;------------------------------------------------------------------------------------------------
[wpn_pk_siber]:identity_immunities,weapon_probability,default_weapon_params;wpn_pkm_sounds
        GroupControlSection         = spawn_group
        $npc                        = on
        $prefetch                   = 8
        $spawn                      = "weapons\pk"
        scheduled                   = off
        cform                       = skeleton
        
        class                       = WP_PM
        slot                        = 2
        animation_slot              = 2
        ef_main_weapon_type         = 2
        ef_weapon_type              = 10
        hand_dependence             = 1
        single_handed               = 0
        
        default_to_ruck             = false
        sprint_allowed              = true
    bullet_bones        = bullet_1,bullet_2,bullet_3,bullet_4,bullet_5,bullet_6,bullet_7,bullet_8,bullet_9,bullet_10,bullet_11,bullet_12
        
inv_grid_width     = 6
inv_grid_height    = 2
inv_grid_x         = 9
inv_grid_y         = 38

		icons_texture                                       = ui\ui_icon_bas
		
        inv_name                    = st_wpn_pk_siber
        inv_name_short              = st_wpn_pk_siber
        description                 = st_wpn_pk_siber_descr
        
        kind                        = w_rifle
        inv_weight                  = 9.00
        cost                        = 53850
        repair_type                 = rifle_7
        weapon_class                = assault_rifle
        
        hud                         = wpn_pk_siber_hud
        visual                      = dynamics\weapons\wpn_pk_siber\wpn_pk_siber_world.ogf
        position                    = -0.016, -0.005, -0.020
        orientation                 = 0, 0, 0
        fire_point                  = 0, 0.158, 0.845
        fire_point2                 = 0, 0.097, 0.722
        strap_bone0                 = bip01_spine2
        strap_bone1                 = bip01_spine1
        strap_position              = -0.26, -0.11, 0.25
        strap_orientation           = -15, -9, 110
        ph_mass                     = 4
        
        ;flame_particles             = weapons\generic_weapon05
        ;smoke_particles             = weapons\generic_shoot_00
        grenade_flame_particles     = weapons\generic_weapon01
        
		shell_point				    = -0.02,0.167,0.082
		shell_dir					= 0, 0, 0.4
		;shell_particles	 			= weapons\762x54l

        light_disabled              = false
        light_color                 = 0.6, 0.5, 0.3
        light_range                 = 5
        light_time                  = 0.2
        light_var_color             = 0.05
        light_var_range             = 0.5
        
        upgrades                    = up_gr_firstab_pkm, up_gr_seconab_pkm, up_gr_thirdab_pkm, up_gr_fourtab_pkm, up_gr_fifthab_pkm
        installed_upgrades          =
        upgrade_scheme              = upgrade_scheme_pkm
        upgr_icon_x                 = 1450
        upgr_icon_y                 = 700
        upgr_icon_width             = 300
        upgr_icon_height            = 100
        
        fire_modes                  = -1
        ammo_class                  = ammo_pkm_100, ammo_pkm_100_bad, ammo_pkm_100_verybad, ammo_7.62x54_ap, ammo_7.62x54_ap_bad, ammo_7.62x54_ap_verybad
        ammo_elapsed                = 100
        ammo_mag_size               = 100
        startup_ammo                = 90
        
        scope_status                = 0
        scope_zoom_factor           = 0
        
        silencer_status             = 0
        silencer_light_color        = 0.6, 0.5, 0.3
        silencer_light_range        = 0.01
        silencer_light_time         = 0.2
        silencer_light_var_color    = 0.05
        silencer_light_var_range    = 0.5
        ;silencer_smoke_particles    = weapons\generic_shoot_00
        
        grenade_class               = ammo_m209, ammo_m209_bad, ammo_m209_verybad
        grenade_launcher_status     = 0
        launch_speed                = 0
        
        hit_impulse                 = 40
        hit_power                   = 0.77, 0.77, 0.77, 0.77
        hit_type                    = fire_wound
        fire_distance               = 1000
        bullet_speed                = 825
        rpm                         = 650
        rpm_empty_click             = 200
        
        use_aim_bullet              = false
        time_to_aim                 = 0.0 ;  5.0
        zoom_dof                    = 0.5, 1.0, 180
        zoom_enabled                = true
        zoom_rotate_time            = 0.25
        reload_dof                  = 0.0, 0.5, 5, 1.7
control_inertion_factor = 1.0f
        crosshair_inertion          = 9.3
        fire_dispersion_base        = 0.34
        fire_dispersion_condition_factor = 0.001
        
