[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,	1.3,	0.65,	1.3
norm_escape_00		= 1,	0.2,	1.3,	0.65,	1.3

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

norm_walk_fwd_0		= 1,	0.2,	0.2,	0.65,	0.2
norm_walk_back_0	= 1,	0.2,	0.2,	0.65,	0.2
norm_walk_ls_0		= 1,	0.2,	0.2,	0.65,	0.2
norm_walk_rs_0		= 1,	0.2,	0.2,	0.65,	0.2

norm_run_fwd_0		= 1,	0.2,	1,	0.65,	1
norm_run_back_0		= 1,	0.2,	1,	0.65,	1
norm_run_ls_0		= 1,	0.2,	1,	0.65,	1
norm_run_rs_0		= 1,	0.2,	1,	0.65,	1

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

[stalker_vision_free]
min_view_distance	= 0.75	; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance	= 1	; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	= 100.0	; 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		= 0.5
luminocity_factor	= 0.5	; фактор освещения (только для Актёра)
transparency_threshold	= 0.75	; 0.75

[stalker_vision_danger]
min_view_distance	= 0.6	; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance	= 1.4	; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	= 80.0	; значение, при достижении суммой которого объект считается видимым
always_visible_distance	= 0.1
time_quant		= 0.005
decrease_value		= 0.01	; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		= 0.5
luminocity_factor	= 0.5	; фактор освещения (только для Актёра)
transparency_threshold	= 0.6	; 0.25

[stalker_sound_perceive]
weapon	= 2.0	; коэффициент усиления приоритета\силы звука
item	= 0.15	; коэффициент усиления приоритета\силы звука
npc	= 1.0	; коэффициент усиления приоритета\силы звука
anomaly	= 0.2	; коэффициент усиления приоритета\силы звука
world	= 0.1	; коэффициент усиления приоритета\силы звука

[stalker_damage]
;bone_name	= <hit_scale>, <fwd_damage_anim_index>, <wound_scale>
;<hit_scale> - коэфф. изменения хита (уменьшения здоровья) 
;-1 - нет анимаций, четный номер - спереди, нечетный номер - сзади, УКАЗЫВАЕТСЯ ТОЛЬКО ПЕРЕДНИЙ!!! ЗАДНИЙ НА АВТОМАТЕ
;<wound_scale> - коэфф. изменения величины открытой раны
default	= 1.0, -1, 1.0

bip01_pelvis		= 1.0,  2, 0.3		; таз
bip01_spine		= 1.0,  2, 0.8		; поясница-живот
bip01_spine1		= 0.5,  2, 0.8		; низ торса
bip01_spine2		= 0.5,  2, 0.8		; верх торса
bip01_neck		= 1.0,  0, 1.0,		; шея
bip01_head		= 2.0,  0, 1.0, 5.0	;2.0, 0, 1.0, 5.0	; голова
eyelid_1		= 2.0,  0, 1.0, 5.0	;2.0, 0, 1.0, 5.0	; веки (?)
eye_left		= 2.0,  0, 1.0, 5.0	;2.0, 0, 1.0, 5.0	; глаз лев
eye_right		= 2.0,  0, 1.0, 5.0	;2.0, 0, 1.0, 5.0	; глаз прав
jaw_1			= 1.0,  0, 1.0,		; челюсть

bip01_l_clavicle	= 1.0, 10, 0.7	; ключица лев
bip01_l_upperarm	= 1.0, 10, 0.6	; плечо лев
bip01_l_forearm		= 0.2, 10, 0.5	; предплечье лев
bip01_l_hand		= 0.1, -1, 0.2	; кисть лев
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,  8, 0.7	; ключица прав
bip01_r_upperarm	= 1.0,  8, 0.6	; плечо прав
bip01_r_forearm		= 0.2,  8, 0.5	; предплечье прав
bip01_r_hand		= 0.1, -1, 0.2	; кисть прав
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		= 1.0,  4, 0.5	; бедро лев
bip01_l_calf		= 1.0,  4, 0.4	; голень лев
bip01_l_foot		= 0.2,  4, 0.3	; пятка лев
bip01_l_toe0		= 0.0, -1, 0.2
bip01_r_thigh		= 1.0,  6, 0.5	; бедро прав
bip01_r_calf		= 1.0,  6, 0.4	; голень прав
bip01_r_foot		= 0.20, 6, 0.3	; пятка прав
bip01_r_toe0		= 0.0, -1, 0.2

