[wpn_lr300]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency 	= 
$spawn                  = "weapons\lr300ml_sk1"					; option for Level Editor
$npc			 		= on				; option for Level Editor
$prefetch 		 		= 8
scheduled               = off              ; option for ALife Simulator
cform                   = skeleton
class                   = WP_AK74
min_radius              = 0
max_radius              = 50
description				= enc_weapons1_wpn-lr300

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
;-----------------------------------------------------------------------------------


weapon_class			= assault_rifle

cost					= 2000

ammo_limit		 		= 210
ammo_current			= 30
ammo_elapsed		 	= 30

ammo_mag_size		 	= 30
ammo_class		 		= ammo_5.56x45_ss190, ammo_5.56x45_ap
grenade_class			= ammo_m209
fire_modes				= 1, 3, -1
launch_speed = 0

hand_dependence		 	= 1
single_handed			= 0

inv_name				= wpn-lr300
inv_name_short			= wpn-lr300
inv_weight				= 3.1

inv_grid_width			= 5
inv_grid_height			= 2
inv_grid_x				= 0
inv_grid_y				= 6

kill_msg_x			= 175
kill_msg_y			= 0
kill_msg_width		= 82
kill_msg_height		= 28

slot 					= 2		; // secondary
animation_slot			= 2		; type of the animation that will be used

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.18 	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.2f

;отдача
cam_relax_speed        		= 6;0.15	;скорость возврата в исходное положение
cam_dispersion         		= 0.15	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.15	;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac		= 1	;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle			= 7	;максимальный угол отдачи
cam_max_angle_horz		= 5.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 0.5;0.4	;(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             	=  0,0.231,0.51
flame_particles			= weapons\generic_weapon05
shell_particles	 		= weapons\arsenal_shells1
grenade_flame_particles		= weapons\generic_weapon01

shell_point		 		= 0,0.235,0.089
shell_dir		 		= 0.0, 1.0, 0.0

rpm_empty_click 	 	= 200

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 		= 0.8
PDM_disp_accel_factor 		= 0.8
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

; ttc
hit_power        	= 0.64, 0.68, 0.71, 0.74
hit_impulse		 	= 40
hit_type 			= fire_wound

fire_distance          	= 1000
bullet_speed			= 930 ;начальная скорость пули
rpm                     = 900
; end ttc

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

silencer_hit_power       	= 0.55
silencer_hit_impulse	 	= 20
silencer_fire_distance   	= 300
silencer_bullet_speed	 	= 450

hud                     = wpn_lr300ml_sk1_hud
normal                  = 0, 1, 0
position         	    = -0.026,-0.172,0
orientation             = 0, 0, 0

;--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

startup_ammo            = 1000
visual                  = weapons\lr300\wpn_lr300.ogf

light_color		 		= 0.6,0.5,0.3
light_range		 		= 5
light_var_color		 	= 0.05
light_var_range		 	= 0.1
light_time 		 		= 0.2

ph_mass			 		= 5

;addons
scope_status			= 2
silencer_status			= 2
grenade_launcher_status	= 2

scope_name 					= wpn_addon_scope_susat
scope_x 					= 86
scope_y 					= -5

silencer_name  				= wpn_addon_silencer
silencer_x 					= 210
silencer_y 					= 9

grenade_launcher_name 		= wpn_addon_grenade_launcher_m203
grenade_launcher_x 			= 128
grenade_launcher_y 			= 28

;silencer_flame_particles 	= weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00

silencer_light_color		= 1.0, 0.1, 0.0
silencer_light_range		= 0.01
silencer_light_var_color	= 0.05
silencer_light_var_range	= 0.5
silencer_light_time 		= 0.2

zoom_enabled			= true
scope_zoom_factor	    = 50

;звуки
snd_draw			= weapons\generic_draw
snd_holster			= weapons\generic_holster
snd_shoot			= weapons\lr300ml_shot
snd_empty			= weapons\gen_empty, 0.5
snd_reload			= weapons\ar15_reload
snd_shoot_grenade			= weapons\m203_shot
snd_reload_grenade			= weapons\m203_reload
snd_switch					= 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\ar15_silent

[wpn_lr300ml_sk1_hud]
shell_point          	= 0.00, 0.00, 0.00
shell_dir		 = 0.0, 0.0, 0.0

fire_bone               = wpn_body
fire_point              = 0.13,0.0,0.0
fire_point2             = 0.13,0.0,-0.09

orientation             = 0, 0, 0
position                = 0, 0, 0
visual                  = Arsenal_Mod\wpn_lr300ml_sk1_hud.ogf

grenade_bone            	= grenka1	; 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

; animation names
; attached grenade launcher [GRENADE fire mode]
anim_idle_g					= idle_g
anim_idle_g_aim				= idle_g_aim
anim_reload_g				= reload_g
anim_shoot_g				= shoot_g
anim_switch_grenade_on		= g_on
anim_switch_grenade_off		= g_off
anim_draw_g					= draw_g
anim_holster_g				= holster_g

; attached grenade launcher [NORMAL fire mode]
anim_idle_gl				= idle_w_gl
anim_idle_gl_aim			= idle_w_gl_aim
anim_reload_gl				= reload_w_gl
anim_draw_gl				= draw_w_gl
anim_holster_gl				= holster_w_gl
anim_shoot_gl				= shoot_w_gl

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;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			= -0.126851,-0.002551,-0.145
zoom_rotate_x		= -0.0
zoom_rotate_y		= 0.0

zoom_hide_crosshair	= true						;to hide crosshair in zoom 

; same as above, but for attached grenade launcher for
; in NORMAL shoot mode

grenade_normal_zoom_offset			= -0.126851,-0.002551,-0.145
grenade_normal_zoom_rotate_x		= -0.0
grenade_normal_zoom_rotate_y		= 0.0

; same as above, but for attached grenade launcher for
; in GRENADE mode

grenade_zoom_offset			= -0.126851,-0.194851,-0.045
grenade_zoom_rotate_x		= -0.2
grenade_zoom_rotate_y		= -0.0