[stalker_foot_bones]
front_left		= bip01_l_foot
front_right		= bip01_r_foot

[stalker_step_base]
; order: left, right
;--------------------------------------------------------------------------
;    animation               Cycles | time1 | power1 | time2 | power2 |
;--------------------------------------------------------------------------
dmg_norm_escape_0			=	1,	  0.2,	    1.3,   0.65,     1.3

dmg_norm_walk_fwd_1			=	1,	  0.2,	    0.2,   0.65,     0.4
;dmg_norm_run_fwd_1			=	1,    0.75,     0.35,  0.5,      0.5

dmg_norm_walk_fwd_0			=	1,	  0.2,	    0.2,   0.65,     0.45
dmg_norm_walk_back_0		=	1,	  0.2,	    0.2,   0.65,     0.35
;dmg_norm_walk_ls_0			=	1,	  0.2,	    0.2,   0.65,     0.2
;dmg_norm_walk_rs_0			=	1,	  0.2,	    0.2,   0.65,     0.2

dmg_norm_run_fwd_0			=	1,    0.75,     0.35,  0.5,      0.5
dmg_norm_run_back_0			=	1,	  0.2,	    1,	   0.65,     1
;dmg_norm_run_ls_0			=	1,	  0.2,	    1,	   0.65,     1
;dmg_norm_run_rs_0			=	1,	  0.2,	    1,	   0.65,     1

dmg_norm_turn_left_0		=	1,	  0.2,	    0.27,  0.65,     0.15
dmg_norm_turn_right_0		=	1,	  0.2,	    0.15,  0.65,     0.27
dmg_norm_turn_left_1		=	1,	  0.2,	    0.25,  0.65,     0.12
dmg_norm_turn_right_1		=	1,	  0.2,	    0.12,  0.65,     0.25

;norm_escape_0				=	1,	  0.33,	    1.3,   0.8,      1.3
norm_escape_00				=	1,	  0.33,	    1.3,   0.8,      1.3

;norm_jump_end				=	1,	  0.2,	    1.2,   0.21,     1.2

norm_walk_fwd_0				=	1,	  0.2,	    0.25,  0.71,     0.25
norm_walk_back_0			=	1,	  0.2,	    0.25,  0.65,     0.25
norm_walk_ls_0				=	1,	  0.2,	    0.25,  0.7,      0.25
norm_walk_rs_0				=	1,	  0.2,	    0.25,  0.65,     0.25

norm_run_fwd_0				=	1,	  0.2,	    0.9,   0.65,     0.9
norm_run_back_0				=	1,	  0.2,	    0.75,  0.65,     0.75
norm_run_ls_0				=	1,	  0.2,	    0.55,  0.65,     0.55
norm_run_rs_0				=	1,	  0.2,	    0.55,  0.65,     0.55

norm_turn_left_0			=	1,	  0.35,	    0.25,  0.65,     0.2
norm_turn_right_0			=	1,	  0.35,	    0.25,  0.65,     0.2

norm_walk_fwd_1				=	1,    0.47,     0.25,  1.0,      0.25
norm_run_fwd_1				=	1,	  1.0,	    0.7,   0.45,     0.7
norm_turn_left_1			=	1,	  0.2,	    0.18,  0.65,     0.12
norm_turn_right_1			=	1,	  0.2,	    0.12,  0.65,     0.18

cr_walk_fwd_0				=	1,	  0.14,	    0.12,  0.65,     0.12
cr_walk_back_0				=	1,	  0.21,	    0.12,  0.65,     0.12
cr_walk_ls_0				=	1,	  0.15,	    0.12,  0.75,     0.12
cr_walk_rs_0				=	1,	  0.1,	    0.12,  0.45,     0.12

cr_run_fwd_0				=	1,	  0.2,	    0.2,   0.65,     0.2
cr_run_back_0				=	1,	  0.2,	    0.2,   0.65,     0.2
cr_run_ls_0					=	1,	  0.2,	    0.2,   0.65,     0.2
cr_run_rs_0					=	1,	  0.2,	    0.2,   0.65,     0.2

cr_turn_left_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_turn_right_0				=	1,    0.65,     0.1,   0.2,	     0.1
;cr_turn_left_1				=	1,	  0.2,	    0.1,   0.65,     0.1
;cr_turn_right_1			=	1,    0.65,     0.1,   0.2,	     0.1

