Class_name = "CTurret"
object_name = "Turret_PzIV-G"

AimingRay=true

[COCKPIT_LIMITS]
x= -0.1, 0.1
y= -0.1, 0.1
z= -0.1, 0.1
[END]

[OPEN_COCKPIT_LIMITS]
x= -0.1, 0.1
y= -0.3, 0.2
z= -0.1, 0.1
[END]

VisualImage=0,"graphics\Vehicles\_PzIV-G\_PzIV-G-C1-low.mgm",true
VisualImage=1,"graphics\Vehicles\_PzIV-G\_PzIV-G-C1.MGM",false
CollisionBody="graphics\Vehicles\_PzIV-G\_PzIV-G-C1.col"
HitBody="graphics\Vehicles\_PzIV-G\_PzIV-G-C1_DetColl.col"
KeepNetworkImages=true	//high-poly cockpit will be visible from other workstations of the object

ImageAttr=1	//IA_NOCLIP
//	IA_DEFAULT=0,
//	IA_NOCLIP=1,
//	IA_NOCLIP_ANIM=2,
//	IA_NOROTINTERPOLATION=4,
//	IA_NOMINZ=8,
//	IA_NOMINPIXELS=16,
//	IA_NOPOSINTERPOLATION=32,
//	IA_CLOSEVIEWARG=64,
//	IA_ALWAYSVISIBLE=128,
//	IA_SCALEARG=256,
//	ImageAttr=Attr1+Attr2+...+AttrN

TransparentCockpit=false	// If false - Attached bot will be not rendered if cockpit hatch is closed (default =true)

LocalPosRot=true
ConvexAnimThreshold=0.000001	// Дискретность анимаций

VisualRadius=5.0

mp_site=true

IsCritical=true	//true - обнуление лайфа модуля обнулит лайф всего объекта

TurretType = 11	//Параметр надо задавать турелям танка, где есть оружие (пулеметы, пушки)
//11 - основное орудие
//12 - командир пулемётчик
//13 - радист пулемётчик

[attach=0]
	object = "LuaScripts/WorldObjects/Bots/BotTankPz4G_Gunner.txt"
	position = 0,0.0,0.0
	rotation = 0,180,0
	convex="bot_pos",false	//false: Attach object relative to "bot_pos" convex (not absolute)
[end]

[attach=1]
	position = 0.0, 0.0, 0.0
	object = "LuaScripts/WorldObjects/TurretRiffle.txt"
[end]

[attach=2]
	position = 0.0, 0.0, 0.0
	object = "LuaScripts/WorldObjects/TurretCameraTankByAttach.txt"
	convex="gunsight0",false	//false: Attach object relative to "gunsight0" convex (not absolute)
[end]

[attach=3]
	position = 0.0, 0.0, 0.0
	rotation = 0,0,0
	object = "LuaScripts/WorldObjects/TurretCameraTankByAttach.txt"
	convex="gunsight1",false	//false: Attach object relative to "gunsight0" convex (not absolute)
[end]

AttachedCameras = "LuaScripts\WorldObjects\fixcameras\Vehicles\_PzIV-G_T.txt"

TargetingScript = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_50_CV.bin"

SoundScript="LuaScripts/Sound/Vehicles/PzIV-G_Turret_Main.cfg"

Script="LuaScripts\ObjectScripts\Vehicles\_PzIV-G_T0.sc"	// Набор доп. анимаций аналогичен КВ-1

//FetchArgVal= cockpit_arg_num, transfer_number, default_cockpit_arg_val, interpolation_type (clamp - shortest on line scale, wrap - shortest on cyclic scale)

AimAngleLimit=30

[TurretsPos=0]
	position = 0.0, 0.0, 0.0
	PosMoveArg = 21000
	SeatArg=22112

	HMDSingleEye = true
	LockTurretCamera = true
	KeepUserDirection = true	// Keep direction after user have switched to another pos or cockpit

	// Joints in orientation order!!!

	[Joint=0]
		SectorAngleMin = -180.0
		SectorAngleMax = 180.0

		AngularSpeed   = 14.0
		ManualAngularSpeed = 5.7	//190 оборотов маховика на полный оборот, 3 оборота в секунду
		PrecisionAngle = 5
		MaxInclineAngle = 30

		AnimationArgMin = 0.0
		AnimationArgMax = 1.0

		AnimationArgNum = 20
		ControlAnimationArgNum = 220
		ManualControlAnimationArgNum = 240
		NetworkSend = false	// Передача аргумента повотора через CockpitArg

		Point = 0.88412, 0.32034, 0.04812
		Axis = 0.0,1.0,0.0

		IsCycled = true

		SoundNumber = 2

		HaveManualControl=true
		HaveElectroControl=false
		HaveHydraulicControl=false
		HaveSelfPowered=true
	[end]

	[Joint=1]
		SectorAngleMin = -20.25
		SectorAngleMax = 8.3333

		AngularSpeed   = 2.49	//34.5 оборотов маховика на полный ход ствола, 3 оборота в секунду
		PrecisionAngle = 2

		AnimationArgMin = 0.443750
		AnimationArgMax = 0.5231480556

		AnimationArgNum = 30

		Point = 0,0,0
		Axis  = 0.0, 0.0, 1.0

		SoundNumber = 1

		GunMovement=true

		NoMoveFar=true	// Block rotation when the target is in the rear henisphere
	[end]

	[GunAnimation=0]
		FireArg = 64101
		CockingArg = 9103
	[end]

	[GunAnimation=1]
		FireArg = 60320
	[end]

	FireLightArg=60220

	relativeBotStand = 0.0, 0.0, 0.0 // not used for tank
	relativeBotSit = 0.0, 0.0, 0.0 // not used for tank
	relativeBotDead = 0.0, 0.0, 0.0 // not used for tank
	TransitionStandPower = 1 // not used for tank
	TransitionDeadPower = 1 // not used for tank

	BotAttachJointId = 0
	BotFirstAnimJointId = 1
	BotSecondAnimJointId  = 0

	SightPosition = 0.0, 1, 0.0

	defaultDirection = 1.0, 0.1, 0.0
	AimSector=-180, 180, -8, 20	//AI aim limits: left, right, down, up

	CamDisplacement = 0.08803, 0.01862, -0.43955
[end]

[TurretsGun=0]
	LinkedTurretPos = 0
	//Convex = "#gun"
	DGroup="MainGun"
	DamageProp = 0.001
	AC = true // стрелять по команде tc_fire, дефолт false
	MG = false // стрелять по команде tc_fire_secondary, дефолт false

	ShowAutoReloading = true // Передавать в GUI информацию об автоматической протяжке ленты (для пушек)

	Displacement = 2.98878, -0.00613, -0.06489
	GunsightPosition = 0, -0.00613, -0.06489
	GunType = "LuaScripts/WorldObjects/Weapons/_KwK-40.txt"
	ParallaxDistance = 1000000.0

	ReLoadingStagesTime = 1.0, 2.0, 1.0, 0.3

	TriggerPositionArgIdx = 9101
//	FiringPinPositionArgIdx = 9102
//	DrawAnimationArgIdx = 0, 9103	// цикл отката и заряжания
//	AmmunitionMovingArgIdx = 9105
//	AzimuthDeviationArgIdx = 9106
//	ElevationDeviationArgIdx = 9107
//	ReservedMagazinesArgIdx = 9108
//	RoundsInMagazineArgIdx = 0
	HideAmmunitionArgIdx = 9110
//	ReLoadingArgIdx = 9111
//	FlashAnimationArgIdx = 64101
	CartridgesTotalArgIdx = 9109
	MaxRoundsTotal = 84

	BarrelTemperatureDecreaseCorrectionData = 1.0, 4.0, 300.0
	BulletDispertionAngleCorrectionCoefficient = 1.0

