#include "defines.ltx"
#include "prefetch\prefetch.ltx"
#include "weathers\environment.ltx"
#include "creatures\monsters.ltx"
#include "creatures\stalkers.ltx"
#include "weapons\weapons.ltx"
#include "misc\items.ltx"
#include "misc\monster_items.ltx"


#include "creatures\actor.ltx"

#include "misc\zones.ltx"
#include "misc\postprocess.ltx"

#include "misc\artefacts.ltx"
#include "misc\devices.ltx"
#include "misc\quest_items.ltx"
#include "misc\outfit.ltx"
#include "misc\effectors.ltx"
#include "creatures\helicopter.ltx"
#include "external.ltx"
#include "misc\unique_items.ltx"

#include "misc\amk_mod_outfits.ltx"

#include "creatures\game_relations.ltx"
#include "creatures\vechicles.ltx"

#include "mp\mp_actor.ltx"
#include "mp\team_logo.ltx"
#include "mp\weapons_mp\ammo_mp.ltx"
#include "mp\weapons_mp\weapons_mp.ltx"
#include "mp\weapons_mp\outfit_mp.ltx"
#include "mp\weapons_mp\items_mp.ltx"

;Game types
#include "mp\SoundMessages\mp_snd_messages.ltx"
#include "mp\SoundMessages\ahunt_snd_messages.ltx"
#include "mp\SoundMessages\dm_snd_messages.ltx"
#include "mp\SoundMessages\tdm_snd_messages.ltx"
#include "mp\deathmatch_game.ltx"
#include "mp\teamdeathmatch_game.ltx"
#include "mp\artefacthunt_game.ltx"

#include "evaluation.ltx"
#include "fonts.ltx"

#include "alife.ltx"

; Smart Terrain
#include "misc\smart_terrain.ltx"

; Respawns
#include "misc\respawn.ltx"
#include "creatures\spawn_sections.ltx"

; Extra Content
#include "extracontent.ltx"

#include "localization.ltx"



[sound]
occlusion_scale = 0.4
snd_collide_min_volume=0.1
snd_collide_max_volume=200.

[demo_record]
speed0    = 0.3
speed1    = 3.0
speed2    = 15.0
speed3    = 60.0
ang_speed0  = 0.1
ang_speed1  = 0.5
ang_speed2  = 7.0
ang_speed3  = 2.0

[texture_desc]
files = ui_mp_icon_rank, ui_icons_map, ui_common, ui_old_textures, ui_ingame, ui_map_description, ui_models_multiplayer, ui_team_logo, ui_team_logo_small, ui_mainmenu, ui_mp_main, ui_statistics, ui_hud, ui_numpad, ui_inventory, ui_inventory2, ui_iconstotal, ui_pda, ui_icons_npc, ui_npc_monster, ui_npc_unique, ui_buy_menu, ui_asus_intro, ui_icons_hx

[info_portions]
;список xml файлов, содержащих info_portions
files = info_portions, info_portions_light, info_portions_test, info_lchanger_ico, info_level_tips, info_known_objects, info_l01escape, info_l02garbage, info_l03agroprom, info_l04agroprom_u, info_l05dark_valley, info_l06dark_valley_u, info_l07rostok, info_l08yantar, info_l08deadcity, info_l08rostok_bar, info_l09marshes, info_l09rostok_dolg, info_l10military, info_l11pripyat, info_l11yantar, info_l12yantar_u, info_l13deadcity, info_l14swamp, info_l10radar, info_l16radar_antena, info_l17monolith_control, info_l19stanciya, info_l12u_sarcofag, info_l21generators, info_l22warlab, info_stories, info_amk_recipts, info_oblivion_lost

[encyclopedia]
files = encyclopedia_infos, storyline_info_to_diary, encyclopedia_weapons, encyclopedia_mutants, encyclopedia_zone, encyclopedia_social, encyclopedia_equipment, encyclopedia_tutorial