;cl_run_back_0				=	1,	  0.2,	    1,   0.4,     1
;cl_run_fwd_0				=	1,	  0.2,	    1,   0.4,     1

[stalker_step_script]	;script animations
walck						=	3,		0.65,	0.25,	0.15,	0.25
drunk_walk_0				=	4,		0.04,	0.25,	0.55,	0.25

prison_1					=	1,		0.78,	0.2,	0.86,	0.2,	0.93,	0.2

idle_0_to_sit_2				=	1,		0.33,	0.2,	0.14,	0.2
sit_idle_0_to_sit_idle_2	=	1,		0.33,	0.2,	0.14,	0.2
sit_idle_2_to_sit_idle_0	=	1,		0.54,	0.25,	0.22,	0.17
sit_2_to_idle_0				=	1,		0.9,	0.25,	0.5,	0.4
sit_2_lazy_idle_0			=	1,		0.44,	0.2,	0.56,	0.2,	0.67,	0.15,	0.8,	0.2

idle_0_to_sit_1				=	1,		0.53,	0.15,	0.24,	0.25
sit_idle_0_to_sit_idle_1	=	1,		0.5,	0.1,	0.17,	0.2
sit_idle_1_to_sit_idle_0	=	1,		0.24,	0.25,	0.5,	0.25
sit_1_to_idle_0				=	1,		0.25,	0.4,	0.65,	0.3
sit_1_lazy_idle_0			=	1,		0.14,	0.25,	0.44,	0.12

sleep_0_to_sit_0			=	1,		0.51,	0.2,	0.74,	0.2,	0.88,	0.2

stalker_1_up				=	1,		0.8,	0.2,	0.47,	0.3
stalker_1_down				=	1,		0.11,	0.25,	0.48,	0.1
stalker_2_up				=	1,		0.48,	0.5,	0.21,	0.3,	0.91,	0.2,	0.68,	0.3
stalker_2_down				=	1,		0.3,	0.2,	0.89,	0.2
stalker_3_up_				=	1,		0.27,	0.3,	0.27,	0.3,	0.8,	0.3,	0.94,	0.2
item_4_sit_0				=	1,		0.52,	0.2,	0.81,	0.2,	0.95,	0.2

idle_to_wounded_0			=	1,		0.73,	0.3,	0.2,	0.3
wounded_to_idle_0			=	1,		0.3,	0.2,	0.61,	0.2
waunded_1_out				=	1,		0.57,	0.2,	0.7,	0.2
wounded_2_out				=	1,		0.6,	0.35,	0.25,	0.25,	0.6,	0.0,	0.85,	0.2
wounded_3_out				=	1,		0.87,	0.3,	0.57,	0.3

[stalker_step_manager]:stalker_step_base,stalker_step_script

[stalker_vision_free]
min_view_distance			= 0.5			; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance			= 0.9			; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold		= 120			; значение, при достижении суммой которого объект считается видимым
always_visible_distance		= 0.1
time_quant					= 0.005
decrease_value				= 0.1			; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor				= 0.7
luminocity_factor			= 0.7			; фактор освещения (только для Актёра и сталкеров)
fog_density_factor			= 0.8			; фактор плотности тумана
transparency_threshold		= 0.5			; 0.75

[stalker_vision_danger]
min_view_distance			= 0.7			; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance			= 1.0			; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold		= 85			; значение, при достижении суммой которого объект считается видимым
always_visible_distance		= 0.2
time_quant					= 0.001
decrease_value				= 0.01			; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor				= 1.5
luminocity_factor			= 0.6			; фактор освещения (только для Актёра и сталкеров)
fog_density_factor			= 0.3			; фактор плотности тумана
transparency_threshold		= 0.4			; 0.35
still_visible_time			= 125			; время, которое объект всё ещё считается видимым, даже если он уже не во фрустуме

