[stalker_foot_bones]
front_left	= bip01_l_foot
front_right	= bip01_r_foot

[stalker_step_manager]
; order: left, right
;--------------------------------------------------------------------------
;	animation				Cycles	| time1 | power1 | time2 | power2 |
;--------------------------------------------------------------------------
dmg_norm_escape_0			=	1,	  0.2,	    1.3,   0.65,     1.3

dmg_norm_walk_fwd_1			=	1,	  0.2,	    0.2,   0.65,     0.2
dmg_norm_run_fwd_1			=	1,	  0.2,	    1,	   0.65,     1

dmg_norm_walk_fwd_0			=	1,	  0.2,	    0.2,   0.65,     0.2
dmg_norm_walk_back_0		=	1,	  0.2,	    0.2,   0.65,     0.2
dmg_norm_walk_ls_0			=	1,	  0.2,	    0.2,   0.65,     0.2
dmg_norm_walk_rs_0			=	1,	  0.2,	    0.2,   0.65,     0.2

dmg_norm_run_fwd_0			=	1,	  0.2,	    1,	   0.65,     1
dmg_norm_run_back_0			=	1,	  0.2,	    1,	   0.65,     1
dmg_norm_run_ls_0			=	1,	  0.2,	    1,	   0.65,     1
dmg_norm_run_rs_0			=	1,	  0.2,	    1,	   0.65,     1

dmg_norm_turn_left_0		=	1,	  0.2,	    0.2,   0.65,     0.2
dmg_norm_turn_right_0		=	1,	  0.2,	    0.2,   0.65,     0.2

norm_escape_0				=	1,	  0.2,	    1.1,   0.65,     1.1
norm_escape_00				=	1,	  0.2,	    1.1,   0.65,     1.1
norm_escape_00				=	1,	  0.2,	    1.1,   0.65,     1.1

norm_walk_fwd_1				=	1,	  0.2,	    0.25,  0.65,     0.25
norm_jump_end				=	1,	  0.2,	    1.2,   0.21,     1.2

norm_walk_fwd_0				=	1,	  0.2,	    0.25,   0.65,     0.25
norm_walk_back_0			=	1,	  0.2,	    0.25,   0.65,     0.25
norm_walk_ls_0				=	1,	  0.2,	    0.25,   0.65,     0.25
norm_walk_rs_0				=	1,	  0.2,	    0.25,   0.65,     0.25

norm_run_fwd_0				=	1,	  0.2,	    0.9,   0.65,     0.9
norm_run_back_0				=	1,	  0.2,	    0.8,   0.65,     0.8
norm_run_ls_0				=	1,	  0.2,	    0.8,   0.65,     0.8
norm_run_rs_0				=	1,	  0.2,	    0.8,   0.65,     0.8

norm_run_fwd_1				=	1,	  0.2,	    0.9,   0.65,     0.9
norm_turn_left_1			=	1,	  0.2,	    0.2,   0.65,     0.2
norm_turn_right_1			=	1,	  0.2,	    0.2,   0.65,     0.2

norm_turn_left_0			=	1,	  0.2,	    0.2,   0.65,     0.2
norm_turn_right_0			=	1,	  0.2,	    0.2,   0.65,     0.2

cr_walk_fwd_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_walk_back_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_walk_ls_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_walk_rs_0				=	1,	  0.2,	    0.1,   0.65,     0.1

cr_run_fwd_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_run_back_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_run_ls_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_run_rs_0				=	1,	  0.2,	    0.1,   0.65,     0.1

cr_turn_left_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_turn_right_0				=	1,	  0.2,	    0.1,   0.65,     0.1

cl_run_back_0				=	1,	  0.2,	    1,   0.4,     1
cl_run_fwd_0				=	1,	  0.2,	    1,   0.4,     1

; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри,
; иначе возникают артефакты с потерей видимости при переходе от денжера во фри.
[stalker_vision_free]
min_view_distance 			= 0.4				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance 			= 0.8				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 80.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.1
time_quant					= 0.005
decrease_value				= 0.1				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 1.0 ;0.5
luminocity_factor			= 0.8 ;0.5				; фактор освещения (только для Актёра)
transparency_threshold	 	= 0.4				; 0.75

[stalker_vision_danger]
min_view_distance   		= 0.7				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance	 		= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 40.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.1
time_quant					= 0.001
decrease_value				= 0.01				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 1.0 ;0.5
luminocity_factor			= 0.8 ;0.5 				; фактор освещения (только для Актёра)
transparency_threshold	 	= 0.4				; 0.25

[stalker_sound_perceive]
	weapon					= 2; 0.75; 10 коэффициент усиления приоритета\силы звука
	item					= 0.5; коэффициент усиления приоритета\силы звука
	npc						= 1;1;2 коэффициент усиления приоритета\силы звука
	anomaly					= 0.0; коэффициент усиления приоритета\силы звука
	world					= 0.2; коэффициент усиления приоритета\силы звука

