;------------------------------------------------------------------------------------------------
#include "m1a1_new_sounds.ltx"
[wpn_thompson_m1a1]:identity_immunities,weapon_probability,default_weapon_params,wpn_m1a1_new_sounds
        GroupControlSection         = spawn_group
        $npc                        = on
        $prefetch                   = 8
        $spawn                      = "weapons\mp5"
        scheduled                   = off
        cform                       = skeleton
        
		kind                        = w_smg ;w_pistol
        class                       = WP_LR300
        slot                        = 2
        animation_slot              = 8
        ef_main_weapon_type         = 2
        ef_weapon_type              = 6
        hand_dependence             = 1
        single_handed               = 0
        
        default_to_ruck             = false
        sprint_allowed              = true

        icons_texture  = ui\ui_icon_tommy

        inv_grid_height             = 2
        inv_grid_width              = 4
        inv_grid_x                  = 0
        inv_grid_y                  = 0
        inv_name                    = st_wpn_thompson_m1a1
        inv_name_short              = st_wpn_thompson_m1a1
        description                 = st_wpn_thompson_m1a1_descr
        
        inv_weight                  = 4.7
        cost                        = 21880
        repair_type                 = pistol
        weapon_class                = assault_rifle
        
        hud                         = wpn_thompson_m1a1_hud
        visual                      = dynamics\weapons\wpn_m1a1\wpn_m1a1.ogf
        position                                 =  -0.026, 0, -0.015
        orientation                              = 0, 1.75, -0.2 
        fire_point                  = 0.0, 0.188, 0.392
        fire_point2                 = 0.0, 0.188, 0.392
        strap_bone0                 = bip01_spine2
        strap_bone1                 = bip01_spine1
        strap_position              = -0.16, -0.36, 0.15
        strap_orientation           = -10, -5, 10
        ph_mass                     = 3
        
        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\9x18

        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
        

        upgr_icon_path              = ui\ui_icon_tommy
        upgrades                    = up_gr_firstab_m1a1, up_gr_seconab_m1a1, up_gr_thirdab_m1a1
        installed_upgrades          =
        upgrade_scheme              = upgrade_scheme_beretta
        upgr_icon_x                 = 0
        upgr_icon_y                 = 100
        upgr_icon_width             = 300
        upgr_icon_height            = 100
        
        fire_modes                  = 1, -1
        ammo_class                  = ammo_11.43x23_fmj, ammo_11.43x23_fmj_bad, ammo_11.43x23_fmj_verybad, ammo_11.43x23_hydro, ammo_11.43x23_hydro_bad, ammo_11.43x23_hydro_verybad
        ammo_elapsed                = 30
        ammo_mag_size               = 30
        startup_ammo                = 90
        
        scope_status                = 0
        scope_zoom_factor           = 0
        
        silencer_name               = wpn_sil_9mm
        silencer_status             = 0
        silencer_x                  = 135
        silencer_y                  = 11
        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_vog-25, ammo_vog-25_bad, ammo_vog-25_verybad
        grenade_launcher_status     = 0
        launch_speed                = 0
        
        hit_impulse                 = 20
        hit_power                   = 0.46, 0.46, 0.46, 0.46
        hit_type                    = fire_wound
        fire_distance               = 300
        bullet_speed                = 330
        rpm                         = 650
        rpm_empty_click             = 200
        ap_modifier                 = 1.1
        
        use_aim_bullet              = false
        time_to_aim                 = 0.0 ;  3.0
        zoom_dof                    = 0.5, 1.0, 180
        zoom_enabled                = true
        zoom_rotate_time            = 0.25
        reload_dof                  = 0.0, 0.5, 5, 2
        control_inertion_factor = 1.0f
        crosshair_inertion          = 2.9
        fire_dispersion_base        = 0.59
        fire_dispersion_condition_factor = 0.001
        
        misfire_probability         = 0.005
        misfire_start_condition     = 0.6 ;  0.81
        misfire_start_prob          = 0.005
        misfire_end_condition       = 0.15
        misfire_end_prob            = 0.11
        
        condition_queue_shot_dec    = 0.0011
        condition_shot_dec          = 0.0010
        
        cam_return                  = 0
        cam_relax_speed             = 15
        cam_dispersion              = 0.48
        cam_dispersion_frac         = 1.0
        cam_dispersion_inc          = 0.0425
        cam_max_angle               = 31.0
        cam_max_angle_horz          = 31.0
        cam_step_angle_horz         = 1.44
        zoom_cam_relax_speed        = 15
        zoom_cam_dispersion         = 0.38
        zoom_cam_dispersion_frac    = 1.0
        zoom_cam_dispersion_inc     = 0.036
        zoom_cam_max_angle          = 31.0
        zoom_cam_max_angle_horz     = 31.0
        zoom_cam_step_angle_horz    = 1.42
        
