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

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

; Items
#include "items\item_base.ltx"

#include "creatures\actor.ltx"
#include "creatures\actor_hud_hand_animations.ltx"
#include "zones\zones.ltx"
#include "misc\postprocess.ltx"
#include "misc\bridge.ltx"
#include "plugins\achievements.ltx"
#include "misc\radiation_counter.ltx"
#include "models\dynamic_objects.ltx"
#include "misc\m_online_offline_group.ltx"
#include "misc\squad_descr\squad_descr.ltx"
#include "misc\effectors.ltx"
#include "external.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"
#include "creatures\spawn_sections.ltx"
#include "extracontent.ltx"
#include "localization.ltx"
#include "smart_cover.ltx"
#include "models\awr_dynamic_objects.ltx"	; AWR								 

#include "vehicles.ltx"

[smart_terrain]
GroupControlSection		= 
$spawn 					= "ai\smart_terrain"
;$prefetch 				= 4
$def_sphere				= 2
class					= SMRTTRRN
script_binding			= bind_smart_terrain.bind
shape_transp_color		= 100, 100, 180, 60 ;0x1800FF00
shape_edge_color		= 32, 32, 32, 255 ;0xFF202020

[zone_pick_dof]
near                                     = -1500.0
far                                      = 10.0

[sound]
occlusion_scale                          = 0.4
snd_collide_min_volume                   = 0.1
snd_collide_max_volume                   = 200.

[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

[texture_desc]
files                                    = ui_npc_unique, ui_npc_unique_2, ui_npc_unique_3

[info_portions]
files                                    = info_portions, info_upgrades, info_alife_switch, info_yantar, info_katacomb, info_escape, info_zaton, info_jupiter, info_pripyat

[dialogs]
files                                    = dialogs, dialogs_agroprom, dialogs_agroprom_underground, dialogs_yantar, dialogs_marsh, dialogs_redforest, dialogs_katacomb, dialogs_escape, dialogs_bar, dialogs_zaton, dialogs_jupiter, dialogs_pripyat, dialogs_darkvalley, dialogs_deadcity, dialogs_garbage, dialogs_military, dialogs_truck, dialogs_warlab, dialogs_minigames, dialogs_mlr, dialogs_mlr_arena, dialogs_lostzone_ll, dialogs_lostzone_ms, dialogs_lostzone_oa, dialogs_lostzone_hb

[encyclopedia]
files                                    = encyclopedia_infos

[profiles]
files                                    = npc_profile, npc_profile_mlr, npc_profile_lostzone
specific_characters_files                = character_desc_general, character_desc_marsh, character_desc_agroprom, character_desc_agroprom_underground, character_desc_darkvalley, character_desc_bar, character_desc_escape, character_desc_red_forest, character_desc_yantar, character_desc_military, character_desc_deadcity, character_desc_katacomb, character_desc_zaton, character_desc_pripyat, character_desc_jupiter, character_desc_underpass, character_desc_sarcofag, character_desc_warlab, character_desc_garbage, character_desc_darkscape, character_desc_truck, character_desc_lostzone_ll, character_desc_lostzone_ms, character_desc_lostzone_oa, character_desc_lostzone_hb


;------------------------------------------------------------------
;-- Inventory slots
;------------------------------------------------------------------
;New in Anomaly (ported from CoC 1.5): You can have as many slots as you want, simply create slot_active_* and slot_persistent_* for it in sequential order
;Set slot_persistent_* = false to treat actor inventory as a 'slot'. Setting highlight_equipped = true in the item section will highlight equipped items in inventory
[inventory]
take_dist                                = 2	                                       ; not used at all
max_weight    							 = 35
max_ruck    							 = 92
max_belt                                 = 5	         ;16

slot_persistent_1                        = false	     ;knife
slot_active_1                            = true

slot_persistent_2                        = false	     ;weapon 1
slot_active_2                            = true

slot_persistent_3                        = false	     ;weapon 2
slot_active_3                            = true

slot_persistent_4                        = false	     ;grenades
slot_active_4                            = true

slot_persistent_5                        = false	     ;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                        = false	;true	         ;pda
slot_active_8                            = true

slot_persistent_9                        = false	;true	         ;detector
slot_active_9                            = false

slot_persistent_10                       = false	;true	         ;torch
slot_active_10                           = false

slot_persistent_11                       = false	     ;artefact
slot_active_11                           = true

slot_persistent_12                       = false	     ;helmet
slot_active_12                           = false

slot_persistent_13                       = false	     ;backpack
slot_active_13                           = false

slot_persistent_14                       = true	         ;script animation
slot_active_14                           = true


;------------------------------------------------------------------
;-- Items kinds and inventory sorter
;------------------------------------------------------------------
[item_kind_order]
w_sniper            = 1 
w_rifle             = 1 
w_smg               = 1
w_shotgun           = 1 
w_pistol            = 1 
w_melee             = 1
w_misc              = 1
w_base              = 1
w_explosive         = 1
o_heavy             = 2 
o_sci               = 2 
o_medium            = 2 
o_light             = 2 
o_helmet            = 2
i_backpack          = 2
i_arty              = 3
i_arty_junk         = 3
i_arty_cont         = 3
i_device            = 4
i_tool              = 5
i_repair            = 5
i_kit               = 5
i_medical           = 6
i_food              = 7
i_drink             = 7
i_mutant_cooked     = 7
i_mutant_raw        = 7
i_letter            = 8
i_quest             = 8
w_ammo              = 9
i_mutant_belt       = 10
i_mutant_part       = 10
i_misc              = 11
i_upgrade           = 12
i_part              = 13

