;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;; New Ordnance MISERY v2 Edition ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;; 30.03.2013 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;; _xXxTWiST3DxXx_ (concept & weapon GFX assets) ;;;;;;;;;;;;;;;;;
;;;;;;;; N.Aaroe (additional texture work) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;; alundaio (scripting) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;; trojanuch (implementation & factional loadout configs) ;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;; NOTICE FOR MODDERS ;;
; unless you need to edit already existing guns, do NOT edit the "w_*" files but make a new one that defines your new guns
; eg. "w_mygun.ltx"
; it will be automatically included and won't cause conflict with other mods that add/edit guns


#include "upgrades_properties.ltx"

#include "weapon_addons.ltx"
#include "weapon_silencers.ltx"
#include "weapon_scopes.ltx"
#include "weapon_sounds.ltx"
#include "weapon_ammo.ltx"

;-- Weapons upgrades
#include "upgrades\upgrade_presets.ltx"

;-- Weapons
#include "w_*.ltx"


;include "w_aps.ltx"
;include "w_beretta.ltx"
;include "w_bizon.ltx"
;include "w_colt1911.ltx"
;include "w_cz75.ltx"
;include "w_desert_eagle.ltx"
;include "w_fn57.ltx"
;include "w_fnp45.ltx"
;include "w_fort.ltx"
;include "w_glock.ltx"
;include "w_grach.ltx"
;include "w_gsh18.ltx"
;include "w_hpsa.ltx"
;include "w_mp412.ltx"
;include "w_mp5.ltx"
;include "w_oc33.ltx"
;include "w_p90.ltx"
;include "w_pb.ltx"
;include "w_pm.ltx"
;include "w_pp2000.ltx"
;include "w_ppsh41.ltx"
;include "w_sig220.ltx"
;include "w_tt33.ltx"
;include "w_ump45.ltx"
;include "w_usp45.ltx"
;include "w_kiparis.ltx"
;include "w_vz61.ltx"
;include "w_vityaz.ltx"
;include "w_walther.ltx"
;
;include "w_bm16.ltx"
;include "w_mossberg590.ltx"
;include "w_mp133.ltx"
;include "w_mp153.ltx"
;include "w_protecta.ltx"
;include "w_saiga.ltx"
;include "w_spas12.ltx"
;include "w_toz34.ltx"
;include "w_toz194.ltx"
;include "w_usas12.ltx"
;include "w_vepr12.ltx"
;
;include "w_9a91.ltx"
;include "w_abakan.ltx"
;include "w_aek.ltx"
;include "w_ak.ltx"
;include "w_ak12.ltx"
;include "w_ak74.ltx"
;include "w_ak74m.ltx"
;include "w_ak101.ltx"
;include "w_ak102.ltx"
;include "w_ak103.ltx"
;include "w_ak104.ltx"
;include "w_ak105.ltx"
;include "w_akm.ltx"
;include "w_aks74.ltx"
;include "w_aks74u.ltx"
;include "w_aug.ltx"
;include "w_fn2000.ltx"
;include "w_g36.ltx"
;include "w_galil.ltx"
;include "w_groza.ltx"
;include "w_hk416.ltx"
;include "w_l85.ltx"
;include "w_lr300.ltx"
;include "w_m4.ltx"
;include "w_m4a1.ltx"
;include "w_m16.ltx"
;include "w_scar.ltx"
;include "w_sig550.ltx"
;include "w_sig552.ltx"
;include "w_sks.ltx"
;include "w_type63.ltx"
;include "w_val.ltx"
;include "w_vihr.ltx"
;include "w_vsk94.ltx"
;include "w_famas3.ltx"      ; Not used
;
;include "w_m249.ltx"
;include "w_m79.ltx"
;include "w_pkm.ltx"
;include "w_rg6.ltx"
;include "w_rpd.ltx"
;include "w_rpg7.ltx"
;include "w_rpk.ltx"
;
;include "w_g3sg1.ltx"
;include "w_gauss.ltx"
;include "w_l96a1.ltx"
;include "w_m98b.ltx"
;include "w_mosin.ltx"
;include "w_sr25.ltx"
;include "w_sv98.ltx"
;include "w_svd.ltx"
;include "w_svt40.ltx"
;include "w_svu.ltx"
;include "w_vintorez.ltx"
;include "w_vssk.ltx"
;include "w_g43.ltx"
;include "w_k98.ltx"
;include "w_m24.ltx"
;include "w_trg.ltx"