        misfire_probability         = 0.005
        misfire_start_condition     = 0.7 ;  0.78
        misfire_start_prob          = 0.007
        misfire_end_condition       = 0.16
        misfire_end_prob            = 0.11
        
        condition_queue_shot_dec    = 0.0008
        condition_shot_dec          = 0.0008
        
        cam_return                  = 0
        cam_relax_speed             = 13
        cam_dispersion              = 0.762
        cam_dispersion_frac         = 1.10
        cam_dispersion_inc          = 0.0825
        cam_max_angle               = 50.0
        cam_max_angle_horz          = 50.0
        cam_step_angle_horz         = 2.1
        zoom_cam_relax_speed        = 10
        zoom_cam_dispersion         = 0.732
        zoom_cam_dispersion_frac    = 1.0
        zoom_cam_dispersion_inc     = 0.0725
        zoom_cam_max_angle          = 50.0
        zoom_cam_max_angle_horz     = 50.0
        zoom_cam_step_angle_horz    = 1.93
        
        PDM_disp_accel_factor       = 2.4
        PDM_disp_base               = 1.25
        PDM_disp_crouch             = 1.0
        PDM_disp_crouch_no_acc      = 1.0
        PDM_disp_vel_factor         = 2.4
        
        cam_relax_speed_ai          = 360
        zoom_cam_relax_speed_ai     = 360
        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                  = 80
        kill_msg_y                  = 59
        kill_msg_width              = 87
        kill_msg_height             = 24

		
hud_fov                                  = 0.78 
;-----------------------------------------------------------------Particles----------------------------------------------------------------------------
flame_particles                          = ghost_particles\weapons\generic_smoke_eft_sil         
smoke_particles		   	                 = ghost_particles\weapons\flame_eft_sks  
silencer_smoke_particles   		         = ghost_particles\weapons\generic_smoke_eft_sil  
;-----------------------------------------------------------------------------------------------Sounds------------------------------------------------------------------------------------------------------
snd_bore                = weapons\pkm_prince\pkm_boring
snd_draw                = weapons\kiparis_blindside\kiparis_draw
snd_holster             = weapons\kiparis_blindside\kiparis_holster

snd_empty               = weapons\sr2m\sr2m_empty
snd_reload              = weapons\pkm_prince\pkm_reload
snd_reload_empty        = weapons\pkm_prince\pkm_reload_empty

snd_reload_misfire      = weapons\pkm_prince\pkm_unjam

snd_shoot               = weapons\pkm_prince\pkm_shotv3_1
snd_shoot1              = weapons\pkm_prince\pkm_shotv3_2
snd_shoot2              = weapons\pkm_prince\pkm_shotv3_3
snd_shoot3              = weapons\pkm_prince\pkm_shotv3_4
;snd_shoot4              = weapons\pkm_prince\pkm_shot_5

snd_silncer_shot        = weapons\pkm_prince\pkm_shot_sil_1
snd_silncer_shot1       = weapons\pkm_prince\pkm_shot_sil_2
snd_silncer_shot2       = weapons\pkm_prince\pkm_shot_sil_3
snd_silncer_shot3       = weapons\pkm_prince\pkm_shot_sil_4
snd_silncer_shot4       = weapons\pkm_prince\pkm_shot_sil_5

snd_switch_mode			= weapons\generic\switch_mode
;------------------------------------------------------------------------------------------------HUD--------------------------------------------------------------------------------------------------------
[wpn_pk_siber_hud]:hud_base

        item_visual                 = dynamics\weapons\wpn_pk_siber\wpn_pk_siber_hud.ogf
		
        attach_place_idx            = 0
        zoom_hide_crosshair         = true
		
;--------------------------------------------------------------        
        item_position               = 0, 0, 0
        item_orientation            = 0, 0, 0
		
aim_hud_offset_pos_16x9				= 0.002541,0.009080,0.032504
aim_hud_offset_rot_16x9				= 0.000260,0.000775,0.002321

hands_position_16x9				= -0.002700,-0.006940,0.040650
hands_orientation_16x9			= 0.000000,0.000000,0.000000
;-------------------------------------------------------------    

