<item name="DSG1" class="Weapon" category="primary" priority="12" weaponParams="1">
<params>
<param name="display_name" value="@mp_edsg1" />
<param name="giveable" value="1" />
<param name="selectable" value="1" />
<param name="pose" value="dsg1" />
<param name="itemClass" value="rifle" />
<param name="slidePose" value="dsg1" />
<param name="suffix" value="shoulder" />
<param name="mass" value="8" />
<param name="melee_attack_firemode" value="melee" />
<param name="raiseable" value="1" />
<param name="attach_to_back" value="1" />
<param name="bone_attachment_01" value="stow_primary1" />
<param name="bone_attachment_02" value="stow_primary2" />
<param name="deselectTime" value="0.5" GAME="SP" />
<param name="sprintToFireDelay" value="0.2" GAME="SP" />
<param name="sprintToZoomDelay" value="0.4" GAME="SP" />
<param name="autoReloadDelay" value="0.5" />
<param name="runToSprintBlendTime" value="0.4" />
<param name="sprintToRunBlendTime" value="0.7" GAME="SP" />
<param name="sprintToFireDelay" value="0.2" GAME="MP" />
<param name="sprintToRunBlendTime" value="0.7" GAME="MP" />
<param name="sprintToZoomDelay" value="0.5" GAME="MP" />
<param name="fp_offset" value="-0.02,-0.0,-0.05" />
<param name="fp_rot_offset" value="-1.0,0.0,0.0" />
<param name="stat_accuracy" value="6" />
<param name="stat_rate_of_fire" value="4" />
<param name="stat_mobility" value="4" />
<param name="stat_damage" value="8" />
<param name="stat_range" value="6" />
<animPrecache name="DGS1" >
<precache DBAFile="animations/weapons/us/dsg1/dsg1.dba" thirdperson="0"/>
<precache DBAFile="animations/human/male/weapons/dsg1/dsg1_1p.dba" thirdperson="0"/>
<precache DBAFile="animations/human/male/weapons/dsg1/dsg1_3p.dba" thirdperson="1"/>
</animPrecache>
<aimAnims>
<param name="base" value="stand_tac_idlePose_dsg1_[suffix]_1p_01" />
<param name="up" value="stand_tac_look_up_dsg1_[suffix]_add_1p_01" />
<param name="down" value="stand_tac_look_dwn_dsg1_[suffix]_add_1p_01" />
<param name="left" value="stand_tac_look_lft_dsg1_[suffix]_add_1p_01" />
<param name="right" value="stand_tac_look_rgt_dsg1_[suffix]_add_1p_01" />
<param name="front" value="stand_tac_look_up_dsg1_[suffix]_add_1p_01" />
<param name="back" value="stand_tac_look_dwn_dsg1_[suffix]_add_1p_01" />
<param name="strafeLeft" value="stand_tac_look_lft_dsg1_[suffix]_add_1p_01" />
<param name="strafeRight" value="stand_tac_look_rgt_dsg1_[suffix]_add_1p_01" />
<param name="bump" value="stand_tac_land_dsg1_add_1p_01" />
<param name="run" value="stand_tac_run_rifle_[suffix]_add_1p_01" />
<param name="idle" value="stand_tac_idle_rifle_[suffix]_add_1p_01" />
<param name="sprint" value="stand_tac_sprint_dsg1_fwd_add_1p_01" />
<param name="SuperJump" value="stand_pow_idleSuperJump_dsg1_shoulder_add_1p_01" />
<param name="ironsightAimAnimFactor" value="0.2" GAME="MP"/>
</aimAnims>
</params>
<MovementModifiers speedScale="1.0" rotationScale="1.0" GAME="SP">
<Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<Reflexsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
<sniper speedScale="0.4" rotationScale="1.0" coverLeanRotationScale="1.1" />
</MovementModifiers>
<MovementModifiers speedScale="0.97" rotationScale="1.0" firingSpeedScale="0.97" GAME="MP">
<Ironsight speedScale="0.6" rotationScale="0.25" mouseRotationScale="0.9" />
<Reflexsight speedScale="0.6" rotationScale="0.25" mouseRotationScale="0.9" />
<Assaultscope speedScale="0.5" rotationScale="0.2" mouseRotationScale="0.8" />
<sniper speedScale="0.4" rotationScale="0.1" mouseRotationScale="0.3" />
</MovementModifiers>
<ReloadMagazineParams magazineAttachment="magazine" magazineEvent="magazine" />
<ai_descriptor handler="instant" burstBulletCountMin="1" burstBulletCountMax="10" burstPauseTimeMin="0.8" burstPauseTimeMax="3.5" singleFireTriggerTime="2.5" pressureMultiplier="2" />
<ammos>
<ammo name="SniperBullet" extra="6" amount="6" minAmmo="6" capacity="18" GAME="SP"/>
<ammo name="SniperBullet" extra="32" amount="8" capacity="32" GAME="MP"/>
</ammos>
<geometry>
<firstperson name="Objects/weapons/us/dsg1/dsg1_fp.cdf" angles="0,0,0" position="0,0,0" />
<thirdperson name="Objects/weapons/us/dsg1/dsg1_tp.cgf" angles="0,0,0"/>
<boneAttachments>
</boneAttachments>
</geometry>
<actions>
<action name="select">
<animation target="owner" name="stand_tac_select_dsg1_add_1p_01" />
<sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:select_fp" radius="1" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:select_fp" radius="1" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:select_3p" radius="1" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:select_3p" radius="1" GAME="MP" />