[stalker_damage]
default						= 1.0, -1, 1.0

bip01_pelvis 				= 1, 1, 0.3
bip01_spine 		 		= 1, 1, 0.8
bip01_spine1 		 		= 1, 1, 0.8
bip01_spine2 		 		= 1, 1, 0.8
bip01_neck 			 		= 1, 0, 1.0
bip01_head 			 		= 4, 0, 1.0 , 3
eyelid_1 			 		= 4, 0, 1.0 , 3
eye_left 			 		= 4, 0, 1.0 , 3
eye_right 			 		= 4, 0, 1.0 , 3
jaw_1 		 		 		= 4, 0, 1.0

bip01_l_clavicle	 		= 1, 10, 0.7
bip01_l_upperarm	 		= 1, 10, 0.6
bip01_l_forearm	 	 	    = 1, 10, 0.5
bip01_l_hand	 	 	    = 0.1, -1, 0.2
bip01_l_finger0	 	 	    = 0.05, -1, 0.1
bip01_l_finger01	 		= 0.05, -1, 0.1
bip01_l_finger02	 		= 0.05, -1, 0.1
bip01_l_finger1	 	 	    = 0.05, -1, 0.1
bip01_l_finger11	 		= 0.05, -1, 0.1
bip01_l_finger12	 		= 0.05, -1, 0.1
bip01_l_finger2	 	 	    = 0.05, -1, 0.1
bip01_l_finger21	 		= 0.05, -1, 0.1
bip01_l_finger22	 		= 0.05, -1, 0.1

bip01_r_clavicle	 		= 1, 8, 0.7
bip01_r_upperarm	 		= 1, 8, 0.6
bip01_r_forearm	 	 		= 0.1, 8, 0.5
bip01_r_hand	 	 		= 0.05, -1, 0.2
bip01_r_finger0	 	 		= 0.05, -1, 0.1
bip01_r_finger01	 		= 0.05, -1, 0.1
bip01_r_finger02	 		= 0.05, -1, 0.1
bip01_r_finger1	 	 		= 0.05, -1, 0.1
bip01_r_finger11	 		= 0.05, -1, 0.1
bip01_r_finger12	 		= 0.05, -1, 0.1
bip01_r_finger2	 	 	 	= 0.05, -1, 0.1
bip01_r_finger21	 		= 0.05, -1, 0.1
bip01_r_finger22	 		= 0.05, -1, 0.1

bip01_l_thigh	 	 		= 1, 4, 0.5
bip01_l_calf	 	 		= 1, 4, 0.4
bip01_l_foot	 	 		= 0.1, 4, 0.3
bip01_l_toe0	 	 		= 0.1, -1, 0.2
bip01_r_thigh	 	 		= 1, 6, 0.5
bip01_r_calf	 	 		= 1, 6, 0.4
bip01_r_foot	 	 		= 0.1, 6, 0.3
bip01_r_toe0	 	 		= 0.1, -1, 0.2

[critical_wound_head_section]
	bip01_head
	eyelid_1
	eye_left
	eye_right
	jaw_1
	bip01_l_hand
	bip01_l_finger0
	bip01_l_finger01
	bip01_l_finger02
	bip01_l_finger1
	bip01_l_finger11
	bip01_l_finger12
	bip01_l_finger2
	bip01_l_finger21
	bip01_l_finger22
	bip01_r_hand
	bip01_r_finger0
	bip01_r_finger01
	bip01_r_finger02
	bip01_r_finger1
	bip01_r_finger11
	bip01_r_finger12
	bip01_r_finger2
	bip01_r_finger21
	bip01_r_finger22
	bip01_neck



[critical_wound_torso_section]
	bip01_pelvis
	bip01_tail
	bip01_spine
	bip01_spine1
	bip01_spine2


[critical_wound_hand_left_section]
	bip01_l_upperarm
	bip01_l_forearm
	bip01_l_clavicle

[critical_wound_hand_right_section]
	bip01_r_upperarm
	bip01_r_forearm
	bip01_r_clavicle

[critical_wound_leg_left_section]
	bip01_l_thigh
	bip01_l_calf
	bip01_l_foot
	bip01_l_toe0

[critical_wound_leg_right_section]
	bip01_r_thigh
	bip01_r_calf
	bip01_r_foot
	bip01_r_toe0

[critical_wound_body_parts_section]
	head					= critical_wound_head_section
	torso					= critical_wound_torso_section
	hand_left				= critical_wound_hand_left_section
	hand_right				= critical_wound_hand_right_section
	leg_left				= critical_wound_leg_left_section
	leg_right				= critical_wound_leg_right_section

[stalker_immunities]
burn_immunity 				= 0.5				;коэффициенты иммунитета
strike_immunity 			= 0.5
shock_immunity 				= 0.5
wound_immunity				= 0.5
radiation_immunity 			= 0.5
telepatic_immunity 			= 0.5
chemical_burn_immunity 		= 0.5
explosion_immunity 			= 0.5
fire_wound_immunity  		= 1.0
wound_2_immunity  			= 1.0