        PDM_disp_accel_factor       = 1.155
        PDM_disp_base               = 0.65
        PDM_disp_crouch             = 1.0
        PDM_disp_crouch_no_acc      = 1.0
        PDM_disp_vel_factor         = 1.15
        
        cam_relax_speed_ai          = 120.75
        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                  = 72
        kill_msg_y                  = 82
        kill_msg_width              = 56
        kill_msg_height             = 23
        use_alt_aim_hud					= true

        ; snd_empty		        = weapons\thompson\m1a1_new_empty
        ; snd_draw        	        = weapons\thompson\m1a1_new_draw
        ; snd_holster        	        = weapons\thompson\m1a1_new_holster
        ; snd_reload		        = weapons\thompson\m1a1_new_reload
        ; snd_bore		        = weapons\thompson\m1a1_new_inspect
        ; snd_reload_misfire              = weapons\thompson\m1a1_new_unjam
        ; snd_switch_mode		        = weapons\thompson\m1a1_new_switch_mode

[wpn_thompson_m1a1_hud]:hud_base

        item_visual                 = dynamics\weapons\wpn_m1a1\wpn_m1a1_hud.ogf
        attach_place_idx            = 0
        zoom_hide_crosshair         = true

        item_position                            = 0, 0, 0
        item_orientation                         = 0, 0, 0

        hands_position                           = 0.000544, -0.002611, 0.0058798
        hands_position_16x9                      = -0.009664, -0.005196, 0.003389
        hands_orientation                        = 0.49728, 1.53296, 0.00176
        hands_orientation_16x9                   = 0.54498, 1.56112, -2

        hands_position                           = 0.000544, -0.002611, 0.0058798
        hands_position_16x9                      = 0.0, -0.0, 0.0
        hands_orientation                        = 0.49728, 1.53296, 0.00176
        hands_orientation_16x9                   = 0.0, 0.0, 0.0

        aim_hud_offset_pos                       = -0.06148, 0.03146, -0.057314
        aim_hud_offset_pos_16x9                  = -0.071760, 0.030473, -0.050965
        aim_hud_offset_rot                       = 0.02509, 0.009872, -0.0512458
        aim_hud_offset_rot_16x9                  = 0.0, 0.0, 0.0

        aim_hud_offset_alt_pos                       = -0.07192, 0.020888, -0.050965
        aim_hud_offset_alt_pos_16x9                  = -0.07192, 0.020888, -0.050965
        aim_hud_offset_alt_rot                       = -0.015762, 0.00016, -0.0512458
        aim_hud_offset_alt_rot_16x9                  = -0.015762, 0.00016, -0.00

        lowered_hud_offset_pos			= 0.05,-0.04,-0.02
        lowered_hud_offset_pos_16x9		= 0.04064,-0.012672,-0.002185
        lowered_hud_offset_rot			= -0.1,-0.6,0.4
        lowered_hud_offset_rot_16x9		= -0.081037,-0.705504,0.4

        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
                
        anm_bore                                 = m1a1_new_inspect, inspect
        anm_show                                 = m1a1_new_draw, draw
        anm_hide                                 = m1a1_new_holster, idle

        anm_idle                                 = m1a1_new_idle, idle
        anm_idle_aim_moving                      = m1a1_new_walk, walk 
        anm_idle_aim_moving_crouch               = m1a1_new_walk, walk, 0.8 
        anm_idle_moving                          = m1a1_new_walk, walk, 0.95 
        anm_idle_moving_crouch                   = m1a1_new_walk, walk
        anm_idle_sprint                          = m1a1_new_sprint, sprint

        anm_reload                               = m1a1_new_reload, reload
        anm_reload_empty                         = m1a1_new_reload, reload_empty
        anm_reload_misfire          		 = m1a1_new_unjam, unjam
        anm_reload_misfire_empty          	 = m1a1_new_unjam, unjam_empty

        anm_switch_mode                 	 = m1a1_new_switch_mode, switch_mode

        anm_shots                                = m1a1_new_shoot
        anm_idle_aim                             = m1a1_new_aim, aim



        anm_bore_empty                                 = m1a1_new_inspect, inspect_empty
        anm_show_empty                                 = m1a1_new_draw, draw_empty
        anm_hide_empty                                 = m1a1_new_holster, idle_empty
        anm_shot_l                                     = m1a1_new_shoot, shoot_empty

        anm_idle_empty                                 = m1a1_new_idle, idle_empty
        anm_idle_aim_moving_empty                      = m1a1_new_walk, walk_empty
        anm_idle_aim_moving_crouch_empty               = m1a1_new_walk, walk_empty, 0.8
        anm_idle_moving_empty                          = m1a1_new_walk, walk_empty
        anm_idle_moving_crouch_empty                   = m1a1_new_walk, walk_empty, 0.9
        anm_idle_sprint_empty                          = m1a1_new_sprint, sprint_empty

        anm_switch_mode_empty			       = m1a1_new_switch_mode, switch_mode_empty
        anm_idle_aim_empty                             = m1a1_new_aim, idle_empty


