;;;;Zeka1996Korneev - IMI UZI;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_uzi]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency 		= 
$spawn                   	= "weapons\uzi"	; option for Level Editor
$npc			 	= on			; option for Level Editor
$prefetch 			= 8
scheduled            		= off              	; option for ALife Simulator
cform                    	= skeleton
class                    	= WP_LR300
min_radius               	= 0
max_radius                  	= 50
description			= uzi_desc
														
ef_main_weapon_type		= 2
ef_weapon_type			= 6

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

cost				= 2800

ammo_limit		 	= 256
ammo_current		 	= 64
ammo_elapsed		 	= 16

ammo_mag_size		 	= 32
ammo_class		 	= ammo_9x19_fmj, ammo_9x19_pbp 
fire_modes			= 1, 2, 3, -1
weapon_class			= assault_rifle

hand_dependence		 	= 1
single_handed			= 1

slot 			 	= 1
animation_slot			= 1			; type of the animation that will be used

inv_name			= wpn_uzi
inv_name_short			= wpn_uzi
inv_weight			= 3.7

inv_grid_width			= 5
inv_grid_height			= 2
inv_grid_x			= 14
inv_grid_y			= 45

kill_msg_x			= 134
kill_msg_y			= 177
kill_msg_width			= 31
kill_msg_height			= 25

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.35	 	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.17f

;отдача
cam_relax_speed        		= 6.5		;скорость возврата в исходное положение
cam_dispersion         		= 0.9		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.1		;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac		= 0.7		;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle			= 20.0		;максимальный угол отдачи
cam_max_angle_horz		= 9.0		;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 0.5		;(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 		= 0.0001 	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

direction                	= 0, 0, 1
fire_point               	= 0.0, 0.165, 0.20

flame_particles		   	= weapons\generic_weapon03
smoke_particles		   	= weapons\generic_shoot_00

shell_point		 	= 0.0, 0.188, 0.082
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 		= 0.6
PDM_disp_accel_factor 		= 0.6
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

;-----------------------------------------------------------------------------------
; ttc
hit_power           		= 0.40, 0.46, 0.48, 0.50
hit_impulse		 	= 20
hit_type 			= fire_wound

fire_distance       		= 100
bullet_speed			= 350	;начальная скорость пули
rpm                 		= 990
; end ttc

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

silencer_hit_power       	= 0.32
silencer_hit_impulse	 	= 90
silencer_fire_distance   	= 90
silencer_bullet_speed	 	= 200

hud                      	= wpn_uzi_hud
normal                   	= 0, 1, 0
position                 	= -0.021, -0.13, 0.0
orientation              	= 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
; под мишкой
strap_position         		= 0.05,-0.2,-0.11 	; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -15,9,-80		; (3rd person view in degrees)
strap_bone0			= bip01_spine1
strap_bone1			= bip01_spine

visual                   	= weapons\uzi\wpn_uzi.ogf

light_color		 	= 0.6,0.5,0.3
light_range		 	= 4.0
light_var_color		 	= 0.05
light_var_range		 	= 0.5
light_time 		 	= 0.2

ph_mass			 	= 1

;addons
scope_status			= 0
silencer_status			= 2
grenade_launcher_status		= 0

zoom_enabled			= true
scope_zoom_factor	    	= 90

;звуки
snd_draw			= weapons\usp_draw, 0.5
snd_holster			= weapons\generic_holster, 0.5 
snd_shoot			= weapons\uzi_shot, 0.9
snd_empty			= weapons\gen_empty, 0.5
snd_reload			= weapons\pm_reload, 0.7, 0.3
snd_close			= weapons\generic_close, 0.5


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; silencer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

silencer_name  			= wpn_9mm_nato_silencer	; section name for the attachable silencer
silencer_x 			= 182			; offset in inventory icon
silencer_y 			= -7					

;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\vintorez_shoot2
;snd_silncer_shot		= weapons\t_vintorez_shot, 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
 
[wpn_uzi_hud]

shell_point			= 0.0,0.0,0.0
fire_point			= -0.3,0.0,0.02
fire_bone                	= wpn_body
orientation              	= 0,0,0
position                 	= 0,-0.02,0
visual                   	= weapons\uzi\wpn_uzi_hud.ogf

anim_holster			= holster
anim_idle			= idle
anim_empty			= empty
anim_reload			= reload
anim_reload_empty		= reload
anim_draw			= draw
anim_draw_empty			= draw_empty
anim_shoot			= shoot
anim_shot_last			= shoot_last
anim_close			= holster
anim_idle_aim			= idle_aim
anim_idle_sprint		= idle_sprint

;смещения HUD для режима приближения
zoom_offset			= -0.159,0.065,0.0
zoom_rotate_x			= 0.0
zoom_rotate_y			= 0.0
