[postprocess_base]
pp_eff_name	= radiation.ppe
duality_h		= .015
duality_v		= .015
blur			= 1
gray			= .0
noise			= .01
noise_scale		= 1
noise_color		= 255,255,255,70

[postprocess_anomaly]
pp_eff_name	= radiation.ppe
duality_h		= 0
duality_v		= 0
blur			= 1
gray			= .7	;.9
noise			= .2	;.5
noise_scale		= 1
noise_color		= 155,155,155,70

;-------------------------------------------------------------------------------
; New zone postprocess
;-------------------------------------------------------------------------------
[postprocess_steam_mine]
pp_eff_cyclic	= 1
pp_eff_overlap  = true

pp_eff_name	= steam_mine.ppe
radius_min		= 0.7
radius_max		= 1.0

[postprocess_acidic]
pp_eff_cyclic	= 1
pp_eff_overlap  = true

pp_eff_name	= acidic.ppe
radius_min		= 0.3
radius_max		= 1.0

[postprocess_acidic_mine]
pp_eff_cyclic	= 1
pp_eff_overlap  = true

pp_eff_name	= acidic_mine.ppe
radius_min		= 0.7
radius_max		= 1.0

[postprocess_thermal]
pp_eff_cyclic	= 1
pp_eff_overlap  = true

pp_eff_name	= thermal.ppe
radius_min		= 0.3
radius_max		= 1.0

[postprocess_thermal_mine]
pp_eff_cyclic	= 1
pp_eff_overlap  = true

pp_eff_name	= thermal_mine.ppe
radius_min		= 0.7
radius_max		= 1.0

[postprocess_rad]
pp_eff_cyclic	= 1
pp_eff_overlap  = true

pp_eff_name	= radiation.ppe
radius_min		= 0.3
radius_max		= 1.0

[postprocess_psi]
pp_eff_cyclic	= 1
pp_eff_overlap  = true

pp_eff_name	= psi.ppe
radius_min		= 0.3
radius_max		= 1.0

[psy_antenna]
pp_eff_name		= psi.ppe
pp_eff_cyclic	= 1
pp_eff_overlap  = true

radius_min		= 0.3
radius_max		= 1.0

[postprocess_death]
pp_eff_name	= death.ppe
radius_min		= 0.5
radius_max		= 1.1

[postprocess_flame]
pp_eff_name	= flame.ppe
radius_min		= 0.5
radius_max		= 0.8

[postprocess_fuzz]
pp_eff_name	= fuzz.ppe
radius_min		= 0.5
radius_max		= 0.8

[postprocess_gravi]
pp_eff_name 	= gravi.ppe
radius_min		= 0.8
radius_max		= 1.4

[postprocess_gravi_mine]
pp_eff_name 	= gravi_mine.ppe
radius_min		= 0.7
radius_max		= 1.0

[postprocess_electra]
pp_eff_name 	= electra.ppe
radius_min		= 0.5
radius_max		= 0.9

[postprocess_electra_mine]
pp_eff_name 	= electra_mine.ppe
radius_min		= 0.3
radius_max		= 1.0

[mosquito_bald]
pp_eff_name 	= mosquito_bald.ppe
radius_min		= 0.2
radius_max		= 2.7

[postprocess_gas]
pp_eff_name 	= alcohol.ppe
radius_min		= 0.3
radius_max		= 1.0

;-------------------------------------------------------------------------------
[effector_alcohol]
pp_eff_name	 = alcohol.ppe
pp_eff_cyclic	= 1
pp_eff_overlap = true

cam_eff_name	= camera_effects\drunk.anm
cam_eff_cyclic	= 1

[alcohol]
pp_eff_name	 = alcohol.ppe
pp_eff_overlap = true
pp_eff_cyclic	= 0
cam_eff_name	= camera_effects\drunk.anm
cam_eff_cyclic	= 0

[effector_explode_hit]
cam_eff_cyclic		= 0
cam_eff_name		= camera_effects\shell_shock.anm
cam_eff_hud_affect	= true

[effector_fire_hit]
pp_eff_name		= fire_hit.ppe
pp_eff_cyclic	= 0
pp_eff_overlap = true
cam_eff_cyclic	= 0

[effector_fire_hit_0]:effector_fire_hit
cam_eff_name	= camera_effects\hit_front.anm

[effector_fire_hit_1]:effector_fire_hit
cam_eff_name	= camera_effects\hit_right.anm

[effector_fire_hit_2]:effector_fire_hit
cam_eff_name	= camera_effects\hit_back.anm