        ; Transition/Intermediate Animations
        anm_walk2sprint             = m1a1_new_walk2sprint
        anm_walk2sprint_empty = m1a1_new_walk2sprint, idle_empty

        anm_sprint2walk             = m1a1_new_sprint2walk
        anm_sprint2walk_empty       = m1a1_new_sprint2walk, idle_empty

        ; anm_idle2aim             = m1a1_new_idle2aim, idle
        ; anm_idle2aim_empty       = m1a1_new_idle2aim, idle_empty
        ; anm_aim2idle             = m1a1_new_aim2idle, idle
        ; anm_aim2idle_empty       = m1a1_new_aim2idle, idle_empty
        ; 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

        fire_point		= 0.0,-0.00,0.0
        fire_bone      	= muzzle
 

[wpn_thompson_1921]: wpn_thompson_m1a1

;Inventory Details 
        inv_name                    = st_wpn_thompson_1921
        inv_name_short              = st_wpn_thompson_1921

        inv_grid_height             = 2
        inv_grid_width              = 4
        inv_grid_x                  = 5
        inv_grid_y                  = 0


        inv_weight                  = 6.1
        cost                        = 40590
        description                 = st_wpn_thompson_1921_descr

;Upgrade Icon    
        upgrades                    = up_gr_firstab_1921, up_gr_seconab_1921, up_gr_thirdab_1921
        upgr_icon_x                 = 0
        upgr_icon_y                 = 200
        upgr_icon_width             = 305

;Ammo Capacity and RPM
        ammo_elapsed                = 50
        ammo_mag_size               = 50
        startup_ammo                = 90

        bullet_speed                = 330
        rpm                         = 900
        rpm_empty_click             = 200

;Misfire Probability
        misfire_probability         = 0.005
        misfire_start_condition     = 0.7 ;  0.81
        misfire_start_prob          = 0.007
        misfire_end_condition       = 0.15
        misfire_end_prob            = 0.18
        
        condition_queue_shot_dec    = 0.0012
        condition_shot_dec          = 0.0012

 ;Recoil Values      
        cam_return                  = 0
        cam_relax_speed             = 10
        cam_dispersion              = 0.4
        cam_dispersion_frac         = 1.0
        cam_dispersion_inc          = 0.0425
        cam_max_angle               = 30.0
        cam_max_angle_horz          = 20.0
        cam_step_angle_horz         = 0.44
        zoom_cam_relax_speed        = 10
        zoom_cam_dispersion         = 0.25
        zoom_cam_dispersion_frac    = 1.0
        zoom_cam_dispersion_inc     = 0.0225
        zoom_cam_max_angle          = 20.0
        zoom_cam_max_angle_horz     = 15.0
        zoom_cam_step_angle_horz    = 0.44


        hud                         = wpn_thompson_1921_hud
        visual                      = dynamics\weapons\wpn_m1a1\wpn_thompson_1921.ogf
        use_alt_aim_hud		    = false

;Sounds
        snd_empty		        = weapons\thompson\m1a1_new_empty
        snd_draw        	        = weapons\thompson\m1a1_new_draw
        snd_holster        	        = weapons\thompson\m1a1_new_holster
        snd_reload                      = weapons\thompson\1921_new_reload
        snd_reload_empty		= weapons\thompson\1921_new_reload_empty
        snd_bore		        = weapons\thompson\m1a1_new_inspect
        snd_reload_misfire              = weapons\thompson\1921_new_unjam
        snd_switch_mode		        = weapons\thompson\m1a1_new_switch_mode

