;hud_fov 0.6------------------------------------------------------------------------------------------------
![wpn_walther]
!hud_fov
!shell_point
!shell_dir
!shell_particles
snd_empty		        = weapons\fort\fort_new_empty
snd_draw        	        = weapons\fort\fort_new_draw
snd_holster        	        = weapons\fort\fort_new_holster
snd_bore		        = weapons\fort\fort_new_inspect

scripted_snd_ammo_check                 = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_empty           = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_jammed          = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_empty_jammed    = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_no_mag          = $no_sound

snd_reload		        = weapons\92fs\px4_reload
snd_reload_empty	        = weapons\92fs\px4_reload_empty

snd_reload_misfire              = weapons\w99\w99_unjam
scripted_snd_reload_misfire_empty        = weapons\w99\w99_unjam_empty
scripted_snd_sprint2walk        	        = weapons\fort\fort_new_draw
scripted_snd_walk2sprint        	        = weapons\fort\fort_new_holster   

![wpn_walther_hud]        
        item_position                            = 0, 0, 0
        item_orientation                         = 0, 0, 0

        hands_position                           = 0.0, -0.0, 0.040786
        hands_position_16x9                      = 0.0, -0.0, 0.040786
        hands_orientation                        = -0.043488, 0.006106, -0.050965
        hands_orientation_16x9                   = -0.043488, 0.006106, -0.050965

        lowered_hud_offset_pos           = 0.045, -0.27, 0
        lowered_hud_offset_pos_16x9      = 0.045, -0.27, 0
        lowered_hud_offset_rot           = -0.91, -0.04, -0.08
        lowered_hud_offset_rot_16x9      = -0.91, -0.04, -0.08

        gl_hud_offset_pos                        = 0, 0, 0
        gl_hud_offset_pos_16x9                   = 0, 0, 0
        gl_hud_offset_rot                        = 0, 0, 0
        gl_hud_offset_rot_16x9                   = 0, 0, 0

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

        fire_bone                                = muzzle
        fire_point                               = 0, 0,0

        aim_hud_offset_pos               = -0.051005, 0.03564, -0.03
        aim_hud_offset_pos_16x9          = -0.051005, 0.03564, -0.03
        aim_hud_offset_rot               = 0.003471, 0.000589, -0.07749
        aim_hud_offset_rot_16x9          = 0.003471, 0.000589, -0.07749

        anm_bore                                 = w99_new_inspect, idle
        anm_show                                 = w99_new_draw, idle
        anm_hide                                 = w99_new_holster, idle

        anm_idle                                 = w99_new_idle, idle
        anm_idle_aim_moving                      = w99_new_walk, idle 
        anm_idle_aim_moving_crouch               = w99_new_walk, idle, 0.8 
        anm_idle_moving                          = w99_new_walk, idle
        anm_idle_moving_crouch                   = w99_new_walk, idle
        anm_idle_sprint                          = w99_new_sprint, idle, 1.2

        anm_reload                               = w99_new_reload_fast, reload_fast
        anm_reload_empty                         = w99_new_reload_empty_fast, reload_empty_fast

        ; anm_switch_mode                 	     = w99_new_switch_mode, switch_mode

        anm_shots                                = w99_new_shoot
        anm_shots_aim                            = w99_new_shoot
        anm_shots_aim_l                          = w99_new_shoot, shoot_empty
        anm_idle_aim                             = w99_new_aim, idle


        anm_bore_empty                                 = w99_new_inspect, idle_empty
        anm_show_empty                                 = w99_new_draw, idle_empty
        anm_hide_empty                                 = w99_new_holster, idle_empty
        anm_shot_l                                     = w99_new_shoot , shoot_empty

        anm_idle_empty                                 = w99_new_idle, idle_empty
        anm_idle_aim_moving_empty                      = w99_new_walk, idle_empty
        anm_idle_aim_moving_crouch_empty               = w99_new_walk, idle_empty, 0.8
        anm_idle_moving_empty                          = w99_new_walk, idle_empty
        anm_idle_moving_crouch_empty                   = w99_new_walk, idle_empty, 0.9
        anm_idle_sprint_empty                          = w99_new_sprint, idle_empty, 1.2

