#include "_templates.ltx"
#include "prefetch.ltx"

#include "weathers\environment.ltx"

#include "creatures\stalkers\stalkers.ltx"
#include "creatures\monsters\monsters.ltx"
#include "creatures\actor.ltx"
#include "creatures\helicopter.ltx"
#include "creatures\vehicle.ltx"
#include "creatures\game_relations.ltx"
#include "creatures\spawn_sections\spawn_sections.ltx"

#include "misc\effects\effectors.ltx"
#include "misc\effects\postprocess.ltx"
#include "misc\effects\flashanm.ltx"
#include "misc\simulation.ltx"
#include "misc\ph_capture.ltx"

#include "weapons\weapons.ltx"
#include "misc\devices\_devices.ltx"
#include "misc\artefacts\artefacts.ltx"
#include "misc\outfits\_outfits.ltx"
#include "misc\items\_items.ltx"
#include "zones\_zones.ltx"

#include "alife.ltx"
#include "evaluation.ltx"
#include "external.ltx"
#include "fonts.ltx"
#include "localization.ltx"

[info_portions]
files = infoportions\info_portions, infoportions\info_portions_light, infoportions\info_level_tips, infoportions\info_known_objects, infoportions\info_l01escape, infoportions\info_k01darkscape, infoportions\info_l02garbage, infoportions\info_l03agroprom, infoportions\info_l05dark_valley, infoportions\info_l06dark_valley_u, infoportions\info_l07rostok, infoportions\info_l08yantar, infoportions\info_l08deadcity, infoportions\info_l10military, infoportions\info_l10radar, infoportions\info_l11pripyat, infoportions\info_l12u_sarcofag, infoportions\info_l19stanciya, infoportions\info_stories, infoportions\info_prosectors, infoportions\info_l11u_pripyat, infoportions\info_l14_marsh, infoportions\info_l15_red_forest, infoportions\info_l16_limansk, infoportions\info_l17_hospital, infoportions\info_l17u_catacomb, infoportions\info_l18_foggy_thicket, infoportions\info_prosectors_recipes

[encyclopedia]
files = encyclopedia\encyclopedia_infos, storyline\storyline_info_to_diary, encyclopedia\encyclopedia_weapons, encyclopedia\encyclopedia_mutants, encyclopedia\encyclopedia_zone, encyclopedia\encyclopedia_social, encyclopedia\encyclopedia_equipment, encyclopedia\encyclopedia_tutorial, encyclopedia\encyclopedia_vehicles, encyclopedia\encyclopedia_recipes

[dialogs]
files = dialogs\dialogs, dialogs\dialogs_escape, dialogs\dialogs_garbage, dialogs\dialogs_agroprom, dialogs\dialogs_deadcity, dialogs\dialogs_darkvalley, dialogs\dialogs_pripyat, dialogs\dialogs_bar, dialogs\dialogs_yantar, dialogs\dialogs_military, dialogs\dialogs_radar, dialogs\dialogs_aes, dialogs\dialogs_prosectors, dialogs\dialogs_darkscape, dialogs\dialogs_marsh, dialogs\dialogs_fog, dialogs\dialogs_red_forest, dialogs\dialogs_catacomb

[profiles]
;список xml файлов, содержащих профили сталкеров и торговцев
files =  npc_profile
;список xml файлов, содержащих описания конкретных сталкеров и торговцев
specific_characters_files = character_desc\character_desc_general, character_desc\character_desc_simulation, character_desc\character_desc_arena, character_desc\character_desc_escape, character_desc\character_desc_marsh, character_desc\character_desc_darkscape, character_desc\character_desc_garbage, character_desc\character_desc_agroprom, character_desc\character_desc_darkvalley, character_desc\character_desc_fog, character_desc\character_desc_bar, character_desc\character_desc_yantar, character_desc\character_desc_military, character_desc\character_desc_dead_city, character_desc\character_desc_red_forest, character_desc\character_desc_hos, character_desc\character_desc_catacomb, character_desc\character_desc_labx14, character_desc\character_desc_radar, character_desc\character_desc_pripyat, character_desc\character_desc_aes, character_desc\character_desc_sarcofag

[game_tasks]
files = game_tasks


[inventory]
;progress_bar_pickup (не забываем при необходимости править инерцию)
carbody_time			= 1.1	; время для обыска
take_time_base			= 0.6	; время поднятия базовое
take_time_mult_volume	= 0.25	; + от *объема предмета
take_time_mult_item		= 1.4	; * mult_volume если есть активный предмет

take_dist		= 1.7

max_weight		= 25
max_belt		= 7

cam_inert_min	= 0.25
cam_inert_max	= 0.76

use_sort_prio	= true

;slot_persistent_1   = false		;knife
;slot_persistent_2   = false		;pistol
;slot_persistent_3   = false		;automatic
;slot_persistent_4   = false		;grenades
;slot_persistent_5   = false		;binocular
slot_persistent_6   = true		;bolt
;slot_persistent_7   = false		;outfit
slot_persistent_8   = true		;pda
;slot_persistent_9   = false		;detector
;slot_persistent_10  = false		;torch
;slot_persistent_11  = false		;artefact
;slot_persistent_12  = false		;helmet
;slot_persistent_13  = false		;quick1
;slot_persistent_14  = false		;quick2
;slot_persistent_15  = false		;quick3
;slot_persistent_16  = false		;quick4
;slot_persistent_17  = false		;backpack
;slot_persistent_18  = false		;device