	Deviation = 0.2505, 0.2505, 0.0, 0.01, 0.04, 0.08 //0.3 тысячной дальности (референс от Т-34 по БР-350)
	//Настройка раброса/перегрева:
	//- возможная боковая скорость при минимальном нагреве, м/с
	//- возможная боковая скорость при максимальном нагреве, м/с
	//- понижение дульной скорости при максимальном нагреве (0.9 - значит останется только 0.1 от исходной, указаной в пуле)
	//- нагрев от одного выстрела
	//- скорость остывания при нулевой скорости
	//- скорость остывания при скорости носителя 100м/с

	NumOfAnimations = 1

//	BushCoord = 0, 0, 0
//	BushSpeed = 0.0, 0.0, 0.0

//	BushConfig = "LuaScripts/WorldObjects/Trash/BatchTrashBush.txt"

	SoundNumber = 1
	unloadIfSwitched = true
	GunSightTypeArg = 9545
[end]

[TurretsGun=1]
	LinkedTurretPos = 0
	//Convex = "#mg1"
	DGroup="MachineGun"
	DamageProp = 0.001
	AC = false // стрелять по команде tc_fire, дефолт false
	MG = true // стрелять по команде tc_fire_secondary, дефолт false

	Displacement = 0.6,0.0401,0.35
	GunsightPosition = 0,0.0401,0.35
	GunType = "LuaScripts/WorldObjects/Weapons/_MG34.txt"
	ParallaxDistance = 1000000.0

	ReLoadingStagesTime = 1.0, 3.0, 1.0, 0.3
 
	TriggerPositionArgIdx = 9001
//	FiringPinPositionArgIdx = 9002
	DrawAnimationArgIdx = 0, 9003	// затвор
	AmmunitionMovingArgIdx = 9005
	AzimuthDeviationArgIdx = 9006
	ElevationDeviationArgIdx = 9007
	ReservedMagazinesArgIdx = 9008
	RoundsInMagazineArgIdx = 9009
	HideAmmunitionArgIdx = 9010
	ReLoadingArgIdx = 9011
//	FlashAnimationArgIdx = 60220

	Deviation = 0.7125, 2.1375, 0.0, 0.01, 0.07, 0.014  //0.8333 тысячной дальности холодный, 3.3333 тысячной дальности горячий, исходя из холодной нач. скорости 855/с
	//Настройка раброса/перегрева:
	//- возможная боковая скорость при минимальном нагреве, м/с
	//- возможная боковая скорость при максимальном нагреве, м/с
	//- понижение дульной скорости при максимальном нагреве (0.9 - значит останется только 0.1 от исходной, указаной в пуле)
	//- нагрев от одного выстрела
	//- скорость остывания при нулевой скорости
	//- скорость остывания при скорости носителя 100м/с

	NumOfAnimations = 4

//	BushCoord = -0.114461, 0.0436303, -0.0287316
//	BushSpeed = 0.944, -0.096, -0.316

//	BushConfig = "LuaScripts/WorldObjects/Trash/Batch_case07-08mm.txt"

	SoundNumber = 3
[end]

// Weapon Modes (unlocks). Tanks uses them just as filter.

//[WeaponMode0]
//	WMname="default"
//	WMgroup="default"
//[end]
//[WeaponMode1]
//	WMname="CAVITY"
//	WMgroup="1"
//[end]
//[WeaponMode3]
//	WMname="HVAP"
//	WMgroup="3"
//[end]
//[WeaponMode5]
//	WMname="HE"
//	WMgroup="5"
//[end]


////////// AMMUNITIONS (PAYLOADS)


[Ammunition0]	//  (default, duplicates one of 2-types payload)
	name="0-KWK40-CV-43 + 0-KWK40-HE-43 + 1-MG34-AP-3450"
	WeaponModes=-1,-2,-3,-4,-5
	GunAmmunition0=3,43
	GunAmmunition1=50
[end]

////////// 4 TYPES

[Ammunition1]
	name="0-KWK40-CV-21 + 0-KWK40-HV-21 + 0-KWK40-HT-21 + 0-KWK40-HE-21 + 1-MG34-AP-3450"
	WeaponModes=1345,-2
	GunAmmunition0=6,26,36,46
	GunAmmunition1=50
[end]

// 4 types prevail

[Ammunition2]
	name="0-KWK40-CV-45 + 0-KWK40-HV-14 + 0-KWK40-HT-14 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=1345,-2
	GunAmmunition0=4,28,38,48
	GunAmmunition1=50
[end]
[Ammunition3]
	name="0-KWK40-CV-14 + 0-KWK40-HV-45 + 0-KWK40-HT-14 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=1345,-2
	GunAmmunition0=8,24,38,48
	GunAmmunition1=50
[end]
[Ammunition4]
	name="0-KWK40-CV-14 + 0-KWK40-HV-14 + 0-KWK40-HT-45 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=1345,-2
	GunAmmunition0=8,28,34,48
	GunAmmunition1=50
[end]
[Ammunition5]
	name="0-KWK40-CV-14 + 0-KWK40-HV-14 + 0-KWK40-HT-14 + 0-KWK40-HE-45 + 1-MG34-AP-3450"
	WeaponModes=1345,-2
	GunAmmunition0=8,28,38,44
	GunAmmunition1=50
[end]

// 4 types reduced

[Ammunition6]
	name="0-KWK40-CV-10 + 0-KWK40-HV-10 + 0-KWK40-HT-10 + 0-KWK40-HE-10 + 1-MG34-AP-3450"
	WeaponModes=1345,-2
	GunAmmunition0=9,29,39,49
	GunAmmunition1=50
[end]

////////// 3 TYPES

[Ammunition7]
	name="0-KWK40-CV-29 + 0-KWK40-HV-29 + 0-KWK40-HT-29 + 1-MG34-AP-3450"
	WeaponModes=134,-2,-5
	GunAmmunition0=5,25,35
	GunAmmunition1=50
[end]
[Ammunition8]
	name="0-KWK40-CV-29 + 0-KWK40-HV-29 + 0-KWK40-HE-29 + 1-MG34-AP-3450"
	WeaponModes=135,-2,-4
	GunAmmunition0=5,25,45
	GunAmmunition1=50
[end]
[Ammunition9]
	name="0-KWK40-CV-29 + 0-KWK40-HT-29 + 0-KWK40-HE-29 + 1-MG34-AP-3450"
	WeaponModes=145,-2,-3
	GunAmmunition0=5,35,45
	GunAmmunition1=50
[end]
[Ammunition10]
	name="0-KWK40-HV-29 + 0-KWK40-HT-29 + 0-KWK40-HE-29 + 1-MG34-AP-3450"
	WeaponModes=345,-1,-2
	GunAmmunition0=25,35,45
	GunAmmunition1=50
[end]

// 3 types prevail

[Ammunition11]
	name="0-KWK40-CV-59 + 0-KWK40-HV-14 + 0-KWK40-HT-14 + 1-MG34-AP-3450"
	WeaponModes=134,-2,-5
	GunAmmunition0=2,28,38
	GunAmmunition1=50
[end]
[Ammunition12]
	name="0-KWK40-CV-14 + 0-KWK40-HV-59 + 0-KWK40-HT-14 + 1-MG34-AP-3450"
	WeaponModes=134,-2,-5
	GunAmmunition0=8,22,38
	GunAmmunition1=50
[end]
[Ammunition13]
	name="0-KWK40-CV-14 + 0-KWK40-HV-14 + 0-KWK40-HT-59 + 1-MG34-AP-3450"
	WeaponModes=134,-2,-5
	GunAmmunition0=8,28,32
	GunAmmunition1=50
[end]