[stalker_vision_combat]:stalker_vision_danger
min_view_distance			= 0.75			; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance			= 1.05			; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold		= 75			; значение, при достижении суммой которого объект считается видимым
always_visible_distance		= 0.3
velocity_factor				= 1.8
transparency_threshold		= 0.4

[stalker_sniper_vision_danger]:stalker_vision_danger
min_view_distance			= 0.9			; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold		= 50			; значение, при достижении суммой которого объект считается видимым
always_visible_distance		= 0.4
velocity_factor				= 2.5

[stalker_sound_perceive]
weapon                  = 1.5; коэффициент усиления приоритета\силы звука
item                    = 0.5; коэффициент усиления приоритета\силы звука
npc                     = 1.0; коэффициент усиления приоритета\силы звука
anomaly                 = 0.2; коэффициент усиления приоритета\силы звука
world                   = 0.2; коэффициент усиления приоритета\силы звука
shoot                   = 1.5; коэффициент усиления приоритета\силы звука
step                    = 0.5; коэффициент усиления приоритета\силы звука

[stalker_damage]
default					= 0.0, -1, 0.1

bip01_pelvis			= 1.0, 2, 1.0
bip01_spine				= 1.0, 2, 0.8
bip01_spine1			= 0.85,2, 0.8
bip01_spine2			= 0.85,2, 0.8
bip01_neck				= 1.5, 1, 1.5, 2.0, 2.5
bip01_head				= 2.7, 1, 1.0, 3.5, 4.5
eyelid_1				= 2.7, 1, 1.0, 4.0, 6
eye_left				= 3.5, 1, 1.0, 4.5, 6
eye_right				= 3.5, 1, 1.0, 4.5, 6
jaw_1					= 2.0, 1, 1.0, 2.5, 4.5

bip01_l_clavicle		= 1.0, 2, 0.7
bip01_l_upperarm		= 0.8, 2, 0.6
bip01_l_forearm			= 0.4, 2, 0.5
bip01_l_hand			= 0.3, -1, 0.2
;bip01_l_finger0			= 0.0, -1, 0.1
;bip01_l_finger01		= 0.0, -1, 0.1
;bip01_l_finger02		= 0.0, -1, 0.1
;bip01_l_finger1			= 0.0, -1, 0.1
;bip01_l_finger11		= 0.0, -1, 0.1
;bip01_l_finger12		= 0.0, -1, 0.1
;bip01_l_finger2			= 0.0, -1, 0.1
;bip01_l_finger21		= 0.0, -1, 0.1
;bip01_l_finger22		= 0.0, -1, 0.1

bip01_r_clavicle		= 1.0, 2, 0.7
bip01_r_upperarm		= 0.8, 2, 0.6
bip01_r_forearm			= 0.4, 2, 0.5
bip01_r_hand			= 0.3, -1, 0.2
;bip01_r_finger0			= 0.0, -1, 0.1
;bip01_r_finger01		= 0.0, -1, 0.1
;bip01_r_finger02		= 0.0, -1, 0.1
;bip01_r_finger1			= 0.0, -1, 0.1
;bip01_r_finger11		= 0.0, -1, 0.1
;bip01_r_finger12		= 0.0, -1, 0.1
;bip01_r_finger2			= 0.0, -1, 0.1
;bip01_r_finger21		= 0.0, -1, 0.1
;bip01_r_finger22		= 0.0, -1, 0.1

bip01_l_thigh			= 0.7, -1, 0.5
bip01_l_calf			= 0.8, -1, 0.4
bip01_l_foot			= 0.2, -1, 0.3
bip01_l_toe0			= 0.1, -1, 0.2
bip01_r_thigh			= 0.7, -1, 0.5
bip01_r_calf			= 0.8, -1, 0.4
bip01_r_foot			= 0.2, -1, 0.3
bip01_r_toe0			= 0.1, -1, 0.2

