;------------------------------------------------------------------------------------------------
[wpn_bm16]:identity_immunities,weapon_probability,default_weapon_params,wpn_bm16_sounds
        GroupControlSection         = spawn_group
        $npc                        = on
        $prefetch                   = 8
        $spawn                      = "weapons\bm16"
        scheduled                   = off
        cform                       = skeleton
        
        class                       = WP_BM16
        slot                        = 2
        animation_slot              = 3
        ef_main_weapon_type         = 1
        ef_weapon_type              = 9
        hand_dependence             = 1
        single_handed               = 0
        
        inv_grid_height             = 1
        inv_grid_width              = 3
        inv_grid_x                  = 47
        inv_grid_y                  = 55
        inv_name                    = st_wpn_bm16
        inv_name_short              = st_wpn_bm16
        description                 = st_wpn_bm16_descr
        
        kind                        = w_shotgun
        inv_weight                  = 1.92
        cost                        = 9650
        repair_type                 = shotgun
        weapon_class                = shotgun
        
        hud                         = wpn_bm16_hud
        visual                      = dynamics\weapons\wpn_bm16\wpn_bm16.ogf
        position                    = -0.026, -0.096, 0.045
        orientation                 = 0, 30, 0
        fire_point                  = 0, 0.136, 0.39
        fire_point2                 = 0, 0.136, 0.39
        strap_bone0                 = bip01_spine2
        strap_bone1                 = bip01_spine1
        strap_position              = -0.26, -0.11, 0.15
        strap_orientation           = -15, -9, 110
        ph_mass                     = 3
        
        flame_particles             = weapons\generic_weapon05
        smoke_particles             = amik\weapons\smoke_particles\smoke_particles_pump_01
        
        light_color                 = 0.6, 0.5, 0.3
        light_range                 = 6.0
        light_time                  = 0.2
        light_var_color             = 0.05
        light_var_range             = 0.5
        
        upgrades                    = up_gr_firstab_bm16, up_gr_seconab_bm16, up_gr_thirdab_bm16
        installed_upgrades          =
        upgrade_scheme              = upgrade_scheme_bm16
        upgr_icon_x                 = 1450
        upgr_icon_y                 = 600
        upgr_icon_width             = 300
        upgr_icon_height            = 100
        
        ammo_class                  = ammo_12x70_buck, ammo_12x70_buck_bad, ammo_12x70_buck_verybad, ammo_12x76_zhekan, ammo_12x76_zhekan_bad, ammo_12x76_zhekan_verybad, ammo_12x76_dart, ammo_12x76_dart_bad, ammo_12x76_dart_verybad, ammo_12x70_buck_self
        ammo_elapsed                = 2
        ammo_mag_size               = 2
        startup_ammo                = 10
        
        scope_status                = 0
        scope_zoom_factor           = 0
        
        silencer_status             = 0
        
        grenade_launcher_status     = 0
        
        hit_impulse                 = 30
        hit_power                   = 0.77, 0.77, 0.77, 0.77
        hit_type                    = fire_wound
        fire_distance               = 200
        bullet_speed                = 220
        rpm                         = 1000
        rpm_empty_click             = 200
        
        time_to_aim                 = 0.0 ;  1.0		
        zoom_dof                    = 0.5, 1.0, 180
        zoom_enabled                = true
		zoom_rotate_time                         = 0.1
control_inertion_factor = 1.0f
        crosshair_inertion          = 4.0
        fire_dispersion_base        = 0.40
        fire_dispersion_condition_factor = 0.001
        
        misfire_start_condition     = 0.7 ;  0.85
        misfire_start_prob          = 0.007
        misfire_end_condition       = 0.1
        misfire_end_prob            = 0.11
        
        condition_queue_shot_dec    = 0.0018
        condition_shot_dec          = 0.0025
        
		cam_return                               = 0
		cam_relax_speed                          = 10
		cam_dispersion                           = 20.0
		cam_dispersion_frac                      = 0.7
		cam_dispersion_inc                       = 2.0
		cam_max_angle                            = 30.0
		cam_max_angle_horz                       = 25.0
		cam_step_angle_horz                      = 28.0
		zoom_cam_relax_speed                     = 10
		zoom_cam_dispersion                      = 20.0
		zoom_cam_dispersion_frac                 = 0.7
		zoom_cam_dispersion_inc                  = 2.5
		zoom_cam_max_angle                       = 30.0
		zoom_cam_max_angle_horz                  = 30.0
		zoom_cam_step_angle_horz                 = 20.0
        