[stalker_condition]
satiety_v					= 0.00001				;скорость уменьшения сытости со временем
radiation_v					= 0.0001				;скорость уменьшения радиации
satiety_power_v				= 0.0005				;увеличение силы при уменьшении сытости
satiety_health_v			= 0.1 ;0.0001				;увеличение здоровья при уменьшении сытости
satiety_critical			= 0.0					;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v			= 0.001					;уменьшение здоровья при воздействии радиации
morale_v					= 0.0001				;скорость восстановления морали
health_hit_part				= 1.0					;процент хита, уходящий на отнимание здоровья
power_hit_part				= 0.0					;процент хита, уходящий на отнимание силы
psy_health_v				= 0.01					; скорость восстановления psy-здоровья

sleep_health				= 1.0					;коэффициенты скоростей изменения параметров во время сна
sleep_power					= 1.0
sleep_satiety				= 1.0
sleep_radiation 			= 1.0
sleep_psy_health			= 1.0

;---LIMPING STATE-----------------------------------------------------
use_limping_state			= off
limping_threshold			= 0.5

;открытые раны
bleeding_v					= 0.0						;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.001					;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size				= 0.01

[stalker_terrain]
	255,000,255,255


[sakharov_terrain]
	255,001,255,255

[sim_smart_1]
	255,002,255,255
[sim_smart_2]
	255,003,255,255
[sim_smart_3]
	255,004,255,255
[sim_smart_4]
	255,005,255,255
[sim_smart_5]
	255,006,255,255
[sim_smart_6]
	255,007,255,255
[sim_smart_7]
	255,008,255,255
[sim_smart_8]
	255,009,255,255
[sim_smart_base]
	255,010,255,255






[stalker_movement_speeds]
	; danger
	;; crouch
	;;; walk
	danger_crouch_walk_forward 	= 1.1
	danger_crouch_walk_backward	= 1.05
	danger_crouch_walk_left		= 1.05
	danger_crouch_walk_right 	= 1.05
	;;; run
	danger_crouch_run_forward   = 2.5
	danger_crouch_run_backward	= 2.5
	danger_crouch_run_left		= 2.4
	danger_crouch_run_right		= 2.4
	;; stand
	;;; walk
	danger_stand_walk_forward	= 1.8
	danger_stand_walk_backward	= 1.8
	danger_stand_walk_left		= 2.0
	danger_stand_walk_right		= 2.0
	;;; run
	danger_stand_run_forward	= 3.6
	danger_stand_run_backward	= 3.0
	danger_stand_run_left		= 2.0
	danger_stand_run_right		= 2.0
	; free
	;; stand
	;;; forward
	free_stand_walk_forward		= 1.1
	free_stand_run_forward		= 3.0
	; panic
	;; stand
	;;; run
	;;;; forward
	panic_stand_run_forward		= 7.0

[stalker]:common_ph_friction_params_on_npc_death
class							= AI_STL_S						; Class identifier

can_select_items				= on

;---EVALUATION FUNCTIONS----------------------------------------------
ef_creature_type				= 17							; option for evaluation functions

;---LEVEL EDITOR------------------------------------------------------
$spawn							= "stalkers\stalker"			; option for Level Editor
$npc							= on							; option for Level Editor
visual							= actors\stalker_hero\stalker_hero_1.ogf; option for Level Editor
corpse_visual					= dynamics\equipments\item_rukzak.ogf	;actors\hero\stalker_novice.ogf; option for Level Editor
custom_data						= default_custom_data.ltx		; option for Level Editor
character_profile				= default						; option for Level Editor
use_single_item_rule			= off

;---GAME--------------------------------------------------------------
$prefetch 						= 32
cform							= skeleton						; collision class
;биолог вид существа
species							= human

;---MATERIAL----------------------------------------------------------
material						= creatures\human

;---DEAD_VISUAL-------------------------------------------------------
destroyed_vis_name				= dynamics\Dead_Body\skelet_crash

;---SCRIPTS-----------------------------------------------------------
script_binding					= bind_stalker.init

;---GROUP SECTIONS----------------------------------------------------
GroupControlSection				= spawn_group
SpaceRestrictionSection 		= space_restrictor,zone_mine_field
attachable_items				= device_torch,attachable_item,hand_radio,hand_radio_r,bread, vodka, energy_drink, kolbasa, guitar_a, harmonica_a, wpn_binoc, detector_simple, pri_a15_wpn_svu, pri_a15_wpn_wincheaster1300, wpn_binoc1, pri_a15_wpn_ak74u, pri_a15_wpn_ak74, pri_a15_documents, af_quest_b14_twisted, detector_advanced, detector_elite, device_pda, anomaly_scaner

;---SECTIONS----------------------------------------------------------
damage							= stalker_damage
immunities_sect					= stalker_immunities
condition_sect					= stalker_condition