[critical_wound_head_section]
	bip01_head
	eyelid_1
	eye_left
	eye_right
	jaw_1
	bip01_neck
;    bip01_l_hand
;    bip01_l_finger0
;    bip01_l_finger01
;    bip01_l_finger02
;    bip01_l_finger1
;    bip01_l_finger11
;    bip01_l_finger12
;    bip01_l_finger2
;    bip01_l_finger21
;    bip01_l_finger22
;    bip01_r_hand
;    bip01_r_finger0
;    bip01_r_finger01
;    bip01_r_finger02
;    bip01_r_finger1
;    bip01_r_finger11
;    bip01_r_finger12
;    bip01_r_finger2
;   bip01_r_finger21
;   bip01_r_finger22


[critical_wound_torso_section]
	bip01_pelvis
	bip01_tail
	bip01_spine
	bip01_spine1
	bip01_spine2


[critical_wound_hand_left_section]
	bip01_l_upperarm
	bip01_l_forearm
	bip01_l_clavicle

[critical_wound_hand_right_section]
	bip01_r_upperarm
	bip01_r_forearm
	bip01_r_clavicle

[critical_wound_leg_left_section]
	bip01_l_thigh
	bip01_l_calf
	bip01_l_foot
	bip01_l_toe0

[critical_wound_leg_right_section]
	bip01_r_thigh
	bip01_r_calf
	bip01_r_foot
	bip01_r_toe0

[critical_wound_body_parts_section]
	head					= critical_wound_head_section
	torso					= critical_wound_torso_section
	hand_left				= critical_wound_hand_left_section
	hand_right				= critical_wound_hand_right_section
	leg_left				= critical_wound_leg_left_section
	leg_right				= critical_wound_leg_right_section

[stalker_immunities]
burn_immunity				= 1.0		;коэффициенты иммунитета
strike_immunity				= 1.0
shock_immunity				= 1.0
wound_immunity				= 0.8
wound_2_immunity			= 0.9
radiation_immunity			= 0.0
telepatic_immunity			= 1.0
chemical_burn_immunity		= 1.0
explosion_immunity			= 1.0
fire_wound_immunity			= 1.0

[stalker_condition]
satiety_v                   = 0.00001			;скорость уменьшения сытости со временем
radiation_v                 = 0.0001			;скорость уменьшения радиации
radiation_health_v          = 0.001				;уменьшение здоровья при воздействии радиации
morale_v                    = 0.0001			;скорость восстановления морали
health_hit_part             = 1.0				;процент хита, уходящий на отнимание здоровья
power_hit_part              = 0.2				;процент хита, уходящий на отнимание силы
psy_health_v                = 0.01				; скорость восстановления psy-здоровья
alcohol_v                   = -0.00005			; скорость отрезвления

;---LIMPING STATE-----------------------------------------------------
use_limping_state            = off
limping_threshold            = 0.5

;открытые раны
bleeding_v                    = 0.0008			;потеря крови при номинальной ране в секунду
wound_incarnation_v           = 0.0007			;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size                = 0.015

;выносливасть
free_power                    = -0.0010       ;умешьшение силы в расслабленном состоянии (складывается с другими)
stand_power                   = -0.0020       ;умешьшение силы в отсутствие движения
walk_power                    = -0.0010       ;умешьшение силы при перемещении пешком
run_power                     = 0.0015        ;умешьшение силы при бегом
sprint_power                  = 0.0030        ;умешьшение силы при перемещении в спринте

cant_run_power_begin          = 0.05          ;порог силы меньше которого актер не может бежать
cant_run_power_end            = 0.20          ;порог силы больше которого актер сможет бежать

cant_sprint_power_begin       = 0.15          ;порог силы меньше которого актер не может бежать в спринте
cant_sprint_power_end         = 0.25          ;порог силы больше которого актер сможет бежать в спринте


[stalker_terrain]
	255,000,255,255
	007,001,255,255		;Разрешено ходить по опасным местам на баре
;	012,001,255,255		;Разрешено ходить по опасным местам на Милитари
[stalker_dolg_terrain]
	255,000,255,255
	007,001,255,255		;Разрешено ходить по опасным местам на баре
[stalker_freedom_terrain]
	255,000,255,255
;	012,001,255,255		;Разрешено ходить по опасным местам на Милитари
[stalker_ecolog_terrain]
	255,000,255,255
	007,001,255,255		;Разрешено ходить по опасным местам на баре
[stalker_bandit_terrain]
	255,000,255,255
[stalker_killer_terrain]
	255,000,255,255
[stalker_military_terrain]
	255,000,255,255
[stalker_zombied_terrain]
	255,000,255,255
	255,001,255,255		;Разрешено ходить по любым опасным местам
;	010,001,255,255		;Разрешено ходить по опасным местам на янтаре