        PDM_disp_accel_factor       = 1.355
        PDM_disp_base               = 1.35
        PDM_disp_crouch             = 1.0
        PDM_disp_crouch_no_acc      = 1.0
        PDM_disp_vel_factor         = 1.35
        
        cam_relax_speed_ai          = 360
        zoom_cam_relax_speed_ai     = 120.75
        holder_fov_modifier         = 1.0
        holder_range_modifier       = 1.0
        min_radius                  = 0
        max_radius                  = 500
        hit_probability_gd_novice   = 1.00
        hit_probability_gd_stalker  = 1.00
        hit_probability_gd_veteran  = 1.00
        hit_probability_gd_master   = 1.00
        
        kill_msg_x                  = 0
        kill_msg_y                  = 104
        kill_msg_width              = 54
        kill_msg_height             = 16
 

[wpn_bm16_hud]:hud_base
        item_visual                 = anomaly_weapons\wpn_bm16\wpn_bm16_hud.ogf
        attach_place_idx            = 0
        zoom_hide_crosshair         = true
        
        item_position               = 0, 0, 0
        item_orientation            = 0, 0, 0
        
        hands_position              = -0.01, -0.01, 0.03
        hands_position_16x9         = -0.01, -0.01, 0.03
        hands_orientation           = 0.9, 0.9, -4
        hands_orientation_16x9      = 0.9, 0.9, -4
        
        aim_hud_offset_pos          = -0.03, 0.05, -0.01
        aim_hud_offset_pos_16x9     = -0.03, 0.05, -0.01
        aim_hud_offset_rot          = 0, 0.01, -0.05
        aim_hud_offset_rot_16x9     = 0, 0.01, -0.05
        