</action>
<action name="select1">
<animation target="owner" name="stand_tac_select1_dsg1_add_1p_01" />
<sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:select_fp" radius="1" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:select_fp" radius="1" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:select_3p" radius="1" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:select_3p" radius="1" GAME="MP" />
</action>
<action name="select2">
<animation target="owner" name="stand_tac_select2_dsg1_add_1p_01" />
<sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:select_fp" radius="1" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:select_fp" radius="1" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:select_3p" radius="1" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:select_3p" radius="1" GAME="MP" />
</action>
<action name="deselect">
<animation target="owner" name="stand_tac_deselect_dsg1_add_1p_01" />
<sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:deselect_fp" radius="1" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:deselect_fp" radius="1" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:deselect_3p" radius="1" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:deselect_3p" radius="1" GAME="MP" />
</action>
<action name="deselect1">
<animation target="owner" name="stand_tac_deselect1_dsg1_add_1p_01" />
<sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:deselect_fp" radius="1" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:deselect_fp" radius="1" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:deselect_3p" radius="1" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:deselect_3p" radius="1" GAME="MP" />
</action>
<action name="deselect2">
<animation target="owner" name="stand_tac_deselect2_dsg1_add_1p_01" />
<sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:deselect_fp" radius="1" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:deselect_fp" radius="1" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:deselect_3p" radius="1" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:deselect_3p" radius="1" GAME="MP" />
</action>
<action name="idle" children="1">
<animation target="firstperson" name="stand_tac_idlePose_dsg1_weapon_1p_01" />
<animation target="thirdperson" name="stand_tac_idlePose_dsg1_weapon_1p_01" />
<animation target="ownerGraph" name="idle" />
</action>
<action name="idle_break" >
<animation target="owner" name="stand_tac_idleBreak_rifle_shoulder_add_1p_02" />
<animation target="owner" name="stand_tac_idleBreak_rifle_shoulder_add_1p_03" />
</action>
<action name="pickedup">
<sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:pickup_fp" radius="2" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:pickup_fp" radius="2" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:pickup_3p" radius="2" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:pickup_3p" radius="2" GAME="MP" />
</action>
<action name="pickedup_ammo">
<sound target="firstperson" name="sounds/w_dsg1:dsg1_handling:pickup_fp" radius="1" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_handling:pickup_fp" radius="1" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_handling:pickup_3p" radius="1" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_handling:pickup_3p" radius="1" GAME="MP" />
</action>
<action name="fire">
<animation target="owner" name="stand_tac_recoilShot_dsg1_[suffix]_add_1p_01" constantInterpolation="1" />
<sound target="firstperson" name="sounds/w_dsg1:dsg1_fire:fire_fp" radius="200" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_fire:fire_fp" radius="200" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_fire:fire_3p" radius="200" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_fire:fire_3p" radius="200" GAME="MP" />
<forceFeedback effectName="weaponfiresinglemassive" />
</action>
<action name="fire_silenced">
<animation target="owner" name="stand_tac_recoilShot_dsg1_[suffix]_add_1p_01" constantInterpolation="1" />
<sound target="firstperson" name="sounds/w_dsg1:dsg1_fire:fire_silenced_fp" radius="20" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_fire:fire_silenced_fp" radius="20" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_fire:fire_silenced_3p" radius="20" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_fire:fire_silenced_3p" radius="20" GAME="MP" />
<forceFeedback effectName="weaponfiresinglemassive" />
</action>
<action name="cock">
<animation target="firstperson" name="stand_tac_pumpAction_dsg1_[suffix]_weapon_1p_01" />
