[stalker_foot_bones]

front_left		= bip01_l_foot
front_right		= bip01_r_foot

[stalker_step_manager]
; 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,     0.2
dmg_norm_run_fwd_1			=	1,	  0.2,	    1,	   0.65,     1

dmg_norm_walk_fwd_0			=	1,	  0.2,	    0.2,   0.65,     0.2
dmg_norm_walk_back_0		=	1,	  0.2,	    0.2,   0.65,     0.2
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,	  0.2,	    1,	   0.65,     1
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,	    0.2,   0.65,     0.2
dmg_norm_turn_right_0		=	1,	  0.2,	    0.2,   0.65,     0.2

norm_escape_0				=	1,	  0.2,	    1.3,   0.65,     1.3
norm_escape_00				=	1,	  0.2,	    2.3,   0.65,     2.3

norm_walk_fwd_1				=	1,	  0.2,	    0.2,   0.65,     0.25
norm_jump_end				=	1,	  0.2,	    1.3,   0.21,     1.2

norm_walk_fwd_0				=	1,	  0.2,	    0.25,   0.65,     0.25
norm_walk_back_0			=	1,	  0.2,	    0.25,   0.65,     0.25
norm_walk_ls_0				=	1,	  0.2,	    0.25,   0.65,     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,     1
norm_run_back_0				=	1,	  0.2,	    0.8,   0.65,     1
norm_run_ls_0				=	1,	  0.2,	    0.8,   0.65,     1
norm_run_rs_0				=	1,	  0.2,	    0.8,   0.65,     1

norm_run_fwd_1				=	1,	  0.2,	    0.9,   0.65,     1
norm_turn_left_1			=	1,	  0.2,	    0.2,   0.65,     0.2
norm_turn_right_1			=	1,	  0.2,	    0.2,   0.65,     0.2

norm_turn_left_0			=	1,	  0.2,	    0.2,   0.65,     0.2
norm_turn_right_0			=	1,	  0.2,	    0.2,   0.65,     0.2

cr_walk_fwd_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_walk_back_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_walk_ls_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_walk_rs_0				=	1,	  0.2,	    0.1,   0.65,     0.1

cr_run_fwd_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_run_back_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_run_ls_0					=	1,	  0.2,	    0.1,   0.65,     0.1
cr_run_rs_0					=	1,	  0.2,	    0.1,   0.65,     0.1

cr_turn_left_0				=	1,	  0.2,	    0.1,   0.65,     0.1
cr_turn_right_0				=	1,	  0.2,	    0.1,   0.65,     0.1

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

; if u really interested...

;((((get_luminocity() + get_luminocity()^0.5 + lights_lum()) / 3.02) * 33.3 * (distance - (object_distance / 1.35)) / distance) + gunshot) *
; * (1 + velocity_factor * velocity) * (outfit_mult * (-0.0002 * object_distance^2 - 0.0064 * object_distance + 0.9958) *
; * (0.0002 * weight^2 + 0.0032 * weight + 0.9237)) * (0.003 / time_quant) * crouch * ((distance - (object_distance / 1.15)) / distance) * camo

;formula >= visibility_threshold
;transparency_threshold is done during ray_query
;Note that improper values, no matter how high transparency_threshold will result in stalkers shooting at walls

[stalker_vision_free]
min_view_distance   		        = 0.15		; min range of cone based on eye_range (fov edge)
max_view_distance	 		        = 1.01		; max (center of fov, ex.: approx for clear weather and "eye_range = 180" 1.11 = 86m, 2.11 = 133m, 1.75 = 102m)
visibility_threshold	         	= 80.0		;Threshold in which object becomes visible, visible if (formula * frames(?) = visibility_threshold)
always_visible_distance 	        = 0.05		;0.5 = 5 meters always visible (ignoring formula)
time_quant			            	= 0.5		;equation mult for different states and also test for people who overwrite this file
decrease_value				        = 0.01   	;doesn't seem to do anything
velocity_factor		            	= 0.35		; 0.35, higher = easier to notice moving objects
luminocity_factor		        	= 0.75 ;0.3 		;don't change
transparency_threshold	        	= 0.73 		;change if u want (higher = harder to see)
still_visible_time                  = 0		;NPCs will shoot at target's previous position if they lose vision on it, i.e. they will shoot walls for "still_visible_time" in ms


