[wpn_knife]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn              = "weapons\knife"					; option for Level Editor
$npc                = off
$prefetch 		    = 8
scheduled           = off								; option for ALife Simulator
cform				= skeleton

class				= W_KNIFE

visual				= weapon\knife\wpn_knife.ogf
inv_name			= Knife

inv_name_short		= Knife
inv_weight			= 1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 8

slot				= 0
hud					= wpn_knife_hud
force_min			= 25
force_max			= 100
force_grow_speed	= 25

cost				= 1000

hand_dependence		     = 1

; Random add :)
wm_name					 =	wallmarks\wallmark_default
resource				 = 6000

cam_relax_speed          = 5.0
cam_dispersion           = 0.9
cam_max_angle		     = 7

fire_dispersion          = 0.5
fire_dispersion_add      = 5.3
fire_dispersion_relax    = 0.6
fire_dispersion_base	 = 0.5
disp_vel_factor		     = 0.9
disp_crouch_factor	     = 0.75
disp_jump_factor	     = 7
fire_dispersion_condition_factor = 0.0
misfire_probability = 0.0
condition_shot_dec = 0.0

direction                = 0, 0, 1
shell_point		         = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.1, 0.4
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			         = ShotFlame1, ShotFlame2, ShotFlame3

flame_particles			 = 

rpm_empty_click 	     = 200

; ttc
hit_power                = 40 		;//WAS "60"!!!
hit_impulse		         = 150		;60
hit_type				 = wound

fire_distance            = 1
rpm                      = 600
; end ttc

normal                   = 0, 1, 0
position                 = -0.05, 0.03, 0.055
orientation              = -3.5, -6.7, -5
startup_ammo             = 1000
wm_size                  = 0.05
tracer_head_speed	     = 300
tracer_trail_scale	     = 0.75
tracer_start_length	     = 1
tracer_width		     = 0.07
light_color		         = 0.17,0.13,0.12
light_range		         = 3.0
light_var_color		     = 0.05
light_var_range		     = 0.1
light_time 		         = 0.2

ph_mass			         = 4

ammo_limit		         = 180
ammo_current		     = 90
ammo_elapsed		     = 30

ammo_mag_size		     = 30
ammo_class				 = ammo_9x39_pab9

min_radius               = 50
max_radius               = 50

scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0

[wpn_knife_hud]
shell_point			= 0.0, 0.0, 0.0
fire_point          = 0.05, 0.0, 0.1
fire_bone           = wpn_knife_0

orientation         = 0,0,0
position            = 0,0,0
visual              = weapon\knife\wpn_knife_hud.ogf

[grenade_f1]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\grenades\f1"
$prefetch			= 16
class				= G_F1
cform				= skeleton
visual				= weapon\grenade\wpn_f_1.ogf
inv_name			= F1
inv_name_short		= 
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9


slot				= 3
hud					= grenade_f1_hud
force_min			= 25
force_max			= 100
force_grow_speed	= 25

cost				= 50

blast				= 800
blast_r				= 15
frags				= 10
frags_r				= 70
frag_hit			= 100

wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05

effects				= explosions\explosion-02

light_color		         = 0.17,0.13,0.12
light_range		         = 1.0
light_time 		         = 200

[grenade_f1_hud]
shell_point			= 0.0, 0.0, 0.0
fire_point          = 0.05, 0.0, 0.1
fire_bone           = grenade_0
orientation         = 0,0,0
position            = 0,0,0
visual              = weapon\grenade\wpn_f_1_hud.ogf

[grenade_rgd5]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "weapons\grenades\rgd5"
class				= G_RGD5
cform				= skeleton
visual				= weapon\grenade\wpn_rgd_5.ogf
inv_name			= RGD5
inv_name_short		= 
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 10
inv_grid_y			= 9


slot				= 3
hud					= grenade_rgd5_hud
force_min			= 25
force_max			= 100
force_grow_speed	= 25

cost				= 70

blast				= 800
blast_r				= 20
frags				= 10
frags_r				= 10
frag_hit			= 100

wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05

effects				= explosions\explosion-041

light_color		         = 0.17,0.13,0.12
light_range		         = 30.0
light_time 		         = 200

[grenade_rgd5_hud]
shell_point			= 0.0, 0.0, 0.0
fire_point          = 0.05, 0.0, 0.1
fire_bone           = grenade_0
orientation         = 0,0,0
position            = 0,0,0
visual              = weapon\grenade\wpn_rgd_5_hud.ogf

[weapon]
burn_immunity = 1.0				;коэффициенты для попаданий в оружие различными типами хитов
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0


[wpn_fn2000]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\fn-2000"					; option for Level Editor
$npc                     = off
$prefetch 		         = 8
scheduled                = off                              ; option for ALife Simulator
cform                    = skeleton
class                    = W_FN2000
min_radius               = 50
max_radius               = 150

cost					 = 3500

ammo_limit		         = 180
ammo_current		     = 90
ammo_elapsed		     = 30

ammo_mag_size		     = 30

hand_dependence		     = 2
ammo_class		         = ammo_5.56x45_ss190, ammo_5.56x45_ap

resource		         = 6000

slot 			         = 2		; // secondary
inv_name		         = FN2000
inv_name_short		     = FN2000
inv_weight		         = 2

inv_grid_width		= 4
inv_grid_height		= 2
inv_grid_x			= 5
inv_grid_y			= 9


cam_relax_speed          = 5.0
cam_dispersion           = 0.9
cam_max_angle		     = 7

fire_dispersion          = 0.5
fire_dispersion_add      = 5.3
fire_dispersion_relax    = 0.6
fire_dispersion_base	 = 0.5
disp_vel_factor		     = 0.9
disp_crouch_factor	     = 0.75
disp_jump_factor	     = 7
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003

direction                = 0, 0, 1
shell_point		         = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.1, 0.4
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			         = ShotFlame1, ShotFlame2, ShotFlame3

flame_particles			 = weapons\generic_wepon2
;flame_particles			 = weapons\generic_flame_01 ;weapons\generic_flame


rpm_empty_click 	     = 200

; ttc
hit_power                = 40 		;//WAS "60"!!!
hit_impulse		         = 60		;60
hit_type = wound

fire_distance            = 600
rpm                      = 600
; end ttc

hud                      = wpn_fn2000_hud
normal                   = 0, 1, 0
position                 = -0.05, 0.03, 0.055
orientation              = -3.5, -6.7, -5
startup_ammo             = 1000
visual                   = weapon\fn2000\wpn_fn2000.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
ui_icon			         = ui\hud_wpn_fn2000
tracer_head_speed	     = 300
tracer_trail_scale	     = 0.75
tracer_start_length	     = 1
tracer_width		     = 0.07
light_color		         = 0.17,0.13,0.12
light_range		         = 3.0
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

scope_texture		= wpn\wpn_crosshair
max_zoom_factor		     = 20
scope_zoom_factor	     = 20

