;***************************************************************
; ТЕМЫ ОБЩЕЙ ОЗВУЧКИ ПЕРСОНАЖЕЙ
;***************************************************************

[_generic]
npc_prefix = true
idle = 1,1,100
priority = 1
prefetch = true

[_combat]
npc_prefix = true
idle = 1,1,100
priority = 3
is_combat_sound = true
prefetch = true

[_combat_int]
idle = 1,1,100
priority = 3

;===============================================================

; состояния тела
[state]:_generic
path					= states\idle\idle_
idle					= 20,45,30
delay_sound				= 1000,4000
group					= state_group

[state_short]:_generic
path					= states\idle\idle_
idle					= 10,40,50
delay_sound				= 1000,5000
;group					= state_group
sort_out_long			= true

[sleep]:_generic
path					= states\sleep\sleep_
idle					= 10,20,80
delay_sound				= 3000,7000

;раненый
[help_heavy]:_generic
path					= help\wounded_heavy\help_
idle					= 6,12,80
delay_sound				= 1000

[help_heavy_zombie]:_generic
path					= states\rising\rising_
idle					= 5,8,60
delay_sound				= 1500
avail_communities		= zombied

[help_thanx]:_generic
path					= help\wounded_thanx\thanx_
idle					= 10,10,90
delay_sound				= 300,3000
priority				= 2

;ожидание

[wait]:_generic
path					= no_sound
idle					= 7,10,100
shuffle					= loop
priority				= 0

;угрозы

[threat_weap]:_generic
path					= threat\drop_weapon\dropweapon_
idle					= 4,5,100
;shuffle					= loop
delay_sound				= 400
group					= threat_weap_group

[threat_back]:_generic
path					= threat\back_off\backoff_
idle					= 3,5,100
shuffle					= loop

[campfire_abuse]:_generic
path					= talk\use\abuse_
idle					= 1,1,100
delay_sound				= 700,2800
group					= abuse_group

;clear sky
[meet_general_start]:_generic
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_general_start_
shuffle = rnd
idle = 2,2,100

[meet_general_wait]:_generic
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_general_wait_
shuffle = rnd
idle = 15,30,100
precondition			= {=actor_faced}

[meet_general_stop]:_generic
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_general_stop_
shuffle = rnd
idle = 1,1,100

[meet_comander_start]:_generic
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_comander_start_
shuffle = rnd
idle = 2,2,100

[meet_comander_wait]:_generic
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_comander_wait_
shuffle = rnd
idle = 15,30,100
precondition			= {=actor_faced}

[meet_comander_stop]:_generic
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_comander_stop_
shuffle = rnd
idle = 1,1,100

[meet_weapon_start]:_generic
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_weapon_start_
shuffle = rnd
idle = 2,2,100

[meet_weapon_wait]:_generic
avail_communities = csky, stalker, bandit, dolg, freedom
npc_prefix = true
path = states\meet\meet_weapon_wait_
shuffle = rnd
idle = 5,7,100

;реакции

; [reac_box]:_generic
; path					= reactions\box\box_
; idle					= 1,2,100

;болтовня

[talk_hello]:_generic
path					= states\meet\meet_hello_
idle					= 60,90,90
delay_sound				= 1000
group					= hello_group
precondition			= {=actor_faced}

;реакции на юзание

[use_no_fight]:_generic
path					= talk\use\no_fight_
idle					= 3,5,100

[use_no_sleep]:_generic
path					= talk\use\no_sleep_
idle					= 3,5,100

[use_no_weapon]:_generic
path					= talk\use\no_weapon_
idle					= 3,5,100

[use_no_default]:_generic
path					= talk\use\no_default_
idle					= 3,5,100

[use_abuse]:_generic
path					= talk\use\abuse_
idle					= 1,1,100
group					= abuse_group

;торговля
;[trade_buy]:_generic
;path					= states\trade\buy_
;idle					= 10,10,100

;[trade_sell]:_generic
;path					= states\trade\sell_
;idle					= 10,10,100

;бой
[fight_attack]:_combat
path					= fight\attack\attack_
idle					= 4,5,40

[zombied_fight_attack]:_combat
path					= fight\attack\attack_
idle					= 5,11,80
avail_communities		= zombied

[fight_search]:_combat
path					= fight\searching_enemy\search_
idle					= 6,15,100

[fight_enemy]:_combat
path					= fight\enemy\enemy_
idle					= 10,12,100


; =====================AI Additions====================
[gl_fire]:_combat
path		= fight\fire\fire_
idle		= 20,40,80

[knife_attack]:_combat
path		= fight\threat\threat_close_
idle		= 6,15,70
delay_sound	= 300,1100

[knife_attack_mutant]:_combat
path		= fight\threat\threat_distant_
idle		= 5,20,70
delay_sound	= 1000

[monster_defend]:_combat
path		= states\panic_monster\panic_monster_
idle		= 6,16,70

[npc_hit]:_combat_int
sound		= sound_injuring
idle		= 3,6,60

[friendly_fire]:_generic
sound		= sound_injuring_by_friend
idle		= 4,5,100

[enemy_hit]:_combat_int
sound		= sound_enemy_critically_wounded
idle		= 5,10,100

[enemy_death]:_combat_int
sound		= sound_enemy_killed_or_wounded
idle		= 5,10,70
delay_sound	= 400

[kill_wounded]:_generic
sound		= sound_kill_wounded
idle		= 4,6,100

; corpse detection & help_wounded

[wounded_medkit]:_generic
path		= help\wounded\medkit_
idle		= 20,40,80

[corpse_loot_begin]:_generic
path		= states\loot\loot_begin_
idle		= 10,30,50

[corpse_loot_good]:_generic
path		= states\loot\loot_good_
idle		= 10,15,90

[corpse_loot_bad]:_generic
path		= states\loot\loot_bad_
idle		= 10,20,80
delay_sound	= 100,900

; post combat idle
[post_combat_wait]:_generic
path		= fight\post_combat_wait\wait_
idle		= 5,15,40
delay_sound	= 500,1000
group		= post_combat_group

[post_combat_relax]:_generic
path		= fight\post_combat_wait\relax_
idle		= 15,30,90
group		= post_combat_group

; grenadier
[grenade_ready]:_combat
path		= fight\grenade\grenade_ready_
idle		= 0,0,100
delay_sound	= 100,1200

[grenade_alarm]:_combat_int
sound		= sound_grenade_alarm
idle		= 9,12,50
group		= grenade_alarm_group
delay_sound	= 1,800

[friendly_grenade]:_combat_int
sound		= sound_friendly_grenade_alarm
idle		= 10,30,100
group		= grenade_alarm_group

[psyh_threat]:_combat_int
sound		= sound_backup
;path		= fight\backup\backup_
;path		= fight\threat\threat_close_
idle		= 1,2,100