[Ammunition14]
	name="0-KWK40-CV-59 + 0-KWK40-HV-14 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=135,-2,-4
	GunAmmunition0=2,28,48
	GunAmmunition1=50
[end]
[Ammunition15]
	name="0-KWK40-CV-14 + 0-KWK40-HV-59 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=135,-2,-4
	GunAmmunition0=8,22,48
	GunAmmunition1=50
[end]
[Ammunition16]
	name="0-KWK40-CV-14 + 0-KWK40-HV-14 + 0-KWK40-HE-59 + 1-MG34-AP-3450"
	WeaponModes=135,-2,-4
	GunAmmunition0=8,28,42
	GunAmmunition1=50
[end]

[Ammunition17]
	name="0-KWK40-CV-59 + 0-KWK40-HT-14 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=145,-2,-3
	GunAmmunition0=2,38,48
	GunAmmunition1=50
[end]
[Ammunition18]
	name="0-KWK40-CV-14 + 0-KWK40-HT-59 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=145,-2,-3
	GunAmmunition0=8,32,48
	GunAmmunition1=50
[end]
[Ammunition19]
	name="0-KWK40-CV-14 + 0-KWK40-HT-14 + 0-KWK40-HE-59 + 1-MG34-AP-3450"
	WeaponModes=145,-2,-3
	GunAmmunition0=8,38,42
	GunAmmunition1=50
[end]

[Ammunition20]
	name="0-KWK40-HV-59 + 0-KWK40-HT-14 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=345,-1,-2
	GunAmmunition0=22,38,48
	GunAmmunition1=50
[end]
[Ammunition21]
	name="0-KWK40-HV-14 + 0-KWK40-HT-59 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=345,-1,-2
	GunAmmunition0=28,32,48
	GunAmmunition1=50
[end]
[Ammunition22]
	name="0-KWK40-HV-14 + 0-KWK40-HT-14 + 0-KWK40-HE-59 + 1-MG34-AP-3450"
	WeaponModes=345,-1,-2
	GunAmmunition0=28,38,42
	GunAmmunition1=50
[end]

// 3 types reduced


[Ammunition23]
	name="0-KWK40-CV-14 + 0-KWK40-HV-14 + 0-KWK40-HT-14 + 1-MG34-AP-3450"
	WeaponModes=134,-2,-5
	GunAmmunition0=8,28,38
	GunAmmunition1=50
[end]
[Ammunition24]
	name="0-KWK40-CV-14 + 0-KWK40-HV-14 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=135,-2,-4
	GunAmmunition0=8,28,48
	GunAmmunition1=50
[end]
[Ammunition25]
	name="0-KWK40-CV-14 + 0-KWK40-HT-14 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=145,-2,-3
	GunAmmunition0=8,38,48
	GunAmmunition1=50
[end]
[Ammunition26]
	name="0-KWK40-HV-14 + 0-KWK40-HT-14 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=345,-1,-2
	GunAmmunition0=28,38,48
	GunAmmunition1=50
[end]

////////// 2 TYPES (1st variation is in the beginning as default)

[Ammunition27]
	name="0-KWK40-CV-43 + 0-KWK40-HE-43 + 1-MG34-AP-3450"
	WeaponModes=15,-2,-3,-4
	GunAmmunition0=3,43
	GunAmmunition1=50
[end]
[Ammunition28]
	name="0-KWK40-CV-43 + 0-KWK40-HV-43 + 1-MG34-AP-3450"
	WeaponModes=13,-2,-4,-5
	GunAmmunition0=3,23
	GunAmmunition1=50
[end]
[Ammunition29]
	name="0-KWK40-CV-43 + 0-KWK40-HT-43 + 1-MG34-AP-3450"
	WeaponModes=14,-2,-3,-5
	GunAmmunition0=3,33
	GunAmmunition1=50
[end]
[Ammunition30]
	name="0-KWK40-HV-43 + 0-KWK40-HT-43 + 1-MG34-AP-3450"
	WeaponModes=34,-1,-2,-5
	GunAmmunition0=23,33
	GunAmmunition1=50
[end]
[Ammunition31]
	name="0-KWK40-HV-43 + 0-KWK40-HE-43 + 1-MG34-AP-3450"
	WeaponModes=35,-1,-2,-4
	GunAmmunition0=23,43
	GunAmmunition1=50
[end]
[Ammunition32]
	name="0-KWK40-HT-43 + 0-KWK40-HE-43 + 1-MG34-AP-3450"
	WeaponModes=45,-1,-2,-3
	GunAmmunition0=33,43
	GunAmmunition1=50
[end]

// 2 types prevail

[Ammunition33]
	name="0-KWK40-CV-73 + 0-KWK40-HV-14 + 1-MG34-AP-3450"
	WeaponModes=13,-2,-4,-5
	GunAmmunition0=1,28
	GunAmmunition1=50
[end]
[Ammunition34]
	name="0-KWK40-CV-14 + 0-KWK40-HV-73 + 1-MG34-AP-3450"
	WeaponModes=13,-2,-4,-5
	GunAmmunition0=8,21
	GunAmmunition1=50
[end]

[Ammunition35]
	name="0-KWK40-CV-73 + 0-KWK40-HT-14 + 1-MG34-AP-3450"
	WeaponModes=14,-2,-3,-5
	GunAmmunition0=1,38
	GunAmmunition1=50
[end]
[Ammunition36]
	name="0-KWK40-CV-14 + 0-KWK40-HT-73 + 1-MG34-AP-3450"
	WeaponModes=14,-2,-3,-5
	GunAmmunition0=8,31
	GunAmmunition1=50
[end]

[Ammunition37]
	name="0-KWK40-CV-73 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=15,-2,-3,-4
	GunAmmunition0=1,48
	GunAmmunition1=50
[end]
[Ammunition38]
	name="0-KWK40-CV-14 + 0-KWK40-HE-73 + 1-MG34-AP-3450"
	WeaponModes=15,-2,-3,-4
	GunAmmunition0=8,41
	GunAmmunition1=50
[end]

[Ammunition39]
	name="0-KWK40-HV-73 + 0-KWK40-HT-14 + 1-MG34-AP-3450"
	WeaponModes=34,-1,-2,-5
	GunAmmunition0=21,38
	GunAmmunition1=50
[end]
[Ammunition40]
	name="0-KWK40-HV-14 + 0-KWK40-HT-73 + 1-MG34-AP-3450"
	WeaponModes=34,-1,-2,-5
	GunAmmunition0=28,31
	GunAmmunition1=50
[end]

[Ammunition41]
	name="0-KWK40-HV-73 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=35,-1,-2,-4
	GunAmmunition0=21,48
	GunAmmunition1=50
[end]
[Ammunition42]
	name="0-KWK40-HV-14 + 0-KWK40-HE-73 + 1-MG34-AP-3450"
	WeaponModes=35,-1,-2,-4
	GunAmmunition0=28,41
	GunAmmunition1=50
[end]

[Ammunition43]
	name="0-KWK40-HT-73 + 0-KWK40-HE-14 + 1-MG34-AP-3450"
	WeaponModes=45,-1,-2,-3
	GunAmmunition0=31,48
	GunAmmunition1=50
[end]
[Ammunition44]
	name="0-KWK40-HT-14 + 0-KWK40-HE-73 + 1-MG34-AP-3450"
	WeaponModes=45,-1,-2,-3
	GunAmmunition0=38,41
	GunAmmunition1=50
[end]