[stalker_vision_danger]
min_view_distance   	        	= 0.25		; same as above
max_view_distance	 		        = 1.22		; same
visibility_threshold	 	        = 35.0		;same
always_visible_distance 	        = 0.05		;same
time_quant				            = 1.0		;same
decrease_value				        = 0.01		;same
velocity_factor		            	= 0.55		;same
luminocity_factor			        = 0.65 ;0.3 		;same
transparency_threshold	        	= 0.6		;same
still_visible_time                  = 200		;same



[stalker_sound_perceive]
	weapon					= 1.00	;����������� �������� ����������\���� �����
	item					= 0.50	;����������� �������� ����������\���� �����
	npc						= 1.00 	;����������� �������� ����������\���� �����
	anomaly					= 0.15	;����������� �������� ����������\���� �����
	world					= 0.15	;����������� �������� ����������\���� �����
	
[stalker_damage]
default						= 0.75, -1, 0.5

bip01_pelvis 				= 0.9, 1, 0.6
bip01_spine 		 		= 1, 1, 0.7
bip01_spine1 		 		= 1, 1, 0.8
bip01_spine2 		 		= 1, 1, 0.8
bip01_neck 			 		= 2, 0, 1.0
bip01_head 			 		= 4, 0, 1.0 , 3
eyelid_1 			 		= 4, 0, 1.0 , 3
eye_left 			 		= 4, 0, 1.0 , 3
eye_right 			 		= 4, 0, 1.0 , 3
jaw_1 		 		 		= 4, 0, 1.0

bip01_l_clavicle	 		= 0.9, 10, 0.6
bip01_l_upperarm	 		= 0.7, 10, 0.5
bip01_l_forearm	 	 	    = 0.5, 10, 0.4
bip01_l_hand	 	 	    = 0.25, -1, 0.2
bip01_l_finger0	 	 	    = 0.1, -1, 0.1
bip01_l_finger01	 		= 0.1, -1, 0.1
bip01_l_finger02	 		= 0.1, -1, 0.1
bip01_l_finger1	 	 	    = 0.1, -1, 0.1
bip01_l_finger11	 		= 0.1, -1, 0.1
bip01_l_finger12	 		= 0.1, -1, 0.1
bip01_l_finger2	 	 	    = 0.1, -1, 0.1
bip01_l_finger21	 		= 0.1, -1, 0.1
bip01_l_finger22	 		= 0.1, -1, 0.1

bip01_r_clavicle	 		= 0.9, 8, 0.6
bip01_r_upperarm	 		= 0.7, 8, 0.5
bip01_r_forearm	 	 		= 0.5, 8, 0.4
bip01_r_hand	 	 		= 0.25, -1, 0.2
bip01_r_finger0	 	 		= 0.1, -1, 0.1
bip01_r_finger01	 		= 0.1, -1, 0.1
bip01_r_finger02	 		= 0.1, -1, 0.1
bip01_r_finger1	 	 		= 0.1, -1, 0.1
bip01_r_finger11	 		= 0.1, -1, 0.1
bip01_r_finger12	 		= 0.1, -1, 0.1
bip01_r_finger2	 	 	 	= 0.1, -1, 0.1
bip01_r_finger21	 		= 0.1, -1, 0.1
bip01_r_finger22	 		= 0.1, -1, 0.1

bip01_l_thigh	 	 		= 0.8, 4, 0.6
bip01_l_calf	 	 		= 0.6, 4, 0.4
bip01_l_foot	 	 		= 0.25, 4, 0.2
bip01_l_toe0	 	 		= 0.1, -1, 0.1
bip01_r_thigh	 	 		= 0.8, 6, 0.6
bip01_r_calf	 	 		= 0.6, 6, 0.4
bip01_r_foot	 	 		= 0.25, 6, 0.2
bip01_r_toe0	 	 		= 0.1, -1, 0.1

[critical_wound_head_section]
	bip01_head
	eyelid_1
	eye_left
	eye_right
	jaw_1
	bip01_neck

[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
	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

[critical_wound_hand_right_section]
	bip01_r_upperarm
	bip01_r_forearm
	bip01_r_clavicle
	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_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
strike_immunity 			= 1.0
shock_immunity 				= 1.0
wound_immunity				= 1.0
radiation_immunity 			= 1.0
telepatic_immunity 			= 1.0
chemical_burn_immunity 		= 1.0
explosion_immunity 			= 1.0
fire_wound_immunity  		= 1.0
wound_2_immunity  			= 1.0

