[wpn_spas12]:identity_immunities
GroupControlSection			= spawn_group
discovery_dependency 		= 
$spawn                   	= "weapons\spas12"					; option for Level Editor
$npc			 			= on				; option for Level Editor
$prefetch 		 			= 8
scheduled                	= off              ; option for ALife Simulator
cform                    	= skeleton
class                    	= WP_SHOTG
min_radius               	= 0
max_radius               	= 50
description					= enc_weapons1_wpn-spas12

ef_main_weapon_type			= 1
ef_weapon_type				= 7

;-----------------------------------------------------------------------------------
holder_range_modifier	= 1.0               ; во сколько раз увеличивается eye_range 
holder_fov_modifier		= 0.7              ; во сколько раз увеличивается eye_fov
;-----------------------------------------------------------------------------------

tri_state_reload			= on

cost					 	= 10500	;1000
weapon_class			 	= shotgun


ammo_limit		 			= 60
ammo_current		 		= 10
ammo_elapsed		 		= 0

ammo_mag_size		 		= 8
ammo_class		 			= ammo_12x70_buck, ammo_12x76_zhekan, ammo_12x76_dart 

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.25 	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor		= 1.2f

;отдача
cam_relax_speed         	= 0.0	;скорость возврата в исходное положение
cam_relax_speed_ai         	= 8.0
cam_dispersion          	= 5.0	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 0.5	;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			= 12.0	;максимальный угол отдачи
cam_max_angle_horz		= 20.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz		= 4.0	;(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
;-----------------------------------------------------------------------------------

hand_dependence 	 		= 1
single_handed				= 0

slot 				 		= 2		; // secondary
animation_slot		 		= 9		; type of the animation that will be used

inv_name					= wpn-spas12
inv_name_short				= wpn-spas12
inv_weight				= 4.4

inv_grid_width				= 5
inv_grid_height				= 1
inv_grid_x					= 12
inv_grid_y					= 3

kill_msg_x			= 91
kill_msg_y			= 104
kill_msg_width		= 80
kill_msg_height		= 20

direction                	= 0, 0, 1
shell_point				 	= 0.0, 0.138, 0.07
fire_point               	= 0.0, 0.133, 0.686
fire_point2              	= 0.0, 0.103, 0.686

flame_particles		   		= weapons\generic_weapon05
smoke_particles		   		= weapons\generic_shoot_00
rpm_empty_click 	   		= 200

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 		= 1.7
PDM_disp_accel_factor 		= 1.7
PDM_crouch	 		= 1.0
PDM_crouch_no_acc 		= 1.0

; ttc
hit_power        		= 1.02
hit_impulse      		= 24
hit_type 			= fire_wound

fire_distance           = 300
bullet_speed			= 320	;начальная скорость пули
rpm                     = 150
; end ttc

hud                      	= wpn_spas12_hud
normal                   	= 0, 1, 0
position                 	= -0.024, -0.081, 0.
orientation              	= 0, 0, 0      ;значение устанавливается в градусах

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position         		= -0.26,-0.10,0.05			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= -15,-9,110				; (3rd person view in degrees)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

startup_ammo             	= 10
visual                   	= weapons\spas12\wpn_spas12.ogf

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

ph_mass			 			= 3
;cost			 			= 900

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0

zoom_enabled				= true
scope_zoom_factor	    	= 90

;звуки
snd_draw					= weapons\generic_draw, 0.4
snd_holster					= weapons\generic_holster, 0.4
snd_shoot					= weapons\tm_spas12_shot      ;toz34_shoot
snd_empty					= weapons\generic_empty
snd_reload					= weapons\toz34_reload, 0.5
snd_shoot_duplet			= weapons\toz34_shoot_both

snd_open_weapon				= weapons\spas12_open		;
snd_add_cartridge			= weapons\w1300_load        ; was gen_grenload	
snd_close_weapon			= weapons\spas12_close		;
 
[wpn_spas12_hud]
shell_point		 			= 0.0, 0.0, 0.0
fire_point      			= 0.000000,0.125000,0.315000
fire_point2				    = 0.000000,0.125000,0.315000
fire_bone                	= wpn_body
orientation              	= 0, 0, 0
position                 	= 0, 0, 0
visual                   	= weapons\spas12\wpn_spas12_hud.ogf

anim_idle					= idle
anim_reload					= draw
anim_draw					= draw
anim_holster				= holster
anim_shoot					= shoot
anim_shoot_both 			= shoot
anim_idle_aim				= idle_aim
anim_idle_sprint			= idle_sprint


anim_open_weapon			= reload1
anim_add_cartridge			= reload2
anim_close_weapon			= reload3

;смещения HUD для режима приближения
zoom_offset			= -0.123300,0.047600,-0.002000
zoom_rotate_x		= 0.050700
zoom_rotate_y		= 0.001900

;время поворота HUD (сек)
;zoom_rotate_time			= 0.7
