[wpn_mp7]:identity_immunities,weapon_probability,default_weapon_params
GroupControlSection     = spawn_group
$spawn                  = "weapons\mp5"               ; option for Level Editor
$npc              = on           ; option for Level Editor
$prefetch               = 8
scheduled               = off                                ; option for ALife Simulator
cform                   = skeleton
class                   = WP_LR300
description          	= st_wpn_mp7_descr
ef_main_weapon_type     = 2
ef_weapon_type          = 6

default_to_ruck         = false
sprint_allowed          = true
control_inertion_factor = 1.0

;-------------------------------------------------------------------------------
cost              = 3600            ; the price of the item
weapon_class      = assault_rifle      ; the type of the box that will be used in buy-menu in multiplayer mode
inv_weight        = 2.5

upgrades                = up_gr_firstab_mp5, up_gr_seconab_mp5, up_gr_thirdab_mp5, up_gr_fourtab_mp5, up_gr_fifthab_mp5, up_gr_fifthcd_mp5
installed_upgrades      =
upgrade_scheme          = upgrade_scheme_mp5

;----TTX--------------------------------------------------------------------------
hit_power            = 0.35, 0.35, 0.35, 0.35
hit_impulse          = 100    ; size of physic impulse by bullet
hit_type             = fire_wound            ; [] type of the wound
fire_distance           = 200                  ; maximum fire distance that bullet can fly
bullet_speed            = 270                ; starting bullet speed
rpm                     = 620
rpm_empty_click         = 200

use_aim_bullet          = false                ;Поддерживается ли первая суппер пуля
time_to_aim             = 3.0

hud                     = wpn_mp7_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	     	= 0.004
;шанс осечки при изношености больше чем misfireEndCondition
misfire_end_prob	     	= 0.057
;увеличение изношености при одиночном выстреле
condition_shot_dec      	= 0.0012
;увеличение изношености при выстреле очередью
condition_queue_shot_dec	= 0.0014

ammo_elapsed      = 30
ammo_mag_size     = 30           ; clip (magazine) size
fire_modes		  = 1, 3, -1
ammo_class		  = ammo_9x19_fmj, ammo_9x19_pbp
grenade_class     = ammo_vog-25         ; name of the ltx-section of used grenades

launch_speed      = 0
hand_dependence   = 1
single_handed     = 0

;---DOF-------------------------------------------------------------------------
zoom_dof             = 0.5, 1.0, 180
reload_dof           = 0.0, 0.5, 5, 2

;---дисперсия---------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base    = 0.32  ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)
control_inertion_factor = 1.1f
crosshair_inertion   	= 4.35

;отдача
cam_return			 = 0
cam_relax_speed      = 5		;скорость возврата в исходное положение
cam_relax_speed_ai   = 120.75
cam_dispersion       = 0.5		;увеличения угла (в градусах) с каждым выстрелом
cam_dispersion_inc   = 0.25		;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        = 50.0		;максимальный угол отдачи
cam_max_angle_horz   = 50.0		;(degree) maximum shot horizontal degree
cam_step_angle_horz  = 1.5		;(degree) size of step camera moved in horizontal position while shooting

PDM_disp_base 				= 0.5
PDM_disp_vel_factor 		= 1.5
PDM_disp_accel_factor 		= 1.5
PDM_disp_crouch	 			= 1.0
PDM_disp_crouch_no_acc 		= 1.0

zoom_cam_relax_speed        = 10    ; scope & ironsight
zoom_cam_relax_speed_ai     = 120.75
zoom_cam_dispersion         = 0.5
zoom_cam_dispersion_inc     = 0.25
zoom_cam_dispersion_frac    = 1.0
zoom_cam_max_angle          = 50.0
zoom_cam_max_angle_horz     = 50.0
zoom_cam_step_angle_horz    = 1.5

fire_dispersion_condition_factor = 9        ;увеличение дисперсии в процентах при максимальном износе

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

min_radius              = 0
max_radius              = 50

hit_probability_gd_novice  = 0.80
hit_probability_gd_stalker = 0.80
hit_probability_gd_veteran = 0.80
hit_probability_gd_master  = 0.80

;-------------------------------------------------------------------------------
slot              = 2                ; // secondary
animation_slot    = 8                ; type of the animation that will be used
inv_name          = st_wpn_mp7               ; name in inventory
inv_name_short    = st_wpn_mp7

inv_grid_width    = 4
inv_grid_height   = 1
inv_grid_x        = 0
inv_grid_y        = 27

upgr_icon_x			= 561
upgr_icon_y			= 129
upgr_icon_width		= 292
upgr_icon_height   	= 114

kill_msg_x        = 72
kill_msg_y        = 82
kill_msg_width    = 56
kill_msg_height   = 23