[dialogs]
files = dialogs_test, dialogs, dialogs_escape, dialogs_garbage, dialogs_agroprom, dialogs_deadcity, dialogs_darkvalley, dialogs_pripyat, dialogs_bar, dialogs_yantar, dialogs_military, dialogs_labx18, dialogs_radar, dialogs_aes, dialogs_repair, dialogs_amk_recipts, dialogs_faction_change

[profiles]
;список xml файлов, содержащих профили сталкеров и торговцев
files =  npc_profile
;список xml файлов, содержащих описания конкретных сталкеров и торговцев
specific_characters_files = character_desc_general, character_desc_simulation,character_desc_escape, character_desc_garbage, character_desc_agroprom, character_desc_darkvalley, character_desc_deadcity, character_desc_bar, character_desc_yantar, character_desc_military, character_desc_radar, character_desc_pripyat, character_desc_aes, character_desc_kishka, character_desc_sarcofag

[artefacts_tasks]
;имя скриптовой функции, которая вызывается для создания
;списка артефактов
script_func = ;trader_job.artefacts_task_list_text

[game_tasks]
files = game_tasks

[inventory]
take_dist		= 2
max_weight		= 80
max_ruck		= 56
max_belt		= 10
slots			= 11

slot_persistent_1  = true		;knife
slot_persistent_2  = false		;pistol
slot_persistent_3  = false		;automatic
slot_persistent_4  = true		;grenades
slot_persistent_5  = true		;binocular
slot_persistent_6  = true		;bolt
slot_persistent_7  = false		;outfit
slot_persistent_8  = true		;pda
slot_persistent_9  = true		;detector
slot_persistent_10  = true		;torch

[blowout_period]

enabled         = 1.0
time            = 1800.0
time2           = 2160.0
shift           = 60.0
shift1          = 300.0
shift2          = 600.0
shift3          = 900.0
shift4          = 1200.0
shift5          = 750.0
shift6          = 180.0
shift7          = 450.0

[lights_hanging_lamp]
GroupControlSection = spawn_group
$spawn        = "physics\hanging lamp"
class       = O_HLAMP
script_binding      = bind_physic_object.init

[physic_object]
GroupControlSection = spawn_group
$spawn        = "physics\object"
$prefetch       = 8
class       = O_PHYS_S
remove_time     = 60; after this time  unbreaked removable bone will be removed
script_binding      = bind_physic_object.init

[physic_destroyable_object]
GroupControlSection = spawn_group
$spawn        = "physics\destroyable_object"
;$prefetch      = 8
class       = P_DSTRBL
remove_time     = 60; after this time  unbreaked removable bone will be removed
script_binding      = bind_physic_object.init

[search_light]
GroupControlSection = spawn_group
$spawn        = "physics\search light"
class       = O_SEARCH
cform       = skeleton
visual        = equipments\projector.ogf
script_binding      = bind_physic_object.init

[explosion_marks]
wallmarks     = wm\wm_grenade
dist        = 0.5 ;2.4  ;
size        = 0.6 ;0.4  ;
max_count     = 5

[bloody_marks]
wallmarks     = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3
dist				= 2.0	;2.4	;(м) max расстояние отлета крови
max_size			= 0.4	;0.3	;(м)радиус пятна при хите силой nominal hit по большому объекту (по маленькому *0.5)
min_size			= 0.06			;(м)минимальный радиус пятна
nominal_hit			= 0.5			;величина номинального хита, при котором разлетается максимум крови (max_size)

;капли крови

blood_drops     = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
start_blood_size  = 0.4     ;размер раны чтоб начала капать кровь
stop_blood_size   = 0.025     ;размер раны чтоб кровь остановилась (должно быть меньше start_blood_size)

blood_drop_time     = 0.1     ;OBSOLETE
blood_drop_time_min = 0.3     ;
blood_drop_time_max = 2.0     ;
blood_drop_size		= 0.1			;размер капли (м) крови, которая упала


[entity_fire_particles]
fire_particles = damage_fx\burn_creatures
start_burn_size = 0.0003    ;размер ожега после которого начать играть партиклы огня
stop_burn_size  = 0.0001    ;размер ожега после которого остановить партиклы
min_burn_time = 10000   ;минимальное время отыгрыша партиклов (даже если рана уже зажила)

