2.15               ; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 0.3              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost					= 50000
weapon_class			= sniper_rifle
f_mode				= 1

ammo_limit				= 500
ammo_current			= 10
ammo_elapsed			= 0

ammo_mag_size			= 35
ammo_class			= ammo_igl

sprint_allowed			= true
;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 2.2f
disp_rate = 0.50
	
;отдача
cam_relax_speed         	= 4.5	;скорость возврата в исходное положение
cam_dispersion          	= 2.0	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.5	;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			= 15.0	;максимальный угол отдачи
cam_max_angle_horz		= 3.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 0.25	;(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 			= 0.000007 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

hand_dependence 		= 2
single_handed			= 0

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


inv_name				= wpn-wpn_igl
inv_name_short			= wpn-wpn_igl
inv_weight				= 3.8

inv_grid_width			= 6
inv_grid_height		= 2
inv_grid_x			= 30
inv_grid_y			= 0

kill_msg_x			= 0
kill_msg_y			= 0
kill_msg_width		     = 98
kill_msg_height		= 23

direction               = 0, 0, 1

fire_point              = 0.0, 0.20, 0.742

flame_particles		    = weapons\generic_weapon06
smoke_particles		   	= weapons\generic_shoot_00
rpm_empty_click 		= 200

shell_point		 		= 0.0, 0.129, 0.192	
shell_dir		 		= 0.0, 0.0, 0.4
;shell_particles	 		= weapons\generic_shells

PDM_disp_base 			= 6.0
PDM_disp_vel_factor 		= 0.9
PDM_disp_accel_factor 		= 1.0
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0


;;;;;;  Для Народной солянки 2009
hit_power        			= 0.60, 0.61, 0.62, 0.63
hit_impulse		 			= 1
hit_type 					= fire_wound
hit_rate	                = 1.95
fire_distance           	= 180
bullet_speed				= 700
rpm                     	= 120

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

hud                     = wpn_awm_hud
normal                  = 0, 1, 0
position                = -0.026, -0.077, 0.00
orientation             = 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position         		= -0.15,-0.15,0.45			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -25,-189,65				; (3rd person view in degrees)
;strap_position         		= -0.26,-0.11,0.15			; 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            = 10
visual                  = weapons\awm\wpn_awm.ogf

light_color		 		= 0.6,0.5,0.3
light_range		 		= 4.0
light_var_color		 	= 0.05
light_var_range		 	= 0.5
light_time 		 		= 0.2

ph_mass			 		= 3
;cost			 		= 900

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

zoom_enabled			= true
scope_zoom_factor	    = 15		

scope_texture			= wpn\wpn_awm_crosshair
;scope_texture			= wpn\wpn_crosshair_igl

;звуки
snd_draw			= weapons\generic_draw, 0.1
snd_holster			= weapons\generic_holster, 0.1
snd_shoot			= weapons\fire02.ogg, 0.1
snd_empty			= weapons\gen_empty, 0.1
snd_switch					= weapons\groza_switch,0.1
snd_empty			= weapons\gen_empty, 0.1
snd_reload			= weapons\mp5_reload, 0.3
 
[wpn_awm_hud]

shell_point			= -0.140000,-0.030000,0.080000
shell_dir		 		= 0.0, 1.0, 0.0

fire_point			= 0.200000,-0.070000,0.090000
fire_bone               = wpn_body
orientation             = 0, 0.5, 0.20
position                = 0.20, -0.30, 0.50
visual                  = weapons\awm\wpn_awm_hud.ogf

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

;смещения HUD для режима приближения
zoom_offset				= -0.020000,-0.030000,0.030000
zoom_rotate_x			= 0.000000
zoom_rotate_y			= -0.020000