
;---------------------------------------------------------------------
; pp_eff_name		(string)		путь к файлу анимаии эффектора постпроцесса (.ppe) !
; pp_eff_section	(string)		секция статичного постпроцесс эффектора либо монстерхит эффектора
; pp_eff_anim		(string)		секция с параметрами анимации силы эффектора
; pp_eff_cyclic		(bool)[true]	зациклить воспроизведение
; pp_eff_power		(float)[1]		сила (базовый множитель)
; pp_eff_speed		(float)[1]		скорость воспроизведения анимации
; pp_eff_overlap	(bool)[true]	если false, во время дейтвия эффектора не будут показываться никакие другие пп эффекторы
; cam_eff_name		(string)		путь к файлу анимаии эффектора камеры (.anm)
; cam_eff_power		(float)[1]		сила (базовый множитель)
; cam_eff_speed		(float)[1]		скорость воспроизведения анимации
; cam_eff_cyclic	(bool)[true]	зациклить воспроизведение
; cam_eff_hud_affect (float)[1]		множитель воздействия эффектора на модель худа. если < 1, то худ будет отставать от движения камеры, если > 1, то будет опережать. если (-1), то эффектор будет действовать только на худ
; cam_eff_hud_comp	(bool)[false]	компенсировать hud_affect, когда худ не отображается. (cam_eff_hud_affect > 1); cam_eff_power *= cam_eff_hud_affect
; cam_eff_inertion	(bool)[true]	провоцирует ли эффектор инерцию камеры
; cam_eff_section	(string)		секция CMonsterEffectorHit, такой эффектор не управляется
; 
; = Настройки для эффекторов аномалий и аур монстров:
; snd_name			(string)		путь к файлу звука	(2d)
; snd_volume		(float)			громкость воспроизведения звука
; = Настройки для эффекторов аномалий:
; radius_max		(float)			радиус, на котором эффект начинает работать
; radius_min		(float)			радиус, на котором эффект достигает максимальной силы
; = Настройки для эффекторов хита:
; damage_treshhold	(float)[0.01]	минимальный урон, при котором проигрывается эффектор
; min_power			(float)[0.1]	минимальная сила эффектора
;---------------------------------------------------------------------

;[postprocess_section]
; duality_h			= 0.01
; duality_v			= 0.01
; blur				= 0.01
; gray				= 0.5
; noise_intensity	= 0.0
; noise_grain		= 1
; noise_fps			= 30
; color_base		= 0.65,0.15,0.1
; color_gray		= 0.333,0.333,0.333
; color_add			= 0,0,0

;[postprocess_anim_section]
; = 1. Линейный фейдин, фейдаут
; time				= 0.3
; time_attack		= 0.15		; fade in
; time_release		= 0.45		; fade out
; time_pause		= 0.45

;[monster_hit_cam_eff_section]
; ce_time			= 0.45
; ce_amplitude		= -15.0
; ce_period_number	= 2.0
; ce_power			= 1.0

;---------------------------------------------------------------------
; Zone & Aura effectors
;---------------------------------------------------------------------
;[postprocess_steam_mine]
;pp_eff_name	= steam_mine.ppe

[postprocess_acidic]
pp_eff_name		= pas_b400_acidic.ppe	;acidic.ppe
radius_min		= 0.3	;0.1
radius_max		= 1.0	;0.9

[postprocess_acidic_mine]
pp_eff_name		= acidic_mine.ppe
radius_min		= 0.7
radius_max		= 1.0

[postprocess_toxic]
pp_eff_name		= toxic_gas.ppe
radius_min		= 0.75
radius_max		= 1.0

[postprocess_buzz_blow]
pp_eff_name		= acidic_mine.ppe
pp_eff_power	= 1.25
radius_min		= 1.5
radius_max		= 2.2

[postprocess_thermal]
pp_eff_name		= thermal.ppe
radius_min		= 0.35	;0.25
radius_max		= 1.05

[postprocess_thermal_c]
pp_eff_name		= thermal_mine.ppe
pp_eff_power	= 0.5
radius_min		= 0.1
radius_max		= 0.175

[postprocess_thermal_aura]
pp_eff_name		= thermal_mine.ppe

[postprocess_catcher]
pp_eff_section	= postprocess_catcher
radius_min		= 0.3
radius_max		= 0.65

duality_v		= 0.006
gray			= 0.1
color_base		= 0.37,0.39,0.37
color_gray		= 0.0,0.8,0.3
color_add		= 0.002,0.005,0.0

[postprocess_ameba]
pp_eff_section	= postprocess_ameba
radius_min		= 1.0
radius_max		= 1.0

noise_intensity	= 0.5
noise_grain		= 7
noise_fps		= 60
gray			= 0.25
color_base		= 1.0,1.0,1.0
color_add		= 0.002,0.002,0.002

