#include "defines.ltx"
#include "prefetch\prefetch.ltx"
;#include "weathers\environment.ltx"
#include "creatures\monsters.ltx"
#include "creatures\stalkers.ltx"
#include "weapons\weapons.ltx"
#include "misc\inventory_upgrades.ltx"
#include "misc\items.ltx"

#include "creatures\actor.ltx"
#include "zones\zones.ltx"
#include "misc\postprocess.ltx"

#include "misc\outfit.ltx"
#include "misc\achievements.ltx"
#include "misc\artefacts.ltx"
#include "misc\devices.ltx"
#include "misc\radiation_counter.ltx"
#include "misc\quest_items.ltx"
#include "models\dynamic_objects.ltx"
#include "misc\m_online_offline_group.ltx"
#include "misc\squad_descr.ltx"

#include "misc\effectors.ltx"
#include "creatures\helicopter.ltx"
#include "external.ltx"

#include "creatures\game_relations.ltx"

#include "mp\mp_actor.ltx"
#include "mp\team_logo.ltx"
#include "mp\weapons_mp\ammo_mp.ltx"
#include "mp\weapons_mp\weapons_mp.ltx"
#include "mp\weapons_mp\outfit_mp.ltx"
#include "mp\weapons_mp\items_mp.ltx"

;Game types
#include "mp\SoundMessages\mp_snd_messages.ltx"
#include "mp\SoundMessages\ahunt_snd_messages.ltx"
#include "mp\SoundMessages\cta_snd_messages.ltx"
#include "mp\SoundMessages\dm_snd_messages.ltx"
#include "mp\SoundMessages\tdm_snd_messages.ltx"
#include "mp\private_defines.ltx"
#include "mp\deathmatch_game.ltx"
#include "mp\teamdeathmatch_game.ltx"
#include "mp\artefacthunt_game.ltx"
#include "mp\capturetheartefact_game.ltx"
#include "mp\anticheat_active_params.ltx"

#include "evaluation.ltx"
#include "fonts.ltx"

#include "alife.ltx"
; SIMULATION
#include "misc\simulation.ltx"

; Respawns
#include "creatures\spawn_sections.ltx"

; Extra Content
#include "extracontent.ltx"
#include "localization.ltx"
#include "smart_cover.ltx"


[zone_pick_dof]
near    = -1500.0
far     = 10.0

[sound]
occlusion_scale = 0.19
snd_collide_min_volume=0.07
snd_collide_max_volume=085.

[demo_record]
speed0    = 0.3
speed1    = 3.0
speed2    = 15.0
speed3    = 60.0
ang_speed0  = 0.1
ang_speed1  = 0.5
ang_speed2  = 7.0
ang_speed3  = 2.0


[info_portions]
;список xml файлов, содержа их info_portions
files = info_portions, info_zaton, info_jupiter, info_pripyat, info_upgrades

[dialogs]
files = dialogs, dialogs_bar, dialogs_jupiter, dialogs_redlim, dialogs_laba, dialogs_radar, dialogs_stancia, dialogs_pripyat, dialogs_darkscape, dialogs_military


[encyclopedia]
files = encyclopedia_infos

[profiles]
;список xml файлов, содержа их профили сталкеров и торговцев
files =  npc_profile, npc_profile_va

;список xml файлов, содержа их описаниљ конкретнvх сталкеров и торговцев
specific_characters_files = character_desc_general, character_desc_jupiter, character_desc_bar, character_desc_redlim, character_desc_laba, character_desc_radar, character_desc_stancia, character_desc_pripyat, character_desc_darkscape, character_desc_military


[inventory]
take_dist   	= 2
max_weight    	= 50
max_ruck    	= 56
max_belt    	= 5 ;16
slots_count   	= 12 ; count +1 (zero)

slot_persistent_1   = true   ;knife
slot_active_1       = true

slot_persistent_2   = false  ;pistol
slot_active_2       = true

slot_persistent_3   = false  ;automatic
slot_active_3       = true

slot_persistent_4   = true   ;grenades
slot_active_4       = true

slot_persistent_5   = true   ;binocular
slot_active_5       = true

slot_persistent_6   = true   ;bolt
slot_active_6       = true

slot_persistent_7   = false  ;outfit
slot_active_7       = false

slot_persistent_8   = true   ;pda
slot_active_8       = false

slot_persistent_9   = true   ;detector
slot_active_9       = false

slot_persistent_10  = true  ;torch
slot_active_10      = false

slot_persistent_11  = false ;artefact
slot_active_11      = true

slot_persistent_12  = false ;helmet
slot_active_12      = false


[lights_hanging_lamp]
GroupControlSection = spawn_group
$spawn        = "physics\hanging lamp"
class       = SO_HLAMP
script_binding      = bind_physic_object.init