[button_sort_settings]
button_amount = 8
hotkeys = true

[button_sort_tab_1]
kinds = s_all

[button_sort_tab_2]
kinds = w_base, w_pistol, w_shotgun, w_smg, w_rifle, w_sniper, w_explosive, w_melee, w_misc

[button_sort_tab_3]
kinds = o_light, o_medium, o_sci, o_heavy, o_helmet, i_backpack

[button_sort_tab_4]
kinds = w_ammo

[button_sort_tab_5]
kinds = i_arty, i_arty_junk, i_arty_cont, i_mutant_belt, i_mutant_part

[button_sort_tab_6]
kinds = i_device, i_tool, i_repair, i_upgrade, i_kit, i_attach

[button_sort_tab_7]
kinds = i_mutant_raw, i_mutant_cooked, i_food, i_drink, i_medical

[button_sort_tab_8]
kinds = i_misc, i_letter, i_part, i_quest


;------------------------------------------------------------------
[lights_hanging_lamp]
GroupControlSection                      = spawn_group
$spawn                                   = "physics\hanging lamp"
class                                    = SO_HLAMP
script_binding                           = bind_dynamic_light.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,wm\wm_blood_4,wm\wm_blood_5,wm\wm_blood_6,wm\wm_blood_7,wm\wm_blood_8,wm\wm_blood_9,wm\wm_blood_10,wm\wm_blood_11,wm\wm_blood_1_1,wm\wm_blood_1_2,wm\wm_blood_1_3,wm\wm_blood_1_4,wm\wm_blood_1_5
dist                                     = 8.0	;2.0  ;2.4                             ;(�) max ��������� ������ �����
max_size                                 = 0.6	;0.4                                   ;(�)������ ���� ��� ���� ����� nominal hit �� �������� ������� (�� ���������� *0.5)
min_size                                 = 0.3	;0.07                                  ;(�)���������v� ������ ����
nominal_hit                              = 0.50	 	                                       ;�������� ������������ ����, ��� ������� ���������� �������� ����� (max_size)

;����� �����

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                         = 0.5	                                       ;������ ���v ���� ������ ������ �����
stop_blood_size                          = 0.25	                                       ;������ ���v ���� ����� ������������ (������ �v�� ������ start_blood_size)

blood_drop_time                          = 0.2	                                       ;OBSOLETE
blood_drop_time_min                      = 1.5	                                       ;
blood_drop_time_max                      = 2.5	                                       ;
blood_drop_size                          = 0.2	                                       ;������ ����� (�) �����, ������� �����


[entity_fire_particles]
fire_particles                           = damage_fx\burn_creatures
start_burn_size                          = 0.0003	                                       ;������ ����� ����� �������� ������ ������ �������v ���
stop_burn_size                           = 0.0001	                                       ;������ ����� ����� �������� ���������� �������v
min_burn_time                            = 10000	                                       ;����������� ���� ��v��v�� ��������� (���� ���� ���� ��� ������)

[hud_cursor]
;��� ������v � ��������� �� ����v ������
cross_length    	= 0.0010 ;0.0015
min_radius      	= 0.0
max_radius      	= 0.0
radius_lerp_speed 	= 0.08
cross_color     	= 0.7,0.7,0.7,0.5
disp_scale      	= 0.08

[hud_hitmark]
hit_mark_texture                         = ui\ui_hud_hit_mark	                                       ; ui\ui_empty
grenade_mark_texture                     = ui\ui_hud_grenade_mark

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; 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

[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                                   = 0.5,0.2,-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                                  = -1.0, 1.0
rot_speed                                = 3.14, 1.0, 0

[holder_entity_object_cam]
lim_pitch                                = -0.5, 0.5
lim_yaw                                  = -2.0, 2.0
lim_zoom                                 = 5, 7
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                                 = 5, 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                                 = 5, 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]
;�����������v �������� ���v ��� �������� � ����������� �� �������� � ���������
;������� ������������� ����� �������
buy_price_factor_hostile                 = 1                                     ;����������� ������� ��� goodwill = -100
buy_price_factor_friendly                = 1                                     ;����������� ������� ��� goodwill = 100
sell_price_factor_hostile                = 1                                     ;����������� ������� ��� goodwill = -100
sell_price_factor_friendly               = 1                                     ;����������� ������� ��� 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

[physics]
object_damage_factor                     = 1.2f

;*****************************************
; ++=+�LT+�- L�+=
;*****************************************
[stalker_names_stalker]
name_cnt                                 = 123 ; 104
last_name_cnt                            = 836 ; 600

[stalker_names_bandit]
name_cnt                                 = 55 ; 38
last_name_cnt                            = 281 ; 182

[stalker_names_science]
name_cnt                                 = 22 ; 15
last_name_cnt                            = 36 ; 29

[stalker_names_private]
name_cnt                                 = 2
last_name_cnt                            = 244 ; 200

[stalker_names_sergeant]
name_cnt                                 = 2
last_name_cnt                            = 244 ; 200

[stalker_names_senior_sergeant]
name_cnt                                 = 2
last_name_cnt                            = 200

[stalker_names_lieutenant]
name_cnt                                 = 3
last_name_cnt                            = 245 ; 200

[stalker_names_captain]
name_cnt                                 = 1
last_name_cnt                            = 245 ; 200