;-- STCoP 3.0 + more mods
;include "w_cz52.ltx"
;include "w_mp7.ltx"
;include "w_m60.ltx"		; Not used
;include "w_hk417.ltx"  	; Not used
;include "w_fnc.ltx"
;include "w_ash12.ltx"
;include "w_aug_a3.ltx"     ; Not used
;include "w_fal.ltx"
;include "w_fort500.ltx"
;include "w_mk14.ltx"
;include "w_m82.ltx"
;include "w_remington700.ltx"
;include "w_remington870.ltx"
;include "w_wa2000.ltx"
;include "w_xm8.ltx"	;-- CEASAR LFO XM8

;-- Misc
#include "m_*.ltx"

;include "m_binoc.ltx"
;include "m_f1.ltx"
;include "m_knife.ltx"
;include "m_mounted.ltx"
;include "m_rgd5.ltx"
;include "m_gd5.ltx"
;include "m_gsmoke.ltx"
;include "m_bolt.ltx"
;include "m_upd.ltx"
;include "m_dynamo_hand.ltx"

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ������������� ������
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[bullet_manager]
tracer_shader					= effects\bullet_tracer ;hud\default
tracer_texture					= fx\fx_tracer_weapons
fire_circle_k					= 2.0f ; means tracer_width*2

tracer_width					= 0.065	;0.08
tracer_length_max				= 1.5	;225		;24.0 ;14.0	
tracer_length_min				= 0		;1.6		;0.2

;���������� ����� �������� ����������� hit_probabilty ���������
hit_probability_max_dist		= 3;

gravity_const					= 9.81
;������������� �������, �������, ������� ���������� �� �������� ������ ����
air_resistance_k				= 1

;������ ���� ������� (� ������������), �� �������� �������������
time_step						= 33
;����������� �������� (�/�), �� ������� ���� ��� ��������� � ������������
min_bullet_speed				= 3.0
;c������ ��������� ������� �������� ���� ��� ������������ � ���������� (��� ������� ��� ������ �����)
collision_energy_min			= 0.8
;������� ��������� ������� ��������� � ���� ��� ����� ������������
collision_energy_max			= 0.5

whine_sounds					= weapons\_cracks\mono\_new\NewCrack_1, weapons\_cracks\mono\_new\NewCrack_2, weapons\_cracks\mono\_new\NewCrack_3, weapons\_cracks\mono\_new\NewCrack_4, weapons\_cracks\mono\_new\NewCrack_5, weapons\_cracks\mono\_new\NewCrack_6, weapons\_cracks\mono\_new\NewCrack_8, weapons\_cracks\mono\_new\NewCrack_9, weapons\_cracks\mono\_new\NewCrack_10, weapons\_cracks\mono\_new\NewCrack_11, weapons\_cracks\mono\_new\NewCrack_12, weapons\_cracks\mono\_new\NewCrack_13, weapons\_cracks\mono\_new\NewCrack_14, weapons\_cracks\mono\_new\NewCrack_15, weapons\_cracks\mono\_new\NewCrack_16, weapons\_cracks\mono\_new\NewCrack_17, weapons\_cracks\mono\_new\NewCrack_18, weapons\_cracks\mono\_new\NewCrack_19, weapons\_cracks\mono\_new\NewCrack_20, weapons\_cracks\mono\_new\NewCrack_21, weapons\_cracks\mono\_new\NewCrack_22;
explode_particles				= explosions\expl_bullet,explosions\expl_bullet_00,explosions\expl_bullet_01


[tracers_color_table]
color_0 = 255, 130, 0, 255 ; Vanilla yellow
color_1 = 38, 247, 129, 255 ; Green (Russia)
color_2 = 255, 30, 115, 255 ; Red (NATO)
color_3 = 255, 222, 0, 255 ; Yellow (Helicopters)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Fake Missiles and Grenades
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_fake_missile]:identity_immunities,default_weapon_params
visual              = dynamics\weapons\wpn_ammo\ammo_vog_25.ogf
cform               = skeleton
class               = G_FAKE
$prefetch 			= 32

inv_weight			= 0

cost				= 150

blast				= 4.8 ;3.0
blast_r				= 4.3 ;4
blast_impulse		= 150 ;100
;delete
blast_impulse_factor = 1

frags				= 85 ;10
frags_r				= 20 ;10
frag_hit			= 0.07 ;0.50
frag_hit_impulse	=  34 ;50

