; Пистолет Кольт М1911А1
[wpn_colt1911]:identity_immunities
GroupControlSection			= spawn_group
discovery_dependency 		= 
$spawn                   	= "weapons\colt1911"					; option for Level Editor
$npc			 			= on				; option for Level Editor
$prefetch 					= 8
scheduled            		= off              ; option for ALife Simulator
cform                    	= skeleton
class                    	= WP_PM
min_radius               	= 5
max_radius               	= 30
description					= enc_weapons1_wpn-colt1911

ef_weapon_type				= 5

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

cost					 	= 1100

ammo_limit		 			= 120
ammo_current		 		= 90
ammo_elapsed		 		= 12

f_mode				= 1

ammo_mag_size		 		= 7
ammo_class		 			= ammo_11.43x23_fmj, ammo_11.43x23_hydro


hand_dependence		 		= 1
single_handed				= 1

slot 				 		= 1		; // primary
animation_slot		 		= 1		; type of the animation that will be used

inv_name					= wpn-colt1911
inv_name_short				= wpn-colt1911
inv_weight					= 1.1

inv_grid_width				= 2
inv_grid_height				= 1
inv_grid_x					= 19
inv_grid_y					= 4

kill_msg_x			= 161
kill_msg_y			= 153
kill_msg_width		= 37
kill_msg_height		= 24

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.22	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
disp_rate = 1.85

;отдача
cam_relax_speed         	= 8;3.0	;скорость возврата в исходное положение
cam_dispersion          	= 1.5	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.0	;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			= 20.0	;максимальный угол отдачи
cam_max_angle_horz		= 10.0	;(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 дисперсии в процентах при максимальном износе 
misfire_probability 		= 0.003	;вероятность осечки при максимальном износе 
misfire_condition_k			= 0.05
condition_shot_dec			= 0.0004 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

direction                	= 0, 0, 1
fire_point			= 0.000000,0.130000,0.185000

flame_particles		   		= weapons\generic_weapon03
smoke_particles		   		= weapons\generic_shoot_00
rpm_empty_click 	 		= 200

shell_point		 			= 0.0, 0.127, 0.05
shell_dir		 			= 0.0, 0.0, 0.4
shell_particles	 			= weapons\generic_shells

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

;;;;;;  Для Народной солянки 2009
hit_power        		= 0.39, 0.43, 0.45, 0.49
hit_impulse		 	    = 3
hit_type 			    = fire_wound
hit_rate	            = 1.85
fire_distance           = 50
bullet_speed			= 285
rpm                     = 250

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

silencer_hit_power       	= 0.40
silencer_hit_impulse	 	= 3
silencer_fire_distance   	= 100
silencer_bullet_speed	 	= 280

hud                      	= wpn_colt1911_hud
normal                   	= 0, 1, 0
position                 	= -0.021, -0.092, 0.0
orientation              	= 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
;strap_position         		= -0.1,-0.45,0.2			; position (offset) and orientation of the weapon when it is strapped
;strap_orientation      		= 1.57,0,0						; (3rd person view)
;strap_bone0					= bip01_spine2
;strap_bone1					= bip01_spine1

startup_ammo             	= 90
visual                   	= weapons\colt1911\wpn_colt1911.ogf

light_color		 			= 0.6,0.5,0.3
light_range		 			= 3.0
light_var_color		 		= 0.05
light_var_range		 		= 0.5
light_time 		 			= 0.2

ph_mass			 			= 1
;cost			 			= 350

;addons
scope_status				= 0
silencer_status				= 2
grenade_launcher_status		= 0

zoom_enabled				= true
scope_zoom_factor	    	= 55

;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;звуки
snd_draw					= weapons\colt\colt_draw
snd_holster					= weapons\pistol_holster
snd_shoot					= weapons\colt\colt1911_shoot 
snd_shoot1					= weapons\colt\colt1911_shoot1
snd_shoot2					= weapons\colt\colt1911_shoot2 
snd_shoot3					= weapons\colt\colt1911_shoot3         
snd_empty					= weapons\colt\colt_empty
snd_reload					= weapons\colt\colt_reload, 0.8
snd_close					= weapons\colt\colt_close
snd_silncer_shot				= weapons\colt\colt_shot_sil
;------------------------------------------------------------------------------------------

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

silencer_name  				= wpn_addon_silencer		; section name for the attachable silencer
silencer_x 					= 62						; offset in inventory icon
silencer_y 					= -15					

;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


[wpn_colt1911_hud]

shell_point			= 0.005000,0.060000,-0.420000
fire_point			= 0.005000,0.060000,-0.335000

fire_bone                	= wpn_body
orientation              	= 0,0,0
position                 	= 0,0,0
visual                   	= weapons\colt1911\wpn_colt1911_hud.ogf

anim_holster				= holster
anim_idle					= idle
anim_empty					= empty
anim_reload					= reload_full
anim_reload_empty			= reload
anim_draw					= draw
anim_draw_empty				= draw_empty
anim_shoot					= shoot
anim_shot_last				= shoot_last
anim_close					= holster	;draw
anim_idle_aim				= idle_aim
anim_idle_sprint			= idle_sprint

;смещения HUD для режима приближения
zoom_offset			= -0.176600,0.067000,-0.244100
zoom_rotate_x		= -0.008400
zoom_rotate_y		= -0.000500

zoom_hide_crosshair	= true						;to hide crosshair in zoom 