[stalker_names_isg_private]
name_cnt                                 = 3
last_name_cnt                            = 237

[stalker_names_isg_sergeant]
name_cnt                                 = 3
last_name_cnt                            = 237

[stalker_names_isg_lieutenant]
name_cnt                                 = 2
last_name_cnt                            = 237

[stalker_names_isg_captain]
name_cnt                                 = 1
last_name_cnt                            = 237

[stalker_names_science_f]
name_cnt                                 = 22 ; 15
last_name_cnt                            = 36 ; 29

[stalker_names_stalker_f]
name_cnt                                 = 22 ; 15
last_name_cnt                            = 100 ; 29

[stalker_names_merc]
name_cnt                                 = 59 ; 38
last_name_cnt                            = 281 ; 182

[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

;��������v �����v���� ������ �������� PDA � ������� ����
[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                               = 14
inv_grid_y                               = 7
attach_angle_offset                      = -1.5708,0.1919,3.1416	                                       ;�������������� � �������� Angle*PI/180
attach_position_offset                   = 0.075, 0.066, 0.023
attach_bone_name                         = bip01_l_hand
auto_attach                              = false
anim_item								 = true

; ����� ��� ������ ����
[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                               = 14
inv_grid_y                               = 7
attach_angle_offset                      = 1.571,0.75,0.0	                                       ;�������������� � �������� Angle*PI/180
attach_position_offset                   = 0.015, -0.084, 0.023
attach_bone_name                         = bip01_r_hand
auto_attach                              = false


[anim_knife]:hand_radio
visual                                   = dynamics\weapons\wpn_knife\wpn_knife.ogf
inv_name                                 = st_knife
inv_name_short                           = st_knife
inv_grid_width                           = 2
inv_grid_height                          = 1
inv_grid_x                               = 18
inv_grid_y                               = 9
attach_angle_offset                      = 0.35, -1.8, -1.3
attach_position_offset                   = 0.1, 0.03, 0.02
attach_bone_name                         = bip01_r_hand

[anim_binoc]:hand_radio
visual                                   = dynamics\devices\dev_binoculars\dev_binoculars.ogf
inv_name                                 = st_binocular_name
inv_name_short                           = st_binocular_name
inv_grid_width                           = 2
inv_grid_height                          = 1
inv_grid_x                               = 14
inv_grid_y                               = 9
attach_angle_offset                      = 3.080506,-1.493053,-1.202040	                                       ;��������������� � �������� Angle*PI/180
attach_position_offset                   = 0.080000,0.021273,0.100000
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        ; �����������, �����v� ������� �� eye_range, � ����������� �� ����
max_view_distance                        = 1	                                       ;0.8        ; �����������, �����v� ������� �� eye_range, � ����������� �� ����
visibility_threshold                     = 50	                                       ;150.0       ; ��������, ��� ���������� ������ �������� ������ �������� �����v�
always_visible_distance                  = 1	                                       ;0.1
time_quant                               = 0.00001
decrease_value                           = 0.1	                                       ; ��������, �� ������� ���������� ���, ���� ������ ����� � �������, �� ����� �� �����-�� ��������
velocity_factor                          = 0.5
luminocity_factor                        = 0.5	                                       ; ������ ������� (������ �� L����)
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]
;������ �������� �����v� ����� �������.

;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          =

;objects
dynamics\balon\balon_01                  =
dynamics\balon\balon_02                  =
dynamics\balon\balon_02a                 =
dynamics\balon\bidon                     =
dynamics\balon\bochka_close_1            =
dynamics\balon\bochka_close_2            =
dynamics\balon\bochka_close_3            =
dynamics\balon\bochka_close_4            =
dynamics\balon\bochka_fuel               =
dynamics\balon\kanistra                  =

dynamics\box\box_1a                      =
dynamics\box\box_1b                      =
dynamics\box\box_1c                      =
dynamics\box\box_metall_01               =
dynamics\box\box_wood_01                 =
dynamics\box\expl_dinamit                =
dynamics\box\part\box_metall_01_part_1   =
dynamics\box\part\box_metall_01_part_2   =
dynamics\box\part\box_wood_01_part_1     =
dynamics\box\part\box_wood_01_part_2     =
dynamics\box\part\box_wood_01_part_3     =
dynamics\box\part\box_wood_01_part_4     =
dynamics\box\part\box_wood_01_part_5     =
dynamics\box\part\box_wood_01_part_6     =
dynamics\box\part\box_wood_01_part_7     =

dynamics\dead_body\skelet_crash          =
dynamics\dead_body\skelet_crash_monster  =
dynamics\dead_body\vertel_boar           =

dynamics\el_tehnika\disel_generator      =
dynamics\el_tehnika\komp_blok            =
dynamics\el_tehnika\komp_klava           =
dynamics\el_tehnika\komp_monitor         =
dynamics\el_tehnika\komp_monitor_screen_1 =
dynamics\el_tehnika\krisagenerator       =
dynamics\el_tehnika\lab_primary_switcher =
dynamics\el_tehnika\notebook             =
dynamics\el_tehnika\priemnik_gorizont    =
dynamics\el_tehnika\rupor                =
dynamics\el_tehnika\table_lamp_01        =
dynamics\el_tehnika\transiver            =
dynamics\el_tehnika\tv_1                 =
dynamics\el_tehnika\ventilator_01        =
dynamics\el_tehnika\ventilator_02        =
dynamics\el_tehnika\ventilator_03        =
dynamics\el_tehnika\ventilator_04        =
dynamics\el_tehnika\ventilator_05        =