[lights_signal_light]
GroupControlSection = spawn_group
$spawn        = "physics\signal_light"
class       = SO_HLAMP
script_binding      = bind_signal_light.init


[search_light]
GroupControlSection = spawn_group
$spawn        = "physics\search light"
class       = O_SEARCH
cform       = skeleton
visual        = dynamics\light\projector.ogf
script_binding      = bind_physic_object.init

[explosion_marks]
wallmarks     = wm\wm_grenade
dist        = 0.5 ;2.4  ;
size        = 0.6 ;0.4  ;
max_count     = 5

[bloody_marks]
wallmarks     = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3
dist        = 2.0 ;2.4  ;(м) max расстољние отлета крови
max_size      = 0.4 ;0.3  ;(м)радиус пљтна при хите силой nominal hit по большому объекту (по маленькому *0.5)
min_size      = 0.06      ;(м)минимальнvй радиус пљтна
nominal_hit     = 0.5     ;величина номинального хита, при котором разлетаетсљ максимум крови (max_size)

;капли крови

blood_drops     = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
start_blood_size  = 0.4     ;размер ранv чтоб начала капать кровь
stop_blood_size   = 0.025     ;размер ранv чтоб кровь остановилась (должно бvть меньше start_blood_size)

blood_drop_time     = 0.1     ;OBSOLETE
blood_drop_time_min = 0.3     ;
blood_drop_time_max = 2.0     ;
blood_drop_size   = 0.1     ;размер капли (м) крови, котораљ упала


[entity_fire_particles]
fire_particles = damage_fx\burn_creatures
start_burn_size = 0.0003    ;размер ожега после которого начать играть партиклv огнљ
stop_burn_size  = 0.0001    ;размер ожега после которого остановить партиклv
min_burn_time = 10000   ;минимальное времљ отvгрvша партиклов (даже если рана уже зажила)

[hud_cursor]
;все размерv в процентах от длинv экрана
cross_length    = 0.015         ;длина "палочки" прицела
min_radius      = 0.0         ;минимальнvй радиус прицела (при нулевой дисперсии)
max_radius      = 1.0         ;максимальнvй радиус
radius_lerp_speed = 0.08          ;скорость интерполљции положений прицела
cross_color     = 0.7,0.7,0.7,0.5   ;цвет прицела
disp_scale      = 0.08          ;масштаб прицела (относительно радиан)

[hud_hitmark]
hit_mark_texture    = ui\ui_hud_hit_mark; ui\ui_empty
grenade_mark_texture    = ui\ui_hud_grenade_mark
;ui\ui_hud_hit_mark
;ui\ui_hud_hit_mark_01
;ui\ui_hud_hit_mark_02
;ui\ui_hud_hit_mark_03
;ui\ui_hud_hit_mark_04
;ui\ui_hud_hit_mark_05
;ui\ui_hud_hit_mark_06
;ui\ui_hud_hit_mark_07
;ui\ui_hud_hit_mark_08
;ui\ui_hud_hit_mark_09
;ui\ui_hud_hit_mark_10
;ui\ui_hud_hit_mark_11
;ui\ui_hud_hit_mark_12
;ui\ui_hud_hit_mark_13
;ui\ui_hud_hit_mark_14
;ui\ui_hud_hit_mark_15
;ui\ui_hud_hit_mark_16
;ui\ui_hud_hit_mark_17
;ui\ui_hud_hit_mark_18
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; inventory items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[document]
GroupControlSection = spawn_group
;discovery_dependency =
$spawn        = "documents\document 01"
;$prefetch      = 32
class       = II_DOC
cform       = skeleton
visual        = dynamics\equipments\item_document_1.ogf

inv_name      = Document
inv_name_short    = Document
inv_weight      = 1 ;0.2

inv_grid_width    = 1
inv_grid_height   = 1
inv_grid_x      = 0
inv_grid_y      = 0
cost        = 0