// 2 types reduced

[Ammunition45]
	name="0-KWK40-CV-21 + 0-KWK40-HV-21 + 1-MG34-AP-3450"
	WeaponModes=13,-2,-4,-5
	GunAmmunition0=6,26
	GunAmmunition1=50
[end]
[Ammunition46]
	name="0-KWK40-CV-21 + 0-KWK40-HT-21 + 1-MG34-AP-3450"
	WeaponModes=14,-2,-3,-5
	GunAmmunition0=6,36
	GunAmmunition1=50
[end]
[Ammunition47]
	name="0-KWK40-CV-21 + 0-KWK40-HE-21 + 1-MG34-AP-3450"
	WeaponModes=15,-2,-3,-4
	GunAmmunition0=6,46
	GunAmmunition1=50
[end]
[Ammunition48]
	name="0-KWK40-HV-21 + 0-KWK40-HT-21 + 1-MG34-AP-3450"
	WeaponModes=34,-1,-2,-5
	GunAmmunition0=26,36
	GunAmmunition1=50
[end]
[Ammunition49]
	name="0-KWK40-HV-21 + 0-KWK40-HE-21 + 1-MG34-AP-3450"
	WeaponModes=35,-1,-2,-4
	GunAmmunition0=26,46
	GunAmmunition1=50
[end]
[Ammunition50]
	name="0-KWK40-HT-21 + 0-KWK40-HE-21 + 1-MG34-AP-3450"
	WeaponModes=45,-1,-2,-3
	GunAmmunition0=36,46
	GunAmmunition1=50
[end]

////////// 1 TYPE

[Ammunition51]
	name="0-KWK40-CV-87 + 1-MG34-AP-3450"
	WeaponModes=1,-2,-3,-4,-5
	GunAmmunition0=0
	GunAmmunition1=50
[end]
[Ammunition52]
	name="0-KWK40-HV-87 + 1-MG34-AP-3450"
	WeaponModes=3,-1,-2,-4,-5
	GunAmmunition0=20
	GunAmmunition1=50
[end]
[Ammunition53]
	name="0-KWK40-HT-87 + 1-MG34-AP-3450"
	WeaponModes=4,-1,-2,-3,-5
	GunAmmunition0=30
	GunAmmunition1=50
[end]
[Ammunition54]
	name="0-KWK40-HE-87 + 1-MG34-AP-3450"
	WeaponModes=5,-1,-2,-3,-4
	GunAmmunition0=40
	GunAmmunition1=50
[end]

// 3 types reduced

[Ammunition55]
	name="0-KWK40-CV-43 + 1-MG34-AP-3450"
	WeaponModes=1,-2,-3,-4,-5
	GunAmmunition0=3
	GunAmmunition1=50
[end]
[Ammunition56]
	name="0-KWK40-HV-43 + 1-MG34-AP-3450"
	WeaponModes=3,-1,-2,-4,-5
	GunAmmunition0=23
	GunAmmunition1=50
[end]
[Ammunition57]
	name="0-KWK40-HT-43 + 1-MG34-AP-3450"
	WeaponModes=4,-1,-2,-3,-5
	GunAmmunition0=33
	GunAmmunition1=50
[end]
[Ammunition58]
	name="0-KWK40-HE-43 + 1-MG34-AP-3450"
	WeaponModes=5,-1,-2,-3,-4
	GunAmmunition0=43
	GunAmmunition1=50
[end]



////////// GUN BELT AMMUNITIONS



[GunAmmunition0]
	RoundsInMagazine = 87
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition1]
	RoundsInMagazine = 73
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition2]
	RoundsInMagazine = 59
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition3]
	RoundsInMagazine = 43
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition4]
	RoundsInMagazine = 45
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition5]
	RoundsInMagazine = 29
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition6]
	RoundsInMagazine = 21
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition8]
	RoundsInMagazine = 14
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition9]
	RoundsInMagazine = 10
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_CV.txt"
	GunSightTypeArgValue = 0.0
[end]

[GunAmmunition20]
	RoundsInMagazine = 87
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition21]
	RoundsInMagazine = 73
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition22]
	RoundsInMagazine = 59
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition23]
	RoundsInMagazine = 43
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition24]
	RoundsInMagazine = 45
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition25]
	RoundsInMagazine = 29
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition26]
	RoundsInMagazine = 21
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition28]
	RoundsInMagazine = 14
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.txt"
	GunSightTypeArgValue = 0.0
[end]
[GunAmmunition29]
	RoundsInMagazine = 10
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HV.txt"
	GunSightTypeArgValue = 0.0
[end]

[GunAmmunition30]
	RoundsInMagazine = 87
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition31]
	RoundsInMagazine = 73
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition32]
	RoundsInMagazine = 59
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition33]
	RoundsInMagazine = 43
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition34]
	RoundsInMagazine = 45
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition35]
	RoundsInMagazine = 29
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition36]
	RoundsInMagazine = 21
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition38]
	RoundsInMagazine = 14
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition39]
	RoundsInMagazine = 10
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HT.txt"
	GunSightTypeArgValue = 1.0
[end]

[GunAmmunition40]
	RoundsInMagazine = 87
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition41]
	RoundsInMagazine = 73
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition42]
	RoundsInMagazine = 59
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition43]
	RoundsInMagazine = 43
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition44]
	RoundsInMagazine = 45
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition45]
	RoundsInMagazine = 29
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition46]
	RoundsInMagazine = 21
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition48]
	RoundsInMagazine = 14
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.txt"
	GunSightTypeArgValue = 1.0
[end]
[GunAmmunition49]
	RoundsInMagazine = 10
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/SHELL_GER_75_HE.txt"
	GunSightTypeArgValue = 1.0
[end]

[GunAmmunition50]
	MaxRoundsInMagazine = 150
	RoundsInMagazine = 150
	MaxReservedMagazines = 11
	ReservedMagazines = 11
	MaxMisFiresInMagazine = 0
	AmountRoundsWithOneTracer = 2
	ParallaxConfig="LuaScripts/WorldObjects/Ballistics/Projectiles/BULLET_GER_7-92x57_AP.bin"
	BulletConfig = "LuaScripts/WorldObjects/Ballistics/Projectiles/BULLET_GER_7-92x57_AP.txt"
	GunSightTypeArgValue = -1
[end]

SightPos = 0.0, 1.3, 0.0
PositionChangeTime = 0.5
StandDuration = 1.0
SitDuration = 1.0
PreEjectDuration = 1.0
ReloadDelay = 0.3
FreezeOnReload = false
AutoRecharge = true

BotRotaionValueZ = 0	// not used for tank
LegsParameter = 0 // not used for tank

BotMaxSecondAngle = 25.0 // not used for tank
BotMinSecondAngle = -5.0 // not used for tank

BotMaxFirstAngle  = 10.0 // not used for tank
BotMinFirstAngle  = -10.0  // not used for tank

FirstToSecondInterp = 0.0 // not used for tank

GunSightDistanceArg = 9544
GunSightYawArg = 9546
//GunSightTypeArg = 9545

// ограничения сектора обстрела, что бы ИИ не пытался наводится в указанные убласти
SectorLimits =  -160.0, -144.0,  -5.0, 90.0

// Damage

//BeamHitZeroArmor=true //при попадании бронебойного снаряда игнорировать параметры m_fArmor и m_fArmorSides (для случая, когда бронебойная броня сделана бронеплитами в колижене)
//LifeRate=30000
//LifeRateFrag=30000 
//Firing=0.005
//Armor=30
//[ArmorBox]			// Если данный блок есть, то броня задана по сторонам, если блока нет, то используется общий параметр Armor=
//	FovH=90			// Полный угол горизонтального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
//	FovV=150		// Полный угол вертикального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
//					// Остальные 5 раструбов определяются автоматически по центральной симметрии относительно переднего
//	ArmorFront=80
//	ArmorBack=30
//	ArmorTop=10
//	ArmorBottom=30
//	ArmorRight=30
//	ArmorLeft=30
//[end]

//maxDamageArgValue=0.98
//DamageArg=5000
damageablePart=""

