; Охотничье ружье БМ16 (обрез)
;-(TrickSR)-----------------------------------------
; калибр 							12/70
; длина ствола 						265
; магазин							2
; вес без магазина					1.9
; максимальная дальность стрельбы	560 м
; эффективная дальность стрельбы	60 м
; прицельная дальность				---
; дульная скорость пули				235 м/с
; темп стрельбы						---
;---------------------------------------------------

[wpn_bm16]:weapon_probability,default_weapon_params,wpn_bm16_sounds
GroupControlSection					= spawn_group
$spawn								= "weapons\bm16"		; option for Level Editor
$npc			 					= on					; option for Level Editor
$prefetch 		 					= 8
scheduled							= off					; option for ALife Simulator
cform								= skeleton
class								= WP_BM16
description							= st_wpn_bm16_descr

ef_main_weapon_type					= 1
ef_weapon_type						= 9

;-------------------------------------------------------------------------------
inv_name							= st_wpn_bm16
inv_name_short						= st_wpn_bm16

inv_grid_width						= 3
inv_grid_height						= 1
inv_grid_x							= 6
inv_grid_y							= 1

upgr_icon_x							= 599
upgr_icon_y							= 559
upgr_icon_width						= 272
upgr_icon_height 					= 54

kill_msg_x							= 0
kill_msg_y							= 104
kill_msg_width						= 54
kill_msg_height						= 16

;-------------------------------------------------------------------------------
cost								= 200
weapon_class						= shotgun
inv_weight							= 1.9
hud									= wpn_bm16_hud
visual 								= dynamics\weapons\wpn_bm16\wpn_bm16.ogf

upgrades							= up_gr_firstab_bm16, up_gr_seconab_bm16, up_gr_thirdab_bm16
installed_upgrades					=
upgrade_scheme						= upgrade_scheme_bm16

ph_mass			 					= 2

;-------------------------------------------------------------------------------
ammo_class		 					= ammo_12x70_buck

startup_ammo 						= 10
ammo_current						= 12
ammo_elapsed					 	= 2
ammo_limit							= 14
ammo_mag_size					 	= 2

fire_modes							= 1, 2

hand_dependence 					= 1
single_handed						= 0

;-TTX---------------------------------------------------------------------------
;hit_power							= 0.50, 0.50, 0.50, 0.50
;hit_impulse						= 10
hit_type 							= fire_wound
fire_distance 						= 560
bullet_speed						= 235
rpm 								= 120
rpm_empty_click						= 200

misfire_probability					= 0.005					; вероятность осечки при максимальном износе!!!old - now not working
misfire_start_condition				= 0.6					; изношенность, при которой появляется шанс осечки
misfire_end_condition				= 0.1					; изношеность при которой шанс осечки становится константным
misfire_start_prob	 				= 0.002					; шанс осечки при изношености больше чем misfireStartCondition
misfire_end_prob	 				= 0.03					; шанс осечки при изношености больше чем misfireEndCondition
condition_shot_dec					= 0.002					; увеличение изношености при одиночном выстреле
condition_queue_shot_dec			= 0.002					; увеличение изношености при выстреле очередью

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

;-дисперсия---------------------------------------------------------------------
fire_dispersion_base				= 0.44					; угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
fire_dispersion_condition_factor	= 2						; увеличение дисперсии в процентах при максимальном износе
control_inertion_factor				= 1.0f
crosshair_inertion					= 4.7

;-отдача------------------------------------------------------------------------
cam_return							= 1
cam_relax_speed						= 4.0					; скорость возврата в исходное положение
cam_relax_speed_ai					= 360
cam_dispersion						= 5.5 					; увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc					= 5.5 					; увеличениe cam_dispersion с каждым выстрелом
cam_dispersion_frac					= 0.5 					; ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle						= 15 					; максимальный угол отдачи
cam_max_angle_horz					= 15 					; (degree) maximum shot horizontal degree
cam_step_angle_horz					= 5.5 					; (degree) size of step camera moved in horizontal position while shooting

zoom_cam_relax_speed				= 4.0					; scope & ironsight
zoom_cam_relax_speed_ai				= 120.75
zoom_cam_dispersion					= 3.5
zoom_cam_dispersion_inc				= 3.5
zoom_cam_dispersion_frac			= 0.5
zoom_cam_max_angle					= 5.0
zoom_cam_max_angle_horz				= 5.0
zoom_cam_step_angle_horz			= 3.5

PDM_disp_base 						= 0.5
PDM_disp_vel_factor 				= 1.1
PDM_disp_accel_factor 				= 1.1
PDM_disp_crouch	 					= 1.0
PDM_disp_crouch_no_acc 				= 1.0