[stalker_movement_speeds]			; move_speed, anim_speed
    ; danger
    ;; crouch
    ;;; walk
    danger_crouch_walk_forward		= 1.1
    danger_crouch_walk_backward		= 1.05
    danger_crouch_walk_left			= 1.05
    danger_crouch_walk_right		= 1.05
    ;;; run
    danger_crouch_run_forward		= 2.5
    danger_crouch_run_backward		= 2.5
    danger_crouch_run_left			= 2.4
    danger_crouch_run_right			= 2.4
    ;; stand
    ;;; walk
    danger_stand_walk_forward		= 1.8
    danger_stand_walk_backward		= 1.8
    danger_stand_walk_left			= 2.0
    danger_stand_walk_right			= 2.0
    ;;; run
    danger_stand_run_forward		= 3.6
    danger_stand_run_backward		= 3.0
    danger_stand_run_left			= 2.5,	1.25
    danger_stand_run_right			= 2.5,	1.25
    ;; injured
    ;;; walk
    danger_injured_walk_forward		= 1.15
    danger_injured_walk_backward	= 0.75
    danger_injured_walk_left		= 1.25,	0.625	;used danger_stand_walk animation
    danger_injured_walk_right		= 1.25,	0.625	;used danger_stand_walk animation
    ;;; run
    danger_injured_run_forward		= 1.95
    danger_injured_run_backward		= 1.9
    danger_injured_run_left			= 1.8,	0.9	;used danger_stand_walk animation
    danger_injured_run_right		= 1.8,	0.9	;used danger_stand_walk animation
    ; free
    ;; stand
    free_stand_walk_forward			= 1.1
    free_stand_run_forward			= 3.0
    ;; injured
    free_injured_walk_forward		= 0.77
    free_injured_run_forward		= 1.47,	0.75
    ; panic
    panic_stand_run_forward			= 7.0
    panic_injured_run_forward		= 2.4

[stalker_capture]
bone				= bip01_l_finger1		; bone for capture	;bip01_l_forearm
distance			= 0.15					; distance - less this distance between bone and capture taget object is captured
time_limit			= 2.5					; max time for trying to capture object "sec"
pull_force			= 2000					; max force used to bring the taget to capture bone
pull_distance		= 2.5					; max distance taget can be puled
velocity_scale		= 1.0					; velocity scale for pulling 1- normal
capture_force		= 50000					; max force for holding taget
capture_force_ang	= 200					; taget bone rotation impede force


[stalker]:common_ph_friction_params_on_npc_death
class                            = AI_STL_S                        ; Class identifier

can_select_items                = on
use_single_item_rule            = off

;---EVALUATION FUNCTIONS----------------------------------------------
ef_creature_type                = 17                            ; option for evaluation functions

;---LEVEL EDITOR------------------------------------------------------
$spawn                            = "stalkers\stalker"            ; option for Level Editor
$npc                            = on                            ; option for Level Editor
visual                            = actors\hero\stalker_novice.ogf; option for Level Editor
corpse_visual                    = equipments\item_rukzak.ogf    ;actors\hero\stalker_novice.ogf; option for Level Editor
;custom_data                        = stalker_custom_data.ltx        ; option for Level Editor
character_profile                = default                        ; option for Level Editor


;---GAME--------------------------------------------------------------
$prefetch                         = 32
cform                            = skeleton                        ; collision class
;биолог вид существа
species                            = human

;---MATERIAL----------------------------------------------------------
material                        = creatures\human

;---DEAD_VISUAL-------------------------------------------------------
destroyed_vis_name                = physics\Dead_Body\skelet_crash

;---SCRIPTS-----------------------------------------------------------
script_binding                    = bind_stalker.init