[stalker_condition]
satiety_v					= 0.00001
radiation_v					= 0.0001
satiety_power_v				= 0.0005
satiety_health_v			= 0.1	;0.0001
satiety_critical			= 0.0
radiation_health_v			= 0.001
morale_v					= 0.1 ;0.4
health_hit_part				= 1.0
power_hit_part				= 0.0
psy_health_v				= 0.0009
health_restore_v            = 0.00003

sleep_health				= 1.0
sleep_power					= 1.0
sleep_satiety				= 1.0
sleep_radiation 			= 1.0
sleep_psy_health			= 1.0

;---LIMPING STATE-----------------------------------------------------
use_limping_state			= off
limping_threshold			= 0.3

;�������� ����
bleeding_v					= 0.003		;������ ����� ��� ����������� ���� � �������
wound_incarnation_v			= 0.003		;�������� ������ ���������� (����� ������� ���� ��������� ����� ���������� � ������� �������)
min_wound_size				= 0.0128
bleed_speed_k				= 1

[stalker_terrain]
	255,000,255,255

[sakharov_terrain]
	255,001,255,255

[sim_smart_1]
	255,002,255,255
[sim_smart_2]
	255,003,255,255
[sim_smart_3]
	255,004,255,255
[sim_smart_4]
	255,005,255,255
[sim_smart_5]
	255,006,255,255
[sim_smart_6]
	255,007,255,255
[sim_smart_7]
	255,008,255,255
[sim_smart_8]
	255,009,255,255
[sim_smart_base]
	255,010,255,255

[stalker_movement_speeds]
	; danger
	;; crouch
	;;; walk
	danger_crouch_walk_forward 	= 1.3
	danger_crouch_walk_backward	= 1.0
	danger_crouch_walk_left		= 1.2
	danger_crouch_walk_right 	= 1.2
	;;; run
	danger_crouch_run_forward   = 2.5
	danger_crouch_run_backward	= 1.7
	danger_crouch_run_left		= 2.0
	danger_crouch_run_right		= 2.0
	;; stand
	;;; walk
	danger_stand_walk_forward	= 2.5
	danger_stand_walk_backward	= 1.7
	danger_stand_walk_left		= 2.0
	danger_stand_walk_right		= 2.0
	;;; run
	danger_stand_run_forward	= 4.5
	danger_stand_run_backward	= 2.0
	danger_stand_run_left		= 2.0
	danger_stand_run_right		= 2.0
	; free
	;; stand
	;;; forward
	free_stand_walk_forward		= 1.1
	free_stand_run_forward		= 3.0
	; panic
	;; stand
	;;; run
	;;;; forward
	panic_stand_run_forward		= 6.0

[stalker]:common_ph_friction_params_on_npc_death
class					= AI_STL_S	;Class identifier

can_select_items		= on

;---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\stalker_hero\stalker_hero_1.ogf	;option for Level Editor
corpse_visual			= dynamics\equipments\item_rukzak.ogf		;option for Level Editor
custom_data				= default_custom_data.ltx			;option for Level Editor
character_profile		= default					;option for Level Editor
use_single_item_rule	= off

;---GAME--------------------------------------------------------------
$prefetch 			= 32
cform				= skeleton					; collision class
;������ ��� ��������
species				= human

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

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

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

;---GROUP SECTIONS----------------------------------------------------
GroupControlSection		= spawn_group
SpaceRestrictionSection	= space_restrictor,zone_mine_field
attachable_items		= sigaret_for_nps,pda_for_nps,device_torch,attachable_item,hand_radio,hand_radio_r,bread,bread_old, vodka, energy_drink, kolbasa, guitar_a, harmonica_a, detector_simple, pri_a15_wpn_svu, pri_a15_wpn_wincheaster1300, pri_a15_wpn_ak74u, pri_a15_wpn_ak74, pri_a15_documents, af_quest_b14_twisted, detector_advanced, detector_elite, device_pda, anomaly_scaner, medkit_script, anim_knife, anim_binoc, stick_bred,stick_kolbasa,stick_kolbasa_bred

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

;---OFFLINE ALIFE------------------------------------------------------------------
Health							= 100					; option for ALife Simulator
money							= 5250					; option for ALife Simulator
going_speed						= 3;2					; option for ALife Simulator
current_level_going_speed		= 3						; option for ALife Simulator
search_speed					= 0.5					; option for ALife Simulator
going_item_detect_probability	= 0		;0 Alundaio gather_item			; option for ALife Simulator
search_item_detect_probability	= 0		;0 Alundaio gather_item			; option for ALife Simulator
max_item_mass					= 10000000.0				; option for ALife Simulator
inv_max_weight					= 10000000.0				; ���������� ��� ���������
MaxHealthValue					= 100				; option for ALife Simulator, range [0..200]
smart_terrain_choose_interval	= 00:15:00