dynamics\light\light_altar               =

dynamics\equipment_cache\equipment_box_01_case =
dynamics\equipment_cache\equipment_box_02_case =
dynamics\equipment_cache\equipment_cross_1_case =
dynamics\equipment_cache\equipment_cross_2_case =
dynamics\equipment_cache\equipment_cross_3_case =
dynamics\equipment_cache\equipment_electric_box_01_case =
dynamics\equipment_cache\equipment_electric_box_02_case =
dynamics\equipment_cache\equipment_hatch_01_case =
dynamics\equipment_cache\equipment_hatch_02_case =
dynamics\equipment_cache\equipment_instrument_case_01_case =
dynamics\equipment_cache\equipment_pipe_01_case =
dynamics\equipment_cache\equipment_pipe_02_case =
dynamics\equipment_cache\equipment_pipe_valve_01_case =
dynamics\equipment_cache\equipment_rucksack_01_case =
dynamics\equipment_cache\equipment_rucksack_02_case =
dynamics\equipment_cache\equipment_seif_01_case =
dynamics\equipment_cache\equipment_seif_02_case =
dynamics\equipment_cache\equipment_seif_03_case =
dynamics\equipment_cache\equipment_trees_log_01_case =
dynamics\equipment_cache\equipment_trees_stump_01_case =
dynamics\equipment_cache\equipment_zaz968_case =

dynamics\equipments\documents_1          =
dynamics\equipments\documents_2          =
dynamics\equipments\documents_3          =
dynamics\equipments\documents_4          =
dynamics\equipments\documents_5          =
dynamics\equipments\documents_6          =
dynamics\equipments\documents_7          =
dynamics\equipments\documents_8          =
dynamics\equipments\documents_9          =

dynamics\fence\wood_fence_1              =
dynamics\fence\wood_fence_2              =
dynamics\fence\wood_fence_3              =
dynamics\fence\wood_fence_4              =
dynamics\fence\wood_fence_5              =
dynamics\fence\wooden_board_01           =
dynamics\fence\wooden_board_02           =
dynamics\fence\wooden_board_03           =
dynamics\fence\wooden_board_04           =

dynamics\firestation\fire_vedro          =
dynamics\firestation\ognetushitel        =

dynamics\kitchen_room\bottle_3l          =
dynamics\kitchen_room\curtains           =
dynamics\kitchen_room\freezer            =
dynamics\kitchen_room\kitchen_bludo      =
dynamics\kitchen_room\kitchen_kastrula   =
dynamics\kitchen_room\kitchen_kastrula_up =
dynamics\kitchen_room\kitchen_krujka     =
dynamics\kitchen_room\kitchen_lojka      =
dynamics\kitchen_room\kitchen_miska      =
dynamics\kitchen_room\kitchen_tarelka1   =
dynamics\kitchen_room\kitchen_tarelka2   =
dynamics\kitchen_room\teapot_1           =

dynamics\medical_object\kolyaska_01      =
dynamics\medical_object\kolyaska_01_braked =
dynamics\medical_object\kolyaska_wheel_01_braked =
dynamics\medical_object\med_stolik_01    =
dynamics\medical_object\wheel_litter_01  =
dynamics\medical_object\wheel_litter_01_braked =

dynamics\scene_objects\hospital\hospital_arka_1 =
dynamics\scene_objects\hospital\hospital_arka_2 =
dynamics\scene_objects\hospital\hospital_arka_3 =
dynamics\scene_objects\hospital\hospital_arka_4 =
dynamics\scene_objects\hospital\hospital_arka_5 =
dynamics\scene_objects\hospital\hospital_debris_01 =
dynamics\scene_objects\hospital\hospital_fence_01 =
dynamics\scene_objects\hospital\hospital_wooden_board_01 =
dynamics\scene_objects\hospital\hospital_wooden_board_02 =
dynamics\scene_objects\hospital\part\hospital_arka_1_part_1 =
dynamics\scene_objects\hospital\part\hospital_arka_2_part_1 =
dynamics\scene_objects\hospital\part\hospital_arka_3_part_1 =
dynamics\scene_objects\hospital\part\hospital_arka_4_part_1 =
dynamics\scene_objects\hospital\part\hospital_arka_5_part_1 =
dynamics\scene_objects\hospital\part\hospital_debris_01_part_01 =
dynamics\scene_objects\hospital\part\hospital_debris_01_part_02 =
dynamics\scene_objects\hospital\part\hospital_debris_01_part_03 =
dynamics\scene_objects\hospital\part\hospital_debris_01_part_04 =
dynamics\scene_objects\hospital\part\hospital_debris_01_part_05 =
dynamics\scene_objects\hospital\part\hospital_debris_01_part_06 =
dynamics\scene_objects\hospital\part\hospital_fence_part_01 =
dynamics\scene_objects\hospital\part\hospital_fence_part_02 =
dynamics\scene_objects\hospital\part\hospital_fence_part_03 =
dynamics\scene_objects\hospital\part\hospital_fence_part_04 =
dynamics\scene_objects\hospital\part\hospital_fence_part_05 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_01 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_02 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_03 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_04 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_05 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_01 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_02 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_03 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_04 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_05 =
dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_06 =

dynamics\wood_doski\wood_doska1          =
dynamics\wood_doski\wood_stolb1          =
dynamics\wood_doski\wood_stolb_fixed     =

dynamics\workshop_room\banka_kraski_1    =
dynamics\workshop_room\kanistra_02       =
dynamics\workshop_room\lopata            =
dynamics\workshop_room\tiski             =
dynamics\workshop_room\vedro_01          =
dynamics\workshop_room\ventil_01         =
;Alundaio
dynamics\equipments\mattress02           =

