[wpn_flame]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\flame"	; 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				= wpn-flame_readme
	
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
;-----------------------------------------------------------------------------------

upg = nil
upg_last = nil

cost					= 100000				; 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				; obsolete
ammo_elapsed			= 150				; obsolete
	
ammo_mag_size			= 150				; clip (magazine) size
fire_modes				= -1
f_mode				= 2

ammo_class				= ammo_flame   ; name of the ltx-section of used ammo 

hand_dependence			= 2									; how many hands (1 or 2) we used to hold weapon in
single_handed			= 0
	
slot 					= 2									; number of slot in inventory we put weapon in (1 - knife slot, 2 - pistol, 3 - rifle, 4 - grenade, 5 - apparatus)
animation_slot			= 2									; type of the animation that will be used


inv_name	        	= wpn-flame_name								; name in inventory	
inv_name_short			= wpn-flame_name_s	
inv_weight			= 7.8								; weight in inventory

inv_grid_width			= 5	 ; position and size of the icon that will be used to display weapon in the inventory menu
inv_grid_height			= 2	 ; all icons are on the texture ui_icon_equipment.dds,   
inv_grid_x				= 20 ; position and size are in terms of 64x64 squares
inv_grid_y				= 12

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			= 2.0		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor			= 1.25f
disp_rate = 1.6

;отдача
cam_relax_speed         		= 5;3.5; 0.15		;скорость возврата в исходное положение
cam_dispersion          		= 0.001		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc			= 0.00001		;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac			= 0.00001		;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle				= 0.00001	    	;максимальный угол отдачи
cam_max_angle_horz			= 0.01		;(degree) maximum shot horizontal degree 
cam_step_angle_horz			= 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 			= 0.00000005	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

fire_point             		=  0.0,0.225,0.950			; 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 = static\monsters_fire_idle
smoke_particles				= 
grenade_flame_particles		= weapons\generic_weapon01
	
shell_point		 			= 0.00, 0.262, 0.189			; position (3rd person view) for shell to throw out
shell_particles	 			= ;weapons\generic_shells	; name of the particles for shells

PDM_disp_base 				= 1.0
PDM_disp_vel_factor 		= 1.3
PDM_disp_accel_factor 		= 1.3
PDM_crouch	 				= 1.0
PDM_crouch_no_acc 			= 1.0

; ttc
; ttc
hit_power                	= 1.75		; size of damage by bullet
hit_impulse		 			= 0		; size of physic impulse by bullet	
hit_type			      = fire_wound	; [] type of the wound
hit_rate	= 2.5

fire_distance            	= 50		; maximum fire distance that bullet can fly
bullet_speed				= 460		; starting bullet speed
rpm                      	= 600		; max round per minute

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

silencer_hit_power       	= 0.65
silencer_hit_impulse	 	= 65
silencer_fire_distance   	= 100
silencer_bullet_speed	 	= 315

hud                      	= wpn_flame_hud				; name of the section of the hud

position         	        = -0.015,-0.15,0.020			; 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,-0.40,0.15			; 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

startup_ammo            = 1000
visual                  = weapons\flame\wpn_flame.ogf

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							; 0 - no addon
silencer_status				= 0							; 1 - permanent
grenade_launcher_status		= 0							; 2 - attachable

zoom_enabled				= false						; (on,off)zoom mode (right mouse button)
scope_zoom_factor	    	= 50						; fov for zoom mode

scope_name 					= wpn_addon_scope			; section name for the attachable scope
scope_x 					= 42						; offset in inventory icon
scope_y 					= 3
silencer_name  				= wpn_addon_silencer		; section name for the attachable silencer
silencer_x 					= 218						; offset in inventory icon
silencer_y 					= 13					
grenade_launcher_name 		= wpn_addon_grenade_launcher; section name for the attachable grenade launcher
grenade_launcher_x 			= 116						; offset in inventory icon
grenade_launcher_y 			= 23

;------------------------------ S.T.A.L.K.E.R`s sound remake ------------------------------
;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_draw					= $no_sound ;weapons\generic_draw
snd_holster					= $no_sound ;weapons\generic_holster
snd_shoot					= weapons\flame
snd_empty					= $no_sound ;weapons\gen_empty, 0.5
snd_reload					= $no_sound ;weapons\ak74u_reload, 0.7, 0.75
snd_shoot_grenade			= $no_sound ;weapons\gen_grenshoot
snd_reload_grenade			= $no_sound ;weapons\gen_grenload, 1.0, 0.8
snd_switch					= $no_sound ;weapons\groza_switch, 1.0, 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\w_ak74_shot1 

;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_flame_hud]


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

shell_point     	   	 	= 10.15, 0.0, -0.05
shell_dir			     	= -0.01, 1.0, 0.0

fire_point			      = 0.0,0.0,0.20
fire_point2              	= 0.0, 0.00, 0.0
fire_bone               	= wpn_body

orientation             	= 0.03, 1.3, 0		
position                 	= 0.12, -0.17, 0.15
visual                  	= weapons\flame\wpn_flame_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
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			= -0.137700,0.033800,-0.115100
zoom_rotate_x		= -0.005000
zoom_rotate_y		= 0.017900


zoom_hide_crosshair	= true						;to hide crosshair in zoom 

[ammo_flame]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\ammo_flame" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = weapons\ammo\ammo_545x39_fmj.ogf
description				= ammo_flame_name
$prefetch 		= 64

cost					 = 200	;150

box_size		= 150	;60

inv_name		= ammo_flame_name
inv_name_short	= ammo_flame_name
inv_weight		= 0.02

inv_grid_width		= 1
inv_grid_height		= 2
inv_grid_x			= 32
inv_grid_y			= 16

k_dist			= 1
k_disp			= 3
k_hit			= 1.8
k_impulse		= 0
k_pierce		= 0
impair			= 1
buck_shot		= 0
tracer			= off
wm_size         = 0.7
explosive		= on