[spectator]
 $player        = on
class                   = SPECT


[??tg_event]
class        = EVENT

[m_car]
GroupControlSection = spawn_group
discovery_dependency =
$spawn      = "vehicles\car"
cform                   = skeleton
class                   = SCRPTCAR

inv_weight        = 1000
cost          = 100000
inv_grid_width      = 1
inv_grid_height     = 1

script_binding      = bind_physic_object.init


[actor_firsteye_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
rot_speed                = 3.14, 3.14, 0

[actor_ladder_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = -1.0, 1.0
rot_speed                = 3.14, 3.14, 0

[actor_free_cam]
;----------------
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
lim_zoom                 = 0.4, 10
rot_speed                = 3.14, 1.0, 10

[actor_look_cam]
lim_pitch                = -0.7, 1
lim_yaw                  = 0, 0
lim_zoom                 = 1, 5
rot_speed                = 3.14, 6.28, 10

[actor_look_cam_psp]
lim_pitch                = -0.7, 1
lim_yaw                  = 0, 0
lim_zoom                 = 1, 5
rot_speed                = 2, 2, 2
offset          = 0.4,0.2,-1.1
autoaim_speed_y     = 0.5, 3.14    ;min,max speed
autoaim_speed_x     = 0.5, 3.14

[mounted_weapon_cam]
lim_pitch                = -0.5, 0.5
lim_yaw                  = -2.0, 2.0
rot_speed                = 3.14, 1.0, 0

[car_firsteye_cam]
lim_pitch                = -0.5, 0.3
lim_yaw                  = -2.0, 2.0
rot_speed                = 3.14, 1.0, 0

[car_free_cam]
lim_pitch                = -1, 1.56 ;0, 1.56
lim_yaw                  = 0, 0 ;0, 0
lim_zoom                 = 1, 10 ;1, 7
rot_speed                = 3.14, 1.0, 10 ;3.14, 1.0, 10

[car_look_cam]
lim_pitch                = 0, 1.56
lim_yaw                  = 0  , 0
lim_zoom                 = 1, 7
rot_speed                = 25, 1.0, 10

[heli_free_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
lim_zoom                 = 5, 25
rot_speed                = 3.14, 1.0, 10

[heli_front_cam]
;lim_yaw    = -0.01,0.01
lim_pitch                = -1.2, 1.2
lim_yaw                  = -1.5, 1.5
rot_speed                = 3.14, 1.5, 0

[heli_look_cam]
lim_pitch                = 0, 1.56
lim_yaw                  = 0, 0
lim_zoom                 = 5, 15
rot_speed                = 3.14, 1.0, 10

[interface]
font_game                = font_game
font_small               = font_small


[graph_point]
class                = AI_GRAPH
$spawn               = "ai\graph point"

;-----------------------------------------------------------------
; Trade
;-----------------------------------------------------------------
[trade]
;коэффициентv изменениљ ценv при торговле в зависимости от отношениљ к персонажу
;линейно апроксимируітсљ между значениљ
buy_price_factor_hostile  = 1   ;коэффициент покупки при goodwill = -100
buy_price_factor_friendly = 1   ;коэффициент покупки при goodwill = 100
sell_price_factor_hostile = 1   ;коэффициент покупки при goodwill = -100
sell_price_factor_friendly  = 1   ;коэффициент покупки при goodwill = 100



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

[spawn_group_zone]
GroupControlSection     = spawn_group_zone
$spawn            = "ai\group zone"                 ; option for Level Editor
class           = AI_SPGRP

[spawn_group]
GroupControlSection     = spawn_group
$spawn            = "ai\spawn group"                ; option for Level Editor
class           = AI_SPGRP

[level_changer]
GroupControlSection =
$spawn      = "ai\level changer"
;$prefetch    = 4
class     = LVL_CHNG
script_binding  = bind_level_changer.bind

shape_transp_color    = 255, 255, 255, 100
shape_edge_color    = 32, 32, 32, 255

[script_zone]
GroupControlSection =
$spawn      = "ai\script zone"
;$prefetch    = 4
class     = SCRIPTZN
script_binding  = xr_zones.bind