;---GROUP SECTIONS----------------------------------------------------
GroupControlSection                = spawn_group
SpaceRestrictionSection         = space_restrictor,zone_mine_field

;---SECTIONS----------------------------------------------------------
damage							= stalker_damage
immunities_sect					= stalker_immunities
condition_sect					= stalker_condition
capture_sect					= stalker_capture

;---OFFLINE ALIFE------------------------------------------------------------------
Health                            = 100                    ; option for ALife Simulator
money                            = 500, 7000               ; option for ALife Simulator
going_speed                        = 2                    ; option for ALife Simulator
current_level_going_speed        = 1                        ; option for ALife Simulator
search_speed                    = 0.5                    ; option for ALife Simulator
going_item_detect_probability    = 0.1                    ; option for ALife Simulator
search_item_detect_probability    = 0.9                    ; option for ALife Simulator
max_item_mass                    = 1000.0                ; option for ALife Simulator
inv_max_weight                    = 1000.0                ; Допустимый вес инвентори
inv_max_volume                    = 45                ; Допустимый объём инвентори
MaxHealthValue                    = 100                    ; option for ALife Simulator, range [0..200]
smart_terrain_choose_interval    = 00:20:00

;---ONLINE ALIFE-------------------------------------------------------------------
time_to_search_for_artefacts    = 60000 ; in milliseconds
distance_to_search_for_artefacts= 30.0    ; in meters

;---ONLINE-OFFLINE ALIFE-----------------------------------------------------------
terrain                            = 0	;255,255,255,255
;terrain                            = stalker_terrain

;---SOUND-------------------------------------------------------------
sound_threshold                  = 0.08
sound_threshold_sleep            = 0.5
self_sound_factor                = 0.1    ;1.0
self_decrease_quant              = 250    ; in milliseconds
self_decrease_factor             = 0.95   ; fading factor
sound_rain_factor                = 0.5    ; коэффициент глушения звуков во время дождя
killer_clsids                    = ZS_AMEBA,ZS_HAIRS,ZS_MBALD,ZS_MINEF,ZS_GALAN,ZS_MINCE,ZS_GRAVI,ZS_CAMPF,ZS_TORRD
sound_perceive_section           = stalker_sound_perceive

;---VISIBILITY--------------------------------------------------------
vision_combat_section            = stalker_vision_combat
vision_danger_section            = stalker_vision_danger
vision_free_section              = stalker_vision_free
eye_fov                          = 115
eye_range                        = 90
fog_distance_factor              = 1.0		; фактор дальности тумана

;---MEMORY------------------------------------------------------------
DynamicObjectsCount                = 32
DynamicSoundsCount                 = 32
DynamicHitCount                    = 32

;---ENEMY------------------------------------------------------------
ignore_monster_threshold           = 0
max_ignore_distance                = 20.0	; for monsters
hit_insult_time                    = 90.0	; sec; for monsters
panic_threshold                    = 0.0

enemy_remember_time_actor          = 250	; sec
enemy_remember_time_stalker        = 80		; sec
enemy_remember_time_monster        = 30		; sec
enemy_remember_time_hit_factor     = 1.5

min_enemy_tolerance_distance       = 200
max_enemy_tolerance_distance       = 200

;---SOUND PLAYER------------------------------------------------------
sound_death                        = fight\death\death_
sound_anomaly_death                = fight\death\anomaly_
sound_hit                        = fight\hit\hit_
sound_humming                    = states\idle\idle_
sound_alarm                        = fight\enemy\enemy_
sound_backup                    = fight\backup\backup_,fight\threat\threat_close_
sound_detour                    = fight\detour\detour_,fight\fire\fire_,fight\threat\threat_close_
sound_friendly_fire                = fight\friendly_fire\friendly_fire_
sound_panic_human                = states\panic_human\panic_human_
sound_panic_monster                = states\panic_monster\panic_monster_
sound_tolls                        = fight\tolls\tolls_
sound_wounded					= fight\friend_hitted\hit_friend_
sound_grenade_alarm                = fight\grenade\grenade_
sound_friendly_grenade_alarm    = fight\friendly_grenade\friendly_grenade_
sound_need_backup                = fight\cover_fire\cover_fire_
sound_running_in_danger            = states\breath\breath_1
sound_walking_in_danger            = states\breath\breath_2
sound_kill_wounded                = help\wounded\kill_wounded_
sound_enemy_critically_wounded    = fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded    = fight\enemy_down\enemy_down_