<animation target="thirdperson" name="stand_tac_pumpAction_dsg1_[suffix]_weapon_1p_01" />
<animation target="owner" name="stand_tac_pumpAction_dsg1_[suffix]_add_1p_01" />
</action>
<action name="change_firemode">
<animation target="firstperson" name="stand_tac_modeswitchsingle_dsg1_weapon_1p_01" />
<animation target="thirdperson" name="stand_tac_modeswitchsingle_dsg1_weapon_1p_01" />
<animation target="owner" name="stand_tac_modeSwitchFull_dsg1_add_1p_01" />
<!-- no alternate fire mode
<sound target="firstperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="1" />
<sound target="thirdperson" name="sounds/weapons:weapon_accessories:change_firemode" radius="1" />
-->
</action>
<action name="reload_chamber_empty">
<animation target="firstperson" name="stand_[suitmode]_reloadEmpty_dsg1_weapon_1p_01" />
<animation target="thirdperson" name="stand_[suitmode]_reloadEmpty_dsg1_weapon_1p_01" />
<animation target="owner" name="stand_[suitmode]_reloadEmpty_dsg1_add_1p_01" releaseCameraBone="1" />
<!--<sound target="thirdperson" name="sounds/weapons:dsg1:reload_chamberempty" radius="5" />-->
</action>
<action name="reload_chamber_full">
<animation target="firstperson" name="stand_[suitmode]_reloadFull_dsg1_weapon_1p_01" />
<animation target="thirdperson" name="stand_[suitmode]_reloadFull_dsg1_weapon_1p_01" />
<animation target="owner" name="stand_[suitmode]_reloadFull_dsg1_add_1p_01" releaseCameraBone="1" />
<!--<sound target="thirdperson" name="sounds/weapons:dsg1:reload_chamberfull" radius="2" />-->
</action>
<action name="shot_last_bullet">
<sound target="firstperson" name="sounds/w_dsg1:dsg1_fire:last_bullet_fp" radius="2" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_fire:last_bullet_fp" radius="2" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_fire:last_bullet_3p" radius="2" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_fire:last_bullet_3p" radius="2" GAME="MP" />
</action>
<action name="empty_clip">
<sound target="firstperson" name="sounds/w_dsg1:dsg1_fire:dryfire_fp" radius="2" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_fire:dryfire_fp" radius="2" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_fire:dryfire_3p" radius="2" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_fire:dryfire_3p" radius="2" GAME="MP" />
</action>
<action name="melee">
<animation target="owner" name="stand_[suitmode]_melee_dsg1_add_1p_01" releaseCameraBone="1" />
<animation target="ownerGraph" name="melee" />
<sound target="firstperson" name="sounds/w_dsg1:dsg1_fire:melee_fp" radius="5" GAME="SP" />
<sound target="firstperson" name="sounds/w_dsg1_mp:dsg1_fire:melee_fp" radius="5" GAME="MP" />
<sound target="thirdperson" name="sounds/w_dsg1:dsg1_fire:melee_3p" radius="5" GAME="SP" />
<sound target="thirdperson" name="sounds/w_dsg1_mp:dsg1_fire:melee_3p" radius="5" GAME="MP" />
</action>
<action name="melee_superPower">
<animation target="owner" name="stand_pow_SuperMelee_dsg1_add_1p_01" releaseCameraBone="1" />
</action>
<action name="hit">
<sound target="firstperson" name="sounds/physics_bullets:impacts:melee_impact" radius="5" />
<sound target="thirdperson" name="sounds/physics_bullets:impacts:melee_impact" radius="5" />
</action>
<action name="raise">
<animation target="owner" name="stand_tac_wallRaise_dsg1_add_1p_01" blendTime="0.0" />
<sound target="firstperson" name="Sounds/physics_foleys:foleys/player:wallraise" radius="5" />
</action>
<action name="lower">
<animation target="owner" name="stand_tac_wallLower_dsg1_add_1p_01" />
<sound target="firstperson" name="Sounds/physics_foleys:foleys/player:wallraise_off" radius="5" />
</action>
<action name="airFrictionOn">
<animation target="owner" name="stand_pow_idleGlide_dsg1_shoulder_add_1p_01" releaseCameraBone="1" />
</action>
<action name="meleeReaction">
<animation target="owner" name="stand_pow_idleGlide_dsg1_shoulder_add_1p_01" releaseCameraBone="1" />
</action>
<action name="zoom_in">
<sound target="firstperson" name="sounds/physics_foleys:foleys/player:ironsight_on" radius="2" />
</action>
<action name="zoom_lean">
<sound target="firstperson" name="sounds/physics_foleys:foleys/player:ironsight_lean" radius="2" />
</action>
<action name="zoom_out">
<sound target="firstperson" name="sounds/physics_foleys:foleys/player:ironsight_off" radius="2" />
</action>
<action name="enter_modify">
<animation target="owner" name="stand_tac_toIdleAttach_dsg1_shoulder_add_1p_01" />
</action>
<action name="leave_modify">
<animation target="owner" name="stand_tac_fromIdleAttach_dsg1_shoulder_add_1p_01" />
</action>
<action name="friendly_enter">
