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;; BOLT
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[bolt]:identity_immunities
class				= II_BOLT
cform				= skeleton
visual				= weapons\bolt\wpn_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			= 0
inv_grid_y			= 0

animation_slot		= 7 ;6
single_handed		= 0

slot				= 5
hud					= bolt_hud
force_min			= 10
force_const			= 20
force_max			= 40 ;30 ;nv130312 throw a bit farther at full charge
force_grow_speed	= 21 ;30 ;3 ;nv130130 per Decane

destroy_time		= 3000

attach_position_offset	= -0.021,-0.075,0.0
attach_angle_offset		= 0,0,0
attach_bone_name		= 

// should be deleted after update
position_offset			 = 0.0,0.0,0.0
angle_offset			 = 1.570790,1.570790,3.92699

cost				= 0

throw_point			= 0,0.4,0.5
throw_dir			= 0,0,1


[bolt_hud]
fire_point          = 0.05, 0.0, 0.1
fire_bone           = bolt_0

orientation         = 0,0,0
position            = 0,0,0
visual              = weapons\bolt\wpn_bolt_hud.ogf

throw_point			= 0,0.4,0.3
throw_dir			= 0,0,0

anim_show			= draw
anim_hide			= holster_0
anim_idle			= idle_0
anim_playing		= idle_01
anim_throw_begin	              = attack_0_begin
anim_throw_idle		= attack_0_idle
anim_throw_act		= attack_0_act	
anim_throw_end		= attack_0_end
