class braf_HK416_long_base : Rifle_Base_F {
        magazines[] = {
            "braf_30Rnd_556x45",
            "braf_20Rnd_556x45",
            "braf_30Rnd_556x45_red",
            "braf_30Rnd_556x45_green",
            "braf_30Rnd_556x45_yellow",
            "braf_30Rnd_556x45_Blank",
            "30Rnd_556x45_Stanag",
            "30Rnd_556x45_Stanag_green",
            "30Rnd_556x45_Stanag_red",
            "30Rnd_556x45_Stanag_Tracer_Red",
            "30Rnd_556x45_Stanag_Tracer_Green",
            "30Rnd_556x45_Stanag_Tracer_Yellow",
        }; /// original custom made magazines and a group of several standardized mags
	    magazineWell[]=
	    {
		    "BRAF_Stanag_556",
		    "STANAG_556x45",
		    "STANAG_556x45_Large"
	    };
        reloadAction = "GestureReloadSPAR_01";                                                                                                                                                                    /// MX hand animation actually fits this rifle well
        magazineReloadSwitchPhase = 0.4;                                                                                                                                                                          /// part of reload animation when new magazine ammo count should affect "revolving" animation source
        discreteDistanceInitIndex = 0;                                                                                                                                                                            /// Ironsight zeroing is the lowest value by default
        recoil = "recoil_spar";
        maxRecoilSway = 0.0125;
        swayDecaySpeed = 1.25;
        inertia = 0.5;
        initSpeed = -1; /// this means that initSpeed of magazine is used
        class GunParticles : GunParticles
        {
            class SecondEffect
            {
                positionName = "Nabojnicestart";
                directionName = "Nabojniceend";
                effectName = "CaselessAmmoCloud";
            };
        };
        class WeaponSlotsInfo : WeaponSlotsInfo
        {
            mass = 92;
            class MuzzleSlot : MuzzleSlot
            {
                linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE";
			    compatibleItems[]=
				{
				    "muzzle_snds_M"
				};
			    iconPosition[]={0.12,0.43099999};
			    iconScale=0.15000001;
            };
            class CowsSlot : asdg_OpticRail1913 /// default accessories for this slot
            {
            };
            class PointerSlot : asdg_FrontSideRail /// default accessories for this slot
            {
            };
            class UnderBarrelSlot : UnderBarrelSlot /// using AMF bipod
            {
                iconPosition[] = {0.2, 0.7};
                iconScale = 0.2;
                compatibleItems[] = {};
            };
        };
        opticsZoomMin = 0.375;
        opticsZoomMax = 1.1;
        opticsZoomInit = 0.75;
        distanceZoomMin = 300;
        distanceZoomMax = 300;
        descriptionShort = "AMF HK 416 F Long";                                 /// displayed on mouseOver in Inventory
        handAnim[] = {"OFP2_ManSkeleton", "\braf\braf_weapons_anim\animations\556mm_HK416\amf_hand_nogrip.rtm"}; ///  hand animation actually fits this rifle well
        dexterity = 1.8;
        selectionFireAnim = "muzzleFlash"; /// are we able to get rid of all the zaslehs?