[wpn_fn2000_hud]
shell_point				 = 0.0, 0.0, 0.0
fire_point               = -0.04, -0.05, 0.14
fire_bone                = rifle
orientation              = 4.5, 0, 0
position                 = 0.12, -0.16, 0.55
visual                   = weapon\fn2000\wpn_fn2000_hud.ogf

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 
[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

cost					 = 4000

ammo_limit		         = 180
ammo_current		     = 90
ammo_elapsed		     = 20

ammo_mag_size		     = 20

hand_dependence		     = 2
ammo_class		         = ammo_9x39_pab9, ammo_9x39_sp5, ammo_9x39_ap

resource		         = 6000

slot 			         = 2		; // secondary
inv_name		         = Vintorez
inv_name_short		     = Vintorez
inv_weight		         = 2

inv_grid_width		= 5
inv_grid_height		= 1
inv_grid_x			= 10
inv_grid_y			= 4

cam_relax_speed          = 5.0
cam_dispersion           = 0.9
cam_max_angle		     = 7

fire_dispersion          = 0.5
fire_dispersion_add      = 5.3
fire_dispersion_relax    = 0.6
fire_dispersion_base	 = 0.5
disp_vel_factor		     = 0.9
disp_crouch_factor	     = 0.75
disp_jump_factor	     = 7
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003

direction                = 0, 0, 1
shell_point		         = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.02, 0.6
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			         = ShotFlame1, ShotFlame2, ShotFlame3

flame_particles			= weapons\generic_weapon

rpm_empty_click 	     = 200

; ttc
hit_power                = 60 		;//WAS "60"!!!
hit_impulse		         = 60
hit_type = wound

fire_distance            = 600
rpm                      = 600
; end ttc

hud                      = wpn_vintorez_hud
normal                   = 0, 1, 0
position                 = -0.05, 0.03, 0.055
orientation              = -3.5, -6.7, -5
startup_ammo             = 1000
visual                   = weapon\vintorez\wpn_vintorez.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
ui_icon			         = ui\ui_hud_wpn_vintorez
tracer_head_speed	     = 300
tracer_trail_scale	     = 0.75
tracer_start_length	     = 1
tracer_width		     = 0.07
light_color		         = 0.,0.,0.
light_range		         = .0
light_var_color		     = 0.05
light_var_range		     = 0.1
light_time 		         = 0.2

ph_mass			         = 4
cost			         = 5000

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0

max_zoom_factor				= 20
scope_zoom_factor			= 20


[wpn_vintorez_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.2, -0.07, 0.1
fire_bone                = wpn_body
orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapon\vintorez\wpn_vintorez_hud.ogf

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[wpn_lr300]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\lr-300"					; option for Level Editor
$npc			 = on				; option for Level Editor
$prefetch 		 = 8
scheduled                = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_LR300
min_radius               = 0
max_radius               = 50

cost					 = 2300

ammo_limit		 = 210
ammo_current		 = 30
ammo_elapsed		 = 30

ammo_mag_size		 = 30
ammo_class		 = ammo_5.56x45_ss190, ammo_5.56x45_ap

resource		= 6000

hand_dependence		 = 2

inv_name		= LR300
inv_name_short		= LR300
inv_weight		= 3.

inv_grid_width		= 5
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 6

slot 			 = 2		; // secondary

cam_relax_speed          = 10.0
cam_dispersion           = 2.1
cam_max_angle		 = 9
fire_dispersion          = 2.0
fire_dispersion_add      = 0.8
fire_dispersion_relax    = 0.7
fire_dispersion_base	 = 0.8
disp_vel_factor		 = 0.2
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3.7
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003

;cam_relax                = 0.15
;cam_dispersion           = 0.8
direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.065, 0.65
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			 = ShotFlame1, ShotFlame2, ShotFlame3

flame_particles			= weapons\generic_weapon

rpm_empty_click 	 = 200
; ttc

hit_power                = 45
hit_impulse		 = 70
hit_type = wound

fire_distance            = 300
rpm                      = 500
; end ttc
hud                      = wpn_lr300_hud
normal                   = 0, 1, 0
position                 = -0.05, 0.03, 0.055
orientation              = -3.5, -6.7, -5
startup_ammo             = 1000
visual                   = weapon\lr300\wpn_lr300.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
ui_icon			 = ui\hud_wpn_lr300
tracer_head_speed	 = 300
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.1
light_time 		 = 0.2

ph_mass			 = 3
cost			 = 2500

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0


[wpn_lr300_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.07, -0.05, 0.11
fire_bone                = wpn_body
orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapon\lr300\wpn_lr300_hud.ogf

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

;;;;;;;;;;;;;;;;;;;;;;
[wpn_val]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\val"					; option for Level Editor
$npc			 = on				; option for Level Editor
$prefetch 				= 8
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_VAL
min_radius               = 30
max_radius               = 100

cost					 = 2400

ammo_limit		 = 210
ammo_current		 = 180
ammo_elapsed		 = 20

resource		= 6000

ammo_mag_size		 = 20
ammo_class		 = ammo_9x39_pab9, ammo_9x39_sp5, ammo_9x39_ap

hand_dependence		 = 2

slot 			 = 2		; // secondary
inv_name	         = VAL
inv_name_short		 = VAL
inv_weight		 = 2.5

inv_grid_width		= 5
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 4

cam_relax_speed          = 10.0
cam_dispersion           = 2.1
cam_max_angle		 = 9

fire_dispersion          = 2.5
fire_dispersion_add      = 1.0
fire_dispersion_relax    = 0.5
fire_dispersion_base	 = 1.0
disp_vel_factor		 = 0.2
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3.7
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003

direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.0, 0.75
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			 = ShotFlame1, ShotFlame2, ShotFlame3

flame_particles			= weapons\generic_weapon

rpm_empty_click 	 = 200

; ttc
hit_power                = 40
hit_impulse		 = 70
hit_type = wound

fire_distance            = 300
rpm                      = 600
; end ttc

hud                      = wpn_val_hud
normal                   = 0, 1, 0

;----------------------------------------------------------
position                 = -0.05, 0.03, 0.055
orientation              = -3.5, -6.7, -5

startup_ammo             = 90
visual                   = weapon\val\wpn_val.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
ui_icon			 = ui\ui_hud_wpn_val
tracer_head_speed	 = 300
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0,0,0
light_range		 = .0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

ph_mass			 = 5
cost			 = 2100

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0

 
[wpn_val_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, -0.07, 0.1
fire_bone                = wpn_body
orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapon\val\wpn_val_hud.ogf