[critical_wound_head_section]
  bip01_head
  eyelid_1
  eye_left
  eye_right
  jaw_1
  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
  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

[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
strike_immunity        = 1.0
shock_immunity         = 1.0
wound_immunity         = 1.0
radiation_immunity     = 0.01
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]
; Хиты
morale_v           = 0.0001     ;скорость восстановления морали
psy_health_v       = 0.01       ; скорость восстановления psy-здоровья
radiation_v        = 0.001      ;скорость уменьшения радиации
radiation_health_v = 0.0001     ;уменьшение здоровья при воздействии радиации
health_hit_part    = 1.0        ;процент хита, уходящий на отнимание здоровья
power_hit_part     = 0.0        ;процент хита, уходящий на отнимание силы
health_restore_v   = 0.000001   ;скорость восстановления здоровья

;открытые раны
bleeding_v          = 0.000001   ;скорость потери крови в зависимости от размера раны
wound_incarnation_v = 0.001      ;скорость заживления раны
min_wound_size      = 0.01       ;минимальный размер раны, после которого она считается зажившей

;хромота при ранении
limping_threshold   = 0.0        ;порог сила*здоровье, после которого начинаем хромать

[stalker_terrain]
255,000,255,255
001,002,000,000 ;Кордон
008,001,000,000 ;Бар
010,001,000,000 ;Янтарь
012,001,000,000 ;Миллитари

[stalker_dolg_terrain]:stalker_terrain
[stalker_freedom_terrain]:stalker_terrain
[stalker_ecolog_terrain]:stalker_terrain
[stalker_bandit_terrain]:stalker_terrain
[stalker_killer_terrain]:stalker_terrain
[stalker_military_terrain]:stalker_terrain
[stalker_zombied_terrain]:stalker_terrain
[stalker_sniper_terrain]:stalker_terrain
[stalker_green_terrain]:stalker_terrain
[stalker_nebo_terrain]:stalker_terrain
[stalker_lastday_terrain]:stalker_terrain
[stalker_fotoman_terrain]:stalker_terrain
[stalker_bandos_terrain]:stalker_terrain
[stalker_voin_terrain]:stalker_terrain

[stalker_movement_speeds]
  ; 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		= 2.0
  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	= 7.0

[stalker]:common_ph_friction_params_on_npc_death
class	= AI_STL_S	; Class identifier

can_select_items	= on
use_single_item_rule	= false

;---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
species		= human		;биолог вид существа

;---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
attachable_items=device_pda,yad,device_torch,device_torch_clon,attachable_item,hand_radio,bread,vodka,sigaret,energy_drink,kolbasa,guitar_a,harmonica_a,wpn_binoc,kruglov_flash,cigara,beer_a,sweetness,flaska,sandwich,rx_attach_bandage,fake_knife,fake_knife_skin,aa_m,aa_cf,aa_ns,aa_v,aa_g,aa_gf,aa_gr,aa_d,aa_f,aa_c,aa_bc,aa_b,aa_mm,aa_s,aa_ga,aa_es,aa_ef,aa_em,aa_ect,aa_ev,aa_as,aa_asg,aa_am,aa_rt,aa_rk,aa_rsu,aa_fk,aa_dd,aa_ds,aa_db,aa_dp,aa_dg,aa_dsr,aa_dbr,aa_dpr,aa_cp,aa_a1,aa_a2,aa_a3,aa_a4,aa_b1,aa_b2,aa_b3,aa_b4,aa_c1,aa_c2,aa_c3,aa_d1,aa_d2,aa_d3,aa_d4,aa_k1,aa_k2,aa_k3,aa_k4,aa_p1,aa_p2,aa_p3,aa_p4,aa_smb,aa_s1,aa_s2,aa_s3,aa_s4,aa_sp,aa_bl,aa_pm,aa_pmp,aa_pm1,aa_pm2,aa_wf,aa_wf1,aa_sprl,aa_ag,aa_ac

