; Единый пулемет ПКМ
[wpn_pkm]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\pkm"	; 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          	= 250			; [] for AI
description			= enc_weapons1_wpn-pkm
	
ef_main_weapon_type	= 2
ef_weapon_type		= 6

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


cost					= 18000			; 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				= 100				; obsolete
ammo_elapsed			= 100				; obsolete
	
ammo_mag_size			= 100				; clip (magazine) size
fire_modes				= 1,  -1

ammo_class				= ammo_7.62x54r		; 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 					= 2				; number of slot in inventory we put weapon in (1 - knife slot, 2 - pistol, 3 - rifle, 4 - grenade, 5 - apparatus)
animation_slot			= 2				; type of the animation that will be used


inv_name	        		= wpn-pkm_name		; name in inventory	
inv_name_short			= wpn-pkm_name	
inv_weight				= 7,5 ;8.21			; weight in inventory

inv_grid_width		= 6	 ; position and size of the icon that will be used to display weapon in the inventory menu
inv_grid_height		= 2	 ; all icons are on the texture ui_icon_equipment.dds,   
inv_grid_x			= 12	 ; position and size are in terms of 64x64 squares
inv_grid_y			= 35

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			= 0.24		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor			= 1.95f

;отдача
cam_relax_speed         		= 20.5	;скорость возврата в исходное положение

cam_dispersion         			= 0.5 ;1.0	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc         		= 0.1 ;0.05	;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac         		= 0.45	;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle         			= 10.0	;максимальный угол отдачи
cam_max_angle_horz         		= 9.5		;(degree) maximum shot horizontal degree 
cam_step_angle_horz         		= 2.2		;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor	= 2.5		;увеличение дисперсии в процентах при максимальном износе 
misfire_probability			= 0.0125	;вероятность осечки при максимальном износе 
misfire_condition_k			= 0.02 
condition_shot_dec			= 0.0001 	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

fire_point         	    		=  0.0, 0.27109, 0.87317	; position (3rd person view) for particles of fire 
;fire_point2            		=  0.0, 0.262, 0.547		; position (3rd person view) for particles of fire (when shooting with secondary fire)

flame_particles				= weapons\generic_weapon03	; particles for shooting effects
smoke_particles				= weapons\generic_shoot_00
grenade_flame_particles			= weapons\generic_weapon01
	
shell_point		 			= 0.00, 0.262, 0.189		; position (3rd person view) for shell to throw out
shell_particles	 			= weapons\generic_shells	; name of the particles for shells

PDM_disp_base		    = 1.0  ;9.0
PDM_disp_vel_factor	    = 0.8  ;2.3
PDM_disp_accel_factor	= 0.8  ;1.3
PDM_crouch			    = 1.0  ;2.5
PDM_crouch_no_acc		= 1.0  ;1.8

;;;;;;  Для Народной солянки 2009
;hit_power           = 0.61, 0.63, 0.66, 0.69
hit_power			= 1.2, 1.23, 1.26, 1.3
hit_impulse			= 2
hit_type			= fire_wound
hit_rate			= 1.95
fire_distance		= 210
bullet_speed		= 845
rpm			    	= 450 ;650

use_aim_bullet				= true		;Поддерживается первая "супер-пуля"
time_to_aim					= 1.0	

silencer_hit_power       		= 0.32
silencer_hit_impulse	 		= 120
silencer_fire_distance   		= 250
silencer_bullet_speed	 		= 600

hud				= wpn_pkm_hud				; name of the section of the hud

position			= -0.026, -0.215, -0.03			; 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\pkm\pkm.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					= 4 ;5						; physic mass (kg)


;addons
scope_status				= 0							; 0 - no addon
silencer_status				= 0							; 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

;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_draw					= weapons\pkm\pkm_draw
snd_holster					= weapons\pkm\pkm_holster
snd_shoot					= weapons\pkm\pkm_shoot
snd_shoot1					= weapons\pkm\pkm_shoot1
snd_shoot2					= weapons\pkm\pkm_shoot2
snd_shoot3					= weapons\pkm\pkm_shoot3
snd_empty					= weapons\pkm\pkm_empty, 0.5
snd_reload					= weapons\pkm\pkm_reload

snd_switch					= weapons\groza_switch, 1.0, 0.5

;-----------------------------------------------------------------------------
;-- HUD DESCRIPTION
;-----------------------------------------------------------------------------
 
[wpn_pkm_hud]


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

shell_point          		= 0.15, -0.03, -0.05
shell_dir		 		= 0.0, 1.0, 0.0

fire_point       	       	= 0.25,-0.085,-0.0
fire_bone               	= wpn_body

orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                  	= weapons\pkm\pkm_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             = -0.15490,0.0470,-0.1
zoom_rotate_x		= 0.040
zoom_rotate_y		= 0.035


zoom_hide_crosshair	= true					;to hide crosshair in zoom 