;COP Variation Mod

actors\stalker_bandit\stalker_band_2_mask =
actors\stalker_bandit\stalker_band2a_mask =
actors\stalker_bandit\stalker_bandit_a   =
actors\stalker_bandit\stalker_bandita1   =
actors\stalker_bandit\stalker_bandita2   =
actors\stalker_bandit\stalker_bandita3   =
actors\stalker_bandit\stalker_bandit_1_mask =
actors\stalker_bandit\stalker_bandit1a_mask =
actors\stalker_bandit\stalker_bandit1b_mask =
actors\stalker_bandit\stalker_bandit1c_mask =
actors\stalker_bandit\stalker_bandit1a   =
actors\stalker_bandit\stalker_bandit1b   =
actors\stalker_bandit\stalker_bandit1c   =
actors\stalker_bandit\stalker_bandit_2_mask =
actors\stalker_bandit\stalker_bandit2a_mask =
actors\stalker_bandit\stalker_bandit_2a  =
actors\stalker_bandit\stalker_bandit2a_old =
actors\stalker_bandit\stalker_bandit_2a_merc =
actors\stalker_bandit\stalker_bandit_2a_gp5 =
actors\stalker_bandit\stalker_bandit2a   =
actors\stalker_bandit\stalker_bandit3a   =
actors\stalker_bandit\stalker_bandit3b   =
actors\stalker_bandit\stalker_bandit3c   =
actors\stalker_bandit\stalker_bandit4a   =
actors\stalker_bandit\stalker_bandit4b   =
actors\stalker_bandit\stalker_bandit4c   =
actors\stalker_bandit\stalker_bandit5a   =
actors\stalker_bandit\stalker_bandit5b   =
actors\stalker_bandit\stalker_bandit5c   =
actors\stalker_bandit\stalker_bandit5d   =
actors\stalker_dolg\stalker_dolg1a       =
actors\stalker_dolg\stalker_dolg1b       =
actors\stalker_dolg\stalker_dolg1c       =
actors\stalker_dolg\stalker_dolg1d       =
actors\stalker_dolg\stalker_dolg_2_old   =
actors\stalker_dolg\stalker_dolg_2_mas2  =
actors\stalker_dolg\stalker_dolg_2_mas3  =
actors\stalker_dolg\stalker_dolg_2_mas4  =
actors\stalker_dolg\stalker_dolg2a       =
actors\stalker_dolg\stalker_dolg2a_mask  =
actors\stalker_dolg\stalker_dolg2a_mas2  =
actors\stalker_dolg\stalker_dolg2a_mas3  =
actors\stalker_dolg\stalker_dolg2a_mas4  =
actors\stalker_dolg\stalker_dolg2a_old   =
actors\stalker_dolg\stalker_dolg3a       =
actors\stalker_dolg\stalker_dolg3b       =
actors\stalker_dolg\stalker_dolg4a       =
actors\stalker_dolg\stalker_dolg4b       =
actors\stalker_dolg\stalker_dolg4c       =
actors\stalker_dolg\stalker_dolgexo_4    =
actors\stalker_dolg\stalker_dolgexo4a    =
actors\stalker_dolg\stalker_dolgexo4b    =
actors\stalker_dolg\stalker_dolgexo4c    =
actors\stalker_freedom\stalker_free_0    =
actors\stalker_freedom\stalker_free0a    =
actors\stalker_freedom\stalker_freedom1a =
actors\stalker_freedom\stalker_freedom_2_old =
actors\stalker_freedom\stalker_freedom_2_mas2 =
actors\stalker_freedom\stalker_freedom_2_mas3 =
actors\stalker_freedom\stalker_freedom_2_mas4 =
actors\stalker_freedom\stalker_freedom2a =
actors\stalker_freedom\stalker_freedom2a_mask =
actors\stalker_freedom\stalker_freedom2a_mas2 =
actors\stalker_freedom\stalker_freedom2a_mas3 =
actors\stalker_freedom\stalker_freedom2a_mas4 =
actors\stalker_freedom\stalker_freedom2a_old =
actors\stalker_freedom\stalker_freedom2b =
actors\stalker_freedom\stalker_freedom2b_mask =
actors\stalker_freedom\stalker_freedom2b_mas2 =
actors\stalker_freedom\stalker_freedom2b_mas3 =
actors\stalker_freedom\stalker_freedom2b_mas4 =
actors\stalker_freedom\stalker_freedom3a =
actors\stalker_freedom\stalker_freedom4a =
actors\stalker_freedom\stalker_freedom4b =
actors\stalker_freedom\stalker_freedom_5 =
actors\stalker_freedom\stalker_freedom5a =
actors\stalker_freedom\stalker_freedom5b =
actors\stalker_merc\stalker_merc_sun1    =
actors\stalker_merc\stalker_merc_sun1_merc =
actors\stalker_merc\stalker_merc_sun1_old =
actors\stalker_merc\stalker_merc2a       =
actors\stalker_merc\stalker_merc2b       =
actors\stalker_merc\stalker_merc2c       =
actors\stalker_merc\stalker_mercenary3   =
actors\stalker_merc\stalker_mercenary4   =
actors\stalker_merc\stalker_merc4a       =
actors\stalker_merc\stalker_mercexo_4    =
actors\stalker_merc\stalker_mercexo4a    =
actors\stalker_monolith\stalker_monolith_2_old =
actors\stalker_monolith\stalker_monolith2a_old =
actors\stalker_monolith\stalker_monolith2b_old =
actors\stalker_monolith\stalker_monolith1 =
