;Именной Винторез
[wpn_vintorez_m1]:identity_immunities
GroupControlSection		 	= spawn_group
discovery_dependency 	 	= 
$spawn                   	= "weapons\vintorez_m1"			; option for Level Editor
$npc                     	= off
$prefetch 		         	= 8
scheduled                	= off                             ; option for ALife Simulator
cform                    	= skeleton
class                    	= WP_VINT
min_radius               	= 50
max_radius               	= 150

ef_main_weapon_type			= 3
ef_weapon_type				= 8

;--- scope weapons -----------------------------------------------------------------
holder_range_modifier	    = 2.0               ; во сколько раз увеличивается eye_range 
holder_fov_modifier		    = 0.3              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

cost					 	= 30000	
weapon_class			 	= sniper_rifle

ammo_limit		         	= 180
ammo_current		     	= 90
ammo_elapsed		     	= 10
ammo_mag_size		     	= 20

hand_dependence		     = 1
single_handed				= 0

ammo_class		         	= ammo_9x39_sp5, ammo_9x39_ap, ammo_9x39_pab9, ammo_9x39_izomorf

fire_modes				= -1, 1
f_mode				     = 1
slot 			         	= 2		; // secondary
animation_slot			 	= 2		; type of the animation that will be used

description	              = enc_weapons1_wpn-vintorez_m1
inv_name	                   = wpn-vintorez_m1
inv_name_short	              = wpn-vintorez_m1
inv_weight	              = 2.2

inv_grid_width				= 6
inv_grid_height			= 2
inv_grid_x	              = 14
inv_grid_y	              = 48

kill_msg_x			    = 98
kill_msg_y			    = 0
kill_msg_width		         = 78
kill_msg_height		    = 25

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	   = 0.0011	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor	   = 1.44f

;отдача
cam_relax_speed         	= 7.0	;скорость возврата в исходное положение
cam_dispersion          	= 0.20	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.15	;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 0.9	;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle				= 7.0	;максимальный угол отдачи
cam_max_angle_horz			= 10.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 1.35	;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor = 1.5 	;увеличение дисперсии в процентах при максимальном износе 
misfire_probability 	         = 0.005	;0.00001 ;вероятность осечки при максимальном износе 
misfire_condition_k		         = 0.1
condition_shot_dec 		         = 0.00000000001 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

direction                	= 0, 0, 1
fire_point               	= 0.0, 0.127, 0.559
smoke_particles			= weapons\generic_shoot_00

shell_point		 		= 0.0, 0.127, 0.10
shell_dir		 			= 0.0, 1.0, 0.0
shell_particles	 		= weapons\generic_shells

rpm_empty_click 	     	= 200

PDM_disp_base 			     = 4.5
PDM_disp_vel_factor 		= 1.8
PDM_disp_accel_factor 		= 1.0
PDM_crouch	 		     = 1.5
PDM_crouch_no_acc 		     = 1.0


hit_power                    = 0.58
hit_impulse	               = 5
hit_type 	                   = fire_wound
hit_rate	                   = 1.95
fire_distance                = 180
bullet_speed		          = 450
rpm                          = 800

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

;hud                      	= wpn_vintorez_hud
hud                          = wpn_vintorez_un_hud	 ; name of the section of the hud
normal                   	= 0, 1, 0
position                 	= -0.026, -0.084, 0.0
orientation              	= 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position         		= -0.26,-0.11,0.20			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -15,-9,110				; (3rd person view in degrees)
strap_bone0				= bip01_spine2
strap_bone1				= bip01_spine1

startup_ammo             	= 1000
visual = weapons\vintorez_un\wpn_vintorez_un.ogf	; name of the model for 3rd person

light_disabled				= true
ph_mass			         	= 4

;addons
scope_status				= 1
silencer_status			= 1
grenade_launcher_status		= 0
zoom_enabled				= true
scope_zoom_factor	    	     = 15		;ПСО-1M2-01 AMK 4X

scope_texture	               = wpn\wpn_crosshair
;scope_texture				= wpn\PSO1M2-AMK_1280-T

;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;звуки
snd_draw					= weapons\generic_draw
snd_holster				= weapons\generic_holster
;snd_shoot				= weapons\t_vintorez_shot      ;silencer4a
snd_shoot					= weapons\tm_val_shot_0      ; t_val_shot     ;silencer4a
snd_shoot1				= weapons\tm_val_shot_1
snd_shoot2				= weapons\tm_val_shot_2
snd_shoot3				= weapons\tm_val_shot_3
snd_empty					= weapons\gen_empty, 0.5
snd_reload				= weapons\vintorez_reload, 0.7, 0.5
snd_shoot_grenade			= weapons\gen_grenshoot
snd_reload_grenade			= weapons\gen_grenload


[wpn_vintorez_un_hud]

shell_point          		= -0.15, -0.02, 0.05
shell_dir			 		= 0.0, 1.0, 0.0


fire_point               	= 0.320000,0.040000,0.070000
fire_bone                	= wpn_body
orientation              	= 0, 0, 0
position                 	= -0.012, 0, 0.1
visual                   	= weapons\vintorez\wpn_vintorez_hud.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

;смещения HUD для режима приближения
zoom_offset				= -0.130000,0.000000,0.000000
zoom_rotate_x				= 0.000000
zoom_rotate_y				= 0.000000