;---ONLINE ALIFE-------------------------------------------------------------------
time_to_search_for_artefacts	= 0 ; in milliseconds
distance_to_search_for_artefacts= 0.0	; in meters

;---ONLINE-OFFLINE ALIFE-----------------------------------------------------------
terrain					= 255,255,255,255,0,1
;terrain				= stalker_terrain

;---SOUND-------------------------------------------------------------
sound_threshold					= 0.5
self_sound_factor				= 0.25
self_decrease_quant				= 225	; in milliseconds
self_decrease_factor			= 0.5	; fading factor
killer_clsids					= Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
sound_perceive_section			= stalker_sound_perceive
max_hear_dist	            	= 250

;---VISIBILITY--------------------------------------------------------
vision_danger_section			= stalker_vision_danger
vision_free_section				= stalker_vision_free
eye_fov							= 175
eye_range						= 160
far_plane_factor				= 1.0		; ������ ��������� ������
fog_density_factor				= 0.25		; ������ ��������� ������


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

;---ENEMY------------------------------------------------------------
ignore_monster_threshold		= 0
max_ignore_distance				= 75
panic_threshold					= 0.01

;---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_1
sound_friendly_grenade_alarm		= fight\friendly_grenade\friendly_grenade_1
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_
sound_throw_grenade			= fight\grenade\grenade_ready_1

;---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 ; ������������ ���� �������� ������ ��� �������� ����
max_right_torso_angle			= 30 ; ������������ ���� �������� ������� ��� �������� ����

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

;---ANIMATION BONES------------------------------------------------------------------
bone_head						= bip01_head
bone_shoulder					= bip01_spine2
bone_spin						= bip01_spine1
bone_model						= bip01

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

;---FIRE DISPERSIONS--------------------------------------------------
disp_walk_stand					= 5.1 	;8 ;6
disp_walk_crouch				= 3.6  	;4 ;3
disp_run_stand					= 6.3 	;14 ;12;8
disp_run_crouch					= 4.8 	;6  ;4
disp_stand_stand				= 2  	;4
disp_stand_crouch				= 1.5	; 2
disp_stand_stand_zoom				= 0.42	;1.5 ;1
disp_stand_crouch_zoom				= 0.24 	;1.25;1

FireRandomMin 		 =     	1
FireRandomMax 		 =     	10
NoFireTimeMin 		 =    	2.2
NoFireTimeMax 		 =    	4.5
MinMissDistance		 =     	0.4
MinMissFactor		 =     	0.01
MaxMissDistance		 =    	2.5
MaxMissFactor		 =     	0.03

;---FIRE QUEUE PARAMETERS
fire_queue_section = fire_queue_params


;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold		= 0.5
critical_wound_decrease_quant	= 0.2
body_parts_section_id			= critical_wound_body_parts_section
critical_wound_weights			= 100,50,10

;---HIT INFO---------------------------------------------------------
hit_power					= 10
hit_type					= strike
power_fx_factor				= 50.0

;---PHYSICS-----------------------------------------------------------
ph_box0_center 				= 0.0, 0.9, 0.0
ph_box0_size 				= 0.2, 0.9, 0.2
ph_box1_center 				= 0.0, 0.6, 0.0
ph_box1_size 				= 0.2, 0.6, 0.2

;---------------------------------------------------------------------
ph_crash_speed_min			= 13
ph_crash_speed_max			= 30
ph_collision_damage_factor		= 0.5
;---------------------------------------------------------------------
ph_mass 				 = 80

;---------------------------------------------------------------------
ph_character_have_wounded_state = false; ����� �� �������� ��������� �������
;--------------------------------------------------------------------------------------------------------------------

;-------------------------------------------------------------------------------------------------------------------
;--					�������� ��� �����?
;--------------------------------------------------------------------------------------------------------------------
;c��������
;random_death_animations = norm_2_critical_hit_legs_right_0,norm_2_critical_hit_torso_0,norm_2_critical_hit_torso_1,norm_2_critical_hit_legs_left_0,norm_2_critical_hit_hend_left_0,norm_2_critical_hit_hend_right_0,norm_2_critical_hit_head_0

;front/back/left/right
;kill_enertion           = ragdoll_inertion_front_0/ragdoll_inertion_front_3/ragdoll_inertion_front_2/ragdoll_inertion_front_1