[telekinez_zone]
GroupControlSection =
$spawn      = "ai\script zone"
;$prefetch    = 4
class     = SCRIPTZN
script_binding  = xr_telekinez.bind

[physics]
object_damage_factor    = 1.2f

;*****************************************
; ++=+іLT+і- Lі+=
;*****************************************
[stalker_names_stalker]
name_cnt    = 104
last_name_cnt = 600

[stalker_names_bandit]
name_cnt    = 38
last_name_cnt = 182

[stalker_names_science]
name_cnt    = 15
last_name_cnt = 29

[stalker_names_private]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_sergeant]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_lieutenant]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_captain]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_kiborg]
name_cnt    = 1
last_name_cnt = 50

[script_object]
GroupControlSection     = spawn_group
$spawn            = "script\script object"            ; option for Level Editor
$npc            = on                      ; option for Level Editor
; $prefetch           = 32                    ;
Scheduled         = on                      ; option for ALife Simulator
Human             = off                     ; option for ALife Simulator
cform                       = skeleton                    ; collision class
class                       = SCRPTOBJ                    ; AI class

;параметрv показvваниљ входљ их сооб ений PDA в главном мені
[maingame_ui]
pda_msgs_max_show_time = 20000
info_msgs_max_show_time = 10000
snd_new_contact         = detectors\contact_1
snd_new_contact1        = detectors\contact_8

[hud_sound]
hud_sound_vol_k     	= 1.
hud_step_sound_vol_k 	= 0.7

[attachable_item]
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "equipment\attachable_item"
cform                   = skeleton
class         = II_ATTCH
cost          = 100
inv_name        = "Attachable item"
inv_name_short      = "Attachable item"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 0, -3.14, 1.6
attach_position_offset  = 0.105, 0.00, 0.085
attach_bone_name    = bip01_head

[new_attachable_item]
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "equipment\new_attachable_item"
cform                   = skeleton
class         = II_BTTCH
cost          = 100
inv_name        = "Attachable item"
inv_name_short      = "Attachable item"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 0, -3.14, 1.6
attach_position_offset  = 0.105, 0.00, 0.085
attach_bone_name    = bip01_head

[hand_radio]:identity_immunities
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "equipment\hand_radio"
cform                   = skeleton
class         = II_ATTCH
visual                  = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost          = 0
inv_name        = "hand_radio"
inv_name_short      = "hand_radio"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = -1.5708,0.1919,3.1416    ;устанавливаетсљ в радианах Angle*PI/180
attach_position_offset  = 0.075, 0.066, 0.023
attach_bone_name    = bip01_l_hand
auto_attach       = false

; рация для правой руки
[hand_radio_r]:identity_immunities
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "equipment\hand_radio_r"
cform                   = skeleton
class         = II_ATTCH
visual                  = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost          = 0
inv_name        = "hand_radio"
inv_name_short      = "hand_radio"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 1.571,0.75,0.0    ;устанавливаетсљ в радианах Angle*PI/180
attach_position_offset  = 0.015, -0.084, 0.023
attach_bone_name    = bip01_r_hand
auto_attach       = false

[breakable_object]
class           = O_BRKBL
remove_time         = 10      ;after remove_time seconds object will be removed after it is breaked
hit_break_threthhold    = 0.      ;weapon impact can stand breakable_object
collision_break_threthhold  = 2000.f  ;collision impact can stand breakable_object
immunity_factor       = 1.3     ;hit power multiplier

[climable_object]
class           = O_CLMBL

[zone_team_base]
$spawn      = "network\team base"
class     = Z_TEAMBS
GroupControlSection = spawn_group_zone

[multiplayer_skins]
stalker_killer_head_1 = 0,380
stalker_killer_antigas  = 128,380
stalker_killer_head_3 = 256,380
stalker_killer_mask   = 384,380
stalker_killer_exoskeleton  = 512,380
stalker_sci_killer    = 640,380
stalker_killer_military = 768,380

stalker_sv_balon_10   = 0,705
stalker_sv_hood_9   = 128,705
stalker_sv_rukzak_3   = 256,705
stalker_sv_rukzak_2   = 384,705
stalker_sv_exoskeleton  = 512,705
stalker_sci_svoboda   = 640,705
stalker_sv_military   = 768,705