[effector_fire_hit_3]:effector_fire_hit
cam_eff_name	= camera_effects\hit_left.anm

[effector_fire_hit_4]:effector_fire_hit
cam_eff_name	= camera_effects\hit_front_left.anm

[effector_fire_hit_5]:effector_fire_hit
cam_eff_name	= camera_effects\hit_back_left.anm

[effector_fire_hit_6]:effector_fire_hit
cam_eff_name	= camera_effects\hit_front_right.anm

[effector_fire_hit_7]:effector_fire_hit
cam_eff_name	= camera_effects\hit_back_right.anm

[snd_shock_effector]
;pp_eff_name		= duality_circle.ppe
pp_eff_name		= snd_shock.ppe
pp_eff_overlap = true
pp_eff_cyclic	= 1

[effector_controller_aura]
pp_eff_name		= controller_hit.ppe
pp_eff_overlap = true
pp_eff_cyclic	= 0

[effector_blink_black]
pp_eff_name		= blink_black.ppe
pp_eff_cyclic	= 0
pp_eff_overlap = true

[effector_controller_aura2]:effector_alcohol
pp_eff_cyclic	= 0
cam_eff_cyclic	= 0

[effector_monster_hit]
;pp_eff_name		= fire_hit.ppe ; no postprocess
;pp_eff_cyclic	= 0
cam_eff_cyclic	= 0

[effector_monster_hit_0]:effector_monster_hit
cam_eff_name	= camera_effects\hit_front.anm

[effector_monster_hit_1]:effector_monster_hit
cam_eff_name	= camera_effects\hit_right.anm

[effector_monster_hit_2]:effector_monster_hit
cam_eff_name	= camera_effects\hit_back.anm

[effector_monster_hit_3]:effector_monster_hit
cam_eff_name	= camera_effects\hit_left.anm

[effector_monster_hit_4]:effector_monster_hit
cam_eff_name	= camera_effects\hit_front_left.anm

[effector_monster_hit_5]:effector_monster_hit
cam_eff_name	= camera_effects\hit_back_left.anm

[effector_monster_hit_6]:effector_monster_hit
cam_eff_name	= camera_effects\hit_front_right.anm

[effector_monster_hit_7]:effector_monster_hit
cam_eff_name	= camera_effects\hit_back_right.anm

;-------------------------------------------------------------------------------
; Nightvision postprocess
;-------------------------------------------------------------------------------
[effector_nightvision_1]
pp_eff_name		= nightvision_1.ppe
pp_eff_overlap = false
pp_eff_cyclic	= 1


[effector_nightvision_2]
pp_eff_name 	= nightvision_2.ppe
pp_eff_cyclic 	= 1
pp_eff_overlap = false

[effector_nightvision_3]
pp_eff_name 	= nightvision_3.ppe
pp_eff_cyclic 	= 1
pp_eff_overlap = false

[effector_nightvision_4]
pp_eff_name 	= nightvision_4.ppe
pp_eff_cyclic 	= 1
pp_eff_overlap = false

;-------------------------------------------------------------------------------
; Детект нас полтергейстами
;-------------------------------------------------------------------------------
[poltergeist_detection_effector]
pp_eff_name 	= poltergeist_scan.ppe
pp_eff_cyclic 	= 1
pp_eff_overlap = true
;-------------------------------------------------------------------------------

[_actor_death_effector]
pp_eff_name		= actor_death.ppe
pp_eff_cyclic	= 0
pp_eff_overlap = true
cam_eff_name	= camera_effects\drunk.anm
cam_eff_cyclic	= 1
snd				= characters_voice\human_01\dolg\help\wounded_heavy\help_8

[brighten]
pp_eff_name 	= brighten.ppe
pp_eff_cyclic 	= 1
pp_eff_overlap	= true

;-------------------------------------------------------------------------------
;	Fade
;-------------------------------------------------------------------------------

[fade_in]
pp_eff_name 	= fade_in.ppe
pp_eff_cyclic 	= 0
pp_eff_overlap 	= false

[fade_in_out]
pp_eff_name 	= fade_in_out.ppe
pp_eff_cyclic 	= 0
pp_eff_overlap 	= false

[black]
pp_eff_name 	= black.ppe
pp_eff_cyclic 	= 1
pp_eff_overlap 	= false

[blink]
pp_eff_name 	= blink.ppe
pp_eff_cyclic 	= 0
pp_eff_overlap 	= false

[fade_to_black_9_sec]
pp_eff_name 	= fade_to_black_9_sec.ppe
pp_eff_cyclic 	= 0
pp_eff_overlap 	= false