actors\stalker_monolith\stalker_monolith1b =
actors\stalker_monolith\stalker_monolith2 =
actors\stalker_monolith\stalker_monolith2_gp5 =
actors\stalker_monolith\stalker_monolith3a =
actors\stalker_monolith\stalker_monolith3b =
actors\stalker_monolith\stalker_monolith4a =
actors\stalker_monolith\stalker_monolith4b =
actors\stalker_neutral\stalker_neutral_0 =
actors\stalker_neutral\stalker_neutral0a =
actors\stalker_neutral\stalker_neutral0b =
actors\stalker_neutral\stalker_neutral0c =
actors\stalker_neutral\stalker_neutral0d =
actors\stalker_neutral\stalker_neutral0e =
actors\stalker_neutral\stalker_neutral0f =
actors\stalker_neutral\stalker_neutral0g =
actors\stalker_neutral\stalker_neutral1a =
actors\stalker_neutral\stalker_neutral1b =
actors\stalker_neutral\stalker_neutral1c =
actors\stalker_neutral\stalker_neutral1d =
actors\stalker_neutral\stalker_neutral1e =
actors\stalker_neutral\stalker_neutral1f =
actors\stalker_neutral\stalker_neutral_a =
actors\stalker_neutral\stalker_neutrala1 =
actors\stalker_neutral\stalker_neutrala2 =
actors\stalker_neutral\stalker_neutrala3 =
actors\stalker_neutral\stalker_neutrala4 =
actors\stalker_neutral\stalker_neutrala5 =
actors\stalker_neutral\stalker_neutrala6 =
actors\stalker_neutral\stalker_neutral_1_mas2 =
actors\stalker_neutral\stalker_neutral1a_mas2 =
actors\stalker_neutral\stalker_neutral1b_mas2 =
actors\stalker_neutral\stalker_neutral1c_mas2 =
actors\stalker_neutral\stalker_neutral1d_mas2 =
actors\stalker_neutral\stalker_neutral1e_mas2 =
actors\stalker_neutral\stalker_neutral1f_mas2 =
actors\stalker_neutral\stalker_neutral_1_mask =
actors\stalker_neutral\stalker_neutral1a_mask =
actors\stalker_neutral\stalker_neutral1b_mask =
actors\stalker_neutral\stalker_neutral1c_mask =
actors\stalker_neutral\stalker_neutral1d_mask =
actors\stalker_neutral\stalker_neutral1e_mask =
actors\stalker_neutral\stalker_neutral1f_mask =
actors\stalker_neutral\stalker_neutral_1_gas =
actors\stalker_neutral\stalker_neutral1a_gas =
actors\stalker_neutral\stalker_neutral1b_gas =
actors\stalker_neutral\stalker_neutral1c_gas =
actors\stalker_neutral\stalker_neutral1d_gas =
actors\stalker_neutral\stalker_neutral1e_gas =
actors\stalker_neutral\stalker_neutral1f_gas =
actors\stalker_neutral\stalker_neutral_2_mas2 =
actors\stalker_neutral\stalker_neutral_2_mas3 =
actors\stalker_neutral\stalker_neutral_2_merc =
actors\stalker_neutral\stalker_neutral_2_gp5 =
actors\stalker_neutral\stalker_neutral_2mask1 =
actors\stalker_neutral\stalker_neutral_2mask2 =
actors\stalker_neutral\stalker_neutral_2_old =
actors\stalker_neutral\stalker_neutral2a =
actors\stalker_neutral\stalker_neutral2a_mask =
actors\stalker_neutral\stalker_neutral2a_mas2 =
actors\stalker_neutral\stalker_neutral2a_mas3 =
actors\stalker_neutral\stalker_neutral2a_merc =
actors\stalker_neutral\stalker_neutral2a_gp5 =
actors\stalker_neutral\stalker_neutral2amask1 =
actors\stalker_neutral\stalker_neutral2amask2 =
actors\stalker_neutral\stalker_neutral2a_old =
actors\stalker_neutral\stalker_neutral2b =
actors\stalker_neutral\stalker_neutral2b_mask =
actors\stalker_neutral\stalker_neutral2b_mas2 =
actors\stalker_neutral\stalker_neutral2b_mas3 =
actors\stalker_neutral\stalker_neutral2b_merc =
actors\stalker_neutral\stalker_neutral2b_gp5 =
actors\stalker_neutral\stalker_neutral2bmask1 =
actors\stalker_neutral\stalker_neutral2bmask2 =
actors\stalker_neutral\stalker_neutral2b_old =
actors\stalker_neutral\stalker_neutral2c =
actors\stalker_neutral\stalker_neutral2c_mask =
actors\stalker_neutral\stalker_neutral2c_mas2 =
actors\stalker_neutral\stalker_neutral2c_mas3 =
actors\stalker_neutral\stalker_neutral2c_merc =
actors\stalker_neutral\stalker_neutral2c_gp5 =
actors\stalker_neutral\stalker_neutral2cmask1 =
actors\stalker_neutral\stalker_neutral2cmask2 =
actors\stalker_neutral\stalker_neutral2c_old =
actors\stalker_neutral\stalker_neutral2d =
actors\stalker_neutral\stalker_neutral2d_mask =
actors\stalker_neutral\stalker_neutral2d_mas2 =
actors\stalker_neutral\stalker_neutral2d_mas3 =
actors\stalker_neutral\stalker_neutral2d_merc =
