[wpn_sig220]:identity_immunities
GroupControlSection			= spawn_group
discovery_dependency 		= 
$spawn                   	= "weapons\sig220"					; option for Level Editor
$npc			 			= on		; option for Level Editor
$prefetch 					= 8
scheduled         		   	= off              ; option for ALife Simulator
cform             		    = skeleton
class                    	= WP_PM
min_radius               	= 0
max_radius               	= 50
description					= enc_weapons1_wpn-sig220

ef_weapon_type				= 5

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

cost					 	= 1200	;300

ammo_limit		 			= 120
ammo_current		 		= 96
ammo_elapsed		 		= 16

ammo_mag_size		 		= 7
ammo_class		 			= ammo_11.43x23_fmj, ammo_11.43x23_hydro

hand_dependence		 		= 1
single_handed				= 1							

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


inv_name					= wpn-sig220
inv_name_short				= wpn-sig220
inv_weight					= 0.72	;.5

inv_grid_width				= 1
inv_grid_height				= 1
inv_grid_x					= 17
inv_grid_y					= 6

kill_msg_x			= 72
kill_msg_y			= 177
kill_msg_width		= 31
kill_msg_height		= 24

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.05	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

;отдача
cam_relax_speed         	= 0	;скорость возврата в исходное положение
cam_relax_speed_ai         	= 8
cam_dispersion          	= 0.6	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.0	;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac		= 1.0	;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		= 5.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 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 	= 0.005	;вероятность осечки при максимальном износе 
misfire_condition_k		= 0.05
condition_shot_dec 		= 0.00001 ;увеличение износа при каждом выстреле

rpm_empty_click 	 		= 200

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 		= 0.75
PDM_disp_accel_factor 		= 0.75
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

;-----------------------------------------------------------------------------------
; ttc
hit_power           = 0.63
hit_impulse		 	= 30
hit_type 			= fire_wound	

fire_distance       = 500 ;1000
bullet_speed		= 500		
rpm                 = 270
; end ttc

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

silencer_hit_power       	= 0.51
silencer_hit_impulse	 	= 10
silencer_fire_distance   	= 400
silencer_bullet_speed	 	= 400

;-----------------------------------------------------------------------------------
hud                      	= wpn_sig220_hud
visual                   	= weapons\sig220\wpn_sig220.ogf

normal                   	= 0, 1, 0
position                 	= -0.021, -0.085, 0.0
orientation              	= 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
;strap_position         		= -0.1,-0.45,0.2			; position (offset) and orientation of the weapon when it is strapped
;strap_orientation      		= 1.57,0,0						; (3rd person view)
;strap_bone0					= bip01_spine2
;strap_bone1					= bip01_spine1

direction           	    = 0, 0, 1
fire_point               	= 0.0, 0.133, 0.161

flame_particles		   		= weapons\generic_weapon03
smoke_particles		   		= weapons\generic_shoot_00

shell_point		 			= 0.0, 0.133, 0.047
shell_dir		 			= 0.0, 0.0, 0.4
shell_particles	 			= weapons\generic_shells

;-----------------------------------------------------------------------------------
;startup_ammo            	= 90

light_color		 			= 0.6,0.5,0.3
light_range		 			= 3.0
light_var_color		 		= 0.05
light_var_range		 		= 0.5
light_time 		 			= 0.2

ph_mass			 			= 1
;cost			 			= 350

;addons
scope_status				= 0
silencer_status				= 2
grenade_launcher_status		= 0

zoom_enabled				= true
scope_zoom_factor	    	= 90

;звуки
snd_draw					= weapons\walther_draw, 0.4
snd_holster					= weapons\generic_holster, 0.4
snd_shoot					= weapons\usp_shoot
snd_shoot1					= weapons\usp_shoot2
snd_empty					= weapons\pistol_empty
snd_reload					= weapons\pm_reload, 0.8
snd_close					= weapons\generic_close


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

silencer_name  				= wpn_addon_silencer		; section name for the attachable silencer
silencer_x 					= 41						; offset in inventory icon
silencer_y 					= -12					

;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\pistol_silenced , 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_sig220_hud]
shell_point			= -0.015000,0.080000,-0.320000
fire_point			=-0.002000,0.066000,-0.300999
fire_bone                	= wpn_body
orientation              	= 0,0,0
position                 	= 0,0,0
;visual                   	=weapons\fort\wpn_fort.ogf
visual                   	= weapons\sig220\wpn_sig220_hud.ogf 

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

;смещения HUD для режима приближения
zoom_offset			= -0.175300,0.068600,-0.196400
zoom_rotate_x		= 0.010700
zoom_rotate_y		= 0.003200