;kill_burst				= ragdoll_burst_front_0,ragdoll_burst_front_1/ragdoll_burst_back_0/ragdoll_burst_left_0/ragdoll_burst_right_0

;kill_shortgun	        = ragdoll_shortgun_front_0,ragdoll_shortgun_front_1,ragdoll_shortgun_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_shortgun_front_5,ragdoll_shortgun_front_6,ragdoll_shortgun_front_7,ragdoll_shortgun_front_8/ragdoll_shortgun_back_0,ragdoll_shortgun_back_1,ragdoll_shortgun_back_2,ragdoll_shortgun_back_3,ragdoll_shortgun_back_4,ragdoll_shortgun_back_5,ragdoll_shortgun_back_6/ragdoll_shortgun_left_0,ragdoll_shortgun_left_1,ragdoll_shortgun_left_2/ragdoll_shortgun_right_0,ragdoll_shortgun_right_1

;kill_headshot		= ragdoll_headshot_front_0,ragdoll_headshot_front_1,ragdoll_headshot_front_2,ragdoll_headshot_front_3,ragdoll_headshot_front_4,ragdoll_headshot_front_5,ragdoll_headshot_front_6,ragdoll_headshot_front_7,ragdoll_headshot_front_8,ragdoll_headshot_front_9,ragdoll_headshot_front_10/ragdoll_headshot_back_0,ragdoll_headshot_back_1,ragdoll_headshot_back_2,ragdoll_headshot_back_3,ragdoll_headshot_back_4,ragdoll_headshot_back_5/ragdoll_headshot_left_0,ragdoll_headshot_left_1,ragdoll_headshot_left_2,ragdoll_headshot_left_3,ragdoll_headshot_left_4,ragdoll_headshot_left_5,ragdoll_headshot_left_6,ragdoll_headshot_left_7/ragdoll_headshot_right_0,ragdoll_headshot_right_1,ragdoll_headshot_right_2,ragdoll_headshot_right_3,ragdoll_headshot_right_4,ragdoll_headshot_right_5,ragdoll_headshot_right_6

;kill_sniper_headshot	= ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2/ragdoll_sniper_headshot_back_0/ragdoll_sniper_headshot_left_0/ragdoll_sniper_headshot_right_0

;kill_sniper_body	= ragdoll_sniper_body_front_0,ragdoll_sniper_body_front_1,ragdoll_sniper_body_front_2/ragdoll_sniper_body_back_0,ragdoll_sniper_body_back_1,ragdoll_sniper_body_back_2,ragdoll_sniper_body_back_3/ragdoll_sniper_body_left_0/ragdoll_sniper_body_right_0

;kill_grenade            = ragdoll_grenade_front_0/ragdoll_grenade_back_0/ragdoll_grenade_left_0/ragdoll_grenade_right_0

;front-norm_2_rag_doll_front_0,norm_2_rag_doll_front_1,norm_2_rag_doll_front_2/back-norm_2_rag_doll_back_0,norm_2_rag_doll_back_1,norm_2_rag_doll_back_2/right-norm_2_rag_doll_right_0/left-norm_2_rag_doll_left_0

;--------------------------------------------------------------------------------------------------------------------


[stalker_trader]:stalker
$spawn 					= "stalkers\stalker_trader"	;option for Level Editor
use_single_item_rule 			= off
can_select_items			= off

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

[stalker_immunities_sakharov]
burn_immunity 				= 0.0
strike_immunity 			= 0.0
shock_immunity 				= 0.0
wound_immunity				= 0.0
radiation_immunity 			= 0.0
telepatic_immunity 			= 0.0
chemical_burn_immunity 			= 0.0
explosion_immunity 			= 0.0
fire_wound_immunity  			= 0.0
wound_2_immunity  			= 0.0

[stalker_strelok]:stalker
$spawn					= "stalkers\stalker_strelok"
immunities_sect				= stalker_immunities_strelok
condition_sect				= strelok_condition

[strelok_condition]
satiety_v				= 0.00001
radiation_v				= 0.0001
satiety_power_v				= 0.0005
satiety_health_v			= 0.1	;0.0001
satiety_critical			= 0.0
radiation_health_v			= 0.001
morale_v				= 0.0001
health_hit_part				= 1.0
power_hit_part				= 0.0
psy_health_v				= 0.0

sleep_health				= 1.0
sleep_power				= 1.0
sleep_satiety				= 1.0
sleep_radiation 			= 1.0
sleep_psy_health			= 1.0