[effector_rad]
pp_eff_name		= radiation.ppe
radius_min		= 0.1
radius_max		= 0.9

[effector_psi]
pp_eff_name		= psi.ppe
cam_eff_name	= camera_effects\psi.anm
cam_eff_hud_affect	= 0.25
cam_eff_inertion	= false
snd_name		= anomaly\psi
radius_min		= 0.35
radius_max		= 1.05

[psy_antenna]
pp_eff_name		= psi.ppe
pp_eff_cyclic	= 1
pp_eff_overlap  = true

radius_min		= 0.3
radius_max		= 1.0

[postprocess_death]
pp_eff_name		= death.ppe
radius_min		= 0.5
radius_max		= 1.0

[effector_thrasher_awake]
cam_eff_name		= camera_effects\shell_shock.anm
cam_eff_power		= 0.3
cam_eff_speed		= 3.0
cam_eff_inertion	= false
cam_eff_hud_affect	= 0.85
;pp
pp_eff_section	= effector_thrasher_awake
color_base		= 0.4,0.4,0.4
blur			= 1
radius_min		= 1.15
radius_max		= 1.3

[effector_thrasher_blow]
pp_eff_name		= death.ppe
pp_eff_power	= 0.75
cam_eff_name	= camera_effects\lean_fw.anm
cam_eff_power	= 2.0
cam_eff_inertion	= false
cam_eff_hud_affect	= 0.82
radius_min		= 0.35
radius_max		= 1.05

[postprocess_flame]
pp_eff_name		= flame.ppe
pp_eff_power	= 0.75
radius_min		= 0.5
radius_max		= 1.4

[postprocess_zharka]
pp_eff_name		= thermal_mine.ppe
pp_eff_power	= 0.8
radius_min		= 1.0
radius_max		= 1.5

[postprocess_zharka_blow]
pp_eff_name		= flame.ppe
pp_eff_power	= 1.1
radius_min		= 1.0
radius_max		= 1.7

;[postprocess_fuzz]
;pp_eff_name		= fuzz.ppe
;radius_min			= 0.2
;radius_max			= 0.7

[postprocess_gravi]
pp_eff_name			= gravi.ppe
radius_min			= 0.5
radius_max			= 1.0

;[testiiiiii]
;pp_eff_name		= death.ppe
;pp_eff_anim		= testiiiiii__
;pp_eff_cyclic		= false

;[testiiiiii__]
;duality_h			= 0.1    ;0.31
;duality_v			= 0.2    ;0.31
;blur				= 1.5
;gray				= 0.5
;noise_intensity	= 1.0
;noise_grain		= 0.9
;noise_fps			= 30
;color_base			= 1.0,1.0,1.0    ;0.1,0.15,0.4
;color_gray			= 1.0,1.0,1.0        ;0.333,0.333,0.333
;color_add			= -0.5,0.0,0.0
;time				= 1.25        ;1.5
;time_attack			= 0.3        ;0.5        ; fade in
;time_release		= 0.5        ; fade out
;time_pause			= 1.7

[effector_tok]
cam_eff_section		= effector_tok
cam_eff_inertion	= false
cam_eff_hud_affect	= 4.5
ce_time				= 1.25
ce_amplitude		= 1.5
ce_period_number	= 17.0
ce_offset			= 1.0,0.3,0.4
ce_offset_rnd		= 0,0.2,0.3
ce_power			= 1.0

[effector_gravi]
pp_eff_name			= black_cm.ppe
pp_eff_power		= 0.6
cam_eff_name		= camera_effects\lean_fw.anm
cam_eff_power		= 0.9
cam_eff_hud_affect	= 1.3
radius_min			= 0.3
radius_max			= 1.05

[effector_mincer]
cam_eff_name		= camera_effects\drunk.anm
cam_eff_power		= 2.0
cam_eff_speed		= 2.1
cam_eff_hud_affect	= 0.7
radius_min			= 0.5
radius_max			= 0.9

[postprocess_gravi_mine]
pp_eff_name 	= gravi_mine.ppe
radius_min		= 0.7
radius_max		= 1.0

[postprocess_electra]
pp_eff_name		= electra.ppe
radius_min		= 0.7
radius_max		= 1.2

[postprocess_electra_mine]
pp_eff_name 	= electra_mine.ppe
radius_min		= 0.3
radius_max		= 1.0

[postprocess_mosquito_bald]
pp_eff_name		= mosquito_bald.ppe
pp_eff_power	= 0.6
radius_min		= 0.6
radius_max		= 1.2

[effector_mosquito_bald]
cam_eff_name	= camera_effects\shell_shock.anm
cam_eff_power	= 1.5
cam_eff_speed	= 0.75
cam_eff_inertion = false
cam_eff_hud_affect = 1.02
radius_min		= 0.8
radius_max		= 1.35