actors\stalker_neutral\stalker_neutral2d_gp5 =
actors\stalker_neutral\stalker_neutral2dmask1 =
actors\stalker_neutral\stalker_neutral2dmask2 =
actors\stalker_neutral\stalker_neutral2d_old =
actors\stalker_neutral\stalker_neutral2e =
actors\stalker_neutral\stalker_neutral2e_mask =
actors\stalker_neutral\stalker_neutral2e_mas2 =
actors\stalker_neutral\stalker_neutral2e_mas3 =
actors\stalker_neutral\stalker_neutral2e_merc =
actors\stalker_neutral\stalker_neutral2e_gp5 =
actors\stalker_neutral\stalker_neutral2emask1 =
actors\stalker_neutral\stalker_neutral2emask2 =
actors\stalker_neutral\stalker_neutral2e_old =
actors\stalker_neutral\stalker_neutral2f =
actors\stalker_neutral\stalker_neutral2f_mask =
actors\stalker_neutral\stalker_neutral2f_mas2 =
actors\stalker_neutral\stalker_neutral2f_mas3 =
actors\stalker_neutral\stalker_neutral2f_merc =
actors\stalker_neutral\stalker_neutral2f_gp5 =
actors\stalker_neutral\stalker_neutral2fmask1 =
actors\stalker_neutral\stalker_neutral2fmask2 =
actors\stalker_neutral\stalker_neutral2f_old =
actors\stalker_neutral\stalker_neutral2g =
actors\stalker_neutral\stalker_neutral2g_mask =
actors\stalker_neutral\stalker_neutral2g_mas2 =
actors\stalker_neutral\stalker_neutral2g_mas3 =
actors\stalker_neutral\stalker_neutral2g_merc =
actors\stalker_neutral\stalker_neutral2g_gp5 =
actors\stalker_neutral\stalker_neutral2gmask1 =
actors\stalker_neutral\stalker_neutral2gmask2 =
actors\stalker_neutral\stalker_neutral2g_old =
actors\stalker_neutral\stalker_neutral3a =
actors\stalker_neutral\stalker_neutral3b =
actors\stalker_neutral\stalker_neutral4a =
actors\stalker_neutral\stalker_neutral4b =
actors\stalker_zombied\stalker_zombied_1_face1 =
actors\stalker_zombied\stalker_zombied_1_face2 =
actors\stalker_zombied\stalker_zombied1a =
actors\stalker_zombied\stalker_zombied1a_face1 =
actors\stalker_zombied\stalker_zombied1a_face2 =
actors\stalker_zombied\stalker_zombied1b =
actors\stalker_zombied\stalker_zombied1b_face1 =
actors\stalker_zombied\stalker_zombied1b_face2 =
actors\stalker_zombied\stalker_zombied1c =
actors\stalker_zombied\stalker_zombied1c_face1 =
actors\stalker_zombied\stalker_zombied1c_face2 =
actors\stalker_zombied\stalker_zombied1d =
actors\stalker_zombied\stalker_zombied1d_face1 =
actors\stalker_zombied\stalker_zombied1d_face2 =
actors\stalker_zombied\stalker_zombied1e =
actors\stalker_zombied\stalker_zombied1e_face1 =
actors\stalker_zombied\stalker_zombied1e_face2 =
actors\stalker_zombied\stalker_zombied1f =
actors\stalker_zombied\stalker_zombied1f_face1 =
actors\stalker_zombied\stalker_zombied1f_face2 =
actors\stalker_zombied\stalker_zombied1g =
actors\stalker_zombied\stalker_zombied1g_face1 =
actors\stalker_zombied\stalker_zombied1g_face2 =
actors\stalker_zombied\stalker_zombied1h =
actors\stalker_zombied\stalker_zombied1h_face1 =
actors\stalker_zombied\stalker_zombied1h_face2 =
actors\stalker_zombied\stalker_zombied1i =
actors\stalker_zombied\stalker_zombied1i_face1 =
actors\stalker_zombied\stalker_zombied1i_face2 =
actors\stalker_zombied\stalker_zombied1j =
actors\stalker_zombied\stalker_zombied1j_face1 =
actors\stalker_zombied\stalker_zombied1j_face2 =
actors\stalker_zombied\stalker_zombied_2_face1 =
actors\stalker_zombied\stalker_zombied_2_face2 =
actors\stalker_zombied\stalker_zombied2a =
actors\stalker_zombied\stalker_zombied2a_face1 =
actors\stalker_zombied\stalker_zombied2a_face2 =
actors\stalker_zombied\stalker_zombied2b =
actors\stalker_zombied\stalker_zombied2b_face1 =
actors\stalker_zombied\stalker_zombied2b_face2 =
actors\stalker_zombied\stalker_zombied2c =
actors\stalker_zombied\stalker_zombied2c_face1 =
actors\stalker_zombied\stalker_zombied2c_face2 =
actors\stalker_zombied\stalker_zombied2d =
actors\stalker_zombied\stalker_zombied2d_face1 =
actors\stalker_zombied\stalker_zombied2d_face2 =
actors\stalker_zombied\stalker_zombied2e =
actors\stalker_zombied\stalker_zombied2e_face1 =
actors\stalker_zombied\stalker_zombied2e_face2 =
actors\stalker_zombied\stalker_zombied2f =
actors\stalker_zombied\stalker_zombied2f_face1 =
actors\stalker_zombied\stalker_zombied2f_face2 =