;---OFFLINE ALIFE------------------------------------------------------------------
Health							= 100					; option for ALife Simulator
money							= 5000					; option for ALife Simulator
going_speed						= 3;2					; option for ALife Simulator
current_level_going_speed		= 3						; option for ALife Simulator
search_speed					= 0.5					; option for ALife Simulator
going_item_detect_probability	= 0.1					; option for ALife Simulator
search_item_detect_probability	= 0.9					; option for ALife Simulator
max_item_mass					= 10000000.0				; option for ALife Simulator
inv_max_weight					= 10000000.0				; Допустимый вес инвентори
MaxHealthValue					= 100					; option for ALife Simulator, range [0..200]
smart_terrain_choose_interval	= 00:15:00

;---ONLINE ALIFE-------------------------------------------------------------------
time_to_search_for_artefacts	= 60000 ; in milliseconds
distance_to_search_for_artefacts= 30.0	; in meters

;---ONLINE-OFFLINE ALIFE-----------------------------------------------------------
terrain							= 255,255,255,255,0,1
;terrain							= stalker_terrain

;---SOUND-------------------------------------------------------------
sound_threshold					= 0.08
self_sound_factor				= 0.1	;1.0
self_decrease_quant				= 250	; in milliseconds
self_decrease_factor			= 0.95	; fading factor
killer_clsids					= Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
sound_perceive_section			= stalker_sound_perceive

;---VISIBILITY--------------------------------------------------------
vision_danger_section			= stalker_vision_danger
vision_free_section				= stalker_vision_free
eye_fov							= 160 ;110;120
eye_range						= 100
far_plane_factor				= 1.0				; фактор дальности тумана
fog_density_factor				= 0.05				; фактор плотности тумана

;---MEMORY------------------------------------------------------------
DynamicObjectsCount				= 32
DynamicSoundsCount				= 32
DynamicHitCount					= 32

;---ENEMY------------------------------------------------------------
ignore_monster_threshold		= 0.0	;0.6	;0.8
max_ignore_distance				= 15.0
panic_threshold					= 0.0

;---SOUND PLAYER------------------------------------------------------
sound_death						= fight\death\death_
sound_anomaly_death				= fight\death\anomaly_
sound_hit						= fight\hit\hit_
sound_humming					= states\idle\idle_
sound_alarm						= fight\enemy\enemy_
sound_backup					= fight\backup\backup_,fight\threat\threat_close_
sound_detour					= fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_
sound_friendly_fire				= fight\friendly_fire\friendly_fire_
sound_panic_human				= ;states\panic_human\panic_human_
sound_panic_monster				= ;states\panic_monster\panic_monster_
sound_tolls						= fight\tolls\tolls_
sound_wounded					= fight\friend_hitted\hit_friend_
sound_grenade_alarm				= fight\grenade\grenade_
sound_friendly_grenade_alarm	= fight\friendly_grenade\friendly_grenade_
sound_need_backup				= fight\cover_fire\cover_fire_
sound_running_in_danger			= states\breath\breath_1
sound_walking_in_danger			= states\breath\breath_2
sound_kill_wounded				= help\wounded\kill_wounded_
sound_enemy_critically_wounded	= fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded	= fight\enemy_down\enemy_down_

sound_attack_no_allies				= fight\fire\fire_,fight\threat\threat_distant_
sound_attack_allies_single_enemy	= fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies	= fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies				= fight\threat\threat_distant_
sound_search1_with_allies			= fight\searching_enemy\search_
sound_enemy_lost_no_allies			= 
sound_enemy_lost_with_allies		= fight\searching_enemy\enemy_lost_
sound_throw_grenade					= fight\grenade\grenade_ready_

;---STEP MANAGER------------------------------------------------------
LegsCount						= 2
step_params						= stalker_step_manager
foot_bones						= stalker_foot_bones

;---MOVEMENT----------------------------------------------------------
movement_speeds					= stalker_movement_speeds;

;---SIGHT-------------------------------------------------------------------------
max_left_torso_angle			= 45 ; максимальный угол поворота налево без доворота тела
max_right_torso_angle			= 30 ; максимальный угол поворота направо без доворота тела

;---WEAPON BONES------------------------------------------------------------------
weapon_bone0					= bip01_r_finger1
weapon_bone1					= bip01_l_finger1
weapon_bone2					= bip01_r_finger11

;---ANIMATION BONES------------------------------------------------------------------
bone_head						= bip01_head
bone_shoulder					= bip01_spine2
bone_spin						= bip01_spine1
bone_model						= bip01

;---ANIMATION------------------------------------------------------------------------
crouch_type						= 0 ; 0 - crouch a little, 1 - crouch full; -1 - random crouch

;---FIRE DISPERSIONS--------------------------------------------------
disp_walk_stand					= 3 ;8 ;6
disp_walk_crouch				= 2  ;4 ;3
disp_run_stand					= 5 ;14 ;12;8
disp_run_crouch					= 4 ;6  ;4
disp_stand_stand				= 3  ;4
disp_stand_crouch				= 2	; 2
disp_stand_stand_zoom			= 1 ;1.5 ;1
disp_stand_crouch_zoom			= 1 ;1.25;1

;---FIRE QUEUE PARAMETERS
fire_queue_section = fire_queue_params


;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold		= 0.4
critical_wound_decrease_quant	= 0.2
body_parts_section_id			= critical_wound_body_parts_section
critical_wound_weights			= 100,50,10

