; Осветительная граната для мгновенного освещения  местности ночью
[grenade_light]:weapon_probability,default_weapon_params,delayed_action_fuse
GroupControlSection					= spawn_group
discovery_dependency				=
$spawn 								= "weapons\grenades\rgd5"
$prefetch							= 128
cform								= skeleton
class								= G_RGD5_S
description							= st_grenade_light_descr

ef_weapon_type						= 4

default_to_ruck						= false
sprint_allowed						= true

min_radius							= 10					; [] for AI
max_radius							= 50					; [] for AI

;-------------------------------------------------------------------------------
inv_name							= st_grenade_light
inv_name_short						= st_grenade_light

inv_grid_width     = 1
inv_grid_height    = 1
inv_grid_x         = 19
inv_grid_y         = 5

upgr_icon_x							= 918
upgr_icon_y							= 857
upgr_icon_width						= 68
upgr_icon_height 					= 128

kill_msg_x							= 240
kill_msg_y							= 123
kill_msg_width						= 14
kill_msg_height						= 23

;-DOF---------------------------------------------------------------------------
zoom_dof							= 0.5, 1.0, 180
reload_dof							= 0.0, 0.5, 5, 1.7

;-------------------------------------------------------------------------------
cost								= 300
weapon_class						=
inv_weight							= 0.4
hud									= grenade_light_hud
visual								= dynamics\weapons\wpn_grenades\wpn_grenade_light.ogf

slot								= 3
animation_slot						= 7
single_handed						= 1

force_min							= 10					; ~30% от максимума
force_const							= 25
force_max							= 30
force_grow_speed					= 20

;-------------------------------------------------------------------------------
blast								= 0
blast_r								= 0
blast_impulse						= 0
;delete
blast_impulse_factor				= 0

frags								= 0
frags_r								= 0
frag_hit							= 0
frag_hit_impulse					= 0

hit_type_blast						= strike
hit_type_frag						= fire_wound

up_throw_factor						= 0

;-------------------------------------------------------------------------------
explode_particles	           = anomaly2\artefact_gravi_blast_start

light_color		= 1.4,1.6,1.5
light_range		= 50
light_time		= 47

;-трассы от осколков------------------------------------------------------------
fragment_speed						= 50
explode_duration					= 40						; подолжительность взрыва (с)
hide_in_explosion	= false
explode_hide_duration	= 0	;время, через которое гранату надо сделать невидимой (с)
dynamic_explosion_particles = true
;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_explode		= anomaly\bfuzz_blowout
snd_checkout	= weapons\generic_checkout, 1.0, 0.4
;------------------------------------------------------------------------------------------

attach_position_offset				= -0.053,-0.089,0.0
attach_angle_offset					= 0,0,0
attach_bone_name					=

// should be deleted after update
bone_name							= bip01_r_hand
position_offset						= 0.0, 0.0, 0.0
angle_offset						= 1.570790,1.570790,3.92699

throw_point							= 0.4, 0.3, 0.1
throw_dir							= 0,0,1
wm_size								= 0.1123

wallmark_section					= explosion_marks


[grenade_light_hud]:hud_base
fire_point							= 0,0,0
fire_bone							= wpn_body

attach_place_idx					= 0
item_visual							= dynamics\weapons\wpn_grenades\wpn_grenade_light_hud.ogf

hands_position						= -0.044000,-0.156000,0.100000
hands_orientation 					= -0.500000,1.000000,-2.000000
hands_position_16x9 				= -0.044000,-0.156000,0.100000
hands_orientation_16x9				= -0.500000,1.000000,-2.000000

item_position						= 0.004407,0.000254,-0.002439
item_orientation					= -359.925262,-2.224621,-7.030276

;item_position						= -0.001215,0.005992,0.000966
;item_orientation					= -359.925262,-2.224621,-7.030276

aim_hud_offset_pos					= 0,0,0
aim_hud_offset_rot					= 0,0,0
gl_hud_offset_pos					= 0,0,0
gl_hud_offset_rot					= 0,0,0

lean_hud_offset_pos					= 0,0,0
lean_hud_offset_rot					= 0,0,0

anm_hide							= f1_holster
anm_show							= f1_draw
anm_idle							= f1_idle
anm_bore							= f1_idle_bore
anm_idle_moving	 					= f1_idle_moving
anm_idle_sprint	 					= f1_idle_sprint

anm_throw_begin						= f1_throw_begin
anm_throw_idle						= f1_throw_idle
anm_throw							= f1_throw

throw_point							= 0.0,0.4,0.3
throw_dir							= 0,0,1