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_ak74]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\ak-74"					; option for Level Editor
$npc					= on				; option for Level Editor
;$prefetch 				= 16
scheduled				= off              ; option for ALife Simulator
cform                   = skeleton
class                   = W_AK74
min_radius              = 30
max_radius              = 100

cost					 = 1800

ammo_limit				= 210
ammo_current			= 180
ammo_elapsed			= 30

resource				= 6000

ammo_mag_size		 = 30
ammo_class		 = ammo_5.45x39_fmj, ammo_5.45x39_ap
grenade_class		 = ammo_vog-25, ammo_vog-25p

hand_dependence		 = 2

slot 			 = 2		; // secondary
inv_name	         = AK74
inv_name_short		 = AK74
inv_weight		 = 2.5

inv_grid_width		= 5
inv_grid_height		= 2
inv_grid_x			= 5
inv_grid_y			= 5

cam_relax_speed          = 10.0
cam_dispersion           = 2.1
cam_max_angle		 = 9

fire_dispersion          = 5.0	;2.5
fire_dispersion_add      = 5.0	;1.0
fire_dispersion_relax    = 0.5
fire_dispersion_base	 = 1.0
disp_vel_factor		 = 0.2
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3.7

fire_dispersion_condition_factor = 0.3		;увеличение дисперсии в процентах при максимальном износе 
misfire_probability = 0.5					;вероятность осечки при максимальном износе 
condition_shot_dec = 0.0003					;увеличение износа при каждом выстреле

direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.1, 0.75
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			 = ShotFlame1, ShotFlame2, ShotFlame3

flame_particles		    = weapons\generic_weapon
grenade_flame_particles = weapons\generic_shoot

rpm_empty_click 	 = 200


; ttc
hit_power                = 20	;45
hit_impulse		 		 = 250	;70
hit_type = wound

fire_distance            = 200	;300
rpm                      = 600
; end ttc

hud                      = wpn_ak74_hud
normal                   = 0, 1, 0

;----------------------------------------------------------
position                 = -0.05, 0.03, 0.055
orientation              = -3.5, -6.7, -5

startup_ammo             = 90
visual                   = weapon\ak74\wpn_ak74.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
ui_icon			 = ui\hud_wpn_ak74
tracer_head_speed	 = 300
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

ph_mass			 = 5
cost			 = 2100

;addons
scope_status				= 2
silencer_status				= 2
grenade_launcher_status		= 2


scope_name = wpn_addon_scope
scope_x = 60
scope_y = -2
silencer_name  = wpn_addon_silencer
silencer_x = 212
silencer_y = 10
grenade_launcher_name = wpn_addon_grenade_launcher
grenade_launcher_x = 112
grenade_launcher_y = 17



 
[wpn_ak74_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.03, 0.27
fire_bone                = wpn_body
orientation              = 5.7, 0, -1
position                 = 0.063, -0.015, 0.02
visual                   = weapon\ak74\wpn_ak74_hud.ogf

grenade_bone            = wpn_grenade

anim_idle				= idle
anim_reload				= reload
anim_draw				= draw_wo_gl
anim_holster			= holster_wo_gl
anim_shoot				= shoot
						  
anim_idle_g				= idle_grenade
anim_reload_g			= reload_grenade
anim_shoot_g			= shoot_grenade
anim_switch_grenade_on	= switch_grenade
anim_switch_grenade_off	= switch_grenade_off
anim_draw_g				= draw_grenade_mode
anim_holster_g			= holster_grenade_mode

anim_idle_gl			= idle_w_gl
anim_reload_gl			= reload_w_gl
anim_draw_gl			= draw_w_gl
anim_holster_gl			= holster_w_gl
anim_shoot_gl			= shoot_with_grenade_launcher



[wpn_groza]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\groza"					; option for Level Editor
$npc					= on				; option for Level Editor
$prefetch 				= 16
scheduled				= off              ; option for ALife Simulator
cform                   = skeleton
class                   = W_GROZA
min_radius              = 30
max_radius              = 100

cost					= 2700

ammo_limit				= 210
ammo_current			= 180
ammo_elapsed			= 30

resource				= 6000

ammo_mag_size		 = 30
ammo_class		 = ammo_5.45x39_fmj, ammo_5.45x39_ap

grenade_class		 = ammo_vog-25, ammo_vog-25p

hand_dependence		 = 2

slot 			 = 2		; // secondary
inv_name	         = Groza
inv_name_short		 = Groza
inv_weight		 = 2.5

inv_grid_width		= 4
inv_grid_height		= 2
inv_grid_x			= 0
inv_grid_y			= 14

cam_relax_speed          = 10.0
cam_dispersion           = 2.1
cam_max_angle		 = 9

fire_dispersion          = 2.5
fire_dispersion_add      = 1.0
fire_dispersion_relax    = 0.5
fire_dispersion_base	 = 1.0
disp_vel_factor		 = 0.2
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3.7
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003

direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.045, 0.55
flame_div                = 7
flame_length             = .3
flame_size               = 0.07
flame			 = ShotFlame1, ShotFlame2, ShotFlame3

flame_particles		    = weapons\generic_weapon
grenade_flame_particles = weapons\generic_shoot

rpm_empty_click 	 = 200

; ttc
hit_power                = 45
hit_impulse		 		 = 70
hit_type = wound

fire_distance            = 300
rpm                      = 600
; end ttc

hud                      = wpn_groza_hud
normal                   = 0, 1, 0

;----------------------------------------------------------
position                 = -0.06, -0.20, 0.35
orientation              = 0, 0, 0

startup_ammo             = 90
visual                   = weapon\groza\wpn_groza.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
ui_icon			 = ui\hud_wpn_groza
tracer_head_speed	 = 300
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

ph_mass			 = 5
cost			 = 2100

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 1

 
[wpn_groza_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.07, -0.05, 0.11
fire_bone                = wpn_body
orientation              = 5.7, 0, -1
position                 = 0.063, -0.015, 0.02
visual                   = weapon\groza\wpn_groza_hud.ogf

grenade_bone    = grenade_0

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

anim_idle_g				= idle_g
anim_reload_g			= reload_g
anim_shoot_g			= shoot_g
anim_switch_grenade_on	= switch_g
anim_switch_grenade_off	= switch
anim_draw_g				= draw
anim_holster_g			= holster

anim_idle_gl			= idle
anim_reload_gl			= reload
anim_draw_gl			= draw
anim_holster_gl			= holster
anim_shoot_gl			= shoot