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.41

;trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

explode_particles	= explosions\explosion_01

light_color		         = 1.9,1.2,0.5
light_range		         = 25.0
light_time 		         = 0.5

ph_mass			 = 5
;engine_f			= 530
;engine_u			= 90

jump_height = 0.1 ;0

wm_size         = 0.05

;������ �� ��������
fragment_speed				= 184

explode_duration		 = 5		;���������������� ������ (�)

;�����
snd_explode = wpn_fake_vog-25_explode
;wallmarks
wallmark_section		= explosion_marks

;�������� ������� ��������, �� �� ������������
inv_name		= ammo-vog-25
inv_name_short	= ammo-vog-25
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 31
inv_grid_y			= 60

kill_msg_x			= 17
kill_msg_y			= 232
kill_msg_width		= 21
kill_msg_height		= 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; �������� CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false		;������������ �� � ������ ���������
lights_enabled		= false		;���� ������ ������, �� ����� ������
force_explode_time  = 10000

[wpn_fake_missile1]:identity_immunities,default_weapon_params
$prefetch 			= 32
visual              = dynamics\weapons\wpn_ammo\ammo_vog_25p.ogf
cform               = skeleton
class               = G_FAKE

inv_weight			= 0

cost				= 150

blast				= 5.8 ;3.0
blast_r				= 5.3 ;4
blast_impulse		= 187 ;100
;delete
blast_impulse_factor = 1

frags				= 140 ;10
frags_r				= 34 ;10
frag_hit			= 0.066 ;0.50
frag_hit_impulse	=  35 ;50

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.42

;trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

explode_particles	= explosions\explosion_01

light_color		    = 1.9,1.4,0.5
light_range		    = 14.0
light_time 		    = 0.85

ph_mass			 = 5
;engine_f			= 530
;engine_u			= 90

jump_height = 1

;������ �� ��������
fragment_speed		= 240

wm_size         	= 0.05
;wallmarks
wallmark_section		 = explosion_marks
explode_duration		 = 5		;���������������� ������ (�)

;�����
snd_explode = wpn_fake_vog-25_explode

;�������� ������� ��������, �� �� ������������
inv_name		= ammo-vog-25p
inv_name_short	= ammo-vog-25p
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 31
inv_grid_y			= 59

kill_msg_x			= 38
kill_msg_y			= 233
kill_msg_width		= 21
kill_msg_height		= 22


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; �������� CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false		;������������ �� � ������ ���������
lights_enabled 		= true			;���� ������ ������, �� ����� ������
trail_light_color 	= 0.6,0.5,0.3
trail_light_range 	= 8.0
force_explode_time  = 10000

[wpn_fake_missile2]:identity_immunities,default_weapon_params
$prefetch 		= 32
visual              = dynamics\weapons\wpn_ammo\ammo_m209.ogf
cform               = skeleton
class               = G_FAKE
description			=
inv_weight			= 0

cost				= 150

blast				= 5.2 ;3.0
blast_r				= 4.7 ;4
blast_impulse		= 174 ;100
;delete
blast_impulse_factor = 1


frags				= 94 ;10
frags_r				= 28 ;10
frag_hit			= 0.074 ;0.50
frag_hit_impulse	=  44 ;50

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.36

;trail				= weapons\rpg_trail_01, weapons\rpg_trail_02

explode_particles	= explosions\explosion_01

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

ph_mass			 = 5
;engine_f			= 530
;engine_u			= 90

jump_height = 1

;������ �� ��������
fragment_speed				= 190
;wallmarks
wallmark_section			= explosion_marks
wm_size						= 0.1 ;0.05

explode_duration			 = 5		;���������������� ������ (�)