IsCritical=true	//true - обнуление лайфа модуля обнулит лайф всего объекта
LifeK=400			//весовой коэфициент влияния лайфа модуля на лайф всего объекта (все к-ты нормируются автоматически)

KillChildObjectsOnParentDeath = true

SphereHitProtection=30	//Броневая защита стрелка от осколков при закрытой кабине

[SphereProtectionBoxOpen]	// Если данный блок есть, то броня пилота от осколков задана по сторонам, если блока нет, то используется общий параметр SphereHitProtection=
	FovH=90			// Полный угол горизонтального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
	FovV=60			// Полный угол вертикального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
					// Остальные 5 раструбов определяются автоматически по центральной симметрии относительно переднего
	ArmorFront=0
	ArmorBack=0
	ArmorTop=0
	ArmorBottom=15
	ArmorRight=0
	ArmorLeft=0
[end]

[SphereProtectionBoxClose]	// Если данный блок есть, то броня пилота от осколков задана по сторонам, если блока нет, то используется общий параметр SphereHitProtection=
	FovH=90			// Полный угол горизонтального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
	FovV=150			// Полный угол вертикального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
					// Остальные 5 раструбов определяются автоматически по центральной симметрии относительно переднего
	ArmorFront=51
	ArmorBack=31
	ArmorTop=15
	ArmorBottom=15
	ArmorRight=33
	ArmorLeft=33
[end]

////	Energy loss for bullet travel through HitBody convices	////

energyloss="",true,1,200	// Потеря энергии пули при попадании, true - проверка на входе и выходе в колижн-бокс, первое эквивалентная броня на входе и выходе, второе джоулей на каждый метр пути внутри колижена

//Damageable parts
energyloss="#gun",true,20,20000			//Main gun
energyloss="#mg1",true,5,20000			//Coaxial machinegun
energyloss="turretGN_01",false,30,1		//Like neares turret armour
energyloss="turretGN_02",false,37,1		//Like neares turret armour
energyloss="turretGN_03",false,37,1		//Like neares turret armour
energyloss="turretGN_04",false,30,1		//Like neares turret armour
energyloss="turretGN_05",false,30,1		//Like neares turret armour
energyloss="turretGN_06",false,30,1		//Like neares turret armour
energyloss="turretGN_07",true,5,20000	//Turret turn actuator
energyloss="turretGN_08",true,5,20000	//Turret turn actuator
energyloss="ammunition_07",true,2,20000	//Shells pack
energyloss="#turret1000_coll",false,0,1	//Dummy collision for visual damage, forward-left
energyloss="#turret1001_coll",false,0,1	//Dummy collision for visual damage, forward-right
energyloss="#turret1002_coll",false,0,1	//Dummy collision for visual damage, backward-left
energyloss="#turret1002a_coll",false,0,1	//Dummy collision for visual damage, backward-left
energyloss="#turret1003_coll",false,0,1	//Dummy collision for visual damage, backward-right
energyloss="#mask1004a_coll",false,0,1	//Dummy collision for visual damage, mask
energyloss="#mask1004b_coll",false,0,1	//Dummy collision for visual damage, mask
energyloss="#rearbox_2010a",false,0,1	//Dummy collision for visual damage, rearbox
energyloss="#rearbox_2010b",false,0,1	//Dummy collision for visual damage, rearbox
energyloss="sight4_1056",false,10,1		//Turret armoured visor, 75mm, K=0.1333
energyloss="sight2_1054",false,1,1		//Turret left armoured visor, 75mm, K=0.1333. While no armour cut for it - it's armour reduced.
energyloss="sight3_1055",false,1,1		//Turret right armoured visor, 75mm, K=0.1333. While no armour cut for it - it's armour reduced.

//Armour
energyloss="mask_1a",false,43,1		//Turret bow after mask, 50mm, K=0.85
energyloss="mask_1b",false,43,1		//Turret bow after mask, 50mm, K=0.85
energyloss="mask_1c",false,43,1		//Turret bow after mask, 50mm, K=0.85
energyloss="mask_1d",false,43,1		//Turret bow after mask, 50mm, K=0.85
energyloss="mask_2a",false,30,1		//Turret mask side armouring, 30mm, K=1.0
energyloss="mask_2b",false,30,1		//Turret mask side armouring, 30mm, K=1.0
energyloss="mask_2c",false,30,1		//Turret mask side armouring, 30mm, K=1.0
energyloss="mask_2d",false,30,1		//Turret mask side armouring, 30mm, K=1.0
energyloss="mask_3",false,50,1		//Turret mask bow armouring, 50mm, K=1.0
energyloss="mask_4",false,20,1		//Turret mask gun cover armouring, 20mm, K=1.0
energyloss="mask_5a",false,18,1		//Turret mask back after face armouring, 18mm, K=1.0
energyloss="mask_5b",false,18,1		//Turret mask back after face armouring, 18mm, K=1.0
energyloss="mask_5c",false,18,1		//Turret mask back after face armouring, 18mm, K=1.0
energyloss="mask_5d",false,18,1		//Turret mask back after face armouring, 18mm, K=1.0
energyloss="mask_5e",false,18,1		//Turret mask back after face armouring, 18mm, K=1.0
energyloss="front_1a",false,50,1	//Turret mask face armouring, 50mm, K=1.0
energyloss="front_1b",false,50,1	//Turret mask face armouring, 50mm, K=1.0
energyloss="front_1c",false,50,1	//Turret mask face armouring, 50mm, K=1.0
energyloss="front_1d",false,50,1	//Turret mask face armouring, 50mm, K=1.0
energyloss="front_1e",false,50,1	//Turret bow after mask, 50mm, K=1.0
energyloss="front_1f",false,50,1	//Turret bow after mask, 50mm, K=1.0
energyloss="front_1g",false,50,1	//Turret bow after mask, 50mm, K=1.0
energyloss="front_1h",false,30,1	//Gun sight port, 30mm approx
energyloss="front_2",false,51,1		//Gunner secondary sight window armour, 60mm, K=0.85
energyloss="front_3l",false,43,1	//Turret mask cheek armouring, 50mm, K=0.85
energyloss="front_3r",false,43,1	//Turret mask cheek armouring, 50mm, K=0.85
energyloss="front_4a",false,20,1	//Turret mask side after face armouring, 20mm, K=1.0
energyloss="front_4b",false,20,1	//Turret mask side after face armouring, 20mm, K=1.0
energyloss="front_4c",false,20,1	//Turret mask side after face armouring, 20mm, K=1.0
energyloss="front_4d",false,20,1	//Turret mask side after face armouring, 20mm, K=1.0
energyloss="left_1",false,50,1		//Turret left cheekbone armouring, 50mm, K=1.0
energyloss="left_2a",false,30,1		//Turret left armouring, 30mm, K=1.0
energyloss="left_2b",false,30,1		//Turret left armouring, 30mm, K=1.0
energyloss="left_2c",false,30,1		//Turret left armouring, 30mm, K=1.0
energyloss="left_2d",false,30,1		//Turret left armouring, 30mm, K=1.0
energyloss="left_2e",false,30,1		//Turret left armouring, 30mm, K=1.0
energyloss="left_3a",false,30,1		//Turret left hatch armouring, 30mm, K=1.0
energyloss="left_3b",false,30,1		//Turret left hatch armouring, 30mm, K=1.0
energyloss="right_1",false,50,1		//Turret right cheekbone armouring, 50mm, K=1.0
energyloss="right_2a",false,30,1	//Turret right armouring, 30mm, K=1.0
energyloss="right_2b",false,30,1	//Turret right armouring, 30mm, K=1.0
energyloss="rear_1a",false,30,1		//Turret stern armouring, 30mm, K=1.0
energyloss="rear_1b",false,30,1		//Turret stern armouring, 30mm, K=1.0
energyloss="top_1",false,10,1		//Turret top armouring, 10mm, K=1.0
energyloss="top_2a",false,10,1		//Turret top armouring, 10mm, K=1.0
energyloss="top_2b",false,10,1		//Turret top armouring, 10mm, K=1.0
energyloss="top_2c",false,10,1		//Turret top armouring, 10mm, K=1.0
energyloss="bottom_1a",false,10,1	//Turret bottom armouring, 10mm, K=1.0
energyloss="bottom_1b",false,10,1	//Turret bottom armouring, 10mm, K=1.0
energyloss="bottom_1c",false,10,1	//Turret bottom armouring, 10mm, K=1.0
energyloss="bottom_1d",false,10,1	//Turret bottom armouring, 10mm, K=1.0
energyloss="bottom_1e",false,10,1	//Turret bottom armouring, 10mm, K=1.0
energyloss="bottom_1f",false,10,1	//Turret bottom armouring, 10mm, K=1.0