;- for AI ----------------------------------------------------------------------
min_radius							= 10
max_radius							= 25

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

hit_probability_gd_novice			= 0.45
hit_probability_gd_stalker			= 0.55
hit_probability_gd_veteran			= 0.65
hit_probability_gd_master			= 0.75

;-------------------------------------------------------------------------------
slot 								= 2
animation_slot						= 3

position 							= -0.026, -0.096, 0.045
orientation							= 0, 30, 0				;значение устанавливается в градусах

fire_point							=  0.000000,0.136000,0.390000	;r
fire_point2							=  0.000000,0.136000,0.390000	;l

flame_particles						= weapons\generic_weapon05
smoke_particles						= weapons\generic_shoot_00

shell_point							= 0.0, 0.136, 0.07

;-STRAP PARAMETERS--------------------------------------------------------------
;на плечо (подмышка)
strap_position 						= -0.26,-0.11,0.15
strap_orientation					= -15,-9,110
strap_bone0							= bip01_spine2
strap_bone1							= bip01_spine1

light_color		 					= 0.6,0.5,0.3
light_range		 					= 6.0
light_var_color		 				= 0.05
light_var_range		 				= 0.5
light_time 		 					= 0.2

;-addons------------------------------------------------------------------------
scope_status						= 0
silencer_status						= 0
grenade_launcher_status				= 0

zoom_enabled						= true
scope_zoom_factor					= 55

[wpn_bm16_hud]:hud_base
zoom_hide_crosshair					= true

attach_place_idx					= 0
item_visual							= dynamics\weapons\wpn_bm16\wpn_bm16_hud

hands_position						=  0.014500, -0.096000,  0.057500
hands_orientation					= -0.450030,  2.099998, -0.200003

hands_position_16x9					=  0.016500, -0.096000, -0.004000
hands_orientation_16x9				=  0.300000,  1.350000, -2.599999

aim_hud_offset_pos					= -0.084000,  0.064500, -0.052500
aim_hud_offset_rot					=  0.021000, -0.012000,  0.007500

aim_hud_offset_pos_16x9				= -0.082000,  0.064500,  0.043000
aim_hud_offset_rot_16x9				=  0.010500,  0.000000, -0.030000

gl_hud_offset_pos					=  0.000000,  0.000000,  0.000000
gl_hud_offset_rot					=  0.000000,  0.000000,  0.000000

lean_hud_offset_pos					=  0.000000,  0.000000,  0.000000
lean_hud_offset_rot					=  0.000000,  0.000000,  0.000000

item_position						= -0.003178,  0.002246,  0.000581
item_orientation					= -181.191742, 180.482727, -180.330688

shell_point							=  0.000000,  0.000000,  0.000000
shell_dir							= 0.0, 1.0, 0.0
shell_bone							= wpn_body

fire_point							= 0, 0.066, 0.514
fire_bone							= wpn_body

anm_show_0							= bm16_draw,bm16_idle_lr
anm_show_1							= bm16_draw,bm16_idle_l
anm_show_2							= bm16_draw,bm16_idle

anm_hide_0							= bm16_holster,bm16_idle_lr
anm_hide_1							= bm16_holster,bm16_idle_l
anm_hide_2							= bm16_holster,bm16_idle

anm_idle_0							= bm16_idle,bm16_idle_lr
anm_idle_1							= bm16_idle,bm16_idle_l
anm_idle_2							= bm16_idle,bm16_idle

anm_idle_aim_0						= bm16_idle_aim,bm16_idle_lr
anm_idle_aim_1						= bm16_idle_aim,bm16_idle_l
anm_idle_aim_2						= bm16_idle_aim,bm16_idle

anm_idle_moving_0					= bm16_idle_moving,bm16_idle_lr
anm_idle_moving_1					= bm16_idle_moving,bm16_idle_l
anm_idle_moving_2					= bm16_idle_moving,bm16_idle

anm_idle_sprint_0					= bm16_idle_sprint,bm16_idle_lr
anm_idle_sprint_1					= bm16_idle_sprint,bm16_idle_l
anm_idle_sprint_2					= bm16_idle_sprint,bm16_idle

anm_reload_1						= bm16_reload_l
anm_reload_2						= bm16_reload_lr
anm_shot_1							= bm16_shoot_r
anm_shot_2							= bm16_shoot_l

anm_bore_0							= bm16_idle_bore,bm16_idle_lr
anm_bore_1							= bm16_idle_bore,bm16_idle_l
anm_bore_2							= bm16_idle_bore,bm16_idle

;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------