;�����
snd_explode = wpn_fake_vog-25_explode

;�������� ������� ��������, �� �� ������������
inv_name		= ammo-m209
inv_name_short	= "M209"
inv_weight		= .2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 16
inv_grid_y			= 5

kill_msg_x			= 61
kill_msg_y			= 232
kill_msg_width		= 19
kill_msg_height		= 22

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; �������� CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present		= false		;������������ �� � ������ ���������
lights_enabled 		= true			;���� ������ ������, �� ����� ������
trail_light_color 	= 0.6,0.5,0.3
trail_light_range 	= 8.0
force_explode_time  = 10000

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Explosive Inventory Items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[explosive_tank]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\tank"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\balon\kanistra.ogf
description			= st_jerrycan_fuel_descr
inv_name			= st_jerrycan_item
inv_name_short		= st_jerrycan_item
inv_weight			= .1

inv_grid_width     = 2
inv_grid_height    = 2
inv_grid_x         = 2
inv_grid_y         = 30
;���� ���������� ���������
can_take			= true

cost				= 50
;-------------------------------------------------------------------------------
blast				= 4.6
blast_r				= 6.4
blast_impulse		= 130
;delete
blast_impulse_factor = 1

frags				= 28
frags_r				= 36
frag_hit			= 0.11
frag_hit_impulse	= 66

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.54
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_mobiltank

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1

;������ �� ��������
fragment_speed				= 224		;�������� �������� (�/�)

explode_duration		 = 2		;���������������� ������ (�)
;wallmarks
wallmark_section		= explosion_marks

;�����
snd_explode = wpn_fake_vog-25_explode
immunities_sect			= explosive_tank_immunities_sect

[explosive_tank_immunities_sect]
;������������ ��� ��������� ���������� ������ �����
burn_immunity			= 0.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.14
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.77
fire_wound_immunity		= 0.68

[explosive_barrel_low]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\barrel_low"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\balon\bochka_fuel.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;���� ���������� ���������
can_take			= false

cost				= 500
;-------------------------------------------------------------------------------
blast				= 4.9
blast_r				= 7.6
blast_impulse		= 188
;delete
blast_impulse_factor = 1

frags				= 66
frags_r				= 37
frag_hit			= 0.11
frag_hit_impulse	= 51

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.66
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_barrel

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;������ �� ��������
fragment_speed				= 186		;�������� �������� (�/�)

explode_duration		 = 5		;���������������� ������ (�)

;wallmarks
wallmark_section		 = explosion_marks
;�����
snd_explode = wpn_fake_vog-25_explode
immunities_sect			= explosive_barrel_low_new_immunities_sect

[explosive_barrel_low_new_immunities_sect]
;������������ ��� ��������� ���������� ������ �����
burn_immunity			= 0.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.11
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.74
fire_wound_immunity		= 0.61

;time_to_explode			= 0.f

[explosive_grenade]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\explosive_grenade"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;���� ���������� ���������
can_take			= false

cost				= 500
;-------------------------------------------------------------------------------
blast				= 2.50
blast_r				= 3
blast_impulse		= 250
;delete
blast_impulse_factor = 1


frags				= 15
frags_r				= 5
frag_hit			= 0.75
frag_hit_impulse	= 150

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 1.0
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_01

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;������ �� ��������
fragment_speed				= 204		;�������� �������� (�/�)

explode_duration		 = 2		;���������������� ������ (�)

;wallmarks
wallmark_section		 = explosion_marks
;�����
snd_explode = wpn_fake_vog-25_explode
immunities_sect			= explosive_explosive_grenade_immunities_sect

;time_to_explode			= 0.f

;------------------------ pri_a25_enter_door_explosive_grenade --------------
[pri_a25_enter_door_explosive_grenade]:explosive_grenade
$spawn              = "dynamic_objects\scene_objects\pri_a25_enter_door_explosive_grenade"
story_id 			= pri_a25_enter_door_explosive_grenade
hit_type_blast = chemical_burn
hit_type_frag = chemical_burn
visual				= dynamics\light\light_signal.ogf


;------------------------- pri_a25_antenna_grenade --------------
[pri_a25_antenna_grenade]:explosive_grenade
$spawn              = "dynamic_objects\scene_objects\pri_a25_antenna_grenade"
story_id 			= pri_a25_antenna_grenade
visual				= dynamics\light\light_signal.ogf