[explosion_marks]
wallmarks			= wm\wm_explo	;wm_grenade
dist				= 0.5
size				= 1.0	;0.6	;0.4
max_count			= 5

[bloody_marks]
wallmarks			= wm\blood_1,wm\blood_2,wm\blood_3,wm\blood_4,wm\blood_5,wm\blood_6,wm\blood_7,wm\blood_8,wm\blood_9
dist				= 2.0	;2.4	;(м) max расстояние отлета крови
max_size			= 0.43			;(м)максимальный радиус пятна
min_size			= 0.08			;(м)минимальный радиус пятна
size_mult			= 6.0			;множитель размера (радиус = size_mult*wm_size патрона)

;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	= 0.11			;размер раны чтоб начала капать кровь
stop_blood_size		= 0.04			;размер раны чтоб кровь остановилась (должно быть меньше start_blood_size)

blood_drop_time_min = 0.3			;
blood_drop_time_max = 3.0			;
blood_drop_size		= 0.14			;размер капли (м) крови, которая упала

;брызги
spray_wallmarks		= wm\blood_spray_1,wm\blood_spray_2,wm\blood_spray_3,wm\blood_spray_4
spray_dist			= 4.2			;(м) расстояние отлета брызг (должно быть больше dist)
spray_size			= 2.0

;лужицы под трупами
puddles					= wm\blood_pool_1,wm\blood_pool_2
puddle_min_wound		= 0.0005		; минимальная величина кровотечения для образования лужи
puddle_max_wound		= 0.3			; величина кровотечения, при котором лужа максимального размера (puddle_max_size)
puddle_min_size			= 0.6			; минимальный размер
puddle_max_size			= 1.0			; максимальный размер (макс 4.0)
puddle_stay_time		= 120			; время сохранения лужи, в игровых минутах

;партиклы
explosion_particles		= anomaly2\body_tear_00		;anomaly2\gravity_damage_02_blood2


[entity_fire_particles]
fire_particles	= damage_fx\burn_creatures_const
start_burn_size	= 0.25		;размер ожега после которого начать играть партиклы огня
stop_burn_size	= 0.2		;размер ожега после которого остановить партиклы
min_burn_time	= 1000		;минимальное время отыгрыша партиклов (даже если рана уже зажила)

[zone_pick_dof]
near			= -1500.0
far				= 10.0

[sound]
occlusion_scale			= 0.4
rolloff					= 0.8
speed					= 0.9	; const=340m/sec
snd_collide_min_volume	= 0.1
snd_collide_max_volume	= 100

[hud_sound]
hud_sound_vol_k			= 0.75
hud_step_sound_vol_k 	= 0.6	;0.5

[hud_cursor]
;все размеры в процентах от длины 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	= 0.1					;скорость интерполяции положений прицела
cross_color			= 0.7,0.7,0.7,1.0		;цвет прицела
disp_scale			= 0.08					;масштаб прицела (относительно радиан)

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

[hud_common]; common params	/ temporary
JUMP_OFFSET					= 0, 0.015, -0.08, -0.028		; x, y, z, rot-x	;оффсет применяется во время прыжка и падения
CROUCH_OFFSET				= 0.005, -0.03, -0.057, -0.025	; x, y, z, rot-z	;оффсет применяется при приседании / изменения высоты камеры
AIM_CROUCH_OFFSET			= 0, -0.006, -0.044, 0.02		; x, y, z, rot-z	;то же, но в прицеле.
PITCH_OFFSET				= 0.017, 0.012, 0.03			; x, y, z			;оффсет применяется при направлении камеры вниз/вверх
AIM_PITCH_OFFSET_D			= 0.04							; z					;то же, но в прицеле. x = y = 0


[interface]
font_game			= font_game
font_small			= font_small

[maingame_ui]
snd_new_contact		= detectors\contact_1


[script]
current_server_entity_version = 6

[collision_damage]
bonce_damage_factor_for_objects = 1

[physics]
object_damage_factor		= 1.3

[details]
swing_normal_amp1	= .1
swing_normal_amp2	= .05
swing_normal_rot1	= 30.0
swing_normal_rot2	= 1.0
swing_normal_speed	= 2.0

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


[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			= 0.6,0.7,0.8,0.9,0.95
fatigue				= 0.3,0.6,0.7,0.8,0.9

[booster_caps]
psy					= 0.5
psy_prt				= 0.13
radia				= 0.4
radia_prt			= 0.018
chem				= 0.4
chem_prt			= 0.125
wound				= 0.023
somnolence			= 0.0003
weight				= 20
health				= 0.02
power				= 0.006
rad					= 0.012

