;Штурмовая винтовка ФН2000
[wpn_fn2000]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency		= 
$spawn				= "weapons\fn-2000"	; name and section in level editor
$npc				= on
$prefetch			= 8
scheduled			= off			; option for ALife Simulator
cform				= skeleton
class				= WP_GROZA
min_radius			= 30
max_radius			= 150
description			= enc_weapons1_wpn-fn2000

ef_main_weapon_type		= 2
ef_weapon_type			= 6

;-----------------------------------------------------------------------------------
holder_range_modifier		= 1.85		; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 0.3		; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost				= 17000
weapon_class			= assault_rifle

ammo_limit			= 300
ammo_current			= 90
ammo_elapsed			= 30

ammo_mag_size			= 30

hand_dependence			= 1
single_handed			= 0

ammo_class			= ammo_5.56x45_ss190, ammo_5.56x45_ap
fire_modes			= 1, 3, -1
launch_speed			= 0

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

inv_name			= wpn-fn2000
inv_name_short			= wpn-fn2000
inv_weight			= 4.6

inv_grid_width			= 4
inv_grid_height			= 2
inv_grid_x			= 5
inv_grid_y			= 9

kill_msg_x			= 131
kill_msg_y			= 123
kill_msg_width			= 64
kill_msg_height			= 30

;спавнить автоматически боеприпасы при подъеме оружия
;auto_spawn_ammo		= false

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.2	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.2f

;отдача
cam_relax_speed			= 5.6	;скорость возврата в исходное положение
cam_dispersion			= 0.2	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.1	;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			= 8.5	;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 дисперсии в процентах при максимальном износе 
misfire_probability		= 0.005	;вероятность осечки при максимальном износе
misfire_condition_k		= 0.05 
condition_shot_dec		= 0.000075 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

direction			= 0, 0, 1

fire_point			= 0.010000,0.166000,0.475000

flame_particles			= weapons\generic_weapon05
smoke_particles			= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon01

shell_point			= -0.020000,0.186000,0.200000
shell_dir			= 0.0, 1.0, 0.0
shell_particles	 		= weapons\generic_shells
rpm_empty_click			= 200

PDM_disp_base			= 1.0
PDM_disp_vel_factor		= 1.05
PDM_disp_accel_factor		= 1.05
PDM_crouch			= 1.0
PDM_crouch_no_acc		= 1.0

;;;;;;  Для Народной солянки 2009
hit_power        		= 0.55
hit_impulse		 	    = 3
hit_type 			    = fire_wound
hit_rate	            = 1.92
fire_distance           = 180
bullet_speed			= 890
rpm                     = 850

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

hud				= wpn_fn2000_hud
normal				= 0, 1, 0
position			= -0.026, -0.132, 0.0
orientation			= 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position			= -0.15,-0.35,0.27	; position (offset) and orientation of the weapon when it is strapped
strap_orientation		= -10,-3,10					; (3rd person view in degrees))
strap_bone0			= bip01_spine2
strap_bone1			= bip01_spine1

startup_ammo			= 1000
visual				= weapons\fn2000\wpn_fn2000_new.ogf

light_color			= 0.6,0.5,0.3
light_range			= 4
light_var_color			= 0.05
light_var_range			= 0.1
light_time			= 0.2


ph_mass				= 4

;addons
scope_status			= 1
silencer_status			= 0;2
grenade_launcher_status		= 1
zoom_enabled			= true

scope_texture			= wpn\wpn_crosshair_g36
lens_texture			= wpn\wpn_crosshair_g36_lens
lens_texture_x			= 183
lens_texture_y			= 75
lens_texture_w			= 648
lens_texture_h			= 648

;настройки для глушителя
silencer_hit_power       	= 0.9
silencer_hit_impulse	 	= 100
silencer_fire_distance   	= 250
silencer_bullet_speed	 	= 305

silencer_name			= wpn_addon_silencer
silencer_x			= 152						; offset in inventory icon
silencer_y			= 10
zoom_enabled			= true
scope_zoom_factor	    	= 33.3		;1.8X	; fov for zoom mode