[wpn_hpsa]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\hpsa"					; option for Level Editor
$npc			 = on				; option for Level Editor
$prefetch 		= 8
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_HPSA
min_radius               = 0
max_radius               = 30

cost					 = 300

ammo_limit		 = 120
ammo_current		 = 0
ammo_elapsed		 = 0

ammo_mag_size		 = 12
ammo_class		 = ammo_9x19_fmj, ammo_9x19_pbp

resource		= 6000

hand_dependence		 = 1

slot 			 = 1		; // primary
inv_name		= HPSA
inv_name_short		= HPSA
inv_weight		= .5

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 16
inv_grid_y			= 7

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5
fire_dispersion          = 1.0
fire_dispersion_add      = 1
fire_dispersion_relax    = 3
fire_dispersion_base	 = 1.5
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003

;cam_relax                = 0.37
;cam_dispersion           = 2
direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.04, 0.2
flame_div                = 5
flame_length             = .1
flame_size               = 0.07
flame			 = ShotFlame1, ShotFlame2, ShotFlame3

flame_particles		   = weapons\generic_weapon

rpm_empty_click 	 = 200
; ttc
hit_power                = 30
hit_impulse		 		 = 75
hit_type = wound

fire_distance            = 150
rpm                      = 120
; end ttc
hud                      = wpn_HPSA_hud
normal                   = 0, 1, 0
position                 = -0.02, -0.25, 0.35
orientation              = 0, 3, 0
startup_ammo             = 90
visual                   = weapon\hpsa\wpn_hpsa.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

ph_mass			 = 1
cost			 = 450

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0

 
[wpn_hpsa_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.05, 0.0, 0.1
fire_bone                = wpn_body
orientation              = 0,0,0
position                 = 0,0,0
visual                   = weapon\hpsa\wpn_hpsa_hud.ogf

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[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

cost					 = 250

ammo_limit		 = 120
ammo_current		 = 96
ammo_elapsed		 = 12

ammo_mag_size		 = 12
ammo_class		 = ammo_9x18_fmj, ammo_9x18_pbp, ammo_9x18_pmm

resource		= 6000

hand_dependence		 = 1

slot 			 = 1
inv_name		= PM
inv_name_short		= PM
inv_weight		= .5

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

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5

fire_dispersion          = 1
fire_dispersion_add      = 3
fire_dispersion_relax    = 3
fire_dispersion_base	 = 1.5
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003

;cam_relax                = 0.37
;cam_dispersion           = 2

direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.04, 0.2
flame_div                = 5
flame_length             = .1
flame_size               = 0.09
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
flame_particles		   = weapons\generic_weapon
rpm_empty_click 	 = 200

; ttc
hit_power                = 30
hit_impulse		 		 = 80
hit_type = wound

fire_distance            = 120
rpm                      = 120
; end ttc

hud                      = wpn_PM_hud
normal                   = 0, 1, 0
position                 = 0.00, -0.25, 0.35
orientation              = 0, 5, 0
;startup_ammo             = 90
visual                   = weapon\pm\wpn_pm.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
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

 
[wpn_pm_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.05, 0.07, 0.05
fire_bone                = wpn_body
orientation              = 0,0,0
position                 = 0,0,0
visual                   = weapon\pm\wpn_pm_hud.ogf

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_walther]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\walther"					; option for Level Editor
$npc			 = on		; option for Level Editor
$prefetch 		= 8
scheduled            	= off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_WALTHR
min_radius               = 0
max_radius               = 30

cost					 = 300

ammo_limit		 = 120
ammo_current		 = 96
ammo_elapsed		 = 12

ammo_mag_size		 = 12
ammo_class		 = ammo_9x19_fmj, ammo_9x19_pbp

resource		= 6000

hand_dependence		 = 1

slot 			 = 1
inv_name		= Walther
inv_name_short		= Walther
inv_weight		= .5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 5

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5

fire_dispersion          = 1
fire_dispersion_add      = 3
fire_dispersion_relax    = 3
fire_dispersion_base	 = 1.5
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003

;cam_relax                = 0.37
;cam_dispersion           = 2

direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.04, 0.2
flame_div                = 5
flame_length             = .1
flame_size               = 0.09
flame			 = ShotFlame1, ShotFlame2, ShotFlame3

flame_particles		   = weapons\generic_weapon

rpm_empty_click 	 = 200

; ttc
hit_power                = 40
hit_impulse		 		 = 80
hit_type = wound

fire_distance            = 120
rpm                      = 120
; end ttc

hud                      = wpn_walther_hud
normal                   = 0, 1, 0
position                 = -0.05, 0.03, 0.055
orientation              = -3.5, -6.7, -5
;startup_ammo             = 90
visual                   = weapon\walter_99\wpn_walter_99.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
ui_icon			 = ui\ui_hud_wpn_walther99
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
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

 
[wpn_walther_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.05, 0.07, 0.05
fire_bone                = wpn_body
orientation              = 0,0,0
position                 = 0,0,0
visual                   = weapon\walter_99\wpn_walter_99_hud.ogf

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_usp]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\usp"					; option for Level Editor
$npc			 = on		; option for Level Editor
$prefetch 			= 8
scheduled            	= off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_USP45
min_radius               = 0
max_radius               = 30

cost					 = 111

ammo_limit		 = 120
ammo_current		 = 96
ammo_elapsed		 = 12

ammo_mag_size		 = 12
ammo_class		 = ammo_9x19_fmj, ammo_9x19_pbp

resource		= 6000

hand_dependence		 = 1

slot 			 = 1
inv_name		= USP45
inv_name_short		= USP45
inv_weight		= .5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 11
inv_grid_y			= 8

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5

fire_dispersion          = 1
fire_dispersion_add      = 3
fire_dispersion_relax    = 3
fire_dispersion_base	 = 1.5
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003

;cam_relax                = 0.37
;cam_dispersion           = 2

direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.04, 0.2
flame_div                = 5
flame_length             = .1
flame_size               = 0.09
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
flame_particles		   = weapons\generic_weapon
rpm_empty_click 	 = 200

