[wpn_svd]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection		= spawn_group
$spawn                  = "weapons\svd"		; option for Level Editor
$npc			 		= on				; option for Level Editor
$prefetch 		 		= 8
scheduled               = off              	; option for ALife Simulator
cform                   = skeleton
class                   = WP_SVD
description				= st_wpn_svd_descr

ef_main_weapon_type		= 3
ef_weapon_type			= 11

default_to_ruck         = false
sprint_allowed       	= true

;-------------------------------------------------------------------------------
cost					= 16000
weapon_class			= sniper_rifle
inv_weight				= 4.9

upgrades                = up_gr_firstab_svd, up_gr_seconab_svd, up_gr_thirdab_svd, up_gr_fourtab_svd, up_gr_fourtcd_svd, up_gr_fourtef_svd
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_svd

;------TTX------------------------------------------------------------------------
hit_power           	= 0.8, 0.8, 0.8, 0.8
hit_impulse		 		= 125
hit_type 				= fire_wound
fire_distance           = 200
bullet_speed		 	= 730 ;830	;начальная скорость пули
rpm                     = 60
rpm_empty_click         = 200

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

hud                     = wpn_svd_hud

misfire_probability        = 0.005 ;вероятность осечки при максимальном износе  !!!old - now not working
;изношенность, при которой появляется шанс осечки
misfire_start_condition		= 0.6
;изношеность при которой шанс осечки становится константным
misfire_end_condition		= 0.1
;шанс осечки при изношености больше чем misfireStartCondition
misfire_start_prob	     	= 0.0055
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.055
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0055
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0055

ammo_elapsed			= 0

ammo_mag_size			= 10
fire_modes		  = 1;, -1
ammo_class				= ammo_7.62x54_7h1
hand_dependence         = 1
single_handed           = 0

;-------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.1	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor	= 2.2f
crosshair_inertion      = 9

;отдача
cam_return				= 1
cam_relax_speed         = 4.5	;скорость возврата в исходное положение
cam_relax_speed_ai      = 360	;скорость возврата в исходное положение
cam_dispersion          = 2.5	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 2.5	;увеличениe cam_dispersion с каждым выстрелом
cam_dispersion_frac		= 1.0	;ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle			= 15.0	;максимальный угол отдачи
cam_max_angle_horz		= 3.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 0.25	;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 			= 2.0
PDM_disp_vel_factor 	= 4.0
PDM_disp_accel_factor 	= 4.0
PDM_disp_crouch	 		= 1.0
PDM_disp_crouch_no_acc 	= 1.0

zoom_cam_relax_speed        = 0.75    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.8
zoom_cam_dispersion_inc     = 0.8
zoom_cam_dispersion_frac    = 1.0
zoom_cam_max_angle          = 10.0
zoom_cam_max_angle_horz     = 5.0
zoom_cam_step_angle_horz    = 0.25

fire_dispersion_condition_factor = 8	;увеличение дисперсии в процентах при максимальном износе

;---DOF-------------------------------------------------------------------------
;zoom_dof				= 0.5, 1.0, 350
reload_dof				= 0.0, 0.5, 5, 2.2

;-----------------------------------------------------------------------------
holder_range_modifier	= 2.15               ; во сколько раз увеличивается eye_range
holder_fov_modifier		= 1.0              ; во сколько раз увеличивается eye_fov

min_radius              = 0
max_radius              = 100

hit_probability_gd_novice	= 1
hit_probability_gd_stalker	= 1
hit_probability_gd_veteran	= 1
hit_probability_gd_master	= 1

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

inv_name				= st_wpn_svd
inv_name_short			= st_wpn_svd

inv_grid_width			= 6
inv_grid_height			= 2
inv_grid_x				= 0
inv_grid_y				= 0

upgr_icon_x			= 8
upgr_icon_y			= 677
upgr_icon_width		= 287
upgr_icon_height   	= 135

kill_msg_x				= 0
kill_msg_y				= 0
kill_msg_width			= 98
kill_msg_height			= 23

;-------------------------------------------------------------------------------
position                = -0.026, -0.077, 0.00
orientation             = 0, 0, 0

fire_point           	= 0.0, 0.129, 0.942
fire_point2             = 0.0, 0.129, 0.942

flame_particles			= weapons\generic_weapon06
smoke_particles			= weapons\generic_shoot_00
rpm_empty_click 			= 200

shell_point		 			= 0.0, 0.129, 0.192
shell_dir		 			= 0.0, 0.0, 0.4
shell_particles	 		= weapons\generic_shells