[hud_cursor]
;все размеры в процентах от длины экрана
cross_length		= 0.000 ;0.015					;длина "палочки" прицела
min_radius      = 0.0         ;минимальный радиус прицела (при нулевой дисперсии)
max_radius      = 1.0         ;максимальный радиус
radius_lerp_speed = 0.08          ;скорость интерполяции положений прицела
cross_color     = 0.7,0.7,0.7,1.0   ;цвет прицела
disp_scale      = 0.08          ;масштаб прицела (относительно радиан)

[hud_hitmark]
hit_mark_texture = ui\ui_hud_hit_mark
;ui\ui_hud_hit_mark
;ui\ui_hud_hit_mark_01
;ui\ui_hud_hit_mark_02
;ui\ui_hud_hit_mark_03
;ui\ui_hud_hit_mark_04
;ui\ui_hud_hit_mark_05
;ui\ui_hud_hit_mark_06
;ui\ui_hud_hit_mark_07
;ui\ui_hud_hit_mark_08
;ui\ui_hud_hit_mark_09
;ui\ui_hud_hit_mark_10
;ui\ui_hud_hit_mark_11
;ui\ui_hud_hit_mark_12
;ui\ui_hud_hit_mark_13
;ui\ui_hud_hit_mark_14
;ui\ui_hud_hit_mark_15
;ui\ui_hud_hit_mark_16
;ui\ui_hud_hit_mark_17
;ui\ui_hud_hit_mark_18
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; inventory items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[document]
GroupControlSection = spawn_group
;discovery_dependency = 
$spawn        = "documents\document 01"
;$prefetch      = 32
class       = II_DOC
cform       = skeleton
visual        = equipments\item_document_01.ogf

inv_name      = Document
inv_name_short    = Document
inv_weight      = 1 ;0.2

inv_grid_width    = 1
inv_grid_height   = 1
inv_grid_x      = 0
inv_grid_y      = 0
cost        = 0




[spectator]
 $player        = on
class                   = SPECT

      
[??tg_event]
class        = EVENT

[m_car]
GroupControlSection = spawn_group
discovery_dependency = 
$spawn      = "vehicles\car"
cform                   = skeleton
class                   = SCRPTCAR

inv_weight        = 1000
cost          = 100000
inv_grid_width      = 1
inv_grid_height     = 1

script_binding      = bind_physic_object.init


[actor_firsteye_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
rot_speed                = 3.14, 3.14, 0

[actor_ladder_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = -1.0, 1.0
rot_speed                = 3.14, 3.14, 0

[actor_free_cam]
;----------------
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
lim_zoom                 = 0.4, 10
rot_speed                = 3.14, 1.0, 10
 
[actor_look_cam]
lim_pitch                = -0.7, 1
lim_yaw                  = 0, 0
lim_zoom                 = 1, 5
rot_speed                = 3.14, 6.28, 10

[actor_look_cam_psp]
lim_pitch                = -0.7, 1
lim_yaw                  = 0, 0
lim_zoom                 = 1, 5
rot_speed                = 2, 2, 2
offset          = 0.4,0.2,-1.1
autoaim_speed_y     = 0.5, 3.14    ;min,max speed
autoaim_speed_x     = 0.5, 3.14

[mounted_weapon_cam]
lim_pitch                = -0.5, 0.5
lim_yaw                  = -2.0, 2.0
rot_speed                = 3.14, 1.0, 0

[car_firsteye_cam]
lim_pitch                = -0.5, 0.3
lim_yaw                  = -2.0, 2.0
rot_speed                = 3.14, 1.0, 0
 
[car_free_cam]
lim_pitch                = -1, 1.56 ;0, 1.56
lim_yaw                  = 0, 0 ;0, 0
lim_zoom                 = 1, 10 ;1, 7
rot_speed                = 3.14, 1.0, 10 ;3.14, 1.0, 10

