[device_torch]:inventory_item_object
$spawn				= "devices\torch"
class				= TORCH_S

visual				= equipments\light_night.ogf
cost				= 500
charge_cost			= 300
charge_supply		= torch_battery

description			= enc_equipment_devic_device-torch1
inv_name			= device-torch
inv_name_short		= device-torch
inv_weight			= 0.15
inv_volume			= 0.1
inv_grid_width		= 2
inv_grid_x			= 16
inv_grid_y			= 12

script_binding		= m_items.bind_device

attach_bone_name		= bip01_head
attach_position_offset	= 0.115, 0, 0.07
attach_angle_offset		= 0, -3.14, 1.6

slot					= 9
charge_dec				= 12	;hours
night_vision_charge_dec	= 4		;hours
radiation_charge_affect	= 0.35	;скорость потери заряда под воздействием радиации

light_trace_bone		= cone_bone
light_offset			= 0, 0.01, -0.02
light_fp_offset			= -0.05, 0.1, 0.15		; first person view
light_fp_use_cam_pos	= true

snd_torch_on			= interface\lightnight_on
snd_torch_off			= interface\lightnight_off
snd_torch_switch		= interface\lightnight_off

night_vision			= on
;night_vision_texture	= wpn\wpn_night
night_vision_effector	= postprocess_night

snd_night_vision_on		= weapons\nv_start
snd_night_vision_off	= weapons\nv_off
;snd_night_vision_idle	= weapons\nv_loop
snd_night_vision_broken	= weapons\nv_off

;--// Karlan: это карты, на которых играет звук сломанного ПНВ, на остальных не играет, WTF?!
disabled_maps			= ;ai_test,ai_test2, andy_test_

; перечисление режимов в порядке переключения
light_modes				= device_torch_definition_base,device_torch_definition_acute,device_torch_definition_wide

volumetric				= on
volumetric_quality		= 1.0
volumetric_intensity	= 0.15
volumetric_distance		= 0.45

[device_torch_definition_base]; torch_definition
range			= 15									; range					<in meters>
color			= 1.0,0.98,0.87,	1.0					; four color components	<r,g,b,a> 0.f<X<3.f
omni_range		= 2.2									; range					<in meters>
omni_color		= 0.4,0.392,0.348,	1.0					; four color components	<r,g,b,a> 0.f<X<3.f
color_animator	= empty									; color animator name	(empty - not using animator)
spot_texture	= internal\internal_light_torch_r2		; spot texture name		(using only in Second Render)
spot_angle		= 60									; spot angle			<in gradus>
omni_spot_angle	= 130									; spot angle			<in gradus>
glow_texture	= glow\glow_torch_r2					; glow texture name		(required)
glow_radius		= 0.3									; glow radius			<in meters>
hud_range		= 1.5									; hud light range
hud_power		= 0.45									; hud light factor

[device_torch_definition_acute]:device_torch_definition_base
range			= 28									; range					<in meters>
color			= 1.2,1.176,1.044,	1.0					; four color components	<r,g,b,a> 0.f<X<3.f
omni_range		= 6.0									; range					<in meters>
omni_color		= 0.25,0.245,0.218,	1.0					; four color components	<r,g,b,a> 0.f<X<3.f
spot_angle		= 28	;25								; spot angle			<in gradus>
omni_spot_angle	= 60									; spot angle			<in gradus>
glow_radius		= 0.45									; glow radius			<in meters>
hud_range		= 2.0									; hud light range
hud_power		= 0.15									; hud light factor

[device_torch_definition_wide]:device_torch_definition_base
range			= 10									; range					<in meters>
color			= 0.85,0.833,0.74,	1.0					; four color components	<r,g,b,a> 0.f<X<3.f
omni_range		= 3.5									; range					<in meters>
omni_color		= 0.2,0.196,0.174,	1.0					; four color components	<r,g,b,a> 0.f<X<3.f
spot_angle		= 95									; spot angle			<in gradus>
omni_spot_angle	= 90									; spot angle			<in gradus>
glow_radius		= 0.25									; glow radius			<in meters>
hud_power		= 1.0									; hud light factor