					                    lowered_hud_offset_pos_16x9		= 0.1,0,0
		                                lowered_hud_offset_rot_16x9		= 0.1,-0.8,0.1 
    
        hands_position              = -0.064, -0.18, 0.14        
        hands_orientation           = 2, 2, 0
               
        aim_hud_offset_pos          = -0.09612, 0.0534, -0.25        
        aim_hud_offset_rot          = 0.039, 0.0349, 0.00095
                
        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

;------        
        anm_hide                    = wpn_hand_pkm_siber_out,              idle
        anm_idle                    = wpn_hand_pkm_siber_idle,             idle
        anm_idle_aim                = wpn_hand_pkm_siber_idle_aim,         idle
        anm_idle_aim_moving         = wpn_hand_pkm_siber_walk,             wpn_pk_siber_walk
        anm_idle_aim_moving_crouch  = wpn_hand_pkm_siber_walk,             wpn_pk_siber_walk
        anm_idle_moving             = wpn_hand_pkm_siber_walk,             wpn_pk_siber_walk
        anm_idle_moving_crouch      = wpn_hand_pkm_siber_walk,             wpn_pk_siber_walk
        anm_idle_sprint             = wpn_hand_pkm_siber_run,              wpn_pk_siber_run
        anm_reload                  = wpn_hand_pk_reload,                  wpn_pk_siber_reload
        anm_reload_misfire          = wpn_hand_pkm_siber_misfire,          wpn_pk_siber_misfire
        anm_reload_empty            = wpn_hand_pk_reload_empty,            wpn_pk_siber_reload_empty
        anm_shots                   = wpn_hand_pkm_siber_shoot,            wpn_pk_siber_shoot
        anm_show                    = wpn_hand_pkm_siber_in,               wpn_pk_siber_in
        anm_bore                    = wpn_hand_pk_boring,                  wpn_pk_boring
        anm_shots_aim               = wpn_hand_pkm_siber_shoot_aim,        wpn_pk_siber_shoot
        anm_idle_aim_start          = wpn_hand_pkm_siber_in_aim,           wpn_pkm_siber_in_aim 
        anm_idle_aim_end            = wpn_hand_pkm_siber_out_aim,          wpn_pkm_siber_out_aim																								

;EMPTY
;--------------------------------------------------------------------

        anm_hide_empty                     = wpn_hand_pkm_siber_out,              wpn_pk_siber_idle_empty
        anm_idle_empty                     = wpn_hand_pkm_siber_idle,             wpn_pk_siber_idle_empty
        anm_idle_aim_empty                 = wpn_hand_pkm_siber_idle_aim,         wpn_pk_siber_idle_empty
        anm_idle_aim_moving_empty          = wpn_hand_pkm_siber_walk,             wpn_pk_siber_idle_empty
        anm_idle_aim_moving_crouch_empty   = wpn_hand_pkm_siber_walk,             wpn_pk_siber_idle_empty
        anm_idle_moving_empty              = wpn_hand_pkm_siber_walk,             wpn_pk_siber_idle_empty
        anm_idle_moving_crouch_empty       = wpn_hand_pkm_siber_walk,             wpn_pk_siber_idle_empty
        anm_idle_sprint_empty              = wpn_hand_pkm_siber_run,              wpn_pk_siber_idle_empty
        anm_shot_l                         = wpn_hand_pkm_siber_shoot,            wpn_pk_siber_shoot_empty
        anm_show_empty                     = wpn_hand_pkm_siber_in,               wpn_pk_siber_idle_empty
        anm_bore_empty                     = wpn_hand_pk_boring,                  wpn_pk_siber_idle_empty
        anm_idle_aim_start_empty           = wpn_hand_pkm_siber_in_aim,           wpn_pk_siber_idle_empty
        anm_idle_aim_end_empty             = wpn_hand_pkm_siber_out_aim,          wpn_pk_siber_idle_empty
        anm_shots_aim_l                    = wpn_hand_pkm_siber_shoot_aim,        wpn_pk_siber_shoot_empty																										 
;------ 
       
        shell_bone                  = gilza
        shell_dir                   = 0, 11, 0
        shell_point                 = 0, 10, 0
        
        fire_bone                   = muzzle
        fire_bone2                  = wpn_body
        fire_point                  = 0, 0, 0
        fire_point2                 = 0, 0, 0
 
;-----------------------------------------------------------------------------------------------------------------------------------------