[car_look_cam]
lim_pitch                = 0, 1.56
lim_yaw                  = 0  , 0
lim_zoom                 = 1, 7
rot_speed                = 25, 1.0, 10

[heli_free_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
lim_zoom                 = 5, 25
rot_speed                = 3.14, 1.0, 10
 
[heli_front_cam]
;lim_yaw    = -0.01,0.01
lim_pitch                = -1.2, 1.2
lim_yaw                  = -1.5, 1.5
rot_speed                = 3.14, 1.5, 0
 
[heli_look_cam]
lim_pitch                = 0, 1.56
lim_yaw                  = 0, 0
lim_zoom                 = 5, 15
rot_speed                = 3.14, 1.0, 10
 
[interface]
font_game                = font_game
font_small               = font_small
 

[graph_point]
class                = AI_GRAPH
$spawn               = "ai\graph point"

;-----------------------------------------------------------------
; Trade
;-----------------------------------------------------------------
[trade]
;коэффициенты изменения цены при торговле в зависимости от отношения к персонажу
;линейно апроксимируются между значения
buy_price_factor_hostile  = 1   ;коэффициент покупки при goodwill = -100
buy_price_factor_friendly = 1   ;коэффициент покупки при goodwill = 100
sell_price_factor_hostile = 1   ;коэффициент покупки при goodwill = -100
sell_price_factor_friendly  = 1   ;коэффициент покупки при goodwill = 100



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

[spawn_group_zone]
GroupControlSection     = spawn_group_zone
$spawn            = "ai\group zone"                 ; option for Level Editor
class           = AI_SPGRP

[spawn_group]
GroupControlSection     = spawn_group
$spawn            = "ai\spawn group"                ; option for Level Editor
class           = AI_SPGRP

[level_changer]
GroupControlSection = 
$spawn      = "ai\level changer"
;$prefetch    = 4
class     = LVL_CHNG
;script_binding  = amk.bind_lc

[script_zone]
GroupControlSection = 
$spawn      = "ai\script zone"
;$prefetch    = 4
class     = SCRIPTZN
script_binding  = xr_zones.bind

[physics]
object_damage_factor    = 1.2f

;*****************************************
; ГЕНЕРАТОРЫ ИМЕН
;*****************************************
[stalker_names_stalker]
name_cnt    = 102
last_name_cnt = 599

[stalker_names_bandit]
name_cnt    = 36
last_name_cnt = 180

[stalker_names_science]
name_cnt    = 14
last_name_cnt = 27

[stalker_names_private]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_sergeant]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_lieutenant]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_captain]
name_cnt    = 1
last_name_cnt = 200


[script_object]
GroupControlSection     = spawn_group
$spawn            = "script\script object"            ; option for Level Editor
$npc            = on                      ; option for Level Editor
; $prefetch           = 32                    ;
Scheduled         = on                      ; option for ALife Simulator
Human             = off                     ; option for ALife Simulator
cform                       = skeleton                    ; collision class
class                       = SCRPTOBJ                    ; AI class

;параметры показывания входящих сообщений PDA в главном меню
[maingame_ui]
pda_msgs_max_show_time = 20000
info_msgs_max_show_time = 10000
snd_new_contact         = detectors\contact_1
snd_new_contact1        = detectors\contact_8

[attachable_item]
GroupControlSection   = spawn_group
discovery_dependency  = 
$spawn          = "equipment\attachable_item"
cform                   = skeleton
class         = II_ATTCH
cost          = 100
inv_name        = "Attachable item"
inv_name_short      = "Attachable item"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 0, -3.14, 1.6
attach_position_offset  = 0.105, 0.00, 0.085
attach_bone_name    = bip01_head

[new_attachable_item]
GroupControlSection   = spawn_group
discovery_dependency  = 
$spawn          = "equipment\new_attachable_item"
cform                   = skeleton
class         = II_BTTCH
cost          = 100
inv_name        = "Attachable item"
inv_name_short      = "Attachable item"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 0, -3.14, 1.6
attach_position_offset  = 0.105, 0.00, 0.085
attach_bone_name    = bip01_head