        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
		
		shooting_hud_effect			= false
        
        anm_bore_0                  = blnd_bm16sh_afk_arms, bm16sh_idle_both
        anm_bore_1                  = blnd_bm16sh_afk_arms, bm16sh_idle_one
        anm_bore_2                  = blnd_bm16sh_afk_arms, bm16sh_idle
        anm_hide                    = blnd_bm16sh_holster_arms, bm16sh_idle, 1.5
        anm_hide_0                  = blnd_bm16sh_holster_arms, bm16sh_idle_both, 1.5
        anm_hide_1                  = blnd_bm16sh_holster_arms, bm16sh_idle_one, 1.5
        anm_hide_2                  = blnd_bm16sh_holster_arms, bm16sh_idle, 1.5
        anm_idle                    = blnd_bm16sh_idle_arms, bm16sh_idle
        anm_idle_0                  = blnd_bm16sh_idle_arms, bm16sh_idle_both
        anm_idle_1                  = blnd_bm16sh_idle_arms, bm16sh_idle_one
        anm_idle_2                  = blnd_bm16sh_idle_arms, bm16sh_idle
        anm_idle_aim_0              = blnd_bm16sh_idle_arms, bm16sh_idle_both, 1
        anm_idle_aim_1              = blnd_bm16sh_idle_arms, bm16sh_idle_one, 1
        anm_idle_aim_2              = blnd_bm16sh_idle_arms, bm16sh_idle, 1
        anm_idle_aim_moving_0       = blnd_bm16sh_idle_arms, bm16sh_idle_both, 0.90
        anm_idle_aim_moving_1       = blnd_bm16sh_idle_arms, bm16sh_idle_one, 0.90
        anm_idle_aim_moving_2       = blnd_bm16sh_idle_arms, bm16sh_idle, 0.90
        anm_idle_aim_moving_crouch_0 = blnd_bm16sh_idle_arms, bm16sh_idle_both, 0.95
        anm_idle_aim_moving_crouch_1 = blnd_bm16sh_idle_arms, bm16sh_idle_one, 0.95
        anm_idle_aim_moving_crouch_2 = blnd_bm16sh_idle_arms, bm16sh_idle, 0.95
        anm_idle_moving_0           = blnd_bm16sh_walk_arms, bm16sh_idle_both, 0.90
        anm_idle_moving_1           = blnd_bm16sh_walk_arms, bm16sh_idle_one, 0.90
        anm_idle_moving_2           = blnd_bm16sh_walk_arms, bm16sh_idle, 0.90
        anm_idle_moving_crouch_0    = blnd_bm16sh_walk_arms, bm16sh_idle_both, 0.90
        anm_idle_moving_crouch_1    = blnd_bm16sh_walk_arms, bm16sh_idle_one, 0.90
        anm_idle_moving_crouch_2    = blnd_bm16sh_walk_arms, bm16sh_idle, 0.90
        anm_idle_sprint_0           = blnd_bm16sh_sprint_arms, bm16sh_idle_both, 1.2
        anm_idle_sprint_1           = blnd_bm16sh_sprint_arms, bm16sh_idle_one, 1.2
        anm_idle_sprint_2           = blnd_bm16sh_sprint_arms, bm16sh_idle, 1.2
        anm_reload_1                = blnd_bm16sh_reloadone_arms, bm16sh_reloadone, 1.3
        anm_reload_2                = blnd_bm16sh_reloadfull_arms, bm16sh_reloadfull, 1.3
        anm_shot_1                  = blnd_bm16sh_shootboth_arms, bm16sh_shootboth
        anm_shot_2                  = blnd_bm16sh_shoot_arms, bm16sh_shootone
        anm_show_0                  = blnd_bm16sh_draw_arms, bm16sh_idle_both, 1.5
        anm_show_1                  = blnd_bm16sh_draw_arms, bm16sh_idle_one, 1.5
        anm_show_2                  = blnd_bm16sh_draw_arms, bm16sh_idle, 1.5
		anm_reload_misfire          = blnd_bm16sh_unjam_arms, bm16sh_unjam, 1.17
        
        shell_bone                  = wpn_body
        shell_dir                   = 0, 1, 0
        shell_point                 = 0, 0, 0
        
        fire_bone                   = muzzle
        fire_point                  = 0, 0, 0
 
		freelook_z_offset_mul		= 1
 
;------------------------------------------------------------------------------------------------
[wpn_bm16_alt]:wpn_bm16
        inv_grid_y                  = 56
        inv_name                    = st_wpn_bm16_alt
        inv_name_short              = st_wpn_bm16_alt
        
        cost                        = 12850
        
        hud                         = wpn_bm16_sk1_hud
        visual                      = dynamics\weapons\wpn_bm16\wpn_bm16_sk1.ogf
        
        installed_upgrades          = up_secona_bm16
        
        fire_dispersion_base        = 0.90
        
        misfire_start_condition     = 0.7 ;  0.83
        misfire_start_prob          = 0.007
        misfire_end_condition       = 0.09
        misfire_end_prob            = 0.11
        
        condition_queue_shot_dec    = 0.0017
        condition_shot_dec          = 0.0024
 

[wpn_bm16_sk1_hud]:wpn_bm16_hud
        item_visual                 = anomaly_weapons\wpn_bm16\wpn_bm16_sk1_hud.ogf
 
