#include "defines.ltx"
#include "prefetch\prefetch.ltx"

#include "creatures\monsters.ltx"
#include "creatures\stalkers.ltx"

#include "weapons\weapons.ltx"
#include "misc\inventory_upgrades.ltx"
#include "misc\items.ltx"
#include "misc\monster_items.ltx"

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

#include "misc\outfit.ltx"
#include "misc\artefacts.ltx"
#include "misc\devices.ltx"
#include "misc\radiation_counter.ltx"
#include "misc\quest_items.ltx"
#include "misc\upgrade_items.ltx"
#include "models\dynamic_objects.ltx"


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

#include "creatures\game_relations.ltx"
#include "repacktask_sections.ltx"

#include "mp\mp_ranks.ltx"
;#include "mp\deathmatch_game.ltx" //Reborn


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

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

; Respawns
#include "misc\respawn.ltx"
#include "creatures\spawn_sections.ltx"

; Extra Content
#include "extracontent.ltx"

#include "localization.ltx"

#include "smart_cover.ltx"
;NEW GERMAN TECH //Reborn

[zone_pick_dof]
near 	= -70.0
far 	= 70.0

[sound]
; orig CS
occlusion_scale = 0.4
snd_collide_min_volume=0.1
snd_collide_max_volume=200.
;Reborn 1,2,3
;occlusion_scale = 0.4
;snd_collide_min_volume=0.07
;snd_collide_max_volume=085.


[demo_record]
speed0    = 1.5
speed1    = 5.0
speed2    = 15.0
speed3    = 60.0
ang_speed0  = 0.1
ang_speed1  = 0.5
ang_speed2  = 7.0
ang_speed3  = 2.0



[info_portions]
files = i_portions, i_er_topi, i_er, i_red_forest, i_limansk, i_marsh, i_darkvalley, i_l06dark_valley_u, i_military, i_garbage, i_escape, i_agroprom, i_agroprom_underground, i_yantar, i_stancia_2, i_upgrades, i_l07rostok, i_l19stanciya, info_la17_outskirts  
;

[encyclopedia]
files = encyclopedia_infos
;
[dialogs]
files = dialogs, d_er, d_marsh, d_escape, d_garbadge, d_darkvalley, d_agroprom, d_yantar, d_redforest, d_military, d_limansk, d_bar, dialogs_outskirts, dialogs_marsh,d_inited_task
;


[profiles]
;список xml файлов, содержащих профили сталкеров и торговцев
files =  npc_profile
;
;список xml файлов, содержащих описания конкретных сталкеров и торговцев
specific_characters_files = char_general, char_er_bar, char_er, char_locations, char_aleks
;

[game_tasks]
files = game_tasks

[inventory]
take_dist   = 2
max_weight    = 150
max_ruck    = 156
max_belt    = 5 ;16
slots     = 11
slots_count   = 12

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  	= fasle

slot_persistent_11  	= false ;artefact
slot_active_11  	= true

slot_persistent_12  	= false ;flare
slot_active_12  	= false


;[lights_hanging_lamp]
[lhl]
GroupControlSection = spawn_group
$spawn        = "physics\hanging_lamp"
class       = O_HLAMP
script_binding      = bind_physic_object.init


[lights_signal_light]
GroupControlSection = spawn_group
$spawn        = "physics\signal_light"
class       = O_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,wm\wm_blood_4,wm\wm_blood_5,wm\wm_blood_6,wm\wm_blood_7,wm\wm_blood_8,wm\wm_blood_9
dist        = 7.0 ;3.4  ;(м) max расстољние отлета крови
max_size      = 0.4 ;0.1  ;(м)радиус пљтна при хите силой nominal hit по большому объекту (по маленькому *0.5)
min_size      = 0.2      ;(м)минимальнvй радиус пљтна
nominal_hit     = 0.4     ;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    = 0.01         ;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

; inventory items
;_Er_edition
[document]
GroupControlSection = spawn_group
$spawn        = "documents\document_1"
class       = II_DOC
cform       = skeleton
visual        = dynamics\equipments\item_document_1.ogf

inv_name      = Document
inv_name_short    = Document
inv_weight      = 1

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

;-------------- original CS 1.5.10 ------------
[m_car]
GroupControlSection = spawn_group
discovery_dependency =
$spawn      		= "veh\car"
cform               = skeleton
class               = SCRPTCAR

inv_weight        	= 1000
cost          		= 0
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"                 
class           = AI_SPGRP