<animation target="owner" name="stand_tac_toFriendly_rifle_add_1p_01" blendTime="0.0" />
</action>
<action name="friendly_leave">
<animation target="owner" name="stand_tac_fromFriendly_rifle_add_1p_01" />
</action>
<action name="weapon_lower_enter">
<animation target="owner" name="stand_tac_toLowered_dsg1_add_1p_01" blendTime="0.0" />
</action>
<action name="weapon_lower_leave">
<animation target="owner" name="stand_tac_fromLowered_dsg1_add_1p_01" />
</action>
<action name="power_melee_hint">
<sound target="firstperson" name="Sounds/interface:suit:boosted_action_fp" radius="5" />
<sound target="thirdperson" name="Sounds/interface:suit:boosted_action_3p" radius="5" />
</action>
</actions>
<layers>
</layers>
<firemodes>
<firemode name="Sniper" type="Single">
<tracer>
<param name="geometryFP" value="objects/effects/weapons/tracer_dsg1.cgf" />
<param name="geometry" value="objects/effects/weapons/tracer_dsg1.cgf" />
<!--<param name="effectFP" value="Crysis2_weapon_dsg1.tracer_fp" />-->
<param name="effect" value="Crysis2_weapon_dsg1.tracer_tp" />
<param name="speed" value="8000" GAME="MP"/>
<param name="speed" value="800" GAME="SP"/>
<param name="speedFP" value="8000" GAME="MP"/>
<param name="speedFP" value="800" GAME="SP"/>
<param name="frequency" value="1" />
<param name="helper_fp" value="weapon_term" />
<param name="helper_tp" value="weapon_term" />
<param name="thickness" value="1.3" GAME="MP" />
<param name="thicknessFP" value="1.2" GAME="MP" />
</tracer>
<perkModifiers>
<param name="concentratedFire_rateScale" value="1.2"/>
<param name="maximumFocusRecoil_recoilScale" value="2.5"/>
<param name="gunslinger_spreadScale" value="0.75"/>
</perkModifiers>
<outofammotracer>
<param name="geometryFP" value="objects/effects/weapons/tracer_dsg1_red.cgf" />
<param name="geometry" value="objects/effects/weapons/tracer_dsg1_red.cgf" />
<!--<param name="effectFP" value="Crysis2_weapon_dsg1.tracer_fp" />-->
<param name="effect" value="Crysis2_weapon_dsg1.tracer_tp" />
<param name="speed" value="800" GAME="MP"/>
<param name="speed" value="800" GAME="SP"/>
<param name="speedFP" value="800" GAME="MP"/>
<param name="speedFP" value="800" GAME="SP"/>
<param name="frequency" value="1" />
<param name="helper_fp" value="weapon_term" />
<param name="helper_tp" value="weapon_term" />
</outofammotracer>
<fire>
<param name="ammo_type" value="SniperBullet" />
<param name="rate" value="90" GAME="SP"/>
<param name="rate" value="90" GAME="MP"/>
<param name="damage" value="450" GAME="SP"/>
<param name="damage" value="61" GAME="MP"/>
<param name="secondary_damage" value="1" />
<param name="ai_vs_player_damage" value="470"/>
<param name="bullet_chamber" value="1" />
<param name="clip_size" value="6" GAME="SP" />
<param name="clip_size" value="8" GAME="MP" />
<param name="lowAmmoWarningFraction" value="0.34"/>
<param name="helper_tp" value="weapon_term" />
<param name="nearmiss_signal" value="OnNearMiss" />
<param name="damage_drop_per_meter" value="10" GAME="SP"/>
<param name="damage_drop_min_distance" value="100" GAME="SP"/>
<param name="damage_drop_min_damage" value="250" GAME="SP"/>
<param name="damage_drop_per_meter" value="0.0" GAME="MP"/>
<param name="damage_drop_min_distance" value="0" GAME="MP"/>
<param name="damage_drop_min_damage" value="75" GAME="MP"/>
<param name="point_blank_amount" value="3" GAME="SP"/>
<param name="point_blank_distance" value="1" GAME="SP"/>
<param name="point_blank_falloff_distance" value="2" GAME="SP"/>
<param name="fillAmmoReloadFraction" value="0.67" />
<param name="endReloadFraction" value="0.87" />
<!--<param name="knocks_target" value="1"/>-->
<param name="min_damage_for_knockDown" value="260"/>
<!--<param name="knockdown_chance_leg" value="75"/>-->
<param name="min_damage_for_knockDown_leg" value="250"/>
<param name="holdbreath_fire_anim_damp" value="0.9" GAME="SP"/>
<param name="holdbreath_fire_anim_damp" value="1.0" GAME="MP"/>
<param name="holdbreath_ffeedback_damp" value="0.75" GAME="SP"/>
<param name="holdbreath_ffeedback_damp" value="1.0" GAME="MP"/>
<param name="crosshair" value="0" GAME="MP"/>
</fire>
<proceduralrecoil>
<param name="duration" value="0.9" />
<param name="strength" value="0.08" />
<param name="kickIn" value="0.3" />
</proceduralrecoil>
<recoil>
<param name="max_recoil" value="1" />
<param name="attack" value="1.0" />
<param name="decay" value="0.9" />
<param name="end_decay" value="0.3" GAME="SP"/>
<param name="end_decay" value="0.5" GAME="MP"/>
<param name="maxx" value="1.8" />
<param name="maxy" value="8.0" GAME="SP"/>
<param name="maxy" value="7.0" GAME="MP"/>
<param name="randomness" value="0.1" />