        ; anm_switch_mode_empty			       = w99_new_switch_mode, switch_mode_empty
        anm_idle_aim_empty                             = w99_new_aim, idle_empty

        anm_ammo_check                           = w99_new_magcheck, magcheck
        anm_ammo_check_empty                     = w99_new_magcheck, magcheck_empty
        anm_ammo_check_no_mag                    = w99_new_magcheck_nomag, magcheck_nomag
        ;anm_ammo_check_aim                       = w99_new_magcheck_ads, magcheck_ads
        ;anm_ammo_check_empty_aim                 = w99_new_magcheck_ads, magcheck_empty_ads
        anm_ammo_check_jammed                    = w99_new_magcheck, magcheck_jammed
        anm_ammo_check_empty_jammed              = w99_new_magcheck, magcheck_jammed_empty
        anm_walk2sprint             = w99_new_walk2sprint, idle
        anm_walk2sprint_empty = w99_new_walk2sprint, idle_empty

        anm_sprint2walk             = w99_new_sprint2walk, idle
        anm_sprint2walk_empty       = w99_new_sprint2walk, idle_empty

        ; Jammed Animation Variants
        anm_idle_jammed                    = w99_new_idle, idle_jammed
        anm_show_jammed                    = w99_new_draw, idle_jammed
        anm_hide_jammed                    = w99_new_holster, idle_jammed
        anm_idle_aim_jammed                = w99_new_aim, idle_jammed
        anm_idle_sprint_jammed             = w99_new_sprint, idle_jammed, 1.2
        anm_idle_moving_jammed             = w99_new_walk, idle_jammed
        anm_idle_moving_crouch_jammed      = w99_new_walk, idle_jammed, 0.8
        anm_bore_jammed                    = w99_new_inspect_jammed, idle_jammed
        anm_reload_misfire                 = w99_new_unjam, unjam


        anm_walk2sprint_jammed             = w99_new_walk2sprint, idle_jammed
        anm_sprint2walk_jammed             = w99_new_sprint2walk, idle_jammed


        ; Empty Jammed Animation Variants
        anm_idle_empty_jammed                    = w99_new_idle, idle_jammed
        anm_show_empty_jammed                    = w99_new_draw, idle_jammed
        anm_hide_empty_jammed                    = w99_new_holster, idle_jammed
        anm_idle_aim_empty_jammed                = w99_new_aim, idle_jammed
        anm_idle_sprint_empty_jammed             = w99_new_sprint, idle_jammed, 1.2
        anm_idle_moving_empty_jammed             = w99_new_walk, idle_jammed
        anm_idle_moving_crouch_empty_jammed      = w99_new_walk, idle_jammed, 0.8
        anm_bore_empty_jammed                    = w99_new_inspect_jammed, idle_jammed
        anm_reload_misfire_empty                 = w99_new_unjam_empty, unjam_empty
        anm_shot_l_jammed                        = w99_new_idle, idle_jammed
        anm_shots_jammed                   	 = w99_new_idle, idle_jammed

        anm_walk2sprint_empty_jammed             = w99_new_walk2sprint, idle_jammed
        anm_sprint2walk_empty_jammed             = w99_new_sprint2walk, idle_jammed

                ; Transition Definitions
        ts_pattern_walk2sprint      = .+, anm_idle_sprint, anm_walk2sprint, 1

        ts_pattern_sprint2walk      = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
        ts_pattern_sprint2walk_aim  = anm_walk2sprint, ^anm_idle_aim.*, anm_sprint2walk, 1
        ts_strict_sprint2walk_idle  = anm_walk2sprint, anm_idle, anm_sprint2walk
        ts_strict_sprint2walk_move  = anm_walk2sprint, anm_idle_moving, anm_sprint2walk

        ;ts_pattern_idle2aim         = ^anm_idle.*, ^anm_idle_aim$, anm_idle2aim, 1
        ts_strict_sprint2aim        = anm_idle_sprint, anm_idle_aim, anm_sprint2walk

        ts_strict_sprint2inspect        = anm_idle_sprint, anm_bore, anm_sprint2walk
        ts_strict_walk2sprint_inspect        = anm_walk2sprint, anm_bore, anm_sprint2walk

        ;GunslingerPistolModOverwrites

        !anm_sprint_start
        !anm_sprint_end
        !anm_sprint_start_empty
        !anm_sprint_end_empty
        !anm_sprint_start_jammed
        !anm_sprint_end_jammed
        !anm_idle_aim_moving_jammed
        !anm_idle_aim_moving_crouch_jammed
        !anm_idle_aim_start_jammed
        !anm_idle_aim_end_jammed
        !anm_idle_aim_end_empty
        !anm_idle_aim_start_empty
        !anm_idle_aim_end
        !anm_idle_aim_start
        !ts_pattern_sprint_start      
        !ts_pattern_sprint_end      
        !ts_strict_sprint_end_move  
        