;---HIT INFO---------------------------------------------------------
hit_power						= 10
hit_type						= strike
power_fx_factor					= 50.0

;---PHYSICS-----------------------------------------------------------
ph_box0_center 					= 0.0,  0.9,  0.0
ph_box0_size 		 			= 0.35, 0.9,  0.35
ph_box1_center 		 			= 0.0,  0.6,  0.0
ph_box1_size 		 			= 0.40, 0.6,  0.40

;---------------------------------------------------------------------
ph_crash_speed_min			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
;---------------------------------------------------------------------
ph_mass 				 		= 80

;---------------------------------------------------------------------
ph_character_have_wounded_state = true; имеет ли персонаж состояние раненый
;--------------------------------------------------------------------------------------------------------------------

;--------------------------------------------------------------------------------------------------------------------
;--					АНИМАЦИИ ДЛЯ СМЕРТИ
;--------------------------------------------------------------------------------------------------------------------
;cлучайные
;random_death_animations = ragdoll_burst_front_0,ragdoll_burst_front_1,ragdoll_burst_back_0,ragdoll_burst_left_0,ragdoll_burst_right_0 ;norm_2_reg_doll_0,norm_2_reg_doll_1,norm_2_reg_doll_2,norm_2_reg_doll_3,norm_2_reg_doll_4,norm_2_reg_doll_5

;по типам от 0 до 7
;порядок по направлениям - front/back/left/right
; В голову, когда персонаж бежит на нас.
kill_enertion           = ragdoll_inertion_front_0/ragdoll_inertion_front_3/ragdoll_inertion_front_2/ragdoll_inertion_front_1

; Смерть от автоматной очереди
;kill_burst				= ragdoll_burst_front_0,ragdoll_burst_front_1/ragdoll_burst_back_0/ragdoll_burst_left_0/ragdoll_burst_right_0

; Смерть от выстрела из дробовика
kill_shortgun	        = ragdoll_shortgun_front_0,ragdoll_shortgun_front_1,ragdoll_shortgun_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_shortgun_front_5,ragdoll_shortgun_front_6,ragdoll_shortgun_front_7,ragdoll_shortgun_front_8/ragdoll_shortgun_back_0,ragdoll_shortgun_back_1,ragdoll_shortgun_back_2,ragdoll_shortgun_back_3,ragdoll_shortgun_back_4,ragdoll_shortgun_back_5,ragdoll_shortgun_back_6/ragdoll_shortgun_left_0,ragdoll_shortgun_left_1,ragdoll_shortgun_left_2/ragdoll_shortgun_right_0,ragdoll_shortgun_right_1

; Смерть хедшотом
kill_headshot			= ragdoll_headshot_front_0,ragdoll_headshot_front_1,ragdoll_headshot_front_2,ragdoll_headshot_front_3,ragdoll_headshot_front_4,ragdoll_headshot_front_5,ragdoll_headshot_front_6,ragdoll_headshot_front_7,ragdoll_headshot_front_8,ragdoll_headshot_front_9,ragdoll_headshot_front_10/ragdoll_headshot_back_0,ragdoll_headshot_back_1,ragdoll_headshot_back_2,ragdoll_headshot_back_3,ragdoll_headshot_back_4,ragdoll_headshot_back_5/ragdoll_headshot_left_0,ragdoll_headshot_left_1,ragdoll_headshot_left_2,ragdoll_headshot_left_3,ragdoll_headshot_left_4,ragdoll_headshot_left_5,ragdoll_headshot_left_6,ragdoll_headshot_left_7/ragdoll_headshot_right_0,ragdoll_headshot_right_1,ragdoll_headshot_right_2,ragdoll_headshot_right_3,ragdoll_headshot_right_4,ragdoll_headshot_right_5,ragdoll_headshot_right_6

; Смерть хедшотом из снайперки
kill_sniper_headshot	= ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2/ragdoll_sniper_headshot_back_0/ragdoll_sniper_headshot_left_0/ragdoll_sniper_headshot_right_0

; Смерть от снайперки в тело
kill_sniper_body		= ragdoll_sniper_body_front_0,ragdoll_sniper_body_front_1,ragdoll_sniper_body_front_2/ragdoll_sniper_body_back_0,ragdoll_sniper_body_back_1,ragdoll_sniper_body_back_2,ragdoll_sniper_body_back_3/ragdoll_sniper_body_left_0/ragdoll_sniper_body_right_0

; Смерть от взрывной волны гранаты
kill_grenade            = ragdoll_grenade_front_0/ragdoll_grenade_back_0/ragdoll_grenade_left_0/ragdoll_grenade_right_0

;front-norm_2_rag_doll_front_0,norm_2_rag_doll_front_1,norm_2_rag_doll_front_2/back-norm_2_rag_doll_back_0,norm_2_rag_doll_back_1,norm_2_rag_doll_back_2/right-norm_2_rag_doll_right_0/left-norm_2_rag_doll_left_0

;--------------------------------------------------------------------------------------------------------------------