;-------------------------------------------------------------------------------
position                = -0.026, -0.125, -0.03
orientation             = 0, -10, 0

fire_point              = 0.0, 0.188, 0.392
fire_point2             = 0.0, 0.188, 0.392

flame_particles         = weapons\generic_weapon05
smoke_particles         = weapons\generic_shoot_00
grenade_flame_particles = weapons\generic_weapon01

shell_point          = 0.0, 0.188, 0.082
shell_dir            = 0.0, 1.0, 0.0

shell_particles         = weapons\generic_shells

;--STRAP PARAMETERS-----------------------------------------------------------------
;под мишкой
strap_position         	= -0.16,-0.36,0.15			; 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

startup_ammo            = 90
visual                  = dynamics\weapons\wpn_mp7\wpn_mp7.ogf

light_disabled                                = false
light_color             = 0.6,0.5,0.3
light_range             = 5
light_var_color         = 0.05
light_var_range         = 0.5
light_time              = 0.2

ph_mass                 = 3

;addons
scope_status            = 2                   ; 0 - no addon
silencer_status         = 2                   ; 1 - permanent
grenade_launcher_status = 0                   ; 2 - attachable

zoom_enabled            = true                                                ; (on,off)zoom mode (right mouse button)
zoom_rotate_time        = 0.25
scope_zoom_factor       = 50                                                ; fov for zoom mode

scope_name              = wpn_addon_scope_susat       ; section name for the attachable scope
scope_x              	= 47                 ; offset in inventory icon
scope_y                 = 0
silencer_name           = wpn_addon_silencer    ; section name for the attachable silencer
silencer_x              = 130 ;218                ; offset in inventory icon
silencer_y              = -13
grenade_launcher_name   = wpn_addon_grenade_launcher; section name for the attachable grenade launcher
grenade_launcher_x      = 126                ; offset in inventory icon
grenade_launcher_y      = 24

;звуки
snd_draw                = weapons\ak74_draw
snd_holster             = weapons\generic_holster
snd_shoot               = weapons\n_mp5_shot

snd_empty               = weapons\gen_empty, 0.5
snd_reload              = weapons\mp5_reload
snd_shoot_grenade       = weapons\gen_grenshoot
snd_reload_grenade      = weapons\gen_grenload, 1.0, 0.8
snd_switch              = weapons\groza_switch, 1.0, 0.5
snd_bore				= weapons\draw_silent
snd_bore1				= weapons\mp5_bore

silencer_flame_particles  = weapons\generic_weapon01
silencer_smoke_particles   = weapons\generic_shoot_00

snd_silncer_shot        = weapons\w_ak74_shot1

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


[wpn_mp7_hud]
zoom_hide_crosshair     = true
attach_place_idx        = 0
item_visual             = dynamics\weapons\wpn_mp7\wpn_mp7_hud.ogf

hands_position				= -0.106500,-0.162000,0.113001
hands_orientation			= -6.700007,-0.800001,-5.400002
hands_position_16x9				= -0.100500,-0.191500,0.135500
hands_orientation_16x9			= -3.999999,3.199998,-6.000006

item_position				= 0.014173,-0.001619,-0.004513
item_orientation			= 4.899572,0.078592,366.138245

shell_point             = 0.021,0.099,0.286
shell_dir               = 0.0, 1.0, 0.0
shell_bone              = wpn_body

fire_point				= 0,0.068,0.439
fire_bone               = wpn_body
fire_point2			= -0.030000,0.074500,-0.037000
fire_bone2                = wpn_body

anm_show                     = mp7_draw
anm_hide                     = mp7_hide
anm_idle                     = mp7_idle
anm_idle_sprint         = mp7_sprint
anm_idle_moving         = mp7_move
anm_shots               = mp7_shoot
anm_reload              = mp7_reload
anm_idle_aim            = mp7_idle
anm_bore                = mp7_idle

;anm_switch              = mp5_switch_off ;mp5_switch_off
;anm_switch_g            = mp5_switch_on ;mp5_switch_on


;anm_hide_w_gl           = mp5_holster_w_gl
;anm_show_w_gl           = mp5_draw_w_gl
;anm_idle_w_gl           = mp5_idle_w_gl
;anm_shots_w_gl          = mp5_shoot_w_gl
;anm_reload_w_gl         = mp5_reload_w_gl
;anm_idle_w_gl_aim       = mp5_idle_aim_w_gl
;anm_idle_sprint_w_gl                = mp5_idle_sprint_w_gl
;anm_idle_moving_w_gl                = mp5_idle_moving_w_gl
;anm_bore_w_gl                                = mp5_idle_bore_w_gl

;anm_show_g                         = mp5_draw_w_gl;mp5_draw_grenade
;anm_hide_g                         = mp5_holster_w_gl;mp5_holster_grenade
;anm_idle_g                         = mp5_idle_w_gl;mp5_idle_grenade
;anm_reload_g                       = mp5_reload_grenade
;anm_idle_g_aim                     = mp5_idle_aim_w_gl;mp5_idle_grenade
;anm_shots_g                        = mp5_shoot_grenade
;anm_idle_sprint_g                        = mp5_idle_sprint_w_gl;mp5_idle_sprint_grenade
;anm_idle_moving_g                        = mp5_idle_moving_w_gl;mp5_idle_moving_grenade
;anm_bore_g                                        = mp5_idle_bore_grenade


aim_hud_offset_pos				= -0.107500,0.029500,-0.018000
aim_hud_offset_rot				= -0.035000,-0.024500,0.010000

aim_hud_offset_pos_16x9				= -0.088000,0.037500,0.029000
aim_hud_offset_rot_16x9				= 0.035000,0.015000,-0.017500

gl_hud_offset_pos       	= 0,0,0;-0.053000,-0.059000,0.000000
gl_hud_offset_rot       	= 0,0,0;-0.145000,0.000000,0.000000

gl_hud_offset_pos_16x9    	= 0,0,0;-0.130000,0.003500,0.000500
gl_hud_offset_rot_16x9    	= 0,0,0;0.052500,0.045000,-0.010000

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