<param name="recoil_holdBreathActive_m" value="0.75" GAME="SP"/>
<param name="recoil_holdBreathActive_m" value="1.0" GAME="MP"/>
<param name="recoil_crouch_m" value="1.5" GAME="SP"/>
<param name="recoil_crouch_m" value="1.0" GAME="MP"/>
<!-- these modifiers are applied to the amount of decay reduction per frame, increasing the decay per frame reduces recoil -->
<param name="recoil_jump_m" value="0.5" />
<hints GAME="SP">
<hint x="0.14" y="0.29" />
<hint x="0.20" y="0.25" />
</hints>
<hints GAME="MP">
<hint x="0.04" y="0.4" />
<hint x="-0.14" y="0.36" />
</hints>
</recoil>
<spread>
<param name="min" value="1.5" GAME="SP"/>
<param name="min" value="13.0" GAME="MP"/>
<param name="max" value="8.0" GAME="SP"/>
<param name="max" value="13.0" GAME="MP"/>
<param name="attack" value="8.0" />
<param name="decay" value="0.6" GAME="SP"/>
<param name="decay" value="4.0" GAME="MP"/>
<param name="end_decay" value="0.3" GAME="SP"/>
<param name="end_decay" value="2.0" GAME="MP"/>
<param name="speed_m" value="1.25" />
<!-- this multuplies the current velocity then adds it to the attack - can go above the max spread -->
<param name="rotation_m" value="0" />
<param name="spread_jump_m" value="1.0" />
<param name="spread_crouch_m" value="0.75" GAME="SP"/>
<param name="spread_crouch_m" value="0.8" GAME="MP"/>
<param name="speed_holdBreathActive_m" value="0.5" GAME="SP"/>
<param name="speed_holdBreathActive_m" value="1.0" GAME="MP"/>
<param name="spread_holdBreathActive_m" value="0.75" GAME="SP"/>
<param name="spread_holdBreathActive_m" value="1.0" GAME="MP"/>
</spread>
<actions>
<param name="fire" value="fire" />
<param name="fire_cock" value="fire" />
</actions>
<muzzleflash aiVisibilityRadius="2.0" >
<firstperson effect="Crysis2_weapon_dsg1.muzzle_flash_fp" helper="muzzleflash_effect" />
<thirdperson effect="Crysis2_weapon_dsg1.muzzle_flash_tp" helper="muzzleflash_effect" />
</muzzleflash>
<muzzlesmoke>
<firstperson effect="Crysis2_weapon_dsg1.gun_smoke" helper="smoke_effect" />
<thirdperson effect="Crysis2_weapon_dsg1.gun_smoke" helper="smoke_effect" />
</muzzlesmoke>
<reject>
<firstperson effect="Crysis2_weapon_dsg1.shell_eject_fp" helper="shells" GAME="SP" />
<firstperson effect="Crysis2_weapon_dsg1.shell_eject_mp_fp" helper="shells" GAME="MP" />
<thirdperson effect="Crysis2_weapon_dsg1.shell_eject" helper="shells" GAME="SP" />
</reject>
</firemode>
<firemode name="melee" type="Melee">
<melee>
<param name="helper" value="collision" />
<param name="offset" value="0.35" />
<param name="damage" value="300" GAME="SP"/>
<param name="damage" value="62" GAME="MP"/>
<param name="slide_damage" value="300" GAME="SP" />
<param name="slide_damage" value="90" GAME="MP" />
<param name="damage_AI" value="250" />
<param name="impulse" value="100" />
<param name="impulse_AI_to_player" value="300"/>
<param name="impulse_vehicle" value="400" />
<param name="impulse_up_percentage" value="0.4" GAME="SP"/>
<param name="range" value="1.8" />
<param name="delay" value="0.1" />
<param name="aiDelay" value="0.45" />
<param name="duration" value="0.3" GAME="SP"/>
<param name="duration" value="0.7" GAME="MP"/>
<PowerAttack>
<param name="duration" value="0.6" GAME="SP"/>
<param name="duration" value="0.7" GAME="MP"/>
</PowerAttack>
<CloseAttack>
<param name="delay" value="0.25" />
<param name="duration" value="0.87" />
<param name="range" value="1.5" />
<param name="impulse_AI_to_Player" value="300"/>
</CloseAttack>
</melee>
<actions>
<param name="attack" value="melee" />
<param name="attack_superPower" value="melee_superPower" />
</actions>
</firemode>
</firemodes>
<zoommodes>
<zoommode name="assaultscope" type="Scope" enabled="0" >
<stereo>
<param name="eyeDistance" value="0.002" />
<param name="convergenceDistance" value="0.25" />
</stereo>
<zoom>
<param name="suffix" value="assault" />
<param name="suffixAG" value="_iron" />
<param name="fp_offset" value="0.0,0.0,0.004" />
<param name="dof" value="1" />
<param name="dof_focusMin" value="1.0" />
<param name="dof_focusMax" value="200.0" />
<param name="dof_focusLimit" value="500.0" />
<!--<param name="blur_amount" value="0.8" />
<param name="blur_mask" value="textures/weapons/assault_blurmask.dds" />-->
<param name="zoom_in_time" value="0.3" GAME="SP"/>
<param name="zoom_out_time" value="0.25" GAME="SP"/>
<param name="zoom_in_time" value="0.23" GAME="MP"/>
<param name="zoom_out_time" value="0.23" GAME="MP"/>
<param name="zoom_out_delay" value="0.15" GAME="SP"/>
<param name="scope_mode" value="1" />
<param name="scope_nearFov" value="5" GAME="SP" />
<param name="scope_nearFov" value="5" GAME="MP" />