; ttc
hit_power                = 35
hit_impulse		 		 = 80
hit_type = wound

fire_distance            = 120
rpm                      = 120
; end ttc

hud                      = wpn_usp_hud
normal                   = 0, 1, 0
position                 = -0.05, 0.03, 0.055
orientation              = -3.5, -6.7, -5
;startup_ammo             = 90
visual                   = weapon\usp_45\wpn_usp_45.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
ui_icon			 = ui\ui_hud_wpn_usp
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
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

 
[wpn_usp_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.05, 0.07, 0.05
fire_bone                = wpn_body
orientation              = 0,0,0
position                 = 0,0,0
visual                   = weapon\usp_45\wpn_usp_45_hud.ogf

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


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; RPG7
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[wpn_rpg7]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\rpg-7"					; option for Level Editor
$npc			 = on		; option for Level Editor
$prefetch 		 = 16
scheduled            	= off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_RPG7
min_radius               = 50
max_radius               = 150

cost					 = 4000

ammo_limit		 = 120
ammo_current		 = 96
ammo_elapsed		 = 12

ammo_mag_size		 = 1
ammo_class		 = ammo_og-7b

resource		= 6000

hand_dependence		 = 2

slot 			 = 2
inv_name		= RPG7
inv_name_short		= RPG7
inv_weight		= .5

inv_grid_width		= 5
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 0

cam_relax_speed          = -4.5
cam_dispersion           = -16
cam_max_angle		 = 8

fire_dispersion          = 0.7
fire_dispersion_add      = 10
fire_dispersion_relax    = 3
fire_dispersion_base	 = 1.5
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003

;cam_relax                = 0.37
;cam_dispersion           = 2

direction                = 0, 0, 1
shell_point				 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.04, 0.2
flame_div                = 5
flame_length             = .1
flame_size              = 0.09
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
flame_particles		   = weapons\generic_shoot_00
rpm_empty_click 	 = 200

; ttc
hit_power       = 25
hit_impulse		= 80
hit_type = wound ;shock\strike\burn

fire_distance            = 400
rpm                      = 600
; end ttc

hud                      = wpn_rpg7_hud
normal                   = 0, 1, 0
position                 = -0.05, -0.26, 0.25
;orientation              = 0, 0, 0
orientation              = 0, 0, 0
;startup_ammo             = 90
visual                   = weapon\rpg_7\wpn_rpg_7.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
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

max_zoom_factor				= 30
scope_zoom_factor			= 30


 
[wpn_rpg7_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.05, 0.07, 0.05
fire_bone                = wpn_body_1
orientation              = 0,0,0
position                 = 0,0,0
visual                   = weapon\rpg_7\wpn_rpg_7_hud.ogf

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


[wpn_rpg7_missile]
GroupControlSection	= spawn_group
discovery_dependency = 
visual                  = weapon\rpg_7\wpn_rpg_7_grenade.ogf
cform                    = skeleton
class                    = G_RPG7

inv_weight				= 0

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0

cost					 = 100

blast				= 15000	;3000
blast_r				= 15
frags				= 0
frags_r				= 50
frag_hit			= 50

wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05

effects				= explosions\explosion-031 
trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

light_color		         = 0.17,0.13,0.12
light_range		         = 30.0
light_time 		         = 200

ph_mass			 = 5
engine_f			= 530
engine_u			= 90

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_fort]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\fort"					; option for Level Editor
$npc			 = on				; option for Level Editor
$prefetch 		= 8
scheduled            = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_FORT
min_radius               = 5
max_radius               = 30

cost					 = 300

ammo_limit		 = 120
ammo_current		 = 90
ammo_elapsed		 = 12

ammo_mag_size		 = 12
ammo_class		 = ammo_9x18_fmj, ammo_9x18_pbp, ammo_9x18_pmm

resource		= 6000

hand_dependence		 = 1

slot 			 = 1		; // primary
inv_name		= FORT
inv_name_short		= FORT
inv_weight		= .5

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 10
inv_grid_y			= 8


cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5
fire_dispersion          = 0.7
fire_dispersion_add      = 2
fire_dispersion_relax    = 3
fire_dispersion_base	 = 1.5
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003

;cam_relax               = 0.37
;cam_dispersion          = 2
direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.00, 0.04, 0.2
flame_div                = 5
flame_length             = .1
flame_size               = 0.09
flame			 = ShotFlame1, ShotFlame2, ShotFlame3, 
flame_particles		   = weapons\generic_weapon
rpm_empty_click 	 = 200
; ttc

hit_power                = 60 ;30
hit_impulse		 		 = 60
hit_type = wound

fire_distance            = 150
rpm                      = 120
; end ttc
hud                      = wpn_FORT_hud
normal                   = 0, 1, 0
position                 = -0.02, -0.25, 0.35
orientation              = 0, 3, 0
startup_ammo             = 90
visual                   = weapon\fort\wpn_fort.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.17,0.13,0.12
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


[wpn_fort_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.05, 0.05, 0.05
fire_bone                = wpn_body
orientation              = 0,0,0
position                 = 0,0,0
visual                   = weapon\fort\wpn_fort_hud.ogf

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


[wpn_m134]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\m-134"					; option for Level Editor
$npc			 = on				; option for Level Editor
scheduled                = off              ; option for ALife Simulator
cform                    = skeleton
ammo_limit		 = 9999
ammo_current		 = 0
ammo_elapsed		 = 1000
ammo_class		 = ammo_9x18_fmj
class                    = W_M134
hand_dependence		 = 2
slot 			 = 2		; // secondary
inv_name		= M134
inv_name_short		= M134
inv_weight		= 5.