;------------------------------------------------------------------------------------------------
[wpn_bm16_full]:wpn_bm16,wpn_bm16full_sounds
        hand_dependence             = 1
        single_handed               = 0
        slot                        = 2
        
        inv_grid_height             = 1
        inv_grid_width              = 5
        inv_grid_x                  = 30
        inv_grid_y                  = 30
        inv_name                    = st_wpn_bm16_full
        inv_name_short              = st_wpn_bm16_full
        description                 = st_wpn_bm16_full_descr
        
        inv_weight                  = 3.4
        cost                        = 15480
        
        hud                         = wpn_bm16_full_hud
        visual                      = dynamics\weapons\wpn_bm16\wpn_bm16_full.ogf
        
        upgrades                    = up_gr_firstab_bm16_full, up_gr_seconab_bm16_full, up_gr_thirdab_bm16_full
        installed_upgrades          =
        upgrade_scheme              = upgrade_scheme_bm16
        
        ammo_class                  = ammo_12x70_buck, ammo_12x70_buck_bad, ammo_12x70_buck_verybad, ammo_12x76_zhekan, ammo_12x76_zhekan_bad, ammo_12x76_zhekan_verybad, ammo_12x76_dart, ammo_12x76_dart_bad, ammo_12x76_dart_verybad, ammo_12x70_buck_self
        ammo_elapsed                = 2
        ammo_mag_size               = 2
        startup_ammo                = 10
        
        time_to_aim                 = 1.0 ;  1.0	
		zoom_rotate_time                         = 0.33		
control_inertion_factor = 1.0f
        crosshair_inertion          = 7.3
        fire_dispersion_base        = 0.79
        fire_dispersion_condition_factor = 0.001
        
        misfire_probability         = 0.005
        misfire_start_condition     = 0.7 ;  0.85
        misfire_start_prob          = 0.007
        misfire_end_condition       = 0.1
        misfire_end_prob            = 0.11
        
        condition_queue_shot_dec    = 0.0016
        condition_shot_dec          = 0.0023
        
        cam_return                  = 0
        cam_relax_speed             = 4.0
        cam_dispersion              = 14.44
        cam_dispersion_frac         = 0.9
        cam_dispersion_inc          = 3.96
        cam_max_angle               = 50.0
        cam_max_angle_horz          = 50.0
        cam_step_angle_horz         = 10.55
        zoom_cam_relax_speed        = 4.0
        zoom_cam_dispersion         = 14.72
        zoom_cam_dispersion_frac    = 0.7
        zoom_cam_dispersion_inc     = 3.18
        zoom_cam_max_angle          = 50.0
        zoom_cam_max_angle_horz     = 50.0
        zoom_cam_step_angle_horz    = 10.53
        
        PDM_disp_accel_factor       = 1.955
        PDM_disp_base               = 1.8
        PDM_disp_crouch             = 1.0
        PDM_disp_crouch_no_acc      = 1.0
        PDM_disp_vel_factor         = 1.95
        
        cam_relax_speed_ai          = 360
        zoom_cam_relax_speed_ai     = 120.75
 

[wpn_bm16_full_hud]:wpn_bm16_hud
        item_visual                 = anomaly_weapons\wpn_bm16\wpn_bm16_full_hud.ogf
        attach_place_idx            = 0
        zoom_hide_crosshair         = true
		
        hands_position              = -0.01, 0.000, -0.1
        hands_position_16x9         = -0.01, 0.000, -0.1
        hands_orientation           = 0.9, 0.9, 0
        hands_orientation_16x9      = 0.9, 0.9, 0
        
        aim_hud_offset_pos          = -0.0435, 0.04, -0.05
        aim_hud_offset_pos_16x9     = -0.0435, 0.04, -0.05
        aim_hud_offset_rot          = 0, 0.0156, 0
        aim_hud_offset_rot_16x9     = 0, 0.0156, 0
        