        bullet1[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_01", 0.446684, 1, 15};
        bullet2[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_02", 0.446684, 1, 15};
        bullet3[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_03", 0.446684, 1, 15};
        bullet4[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_04", 0.446684, 1, 15};
        bullet5[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Dirt_01", 0.562341, 1, 15};
        bullet6[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Dirt_02", 0.562341, 1, 15};
        bullet7[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Dirt_03", 0.562341, 1, 15};
        bullet8[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Dirt_04", 0.562341, 1, 15};
        bullet9[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Grass_01", 0.562341, 1, 15};
        bullet10[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Grass_02", 0.562341, 1, 15};
        bullet11[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Grass_03", 0.562341, 1, 15};
        bullet12[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Grass_04", 0.562341, 1, 15};
        soundBullet[] = {"bullet1", 0.087, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083};
        drySound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_dry", 0.63095737, 1, 30};
        changeFiremodeSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_firemode", 0.25118864, 1, 5};
        reloadMagazineSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_reload", 1.0, 1, 10};
        modes[] = {SemiAuto, Fullauto, single_medium_optics1, single_far_optics2};
        class SemiAuto : Mode_SemiAuto
        {
            sounds[] = {"StandardSound", "SilencedSound"};
            class BaseSoundModeType;
            class StandardSound : BaseSoundModeType
            {
                soundSetShot[] = {"SPAR01_Shot_SoundSet", "SPAR01_Tail_SoundSet", "SPAR01_InteriorTail_SoundSet"};
            };
            class SilencedSound : BaseSoundModeType
            {
                SoundSetShot[] = {"SPAR01_silencerShot_SoundSet", "SPAR01_silencerTail_SoundSet", "SPAR01_silencerInteriorTail_SoundSet"};
            };
            reloadTime = 0.070;
            recoil = "recoil_single_primary_3outof10";
            recoilProne = "recoil_single_primary_prone_3outof10";
            dispersion = 0.0002;
            minRange = 2;
            minRangeProbab = 0.3;
            midRange = 350;
            midRangeProbab = 0.7;
            maxRange = 500;
            maxRangeProbab = 0.05;
        };
        class FullAuto : Mode_FullAuto
        {
            sounds[] = {"StandardSound", "SilencedSound"};
            class BaseSoundModeType;
            class StandardSound : BaseSoundModeType
            {
                soundSetShot[] = {"SPAR01_Shot_SoundSet", "SPAR01_Tail_SoundSet", "SPAR01_InteriorTail_SoundSet"};
            };
            class SilencedSound : BaseSoundModeType
            {
                SoundSetShot[] = {"SPAR01_silencerShot_SoundSet", "SPAR01_silencerTail_SoundSet", "SPAR01_silencerInteriorTail_SoundSet"};
            };
            reloadTime = 0.070;
            recoil = "recoil_auto_primary_3outof10";
            recoilProne = "recoil_auto_primary_prone_3outof10";
            dispersion = 0.0002;
            minRange = 0;
            minRangeProbab = 0.9;
            midRange = 15;
            midRangeProbab = 0.7;
            maxRange = 30;
            maxRangeProbab = 0.05;
            aiRateOfFire = 1e-006;
        };
        class single_medium_optics1 : SemiAuto /// Pew for AI with collimator sights
        {
            requiredOpticType = 1;
            showToPlayer = 0;

            minRange = 2;
            minRangeProbab = 0.2;
            midRange = 450;
            midRangeProbab = 0.7;
            maxRange = 600;
            maxRangeProbab = 0.2;

            aiRateOfFire = 6;
            aiRateOfFireDistance = 600;
        };
        class single_far_optics2 : single_medium_optics1 /// Pew for AI with better sights
        {
            requiredOpticType = 2;
            showToPlayer = 0;

            minRange = 100;
            minRangeProbab = 0.1;
            midRange = 500;
            midRangeProbab = 0.6;
            maxRange = 700;
            maxRangeProbab = 0.05;

            aiRateOfFire = 8;
            aiRateOfFireDistance = 700;
        };
        class HK269_F : UGL_F /// Some grenade launcher to have some more fun
        {
            displayName = "AMF HK269";
            descriptionShort = "AMF HK269";
            author = "LKDSG & AMF TEAM";
            useModelOptics = false;