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

min_radius               = 0
max_radius               = 50

cost					 = 3500

cam_relax_speed          = 15.0
cam_dispersion           = 5.0
cam_max_angle		 = 1.2
fire_dispersion          = 3.5
fire_dispersion_add      = 0.75
fire_dispersion_relax    = 0.4
fire_dispersion_base	 = 0.5
disp_vel_factor		 = 0.3
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003

direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point	         = 0.0, 0.0, 0.7
fire_bone                = barrels
flame_div                = 10
flame_length             = .5
flame_size               = 0.14
flame			 = weapons\generic\ShotFlame1, weapons\generic\ShotFlame2, weapons\generic\ShotFlame3
flame_particles		   = weapons\generic_weapon
; ttc
hit_power                = 10
fire_distance            = 400
ammo_mag_size		 = 1000
rpm                      = 2000
; end ttc
hud                      = wpn_m134_hud
normal                   = 0, 1, 0
position                 = .15, .02, 0.61
orientation              = -19, 12, 0
rot_axis_hud             = Z
rot_axis_wpn             = Z
rot_bone                 = barrels
rot_break_accel          = 17
rot_max_speed            = 73
rot_spinup_accel         = 49
rpm_empty_click 	 = 500
servo_max_freq           = 22050
servo_min_freq           = 1000
startup_ammo             = 9999
visual                   = weapon\m134\wpn_m134.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.03
ui_icon			 = ui\hud_wpn_m134
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 1
tracer_width		 = 0.07
light_color		 = 0.07,0.03,0.02
light_range		 = 3.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0


[wpn_m134_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0, .45
fire_bone                = barrels
orientation              = 4, 5, 0
position                 = .13, -.19, 0.75
visual                   = weapon\m134\wpn_m134_hud.ogf

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


[wpn_toz34]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\toz-34"					; option for Level Editor
$npc			 = on				; option for Level Editor
$prefetch 		 = 8
scheduled                = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_SHOTGN
min_radius               = 0
max_radius               = 50

cost					 = 1000

ammo_limit		 = 60
ammo_current		 = 10
ammo_elapsed		 = 0

ammo_mag_size		 = 2
ammo_class		 = ammo_12x70_buck, ammo_12x76_dart, ammo_12x76_zhekan

resource		= 6000

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5
fire_dispersion          = 2
fire_dispersion_add      = 5
fire_dispersion_relax    = 2
fire_dispersion_base	 = 1.1
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003
hand_dependence 	 = 2

slot 			 = 2		; // secondary
inv_name		= TOZ34
inv_name_short		= TOZ34
inv_weight		= .5

inv_grid_width		= 6
inv_grid_height		= 1
inv_grid_x			= 12
inv_grid_y			= 2


;cam_relax                = 0.37
;cam_dispersion           = 2
direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.11, 0.95
fire_point2              = 0.0, 0.10, 0.95
flame_div                = 7
flame_length             = .5
flame_size               = 0.10
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
flame_particles		   = weapons\generic_weapon
rpm_empty_click 	 = 200
; ttc

hit_power                = 50
hit_impulse		 = 150
hit_type = wound

fire_distance            = 50
rpm                      = 350
; end ttc
hud                      = wpn_shotgun_hud
normal                   = 0, 1, 0
position                 = -0.03, 0.025, 0.045
orientation              = -2, -4.5, 0
startup_ammo             = 10
visual                   = weapon\toz34\wpn_toz34_ext.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 0
tracer_width		 = 0.00
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
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

 
[wpn_shotgun_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.0, 0.06
fire_point2              = 0.0, 0.0, 0.01
fire_bone                = wpn_barrel_0
orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapon\toz34\wpn_toz34_hud.ogf

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


[wpn_svd]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\svd"					; option for Level Editor
$npc			 = on				; option for Level Editor
$prefetch 		 = 8
scheduled                = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_SVD
min_radius               = 0
max_radius               = 50

cost					 = 3000

ammo_limit				= 60
ammo_current			= 10
ammo_elapsed			= 0

ammo_mag_size			= 10
ammo_class				= ammo_7.62x54_7h1, ammo_7.62x54_ap, ammo_7.62x54_7h14

resource				= 6000

cam_relax_speed         = 5
cam_dispersion          = 4
cam_max_angle			= 5
fire_dispersion         = 0.5
fire_dispersion_add     = 5
fire_dispersion_relax   = 2
fire_dispersion_base	= 1.1
disp_vel_factor			= 0.1
disp_crouch_factor		= 0.75
disp_jump_factor		= 3
fire_dispersion_condition_factor = 0.3
misfire_probability		= 0.5
condition_shot_dec		= 0.0003
hand_dependence 		= 2

slot 					= 2		; // secondary
inv_name				= SVD
inv_name_short			= SVD
inv_weight				= 5.

inv_grid_width			= 6
inv_grid_height			= 1
inv_grid_x			= 0
inv_grid_y			= 0


;cam_relax              = 0.37
;cam_dispersion         = 2
direction               = 0, 0, 1
shell_point				= 0.0, 0.0, 0.0
fire_point              = 0.0, 0.0, 0.95
flame_div               = 7
flame_length            = .3
flame_size              = 0.07
flame					= ShotFlame1, ShotFlame2, ShotFlame3
flame_particles		    = weapons\generic_weapon
rpm_empty_click 		= 200
; ttc

hit_power                = 65
hit_impulse		 		 = 500		;120
hit_type = wound

fire_distance            = 800
rpm                      = 120
; end ttc
hud                      = wpn_svd_hud
normal                   = 0, 1, 0
position                 = -0.03, 0.1, 0.059
orientation              = -0.0, -6.7, -5
startup_ammo             = 10
visual                   = weapon\svd\wpn_svd.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 0
tracer_width		 = 0.00
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
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

max_zoom_factor				= 10
scope_zoom_factor			= 10

 
[wpn_svd_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.3, -0.07, 0.15
fire_bone                = wpn_body
orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapon\svd\wpn_svd_hud.ogf

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


[wpn_svu]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\svu"					; option for Level Editor
$npc			 = on				; option for Level Editor
$prefetch 		 = 8
scheduled                = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_SVU
min_radius               = 0
max_radius               = 50

cost					 = 3100

ammo_limit		 = 60
ammo_current		 = 10
ammo_elapsed		 = 0

ammo_mag_size		 = 10
ammo_class		 = ammo_7.62x54_7h1, ammo_7.62x54_ap, ammo_7.62x54_7h14

resource		= 6000

cam_relax_speed          = 5.5
cam_dispersion           = 4
cam_max_angle		 = 5
fire_dispersion          = 1
fire_dispersion_add      = 5
fire_dispersion_relax    = 4
fire_dispersion_base	 = 1.1
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3
fire_dispersion_condition_factor = 0.3
misfire_probability = 0.5
condition_shot_dec = 0.0003
hand_dependence 	 = 2
slot 			 = 2		; // secondary
inv_name		 = SVU
inv_name_short		 = SVU
inv_weight		 = 5.