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

;---OFFLINE ALIFE------------------------------------------------------------------
Health				= 100		; option for ALife Simulator
money				= 5000		; option for ALife Simulator
going_speed			= 2.5		; 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
MaxHealthValue			= 100		; option for ALife Simulator, range [0..200]
smart_terrain_choose_interval	= 00:15:00

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

Anomaly_Detect_Radius         = 15.0
Anomaly_Detect_Time_Remember  = 10000

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

;---VISIBILITY--------------------------------------------------------
vision_danger_section	= stalker_vision_danger
vision_free_section	= stalker_vision_free
eye_fov			= 160
eye_range		= 80
far_plane_factor	= 1.0	; фактор дальности тумана
fog_density_factor	= 0.05	; фактор плотности тумана

;---SOUND-------------------------------------------------------------
max_hear_dist		= 80
sound_threshold		= 0.3
self_sound_factor	= 0.05
self_decrease_quant	= 250	; in milliseconds
self_decrease_factor	= 0.9	; 0.95	; fading factor
killer_clsids		= Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE
sound_perceive_section	= stalker_sound_perceive

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

;---ENEMY------------------------------------------------------------
ignore_monster_threshold	= 0.0
max_ignore_distance		= 25.0
panic_threshold			= 0.02

;---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_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_

; obsolete after next update
sound_attack	= fight\attack\attack_
sound_search	= fight\searching_enemy\search_

; new after next update
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_,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_shoulder	= bip01_spine2
bone_spin	= bip01_spine1
bone_model	= bip01

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

;---FIRE DISPERSIONS--------------------------------------------------
disp_walk_stand		= 7 ;12
disp_walk_crouch	= 3 ;6
disp_run_stand		= 10 ;14
disp_run_crouch		= 5 ;8
disp_stand_stand	= 4 ;10
disp_stand_crouch	= 2 ;4
disp_stand_stand_zoom	= 1; 2
disp_stand_crouch_zoom	= 1.5 ;3

;---FIRE QUEUE PARAMETERS
weapon_min_queue_size_far	= 1
weapon_max_queue_size_far	= 6
weapon_min_queue_interval_far	= 500
weapon_max_queue_interval_far	= 1000

weapon_min_queue_size_medium	= 4
weapon_max_queue_size_medium	= 6
weapon_min_queue_interval_medium= 400
weapon_max_queue_interval_medium= 750

weapon_min_queue_size_close	= 4
weapon_max_queue_size_close	= 10
weapon_min_queue_interval_close	= 200
weapon_max_queue_interval_close	= 500

;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold	= 0.3
critical_wound_decrease_quant	= 0
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	= 0.35,	0.9,	0.35	; dc: 0.35, 0.9, 0.35
ph_box1_center	= 0.0,	0.6,	0.0
ph_box1_size	= 0.35,	0.6,	0.35	; dc: 0.35, 0.6, 0.35
;---------------------------------------------------------------------
ph_crash_speed_min		= 14
ph_crash_speed_max		= 30
ph_collision_damage_factor	= 0.1
;---------------------------------------------------------------------
ph_mass	= 80

ph_skeleton_airr_lin_factor	= -0.40
ph_skeleton_airr_ang_factor	= -0.21
ph_skeleton_hinger_factor1	= 1.0

ph_skeleton_hinge_vel		= 0.7
ph_skeleton_ddelay		= 0
ph_skel_fatal_impulse_factor	= 1
ph_after_death_velocity_factor	= 0.75
ph_skel_shot_up_factor		= 0.25

;---------------------------------------------------------------------
ph_character_have_wounded_state = true; имеет ли персонаж состояние раненый
;----------------------------------------------------------------------

