class CfgSkeletons
{
	class Default
	{
		isDiscrete=1;
		skeletonInherit="";
		skeletonBones[]={};
	};
	class URU_skeleton: Default
	{
		skeletonBones[]=
		{
			"magazine", "",
			"bullet007", "",
			"bullet008", "",
			"charging_handle", "",
			"selector", "",
			"trigger", "",
			"janela", "",
			"muzzleFlash", "",
			"optic_rail", "",
			"zasleh", "",
			"bolt", "charging_handle"
			
		};
	};
};
class CfgModels
{
	class Default
	{
		sectionsInherit="";
		sections[]={};
		skeletonName="";
	};
	class uru: Default
	{
		sections[]=
		{
			"zasleh","muzzleFlash","magazine","selector","bolt","optic_rail","mira","zeroing","alsa","zarelho","trilho_frontal","granada","Sling","Camo"
		};
		skeletonName="URU_skeleton";
		sectionsInherit="";
		class Animations
		{
			class trigger /// not in this model, but good to use
			{
				type = "rotation";
				source = "reload";
				sourceAddress = "clamp";
				selection = "trigger";
				axis = "trigger_axis";
				minValue = 0;
				maxValue = "1";
				angle0 = "0";
				angle1 = "rad -30";
			};
			class selector /// not in this model, but good to use
			{
				type = "rotation";
				source = "weaponMode";
				sourceAddress = "clamp";
				selection = "selector";
				axis = "selector_axis";
				minValue = 0;
				maxValue = "1";
				angle0 = "rad 0";
				angle1 = "rad -495";
			};
            class bullet007_revolving_hide
            {
                type="hide";
                source="revolving";
                selection="bullet007";
                sourceAddress="clamp";
                minPhase=0;
                maxPhase=1;
                minValue=0;
                maxValue=1;
                memory=0;
                hideValue=0;
                unHideValue=0.035;
            };
            class bullet008_revolving_hide
            {
                type="hide";
                source="revolving";
                selection="bullet008";
                sourceAddress="clamp";
                minPhase=0;
                maxPhase=1;
                minValue=0;
                maxValue=1;
                memory=0;
                hideValue=0;
                unHideValue=0.035;
            };
		    class optic_rail
           	{
               	type="hide";
               	source="hasOptics";
               	selection="optic_rail";
               	minValue=0;
               	maxValue=1;
				hideValue=-1.0;
				unhideValue = 0.5;
            };
		    class acessory_rail
           	{
               	type="hide";
               	source="hasAccessory";
               	selection="trilho_frontal";
               	minValue=0;
               	maxValue=1;
				hideValue=-1.0;
				unhideValue = 0.5;
            };
		    class reload_magazine_hide
           	{
                type="hide";
                source="reloadMagazine";
               	selection="magazine";
                minValue=0;
                maxValue=1;
				hideValue = 0.126;
				unhidevalue = 0.6300;
            };
		    class unloaded_magazine_hide 
			{
				type = "hide";
				source = "hasMagazine";
				selection = "magazine";
               	hideValue=0.100000;
		    };
			class magazine_reload_move_1
			{
				type = "translation";
				source = "reloadMagazine";
				selection = "magazine";
				axis = "magazine_axis";
				minValue = 0.145;
				maxValue = 0.170;
				offset0 = 0.0;
				offset1 = 0.5;
			};
			class magazine_reload_move_2: magazine_reload_move_1
			{
				minValue = 0.573;
				maxValue = 0.602;
				offset0 = 0.0;
				offset1 = -0.5;
			};
            class backsight_rotate
            {
                type="translation";
                source="zeroing";
                selection="Alca_mira";
                axis="mira_axis";
                minValue=0;
                maxValue=1;
                //hideValue=1;
                offset0=0;
                offset1="-0.8";

            };
	       	class bolt
			{
				type="translation";
				source="reload";
				selection="bolt";
				axis="bolt_axis";
				begin = "bolt_axis_end";
                end = "bolt_axis_begin";
				memory = 1;
				minValue=0;
				maxValue="0.8";
				offset0="0";
				offset1="1";
			};
			class bolt_2: bolt
			{
				minValue = 0;
				maxValue = 0.5;
				offset0 = 0;
				offset1 = 0.14;
			};
			class bolt_empty: bolt{
				source = "isEmptyNoReload";
				minValue = 0;
				maxValue = 1;
				offset0 = 0;
				offset1 = 1;
			};
			class bolt_reload_move_1: bolt_empty {
				source="reloadMagazine";	// z: should work like that only if weapon is empty
				minValue=0;
				maxValue=0.00001;
			};
			class bolt_reload_move_2: bolt_reload_move_1 {
				source="reloadMagazine";	// z: should work like that only if weapon is empty
				minValue=0.78;
				maxValue=0.80;
				offset1 = -1;
			};
			class bullet_cover
			{
				type="rotation";
				source="reload";
				sourceAddress="mirror";
				selection="janela";
				axis="janela_eixo";
				memory=1;
				minValue=0.0;
				maxValue=0.5;
				angle0=0;
				angle1=-0.4;
			};
			// bullet_cover FIRE ANIM START
			class bullet_cover_UP
			{
				type="rotation";
				source="reload";
				selection="janela";
				axis="janela_eixo";
				memory=1;
				minValue=0.0;
				maxValue=0.05;
				angle0=0.75;
				angle1=-0.5;

			};
			class bullet_cover_UP_02
			{
				type="rotation";
				source="reload";
				selection="janela";
				axis="janela_eixo";
				memory=1;
				minValue=0.05;
				maxValue=0.1;
				angle0=0.0;
				angle1=-0.02;
			};
			class bullet_cover_DOWN
			{
				type="rotation";
				source="reload";
				selection="janela";
				axis="janela_eixo";
				memory=1;
				minValue=0.1;
				maxValue=0.5;
				angle0=0.0;
				angle1=1.27;
			};
			// bullet_cover FIRE ANIM END
			class muzzleFlashROT
			{
				type="rotationX";
				source="ammoRandom";      //use ammo count as phase for animation
				sourceAddress="loop";     //loop when phase out of bounds
				selection="zasleh";  //selection we want to rotate
				axis="";                  //no own axis - center of rotation is computed from selection
				centerFirstVertex=true;   //use first vertex of selection as center of rotation
				minValue=0;
				maxValue=4;               //rotation angle will be 360/4 = 90 degrees
				angle0="rad 0";
				angle1="rad 360";
            };
		};
	};	
};