[wpn_bizon]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency	= 
$spawn              	= "weapons\bizon"  	; 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          	= 0		; [] for AI
max_radius          	= 100		; [] for AI
description		= enc_weapons1_wpn-bizon
	
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
;-----------------------------------------------------------------------------------


cost			= 5680		; 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		= 512			; obsolete
ammo_current		= 256
ammo_elapsed		= 64			; obsolete
	
ammo_mag_size		= 64		; clip (magazine) size
fire_modes		= 1, 3, -1

ammo_class		= ammo_9x18_fmj, ammo_9x18_pmm   ; name of the ltx-section of used ammo 

hand_dependence		= 1		; 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-bizon	; name in inventory	
inv_name_short		= wpn-bizon	
inv_weight		= 2.1		; weight in inventory

inv_grid_width		= 3	 	; position and size of the icon that will be used to display weapon in the inventory menu
inv_grid_height		= 1	 	; all icons are on the texture ui_icon_equipment.dds,   
inv_grid_x		= 25 		; position and size are in terms of 64x64 squares
inv_grid_y		= 38

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	= 0.24		;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor	= 1.19f

;отдача
cam_relax_speed         = 6		;скорость возврата в исходное положение
cam_dispersion          = 0.11		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc	= 0.07		;увеличениe cam_dispersion с каждым выстрелом
cam_dispertion_frac	= 0.8		;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac)
cam_max_angle		= 30.0		;максимальный угол отдачи
cam_max_angle_horz	= 9.0		;(degree) maximum shot horizontal degree 
cam_step_angle_horz	= 0.7		;(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
;-----------------------------------------------------------------------------------

fire_point             	=  0.0, 0.262, 0.447	; position (3rd person view) for particles of fire 

flame_particles		= weapons\generic_weapon05 ; particles for shooting effects
smoke_particles		= weapons\generic_shoot_00
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 	= 0.9
PDM_disp_accel_factor 	= 0.9
PDM_crouch	 	= 1.0
PDM_crouch_no_acc 	= 1.0

; ttc
hit_power               = 0.42, 0.45, 0.48, 0.51		;size of damage by bullet
hit_impulse		= 150		;size of physic impulse by bullet	
hit_type 		= fire_wound 	;[] type of the wound

fire_distance           = 350		;maximum fire distance that bullet can fly
bullet_speed		= 400		;starting bullet speed
rpm                     = 650		;max round per minute

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

silencer_hit_power      = 0.42
silencer_hit_impulse	= 100
silencer_fire_distance  = 200
silencer_bullet_speed	= 300

hud                     = wpn_bizon_hud	; name of the section of the hud

position         	= -0.01,-0.23,-0.015 ; position (offset) and orientation of the weapon in the hands of character
orientation      	= 0,0,0		; (3rd person view)

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         	= -0.18,-0.45,0.2 	; 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

visual         		= weapons\bizon\wpn_bizon.ogf ; name of the model for 3rd person view

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		= 2			; 1 - permanent
grenade_launcher_status	= 0			; 2 - attachable

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

silencer_name  		= wpn_addon_silencer	; section name for the attachable silencer
silencer_x 		= 133			; offset in inventory icon
silencer_y 		= -10					

;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_draw		= weapons\ak74_draw, 0.5
snd_holster		= weapons\generic_holster, 0.5
snd_shoot		= weapons\usp_shoot, 0.9
snd_empty		= weapons\gen_empty, 0.5
snd_reload		= weapons\generic_reload, 0.6


;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, 0.5

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_bizon_hud]


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

shell_point     	= 0.15, 0.0, -0.07
shell_dir		= 0.0, 1.0, 0.0

fire_point		= 0.0,0.0,-0.07
fire_bone               = wpn_body

orientation             = 0, 0, 0		
position                = 0, 0, 0
visual                  = weapons\bizon\wpn_bizon_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_aim
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		= -0.138,0.025,0.0
zoom_rotate_x		= -0.018
zoom_rotate_y		= 0.018


zoom_hide_crosshair	= true		;to hide crosshair in zoom 