; Пистолет-пулемет П90
[wpn_p90]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\wpn_p90"	; name and section in level editor
$npc					= on				
$prefetch 				= 8
scheduled				= off               ;[] option for ALife Simulator
cform               	= skeleton
class               	= WP_LR300			; class of the weapon that corresponding to CPP class
min_radius          	= 0				; [] for AI
max_radius          	= 100				; [] for AI
description		= enc_weapons1_wpn-p90
	
ef_main_weapon_type		= 2
ef_weapon_type			= 6

;-----------------------------------------------------------------------------------
holder_range_modifier	= 1.0		        
holder_fov_modifier	= 0.7              
;-----------------------------------------------------------------------------------


cost				= 4000				; the price of the item
weapon_class			= assault_rifle		; the type of the box that will be used in buy-menu in multiplayer mode	
	
ammo_limit			= 300				; obsolete
ammo_elapsed			= 50				; obsolete
	
ammo_mag_size			= 50				; clip (magazine) size
fire_modes			= 1, 4, -1

ammo_class			= ammo_5.7x28_ss190   ; name of the ltx-section of used ammo 

hand_dependence			= 1									; how many hands (1 or 2) we used to hold weapon in
single_handed			= 0
	
slot 				= 1									; number of slot in inventory we put weapon in (1 - knife slot, 2 - pistol, 3 - rifle, 4 - grenade, 5 - apparatus)
animation_slot			= 8									; type of the animation that will be used
inv_name	        	= wpn-p90_name								; name in inventory	
inv_name_short			= wpn-p90_name	
inv_weight			= 2.8								; weight in inventory

inv_grid_width			= 3	 ; position and size of the icon that will be used to display weapon in the inventory menu
inv_grid_height			= 1	 ; all icons are on the texture ui_icon_equipment.dds,   
inv_grid_x			= 20	 ; position and size are in terms of 64x64 squares
inv_grid_y			= 36

kill_msg_x			= 0
kill_msg_y			= 123
kill_msg_width		        = 69
kill_msg_height		        = 30

;-----------------------------------------------------------------------------------
; base dispersion
;
; === Setting of the weapon shooting dispersal parameter ===
;Dispersal consists from to basic constituents - dispersal of the weapon (relatively small). In fact, this is a dispersal of a weapon griped in a vice; - dispersal of the weapon behavior in the hands of the host (if he running, or walking or shoots in single shots or in a burst) is another, more significant factor of dispersal. 
;Dispersal of the weapon depends only from basic dispersal, basket case factor ant time of the ammo.
;Dispersal of the way the host shooting (standing, running and etc.)
;Two types of shooting modes can be defined: - usual mode and zoomed mode.  
;Usual mode: - depends from the position of the player while shooting (standing, sitting, walking and running)
;Zoomed mode - depends from the dispersal of the weapon and do NOT depends from the position of the shooter. In that mode, dispersal of the weapon &laquo switches to;&raquo;  sight swinging (created be effector). 
;Weapon recoil in the game also created by recoil effector. 
;
;-----------------------------------------------------------------------------------
;params of weapon recoil
fire_dispersion_base			= 0.18		;угьJ (ЃEградусах) базовоЃEдисперсиЃEъAужЃE (ъAужЃE зажатого ЃEтисках)
control_inertion_factor			= 1.1f

;ъCдача
cam_relax_speed        			= 6.5;0.2	;скорость возврата в исходное положение
cam_dispersion         			= 0.3	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.15	;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 0.4	;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle				= 6.0	;максимальный угол отдачи
cam_max_angle_horz			= 9.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 0.6	;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor 	= 5		;увеличение дисперсиЃEЃEЃEъGентаЃEЃEЃEЃEЃEималЃEьK изыMсе 
misfire_probability 			= 0.003	;вероятнъBть ъBечЃE ЃEЃEЃEЃEималЃEьK изыMсе 
misfire_condition_k			= 0.05
condition_shot_dec 			= 0.00005	;увеличение изыMса ЃEЃEЃEждьK выстреЃE
;-----------------------------------------------------------------------------------

fire_point             		         =  0.0, 0.262, 0.27		; position (3rd person view) for particles of fire 

flame_particles				= weapons\generic_weapon06	; particles for shooting effects
smoke_particles				= weapons\generic_shoot_00
	
shell_point		 			= 0.00, 0.262, -0.05			; position (3rd person view) for shell to throw out
shell_particles	 			= weapons\generic_shells ; weapons\generic_shells_p90	; name of the particles for shells