[stalker_trader]:stalker
$spawn = "stalkers\stalker_trader"			; option for Level Editor
use_single_item_rule = off
can_select_items	 = off

[stalker_sakharov]:stalker_trader
$spawn							= "stalkers\stalker_sakharov"
immunities_sect					= stalker_immunities_sakharov

[stalker_immunities_sakharov]
burn_immunity 				= 0.0				;коэффициенты иммунитета
strike_immunity 			= 0.0
shock_immunity 				= 0.0
wound_immunity				= 0.0
radiation_immunity 			= 0.0
telepatic_immunity 			= 0.0
chemical_burn_immunity 		= 0.0
explosion_immunity 			= 0.0
fire_wound_immunity  		= 0.0
wound_2_immunity  			= 0.0

[stalker_strelok]:stalker
$spawn							= "stalkers\stalker_strelok"
immunities_sect					= stalker_immunities_strelok
condition_sect					= strelok_condition

[strelok_condition]
satiety_v					= 0.00001				;скорость уменьшения сытости со временем
radiation_v					= 0.0001				;скорость уменьшения радиации
satiety_power_v				= 0.0005				;увеличение силы при уменьшении сытости
satiety_health_v			= 0.1 ;0.0001				;увеличение здоровья при уменьшении сытости
satiety_critical			= 0.0					;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v			= 0.001					;уменьшение здоровья при воздействии радиации
morale_v					= 0.0001				;скорость восстановления морали
health_hit_part				= 1.0					;процент хита, уходящий на отнимание здоровья
power_hit_part				= 0.0					;процент хита, уходящий на отнимание силы
psy_health_v				= 0.0					; скорость восстановления psy-здоровья

sleep_health				= 1.0					;коэффициенты скоростей изменения параметров во время сна
sleep_power					= 1.0
sleep_satiety				= 1.0
sleep_radiation 			= 1.0
sleep_psy_health			= 1.0

;---LIMPING STATE-----------------------------------------------------
use_limping_state			= off
limping_threshold			= 0.5

;открытые раны
bleeding_v					= 0.0						;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.001					;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size				= 0.01




[stalker_immunities_strelok]
burn_immunity 				= 0.0				;коэффициенты иммунитета
strike_immunity 			= 0.0
shock_immunity 				= 0.0
wound_immunity				= 0.0
radiation_immunity 			= 0.0
telepatic_immunity 			= 1.0
chemical_burn_immunity 		= 0.0
explosion_immunity 			= 0.0
fire_wound_immunity  		= 0.0
wound_2_immunity  			= 0.0

[stalker_die_hard]:stalker
$spawn							= "stalkers\stalker_die_hard"
immunities_sect					= stalker_immunities_die_hard

[stalker_immunities_die_hard]
burn_immunity 				= 0.0				;коэффициенты иммунитета
strike_immunity 			= 0.0
shock_immunity 				= 0.0
wound_immunity				= 0.0
radiation_immunity 			= 0.0
telepatic_immunity 			= 0.0
chemical_burn_immunity 		= 0.0
explosion_immunity 			= 0.0
fire_wound_immunity  		= 0.0
wound_2_immunity  			= 0.0

;---RAGDOLL TEST STALKER-----------------------------------------------------

[stalker_ragdoll]:stalker
$spawn = "stalkers\stalker_ragdoll"			; option for Level Editor
immunities_sect					= stalker_immunities_ragdoll
damage							= stalker_damage_ragdoll

[stalker_immunities_ragdoll]
burn_immunity 				= 10000.0				;коэффициенты иммунитета
strike_immunity 			= 10000.0
shock_immunity 				= 10000.0
wound_immunity				= 10000.0
radiation_immunity 			= 10000.0
telepatic_immunity 			= 10000.0
chemical_burn_immunity 		= 10000.0
explosion_immunity 			= 10000.0
fire_wound_immunity  		= 10000.0
wound_2_immunity  			= 10000.0

[stalker_damage_ragdoll]
default						= 10000.0, -1, 1.0

bip01_pelvis 				= 10000.0, 1000, 0.3
bip01_spine 		 		= 10000.0, 1000, 0.8
bip01_spine1 		 		= 10000.0, 1000, 0.8
bip01_spine2 		 		= 10000.0, 1000, 0.8
bip01_neck 			 		= 10000.0, 1000, 1.0
bip01_head 			 		= 10000.0, 1000, 1.0
eyelid_1 			 		= 10000.0, 1000, 1.0
eye_left 			 		= 10000.0, 1000, 1.0
eye_right 			 		= 10000.0, 1000, 1.0
jaw_1 		 		 		= 10000.0, 1000, 1.0