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

;�������� ����
bleeding_v					= 0.0						;������ ����� ��� ����������� ���� � �������
wound_incarnation_v			= 0.0025					;�������� ������ ���������� (����� ������� ���� ��������� ����� ���������� � ������� �������)
min_wound_size				= 0.01

[stalker_immunities_strelok]
burn_immunity 				= 0.0
strike_immunity 			= 0.0
shock_immunity 				= 0.0
wound_immunity				= 0.0
radiation_immunity 			= 0.0
telepatic_immunity 			= 1.0
chemical_burn_immunity 			= 0.0
explosion_immunity 			= 0.0
fire_wound_immunity  			= 0.0
wound_2_immunity  			= 0.0

[stalker_die_hard]:stalker
$spawn					= "stalkers\stalker_die_hard"
immunities_sect				= stalker_immunities_die_hard

[stalker_immunities_die_hard]
burn_immunity 				= 0.0
strike_immunity 			= 0.0
shock_immunity 				= 0.0
wound_immunity				= 0.0
radiation_immunity 			= 0.0
telepatic_immunity 			= 0.0
chemical_burn_immunity 			= 0.0
explosion_immunity 			= 0.0
fire_wound_immunity  			= 0.0
wound_2_immunity  			= 0.0

[stalker_devushka]:stalker
$spawn					= "stalkers\stalker_devushka"
immunities_sect				= stalker_immunities_devushka
condition_sect = my_stalker_condition

health = 1
power = 1
radiation = -1
bleeding = 1

sleep_health = 1.0
sleep_power = 1.0
sleep_satiety = 1.0
sleep_radiation = 1.0
sleep_psy_health = 1.0

[my_stalker_condition]
satiety_v = 0.0 ;�������� ���������� ������� �� ��������
radiation_v = 1.0 ;�������� ���������� ��������
satiety_power_v = 1.0 ;���������� ���� ��� ���������� �������
satiety_health_v = 1.0 ;���������� �������� ��� ���������� �������
satiety_critical = 0.0 ;����������� �������� ������� (� ��������� �� 0..1) ����� �������� ��������� �����������
radiation_health_v = 0.0 ;���������� �������� ��� ����������� ��������
morale_v = 0.0 ;�������� �������������� ������
health_hit_part = 0.2 ;������� ����, �������� �� ��������� ��������
power_hit_part = 0.1 ;������� ����, �������� �� ��������� ����
psy_health_v = 0.1 ;�������� �������������� psy-��������
bleeding_v = 0.2
wound_incarnation_v = 0.2
min_wound_size = 0.1

[stalker_immunities_devushka]
burn_immunity 				= 0.25
strike_immunity 			= 0.25
shock_immunity 				= 0.25
wound_immunity				= 0.25
radiation_immunity 			= 0.25
telepatic_immunity 			= 0.25
chemical_burn_immunity 		= 0.25
explosion_immunity 			= 0.25
fire_wound_immunity  		= 0.25
wound_2_immunity  			= 0.25

[stalker_strong]:stalker
$spawn						= "stalkers\stalker_strong"
immunities_sect				= stalker_immunities_strong

[stalker_immunities_strong]
burn_immunity 				= 0.25
strike_immunity 			= 0.25
shock_immunity 				= 0.25
wound_immunity				= 0.5
radiation_immunity 			= 0.25
telepatic_immunity 			= 0.25
chemical_burn_immunity 		= 0.25
explosion_immunity 			= 0.25
fire_wound_immunity  		= 0.5
wound_2_immunity  			= 0.5

[stalker_immunities_greh_master]
burn_immunity 				= 0.25
strike_immunity 			= 0.25
shock_immunity 				= 0.25
wound_immunity				= 0.15
radiation_immunity 			= 0.25
telepatic_immunity 			= 0.25
chemical_burn_immunity 		= 0.25
explosion_immunity 			= 0.15
fire_wound_immunity  		= 0.15
wound_2_immunity  			= 0.2

[stalker_immunities_greh_castigator]
burn_immunity 				= 0.25
strike_immunity 			= 0.25
shock_immunity 				= 0.25
wound_immunity				= 0.1
radiation_immunity 			= 0.25
telepatic_immunity 			= 0.25
chemical_burn_immunity 		= 0.25
explosion_immunity 			= 0.1
fire_wound_immunity  		= 0.1
wound_2_immunity  			= 0.15