        
![wpn_walther_custom]
!hud_fov
!shell_point
!shell_dir
!shell_particles
snd_empty		        = weapons\fort\fort_new_empty
snd_draw        	        = weapons\fort\fort_new_draw
snd_holster        	        = weapons\fort\fort_new_holster
snd_bore		        = weapons\fort\fort_new_inspect

scripted_snd_ammo_check                 = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_empty           = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_jammed          = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_empty_jammed    = weapons\92fs\92fs_magcheck
scripted_snd_ammo_check_no_mag          = $no_sound

snd_reload		        = weapons\92fs\px4_reload
snd_reload_empty	        = weapons\92fs\px4_reload_empty

snd_reload_misfire              = weapons\w99\w99_unjam
scripted_snd_reload_misfire_empty        = weapons\w99\w99_unjam_empty
scripted_snd_sprint2walk        	        = weapons\fort\fort_new_draw
scripted_snd_walk2sprint        	        = weapons\fort\fort_new_holster 

![wpn_walther_sk1_hud]
        item_position                            = 0, 0, 0
        item_orientation                         = 0, 0, 0

        hands_position                           = 0.0, -0.0, 0.040786
        hands_position_16x9                      = 0.0, -0.0, 0.040786
        hands_orientation                        = -0.043488, 0.006106, -0.050965
        hands_orientation_16x9                   = -0.043488, 0.006106, -0.050965

        lowered_hud_offset_pos           = 0.045, -0.27, 0
        lowered_hud_offset_pos_16x9      = 0.045, -0.27, 0
        lowered_hud_offset_rot           = -0.91, -0.04, -0.08
        lowered_hud_offset_rot_16x9      = -0.91, -0.04, -0.08

        gl_hud_offset_pos                        = 0, 0, 0
        gl_hud_offset_pos_16x9                   = 0, 0, 0
        gl_hud_offset_rot                        = 0, 0, 0
        gl_hud_offset_rot_16x9                   = 0, 0, 0

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

        fire_bone                                = muzzle
        fire_point                               = 0, 0,0

        aim_hud_offset_pos               = -0.051005, 0.03564, -0.03
        aim_hud_offset_pos_16x9          = -0.051005, 0.03564, -0.03
        aim_hud_offset_rot               = 0.003471, 0.000589, -0.07749
        aim_hud_offset_rot_16x9          = 0.003471, 0.000589, -0.07749

        anm_bore                                 = w99_new_inspect, idle
        anm_show                                 = w99_new_draw, idle
        anm_hide                                 = w99_new_holster, idle

        anm_idle                                 = w99_new_idle, idle
        anm_idle_aim_moving                      = w99_new_walk, idle 
        anm_idle_aim_moving_crouch               = w99_new_walk, idle, 0.8 
        anm_idle_moving                          = w99_new_walk, idle
        anm_idle_moving_crouch                   = w99_new_walk, idle
        anm_idle_sprint                          = w99_new_sprint, idle, 1.2

        anm_reload                               = w99_new_reload_fast, reload_fast
        anm_reload_empty                         = w99_new_reload_empty_fast, reload_empty_fast

        ; anm_switch_mode                 	     = w99_new_switch_mode, switch_mode

        anm_shots                                = w99_new_shoot
        anm_shots_aim                            = w99_new_shoot
        anm_shots_aim_l                          = w99_new_shoot, shoot_empty
        anm_idle_aim                             = w99_new_aim, idle


        anm_bore_empty                                 = w99_new_inspect, idle_empty
        anm_show_empty                                 = w99_new_draw, idle_empty
        anm_hide_empty                                 = w99_new_holster, idle_empty
        anm_shot_l                                     = w99_new_shoot , shoot_empty

        anm_idle_empty                                 = w99_new_idle, idle_empty
        anm_idle_aim_moving_empty                      = w99_new_walk, idle_empty
        anm_idle_aim_moving_crouch_empty               = w99_new_walk, idle_empty, 0.8
        anm_idle_moving_empty                          = w99_new_walk, idle_empty
        anm_idle_moving_crouch_empty                   = w99_new_walk, idle_empty, 0.9
        anm_idle_sprint_empty                          = w99_new_sprint, idle_empty, 1.2