[wpn_thompson_1921_hud]:hud_base

        item_visual                 = dynamics\weapons\wpn_m1a1\wpn_thompson_1921_hud.ogf
        attach_place_idx            = 0
        zoom_hide_crosshair         = true

        item_position                            = 0, 0, 0
        item_orientation                         = 0, 0, 0

        hands_position                           = 0.000544, -0.002611, 0.0058798
        hands_position_16x9                      = -0.009664, -0.005196, 0.003389
        hands_orientation                        = 0.49728, 1.53296, 0.00176
        hands_orientation_16x9                   = 0.54498, 1.56112, -2

        hands_position                           = 0.000544, -0.002611, 0.0058798
        hands_position_16x9                      = 0.0, -0.0, 0.0
        hands_orientation                        = 0.49728, 1.53296, 0.00176
        hands_orientation_16x9                   = 0.0, 0.0, 0.0

        aim_hud_offset_pos                       = -0.0828, 0.031538, -0.050965
        aim_hud_offset_pos_16x9                  = -0.0828, 0.031538, -0.050965
        aim_hud_offset_rot                       = -0.000213, 0.00048, 0.0
        aim_hud_offset_rot_16x9                  = -0.000213, 0.00048, 0.0

        aim_hud_offset_alt_pos                       = -0.07192, 0.020888, -0.050965
        aim_hud_offset_alt_pos_16x9                  = -0.07192, 0.020888, -0.050965
        aim_hud_offset_alt_rot                       = -0.015762, 0.00016, -0.0512458
        aim_hud_offset_alt_rot_16x9                  = -0.015762, 0.00016, -0.00

        lowered_hud_offset_pos			= 0.05,-0.04,-0.02
        lowered_hud_offset_pos_16x9		= 0.04064,-0.012672,-0.002185
        lowered_hud_offset_rot			= -0.1,-0.6,0.4
        lowered_hud_offset_rot_16x9		= -0.081037,-0.705504,0.4

        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
                
        anm_bore                                 = tommy_1921_new_inspect, idle
        anm_show                                 = tommy_1921_new_draw, idle
        anm_hide                                 = tommy_1921_new_holster, idle

        anm_idle                                 = tommy_1921_new_idle, idle
        anm_idle_aim_moving                      = tommy_1921_new_walk, idle 
        anm_idle_aim_moving_crouch               = tommy_1921_new_walk, idle, 0.8 
        anm_idle_moving                          = tommy_1921_new_walk, idle
        anm_idle_moving_crouch                   = tommy_1921_new_walk, idle
        anm_idle_sprint                          = tommy_1921_new_sprint, idle

        anm_reload                               = tommy_1921_new_reload, reload
        anm_reload_empty                         = tommy_1921_new_reload_empty, reload_empty
        anm_reload_misfire          		 = tommy_1921_new_unjam, unjam
        anm_reload_misfire_empty          	 = tommy_1921_new_unjam, unjam_empty
        anm_switch_mode                 	     = tommy_1921_new_switch_mode, switch_mode

        anm_shots                                = tommy_1921_new_shoot
        anm_idle_aim                             = tommy_1921_new_aim, aim


        anm_bore_empty                                 = tommy_1921_new_inspect, idle_empty
        anm_show_empty                                 = tommy_1921_new_draw, idle_empty
        anm_hide_empty                                 = tommy_1921_new_holster, idle_empty
        anm_shot_l                                     = tommy_1921_new_shoot, shoot_empty

        anm_idle_empty                                 = tommy_1921_new_idle, idle_empty
        anm_idle_aim_moving_empty                      = tommy_1921_new_walk, idle_empty
        anm_idle_aim_moving_crouch_empty               = tommy_1921_new_walk, idle_empty, 0.8
        anm_idle_moving_empty                          = tommy_1921_new_walk, idle_empty
        anm_idle_moving_crouch_empty                   = tommy_1921_new_walk, idle_empty, 0.9
        anm_idle_sprint_empty                          = tommy_1921_new_sprint, idle_empty

        anm_switch_mode_empty			       = tommy_1921_new_switch_mode, switch_mode_empty
        anm_idle_aim_empty                             = tommy_1921_new_aim, idle_empty

        ; Transition/Intermediate Animations
        anm_walk2sprint             = tommy_1921_new_walk2sprint
        anm_walk2sprint_empty = tommy_1921_new_walk2sprint, idle_empty

        anm_sprint2walk             = tommy_1921_new_sprint2walk
        anm_sprint2walk_empty       = tommy_1921_new_sprint2walk, idle_empty

        ; anm_idle_aim_start             = tommy_1921_new_idle2aim, idle
        ; anm_idle_aim_start_empty       = tommy_1921_new_idle2aim, idle_empty
        ; anm_idle_aim_end             = tommy_1921_new_aim2idle, idle
        ; anm_idle_aim_end_empty       = tommy_1921_new_aim2idle, idle_empty
        ; 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

        fire_point		= 0.0,-0.00,0.0
        fire_bone      	= muzzle