inv_grid_width		= 5
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 4

;cam_relax                = 0.37
;cam_dispersion           = 2
direction                = 0, 0, 1
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.0, 0.03, 0.6
fire_point2              = 0.0, 0.0, 0.0
flame_div                = 3
flame_length             = .1
flame_size               = 0.04
flame			 = ShotFlame1, ShotFlame2, ShotFlame3
flame_particles		   = weapons\generic_weapon
rpm_empty_click 	 = 200
; ttc

hit_power                = 65
hit_impulse		 = 110
hit_type = wound

fire_distance            = 600
rpm                      = 300
; end ttc
hud                      = wpn_svu_hud
normal                   = 0, 1, 0
position                 = -0.05, 0.03, 0.055
orientation              = -3.5, -6.7, -5
startup_ammo             = 10
visual                   = weapon\svu\wpn_svu.ogf
wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05
tracer_head_speed	 = 250
tracer_trail_scale	 = 0.75
tracer_start_length	 = 0
tracer_width		 = 0.00
light_color		 = 0.17,0.13,0.12
light_range		 = 3.0
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

max_zoom_factor				= 10
scope_zoom_factor			= 10

 
[wpn_svu_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.07, -0.05, 0.11
fire_bone                = wpn_body
orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapon\svu\wpn_svu_hud.ogf

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


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; BINOCULARS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_binoc]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "weapons\binocular"					; option for Level Editor
$npc			 = on				; option for Level Editor
$prefetch 		 = 8
scheduled                = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_BINOC
hud                      = wpn_BINOC_hud
position                 = 0, 0, .2
normal                   = 0, 1, 0
direction                = 0, 0, 1
orientation              = -12, 7, 0
visual                   = weapon\binoculars\wpn_binoculars.ogf
hand_dependence		 = 1
slot 			 = 4		; // binocular
inv_name		 = BINOCULAR
inv_name_short		 = BINOCULAR
inv_weight		 = .5

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 16
inv_grid_y			= 8

resource		= 6000
min_radius               = 100
max_radius               = 150

cost					 = 350

cam_relax_speed          = 5.5
cam_dispersion           = 2
cam_max_angle		 = 5
disp_vel_factor		 = 0.1
disp_crouch_factor	 = 0.75
disp_jump_factor	 = 3

ph_mass			 = 1
cost			 = 120

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0

max_zoom_factor				= 10
scope_zoom_factor			= 10


[wpn_binoc_hud]
shell_point		 = 0.0, 0.0, 0.0
fire_point               = 0.05, 0.0, 0.1
fire_bone                = binoculars
orientation              = 10, 0, -2
position                 = 0.15, -0.14, 0.25
visual                   = weapon\binoculars\wpn_binoculars_hud.ogf


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; AMUNITION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_fmj]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\9x18_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron9_18_fmj.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 50

inv_name		= "9x18 FMJ"
inv_name_short		= "FMJ"
inv_weight		= .25

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 11
inv_grid_y			= 12


k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_pbp]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\9x18_pbp" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron9_pbp.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 50

inv_name		= "9x18 PBP"
inv_name_short		= "JSP-AP"
inv_weight		= .25

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 13
inv_grid_y			= 12

k_dist			= 1
k_disp			= 1
k_hit			= 1.5
k_impulse		= 2
k_pierce		= 2.5
impair			= 1.15
buck_shot		= 1
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_pmm]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\9x18_pmm" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron9_18_pmm.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 50

inv_name		= "9x18 PMM"
inv_name_short		= "+P+"
inv_weight		= .25

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 12
inv_grid_y			= 12

k_dist			= 1.5
k_disp			= 1
k_hit			= 1.3
k_impulse		= 1.3
k_pierce		= 1.5
impair			= 1.5
buck_shot		= 1
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_fmj]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\9x19_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron9_fmj.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 50

inv_name		= "9x19 FMJ"
inv_name_short		= "FMJ"
inv_weight		= .3

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 12

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_pbp]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\9x19_pbp" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron9_19_pbp.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 50

inv_name		= "9x19 PBP"
inv_name_short		= "JSP-AP"
inv_weight		= .3

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 14
inv_grid_y			= 12

k_dist			= 1
k_disp			= 1
k_hit			= 1.5
k_impulse		= 2
k_pierce		= 2.5
impair			= 1.15
buck_shot		= 1
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_fmj]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\5.45x39_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron545.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 60

inv_name		= "5.45x39 FMJ"
inv_name_short		= "FMJ"
inv_weight		= .5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 12
inv_grid_y			= 11

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_ap]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\5.45x39_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron545_ap.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 60

inv_name		= "5.45x39 AP"
inv_name_short		= "AP"
inv_weight		= .5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 16
inv_grid_y			= 11

k_dist			= 1
k_disp			= 1
k_hit			= 0.75
k_impulse		= 0.5
k_pierce		= 2
impair			= 1.05
buck_shot		= 1
tracer			= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ss190]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\5.56x45_ss_190" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron556.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 60

inv_name		= "5.56x45 SS190"
inv_name_short		= "SS190"
inv_weight		= .5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 14
inv_grid_y			= 11

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ap]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\5.56x45_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron556_ap.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 60

inv_name		= "5.56x45 AP"
inv_name_short		= "AP"
inv_weight		= .5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 10
inv_grid_y			= 11

k_dist			= 1
k_disp			= 1
k_hit			= 0.75
k_impulse		= 0.5
k_pierce		= 2
impair			= 1.05
buck_shot		= 1
tracer			= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.7x28_fmj]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\5.7x28_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron57.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 60

inv_name		= "5.7x28 FMJ"
inv_name_short		= "FMJ"
inv_weight		= .5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 10


k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.7x28_ap]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\5.7x28_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron57_AP.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 60

inv_name		= "5.7x28 AP"
inv_name_short		= "AP"
inv_weight		= .5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 8
inv_grid_y			= 11

k_dist			= 1
k_disp			= 1
k_hit			= 0.75
k_impulse		= 0.5
k_pierce		= 2
impair			= 1.05
buck_shot		= 1
tracer			= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_7h1]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\7.62x54_7_h_1" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron762_7h1.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 10

inv_name		= "7.62x54R 7H1"
inv_name_short		= "FMJ"
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 9

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_ap]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\7.62x54_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron762_AP.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 10

inv_name		= "7.62x54R BTZ"
inv_name_short		= "AP"
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 10

k_dist			= 1
k_disp			= 1
k_hit			= 0.75
k_impulse		= 0.5
k_pierce		= 2
impair			= 1.05
buck_shot		= 1
tracer			= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_7h14]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\7.62x54_7_h_14" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron762_7h14.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 10

inv_name		= "7.62x54R 7H14"
inv_name_short		= "Sniper"
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 17
inv_grid_y			= 9

k_dist			= 1.25
k_disp			= 0.75
k_hit			= 1.1
k_impulse		= 1.1
k_pierce		= 1.2
impair			= 1.25
buck_shot		= 1
tracer			= on