<param name="hide_weapon" value="1" />
<param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
<param name="muzzle_flash_scale" value="0.4" GAME="MP"/>
<param name="ironsightRotationAnimFactor" value="0.3" GAME="SP"/>
<param name="ironsightStrafeAnimFactor" value="0.3" GAME="SP"/>
<param name="ironsightMovementAnimFactor" value="0.7" GAME="SP"/>
<stages>
<stage value="3.5" GAME="SP"/>
<stage value="2.5" GAME="MP"/>
</stages>
</zoom>
<zoomSway>
<param name="maxX" value="0.006" GAME="SP"/>
<param name="maxY" value="0.008" GAME="SP"/>
<param name="maxX" value="0.003" GAME="MP"/>
<param name="maxY" value="0.0035" GAME="MP" />
<param name="stabilizeTime" value="3.0" GAME="SP" />
<param name="stabilizeTime" value="1.5" GAME="MP" />
<param name="minScale" value="0.5" GAME="SP" />
<param name="minScale" value="0.1" GAME="MP" />
<param name="coverScale" value="0.25"/>
<param name="coverScaleTime" value="5.0"/>
<param name="crouchScale" value="0.25"/>
<param name="proneScale" value="0.5"/>
<param name="holdBreathScale" value="0.1" GAME="SP"/>
<param name="holdBreathTime" value="0.5" GAME="SP"/>
</zoomSway>
<spreadMod GAME="SP">
<param name="max_mod" value="0.25"/>
<param name="attack_mod" value="1.0"/>
<param name="decay_mod" value="1.0"/>
<param name="speed_m_mod" value="0.5" />
<param name="min_mod" value="0.0001"/>
<param name="rotation_m_mod" value="1.0"/>
<param name="spread_crouch_m_mod" value="0.75"/>
<param name="spread_prone_m_mod" value="0.5"/>
<param name="spread_jump_m_mod" value="1.0"/>
<param name="spread_holdBreathActive_m_mod" value="0.1" />
</spreadMod>
<spreadMod GAME="MP">
<param name="max_mod" value="0.5"/>
<param name="attack_mod" value="0.0"/>
<param name="decay_mod" value="0.1"/>
<param name="end_decay_mod" value="0.1" />
<param name="speed_m_mod" value="0.0" />
<param name="min_mod" value="0.0"/>
<param name="rotation_m_mod" value="0.0"/>
<param name="spread_crouch_m_mod" value="1.0"/>
<param name="spread_jump_m_mod" value="1.0"/>
<param name="spread_holdBreathActive_m_mod" value="1.0" />
<param name="speed_holdBreathActive_m_mod" value="1.0" />
</spreadMod>
<recoilMod>
<param name="max_recoil_mod" value="1.0" />
<param name="first_attack_mod" value="0.6" GAME="SP" />
<param name="first_attack_mod" value="1.0" GAME="MP" />
<param name="attack_mod" value="0.6" GAME="SP"/>
<param name="attack_mod" value="1.0" GAME="MP"/>
<param name="decay_mod" value="2.0" GAME="SP"/>
<param name="decay_mod" value="1.0" GAME="MP"/>
<param name="end_decay_mod" value="2.0" GAME="SP" />
<param name="end_decay_mod" value="1.0" GAME="MP" />
<param name="impulse_mod" value="1.0" />
<param name="maxx_mod" value="1.25" GAME="SP"/>
<param name="maxy_mod" value="1.75" GAME="SP"/>
<param name="maxx_mod" value="1.0" GAME="MP"/>
<param name="maxy_mod" value="1.0" GAME="MP"/>
<param name="randomness_mod" value="1.0" />
<param name="angular_impulse_mod" value="1.0" />
<param name="back_impulse_mod" value="1.0" />
<param name="recoil_crouch_m_mod" value="0.75" GAME="SP"/>
<param name="recoil_crouch_m_mod" value="1.0" GAME="MP"/>
<param name="recoil_prone_m_mod" value="1.0" GAME="SP"/>
<param name="recoil_jump_m_mod" value="1.0" />
<param name="recoil_holdBreathActive_m_mod" value="2.0" GAME="SP"/>
<param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP"/>
</recoilMod>
<scope>
<param name="scope" value="scope_assault" />
<param name="dark_in_time" value="0.15" />
<param name="dark_out_time" value="0.15" />
</scope>
</zoommode>
<zoommode name="reflexsight" type="IronSight" enabled="0">
<stereo>
<param name="eyeDistance" value="0.002" />
<param name="convergenceDistance" value="0.25" />
</stereo>
<zoom>
<param name="suffix" value="assault" />
<param name="suffixAG" value="_iron" />
<param name="fp_offset" value="0.0,0.0,0.006" />
<param name="dof" value="1" />
<param name="dof_focusMin" value="1.0" />
<param name="dof_focusMax" value="100.0" />
<param name="dof_focusLimit" value="300.0" />
<param name="zoom_in_time" value="0.25" GAME="SP" />
<param name="zoom_out_time" value="0.25" GAME="SP" />
<param name="zoom_in_time" value="0.2" GAME="MP" />
<param name="zoom_out_time" value="0.2" GAME="MP" />
<param name="zoom_out_delay" value="0.15" GAME="SP"/>
<param name="reflex_aimDot" value="0" />
<param name="reflex_dotEffect" value="Objects/Weapons/Attachments/reflex_rifle/dot.cgf" />
<param name="scope_mode" value="1" />
<param name="scope_nearFov" value="12" GAME="SP" />
<param name="scope_nearFov" value="12" GAME="MP" />
<param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