[ReflectArmorBox]	// Для расчета рикошета там, где внешний колижн energyloss=0,1. Если данный блок есть, то броня задана по сторонам, если блока нет, то используется общий параметр Armor=
	FovH=90			// Полный угол горизонтального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
	FovV=140		// Полный угол вертикального раствора пирамидального раструба углов нормали к колижену, по которому грань колижена определяется, как ArmorFront
					// Остальные 5 раструбов определяются автоматически по центральной симметрии относительно переднего
	ArmorFront=50
	ArmorBack=30
	ArmorTop=10
	ArmorBottom=10
	ArmorRight=30
	ArmorLeft=30
[end]

/////Functional Damage Groups

[DGroup=TurretTurn]		// Смотри конфиг _KV1s.txt для пояснений к параметрам DGroup
	IsCritical=false
	LifeK=200
	convex="turretGN_01",10,20000,"MT_ARMOR"
	convex="turretGN_02",10,20000,"MT_ARMOR"
	convex="turretGN_03",10,20000,"MT_ARMOR"
	convex="turretGN_04",10,20000,"MT_ARMOR"
	convex="turretGN_05",10,20000,"MT_ARMOR"
	convex="turretGN_06",10,20000,"MT_ARMOR"
	[SphereHitArmorBox]	//+5мм собственной брони
		FovH=90
		FovV=90
		ArmorFront=55
		ArmorBack=35
		ArmorTop=15
		ArmorBottom=15
		ArmorRight=35
		ArmorLeft=35
	[end]
	LifeRateFrag=20000
	RepairSpeed=0.001667
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="GunTurn", 0.95
	GuiParam=12, true,true,true
[end]
[DGroup=TurretTurnMain]		// Смотри конфиг _KV1s.txt для пояснений к параметрам DGroup
	IsCritical=false
	LifeK=100
	convex="turretGN_07",5,20000,"MT_ARMOR"
	convex="turretGN_08",5,20000,"MT_ARMOR"
	[SphereHitArmorBox]	//+5мм собственной брони
		FovH=90
		FovV=90
		ArmorFront=55
		ArmorBack=35
		ArmorTop=15
		ArmorBottom=15
		ArmorRight=35
		ArmorLeft=35
	[end]
	LifeRateFrag=10000
	RepairSpeed=0.003333	// (5 минут)
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="TurretTurn", 0.95
	GuiParam=13, true,true,true
[end]
[DGroup=GunTurn]		// Смотри конфиг _KV1s.txt для пояснений к параметрам DGroup
	IsCritical=false
	LifeK=100
	convex="#mask1004b_coll",50,30000,"MT_ARMOR"
	convex="front_4a",20,30000,"MT_ARMOR"
	convex="front_4d",20,30000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=50
		ArmorBack=50
		ArmorTop=40
		ArmorBottom=40
		ArmorRight=20
		ArmorLeft=20
	[end]
	LifeRateFrag=10000
	RepairSpeed=0.001667	// (10 минут)
	RepairSource=0
	InstantRepair=true
	GuiParam=14, true,true,true
[end]
[DGroup=MainGun]
	IsCritical=false
	LifeK=100
	convex="#gun",20,30000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=20
		ArmorBack=20
		ArmorTop=20
		ArmorBottom=20
		ArmorRight=20
		ArmorLeft=20
	[end]
	LifeRateFrag=15000
	RepairSpeed=0.001667	// (10 минут)
	RepairSource=0
	InstantRepair=true
	GuiParam=15, true,true,true
[end]
[DGroup=MachineGun]
	IsCritical=false
	LifeK=20
	convex="#mg1",5,10000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=170
		FovV=90
		ArmorFront=5
		ArmorBack=100
		ArmorTop=5
		ArmorBottom=30
		ArmorRight=5
		ArmorLeft=5
	[end]
	LifeRateFrag=5000
	RepairSpeed=0.002083	// (8 минут)
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="MainGun", 0.95
	GuiParam=17, true,true,true
[end]
[DGroup=Body]
	IsCritical=true
	LifeK=200
	convex="ammunition_07", 5,10000,"MT_ARMOR"
	[SphereHitArmorBox]	//+5мм собственной брони
		FovH=90
		FovV=90
		ArmorFront=55
		ArmorBack=35
		ArmorTop=15
		ArmorBottom=15
		ArmorRight=35
		ArmorLeft=35
	[end]
	LifeRateFrag=5000
	DamageArg=5000
	MinValidLife=0.02
	Explosion="LuaScripts\WorldObjects\Explosions\Detonation\TankExplosion.txt"
	RepairSpeed=0.016667	// (1 минута)
	RepairSource=0
	InstantRepair=false
[end]

//End of Functional Damage Groups
//Graphical Damage Groups:

[DGroup=CornerFL]
	IsCritical=false
	LifeK=50
	convex="#turret1000_coll",10,15000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=10
		ArmorBack=100
		ArmorTop=10
		ArmorBottom=10
		ArmorRight=100
		ArmorLeft=10
	[end]
	LifeRateFrag=15000
	DamageArg=1000
	DamageMaxVal=0.98
	RepairSpeed=0.004167	// (4 минуты, при стандартном ускорении "чинилки" =4 это будет 1 минута)
	RepairSource=4			// Починка только в радиусе "чинилки"
	InstantRepair=false
	RepairDependsOn="Mask_1", 0.95
[end]
[DGroup=CornerFR]
	IsCritical=false
	LifeK=50
	convex="#turret1001_coll",10,15000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=10
		ArmorBack=100
		ArmorTop=10
		ArmorBottom=10
		ArmorRight=10
		ArmorLeft=100
	[end]
	LifeRateFrag=15000
	DamageArg=1001
	DamageMaxVal=0.98
	RepairSpeed=0.004167	// (4 минуты, при стандартном ускорении "чинилки" =4 это будет 1 минута)
	RepairSource=4			// Починка только в радиусе "чинилки"
	InstantRepair=false
	RepairDependsOn="CornerFL", 0.95
[end]
[DGroup=CornerRL]
	IsCritical=false
	LifeK=50
	convex="#turret1002_coll",10,15000,"MT_ARMOR"
	convex="#turret1002a_coll",10,15000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=100
		ArmorBack=10
		ArmorTop=10
		ArmorBottom=10
		ArmorRight=100
		ArmorLeft=10
	[end]
	LifeRateFrag=15000
	DamageArg=1002
	DamageMaxVal=0.98
	RepairSpeed=0.004167	// (4 минуты, при стандартном ускорении "чинилки" =4 это будет 1 минута)
	RepairSource=4			// Починка только в радиусе "чинилки"
	InstantRepair=false
	RepairDependsOn="CornerFR", 0.95
[end]
[DGroup=CornerRR]
	IsCritical=false
	LifeK=50
	convex="#turret1003_coll",10,15000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=90
		FovV=90
		ArmorFront=100
		ArmorBack=10
		ArmorTop=10
		ArmorBottom=10
		ArmorRight=10
		ArmorLeft=100
	[end]
	LifeRateFrag=15000
	DamageArg=1003
	DamageMaxVal=0.98
	RepairSpeed=0.004167	// (4 минуты, при стандартном ускорении "чинилки" =4 это будет 1 минута)
	RepairSource=4			// Починка только в радиусе "чинилки"
	InstantRepair=false
	RepairDependsOn="CornerRL", 0.95
[end]
[DGroup=Mask_1]
	IsCritical=false
	LifeK=50
	convex="#mask1004a_coll",10,15000,"MT_ARMOR"
	convex="#mask1004b_coll",10,15000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=60
		FovV=90
		ArmorFront=10
		ArmorBack=100
		ArmorTop=10
		ArmorBottom=10
		ArmorRight=10
		ArmorLeft=10
	[end]
	LifeRateFrag=15000
	DamageArg=1004
	DamageMaxVal=0.98
	RepairSpeed=0.008333	// (2 минуты, при стандартном ускорении "чинилки" =4 это будет 0.5 минуты)
	RepairSource=4			// Починка только в радиусе "чинилки"
	InstantRepair=false
[end]
[DGroup=RearBox]
	IsCritical=false
	LifeK=50
	convex="#rearbox_2010a",5,15000,"MT_ARMOR"
	convex="#rearbox_2010b",5,15000,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=60
		FovV=90
		ArmorFront=100
		ArmorBack=5
		ArmorTop=5
		ArmorBottom=5
		ArmorRight=5
		ArmorLeft=5
	[end]
	LifeRateFrag=15000
	DamageArg=2010
	DamageMaxVal=0.98
	RepairSpeed=0.004167	// (4 минуты, при стандартном ускорении "чинилки" =4 это будет 1 минута)
	RepairSource=4			// Починка только в радиусе "чинилки"
	InstantRepair=false
	RepairDependsOn="CornerRR", 0.95
[end]