[explosive_explosive_grenade_immunities_sect]
burn_immunity			= 0.0
strike_immunity			= 0.0
shock_immunity			= 0.0
wound_immunity			= 0.0
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.0
fire_wound_immunity		= 0.0


[explosive_hide]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\explosive_hide"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;���� ���������� ���������
can_take			= false

cost				= 500
;-------------------------------------------------------------------------------
blast				= 1.00
blast_r				= 30
blast_impulse		= 500
;delete
blast_impulse_factor = 1


frags				= 15
frags_r				= 20
frag_hit			= 0.05
frag_hit_impulse	= 50

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 1.0
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_01

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;������ �� ��������
fragment_speed				= 200		;�������� �������� (�/�)

explode_duration		 = 5		;���������������� ������ (�)

;wallmarks
wallmark_section		 = explosion_marks
;�����
snd_explode = wpn_fake_vog-25_explode
immunities_sect			= explosive_hide_immunities_sect

;time_to_explode			= 0.f

[explosive_hide_immunities_sect]
;������������ ��� ��������� ���������� ������ �����
burn_immunity			= 0.0
strike_immunity			= 0.0
shock_immunity			= 0.0
wound_immunity			= 0.0
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.0
fire_wound_immunity		= 0.0

[explosive_particle]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\explosive_particle"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;���� ���������� ���������
can_take			= false

cost				= 500
;-------------------------------------------------------------------------------
blast				= 3.6
blast_r				= 5.2
blast_impulse		= 138
;delete
blast_impulse_factor = 1

frags				= 52
frags_r				= 36
frag_hit			= 0.08
frag_hit_impulse	= 51

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.47
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_concrete_box

light_color		         = 0,0,0
light_range		         = 0.0
light_time 		         = 0.85

;������ �� ��������
fragment_speed				= 195		;�������� �������� (�/�)

explode_duration		 = 2		;���������������� ������ (�)

;wallmarks
wallmark_section		 = explosion_marks
;�����
snd_explode = weapons\f1_explode_
immunities_sect			= explosive_barrel_low_immunities_sect

;time_to_explode			= 0.f


[explosive_barrel_low_immunities_sect]
;������������ ��� ��������� ���������� ������ �����
burn_immunity			= 0.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.11
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.74
fire_wound_immunity		= 0.61


[explosive_barrel]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\barrel"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\balon\bochka_fuel.ogf
inv_name			=
inv_name_short		=
inv_weight			= .1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;���� ���������� ���������
can_take			= false

cost				= 500
;-------------------------------------------------------------------------------
blast				= 5.4
blast_r				= 8.2
blast_impulse		= 196
;delete
blast_impulse_factor = 1

frags				= 78
frags_r				= 42
frag_hit			= 0.13
frag_hit_impulse	= 51

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.73
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_barrel

light_color		         = 1.9,1.4,0.5
light_range		         = 14.0
light_time 		         = 0.85

;������ �� ��������
fragment_speed				= 215		;�������� �������� (�/�)

explode_duration		 = 3		;���������������� ������ (�)


;�����
snd_explode = barrel_explode_snd
immunities_sect			= explosive_barrel_immunities_sect
;wallmarks
wallmark_section		= explosion_marks

[explosive_barrel_immunities_sect]
;������������ ��� ��������� ���������� ������ �����
burn_immunity			= 0.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.08
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.61
fire_wound_immunity		= 0.52


[explosive_fuelcan]:explosive_barrel
$spawn 				= "weapons\explosive\fuelcan"
visual		 		= dynamics\balon\balon_01.ogf


[explosive_gaz_balon]:explosive_fuelcan
$spawn                        = "weapons\explosive\gaz_balon"
visual                        = dynamics\balon\gaz_balon.ogf 



[explosive_mobiltank]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\mobiltank"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual				= dynamics\balon\kanistra.ogf
description			= st_jerrycan_fuel_descr
inv_name			= st_jerrycan_item
inv_name_short		= st_jerrycan_item
inv_weight			= .1

inv_grid_width     = 2
inv_grid_height    = 2
inv_grid_x         = 2
inv_grid_y         = 30
;���� ���������� ���������
can_take			= true

cost				= 500
;-------------------------------------------------------------------------------
blast				= 4.6
blast_r				= 7.5
blast_impulse		= 166
;delete
blast_impulse_factor = 1

frags				= 57
frags_r				= 34
frag_hit			= 0.09
frag_hit_impulse	= 46

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.66
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_mobiltank

light_color		         = 1.9,1.2,0.5
light_range		         = 30.0
light_time 		         = 1