[hand_radio]:identity_immunities
GroupControlSection   = spawn_group
discovery_dependency  = 
$spawn          = "equipment\hand_radio"
cform                   = skeleton
class         = II_ATTCH
visual                  = equipments\item_fmradio.ogf
cost          = 0
inv_name        = "hand_radio"
inv_name_short      = "hand_radio"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = -1.5708,0.1919,3.1416    ;устанавливается в радианах Angle*PI/180
attach_position_offset  = 0.075, 0.066, 0.023
attach_bone_name    = bip01_l_hand
auto_attach       = false

[breakable_object]
class           = O_BRKBL
remove_time         = 10      ;after remove_time seconds object will be removed after it is breaked
hit_break_threthhold    = 0.      ;weapon impact can stand breakable_object
collision_break_threthhold  = 2000.f  ;collision impact can stand breakable_object
immunity_factor       = 1.3     ;hit power multiplier

[climable_object]
class           = O_CLMBL

[zone_team_base]
$spawn      = "network\team base"
class     = Z_TEAMBS
GroupControlSection = spawn_group_zone

[multiplayer_skins]
stalker_killer_head_1 = 0,380
stalker_killer_antigas  = 128,380
stalker_killer_head_3 = 256,380
stalker_killer_mask   = 384,380
stalker_killer_exoskeleton  = 512,380
stalker_sci_killer    = 640,380
stalker_killer_military = 768,380

stalker_sv_balon_10   = 0,705
stalker_sv_hood_9   = 128,705
stalker_sv_rukzak_3   = 256,705
stalker_sv_rukzak_2   = 384,705
stalker_sv_exoskeleton  = 512,705
stalker_sci_svoboda   = 640,705
stalker_sv_military   = 768,705

[main_ingame_indicators_thresholds]
radiation       = 0.1,0.25,0.4,0.55,0.7
wounds          = 0.01,0.2,0.4,0.6,0.8
jammed          = 0.5,0.6,0.7,0.8,0.9
starvation        = 0.5,0.6,0.7,0.8,0.9
fatigue         = 0.3,0.6,0.7,0.8,0.9

[tutorial_conditions_thresholds]
max_power       = 0.75
power         = 0.1
bleeding        = 0.4
satiety         = 0.5
radiation       = 0.1
weapon_jammed     = 0.9
psy_health        = 0.5

[squad_manager]
schedule_min      =   1
schedule_max      = 999

[agent_manager]
schedule_min      = 100
schedule_max      = 1000

[custom_script_object]
GroupControlSection   = spawn_group
discovery_dependency  = 
$spawn          = "scripts\custom_object"
cform                   = skeleton
class         = NW_ATTCH
visual                  = equipments\item_fmradio.ogf
cost          = 0
inv_name        = "custom_script_object"
inv_name_short      = "custom_script_object"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 0, 0, 0
attach_position_offset  = 0.08, 0.04, 0.03
attach_bone_name    = bip01_r_hand

[ph_skeleton_object]
class         = P_SKELET
remove_time       = 120

[script]
current_server_entity_version = 6

[space_restrictor]
GroupControlSection   = spawn_group_restrictor
$spawn          = "ai\space_restrictor"
;$prefetch        = 64
class         = SPC_RS_S
script_binding          = bind_restrictor.bind

[collision_damage]
bonce_damage_factor_for_objects = 1.

[details]
swing_normal_amp1 = .1
swing_normal_amp2 = .05
swing_normal_rot1 = 30.0
swing_normal_rot2 = 1.0
swing_normal_speed  = 2.0
// fast
swing_fast_amp1   = 0.35;0.25
swing_fast_amp2   = .20;0.15
swing_fast_rot1   = 5
swing_fast_rot2   = .5;0.75
swing_fast_speed  = 0.5;1

[ph_capture_visuals]

//Список объектов которые можно таскать.