[main_ingame_indicators_thresholds]
radiation       = 0.1,0.25,0.4,0.55,0.7
wounds          = 0.01,0.2,0.4,0.6,0.8
jammed          = 0.5,0.6,0.7,0.8,0.9
starvation        = 0.5,0.6,0.7,0.8,0.9
fatigue         = 0.3,0.6,0.7,0.8,0.9

[tutorial_conditions_thresholds]
max_power       = 0.75
power         = 0.1
bleeding        = 0.4
satiety         = 0.5
radiation       = 0.1
weapon_jammed     = 0.9
psy_health        = 0.5

[squad_manager]
schedule_min      =   1
schedule_max      = 999

[agent_manager]
schedule_min      = 100
schedule_max      = 1000

[custom_script_object]
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "scripts\custom_object"
cform                   = skeleton
class         = NW_ATTCH
visual                  = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost          = 0
inv_name        = "custom_script_object"
inv_name_short      = "custom_script_object"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 0, 0, 0
attach_position_offset  = 0.08, 0.04, 0.03
attach_bone_name    = bip01_r_hand

[ph_skeleton_object]
class         = P_SKELET
remove_time       = 120

[script]
current_server_entity_version = 12

[space_restrictor]
GroupControlSection   = spawn_group_restrictor
$spawn          = "ai\space_restrictor"
;$prefetch        = 64
class         = SPC_RS_S
script_binding          = bind_restrictor.bind

shape_transp_color    = 0, 255, 0, 24
shape_edge_color    = 32, 32, 32, 255



[camp_zone]
GroupControlSection = spawn_group_restrictor
$spawn				= "ai\camp"
$prefetch        	= 16
$def_sphere         = 2
class         		= SPC_RS_S
script_binding      = bind_camp.bind

shape_transp_color  = 0, 0, 255, 24
shape_edge_color    = 32, 32, 32, 255



[anomal_zone]:space_restrictor
GroupControlSection = spawn_group_zone
$spawn          = "ai\anomal_zone"
$def_sphere                 = 2
$prefetch       = 16
script_binding      = bind_anomaly_zone.bind

shape_transp_color    = 240, 217, 182, 58
shape_edge_color    = 32, 32, 32, 255


[collision_damage]
bonce_damage_factor_for_objects = 1.

[pkm_visual_memory]
min_view_distance       = 1 ;0.4        ; коэффициент, которvй множитсљ на eye_range, в зависимости от угла
max_view_distance       = 1 ;0.8        ; коэффициент, которvй множитсљ на eye_range, в зависимости от угла
visibility_threshold    = 50 ;150.0       ; значение, при достижении суммой которого объект считаетсљ видимvм
always_visible_distance   = 1 ;0.1
time_quant          = 0.00001
decrease_value        = 0.1       ; значение, на которое уменьшаетсљ вес, если объект попал в фрустум, но отсЈксљ по каким-то причинам
velocity_factor         = 0.5
luminocity_factor     = 0.5       ; фактор осве ениљ (только длљ LктЈра)
transparency_threshold    = 0.4       ;
view_fov_deg        = 90
view_aspect         = 1
view_far_plane        = 100

[details]
swing_normal_amp1 = .1
swing_normal_amp2 = .05
swing_normal_rot1 = 30.0
swing_normal_rot2 = 1.0
swing_normal_speed  = 2.0
; fast
swing_fast_amp1   = 0.35;0.25
swing_fast_amp2   = .20;0.15
swing_fast_rot1   = 5
swing_fast_rot2   = .5;0.75
swing_fast_speed  = 0.5;1

[ph_capture_visuals]

;Список объектов которvе можно таскать.