<param name="muzzle_flash_scale" value="0.4" GAME="MP"/>
<param name="fp_offset" value="0.00,0.00,0.0034" GAME="MP"/>
<param name="fp_rot_offset" value="0.0,0.0,0.0" GAME="MP"/>
<stages>
<stage value="1.4" />
</stages>
</zoom>
<zoomSway>
<param name="maxX" value="0.006" GAME="SP"/>
<param name="maxY" value="0.008" GAME="SP"/>
<param name="maxX" value="0.003" GAME="MP"/>
<param name="maxY" value="0.0035" GAME="MP" />
<param name="stabilizeTime" value="0.01" />
<param name="minScale" value="0.25" />
<param name="coverScale" value="0.25"/>
<param name="coverScaleTime" value="5.0"/>
<param name="crouchScale" value="0.25"/>
<param name="proneScale" value="0.5"/>
<param name="holdBreathScale" value="0.1" GAME="SP"/>
<param name="holdBreathTime" value="0.5" GAME="SP"/>
</zoomSway>
<spreadMod GAME="SP">
<param name="max_mod" value="0.25"/>
<param name="attack_mod" value="1.0"/>
<param name="decay_mod" value="1.0"/>
<param name="speed_m_mod" value="0.25" />
<param name="min_mod" value="0.0001" />
<param name="rotation_m_mod" value="1.0" />
<param name="spread_crouch_m_mod" value="0.75"/>
<param name="spread_prone_m_mod" value="0.5"/>
<param name="spread_jump_m_mod" value="1.0"/>
</spreadMod>
<spreadMod GAME="MP">
<param name="max_mod" value="0.5"/>
<param name="attack_mod" value="0.0"/>
<param name="decay_mod" value="0.1"/>
<param name="end_decay_mod" value="0.1" />
<param name="speed_m_mod" value="0.0" />
<param name="min_mod" value="0.0"/>
<param name="rotation_m_mod" value="0.0"/>
<param name="spread_crouch_m_mod" value="1.0"/>
<param name="spread_jump_m_mod" value="1.0"/>
<param name="spread_holdBreathActive_m_mod" value="1.0" />
<param name="speed_holdBreathActive_m_mod" value="1.0" />
</spreadMod>
<recoilMod>
<param name="max_recoil_mod" value="1.0" />
<param name="attack_mod" value="1.0" />
<param name="decay_mod" value="1.0" />
<param name="end_decay_mod" value="1.0" />
<param name="impulse_mod" value="1.0" />
<param name="maxx_mod" value="1.25" GAME="SP"/>
<param name="maxy_mod" value="0.75" GAME="SP"/>
<param name="maxx_mod" value="1.0" GAME="MP"/>
<param name="maxy_mod" value="1.0" GAME="MP"/>
<param name="angular_impulse_mod" value="1.0" />
<param name="back_impulse_mod" value="1.0" />
<param name="recoil_crouch_m_mod" value="0.75" GAME="SP" />
<param name="recoil_crouch_m_mod" value="1.0" GAME="MP" />
<param name="recoil_prone_m_mod" value="1.0" GAME="SP" />
<param name="recoil_jump_m_mod" value="1.0" />
<param name="recoil_holdBreathActive_m_mod" value="1.0" />
</recoilMod>
</zoommode>
<zoommode name="sniper" type="Scope" enabled="0">
<stereo>
<param name="eyeDistance" value="0.002" />
<param name="convergenceDistance" value="0.25" />
</stereo>
<zoom>
<param name="suffix" value="sniper" />
<param name="suffixAG" value="_iron" />
<param name="iron" value="scope_" />
<param name="target_snap_enabled" value="0" />
<param name="dof" value="1" />
<param name="dof_focusMin" value="1.0" />
<param name="dof_focusMax" value="200.0" />
<param name="dof_focusLimit" value="500.0" />
<!--<param name="blur_amount" value="0.8" />
<param name="blur_mask" value="textures/weapons/sniper_blurmask.dds" />-->
<param name="zoom_in_time" value="0.3" GAME="SP"/>
<param name="zoom_out_time" value="0.25" GAME="SP"/>
<param name="zoom_in_time" value="0.25" GAME="MP"/>
<param name="zoom_out_time" value="0.25" GAME="MP"/>
<param name="zoom_out_delay" value="0.15" GAME="SP"/>
<param name="scope_mode" value="1" />
<param name="scope_nearFov" value="6" GAME="SP"/>
<param name="scope_nearFov" value="6" GAME="MP"/>
<param name="hide_weapon" value="1" />
<param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
<param name="muzzle_flash_scale" value="0.4" GAME="MP"/>
<param name="shoulderRotationAnimFactor" value="0.7" GAME="SP"/>
<param name="shoulderStrafeAnimFactor" value="0.7" GAME="SP"/>
<param name="ironsightRotationAnimFactor" value="0.3" GAME="SP"/>
<param name="ironsightStrafeAnimFactor" value="0.3" GAME="SP"/>
<stages>
<stage value="4" rotationSpeedScale="0.2" GAME="SP" />
<stage value="10" rotationSpeedScale="0.05" GAME="SP" />
<stage value="4.0" rotationSpeedScale="1.0" GAME="MP"/>
<stage value="12.0" rotationSpeedScale="0.33" GAME="MP"/>
</stages>
</zoom>
<zoomSway GAME="SP">
<param name="maxX" value="0.006" />
<param name="maxY" value="0.0075" />
<param name="stabilizeTime" value="2" />
<param name="minScale" value="0.1" />
<param name="coverScale" value="0.5"/>
<param name="coverScaleTime" value="0.5"/>
<param name="crouchScale" value="0.25"/>
<param name="proneScale" value="0.5"/>
<param name="holdBreathScale" value="0.1" GAME="SP"/>
