#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 "misc\monster_items.ltx"
#include "misc\script_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"

; move Mod
#include "moveable.ltx"

[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


[info_portions]
;список xml файлов, содержащих info_portions
files 						= info_portions, info_zaton, info_jupiter, info_pripyat, info_upgrades, info_ars
[dialogs]
files 						= dialogs, dialogs_ars, dialogs_zaton, dialogs_jupiter, dialogs_pripyat


[encyclopedia]
files 						= encyclopedia_infos

[profiles]
;список xml файлов, содержащих профили сталкеров и торговцев
files 						=  npc_profile, npc_zombi_profile

;список xml файлов, содержащих описание конкретных сталкеров и торговцев
specific_characters_files 	= character_desc_general, character_desc_zombi_general, character_desc_zaton, character_desc_zombi_zaton, character_desc_pripyat, character_desc_zombi_pripyat, character_desc_jupiter, character_desc_zombi_jupiter, character_desc_underpass


[inventory]
take_dist   				= 2
max_weight    				= 50
max_ruck    				= 56
max_belt    				= 5
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        				= 25
size        				= 0.6
max_count     				= 1000


[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						= 2.0						;(м) max расстояние отлета крови
max_size					= 0.4						;(м)радиус пятна при хите силой nominal hit по большому объекту (по маленькому *0.5)
min_size					= 0.06						;(м)минимальный радиус пятна
nominal_hit					= 0.5						;величина номинального хита, при котором разлетается 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 раны чтоб начала капать кровь
stop_blood_size   				= 0.025     			;размер раны 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, которая 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					;минимальный радиус прицела (при нулевой дисперсии)
max_radius      				= 1.0					;максимальный 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
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
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
lim_yaw                  		= 0, 0
lim_zoom                 		= 1, 10
rot_speed                		= 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]
;коэффициенты изменения цены при торговле в зависимости от отношению к персонажу
;линейно апроксимируются между значений
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

[physics]
object_damage_factor    		= 1.2f

;-----------------------------------------------------------------
; Имена НПС
;-----------------------------------------------------------------
[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


[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

;параметры показываний входящих сообщений PDA в главном меню
[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     			= 0.38
hud_step_sound_vol_k 			= 0.21

[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        				= 0.5
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        				= 0.5
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_ANTIR
visual                  		= dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost          					= 150
inv_name        				= st_hand_radio_name
inv_name_short      			= st_hand_radio_name
description             		= st_hand_radio_descr
inv_weight        				= 0.5
inv_grid_width     				= 1
inv_grid_height     			= 1
inv_grid_x        				= 15
inv_grid_y        				= 8
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
; eatable item
eat_health 						= 0
eat_satiety 					= 0
eat_power 						= 0
eat_radiation 					= 0
eat_alcohol 					= 0
wounds_heal_perc 				= 0
eat_portions_num 				= 1
; food item
animation_slot  				= 4
;hud item
hud 							= wpn_vodka_hud

; рация для правой руки
[hand_radio_r]:hand_radio
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


[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						= 0.10, 0.25, 0.4, 0.55, 0.7
wounds							= 0.01, 0.20, 0.4, 0.60, 0.8
jammed							= 0.50, 0.60, 0.7, 0.80, 0.9
starvation						= 0.50, 0.60, 0.7, 0.80, 0.9
fatigue							= 0.30, 0.60, 0.7, 0.80, 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        				= 0.5
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        		; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance				= 1      		; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold			= 50    		; значение, при достижении суммой которого объект считаетсљ видимvм
always_visible_distance 		= 1
time_quant						= 0.00001
decrease_value 					= 0.1       	; значение, на которое уменьшается вес, если объект попал в фрустум, но отсекся по каким-то причинам
velocity_factor 				= 0.5
luminocity_factor				= 0.5       	; фактор освешениљ (только длљ Актора)
transparency_threshold			= 0.4
view_fov_deg 					= 90
view_aspect						= 1
view_far_plane					= 100

[details]
swing_normal_amp1				= 0.1
swing_normal_amp2				= 0.05
swing_normal_rot1				= 30.0
swing_normal_rot2				= 1.0
swing_normal_speed				= 2.0
; fast
swing_fast_amp1					= 0.35
swing_fast_amp2					= 0.20
swing_fast_rot1					= 5
swing_fast_rot2					= 0.5
swing_fast_speed				= 0.5

; Невидимая штука. Больше не юзается
[mutanter]:script_object
visual							= physics\invisible_object.ogf
custom_data						= scripts\ars_mutanter.ltx
script_binding					= bind_physic_object.init

; Спейс для визуал таймера. Больше не юзается
[mutanter_space_restrictor]
GroupControlSection				= spawn_group_restrictor
$spawn							= "ai\space_restrictor"
class							= SPC_RS_S
script_binding					= bind_restrictor.bind