sound_attack_no_allies                = fight\fire\fire_,fight\threat\threat_distant_
sound_attack_allies_single_enemy    = fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies    = fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies                = fight\threat\threat_distant_
sound_search1_with_allies            = fight\searching_enemy\search_
sound_enemy_lost_no_allies			=
sound_enemy_lost_with_allies		= fight\searching_enemy\enemy_lost_

;---STEP MANAGER------------------------------------------------------
LegsCount                        = 2
step_params                        = stalker_step_manager
foot_bones                        = stalker_foot_bones

;---MOVEMENT----------------------------------------------------------
movement_speeds                    = stalker_movement_speeds;

;---SIGHT-------------------------------------------------------------------------
max_left_torso_angle            = 45 ; максимальный угол поворота налево без доворота тела
max_right_torso_angle            = 30 ; максимальный угол поворота направо без доворота тела

;---WEAPON BONES------------------------------------------------------------------
weapon_bone0                    = bip01_r_finger1
weapon_bone1                    = bip01_l_finger1
weapon_bone2                    = bip01_r_finger11

;---ANIMATION BONES------------------------------------------------------------------
bone_head                        = bip01_head
bone_eye                         = eyelid_1
bone_shoulder                    = bip01_spine2
bone_spin                        = bip01_spine1

;---ANIMATION------------------------------------------------------------------------
crouch_type                      = 0 ; 0 - crouch a little, 1 - crouch full; -1 - random crouch

;---FIRE DISPERSIONS--------------------------------------------------
disp_walk_stand					= 7.5
disp_walk_crouch				= 4
disp_run_stand					= 15
disp_run_crouch					= 15
disp_stand_stand				= 4.5
disp_stand_crouch				= 3.0
disp_stand_stand_zoom			= 1.5
disp_stand_crouch_zoom			= 1.0
disp_injured					= 2.5
disp_hit_affect					= 3.3
disp_target_change				= 2.5	; degrees

;---FIRE QUEUE PARAMETERS
; ef_weapon_type = 5
min_queue_interval_pistol		= 200
max_queue_interval_pistol		= 800
; ef_weapon_type = 7
min_queue_interval_shotgun		= 300
max_queue_interval_shotgun		= 1400
; ef_weapon_type = 8,9
min_queue_interval_sniper		= 300
max_queue_interval_sniper		= 1500
; ef_weapon_type = 6
min_queue_interval_auto			= 100
max_queue_interval_auto			= 1100

;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold		= 0.4
critical_wound_decrease_quant	= 0.01
body_parts_section_id			= critical_wound_body_parts_section
critical_wound_weights			= 55,30,15

;---HIT INFO---------------------------------------------------------
hit_type						= strike

;---PHYSICS-----------------------------------------------------------
ph_box0_center					= 0.0,  0.9,  0.0
ph_box0_size					= 0.30, 0.9,  0.30
ph_box1_center					= 0.0,  0.6,  0.0
ph_box1_size					= 0.40, 0.6,  0.40
;---------------------------------------------------------------------
ph_crash_speed_min				= 10
ph_crash_speed_max				= 30
ph_collision_damage_factor		= 0.1
;---------------------------------------------------------------------
ph_mass							= 80
;---------------------------------------------------------------------
ph_skeleton_collision_enabled	= true	;false

ph_skeleton_hinger_start		= 0.0, 2.5	;Стартовое значение трения в суставе
ph_skeleton_hinger_end			= 1.0		;Финальное значение трения в суставе
ph_skeleton_ddelay				= 2.0		;Время изменения значения трения в суставе с момента создания шелла, сек

ph_skeleton_skin_friction_start	= 0.5, 2.0	;Стартовое значение трения для оболочки
ph_skeleton_skin_friction_end	= 0.8		;Финальное значение трения для оболочки
ph_skeleton_skin_ddelay			= 1.0, 3.0	;Время изменения значения трения с момента создания шелла, сек.

