; Ручной вариант шестиствольного пулемета "миниган" ХМ-134
[wpn_m_134]:identity_immunities
GroupControlSection		 	= spawn_group
discovery_dependency 	 	= 
$spawn                   	= "weapons\m_134"					; option for Level Editor
$npc                     	= on
$prefetch 		         	= 8
scheduled                	= off                              ; option for ALife Simulator
cform                    	= skeleton
class                    	= WP_LR300
min_radius               	= 0
max_radius               	= 100
description					= enc_weapons1_wpn-m_134

ef_main_weapon_type			= 2 ;3
ef_weapon_type				= 6 ;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					 	= 150000	;400000
weapon_class			 	= assault_rifle

ammo_limit		         	= 180 ; obsolete
ammo_current		     	= 90 ; obsolete
ammo_elapsed		     	= 10 ; obsolete

ammo_mag_size		     	= 150

hand_dependence		     	= 2
single_handed				= 0

ammo_class		         	= ammo_minigun
; ammo_class		         	= ammo_5.56x45_ss190, ammo_5.56x45_ap
fire_modes					= -1
f_mode				= 2

slot 			         	= 2		; // first
animation_slot			 	= 2		; type of the animation that will be used
	
inv_name		         	= wpn-m_134
inv_name_short		     	= wpn-m_134
inv_weight		         	= 10.8
sprint_allowed			= false
inv_grid_width				= 5
inv_grid_height				= 2
inv_grid_x					= 24
inv_grid_y					= 0

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

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 1.0	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.04f
disp_rate = 1.5

;отдача
cam_relax_speed         	= 2.0 ;2.75	;скорость возврата в исходное положение
cam_dispersion          	= 0.300	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.3	;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			= 12.0	;максимальный угол отдачи
cam_max_angle_horz		= 15.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 4.5 ;4.3	;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor = 7	;увеличение дисперсии в процентах при максимальном износе 
misfire_probability 	= 0.0003	;вероятность осечки при максимальном износе 
misfire_condition_k		= 0.05
condition_shot_dec 		= 0.00006 ;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

direction                	= 0, 0, 1

;fire_point               	= 0.0, 0.127, 0.559
fire_point               	= 0.3, -0.26, 1.4
flame_particles		   		= weapons2\generic_weapon05    ;weapons\generic_weapon05
smoke_particles				= weapons2\generic_shoot_00    ;weapons\generic_shoot_00

;shell_point		 			= 0.0, 0.127, 0.50
shell_point		 			= 0.3, -0.26, 0.5
shell_dir		 			= 0.0, 1.0, 0.0
shell_particles	 			= weapons\generic_shells

rpm_empty_click 	     	= 400

PDM_disp_base 			= 2.0
PDM_disp_vel_factor 		= 1.2
PDM_disp_accel_factor 		= 1.2
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

;;;;;;  Для Народной солянки 2009
hit_power        			= 0.65
hit_impulse		 			= 20
hit_type 					= fire_wound
hit_rate	                = 1.85
fire_distance           	= 150
bullet_speed				= 840
rpm                     	= 766

use_aim_bullet				= false		;Поддерживается ли первая суппер пуля
time_to_aim					= 2.0	

hud                      	= wpn_m_134_hud
normal                   	= 0, 0, 0
position                 	= -0.25, 0.095, -0.535
orientation              	= 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position         		= -0.7,0.1,-0.595  ; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -10,-1,-10	; (3rd person view in degrees)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

startup_ammo             	= 0
visual                   	= weapons\m_134\wpn_m_134.ogf
	
light_disabled				= false

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			         	= 8

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0
zoom_enabled				= false	
;zoom_enabled				= true

scope_texture				= wpn\wpn_crosshair_g36

scope_zoom_factor	    	= 45

;звуки
snd_draw					= weapons\minigun_draw
snd_holster					= weapons\minigun_holster
snd_shoot					= weapons\minigun_shot
snd_shoot1					= weapons\minigun_shot
snd_shoot2					= weapons\minigun_shot
snd_shoot3					= weapons\minigun_shot
snd_empty					= weapons\gen_empty, 0.5
snd_reload					= weapons\minigun_reload
snd_shoot_grenade			= weapons\gen_grenshoot
snd_reload_grenade			= weapons\gen_grenload



[wpn_m_134_hud]
allow_inertion			= true

shell_point          		= 0.256, 0.12, 0.65
shell_dir			 		= 0.0, -1.0, 0.0
fire_point               	= 0.10,0.00,0.35
fire_bone                	= fire
;fire_bone                	= wpn_body

orientation              	= 0, 0.0, -1.5
;position                 	= 0.0, 0.01, 0.3
position                 	= 0.0, 0.025, 0.3
visual                   	= weapons\m_134\wpn_m_134_hud.ogf

;anim_idle		= xzminimo4shot_round
;anim_idle_aim	= xzminimo4idle
;anim_reload		= xzminimo4reload
;anim_draw		= xzminimo4draw
;anim_holster	= xzminimo4holster
;anim_shoot		= xzminimo4shot_roundback
;anim_idle_sprint			= xzminimo4idle

anim_idle			= nw_idle2
anim_idle_aim			= nw_idle2
anim_reload			= nw_sprint2
anim_draw			= nw_draw3
anim_holster			= nw_sprint2
anim_shoot			= nw_fire2
anim_idle_sprint		= nw_idle2
anim_empty			= nw_fire
anim_shot_last			= nw_fire
;anim_close			= nw_idle
;anim_draw_empty		= nw_idle
;anim_reload_empty		= nw_idle


zoom_hide_crosshair	= false

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



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----------For_MINIGUN_(Phobos_2077)______
[ammo_minigun]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_minigun" ; option for Level Editor
class			= AMMO
cform                   = skeleton
; box_pak_01, box_lab_02, konteyner_03
visual                  = weapons\m_134\ammo_m134.ogf
description				= enc_weapons1_ammo_ammo-minigun
$prefetch 		= 64

cost					 = 1500

box_size		= 150	;60

inv_name		= ammo-minigun
inv_name_short	= ammo-minigun_s
inv_weight		= 4.7

inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 24
inv_grid_y = 2

k_dist			= 1
k_disp		= 1.5	;0.000001
k_hit		= 1.4
k_impulse		= 3.0
k_pierce		= 1.0
impair			= 2.1
buck_shot		= 3
tracer			= on
wm_size         = 0.05
explosive		= off
can_be_unlimited	= on


[ammo_7.62x45_fmj]:ammo_minigun
$spawn			= "weapons\ammo\ammo_7.62x45-fmj" ;
visual                  = weapons\ammo\ammo_556x45_ss190.ogf
cost			= 1700
box_size		= 300	;60
inv_weight		= 1.0
inv_name		= "Obsolete Minigun Ammo"
inv_name_short		= "Obsolete"
description		= "FOR SELL ONLY"
inv_grid_x			= 12
inv_grid_y			= 37
impair			= 100.0
