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[wpn_pm]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\pm"					; option for Level Editor
$npc			 = on		; option for Level Editor
$prefetch 		= 8
scheduled            	= off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_PM
min_radius               = 0
max_radius               = 30
description					= enc_weapons1_wpn-pm

cost					 = 100	;250

ammo_limit		 = 120
ammo_current		 = 96
ammo_elapsed		 = 8

ammo_mag_size		 = 8
ammo_class		 = ammo_9x18_fmj, ammo_9x18_pbp, ammo_9x18_pmm


hand_dependence		 = 1

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


inv_name		= PM(Makarov)
inv_name_short		= PM
inv_weight		= 1.0	;.5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 6


immunities_sect		= weapon

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.17 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

;отдача
cam_relax_speed         	= 5.0	;скорость возврата в исходное положение
cam_dispersion          	= 1.2	;увеличения угла (в градусах) с каждым выстрелом
cam_max_angle				= 4		;максимальный угол отдачи
cam_max_angle_horz	= 5.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz	= 0.5	;(degree) size of step camera moved in horizontal position while shooting

;;;destroy it
cam_horz_prob = 1			;probability of the horizontal deviation of effector while shooting (1 – always deviates)
cam_horz_factor = 1.5		; empirically determined coefficient  of the horizontal deviation (if raises – dispersal raises) 


fire_dispersion_condition_factor = 5	;увеличение дисперсии в процентах при максимальном износе 
misfire_probability 		= 0.0001	;вероятность осечки при максимальном износе 
condition_shot_dec 			= 0.00003	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

direction                = 0, 0, 1
fire_point               = 0.0, 0.14, 0.15

flame_particles			= weapons\generic_weapon05
smoke_particles			= weapons\generic_shoot_00

shell_point		 = 0.05, 0.12, -0.05
shell_dir		 = 0.0, 0.0, 0.4
shell_particles	 = weapons\generic_shells

rpm_empty_click 	 = 100

; ttc
hit_power                = 50
hit_impulse		 		 = 70
hit_type = fire_wound

fire_distance            = 100
bullet_speed			 = 315			;начальная скорость пули
rpm                      = 300
; end ttc

hud                      = wpn_PM_hud
normal                   = 0, 1, 0
position                 = -0.03, -0.046, 0.12
orientation              = 0, 0, 1
;startup_ammo             = 90
visual                   = weapons\pm\wpn_pm.ogf

tracer_head_speed	 = 315
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
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				= 0
grenade_launcher_status		= 0

zoom_enabled				= true
scope_zoom_factor	    = 55	;30

;звуки
snd_draw			= weapons\pm_draw
snd_holster			= weapons\generic_holster
snd_shoot			= weapons\pm_shoot
snd_empty			= weapons\pistol_empty
snd_reload			= weapons\pm_reload, 0.8
snd_close			= weapons\generic_close

weapon_remove_time	= 3600000

 
[wpn_pm_hud]
shell_point		         = -0.35, -0.06, 0.04
fire_point               = -0.130000,0.000000,0.090000
fire_bone                = wpn_body
orientation              = 0,0,0
position                 = 0,0,0
visual                   = weapons\pm\wpn_pm_hud.ogf

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			= shoot1
anim_shot_last		= shoot_last
anim_close			= close
anim_idle_aim		= idle_aim

;смещения HUD для режима приближения
zoom_offset			= -0.290800,0.114000,0.000000
zoom_rotate_x		= 0.054000
zoom_rotate_y		= 0.086000