;������ �� ��������
fragment_speed				= 208		;�������� �������� (�/�)

explode_duration		 = 2		;���������������� ������ (�)


;�����
snd_explode = barrel_explode_snd
immunities_sect			= explosive_mobiltank_immunities_sect
;wallmarks
wallmark_section		= explosion_marks

[explosive_mobiltank_immunities_sect]
;������������ ��� ��������� ���������� ������ �����
burn_immunity			= 0.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.11
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.67
fire_wound_immunity		= 0.56


[explosive_dinamit]:identity_immunities,delayed_action_fuse,default_weapon_params

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\dinamit"
$prefetch			= 16
class				= S_EXPLO
cform				= skeleton
visual		 		= dynamics\box\expl_dinamit.ogf
inv_name			=
inv_name_short		=
inv_weight			= 10.0

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

;���� ���������� ���������
can_take			= false

cost				= 50
;-------------------------------------------------------------------------------
blast				= 4.3
blast_r				= 6.7
blast_impulse		= 153
;delete
blast_impulse_factor = 1

frags				= 84
frags_r				= 46
frag_hit			= 0.03
frag_hit_impulse	= 31

hit_type_blast		= explosion
hit_type_frag		= fire_wound

up_throw_factor		= 0.44
;-------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_dynamite

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1.5

;������ �� ��������
fragment_speed				= 220

explode_duration		 = 3		;���������������� ������ (�)

;�����
snd_explode = weapons\f1_explode
immunities_sect			= dinamit_immunities_sect
;condition_to_explode        =0.f
;wallmarks
wallmark_section		= explosion_marks

[dinamit_immunities_sect]
;������������ ��� ��������� ���������� ������ �����
burn_immunity			= 0.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 0.03
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.88
fire_wound_immunity		= 0.13



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


[gl_test_shell]:delayed_action_fuse,grenade_rgd5,wpn_fake_missile
class				= II_EXPLO
visual			= grenadier\ammo_vog-25.ogf
inv_name			= .
inv_name_short		= .
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 50
inv_grid_y			= 50

immunities_sect		= gl_test_shell_immunities
wm_size			= 0.1
ph_mass			= 5

[gl_test_shell_ammo_vog-25]:gl_test_shell
visual					= grenadier\ammo_vog-25.ogf
[gl_test_shell_ammo_vog-25p]:gl_test_shell
visual					= grenadier\ammo_vog-25p.ogf
[gl_test_shell_ammo_m209]:gl_test_shell
visual					= grenadier\ammo_m209.ogf

[gl_fake_missile]:delayed_action_fuse
GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\gl_fake_missile"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
cost				= 0
inv_name			= .
inv_name_short		= .
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 50
inv_grid_y			= 50
can_take			= true
immunities_sect		= gl_test_shell_immunities ;gl_fake_missile_immunities
time_to_explode		= 0.f
wm_size			= 0.1
ph_mass			= 5
explode_duration		= 3

[gl_fake_missile_ammo_vog-25]:wpn_fake_missile,gl_fake_missile
inv_grid_x = 15
inv_grid_y = 5
[gl_fake_missile_ammo_vog-25p]:wpn_fake_missile1,gl_fake_missile
inv_grid_x = 31
inv_grid_y = 59
[gl_fake_missile_ammo_m209]:wpn_fake_missile2,gl_fake_missile
inv_grid_x = 16
inv_grid_y = 5

[gl_fake_missile_immunities]
burn_immunity			= 0.6
strike_immunity			= 1
shock_immunity			= 1
wound_immunity			= 0.1
radiation_immunity		= 0
telepatic_immunity		= 0
chemical_burn_immunity		= 0.3
explosion_immunity		= 1
fire_wound_immunity		= 0.7

[gl_test_shell_immunities]
burn_immunity			= 0
strike_immunity			= 0
shock_immunity			= 0
wound_immunity			= 0
radiation_immunity		= 0
telepatic_immunity		= 0
chemical_burn_immunity		= 0
explosion_immunity		= 0
fire_wound_immunity		= 0