ph_skel_fatal_impulse_factor	= 1.5		;Коэффициент импульса смертельного удара
ph_skel_head_impulse_factor		= 0.65		;Коэффициент смертельного импульса для головы
ph_after_death_velocity_factor	= 1.05		;Коэффициент изменения скорости тела при смерти
ph_skel_shot_up_factor			= 0.4		;Коэффициент поднятия вектора смертельного удара
ph_skel_disabling_factor		= 0.3		;Коэффициент порога отключения физики

ph_character_have_wounded_state	= true		;имеет ли персонаж состояние раненый

ph_skel_special_hinger_start	= 25, 55	;Стартовое значение трения в суставе
ph_skel_special_ddelay			= 1.0, 2.4	;Время изменения значения трения в суставе с момента создания шелла, сек
;ph_skel_special_joints			= bip01_l_calf,bip01_r_calf,bip01_l_thigh,bip01_r_thigh	;,bip01_spine1
ph_skel_special_joints			= bip01_l_calf,bip01_r_calf,bip01_l_thigh,bip01_r_thigh,bip01_spine1

;----------------------------------------------------------------------
headshot_particle		= hit_fx\hit_flesh_headshot
particles_sect			= particles_corpse_generic
power_fx_factor			= 0.3
;----------------------------------------------------------------------

[stalker_exoskeleton]:stalker
;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_decrease_quant	= 0.03
;---SIGHT-------------------------------------------------------------------------
max_left_torso_angle			= 35 ; максимальный угол поворота налево без доворота тела
max_right_torso_angle			= 20 ; максимальный угол поворота направо без доворота тела
;---------------------------------------------------------------------
ph_crash_speed_min				= 15
ph_crash_speed_max				= 50
ph_collision_damage_factor		= 0.1
;---------------------------------------------------------------------
ph_mass							= 110
;---------------------------------------------------------------------
ph_skeleton_hinger_start		= 3.0, 9.0	;Стартовое значение трения в суставе
ph_skeleton_hinger_end			= 5.0		;Финальное значение трения в суставе
ph_skeleton_ddelay				= 1.0		;Время изменения значения трения в суставе с момента создания шелла, сек

ph_skeleton_skin_friction_start	= 0.2, 1.0	;Стартовое значение трения для оболочки
ph_skeleton_skin_friction_end	= 1.0		;Финальное значение трения для оболочки
ph_skeleton_skin_ddelay			= 2.5		;Время изменения значения трения с момента создания шелла, сек.
;---------------------------------------------------------------------

[stalker_range_sniper]:stalker
$spawn = "stalkers\stalker_range_sniper"

vision_danger_section			= stalker_sniper_vision_danger
vision_combat_section			= stalker_sniper_vision_danger
eye_fov							= 110
eye_range						= 140
fog_distance_factor				= 0.9		; фактор дальности тумана

max_ignore_distance				= 10.0	; for monsters
min_queue_interval_sniper		= 700
max_queue_interval_sniper		= 2400

max_left_torso_angle			= 55 ; максимальный угол поворота налево без доворота тела
max_right_torso_angle			= 40 ; максимальный угол поворота направо без доворота тела


[stalker_trader]:stalker
$spawn = "stalkers\stalker_trader"
use_single_item_rule	= off
can_select_items		= off

[stalker_sakharov]:stalker_trader
$spawn				= "stalkers\stalker_sakharov"


[particles_corpse_generic]
particles_corpse_flies

[particles_corpse_flies]
particle			= amik\nature\fly\muhi_00, amik\nature\fly\muhi_01
sound				= nature\flies_corpse_1, nature\flies_corpse_2
bone				= bip01_spine1
position_offset		= 0,0.3,0
stop_forced			= true
looped				= true
sound_looped		= true
play_on_death		= 9	;hours
cond				= {=dist_to_actor_le(35) =day_time_between(5:23) !under_heavy_rain}