bip01_l_clavicle	 		= 10000.0, 1000, 0.7
bip01_l_upperarm	 		= 10000.0, 1000, 0.6
bip01_l_forearm	 	 	    = 10000.0, 1000, 0.5
bip01_l_hand	 	 	    = 10000.0, 1000, 0.2
bip01_l_finger0	 	 	    = 10000.0, 1000, 0.1
bip01_l_finger01	 		= 10000.0, 1000, 0.1
bip01_l_finger02	 		= 10000.0, 1000, 0.1
bip01_l_finger1	 	 	    = 10000.0, 1000, 0.1
bip01_l_finger11	 		= 10000.0, 1000, 0.1
bip01_l_finger12	 		= 10000.0, 1000, 0.1
bip01_l_finger2	 	 	    = 10000.0, 1000, 0.1
bip01_l_finger21	 		= 10000.0, 1000, 0.1
bip01_l_finger22	 		= 10000.0, 1000, 0.1

bip01_r_clavicle	 		= 10000.0, 1000, 0.7
bip01_r_upperarm	 		= 10000.0, 1000, 0.6
bip01_r_forearm	 	 		= 10000.0, 1000, 0.5
bip01_r_hand	 	 		= 10000.0, 1000, 0.2
bip01_r_finger0	 	 		= 10000.0, 1000, 0.1
bip01_r_finger01	 		= 10000.0, 1000, 0.1
bip01_r_finger02	 		= 10000.0, 1000, 0.1
bip01_r_finger1	 	 		= 10000.0, 1000, 0.1
bip01_r_finger11	 		= 10000.0, 1000, 0.1
bip01_r_finger12	 		= 10000.0, 1000, 0.1
bip01_r_finger2	 	 	 	= 10000.0, 1000, 0.1
bip01_r_finger21	 		= 10000.0, 1000, 0.1
bip01_r_finger22	 		= 10000.0, 1000, 0.1

bip01_l_thigh	 	 		= 10000.0, 1000, 0.5
bip01_l_calf	 	 		= 10000.0, 1000, 0.4
bip01_l_foot	 	 		= 10000.0, 1000, 0.3
bip01_l_toe0	 	 		= 10000.0, 1000, 0.2
bip01_r_thigh	 	 		= 10000.0, 1000, 0.5
bip01_r_calf	 	 		= 10000.0, 1000, 0.4
bip01_r_foot	 	 		= 10000.0, 1000, 0.3
bip01_r_toe0	 	 		= 10000.0, 1000, 0.2



[fire_queue_params]  ; min < 15 < medium < 30 < max
pstl_min_queue_size_far			= 1
pstl_max_queue_size_far			= 1
pstl_min_queue_interval_far		= 3000
pstl_max_queue_interval_far		= 5000

pstl_min_queue_size_medium		= 1
pstl_max_queue_size_medium		= 1
pstl_min_queue_interval_medium	= 1000
pstl_max_queue_interval_medium	= 3000

pstl_min_queue_size_close		= 1
pstl_max_queue_size_close		= 1
pstl_min_queue_interval_close	= 500
pstl_max_queue_interval_close	= 1000



shtg_min_queue_size_far			= 1
shtg_max_queue_size_far			= 1
shtg_min_queue_interval_far		= 1500
shtg_max_queue_interval_far		= 2000

shtg_min_queue_size_medium		= 1
shtg_max_queue_size_medium		= 1
shtg_min_queue_interval_medium	= 1000
shtg_max_queue_interval_medium	= 1500

shtg_min_queue_size_close		= 2
shtg_max_queue_size_close		= 2
shtg_min_queue_interval_close	= 500
shtg_max_queue_interval_close	= 1000



snp_min_queue_size_far			= 1
snp_max_queue_size_far			= 1
snp_min_queue_interval_far		= 2000
snp_max_queue_interval_far		= 3000

snp_min_queue_size_medium		= 1
snp_max_queue_size_medium		= 1
snp_min_queue_interval_medium	= 1500
snp_max_queue_interval_medium	= 2000

snp_min_queue_size_close		= 1
snp_max_queue_size_close		= 1
snp_min_queue_interval_close	= 1000
snp_max_queue_interval_close	= 1500



auto_min_queue_size_far			= 1
auto_max_queue_size_far			= 2
auto_min_queue_interval_far		= 1500
auto_max_queue_interval_far		= 2000

auto_min_queue_size_medium		= 2
auto_max_queue_size_medium		= 3
auto_min_queue_interval_medium	= 1000
auto_max_queue_interval_medium	= 1500

auto_min_queue_size_close		= 3
auto_max_queue_size_close		= 5
auto_min_queue_interval_close	= 500
auto_max_queue_interval_close	= 1000



mchg_min_queue_size_far			= 10
mchg_max_queue_size_far			= 15
mchg_min_queue_interval_far		= 3000
mchg_max_queue_interval_far		= 4000

mchg_min_queue_size_medium		= 10
mchg_max_queue_size_medium		= 15
mchg_min_queue_interval_medium	= 2000
mchg_max_queue_interval_medium	= 3000

mchg_min_queue_size_close		= 10
mchg_max_queue_size_close		= 15
mchg_min_queue_interval_close	= 1000
mchg_max_queue_interval_close	= 2000

[stalker_kiborg]:stalker
$spawn            = "stalkers\stalker_kiborg"
eye_fov		  = 180
eye_range	  = 100
damage		  = stalker_kiborg_damage
immunities_sect   = stalker_kiborg_immunities_high