;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;звуки
snd_draw			= weapons\fn2000\fn2000_draw
snd_holster			= weapons\rifle_holster
snd_shoot			= weapons\fn2000\fn2000_shoot
snd_shoot1			= weapons\fn2000\fn2000_shoot1  
snd_shoot2			= weapons\fn2000\fn2000_shoot2  
snd_shoot3			= weapons\fn2000\fn2000_shoot3               
snd_empty			= weapons\fn2000\fn2000_empty, 0.8
snd_reload			= weapons\fn2000\fn2000_reload, 0.8, 0.3
snd_shoot_grenade		= weapons\M203\M203_grenshoot
snd_reload_grenade		= weapons\fn2000\fn2000_grenload, 1.0, 0.5

snd_switch			= weapons\M203\M203_switch, 1.0, 0.5
snd_silncer_shot		= weapons\fn2000\fn2000_shot_sil 
;------------------------------------------------------------------------------------------



;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

snd_silncer_shot		= weapons\w_ak74_shot1, 0.6

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

grenade_vel			= 76

grenade_class			= ammo_m209



[wpn_fn2000_hud]
shell_point			= 0.110000,-0.060000,0.010000
shell_dir			= 0.0, 1.0, 0.0

fire_point			= -0.080000,0.030000,-0.060000
fire_bone			= wpn_body

grenade_bone			= grenade

orientation			= 0, 0, 0
position			= 0, 0, 0
visual				= weapons\fn2000\wpn_fn2000_hud_new.ogf

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

anim_idle_g			= idle_g
anim_idle_g_aim			= idle_g
anim_reload_g			= reload_g
anim_shoot_g			= shoot_g
anim_switch_grenade_on		= switch_on
anim_switch_grenade_off		= switch_off
anim_draw_g			= draw_g
anim_holster_g			= holster

; attached grenade launcher [NORMAL fire mode]
anim_idle_gl			= idle
anim_idle_gl_aim		= idle
anim_reload_gl			= reload
anim_draw_gl			= draw
anim_holster_gl			= holster
anim_shoot_gl			= shoot

;смещения HUD для режима приближения
zoom_offset			= -0.030000,-0.010000,-0.050000
zoom_rotate_x			= 0.000000
zoom_rotate_y			= 0.000000

;тоже самое, но для подствольника
grenade_zoom_offset		= -0.1162,-0.145, 0
grenade_zoom_rotate_x		= -0.203700
grenade_zoom_rotate_y		= 0.035000

;прячем перекрестие прицела в зуме
zoom_hide_crosshair		= true

;время поворота HUD (сек)
zoom_rotate_time		= 0.4
rotate_time			= 0.4


[wpn_fn2000_old]:wpn_fn2000

$spawn				= "weapons\fn-2000_old"	; name and section in level editor
description			= enc_weapons1_wpn-fn2000_old
class				= WP_GROZA
ammo_class		    = ammo_5.45x39_fmj, ammo_5.45x39_ap
inv_grid_x			= 22
inv_grid_y			= 17
inv_weight			= 4.6
inv_name					= wpn-fn2000_old
inv_name_short				= wpn-fn2000_old
fire_point			= 0.01,0.21,0.37
hud				= wpn_fn2000_old_hud
position			= -0.026, -0.132, -0.01
visual				= weapons\fn2000\wpn_fn2000_old.ogf
silencer_x			= 155	; offset in inventory icon
silencer_y			= 12
cost				= 18000
fire_dispersion_base		= 0.18	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

scope_texture			= wpn\wpn_crosshair_fn2000-comp
scope_zoom_factor	    	= 15

silencer_status			= 2


[wpn_fn2000_old_hud]:wpn_fn2000_hud

fire_point			= 0.0,0.0,-0.05
visual				= weapons\fn2000\wpn_fn2000_old_hud.ogf
zoom_offset			= -0.131,-0.08,0.0
grenade_zoom_offset		= -0.146,-0.127600,0.000000