[spawn_group]
GroupControlSection     = spawn_group
$spawn            = "ai\spawn_group"                
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

[physics]
object_damage_factor    = 1.2f

;*****************************************
; ++=+іLT+і- Lі+=
;*****************************************
[stalker_names_stalker]
name_cnt    = 102
last_name_cnt = 599

[stalker_names_bandit]
name_cnt    = 36
last_name_cnt = 180

[stalker_names_science]
name_cnt    = 21
last_name_cnt = 39

[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


[script_object]
GroupControlSection     = spawn_group
$spawn            = "script\script_object"            
$npc            = on                      
; $prefetch           = 32 
Scheduled         = on                      
Human             = off                     
cform                       = skeleton                    
class                       = SCRPTOBJ  ; AI class                  


[maingame_ui]
pda_msgs_max_show_time = 25000
info_msgs_max_show_time = 30000
snd_new_contact         = detectors\contact_1
snd_new_contact1        = detectors\contact_2
snd_new_contact2        = detectors\da-2_beep1
snd_new_contact3        = detectors\contact_3

[hud_sound]
hud_sound_vol_k		= 0.85f

[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_im
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        	= n_hand_radio
inv_name_short      = n_hand_radio
inv_weight        	= .5
inv_grid_width      = 1
inv_grid_height     = 2
inv_grid_x			= 23
inv_grid_y			= 5
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


[breakable_object]
class           = O_BRKBL
remove_time         = 100      ;after remove_time seconds object will be removed after it is breaked
hit_break_threthhold    = 1.0      ;weapon impact can stand breakable_object
collision_break_threthhold  = 2000.f  ;collision impact can stand breakable_object
immunity_factor       = 1.3     ;hit power multiplier
[b_o]:breakable_object

;[climable_object]
;class           = O_CLMBL
;[c_o]:climable_object

[c_o]
class           = O_CLMBL




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

[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      = 2000


[ph_skeleton_object]
class         = P_SKELET
remove_time       = 120

[script]
current_server_entity_version = 8, 12




[sr]
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

[space_restrictor]:sr

;[anomal_zone]:space_restrictor
[anomal_zone]:sr
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 освеениљ (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




;-----inventory_box_egka
[inventory_box_egka]:inventory_box ;
GroupControlSection    = spawn_group
discovery_dependency   =
$spawn                 = "devices\inventory_box"
class                  = O_INVBOX
cform                  = skeleton
visual					= dynamics\devices\dev_rukzak\dev_rukzak.ogf
script_binding         = bind_box_ekagors.init 
;custom_data = scripts\treasure_inventory_box.ltx        ;

[inventory_box_egka_blank]:inventory_box_egka  ;
script_binding         = bind_physic_object.init 

[inventory_box_egka_01]:inventory_box_egka ;
;visual = dynamics\box\box_1b.ogf
[inventory_box_egka_02]:inventory_box_egka ;
;visual                 = dynamics\box\expl_dinamit.ogf 
[inventory_box_egka_03]:inventory_box_egka ;
;visual                 = dynamics\box\box_1c.ogf 
[inventory_box_egka_04]:inventory_box_egka ;
;visual                 = dynamics\box\box_1a.ogf 
[inventory_box_egka_05]:inventory_box_egka ;
visual                 = dynamics\box\box_1b.ogf
;-----inventory_box_egka end

[art_soother_stone]:device_pda
$spawn 				= "af\art_soother_stone"
visual				= dynamics\artefacts\af_medusa.ogf
description			= art_soother_stone_descr
radius				= 0
slot				= 7
inv_name			= art_soother_stone_name
inv_name_short		= art_soother_stone_name
;inv_weight			= 0.5
quest_item      	= true ;Er'
can_trade			= false ;Er'
inv_weight			= 1.2 ;Er'

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 4
cost				= 0

[inventory_box_zamok_gauss]:inventory_box_egka  ;
script_binding         = ui_zamok_gauss.init 
visual                 = seif_01.ogf

[wgauss_task_a]:harmonica_a
$spawn					= "food_and_drugs\wgauss_task_a"
visual                  = dynamics\weapons\wpn_gauss\wpn_gauss.ogf
cost					= 35000
inv_name				= st_wpn_gauss
inv_name_short			= st_wpn_gauss
inv_weight				= 4.2
inv_grid_width			= 5
inv_grid_height			= 2
inv_grid_x				= 10
inv_grid_y				= 6
description				= st_wpn_gauss_descr