[DGroup=VisorFwd]
	IsCritical=false
	LifeK=2	
	convex="sight4_1056",5,500,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=120
		FovV=20
		ArmorFront=5
		ArmorBack=30
		ArmorTop=12
		ArmorBottom=12
		ArmorRight=30
		ArmorLeft=30
	[end]
	LifeRateFrag=5000
	DamageArg=1056
	RepairSpeed=0.033333	// (0.5 минуты)
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="Sight1", 0.95
	GuiParam=11, true,true,true
[end]
[DGroup=VisorLft]
	IsCritical=false
	LifeK=2
	convex="sight2_1054",5,500,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=120
		FovV=20
		ArmorFront=50
		ArmorBack=30
		ArmorTop=12
		ArmorBottom=12
		ArmorRight=30
		ArmorLeft=5
	[end]
	LifeRateFrag=5000
	DamageArg=1054
	RepairSpeed=0.033333	// (0.5 минуты)
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="VisorFwd", 0.95
	GuiParam=11, true,true,true
[end]
[DGroup=VisorRgt]
	IsCritical=false
	LifeK=2
	convex="sight3_1055",5,500,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=120
		FovV=20
		ArmorFront=50
		ArmorBack=30
		ArmorTop=12
		ArmorBottom=12
		ArmorRight=5
		ArmorLeft=30
	[end]
	LifeRateFrag=5000
	DamageArg=1055
	RepairSpeed=0.033333	// (0.5 минуты)
	RepairSource=0
	InstantRepair=true
	RepairDependsOn="VisorLft", 0.95
	GuiParam=11, true,true,true
[end]
[DGroup=Sight1]
	IsCritical=false
	LifeK=100
	convex="sight1_1053",1,500,"MT_ARMOR"
	[SphereHitArmorBox]
		FovH=120
		FovV=20
		ArmorFront=1
		ArmorBack=30
		ArmorTop=12
		ArmorBottom=12
		ArmorRight=30
		ArmorLeft=30
	[end]
	LifeRateFrag=5000
	DamageArg=1053
	RepairSpeed=0.033333	// (0.5 минуты)
	RepairSource=0
	InstantRepair=true
	GuiParam=16, true,true,true
[end]

//End of Graphical Damage Groups

[Entrance]
	EntrancePos= 0.0, -0.70874, -3.4
	EntranceRot= 0,270,0
	JumpDir= 0,0,0
[end]

ColimatorHideArg=9547

//DefaultGun=0	//default=-1, all of the guns are active, switching belts in gun 0. >=0 sets default gun and switshing will be between guns

ClosedHatch=false					// True - люк будет всегда закрытым
ClosedWindow=false					// True - форточка будет всегда закрытой
NoAimingWhenOpened=true				// True - турель не работает при открытом люке
NoAimingWhenClosed=false			// True - турель не работает при закрытом люке
StopIfAimingProhibited=true			// True - турель не возвращается в нейтраль при запрете по NoAimingWhenOpened/NoAimingWhenClosed
DenyDisabledTurretCamera=true		// True - запрет на использование вида с прицела при заблокированной турели
CanopyOpenByDefault=false
WindowOpenByDefault=false
canopytime=4.75	//Время анинации от Arg=0 до Arg=0.95. Требуемое время анимации от Arg=0.1 до Arg=0.9 определено временем анимации персонажа (4 сек), откуда значение параметра 0.95/0.8*4=4.75.
windowtime=1.5

OpenCockpitArg=31
AutoCanopy=false
CockpitLightArg=30000,0.25,0.251,0.6
canopyLockSoundMask=2 	// 0 bit - canopy unlock, start
						// 1 bit - canopy unlock, end
						// 2 bit - canopy lock, start
						// 3 bit - canopy lock, end

OpenWindowArg=33
AutoWindow=false
WindowLightArg=30010,0.3,0.45,0.6

TechChatCrewRole=3	//Роль для техночата люков (Driver: 1, Gunner: 3, Commander: 5, Machinegunner: 7, Radioman: 9)

SelfPoweredArg=64030

SetCockpitArgs=true	// true - автоматическое выставление значений анимаций в систему сетевых команд с указанным флагом сетевой передачи, false - в самолётах это делается в коде или в случае работы объекта только на приём

//CockpitArg= FetchType, CmdID, SubcmdID, ArgNum, ArgValDefault, SmoothingType, SmoothingPower, NetworkFlag
//FetchType=-1: аргумент в объекте не забирается для анимирования
//FetchType=-2: аргумент в объекте забирается для анимирования из самого объекта
//FetchType=-3: аргумент в объекте забирается для анимирования по сетевым командам parent-объекта
//FetchType>=0: аргумент в объекте забирается для анимирования по сетевым командам child-объекта с укзанным Attach ID
//CmdID=[0..999]: ID сетевой команды низкого качества, используемой для передачи значения.
//CmdID=[1000..1999]: ID сетевой команды среднего качества, используемой для передачи значения.
//SubcmdID=[0..3]: ID сетевой подкоманды команды низкого качества.
//SubcmdID=[0..1]: ID сетевой подкоманды команды среднего качества.
//ArgNum: номер аргумента анимации устанавливаемого в/из команды.
//ArgValDefault: дефолтное значение аргумента анимации в случае, если команда не приходила.
//SmoothingType: smooth_clamp - сглаживаение не-круговых анимаций
//SmoothingType: smooth_wrap - сглаживаение круговых анимаций
//SmoothingPower: постоянная времени сглаживания
//NetworkFlag="": отправки команды в сеть нет и нет выставления команды в случае, если SetCockpitArgs=false
//NetworkFlag="low_freq": отправка в сеть целиком команды, содержащей указанный аргумент в случае его изменения, не чаще низкой частоты
//NetworkFlag="med_freq": отправка в сеть целиком команды, содержащей указанный аргумент в случае его изменения, не чаще средней частоты
//NetworkFlag="high_freq": отправка в сеть целиком команды, содержащей указанный аргумент в случае его изменения, не чаще высокой частоты
//NetworkFlag="granted_single": отправка в сеть целиком команды, содержащей указанный аргумент в случае его изменения, с применением гарантированного пакета состояния