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_pab9]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\9x39_pab_9" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron9_pab9.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 60

inv_name		= "9x39 PAB-9"
inv_name_short		= "PAB-9"
inv_weight		= .5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 17
inv_grid_y			= 10

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_ap]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\9x39_ap" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron9_AP.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 60

inv_name		= "9x39 SP-6"
inv_name_short		= "AP"
inv_weight		= .5

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

k_dist			= 1
k_disp			= 1
k_hit			= 0.75
k_impulse		= 0.5
k_pierce		= 2
impair			= 1.05
buck_shot		= 1
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_sp5]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\9x39_sp_5" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron9_sp5.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 60

inv_name		= "9x39 SP-5"
inv_name_short		= "Sniper"
inv_weight		= .5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 11

k_dist			= 1.25
k_disp			= 0.75
k_hit			= 1.1
k_impulse		= 1.1
k_pierce		= 1.2
impair			= 1.25
buck_shot		= 1
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_fmj]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\11.43x23_fmj" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron45.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 50

inv_name		= "11.43x23 FMJ"
inv_name_short		= "FMJ"
inv_weight		= .4

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 12

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 1
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_hydro]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\11.43x23_hydro" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\patron45_Hydro.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 50

inv_name		= "11.43x23 Hydro"
inv_name_short		= "JHP-AP"
inv_weight		= .4

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 7
inv_grid_y			= 12

k_dist			= 0.85
k_disp			= 1
k_hit			= 1.5
k_impulse		= 2
k_pierce		= 2.5
impair			= 1.15
buck_shot		= 1
tracer			= off


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x70_buck]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\12x70_buck" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\kartech.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 10

inv_name		= "12x70 BUCK"
inv_name_short		= "BUCK"
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 13
inv_grid_y			= 9

k_dist			= 1
k_disp			= 1
k_hit			= 1
k_impulse		= 1
k_pierce		= 1
impair			= 1
buck_shot		= 10
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_dart]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\12x76_dart" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\dart.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 10

inv_name		= "12x70 DART"
inv_name_short		= "DART"
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 13
inv_grid_y			= 10

k_dist			= 6
k_disp			= .1
k_hit			= 4
k_impulse		= 3
k_pierce		= 5
impair			= 1.2
buck_shot		= 1
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_zhekan]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\12x76_zhekan" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\zhekan.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 10

inv_name		= "12x70 Zhekan "
inv_name_short		= "JHP"
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 11
inv_grid_y			= 10

k_dist			= 3
k_disp			= .5
k_hit			= 5
k_impulse		= 5
k_pierce		= 2
impair			= 1.15
buck_shot		= 1
tracer			= off


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_og-7b]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\og-7-b" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\rpg.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 1

inv_name		= "OG-7B"
inv_name_short	= "OG-7B"
inv_weight		= .2

inv_grid_width		= 4
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 5


k_dist			= 3
k_disp			= .5
k_hit			= 5
k_impulse		= 5
k_pierce		= 2
impair			= 1.15
buck_shot		= 0
tracer			= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Grenades for Attachable grenade launcher
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ammo_vog-25p]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\vog-25p" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\vog25p.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 1

inv_name		= "VOG-25P"
inv_name_short	= "VOG-25P"
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 10

k_dist			= 3
k_disp			= .5
k_hit			= 5
k_impulse		= 5
k_pierce		= 2
impair			= 1.15
buck_shot		= 0
tracer			= off

fake_grenade_name = wpn_fake_missile

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_vog-25]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\ammo\vog-25" ; option for Level Editor
class			= AMMO
cform                   = skeleton
visual                  = munition\vog25.ogf
$prefetch 		= 64

cost					 = 50

box_size		= 1

inv_name		= "VOG-25"
inv_name_short	= "VOG-25"
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 9

k_dist			= 3
k_disp			= .5
k_hit			= 5
k_impulse		= 5
k_pierce		= 2
impair			= 1.15
buck_shot		= 0
tracer			= off

fake_grenade_name = wpn_fake_missile1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Fake Missiles and Grenades
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[wpn_fake_missile]
visual                  = munition\vog25p.ogf
cform                    = skeleton
class                    = G_FAKE

inv_weight				= 0

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0


cost					 = 100

blast				= 3000
blast_r				= 15
frags				= 0
frags_r				= 50
frag_hit			= 50

wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05

;trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

effects				= explosions\explosion-031 
light_color		         = 0.17,0.13,0.12
light_range		         = 1.0
light_time 		         = 200


ph_mass			 = 5
;engine_f			= 530
;engine_u			= 90


[wpn_fake_missile1]
visual                  = munition\vog25p.ogf
cform                    = skeleton
class                    = G_FAKE

inv_weight				= 0

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 0
inv_grid_y			= 0


cost					 = 100

blast				= 3000
blast_r				= 15
frags				= 0
frags_r				= 50
frag_hit			= 50

wm_name                  = wallmarks\wallmark_default
wm_size                  = 0.05

;trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

effects				= explosions\explosion-031 
light_color		         = 0.17,0.13,0.12
light_range		         = 1.0
light_time 		         = 200


ph_mass			 = 5
;engine_f			= 530
;engine_u			= 90



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Addons
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_addon_scope]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\scope" ; option for Level Editor
class			= W_SCOPE
cform           = skeleton
visual          = munition\vog25p.ogf
;$prefetch 		= 64

cost					 = 50

inv_name		= "Scope"
inv_name_short	= "Scope"
inv_weight		= .2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 2
scope_texture		= wpn\wpn_crosshair
scope_zoom_factor	= 20

[wpn_addon_silencer]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\silencer" ; option for Level Editor
class			= W_SILENC
cform           = skeleton
visual          = munition\vog25p.ogf
;$prefetch 		= 64

cost					 = 50

inv_name		= "Silencer"
inv_name_short	= "Silencer"
inv_weight		= .2

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

[wpn_addon_grenade_launcher]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn			= "weapons\addons\grenade_launcher" ; option for Level Editor
class			= W_GLAUNC
cform           = skeleton
visual          = munition\vog25p.ogf
;$prefetch 		= 64

cost					 = 50

inv_name		= "Grenade Launcher Addon"
inv_name_short	= "Grenade Launcher Addon"
inv_weight		= .2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 0