        ; anm_switch_mode_empty			       = w99_new_switch_mode, switch_mode_empty
        anm_idle_aim_empty                             = w99_new_aim, idle_empty

        anm_ammo_check                           = w99_new_magcheck, magcheck
        anm_ammo_check_empty                     = w99_new_magcheck, magcheck_empty
        anm_ammo_check_no_mag                    = w99_new_magcheck_nomag, magcheck_nomag
        ;anm_ammo_check_aim                       = w99_new_magcheck_ads, magcheck_ads
        ;anm_ammo_check_empty_aim                 = w99_new_magcheck_ads, magcheck_empty_ads
        anm_ammo_check_jammed                    = w99_new_magcheck, magcheck_jammed
        anm_ammo_check_empty_jammed              = w99_new_magcheck, magcheck_jammed_empty
        anm_walk2sprint             = w99_new_walk2sprint, idle
        anm_walk2sprint_empty = w99_new_walk2sprint, idle_empty

        anm_sprint2walk             = w99_new_sprint2walk, idle
        anm_sprint2walk_empty       = w99_new_sprint2walk, idle_empty

        ; Jammed Animation Variants
        anm_idle_jammed                    = w99_new_idle, idle_jammed
        anm_show_jammed                    = w99_new_draw, idle_jammed
        anm_hide_jammed                    = w99_new_holster, idle_jammed
        anm_idle_aim_jammed                = w99_new_aim, idle_jammed
        anm_idle_sprint_jammed             = w99_new_sprint, idle_jammed, 1.2
        anm_idle_moving_jammed             = w99_new_walk, idle_jammed
        anm_idle_moving_crouch_jammed      = w99_new_walk, idle_jammed, 0.8
        anm_bore_jammed                    = w99_new_inspect_jammed, idle_jammed
        anm_reload_misfire                 = w99_new_unjam, unjam


        anm_walk2sprint_jammed             = w99_new_walk2sprint, idle_jammed
        anm_sprint2walk_jammed             = w99_new_sprint2walk, idle_jammed


        ; Empty Jammed Animation Variants
        anm_idle_empty_jammed                    = w99_new_idle, idle_jammed
        anm_show_empty_jammed                    = w99_new_draw, idle_jammed
        anm_hide_empty_jammed                    = w99_new_holster, idle_jammed
        anm_idle_aim_empty_jammed                = w99_new_aim, idle_jammed
        anm_idle_sprint_empty_jammed             = w99_new_sprint, idle_jammed, 1.2
        anm_idle_moving_empty_jammed             = w99_new_walk, idle_jammed
        anm_idle_moving_crouch_empty_jammed      = w99_new_walk, idle_jammed, 0.8
        anm_bore_empty_jammed                    = w99_new_inspect_jammed, idle_jammed
        anm_reload_misfire_empty                 = w99_new_unjam_empty, unjam_empty
        anm_shot_l_jammed                        = w99_new_idle, idle_jammed
        anm_shots_jammed                   	 = w99_new_idle, idle_jammed

        anm_walk2sprint_empty_jammed             = w99_new_walk2sprint, idle_jammed
        anm_sprint2walk_empty_jammed             = w99_new_sprint2walk, idle_jammed

                ; Transition Definitions
        ts_pattern_walk2sprint      = .+, anm_idle_sprint, anm_walk2sprint, 1

        ts_pattern_sprint2walk      = anm_idle_sprint, ^anm_idle.*, anm_sprint2walk, 1
        ts_pattern_sprint2walk_aim  = anm_walk2sprint, ^anm_idle_aim.*, anm_sprint2walk, 1
        ts_strict_sprint2walk_idle  = anm_walk2sprint, anm_idle, anm_sprint2walk
        ts_strict_sprint2walk_move  = anm_walk2sprint, anm_idle_moving, anm_sprint2walk

        ;ts_pattern_idle2aim         = ^anm_idle.*, ^anm_idle_aim$, anm_idle2aim, 1
        ts_strict_sprint2aim        = anm_idle_sprint, anm_idle_aim, anm_sprint2walk

        ts_strict_sprint2inspect        = anm_idle_sprint, anm_bore, anm_sprint2walk
        ts_strict_walk2sprint_inspect        = anm_walk2sprint, anm_bore, anm_sprint2walk

        ;GunslingerPistolModOverwrites

        !anm_sprint_start
        !anm_sprint_end
        !anm_sprint_start_empty
        !anm_sprint_end_empty
        !anm_sprint_start_jammed
        !anm_sprint_end_jammed
        !anm_idle_aim_moving_jammed
        !anm_idle_aim_moving_crouch_jammed
        !anm_idle_aim_start_jammed
        !anm_idle_aim_end_jammed
        !anm_idle_aim_end_empty
        !anm_idle_aim_start_empty
        !anm_idle_aim_end
        !anm_idle_aim_start
        !ts_pattern_sprint_start      
        !ts_pattern_sprint_end      
        !ts_strict_sprint_end_move  