PDM_disp_base 				= 1.0
PDM_disp_vel_factor 			= 0.95
PDM_disp_accel_factor 			= 0.95
PDM_crouch	 			= 1.0
PDM_crouch_no_acc 			= 1.0

;;;;;;  Для Народной солянки 2009
hit_power           = 0.44
hit_impulse	        = 2
hit_type 	        = fire_wound
hit_rate	        = 1.85
fire_distance       = 160
bullet_speed		= 715
rpm                 = 900

use_aim_bullet				= true		;ПьCдерживается ЃE ЃEрвЃE суЃEер ЃEЃE
time_to_aim					= 1.0	

silencer_hit_power       		= 0.6
silencer_hit_impulse	 		= 130
silencer_fire_distance   		= 300
silencer_bullet_speed	 		= 500

hud                      	= wpn_p90_hud				; name of the section of the hud

position         	        = -0.026, -0.185, -0.0			; position (offset) and orientation of the weapon in the hands of 
character
orientation      	        = 0,0,0						; (3rd person view)

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.18,-0.45,0.2			; 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

visual         		        = weapons\p90\wpm_p90.ogf	; name of the model for 3rd person view

light_color					= 0.6,0.5,0.3				; params for light during the fire
light_range					= 5							; radius
light_var_color				= 0.05						
light_var_range				= 0.5
light_time 					= 0.2						


ph_mass						= 5							; physic mass (kg)


;addons
scope_status				= 0							; 0 - no addon
silencer_status				= 2 ;2							; 1 - permanent
grenade_launcher_status			= 0							; 2 - attachable

zoom_enabled				= true						; (on,off)zoom mode (right mouse button)
scope_zoom_factor	    		= 50						; fov for zoom mode


silencer_name  			= wpn_addon_silencer			; section name for the attachable silencer
silencer_x 				= 126				; offset in inventory icon
silencer_y 				= -1					



;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_draw					= weapons\p90\p90_draw
snd_holster					= weapons\generic_holster
snd_shoot					= weapons\p90\p90_shoot
snd_shoot1					= weapons\p90\p90_shoot1
snd_shoot2					= weapons\p90\p90_shoot2
snd_shoot3					= weapons\p90\p90_shoot3
snd_empty					= weapons\gen_empty, 0.5
snd_reload					= weapons\p90\p90_reload
snd_switch					= weapons\groza_switch, 1.0, 0.5
snd_silncer_shot				= weapons\p90\p90_silent
;------------------------------------------------------------------------------------------

;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

silencer_light_color		= 0.6,0.5,0.3
silencer_light_range		= 0.01
silencer_light_var_color	= 0.05
silencer_light_var_range	= 0.5
silencer_light_time 		= 0.2


;-----------------------------------------------------------------------------
;-- P90 HUD DESCRIPTION
;-----------------------------------------------------------------------------
 
[wpn_p90_hud]


;similar to corresponding params in weapon section but for 1st person view

shell_point          		= 0.0, 0.0, -10.0
shell_dir		 	= 0.0, 1.0, 0.0

fire_point       	        = -0.2345,-0.05,-0.02
;fire_point2              	= 0.30, 0.00, 0.05
fire_bone               	= wpn_body

orientation             	= 0, 0, 0		
position                	= 0, 0, 0.25
visual                  	= weapons\p90\wpn_p90_hud.ogf

;grenade_bone            	= wpn_grenade	; 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
			
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;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             = -0.1635,0.02150,-0.3
zoom_rotate_x		= 0.040
zoom_rotate_y		= 0.035


zoom_hide_crosshair	= true					;to hide crosshair in zoom 