[stalker_immunities_living_legend]
burn_immunity 				= 0.25
strike_immunity 			= 0.25
shock_immunity 				= 0.25
wound_immunity				= 0.05
radiation_immunity 			= 0.25
telepatic_immunity 			= 0.25
chemical_burn_immunity 		= 0.25
explosion_immunity 			= 0.05
fire_wound_immunity  		= 0.05
wound_2_immunity  			= 0.1

[stalker_immunities_eidolon]
burn_immunity 				= 0.25
strike_immunity 			= 0.25
shock_immunity 				= 0.25
wound_immunity				= 0.025
radiation_immunity 			= 0.15
telepatic_immunity 			= 0.25
chemical_burn_immunity 		= 0.25
explosion_immunity 			= 0.025
fire_wound_immunity  		= 0.025
wound_2_immunity  			= 0.1

[stalker_immune_anomaly]:stalker 
$spawn						= "stalkers\stalker_immune_anomaly"
immunities_sect				= stalker_immunities_anomaly

[stalker_immunities_anomaly]
burn_immunity 				= 0
strike_immunity 			= 0
shock_immunity 				= 0
wound_immunity				= 0.2
radiation_immunity 			= 0
telepatic_immunity 			= 0
chemical_burn_immunity 		= 0
explosion_immunity 			= 0.25
fire_wound_immunity  		= 0.5
wound_2_immunity  			= 0.5
;---RAGDOLL TEST STALKER-----------------------------------------------------

[stalker_ragdoll]:stalker
$spawn 					= "stalkers\stalker_ragdoll"	;option for Level Editor
immunities_sect				= stalker_immunities_ragdoll
damage					= stalker_damage_ragdoll

[stalker_immunities_ragdoll]
burn_immunity 				= 10000.0
strike_immunity 			= 10000.0
shock_immunity 				= 10000.0
wound_immunity				= 10000.0
radiation_immunity 			= 10000.0
telepatic_immunity 			= 10000.0
chemical_burn_immunity 			= 10000.0
explosion_immunity 			= 10000.0
fire_wound_immunity  			= 10000.0
wound_2_immunity  			= 10000.0

[stalker_damage_ragdoll]
default					= 10000.0, -1, 1.0

bip01_pelvis 				= 10000.0, 1000, 0.3
bip01_spine 		 		= 10000.0, 1000, 0.8
bip01_spine1 		 		= 10000.0, 1000, 0.8
bip01_spine2 		 		= 10000.0, 1000, 0.8
bip01_neck 			 	= 10000.0, 1000, 1.0
bip01_head 			 	= 10000.0, 1000, 1.0
eyelid_1 			 	= 10000.0, 1000, 1.0
eye_left 			 	= 10000.0, 1000, 1.0
eye_right 			 	= 10000.0, 1000, 1.0
jaw_1 		 		 	= 10000.0, 1000, 1.0

bip01_l_clavicle	 		= 10000.0, 1000, 0.7
bip01_l_upperarm	 		= 10000.0, 1000, 0.6
bip01_l_forearm	 	 	    	= 10000.0, 1000, 0.5
bip01_l_hand	 	 	    	= 10000.0, 1000, 0.2
bip01_l_finger0	 	 	    	= 10000.0, 1000, 0.1
bip01_l_finger01	 		= 10000.0, 1000, 0.1
bip01_l_finger02	 		= 10000.0, 1000, 0.1
bip01_l_finger1	 	 	    	= 10000.0, 1000, 0.1
bip01_l_finger11	 		= 10000.0, 1000, 0.1
bip01_l_finger12	 		= 10000.0, 1000, 0.1
bip01_l_finger2	 	 	    	= 10000.0, 1000, 0.1
bip01_l_finger21	 		= 10000.0, 1000, 0.1
bip01_l_finger22	 		= 10000.0, 1000, 0.1

bip01_r_clavicle	 		= 10000.0, 1000, 0.7
bip01_r_upperarm	 		= 10000.0, 1000, 0.6
bip01_r_forearm	 	 		= 10000.0, 1000, 0.5
bip01_r_hand	 	 		= 10000.0, 1000, 0.2
bip01_r_finger0	 	 		= 10000.0, 1000, 0.1
bip01_r_finger01	 		= 10000.0, 1000, 0.1
bip01_r_finger02	 		= 10000.0, 1000, 0.1
bip01_r_finger1	 	 		= 10000.0, 1000, 0.1
bip01_r_finger11	 		= 10000.0, 1000, 0.1
bip01_r_finger12	 		= 10000.0, 1000, 0.1
bip01_r_finger2	 	 	 	= 10000.0, 1000, 0.1
bip01_r_finger21	 		= 10000.0, 1000, 0.1
bip01_r_finger22	 		= 10000.0, 1000, 0.1

