4;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 
[wpn_vintorez]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\vintorez"					; option for Level Editor
$npc                     = off
$prefetch 		         = 8
scheduled                = off                              ; option for ALife Simulator
cform                    = skeleton
class                    = W_VINT
min_radius               = 50
max_radius               = 150
description					= enc_weapons1_wpn-vintorez

cost					 = 2500	;4000
weapon_class			 = sniper_rifle

ammo_limit		         = 180
ammo_current		     = 90
ammo_elapsed		     = 20

ammo_mag_size		     = 30

hand_dependence		     = 2
ammo_class		         = ammo_9x39_pab9, ammo_9x39_sp5, ammo_9x39_ap

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

inv_name		         = VSS (Vintorez)
inv_name_short		     = Vintorez
inv_weight		         = 2.5

inv_grid_width		= 5
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 4


immunities_sect		= weapon

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

;отдача
cam_relax_speed         	= 6.0	;скорость возврата в исходное положение
cam_dispersion          	= 1.0	;увеличения угла (в градусах) с каждым выстрелом
cam_max_angle				= 6		;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, 0.15, 0.6

smoke_particles			= weapons\generic_shoot_00

shell_point		 = 0.05, 0.14, 0.07
shell_dir		 = 0.0, 1.0, 0.0
shell_particles	 = weapons\generic_shells

rpm_empty_click 	     = 200

; ttc
hit_power                = 31.25
hit_impulse		         = 87
hit_type = fire_wound

fire_distance            = 300
bullet_speed			 = 250			;начальная скорость пули
rpm                      = 600
; end ttc

hud                      = wpn_vintorez_hud
normal                   = 0, 1, 0
position                 = -0.03, -0.045, 0.1
orientation              = -0.0, -6.7, -5
startup_ammo             = 1000
visual                   = weapons\vintorez\wpn_vintorez.ogf

tracer_head_speed	     = 315
tracer_trail_scale	     = 0.75
tracer_start_length	     = 1
tracer_width		     = 0.07
light_color		         = 0.,0.,0.
light_range		         = 1.0
light_var_color		     = 0.05
light_var_range		     = 0.1
light_time 		         = 0.2

ph_mass			         = 4
;cost			         = 5000

;addons
scope_status				= 1
silencer_status				= 0
grenade_launcher_status		= 0
zoom_enabled				= true

scope_texture		= wpn\wpn_crosshair

zoom_enabled			= true
scope_zoom_factor	    = 15

;звуки
snd_draw			= weapons\generic_draw
snd_holster			= weapons\generic_holster
snd_shoot			= weapons\silencer4a
snd_empty			= weapons\gen_empty, 0.5
snd_reload			= weapons\val_reload, 0.7, 0.5
snd_shoot_grenade	= weapons\gen_grenshoot
snd_reload_grenade	= weapons\gen_grenload



[wpn_vintorez_hud]

shell_point          = -0.15, -0.02, 0.05
shell_dir		 = 0.0, 1.0, 0.0


fire_point               = 0.320000,0.040000,0.070000
fire_bone                = wpn_body
orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapons\vintorez\wpn_vintorez_hud.ogf

anim_idle		= idle
anim_idle_aim	= idle
anim_reload		= reload
anim_draw		= draw
anim_holster	= holster
anim_shoot		= shoot

;смещения HUD для режима приближения
zoom_offset			= -0.130000,0.000000,0.000000
zoom_rotate_x		= 0.000000
zoom_rotate_y		= 0.000000



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