//bandit
actors\bandit\stalker_bandit_1
actors\bandit\stalker_bandit_2
actors\bandit\stalker_bandit_3
actors\bandit\stalker_bandit_4
actors\bandit\stalker_bandit_5
actors\bandit\stalker_bandit_6
actors\bandit\stalker_bandit_7
actors\bandit\stalker_bandit_8
actors\bandit\stalker_bandit_9
actors\bandit\stalker_bandit_borov
actors\bandit\stalker_bandit_drunk
actors\bandit\stalker_bandit_master
actors\bandit\stalker_bandit_veteran

//dolg
actors\dolg\stalker_do_antigas
actors\dolg\stalker_do_balon_1
actors\dolg\stalker_do_balon_2
actors\dolg\stalker_do_balon_3
actors\dolg\stalker_do_balon_4
actors\dolg\stalker_do_balon_5
actors\dolg\stalker_do_balon_6
actors\dolg\stalker_do_balon_7
actors\dolg\stalker_do_balon_8
actors\dolg\stalker_do_balon_80
actors\dolg\stalker_do_exoskeleton
actors\dolg\stalker_do_komandir
actors\dolg\stalker_do_mask
actors\dolg\stalker_do_mask_1
actors\dolg\stalker_do_nauchniy

//ecolog
actors\ecolog\stalker_ecolog
actors\ecolog\stalker_ecolog_military

//killer
actors\killer\stalker_ki_antigas
actors\killer\stalker_ki_exoskeleton
actors\killer\stalker_ki_head_1
actors\killer\stalker_ki_head_2
actors\killer\stalker_ki_head_3
actors\killer\stalker_ki_head_4
actors\killer\stalker_ki_head_5
actors\killer\stalker_ki_head_6
actors\killer\stalker_ki_hero
actors\killer\stalker_ki_informator
actors\killer\stalker_ki_mask
actors\killer\stalker_ki_nauchniy
actors\killer\stalker_ki_temp
actors\killer\stalker_ki_temp2

//militari
actors\militari\stalker_militari_1
actors\militari\stalker_militari_2
actors\militari\stalker_militari_antigas_1
actors\militari\stalker_militari_antigas_2

//nauchniy
actors\nauchniy\nauchniy_0
actors\nauchniy\nauchniy_1

//neytral
actors\neytral\stalker_bar_security
actors\neytral\stalker_neytral_balon_1
actors\neytral\stalker_neytral_balon_2
actors\neytral\stalker_neytral_balon_3
actors\neytral\stalker_neytral_balon_4
actors\neytral\stalker_neytral_balon_5
actors\neytral\stalker_neytral_balon_6
actors\neytral\stalker_neytral_balon_7
actors\neytral\stalker_neytral_balon_8
actors\neytral\stalker_neytral_exoskeleton
actors\neytral\stalker_neytral_hood_1
actors\neytral\stalker_neytral_hood_2
actors\neytral\stalker_neytral_hood_3
actors\neytral\stalker_neytral_hood_4
actors\neytral\stalker_neytral_hood_5
actors\neytral\stalker_neytral_hood_6
actors\neytral\stalker_neytral_hood_7
actors\neytral\stalker_neytral_hood_8
actors\neytral\stalker_neytral_hood_9
actors\neytral\stalker_neytral_hood_uzor
actors\neytral\stalker_neytral_nauchniy
actors\neytral\stalker_neytral_rukzak_1
actors\neytral\stalker_neytral_rukzak_2
actors\neytral\stalker_neytral_rukzak_3
actors\neytral\stalker_neytral_rukzak_4
actors\neytral\stalker_neytral_rukzak_5
actors\neytral\stalker_neytral_rukzak_6
actors\neytral\stalker_neytral_rukzak_7
actors\neytral\stalker_prizrak

//novice
actors\novice\green_stalker_1
actors\novice\green_stalker_10
actors\novice\green_stalker_11
actors\novice\green_stalker_2
actors\novice\green_stalker_3
actors\novice\green_stalker_4
actors\novice\green_stalker_5
actors\novice\green_stalker_6
actors\novice\green_stalker_7
actors\novice\green_stalker_8
actors\novice\green_stalker_9
actors\novice\green_stalker_antigas

