; Обрез охотничего ружья БМ-16
[wpn_bm16]:identity_immunities
GroupControlSection			= spawn_group
discovery_dependency 		= 
$spawn                   	= "weapons\bm16"					; option for Level Editor
$npc			 			= on				; option for Level Editor
$prefetch 		 			= 8
scheduled                	= off              ; option for ALife Simulator
cform                    	= skeleton
class                    	= WP_BM16
min_radius               	= 0
max_radius               	= 50
description					= enc_weapons1_wpn-bm16

ef_main_weapon_type			= 1
ef_weapon_type				= 5

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

cost					 	= 400	;1000
weapon_class			 	= shotgun

ammo_limit		 			= 60
ammo_current		 		= 10
ammo_elapsed		 		= 0

f_mode				= 1

ammo_mag_size		 		= 2
ammo_class		 			= ammo_12x76_dart,ammo_12x76_zhekan,ammo_12x70_buck,ammo_zhekan_izomorf

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.8  	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.0f
disp_rate = 1.3

;отдача
cam_relax_speed         	= 7.0	;скорость возврата в исходное положение
cam_dispersion          	= 4.0	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 4.0	;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			= 8.0	;максимальный угол отдачи
cam_max_angle_horz		= 20.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 2.5	;(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 			= 0.002 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

hand_dependence 	 		= 1
single_handed				= 0

slot 						= 1		; // primary
animation_slot				= 3 ;2 ;3		; type of the animation that will be used


inv_name					= wpn-bm16
inv_name_short				= wpn-bm16
inv_weight					= 1.9

inv_grid_width				= 3
inv_grid_height				= 1
inv_grid_x					= 6
inv_grid_y					= 1

kill_msg_x			= 0
kill_msg_y			= 104
kill_msg_width		= 54
kill_msg_height		= 16

direction                	= 0, 0, 1
shell_point				 	= 0.0, 0.136, 0.07
fire_point               	= 0.000000,0.136000,0.390000     	;r
fire_point2              	= 0.000000,0.136000,0.390000		;l

flame_particles		   		= weapons\generic_weapon05
smoke_particles		   		= weapons\generic_shoot_00
rpm_empty_click 	   		= 200

;;;;;;  Для Народной солянки 2009
hit_power           = 0.60, 0.62, 0.65, 0.67
hit_impulse	        = 4
hit_type 	        = fire_wound
hit_rate	        = 1.85
fire_distance       = 40
bullet_speed		= 330
rpm                 = 100

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 		= 1.1
PDM_disp_accel_factor 		= 1.1
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

hud                      	= wpn_bm16_hud
normal                   	= 0, 1, 0
position                 	= -0.026, -0.096, 0.045 ;-0.026, -0.086, 0.
orientation              	= 0, 30, 0      ;значение устанавливается в градусах

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
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)
;на спине
;strap_position         		= -0.14,-0.30,0.15			; 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             	= 10
visual                   	= weapons\bm_16\wpn_bm-16.ogf

light_color		 			= 0.6,0.5,0.3
light_range		 			= 6.0
light_var_color		 		= 0.05
light_var_range		 		= 0.5
light_time 		 			= 0.2

ph_mass			 			= 3
;cost			 			= 900

;addons
scope_status				= 0
silencer_status				= 0
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\bm16\bm16_draw
snd_holster					= weapons\pistol_holster
snd_shoot					= weapons\bm16\bm16_shoot
snd_empty					= weapons\bm16\bm16_empty
snd_reload					= weapons\bm16\bm16_reload		;reload both
snd_shoot_duplet				= weapons\bm16\bm16_shoot_both
snd_shoot_1					= weapons\bm16\bm16_shoot

snd_reload_1					= weapons\bm16\bm16_reload_one		;reload left
;------------------------------------------------------------------------------------------
 
[wpn_bm16_hud]
shell_point		 			= 0.0, 0.0, 0.0
fire_point               	= -0.276400,0.000000,0.040000
fire_point2              	= -0.276400,0.000000,0.040000
fire_bone                	= wpn_barrel_0
orientation              	= 0, 0, 0
position                 	= 0, 0, 0
visual                   	= weapons\bm_16\wpn_bm-16_hud.ogf

anim_idle					= idle
anim_reload					= reload ;reload both
anim_draw					= draw
anim_holster				= holster
anim_shoot					= shoot_left ;shot left
anim_shoot_both 			= shoot
anim_idle_aim				= idle_aim
anim_idle_sprint			= idle_sprint

anim_reload_1				= reload_left ;reload left
anim_shoot_1				= shoot_right ;shot right

anim_idle_1					= idle_cock
anim_idle_2					= idle_cocks

anim_zoomed_idle_1			= idle_cock_aim
anim_zoomedidle_2			= idle_cocks_aim

;смещения HUD для режима приближения
zoom_offset			= -0.167900,0.066560,0.000000
zoom_rotate_x		= -0.028000
zoom_rotate_y		= -0.003900

zoom_rotate_time		= 0.2
rotate_time			= 0.2