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position         	= -0.15,-0.15,0.45			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      	= -25,-189,65				; (3rd person view in degrees)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

startup_ammo            = 10
visual                  = dynamics\weapons\wpn_svd\wpn_svd.ogf

light_disabled				= false
light_color		 			= 0.6,0.5,0.3
light_range		 			= 4.0
light_var_color		 	= 0.05
light_var_range		 	= 0.5
light_time 		 			= 0.2

ph_mass			 			= 3

;addons
scope_status				= 1; 2 ;1
silencer_status				= 2
grenade_launcher_status		= 0

zoom_enabled				= true
zoom_rotate_time			= 0.25
scope_zoom_factor			= 15; 67.5; 10 ;15		;ПСО-1 4X

scope_texture				= wpn_crosshair
scope_name 					= wpn_addon_scope
scope_x 						= 60
scope_y 						= -2

silencer_smoke_particles 	= weapons\generic_shoot_00
snd_silncer_shot				= weapons\n_pb_shot
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

;звуки
snd_draw						= weapons\svd_draw
snd_holster					= weapons\generic_holster
snd_shoot					= weapons\n_svd_shot
snd_empty					= weapons\gen_empty, 0.5
snd_reload					= weapons\svd_reload
snd_close					= weapons\generic_close
snd_bore				= weapons\draw_silent
snd_bore1				= weapons\mp5_bore

[wpn_svd_hud]:hud_base
zoom_hide_crosshair		= true
attach_place_idx			= 0
item_visual					= dynamics\weapons\wpn_svd\wpn_svd_hud


hands_position				= -0.063500,-0.150999,0.099000
hands_orientation			= -0.049999,0.750000,1.550001

hands_position_16x9				= -0.058500,-0.165999,0.045000
hands_orientation_16x9			= 0.650000,1.200000,0.800001

;hands_position_16x9				= -0.045500,-0.161499,-0.026500
;hands_orientation_16x9			= 3.299998,4.249998,0.800001

item_position				= 0,0,0
item_orientation			= 0,0,0

shell_point					= 0.025,0.055,0.221
shell_dir               = 0.0, 1.0, 0.0
shell_bone					= wpn_body

fire_point		= 0,0.043,1.002
fire_bone               = wpn_body

aim_hud_offset_pos				= -0.052500,0.016499,-0.123000
aim_hud_offset_rot				= 0.000000,0.000000,0.000000

aim_hud_offset_pos_16x9				= -0.053500,0.024000,-0.055500
aim_hud_offset_rot_16x9				= 0.000000,0.000000,0.000000

gl_hud_offset_pos			= 0,0,0
gl_hud_offset_rot			= 0,0,0

lean_hud_offset_pos		= 0,0,0
lean_hud_offset_rot		= 0,0,0

anm_show						= svd_draw
anm_hide             	= svd_holster
anm_shots					= svd_shoot
anm_reload					= svd_reload
anm_bore						= svd_idle_bore
anm_idle             	= svd_idle
anm_idle_aim				= svd_idle_aim
anm_idle_moving 			= svd_idle_moving
anm_idle_sprint			= svd_idle_moving

;-----------------------------------------------------------------------------
; Уникальные
;-----------------------------------------------------------------------------
[wpn_svd_nimble]:wpn_svd
$spawn                  = "weapons\wpn_svd_nimble"
inv_name				= st_wpn_svd_nimble
description					= st_wpn_svd_nimble_descr

cost					= 18000

hit_power           	= 1.0, 1.0, 1.0, 1.0
hit_impulse		 		= 125
hit_type 				= fire_wound
fire_distance           = 1000
bullet_speed		 	= 900	;начальная скорость пули

;-------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base	= 0.07	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor	= 2.2

;отдача
cam_return				= 1
cam_relax_speed         = 4.5	;скорость возврата в исходное положение
cam_relax_speed_ai      = 360	;скорость возврата в исходное положение
cam_dispersion          = 1.5	;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc		= 2.5	;увеличениe cam_dispersion с каждым выстрелом
cam_dispersion_frac		= 1.0	;ствол будет подыматься на cam_dispersion*cam_dispersion_frac +- cam_dispersion*(1-cam_dispersion_frac)
cam_max_angle			= 15.0	;максимальный угол отдачи
cam_max_angle_horz		= 3.0	;(degree) maximum shot horizontal degree
cam_step_angle_horz		= 0.25	;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 			= 1.0
PDM_disp_vel_factor 	= 4.0
PDM_disp_accel_factor 	= 4.0
PDM_disp_crouch	 		= 1.0
PDM_disp_crouch_no_acc 	= 1.0

zoom_cam_relax_speed        = 1    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.65
zoom_cam_dispersion_inc     = 0.65
zoom_cam_dispersion_frac    = 1.0
zoom_cam_max_angle          = 10.0
zoom_cam_max_angle_horz     = 5.0
zoom_cam_step_angle_horz    = 0.25

fire_dispersion_condition_factor = 6