            useExternalOptic = false; /// Doesn't use optics from the attachment, has it's own
            cameraDir = "OP_look";
            discreteDistance[] = {100, 200, 300, 400};
            discreteDistanceCameraPoint[] = {"OP_eye", "OP_eye2", "OP_eye3", "OP_eye4"}; /// the angle of gun changes with zeroing
            discreteDistanceInitIndex = 1;                                               /// 200 is the default zero
        };
        aiDispersionCoefY = 6.0; /// AI should have some degree of greater dispersion for initial shoots
        aiDispersionCoefX = 4.0; /// AI should have some degree of greater dispersion for initial shoots
};
class braf_HK416_short_base : Rifle_Base_F {
		magazines[] = {
            "braf_30Rnd_556x45",
            "braf_20Rnd_556x45",
            "braf_30Rnd_556x45_red",
            "braf_30Rnd_556x45_green",
            "braf_30Rnd_556x45_yellow",
            "braf_30Rnd_556x45_Blank",
            "30Rnd_556x45_Stanag",
            "30Rnd_556x45_Stanag_green",
            "30Rnd_556x45_Stanag_red",
            "30Rnd_556x45_Stanag_Tracer_Red",
            "30Rnd_556x45_Stanag_Tracer_Green",
            "30Rnd_556x45_Stanag_Tracer_Yellow",
        }; /// original custom made magazines and a group of several standardized mags
        magazineWell[]=
	    {
		    "BRAF_Stanag_556",
		    "STANAG_556x45",
		    "STANAG_556x45_Large"
	    };
        reloadAction = "GestureReloadSPAR_01";
        magazineReloadSwitchPhase = 0.4; /// part of reload animation when new magazine ammo count should affect "revolving" animation source
        discreteDistanceInitIndex = 0;   /// Ironsight zeroing is the lowest value by default
        handAnim[] = {"OFP2_ManSkeleton", \braf\braf_weapons_anim\animations\556mm_HK416\amf_hand_nogrip.rtm};
        dexterity = 3.1;
        maxRecoilSway = 0.0125;
        swayDecaySpeed = 1.25;
        inertia = 0.5;
        initSpeed = -1; /// this means that initSpeed of magazine is used
        class GunParticles : GunParticles
        {
            class SecondEffect
            {
                positionName = "Nabojnicestart";
                directionName = "Nabojniceend";
                effectName = "CaselessAmmoCloud";
            };
        };
        class WeaponSlotsInfo : WeaponSlotsInfo
        {
            mass = 92;
            class MuzzleSlot : MuzzleSlot
            {
                linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE";
			    compatibleItems[]=
				{
				    "muzzle_snds_M"
				};
			    iconPosition[]={0.12,0.43099999};
			    iconScale=0.15000001;
            };
            class CowsSlot : asdg_OpticRail1913 {};
            class PointerSlot : asdg_FrontSideRail {};
            class UnderBarrelSlot : UnderBarrelSlot {
                iconPosition[] = {0.2, 0.7};
                iconScale = 0.2;
                compatibleItems[] = {};
            };
        };
        opticsZoomMin = 0.375;
        opticsZoomMax = 1.1;
        opticsZoomInit = 0.75;
        distanceZoomMin = 300;
        distanceZoomMax = 300;
        descriptionShort = "AMF HK 416 Short"; /// displayed on mouseOver in Inventory
        selectionFireAnim = "muzzleFlash";     /// are we able to get rid of all the zaslehs?
        bullet1[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_01", 0.446684, 1, 15};
        bullet2[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_02", 0.446684, 1, 15};
        bullet3[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_03", 0.446684, 1, 15};
        bullet4[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_04", 0.446684, 1, 15};
        bullet5[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Dirt_01", 0.562341, 1, 15};
        bullet6[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Dirt_02", 0.562341, 1, 15};
        bullet7[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Dirt_03", 0.562341, 1, 15};
        bullet8[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Dirt_04", 0.562341, 1, 15};
        bullet9[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Grass_01", 0.562341, 1, 15};
        bullet10[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Grass_02", 0.562341, 1, 15};
        bullet11[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Grass_03", 0.562341, 1, 15};
        bullet12[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Grass_04", 0.562341, 1, 15};
        soundBullet[] = {"bullet1", 0.087, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083};
        drySound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_dry", 0.63095737, 1, 30};
        changeFiremodeSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_firemode", 0.25118864, 1, 5};
        reloadMagazineSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_reload", 1.0, 1, 10};
        modes[] = {SemiAuto, Fullauto};
        class SemiAuto : Mode_SemiAuto
        {
            sounds[] = {"StandardSound", "SilencedSound"};
            class BaseSoundModeType;
            class StandardSound : BaseSoundModeType
            {
                soundSetShot[] = {"SPAR01_Shot_SoundSet", "SPAR01_Tail_SoundSet", "SPAR01_InteriorTail_SoundSet"};
            };
            class SilencedSound : BaseSoundModeType
            {
                SoundSetShot[] = {"SPAR01_silencerShot_SoundSet", "SPAR01_silencerTail_SoundSet", "SPAR01_silencerInteriorTail_SoundSet"};
            };
            reloadTime = 0.070;
            recoil = "recoil_single_primary_3outof10";
            recoilProne = "recoil_single_primary_prone_3outof10";
            dispersion = 0.0002;
            minRange = 2;
            minRangeProbab = 0.3;
            midRange = 350;
            midRangeProbab = 0.7;
            maxRange = 500;
            maxRangeProbab = 0.05;
        };
        class FullAuto : Mode_FullAuto
        {
            sounds[] = {"StandardSound", "SilencedSound"};
            class BaseSoundModeType;
            class StandardSound : BaseSoundModeType
            {
                soundSetShot[] = {"SPAR01_Shot_SoundSet", "SPAR01_Tail_SoundSet", "SPAR01_InteriorTail_SoundSet"};
            };
            class SilencedSound : BaseSoundModeType
            {
                SoundSetShot[] = {"SPAR01_silencerShot_SoundSet", "SPAR01_silencerTail_SoundSet", "SPAR01_silencerInteriorTail_SoundSet"};
            };
            reloadTime = 0.070;
            recoil = "recoil_auto_primary_3outof10";
            recoilProne = "recoil_auto_primary_prone_3outof10";
            dispersion = 0.0002;
            minRange = 0;
            minRangeProbab = 0.9;
            midRange = 15;
            midRangeProbab = 0.7;
            maxRange = 30;
            maxRangeProbab = 0.05;
            aiRateOfFire = 1e-006;
        };
        aiDispersionCoefY = 6.0; /// AI should have some degree of greater dispersion for initial shoots
        aiDispersionCoefX = 4.0; /// AI should have some degree of greater dispersion for initial shoots
};


class braf_HK416_long : braf_HK416_long_base {
	    scope = 2; /// should be visible and useable in game
        author = "ARNIE & AMF TEAM";
        displayName = "HK 416 D16.5";                                   /// some name
        model = "\braf\braf_weapons_assault_rifles\556mm_HK416\amf_416_long.p3d";                     /// path to model
        picture = "\braf\braf_weapons_assault_rifles\556mm_HK416\Data\UI\gear_amf_614_long_01_x_ca.paa";   /// different accessories have M, S, T instead of X
        UiPicture = "\braf\braf_weapons_assault_rifles\556mm_HK416\Data\UI\gear_amf_614_long_01_x_ca.paa"; /// weapon should be marked such way
        handAnim[] = {"OFP2_ManSkeleton", "\braf\braf_weapons_anim\animations\556mm_HK416\amf_hand_nogrip.rtm"};
        weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
        rhs_grip2_change = "amf_614_gripv_01_f";
        rhs_grip3_change = "amf_614_gript_01_f";
        class WeaponSlotsInfo : WeaponSlotsInfo
        {
            mass = 92;
            allowedSlots[] = {901};
            class MuzzleSlot : MuzzleSlot
            {
            };
            class CowsSlot : asdg_OpticRail1913 /// default accessories for this slot
            {
            };
            class PointerSlot : asdg_FrontSideRail /// default accessories for this slot
            {
            };
        };
};


class braf_HK416_short : braf_HK416_short_base {
        scope = 2;
        author = "ARNIE & AMF TEAM";
        displayName = "HK 416 D10";
        dexterity = 3.1;
        model = "\braf\braf_weapons_assault_rifles\556mm_HK416\AMF_416_short.p3d";
        picture = "\braf\braf_weapons_assault_rifles\556mm_HK416\Data\UI\gear_AMF_614_short_X_CA.paa";
        UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa";
        handAnim[] = {"OFP2_ManSkeleton", "\a3\weapons_f_exp\rifles\spar_01\data\anim\spar_01.rtm"};
        weaponInfoType = "RscWeaponZeroing";
        rhs_grip2_change = "amf_614s_gripv_01_f";
        rhs_grip3_change = "amf_614s_gript_01_f";
        class WeaponSlotsInfo : WeaponSlotsInfo
        {
            mass = 92;
            allowedSlots[] = {901};
            class MuzzleSlot : MuzzleSlot
            {
            };
            class CowsSlot : asdg_OpticRail1913
            {
            };
            class PointerSlot : asdg_FrontSideRail
            {
            };
        };
};