//soldier
actors\soldier\soldier_antigas
actors\soldier\soldier_bandana
actors\soldier\soldier_bandana_1
actors\soldier\soldier_bandana_2
actors\soldier\soldier_bandana_3
actors\soldier\soldier_bandana_4
actors\soldier\soldier_bandana_5
actors\soldier\soldier_bandana_6
actors\soldier\soldier_beret
actors\soldier\soldier_beret_1
actors\soldier\soldier_beret_2
actors\soldier\soldier_beret_3
actors\soldier\soldier_beret_4
actors\soldier\soldier_beret_5
actors\soldier\soldier_mask
actors\soldier\soldier_obichniy
actors\soldier\soldier_spetsnaz
actors\soldier\stalker_military_black
actors\soldier\stalker_military_green

//stalker_zombi
actors\stalker_zombi\stalker_zombie_specnaz
actors\stalker_zombi\stalker_zombie1
actors\stalker_zombi\stalker_zombie2
actors\stalker_zombi\stalker_zombie3
actors\stalker_zombi\stalker_zombie4
actors\stalker_zombi\stalker_zombie5
actors\stalker_zombi\stalker_zombie6
actors\stalker_zombi\stalker_zombie7
actors\stalker_zombi\stalker_zombie8
actors\stalker_zombi\zombie_exoskeleton
actors\stalker_zombi\zombie_fresh_0
actors\stalker_zombi\zombie_fresh_1
actors\stalker_zombi\zombie_fresh_2

//svoboda
actors\svoboda\stalker_sv_balon_1
actors\svoboda\stalker_sv_balon_10
actors\svoboda\stalker_sv_cook
actors\svoboda\stalker_sv_exoskeleton
actors\svoboda\stalker_sv_hood_9
actors\svoboda\stalker_sv_hood_91
actors\svoboda\stalker_sv_leader
actors\svoboda\stalker_sv_max
actors\svoboda\stalker_sv_nauchniy
actors\svoboda\stalker_sv_rukzak_1
actors\svoboda\stalker_sv_rukzak_1_1
actors\svoboda\stalker_sv_rukzak_2
actors\svoboda\stalker_sv_rukzak_3
actors\svoboda\stalker_sv_rukzak_3_1

//ucheniy
actors\ucheniy\ucheniy_1
actors\ucheniy\ucheniy_2
actors\ucheniy\ucheniy_3
actors\ucheniy\ucheniy_4

//Monolith
actors\monolit\stalker_mo_exo
actors\monolit\stalker_mo_head_1
actors\monolit\stalker_mo_head1
actors\monolit\stalker_mo_hood_9
actors\monolit\stalker_mo_mask
actors\monolit\stalker_mo_nauchniy


/////AMK section

//Original monsters

monsters\dog\dog
monsters\dog\dog_bulterier
monsters\dog\dog_bulterier_dead
monsters\dog\dog_dead
monsters\dog\dog_red
monsters\dog\dog_red_dead
monsters\dog\dog_white
monsters\dog\dog_white_dead
monsters\flesh\flesh
monsters\flesh\flesh_dead
monsters\flesh\flesh_strong
monsters\kontroler\kontroler
monsters\kontroler\kontroler_2
monsters\kontroler\kontroler_3
monsters\kontroler\kontroler_4
monsters\kontroler\kontroler_5
monsters\kontroler\kontroler_dead
monsters\krovosos\krovosos
monsters\krovosos\krovosos_dead
monsters\krovosos\krovosos_strong
monsters\krovosos\krovosos_strong_xray
monsters\krovosos\krovosos_xray
monsters\mutant_boar\mutant_boar
monsters\mutant_boar\mutant_boar_dead
monsters\mutant_boar\mutant_boar_strong
monsters\poltergeist\poltergeist
monsters\poltergeist\poltergeist_strong
monsters\poltergeist\poltergeyst_dead
monsters\pseudodog\pseudodog
monsters\pseudodog\pseudodog_dead
monsters\pseudodog\pseudodog_grey
monsters\pseudodog\pseudodog_grey_dead
monsters\psevdogigant\psevdogigant
monsters\psevdogigant\psevdogigant_dead
monsters\psevdogigant\psevdogigant_strong
monsters\snork\snork
monsters\snork\snork_dead
monsters\stalker_zombi\stalker_zombi
monsters\tushkano\tushkano
monsters\tushkano\tushkano_1
monsters\tushkano\tushkano_2
monsters\tushkano\tushkano_3
monsters\tushkano\tushkano_dead