CockpitArg = -3, 0000, 0, 60210, 0.0, "smooth_clamp", 0.0, ""			// Electric point lights
CockpitArg = -3, 0000, 1, 60310, 0.0, "smooth_clamp", 0.0, ""			// Electric flood light
CockpitArg = -2, 0100, 0, 9109, 0.0, "", 0.0, "granted_single"			// Снаряды
CockpitArg = -2, 0100, 1, 9008, 0.0, "", 0.0, "granted_single"			// Магазины спаренного пулемёта
CockpitArg = -2, 0100, 2, 64030, 0.0, "", 0.0, "granted_single"			// Дым генератора привода башни

CockpitArg = -2, 0150, 0, 9001, 0.0, "smooth_clamp", 0.1, "med_freq"	// TriggerPositionArgIdx, gun1
CockpitArg = -2, 0150, 1, 9009, 0.0, "smooth_wrap", 0.1, "med_freq"		// RoundsInMagazineArgIdx, gun1
CockpitArg = -2, 0150, 2, 9010, 0.0, "", 0.0, "med_freq"				// HideAmmunitionArgIdx, gun1
CockpitArg = -2, 0150, 3, 9011, 0.0, "smooth_wrap", 0.1, "med_freq"		// ReLoadingArgIdx, gun1

CockpitArg = -2, 0151, 0, 9101, 0.0, "smooth_clamp", 0.1, "med_freq"	// TriggerPositionArgIdx, gun0
CockpitArg = -2, 0151, 1, 9110, 0.0, "", 0.0, "med_freq"				// HideAmmunitionArgIdx, gun0

CockpitArg = -2, 1150, 0, 220, 0.5, "smooth_clamp", 0.5, "low_freq"		// ControlAnimationArgNum
CockpitArg = -2, 1150, 1, 240, 0.5, "smooth_clamp", 0.5, "low_freq"		// ManualControlAnimationArgNum

[moveBotDeviator]
  HiFreqAmp = 0.2f
  MaxDeviation = 0.3f
  Periods = 2.1, 0.4;
[end]
accelBotDirK = 0.3
accelBotDirSmooth = 0.05
accelBotSideK = 0.3
accelBotSideSmooth = 0.05

[AimDistCV]
	AimDist= 0.0000,0
	AimDist= 0.0110,100
	AimDist= 0.0245,200
	AimDist= 0.0370,300
	AimDist= 0.0490,400
	AimDist= 0.0620,500
	AimDist= 0.0720,600
	AimDist= 0.0815,700
	AimDist= 0.0910,800
	AimDist= 0.1010,900
	AimDist= 0.1110,1000
	AimDist= 0.1220,1100
	AimDist= 0.1320,1200
	AimDist= 0.1420,1300
	AimDist= 0.1520,1400
	AimDist= 0.1625,1500
	AimDist= 0.1730,1600
	AimDist= 0.1825,1700
	AimDist= 0.1915,1800
	AimDist= 0.2010,1900
	AimDist= 0.2110,2000
	AimDist= 0.2005,2100
	AimDist= 0.2310,2200
	AimDist= 0.2405,2300
	AimDist= 0.2500,2400
	AimDist= 0.2605,2500
	AimDist= 0.2715,2600
	AimDist= 0.2815,2700
	AimDist= 0.2910,2800
	AimDist= 0.3010,2900
	AimDist= 0.3110,3000
[end]

[AimDistHV]
	AimDist= 0.0000,0
	AimDist= 0.0080,100
	AimDist= 0.0160,200
	AimDist= 0.0240,300
	AimDist= 0.0320,400
	AimDist= 0.0415,500
	AimDist= 0.0490,600
	AimDist= 0.0570,700
	AimDist= 0.0650,800
	AimDist= 0.0730,900
	AimDist= 0.0815,1000
	AimDist= 0.0895,1100
	AimDist= 0.0975,1200
	AimDist= 0.1060,1300
	AimDist= 0.1140,1400
	AimDist= 0.1220,1500
	AimDist= 0.1300,1600
	AimDist= 0.1390,1700
	AimDist= 0.1470,1800
	AimDist= 0.1550,1900
	AimDist= 0.1635,2000
[end]

[AimDistHT]
	AimDist= 0.4220,0
	AimDist= 0.4390,100
	AimDist= 0.4530,200
	AimDist= 0.4705,300
	AimDist= 0.4885,400
	AimDist= 0.5075,500
	AimDist= 0.5275,600
	AimDist= 0.5480,700
	AimDist= 0.5690,800
	AimDist= 0.5890,900
	AimDist= 0.6095,1000
	AimDist= 0.6310,1100
	AimDist= 0.6530,1200
	AimDist= 0.6735,1300
	AimDist= 0.6940,1400
	AimDist= 0.7125,1500
	AimDist= 0.7330,1600
	AimDist= 0.7525,1700
	AimDist= 0.7710,1800
	AimDist= 0.7905,1900
	AimDist= 0.8090,2000
	AimDist= 0.8275,2100
	AimDist= 0.8465,2200
	AimDist= 0.8655,2300
	AimDist= 0.8845,2400
	AimDist= 0.9035,2500
	AimDist= 0.9230,2600
	AimDist= 0.9415,2700
	AimDist= 0.9610,2800
	AimDist= 0.9800,2900
	AimDist= 1.0000,3000
[end]

[AimDistHE]
	AimDist= 0.4220,0
	AimDist= 0.4325,100
	AimDist= 0.4425,200
	AimDist= 0.4530,300
	AimDist= 0.4630,400
	AimDist= 0.4730,500
	AimDist= 0.4830,600
	AimDist= 0.4930,700
	AimDist= 0.5030,800
	AimDist= 0.5135,900
	AimDist= 0.5235,1000
	AimDist= 0.5335,1100
	AimDist= 0.5440,1200
	AimDist= 0.5540,1300
	AimDist= 0.5640,1400
	AimDist= 0.5740,1500
	AimDist= 0.5835,1600
	AimDist= 0.5940,1700
	AimDist= 0.6040,1800
	AimDist= 0.6140,1900
	AimDist= 0.6235,2000
	AimDist= 0.6340,2100
	AimDist= 0.6435,2200
	AimDist= 0.6535,2300
	AimDist= 0.6640,2400
	AimDist= 0.6735,2500
	AimDist= 0.6830,2600
	AimDist= 0.6935,2700
	AimDist= 0.7030,2800
	AimDist= 0.7135,2900
	AimDist= 0.7230,3000
	AimDist= 0.7330,3100
	AimDist= 0.7430,3200
	AimDist= 0.7530,3300
	AimDist= 0.7630,3400
	AimDist= 0.7735,3500
	AimDist= 0.7830,3600
	AimDist= 0.7930,3700
	AimDist= 0.8035,3800
	AimDist= 0.8135,3900
	AimDist= 0.8240,4000
[end]

//[AimDistMG]
//	AimDist= 0.4225,0
//	AimDist= 0.4330,100
//	AimDist= 0.4430,200
//	AimDist= 0.4535,300
//	AimDist= 0.4635,400
//	AimDist= 0.4735,500
//	AimDist= 0.4835,600
//	AimDist= 0.4935,700
//	AimDist= 0.5035,800
//	AimDist= 0.5140,900
//	AimDist= 0.5240,1000
//[end]

//[AimDistAP]
//	AimDist= 0.0000,0
//[end]

//[AimDistSpHV]
//	AimDist= 0.0000,0
//[end]