[effector_nograv]
cam_eff_name	= camera_effects\shell_shock.anm
cam_eff_power	= 1.5
cam_eff_speed	= 0.1
;cam_eff_inertion = false
cam_eff_hud_affect = 0.992
radius_min		= 0.8
radius_max		= 1.02

;-------------------------------------------------------------------------------
; Condition&hit effectors
;-------------------------------------------------------------------------------
[effector_explode_hit]
;pp_eff_name		= fire_hit.ppe
;pp_eff_cyclic		= 0

cam_eff_cyclic		= 0
cam_eff_name		= camera_effects\shell_shock.anm
cam_eff_hud_affect	= 0.97
cam_eff_inertion	= false

[effector_fire_hit]
pp_eff_name			= amk_shoot.ppe	;fire_hit.ppe
;pp_eff_overlap		= false
pp_eff_cyclic		= 0
cam_eff_cyclic		= 0
cam_eff_inertion	= true
cam_eff_power		= 0.6
cam_eff_hud_affect	= 1.7
cam_eff_hud_comp	= true

[effector_fire_hit_0]:effector_fire_hit
cam_eff_name	= camera_effects\hit_front.anm
[effector_fire_hit_1]:effector_fire_hit
cam_eff_name	= camera_effects\hit_right.anm
cam_eff_power		= 0.9
cam_eff_hud_affect	= 1.14
[effector_fire_hit_2]:effector_fire_hit
cam_eff_name	= camera_effects\hit_back.anm
[effector_fire_hit_3]:effector_fire_hit
cam_eff_name	= camera_effects\hit_left.anm
cam_eff_power		= 0.9
cam_eff_hud_affect	= 1.14
[effector_fire_hit_4]:effector_fire_hit
cam_eff_name	= camera_effects\hit_front_left.anm
[effector_fire_hit_5]:effector_fire_hit
cam_eff_name	= camera_effects\hit_back_left.anm
[effector_fire_hit_6]:effector_fire_hit
cam_eff_name	= camera_effects\hit_front_right.anm
[effector_fire_hit_7]:effector_fire_hit
cam_eff_name	= camera_effects\hit_back_right.anm

[effector_headshot]
pp_eff_name			= total_recall.ppe
pp_eff_cyclic		= 0
cam_eff_cyclic		= 0

;cam_eff_speed		= 0.4
;cam_eff_power		= 0.4
pp_eff_speed		= 0.5
pp_eff_power		= 0.7

[effector_headshot_0]:effector_headshot
cam_eff_name		= camera_effects\crit_hit_front.anm
cam_eff_hud_affect	= 0.5
cam_eff_speed		= 0.85
pp_eff_speed		= 0.8
pp_eff_power		= 1.0
[effector_headshot_1]:effector_headshot
cam_eff_name		= camera_effects\crit_hit_right.anm
cam_eff_power		= 0.8
cam_eff_hud_affect	= 1.3
[effector_headshot_2]:effector_headshot
cam_eff_name		= camera_effects\crit_hit_back.anm
cam_eff_hud_affect = 0.9
[effector_headshot_3]:effector_headshot
cam_eff_name		= camera_effects\crit_hit_left.anm
cam_eff_power		= 0.8
cam_eff_hud_affect	= 1.3

[effector_hit_burn]
pp_eff_name			= deimos1.ppe
pp_eff_cyclic		= 0
pp_eff_speed		= 1.5
pp_eff_power		= 1.0

[effector_hit_shock]
;damage_treshhold	= 0.05
min_power			= 0.2
;cam
cam_eff_section		= effector_hit_shock
cam_eff_inertion	= false
cam_eff_hud_affect	= 4.0
ce_time				= 1.25
ce_amplitude		= 1.5
ce_period_number	= 17.0
ce_offset			= 1.0,0.3,0.4
ce_offset_rnd		= 0.0,0.2,0.3
;pp
pp_eff_section		= effector_hit_shock
pp_eff_anim			= effector_hit_shock
pp_eff_cyclic		= false
color_base			= 0.3,0.3,0.5
color_add			= 0.4,0.4,0.4
duality_v			= 0.04
time				= 0.5
time_attack			= 0.1
time_release		= 0.4

[effector_hit_radiation]
damage_treshhold	= 0.02
pp_eff_name			= radiation.ppe
pp_eff_cyclic		= 0
pp_eff_power		= 1.0
pp_eff_anim			= effector_hit_radiation
time				= 1.25
time_attack			= 0.15
time_release		= 0.5


[snd_shock_effector]
;pp_eff_name		= duality_circle.ppe
pp_eff_name			= snd_shock.ppe
pp_eff_cyclic		= 1