[wgauss_akum_task_a]:harmonica_a
$spawn					= "food and drugs\wgauss_akum_task_a"
visual                  = dynamics\box\box_metall_01.ogf
cost					= 35000
inv_name				= "Акума для Гаусса"
inv_name_short			= "Акума для Гаусса"
inv_weight				= 1.2
inv_grid_width     = 2
inv_grid_height    = 1
inv_grid_x         = 8
inv_grid_y         = 18
description				= "Акума для Гаусса"

[nnniiilll]:base_time_use



[inventory_box_ekagors]:inventory_box ;
GroupControlSection    = spawn_group
discovery_dependency   = 
$spawn                 = "devices\inventory_box_ekagors"
$prefetch 		= 64
class                  = O_INVBOX
cform                  = skeleton
;visual = physics\box\box_1b.ogf
;script_binding         = bind_physic_object.init 
script_binding         = bind_box_ekagors.init 



[treasure_ekagors_0]:inventory_box_ekagors
visual 					= big_objects\akacia_1.ogf
[treasure_ekagors_1]:inventory_box_ekagors
visual 					= big_objects\orex_1.ogf
[treasure_ekagors_2]:inventory_box_ekagors
visual					= big_objects\suhostoy_1_kz.ogf
[treasure_ekagors_3]:inventory_box_ekagors 
visual 					= big_objects\orex_1.ogf
[treasure_ekagors_4]:inventory_box_ekagors 
visual 					= big_objects\suhostoy_1_2.ogf
[treasure_ekagors_5]:inventory_box_ekagors 
visual 					= er\skelet_skel_fre_pose_er04.ogf
[treasure_ekagors_6]:inventory_box_ekagors 
visual 					= big_objects\akacia_1.ogf
[treasure_ekagors_7]:inventory_box_ekagors 
visual 					= big_objects\dub_1.ogf
[treasure_ekagors_8]:inventory_box_ekagors 
visual 					= er\anomaly_hvatalka_a.ogf

[treasure_ekagors_9]:inventory_box_ekagors 
visual 					= big_objects\dub_1.ogf
[treasure_ekagors_10]:inventory_box_ekagors 
visual 					= dynamics\dead_body\skelet_combine_pose_04.ogf
[treasure_ekagors_11]:inventory_box_ekagors 
visual 					= big_objects\orex_1.ogf
[treasure_ekagors_12]:inventory_box_ekagors 
visual 					= dynamics\dead_body\skelet_combine_pose_03.ogf
[treasure_ekagors_13]:inventory_box_ekagors 
visual 					= objects\trees_anomal_3_01_1.ogf
[treasure_ekagors_14]:inventory_box_ekagors 
visual 					= er\skelet_skel_stu_pose_er05.ogf
[treasure_ekagors_15]:inventory_box_ekagors 
visual 					= dynamics\dead_body\skelet_combine_pose_05.ogf
[treasure_ekagors_16]:inventory_box_ekagors 
visual 					= sh\elka_blue.ogf
[treasure_ekagors_17]:inventory_box_ekagors 
visual 					= er\skelet_skel_bel_pose_er03.ogf
[treasure_ekagors_18]:inventory_box_ekagors
visual 					= er\skelet_skel_stu_pose_er05.ogf
[treasure_ekagors_19]:inventory_box_ekagors
visual					= big_objects\suhostoy_1_kz.ogf
[treasure_ekagors_20]:inventory_box_ekagors
visual 					= objects\tree_dead_n_3_1.ogf

[treasure_ekagors_21]:inventory_box_ekagors
visual 					= sad\crazy_rock.ogf


[treasure_ekagors_22]:inventory_box_ekagors
visual					= big_objects\suhostoy_1.ogf
[treasure_ekagors_23]:inventory_box_ekagors 
visual 					= big_objects\suhostoy_2.ogf
[treasure_ekagors_24]:inventory_box_ekagors 
visual 					= big_objects\suhostoy_3.ogf
[treasure_ekagors_25]:inventory_box_ekagors 
visual 					= big_objects\derevo.ogf


; Reborn
#include "er_ph_capture_visuals.ltx"
#include "car_spawns.ltx"