bip01_l_thigh	 	 		= 10000.0, 1000, 0.5
bip01_l_calf	 	 		= 10000.0, 1000, 0.4
bip01_l_foot	 	 		= 10000.0, 1000, 0.3
bip01_l_toe0	 	 		= 10000.0, 1000, 0.2
bip01_r_thigh	 	 		= 10000.0, 1000, 0.5
bip01_r_calf	 	 		= 10000.0, 1000, 0.4
bip01_r_foot	 	 		= 10000.0, 1000, 0.3
bip01_r_toe0	 	 		= 10000.0, 1000, 0.2

[fire_queue_params]  ; min < 15 < medium < 30 < max
; ef_weapon_type = 5
pstl_min_queue_size_far			= 1
pstl_max_queue_size_far			= 2
pstl_min_queue_interval_far		= 500
pstl_max_queue_interval_far		= 750

pstl_min_queue_size_medium		= 1
pstl_max_queue_size_medium		= 4
pstl_min_queue_interval_medium	= 400
pstl_max_queue_interval_medium	= 500

pstl_min_queue_size_close		= 1
pstl_max_queue_size_close		= 8
pstl_min_queue_interval_close	= 350
pstl_max_queue_interval_close	= 400

;-------------------------------
; ef_weapon_type = 9
shtg_min_queue_size_far			= 1
shtg_max_queue_size_far			= 1
shtg_min_queue_interval_far		= 1000
shtg_max_queue_interval_far		= 2000

shtg_min_queue_size_medium		= 1
shtg_max_queue_size_medium		= 4
shtg_min_queue_interval_medium	= 600
shtg_max_queue_interval_medium	= 750

shtg_min_queue_size_close		= 1
shtg_max_queue_size_close		= 6
shtg_min_queue_interval_close	= 600
shtg_max_queue_interval_close	= 750

;-------------------------------
; ef_weapon_type = 11 & 12 ; 
snp_min_queue_size_far			= 1
snp_max_queue_size_far			= 1
snp_min_queue_interval_far		= 2000
snp_max_queue_interval_far		= 3000

snp_min_queue_size_medium		= 1
snp_max_queue_size_medium		= 1
snp_min_queue_interval_medium	= 1500
snp_max_queue_interval_medium	= 2000

snp_min_queue_size_close		= 1
snp_max_queue_size_close		= 1
snp_min_queue_interval_close	= 1000
snp_max_queue_interval_close	= 1100

;-------------------------------
; default
auto_min_queue_size_far			= 1
auto_max_queue_size_far			= 3
auto_min_queue_interval_far		= 400
auto_max_queue_interval_far		= 800

auto_min_queue_size_medium		= 1
auto_max_queue_size_medium		= 6
auto_min_queue_interval_medium	= 350
auto_max_queue_interval_medium	= 600

auto_min_queue_size_close		= 2
auto_max_queue_size_close		= 9
auto_min_queue_interval_close	= 250
auto_max_queue_interval_close	= 500

;-------------------------------
; ef_weapon_type = 6, 7, 8, 10
mchg_min_queue_size_far			= 1
mchg_max_queue_size_far			= 6
mchg_min_queue_interval_far		= 300
mchg_max_queue_interval_far		= 600

mchg_min_queue_size_medium		= 2
mchg_max_queue_size_medium		= 12
mchg_min_queue_interval_medium	= 300
mchg_max_queue_interval_medium	= 500

mchg_min_queue_size_close		= 2
mchg_max_queue_size_close		= 15
mchg_min_queue_interval_close	= 200
mchg_max_queue_interval_close	= 400

;-------------------------------

;mlr
[stalker_arena_mlr]:stalker
$spawn						= "stalkers\stalker_arena_mlr"
immunities_sect				= stalker_immunities_arena_mlr
;eye_fov							= 160
;eye_range						= 100

[stalker_immunities_arena_mlr]
burn_immunity 				= 0.55
strike_immunity 			= 0.55
shock_immunity 				= 0.55
wound_immunity				= 0.80
radiation_immunity 			= 0.25
telepatic_immunity 			= 0.55
chemical_burn_immunity 		= 0.25
explosion_immunity 			= 0.55
fire_wound_immunity  		= 0.8
wound_2_immunity  			= 0.8