[effector_alcohol]
pp_eff_name			= alcohol.ppe
pp_eff_cyclic		= 1
cam_eff_name		= camera_effects\drunk.anm
cam_eff_cyclic		= 1
cam_eff_hud_affect	= 0.5

[effector_psy_health]
pp_eff_name			= psy_health.ppe
pp_eff_cyclic		= 1
cam_eff_name		= camera_effects\drunk.anm
cam_eff_cyclic		= 1
cam_eff_power		= 0.06
cam_eff_speed		= 1.5
cam_eff_hud_affect	= 3.0

[effector_psy_health_dst]
cam_eff_name		= camera_effects\drunk.anm
cam_eff_cyclic		= 1
cam_eff_power		= 0.12
cam_eff_speed		= 1.5
cam_eff_hud_affect	= 3.3

[effector_bleeding]
pp_eff_name			= bloody.ppe
pp_eff_power		= 1.2
pp_eff_speed		= 0.7
pp_eff_cyclic		= false

[effector_med_injection]
duality_h			= 0.005
duality_v			= 0.015
blur				= 1.0
color_add			= -0.025,-0.04,-0.04
time				= 4.0
time_attack			= 0.1	; fade in
time_release		= 0.2	; fade out

;-------------------------------------------------------------------------------
; Монстровьи эффекторы
;-------------------------------------------------------------------------------
[effector_monster_hit]
;pp_eff_name		= fire_hit.ppe ; no postprocess
;pp_eff_cyclic		= 0
cam_eff_cyclic		= 0
cam_eff_inertion	= true
cam_eff_power		= 1.1
cam_eff_hud_affect	= 1.35
cam_eff_hud_comp	= true

max_factor			= 2.0
max_speed			= 1.25
min_speed			= 0.4
min_speed_damage	= 1.3

[effector_monster_hit_0]:effector_monster_hit
cam_eff_name		= camera_effects\hit_front.anm
[effector_monster_hit_1]:effector_monster_hit
cam_eff_name		= camera_effects\hit_right.anm
[effector_monster_hit_2]:effector_monster_hit
cam_eff_name		= camera_effects\hit_back.anm
[effector_monster_hit_3]:effector_monster_hit
cam_eff_name		= camera_effects\hit_left.anm
[effector_monster_hit_4]:effector_monster_hit
cam_eff_name		= camera_effects\hit_front_left.anm
[effector_monster_hit_5]:effector_monster_hit
cam_eff_name		= camera_effects\hit_back_left.anm
[effector_monster_hit_6]:effector_monster_hit
cam_eff_name		= camera_effects\hit_front_right.anm
[effector_monster_hit_7]:effector_monster_hit
cam_eff_name		= camera_effects\hit_back_right.anm
;-------------------------------------------------------------------------------

[effector_controller_aura]
pp_eff_name			= controller_hit.ppe
pp_eff_cyclic		= 0

[effector_controller_aura2]:effector_alcohol
pp_eff_cyclic		= 1
cam_eff_cyclic		= 1
cam_eff_power		= 0.2

[poltergeist_detection_effector]
pp_eff_name			= poltergeist_scan.ppe
pp_eff_cyclic		= 1
pp_eff_overlap		= true

[effector_shoot_duplet]
;cam
cam_eff_section		= effector_shoot_duplet
cam_eff_inertion	= false
cam_eff_hud_affect	= 4.0
ce_time				= 1.8
ce_amplitude		= 3.5
ce_period_number	= 1.0
ce_offset			= 0.0,1.0,1.1
;pp
pp_eff_section		= effector_shoot_duplet
pp_eff_anim			= effector_shoot_duplet
pp_eff_cyclic		= false
color_base			= 0.44,0.4,0.4
;color_add			= 0.1,0.1,0.1
duality_h			= 0.07
time				= 1.0
time_attack			= 0.15
time_release		= 0.45


;-------------------------------------------------------------------------------
; Nightvision postprocess
;-------------------------------------------------------------------------------
[effector_nightvision_bad]
pp_eff_name = nightvision_bad.ppe

[effector_nightvision_bad_cm]
pp_eff_name = nightvision_bad_2.ppe

[effector_nightvision_bad_purple]
pp_eff_name = nightvision_bad_3.ppe

[effector_nightvision_good_green]
pp_eff_name = nightvision_good.ppe

[effector_nightvision_good_blue]
pp_eff_name = nightvision_good_2.ppe

[effector_nightvision_elite]
pp_eff_name = nightvision_elite.ppe
;-------------------------------------------------------------------------------

;[effector_radar_stop]
;pp_eff_name        = radar_stop.ppe
;pp_eff_cyclic    = 0

;cam_eff_name    = camera_effects\radar_stop.anm
;cam_eff_cyclic    = 0