actors\stalker_zombied\stalker_zombied2g =
actors\stalker_zombied\stalker_zombied2g_face1 =
actors\stalker_zombied\stalker_zombied2g_face2 =
actors\stalker_zombied\stalker_zombied2h =
actors\stalker_zombied\stalker_zombied2h_face1 =
actors\stalker_zombied\stalker_zombied2h_face2 =
actors\stalker_zombied\stalker_zombied2i =
actors\stalker_zombied\stalker_zombied2i_face1 =
actors\stalker_zombied\stalker_zombied2i_face2 =
actors\stalker_zombied\stalker_zombied2j =
actors\stalker_zombied\stalker_zombied2j_face1 =
actors\stalker_zombied\stalker_zombied2j_face2 =
actors\stalker_zombied\stalker_zombied2k =
actors\stalker_zombied\stalker_zombied2k_face1 =
actors\stalker_zombied\stalker_zombied2k_face2 =
actors\stalker_zombied\stalker_zombied2l =
actors\stalker_zombied\stalker_zombied2l_face1 =
actors\stalker_zombied\stalker_zombied2l_face2 =
actors\stalker_zombied\stalker_zombied_3_face1 =
actors\stalker_zombied\stalker_zombied_3_face2 =
actors\stalker_zombied\stalker_zombied3a =
actors\stalker_zombied\stalker_zombied3a_face1 =
actors\stalker_zombied\stalker_zombied3a_face2 =
actors\stalker_zombied\stalker_zombied_4_face1 =
actors\stalker_zombied\stalker_zombied_4_face2 =
actors\stalker_zombied\stalker_zombied4a =
actors\stalker_zombied\stalker_zombied4a_face1 =
actors\stalker_zombied\stalker_zombied4a_face2 =
actors\stalker_zombied\stalker_zombied4b =
actors\stalker_zombied\stalker_zombied4b_face1 =
actors\stalker_zombied\stalker_zombied4b_face2 =
actors\stalker_zombied\stalker_zombied4c =
actors\stalker_zombied\stalker_zombied4c_face1 =
actors\stalker_zombied\stalker_zombied4c_face2 =
actors\stalker_zombied\stalker_zombied4d =
actors\stalker_zombied\stalker_zombied4d_face1 =
actors\stalker_zombied\stalker_zombied4d_face2 =
actors\stalker_zombied\stalker_zombied4e =
actors\stalker_zombied\stalker_zombied4e_face1 =
actors\stalker_zombied\stalker_zombied4e_face2 =
actors\stalker_zombied\stalker_zombied4f =
actors\stalker_zombied\stalker_zombied4f_face1 =
actors\stalker_zombied\stalker_zombied4f_face2 =
actors\stalker_zombied\stalker_zombied4g =
actors\stalker_zombied\stalker_zombied4g_face1 =
actors\stalker_zombied\stalker_zombied4g_face2 =
actors\stalker_zombied\stalker_zombied4h =
actors\stalker_zombied\stalker_zombied4h_face1 =
actors\stalker_zombied\stalker_zombied4h_face2 =
actors\stalker_zombied\stalker_zombied4i =
actors\stalker_zombied\stalker_zombied4i_face1 =
actors\stalker_zombied\stalker_zombied4i_face2 =
actors\stalker_zombied\stalker_zombied_merecenary_2_face1 =
actors\stalker_zombied\stalker_zombied_merecenary_2_face2 =
actors\stalker_zombied\stalker_zombied_merecenary_2_face3 =
actors\stalker_zombied\stalker_zombied_merecenary2a_face1 =
actors\stalker_zombied\stalker_zombied_merecenary2a_face2 =
actors\stalker_zombied\stalker_zombied_merecenary2a_face3 =
actors\stalker_zombied\stalker_zombied_merecenary2b_face1 =
actors\stalker_zombied\stalker_zombied_merecenary2b_face2 =
actors\stalker_zombied\stalker_zombied_merecenary2b_face3 =
actors\stalker_zombied\stalker_zombied_merecenary2c_face1 =
actors\stalker_zombied\stalker_zombied_merecenary2c_face2 =
actors\stalker_zombied\stalker_zombied_merecenary2c_face3 =
actors\stalker_zombied\stalker_zombied_bandit_2_face1 =
actors\stalker_zombied\stalker_zombied_bandit_2_face2 =
actors\stalker_zombied\stalker_zombied_bandit_2_face3 =
actors\stalker_zombied\stalker_zombied_bandit2a_face1 =
actors\stalker_zombied\stalker_zombied_bandit2a_face2 =
actors\stalker_zombied\stalker_zombied_bandit2a_face3 =
actors\stalker_soldier\stalker_soldier_5 =
actors\stalker_soldier\stalker_soldier_3_beret =
actors\stalker_soldier\stalker_soldier3a_beret =
monsters\snork\snork2                    =
monsters\snork\snork3                    =
monsters\snork\snork4                    =
monsters\snork\snork5                    =
monsters\snork\snorkdead2                =
monsters\snork\snorkdead3                =
monsters\snork\snorkdead4                =
monsters\snork\snorkdead5                =
monsters\burer\burer2                    =
monsters\burer\burer2_dead               =