;NPC
;actors\stalker_bandit\stalker_bandit_1
;actors\stalker_bandit\stalker_bandit_2
;actors\stalker_bandit\stalker_bandit_3
;actors\stalker_bandit\stalker_bandit_3_face_1
;actors\stalker_bandit\stalker_bandit_3_face_2
;actors\stalker_bandit\stalker_bandit_3_mask
;actors\stalker_bandit\stalker_bandit_4
;actors\stalker_dolg\stalker_dolg_1
;actors\stalker_dolg\stalker_dolg_2
;actors\stalker_dolg\stalker_dolg_2_face_1
;actors\stalker_dolg\stalker_dolg_2_face_2
;actors\stalker_dolg\stalker_dolg_2_mask
;actors\stalker_dolg\stalker_dolg_3
;actors\stalker_dolg\stalker_dolg_4
;actors\stalker_freedom\stalker_freedom_1
;actors\stalker_freedom\stalker_freedom_2
;actors\stalker_freedom\stalker_freedom_2_face_1
;actors\stalker_freedom\stalker_freedom_2_face_2
;actors\stalker_freedom\stalker_freedom_2_mask
;actors\stalker_freedom\stalker_freedom_3
;actors\stalker_freedom\stalker_freedom_4
;actors\stalker_hero\stalker_hero_1
;actors\stalker_hero\stalker_hero_stc_strelok
;actors\stalker_lesnik\stalker_lesnik_1
;actors\stalker_merc\stalker_merc_2
;actors\stalker_merc\stalker_merc_4
;actors\stalker_monolith\stalker_monolith_1
;actors\stalker_monolith\stalker_monolith_2
;actors\stalker_monolith\stalker_monolith_3
;actors\stalker_monolith\stalker_monolith_4
;actors\stalker_nebo\stalker_nebo_1
;actors\stalker_nebo\stalker_nebo_2
;actors\stalker_nebo\stalker_nebo_2_face_1
;actors\stalker_nebo\stalker_nebo_2_face_2
;actors\stalker_nebo\stalker_nebo_2_face_3
;actors\stalker_nebo\stalker_nebo_2_mask
;actors\stalker_nebo\stalker_nebo_3
;actors\stalker_neutral\stalker_neutral_1
;actors\stalker_neutral\stalker_neutral_2
;actors\stalker_neutral\stalker_neutral_2_face_1
;actors\stalker_neutral\stalker_neutral_2_face_2
;actors\stalker_neutral\stalker_neutral_2_mask
;actors\stalker_neutral\stalker_neutral_3
;actors\stalker_neutral\stalker_neutral_4
;actors\stalker_soldier\stalker_soldier_1
;actors\stalker_soldier\stalker_soldier_2
;actors\stalker_soldier\stalker_soldier_2_face_1
;actors\stalker_soldier\stalker_soldier_3
;actors\stalker_soldier\stalker_soldier_4
;actors\stalker_trader\stalker_trader_1
;actors\stalker_ucheniy\stalker_ucheniy_1
;actors\stalker_zombied\stalker_zombied_1
;actors\stalker_zombied\stalker_zombied_2
;actors\stalker_zombied\stalker_zombied_3
;actors\stalker_zombied\stalker_zombied_4

;Monsters
;monsters\controller\controller_1
;monsters\controller\controller_2
;monsters\controller\controller_3
;monsters\controller\controller_4
;monsters\controller\controller_dead
;monsters\crow\crow
;monsters\dog\dog
;monsters\dog\dog_bulterier
;monsters\dog\dog_bulterier_dead
;monsters\dog\dog_dead
;monsters\dog\dog_red
;monsters\dog\dog_red_dead
;monsters\dog\dog_white
;monsters\dog\dog_white_dead
;monsters\flesh\flesh
;monsters\flesh\flesh_dead
;monsters\flesh\flesh_strong
;monsters\krovosos\krovosos
;monsters\krovosos\krovosos_dead
;monsters\krovosos\krovosos_strong
;monsters\krovosos\krovosos_strong_xray
;monsters\krovosos\krovosos_xray
;monsters\mutant_boar\mutant_boar
;monsters\mutant_boar\mutant_boar_dead
;monsters\mutant_boar\mutant_boar_strong
;monsters\poltergeist\poltergeist
;monsters\poltergeist\poltergeist_dead
;monsters\poltergeist\poltergeist_strong
;monsters\pseudodog\pseudodog
;monsters\pseudodog\pseudodog_dead
;monsters\pseudodog\pseudodog_grey
;monsters\pseudodog\pseudodog_grey_dead
;monsters\rat\rat_1
;monsters\snork\snork
;monsters\snork\snork_dead
;monsters\tushkano\tushkano
;monsters\tushkano\tushkano_dead