;--// пороги параметров при которых дается туториал
[tutorial_conditions_thresholds]
max_power			= 0.75
power				= 0.25
bleeding			= 0.15
satiety				= 0.6
radiation			= 0.1
weapon_jammed		= 0.85
psy_health			= 0.8
somnolence			= 0.64


;*****************************************
; ГЕНЕРАТОРЫ ИМЕН
;*****************************************
[stalker_names_stalker]
name_cnt		= 136
last_name_cnt	= 726

[stalker_names_bandit]
name_cnt		= 84
last_name_cnt	= 304

[stalker_names_science]
name_cnt		= 27
last_name_cnt	= 40

[stalker_names_private]
name_cnt		= 2
last_name_cnt	= 200

[stalker_names_sergeant]
name_cnt		= 2
last_name_cnt	= 200

[stalker_names_lieutenant]
name_cnt		= 2
last_name_cnt	= 200

[stalker_names_captain]
name_cnt		= 2
last_name_cnt	= 200


;*****************************************
; Cameras
;*****************************************
[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			= -1.1, 1.57
lim_yaw				= 0, 0
lim_zoom			= 1.0, 9
def_zoom			= 3.0
rot_speed			= 3.14, 3.14, 8

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

[actor_look_cam_psp]
lim_pitch			= -0.9, 1.15
lim_yaw				= 0, 0
lim_zoom			= 1, 5
rot_speed			= 3.14, 1.57, 2
offset				= 0.4,0.15,-0.8
autoaim_speed_y		= 0,0	;0.5, 3.14	;min,max speed
autoaim_speed_x		= 0,0	;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

[demo_record]
speed0		= 2		;1.0
speed1		= 10	;5.0
speed2		= 30	;15.0
speed3		= 80	;50.0
ang_speed0	= 0.5	;0.1
ang_speed1	= 0.5	;0.5
ang_speed2	= 0.5	;4.0
ang_speed3	= 0.5	;2.0

;*****************************************
; Trade
;*****************************************
[trade]
;коэффициенты изменения цены при торговле в зависимости от отношения к персонажу
;линейно апроксимируются между значения
buy_price_factor_friendly	= 1.0	;коэффициент покупки при goodwill = 100
buy_price_factor_hostile	= 0.3	;коэффициент покупки при goodwill = -100
sell_price_factor_friendly	= 1.0	;коэффициент продажи при goodwill = 100
sell_price_factor_hostile	= 3.0	;коэффициент продажи при goodwill = -100
buy_exclusive				= false	;предписание запрета покупки вещей, не внесенных в список
sell_exclusive				= false	;предписание запрета продажи вещей, не внесенных в список

[trade_default]:trade
buy_exclusive				= false
sell_exclusive				= false


;*****************************************
; Objects
;*****************************************

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

[level_changer]
$spawn 			= "ai\level changer"
class			= LE_CHG_S
script_binding	= bind_lc.bind_lc

[space_restrictor]
$spawn			= "ai\space restrictor"
class			= SPC_RS_S
script_binding  = bind_zones.bind_space_restrictor

[script_zone]
$spawn 			= "ai\script zone"
class			= SCRPT_ZN
script_binding	= bind_zones.bind_script_zone

[hand_radio]:identity_immunities
$spawn					= "equipment\hand_radio"
cform					= skeleton
class					= II_ATTCH
visual					= equipments\item_fmradio.ogf
description				= enc_equipment_device_hand_radio
cost					= 100
inv_name				= hand_radio
inv_name_short			= hand_radio
inv_weight				= .5
inv_volume				= .5
inv_grid_width			= 1
inv_grid_height			= 1
inv_grid_x				= 20
inv_grid_y				= 7
attach_angle_offset		= -1.5708,0.1919,3.1416	;устанавливается в радианах Angle*PI/180
attach_position_offset	= 0.075, 0.066, 0.023
attach_bone_name		= bip01_l_hand
detach_on_death_prb		= 0.8

[breakable_object]
class						= O_BRKBL
remove_time					= 20		;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	= 1500.f	;collision impact can stand breakable_object
immunity_factor				= 1.3		;hit power multiplier

[climable_object]
class						= O_CLMBL

[ph_skeleton_object]
class					= P_SKELET
remove_time				= 3600

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

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

[physic_object]
$spawn 				= "physics\object"
$prefetch 			= 8
class				= O_PHYS_S
remove_time			= 60; after this time  unbreaked removable bone will be removed
script_binding		= bind_physic_object.init

[physic_destroyable_object]
$spawn 				= "physics\destroyable_object"
class				= P_DSTRBL
remove_time			= 300; after this time  unbreaked removable bone will be removed
script_binding		= bind_physic_object.init

[physic_door]
$spawn				= "physics\door"
class				= P_DSTRBL
remove_time			= 60; after this time  unbreaked removable bone will be removed
script_binding		= bind_physic_object.init
is_ai_obstacle		= false

[door_lab_x8]:physic_object
$spawn				= "physics\door_lab_x8"
script_binding		= bind_door.bind

; #include "terra_compat.ltx" ; comment this line in prosectors