[stalker_kiborg_immunities_high]
burn_immunity 				= 0.2
strike_immunity 			= 0.2
shock_immunity 				= 0.2
wound_immunity				= 0.2
radiation_immunity 			= 0.2
telepatic_immunity 			= 0.0
chemical_burn_immunity 		= 0.2
explosion_immunity 			= 0.5
fire_wound_immunity  		= 0.5
wound_2_immunity  			= 0.5

[stalker_kiborg_immunities_medium]
burn_immunity 				= 0.3
strike_immunity 			= 0.3
shock_immunity 				= 0.3
wound_immunity				= 0.3
radiation_immunity 			= 0.3
telepatic_immunity 			= 0.0
chemical_burn_immunity 		= 0.3
explosion_immunity 			= 0.6
fire_wound_immunity  		= 0.6
wound_2_immunity  			= 0.6

[stalker_kiborg_immunities_low]
burn_immunity 				= 0.4
strike_immunity 			= 0.4
shock_immunity 				= 0.4
wound_immunity				= 0.4
radiation_immunity 			= 0.4
telepatic_immunity 			= 0.0
chemical_burn_immunity 		= 0.4
explosion_immunity 			= 0.7
fire_wound_immunity  		= 0.7
wound_2_immunity  			= 0.7

[stalker_kiborg_damage]
default					= 1.0, -1, 1.0
bip01_pelvis 				= 0.6, 1, 0.3
bip01_spine 		 		= 0.6, 1, 0.8
bip01_spine1 		 		= 0.6, 1, 0.8
bip01_spine2 		 		= 0.6, 1, 0.8
bip01_neck 			 	= 0.6, 0, 1.0
bip01_head 			 	= 2, 0, 1.0 , 3
eyelid_1 			 	= 2, 0, 1.0 , 3
eye_left 			 	= 2, 0, 1.0 , 3
eye_right 			 	= 2, 0, 1.0 , 3
jaw_1 		 		 	= 2, 0, 1.0
bip01_l_clavicle	 		= 0.4, 10, 0.7
bip01_l_upperarm	 		= 0.4, 10, 0.6
bip01_l_forearm	 	 	        = 0.4, 10, 0.5
bip01_l_hand	 	 	        = 0.1, -1, 0.2
bip01_l_finger0	 	 	        = 0.05, -1, 0.1
bip01_l_finger01	 		= 0.05, -1, 0.1
bip01_l_finger02	 		= 0.05, -1, 0.1
bip01_l_finger1	 	 	        = 0.05, -1, 0.1
bip01_l_finger11	 		= 0.05, -1, 0.1
bip01_l_finger12	 		= 0.05, -1, 0.1
bip01_l_finger2	 	 	        = 0.05, -1, 0.1
bip01_l_finger21	 		= 0.05, -1, 0.1
bip01_l_finger22	 		= 0.05, -1, 0.1
bip01_r_clavicle	 		= 0.4, 8, 0.7
bip01_r_upperarm	 		= 0.4, 8, 0.6
bip01_r_forearm	 	 		= 0.1, 8, 0.5
bip01_r_hand	 	 		= 0.05, -1, 0.2
bip01_r_finger0	 	 		= 0.05, -1, 0.1
bip01_r_finger01	 		= 0.05, -1, 0.1
bip01_r_finger02	 		= 0.05, -1, 0.1
bip01_r_finger1	 	 		= 0.05, -1, 0.1
bip01_r_finger11	 		= 0.05, -1, 0.1
bip01_r_finger12	 		= 0.05, -1, 0.1
bip01_r_finger2	 	 	 	= 0.05, -1, 0.1
bip01_r_finger21	 		= 0.05, -1, 0.1
bip01_r_finger22	 		= 0.05, -1, 0.1
bip01_l_thigh	 	 		= 0.7, 4, 0.5
bip01_l_calf	 	 		= 0.7, 4, 0.4
bip01_l_foot	 	 		= 0.1, 4, 0.3
bip01_l_toe0	 	 		= 0.1, -1, 0.2
bip01_r_thigh	 	 		= 0.8, 6, 0.5
bip01_r_calf	 	 		= 0.7, 6, 0.4
bip01_r_foot	 	 		= 0.1, 6, 0.3
bip01_r_toe0	 	 		= 0.1, -1, 0.2

[stalker_vision_laba_free]
min_view_distance 			= 0.4				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance 			= 0.8				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 80.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.1
time_quant					= 0.005
decrease_value				= 0.1				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 1.0 ;0.5
luminocity_factor			= 0.1 ;0.5				; фактор освещения (только для Актёра)
transparency_threshold	 	= 0.4				; 0.75

[stalker_vision_laba_danger]
min_view_distance   		= 0.7				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance	 		= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 40.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.1
time_quant					= 0.001
decrease_value				= 0.01				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 1.0 ;0.5
luminocity_factor			= 0.1 ;0.5 				; фактор освещения (только для Актёра)
transparency_threshold	 	= 0.4				; 0.25
