[wpn_tavor]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\tavor"	; 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          	= 30				; [] for AI
max_radius          	= 100				; [] for AI
description				= "• 5.56x45мм SS109, 5.56x45мм АР\n Tavor CTAR 21-укороченный автомат компании Israel Military Industries "
	
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					= 6000				; 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			= 210
ammo_elapsed			= 30	
	
ammo_mag_size			= 30	
fire_modes			= 1,  -1

ammo_class			= ammo_5.56x45_ap, ammo_5.56x45_ss190 

hand_dependence		= 1	
single_handed			= 0
	
slot 				= 1
animation_slot			= 2	


inv_name	        	     = "Tavor CTAR 21"	
inv_name_short      	= "Tavor CTAR 21"		
inv_weight			= 3.18			
inv_grid_width         = 5
inv_grid_height        = 2
inv_grid_x             = 20
inv_grid_y             = 48


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			= 0.05		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor			= 1.09f

;отдача
cam_relax_speed         		= 8;0.3		;скорость возврата в исходное положение
cam_dispersion          		= 0.3		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.05		;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 0.5		;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle				= 9.0		;максимальный угол отдачи
cam_max_angle_horz			= 15.0		;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 1.25;1.1		;(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 			= 0.00009	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

fire_point             	=  0.0,0.228,0.35		; 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_weapon05	; particles for shooting effects
smoke_particles				= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon01
	
shell_point		 		= 0.0,0.234,-0.2			
shell_particles	 			= weapons\generic_shells

PDM_disp_base 				= 1.0
PDM_disp_vel_factor 		= 0.95
PDM_disp_accel_factor 		= 0.95
PDM_crouch	 			= 1.0
PDM_crouch_no_acc 			= 1.0

; ttc
hit_power                    =  0.48		;size of damage by bullet
hit_impulse		 		= 7		;size of physic impulse by bullet	
hit_type 				= fire_wound 	;[] type of the wound

fire_distance            		= 200 		;maximum fire distance that bullet can fly
bullet_speed				     = 790		;starting bullet speed
rpm                      		= 750		;max round per minute

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

silencer_hit_power       		= 0.5
silencer_hit_impulse	 		= 50
silencer_fire_distance   		= 150
silencer_bullet_speed	 		= 700

hud                      	= wpn_tavor_hud				; name of the section of the hud

position         	        = -0.026,-0.182,0			; position (offset) and orientation of the weapon in the hands of character
orientation      	        = 0,0,0						; (3rd person view)

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.16,-0.36,0.15			; 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

visual                   	= weapons\Tavor\wpn_tavor.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						= 5							; physic mass (kg)


;addons
scope_status				= 0
silencer_status			= 2
grenade_launcher_status		= 0

zoom_enabled				= true
scope_zoom_factor	     	= 60							; fov for zoom mode

;scope_name 				=  wpn_addon_scope			; section name for the attachable scope
;scope_x 					= 60						; offset in inventory icon
;scope_y 					= -2
silencer_name  			= wpn_addon_silencer			; section name for the attachable silencer
silencer_x 				= 190							; offset in inventory icon
silencer_y 				= 15				
;grenade_launcher_name 		= wpn_addon_grenade_launcher; section name for the attachable grenade launcher
;grenade_launcher_x 		= 112						; offset in inventory icon
;grenade_launcher_y 		= 17

;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_draw			= weapons\Tavor\tavor_draw, 0.5
snd_holster		= weapons\Tavor\tavor_holster, 0.5
snd_shoot			= weapons\Tavor\tavor_shot
snd_empty			= weapons\Tavor\tavor_empty, 0.5
snd_reload		= weapons\Tavor\tavor_reload1, 0.5


;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\sg550_silent, 0.5 

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


;-----------------------------------------------------------------------------
;-- HUD DESCRIPTION
;-----------------------------------------------------------------------------
 
[wpn_tavor_hud]


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

shell_point     	   	 	= 0.00, 0.00, -0.25
shell_dir			     	= 0.0, 0.0, 0.0

fire_point			     = -0.007,0.0,-0.02
fire_point2              	= 0.30, 0.00, 0.05
fire_bone               	= wpn_body

orientation             	= 0, 0, 0		
position                	= 0, 0, 0
visual                       = weapons\Tavor\wpn_tavor_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			= -0.1255,0.0078,-0.115100
zoom_rotate_x		= -0.005000
zoom_rotate_y		= 0.000900


zoom_hide_crosshair	= false						;to hide crosshair in zoom 