        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
		
		shooting_hud_effect			= false
        
        anm_bore_0                  = blnd_bm16_afk_arms, idle_empty
        anm_bore_1                  = blnd_bm16_afk_arms, idle_one
        anm_bore_2                  = blnd_bm16_afk_arms, idle
        anm_hide                    = blnd_bm16_holster_arms, idle, 1.1
        anm_hide_0                  = blnd_bm16_holster_arms, idle_empty, 1.1
        anm_hide_1                  = blnd_bm16_holster_arms, idle_one, 1.1
        anm_hide_2                  = blnd_bm16_holster_arms, idle, 1.1
        anm_idle                    = blnd_bm16_idle_arms, idle
        anm_idle_0                  = blnd_bm16_idle_arms, idle_empty
        anm_idle_1                  = blnd_bm16_idle_arms, idle_one
        anm_idle_2                  = blnd_bm16_idle_arms, idle
        anm_idle_aim_0              = blnd_bm16_idleads_arms, idle_empty, 0.10
        anm_idle_aim_1              = blnd_bm16_idleads_arms, idle_one, 0.10
        anm_idle_aim_2              = blnd_bm16_idleads_arms, idle, 0.10
        anm_idle_aim_moving_0       = blnd_bm16_idleads_arms, idle_empty, 0.90
        anm_idle_aim_moving_1       = blnd_bm16_idleads_arms, idle_one, 0.90
        anm_idle_aim_moving_2       = blnd_bm16_idleads_arms, idle, 0.90
        anm_idle_aim_moving_crouch_0 = blnd_bm16_idleads_arms, idle_empty, 0.95
        anm_idle_aim_moving_crouch_1 = blnd_bm16_idleads_arms, idle_one, 0.95
        anm_idle_aim_moving_crouch_2 = blnd_bm16_idleads_arms, idle, 0.95
        anm_idle_moving_0           = blnd_bm16_walk_arms, idle_empty, 0.90
        anm_idle_moving_1           = blnd_bm16_walk_arms, idle_one, 0.90
        anm_idle_moving_2           = blnd_bm16_walk_arms, idle, 0.90
        anm_idle_moving_crouch_0    = blnd_bm16_walk_arms, idle_empty, 0.90
        anm_idle_moving_crouch_1    = blnd_bm16_walk_arms, idle_one, 0.90
        anm_idle_moving_crouch_2    = blnd_bm16_walk_arms, idle, 0.90
        anm_idle_sprint_0           = blnd_bm16_sprint_arms, idle_empty, 1.2
        anm_idle_sprint_1           = blnd_bm16_sprint_arms, idle_one, 1.2
        anm_idle_sprint_2           = blnd_bm16_sprint_arms, idle, 1.2
        anm_reload_1                = blnd_bm16_reloadone_arms, reloadone, 1.28
        anm_reload_2                = blnd_bm16_reloadfull_arms, reloadfull, 1.28
        anm_shot_1                  = blnd_bm16_shootfull_arms, shootfull
        anm_shot_2                  = blnd_bm16_shootone_arms, shootone
        anm_show_0                  = blnd_bm16_draw_arms, idle_empty, 1.1
        anm_show_1                  = blnd_bm16_draw_arms, idle_one, 1.1
        anm_show_2                  = blnd_bm16_draw_arms, idle, 1.1
		anm_reload_misfire          = blnd_bm16_unjam_arms, unjam, 1.12
 
 
 
;------------------------------------------------------------------------------------------------
[wpn_bm16_full_alt]:wpn_bm16_full
        inv_grid_y                  = 31
        inv_name                    = st_wpn_bm16_full_alt
        inv_name_short              = st_wpn_bm16_full_alt
        
        cost                        = 18250
        
        hud                         = wpn_bm16_full_sk1_hud
        visual                      = dynamics\weapons\wpn_bm16\wpn_bm16_full_sk1.ogf
        
        installed_upgrades          = up_firsta_bm16_full
        
        fire_dispersion_base        = 0.79
        
        misfire_start_condition     = 0.7 ;  0.79
        misfire_start_prob          = 0.003
        misfire_end_condition       = 0.08
        misfire_end_prob            = 0.02
        
        condition_queue_shot_dec    = 0.0016
        condition_shot_dec          = 0.0023
 

[wpn_bm16_full_sk1_hud]:wpn_bm16_full_hud
        item_visual                 = anomaly_weapons\wpn_bm16\wpn_bm16_full_sk1_hud.ogf