[stalker_sakharov]:stalker
$spawn = "stalkers\stalker_sakharov"
crouch_type = 1
panic_threshold = 0.0
sound_threshold = 0.0

immunities_sect = sakharov_immunities
condition_sect = sakharov_condition

[stalker_trader]:stalker_sakharov
$spawn = "stalkers\stalker_trader"
can_select_items = off
money = 1000000
max_item_mass = 10000.0
inv_max_weight = 10000.0

[sakharov_condition]
morale_v            = 1.0
psy_health_v        = 1.0
radiation_v         = 1.0
radiation_health_v  = 0.0
health_hit_part     = 0.0
power_hit_part      = 0.0
bleeding_v          = 0.0
wound_incarnation_v = 1.0
min_wound_size      = 1.0
limping_threshold   = 0.0

[sakharov_immunities]
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_personal]:stalker
$spawn = "stalkers\stalker_personal"
crouch_type = 1
panic_threshold = 0.0
sound_threshold = 0.0

condition_sect  = personal_condition
damage          = personal_damage
immunities_sect = personal_immunities

[personal_condition]:stalker_condition
morale_v            = 1.0
psy_health_v        = 1.0
radiation_v         = 1.0
radiation_health_v  = 0.0
health_hit_part     = 0.5
power_hit_part      = 0.0
bleeding_v          = 0.0
wound_incarnation_v = 1.0
min_wound_size      = 1.0
health_restore_v    = 0.005
limping_threshold   = 0.0

[personal_damage]
default          = 0.1, -1, 0.1
bip01_pelvis     = 0.1,  2, 0.1
bip01_spine      = 0.1,  2, 0.1
bip01_spine1     = 0.1,  2, 0.1
bip01_spine2     = 0.1,  2, 0.1
bip01_neck       = 0.1,  0, 0.1
bip01_head       = 0.1,  0, 0.1, 0.0
eyelid_1         = 0.1,  0, 0.1, 0.0
eye_left         = 0.1,  0, 0.1, 0.0
eye_right        = 0.1,  0, 0.1, 0.0
jaw_1            = 0.1,  0, 0.1
bip01_l_clavicle = 0.1, 10, 0.1
bip01_l_upperarm = 0.1, 10, 0.1
bip01_l_forearm  = 0.1, 10, 0.1
bip01_l_hand     = 0.0, -1, 0.1
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 = 0.1,  8, 0.1
bip01_r_upperarm = 0.1,  8, 0.1
bip01_r_forearm  = 0.1,  8, 0.1
bip01_r_hand     = 0.0, -1, 0.1
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    = 0.1,  4, 0.1
bip01_l_calf     = 0.1,  4, 0.1
bip01_l_foot     = 0.1,  4, 0.1
bip01_l_toe0     = 0.0, -1, 0.1
bip01_r_thigh    = 0.1,  6, 0.1
bip01_r_calf     = 0.1,  6, 0.1
bip01_r_foot     = 0.1,  6, 0.1
bip01_r_toe0     = 0.0, -1, 0.1

[personal_immunities]
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    = 0.9
wound_2_immunity       = 0.0


[stalker_inferno]:stalker
$spawn = "stalkers\stalker_inferno"
panic_threshold = 0.0
immunities_sect = inferno_immunities
bones_particles = inferno_particles

[inferno_immunities]
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    = 1.0
wound_2_immunity       = 0.0

[inferno_particles]
inferno_particles_lfoot = inferno_particles_lhand
inferno_particles_rfoot = inferno_particles_rhand
inferno_particles_lhand = inferno_particles_bip01_r_toe0

[inferno_particles_lhand]
particle      = explosions\campfire_boar_grill
sound         = anomaly\bfuzz_blowout
bone          = bip01_l_hand
stop_on_death = true

[inferno_particles_rhand]
particle      = explosions\campfire_boar_grill
sound         = anomaly\bfuzz_blowout
bone          = bip01_r_hand
stop_on_death = true

[inferno_particles_bip01_r_toe0]
particle      = anomaly2\heat_04
sound         = anomaly\bfuzz_blowout
bone          = bip01_r_toe0
stop_on_death = true