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;; BOLT
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[bolt]:identity_immunities,weapon_probability,default_weapon_params
class					= II_BOLT
cform					= skeleton
visual					= dynamics\devices\dev_bolt\dev_bolt.ogf
inv_name					= st_bolt
$prefetch 					= 16
inv_name_short				= st_bolt
inv_weight					= .0

ef_weapon_type				= 1


inv_grid_width				= 1
inv_grid_height				= 1
inv_grid_x					= 9
inv_grid_y					= 27

animation_slot				= 6
single_handed				= 0

attach_position_offset				= -0.03, -0.05, 0.03
attach_angle_offset				= 0, 0, 0
attach_bone_name				=

slot					= 5
hud					= bolt_hud
force_min					= 10
force_const					= 20
force_max					= 20
force_grow_speed				= 10

destroy_time				= 10000

cost					= 0

throw_point				= 0.4, 0.3, 0.1
throw_dir					= 0, 0, 1

PDM_disp_base           			= 1.0
PDM_disp_vel_factor     			= 1.0
PDM_disp_accel_factor   			= 1.0
PDM_disp_crouch         			= 1.0
PDM_disp_crouch_no_acc  			= 1.0

[bolt_hud]:hud_base
fire_point				= 0,0,0
fire_bone				= wpn_body

attach_place_idx		= 0
item_visual				= dynamics\devices\dev_bolt\dev_bolt_hud

hands_position				= 0.033,-0.155,0.1
hands_orientation			= 0,0,0
hands_position_16x9			= 0.033,-0.155,0.1
hands_orientation_16x9			= 0,0,0


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

anm_hide				= dev_bolt_holster
anm_show				= dev_bolt_draw
anm_idle				= dev_bolt_idle
anm_bore				= dev_bolt_idle_bore
anm_idle_moving	 		= dev_bolt_idle_moving
anm_idle_sprint	 		= dev_bolt_idle_sprint
anm_throw_begin			= dev_bolt_shoot_start
anm_throw_idle			= dev_bolt_shoot_idle
anm_throw				= dev_bolt_shoot_end

throw_point				= 0.0,0.4,0.3
throw_dir				= 0,0,1