<param name="holdBreathTime" value="0.5" GAME="SP"/>
</zoomSway>
<zoomSway GAME="MP">
<param name="maxX" value="0.003" />
<param name="maxY" value="0.0035" />
<param name="stabilizeTime" value="1.0"/>
<param name="minScale" value="0.1"/>
<param name="coverScale" value="1.0"/>
<param name="coverScaleTime" value="1.0"/>
<param name="crouchScale" value="0.25"/>
<param name="proneScale" value="0.5"/>
</zoomSway>
<spreadMod>
<param name="max_mod" value="0.25" GAME="SP"/>
<param name="max_mod" value="0.5" GAME="MP"/>
<param name="attack_mod" value="1.0" GAME="SP"/>
<param name="attack_mod" value="0.0" GAME="MP"/>
<param name="decay_mod" value="0.1"/>
<param name="end_decay_mod" value="0.1" />
<param name="speed_m_mod" value="0.5" GAME="SP"/>
<param name="speed_m_mod" value="0.0" GAME="MP"/>
<param name="min_mod" value="0.1" GAME="SP"/>
<param name="min_mod" value="0.0" GAME="MP"/>
<param name="rotation_m_mod" value="0.5" GAME="SP"/>
<param name="spread_crouch_m_mod" value="0.75" GAME="SP"/>
<param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>
<param name="spread_prone_m_mod" value="0.5" GAME="SP"/>
<param name="spread_jump_m_mod" value="1.0"/>
<param name="spread_holdBreathActive_m_mod" value="0.1" GAME="SP"/>
<param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP"/>
<param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP"/>
</spreadMod>
<recoilMod>
<param name="max_recoil_mod" value="1.0" />
<param name="first_attack_mod" value="0.75" GAME="SP"/>
<param name="attack_mod" value="0.75" GAME="SP"/>
<param name="attack_mod" value="1.0" GAME="MP"/>
<param name="decay_mod" value="2.0" GAME="SP"/>
<param name="decay_mod" value="1.0" GAME="MP"/>
<param name="end_decay_mod" value="1.0" />
<param name="impulse_mod" value="1.0" />
<param name="maxx_mod" value="0.5" GAME="SP"/>
<param name="maxy_mod" value="0.5" GAME="SP"/>
<param name="maxx_mod" value="0.5" GAME="MP"/>
<param name="maxy_mod" value="0.4" GAME="MP"/>
<param name="randomness_mod" value="1.0" GAME="SP"/>
<param name="angular_impulse_mod" value="1.0" />
<param name="back_impulse_mod" value="1.0" />
<param name="recoil_crouch_m_mod" value="0.75" GAME="SP"/>
<param name="recoil_crouch_m_mod" value="1.0" GAME="MP"/>
<param name="recoil_prone_m_mod" value="1.0" GAME="SP"/>
<param name="recoil_jump_m_mod" value="1.0" />
<param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP"/>
<param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP"/>
</recoilMod>
<scope>
<param name="scope" value="scope_sniper" />
<param name="dark_in_time" value="0.15" />
<param name="dark_out_time" value="0.15" />
</scope>
</zoommode>
</zoommodes>
<accessories>
<initialsetup>
<accessory name="SniperScope" GAME="SP" />
</initialsetup>
<accessory name="SniperScope" zoommode="sniper" category="scope" exclusive="1" default="1" >
<attach helper="attachment_sniper" layer="scope" />
<detach />
<params>
<firemodes>
<firemode type="Sniper">
<fire>
<param name="crosshair" value="0"/>
</fire>
</firemode>
</firemodes>
</params>
<stats_changes stat_accuracy="4" stat_mobility="-2" stat_range="4" GAME="SP"/>
</accessory>
<accessory name="Reflex" zoommode="reflexsight" category="scope" exclusive="1">
<attach helper="attachment_top" layer="scope" />
<detach />
<stats_changes stat_accuracy="2" stat_mobility="1" GAME="SP"/>
</accessory>
<accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">
<attach helper="attachment_top" layer="scope" />
<detach />
<stats_changes stat_accuracy="3" stat_mobility="-1" stat_range="2" GAME="SP"/>
</accessory>
<accessory name="Silencer" category="barrel" exclusive="1" >
<attach helper="attachment_barrel" />
<detach />
<params>
<firemodes>
<firemode type="Sniper">
<fire>
<param name="bullet_pierceability_modifier" value="2" />
<param name="is_silenced" value="1" />
<param name="damage" value="250" GAME="SP"/>
<param name="damage_drop_per_meter" value="5" GAME="SP"/>
<param name="damage_drop_min_distance" value="50" GAME="SP"/>
<param name="damage_drop_min_damage" value="200" GAME="SP"/>
<param name="stealthEnergyDrainMultiplier" value="0.85" GAME="SP" />
</fire>
<actions>
<param name="fire" value="fire_silenced" />
<param name="fire_cock" value="fire_silenced" />
</actions>
</firemode>
</firemodes>
<stats_changes stat_damage="-2" GAME="SP"/>
</params>
</accessory>
<accessory name="ExtendedClip" category="bottom" exclusive="1" GAME="MP" >
<attach helper="attachment_bottom" />
<detach />
<params>
<firemodes>
<firemode type="Sniper" >
<fire>
<param name="clip_size" value="11" />
</fire>
</firemode>
</firemodes>
</params>
</accessory>
</accessories>
</item>