//Cut monsters

monsters\burer\burer 
monsters\burer\burer_1 
monsters\cat\cat 
monsters\cat\cat_1
monsters\cat\cat_2
monsters\cat\cat_3
monsters\cat\cat_4

//CHIMERA PHYSICS
monsters\chimera\chimera 
monsters\chimera\chimera_1 
monsters\crow\crow 
monsters\dark_stalker\dark_stalker 
monsters\izlom\izlom 
monsters\izlom\izlom_1
monsters\izlom\izlom_2
 
monsters\rat\rat_1 
monsters\rat\rat_2 
monsters\rat\rat_3 
monsters\topolinypuh\topolinypuh 
monsters\topolinypuh\tp_bottom 
monsters\zombi\zombi_1 
monsters\zombi\zombi_1_ghost 
monsters\zombi\zombi_2 
monsters\zombi\zombi_4 
monsters\zombi\zombi_5
monsters\zombi\zombi_6
monsters\zombi\zombi_7
monsters\zombi\zombi_trup 
monsters\zombi\zombi_trup_2 

objects\dynamics\balon\balon_01
objects\dynamics\balon\bidon
objects\dynamics\balon\bochka_close_1
objects\dynamics\balon\bochka_close_2
objects\dynamics\balon\bochka_close_3
objects\dynamics\balon\bochka_close_4
objects\dynamics\balon\bochka_fuel
objects\dynamics\balon\bochka_open_1
objects\dynamics\balon\bochka_open_2
objects\dynamics\balon\bochka_open_3
objects\dynamics\balon\bochka_open_4
objects\dynamics\balon\kanistra
objects\dynamics\box\box_1a
objects\dynamics\box\box_1b
objects\dynamics\box\box_1c
objects\dynamics\box\box_wood_01
objects\dynamics\box\box_wood_01
objects\dynamics\box\box_wood_tara
objects\dynamics\box\prt\box_wood_01_prt1
objects\dynamics\box\prt\box_wood_01_prt2
objects\dynamics\box\prt\box_wood_01_prt3
objects\dynamics\box\prt\box_wood_01_prt4
objects\dynamics\box\prt\box_wood_01_prt5
objects\dynamics\box\prt\box_wood_01_prt6
objects\dynamics\box\prt\box_wood_01_prt7
objects\dynamics\chair\lavochka_01
objects\dynamics\chair\lavochka_02
objects\dynamics\chair\stul_wood_01
objects\dynamics\chair\taburet_wood_01
objects\stul\lavochka_01
objects\stul\lavochka_02
objects\stul\stul_1a
objects\stul\stul_1c
objects\stul\stul_wood_01
objects\stul\taburet_wood_01
objects\dynamics\decor\tv_1_br
objects\dynamics\decor\vedro_01
objects\dynamics\plitka\plitka1
objects\dynamics\plitka\plitka_br1

physics\balon\balon_01
physics\balon\balon_02
physics\balon\bidon
physics\balon\bochka_close_1
physics\balon\bochka_close_2
physics\balon\bochka_close_3
physics\balon\bochka_close_4
physics\balon\bochka_fuel
physics\balon\bochka_open_1
physics\balon\bochka_open_2
physics\balon\bochka_open_3
physics\balon\bochka_open_4
physics\balon\bomb_01
physics\balon\box_lab_03
physics\balon\kanistra
physics\box\box_1a
physics\box\box_1b
physics\box\box_1c
physics\box\box_lab_01
physics\box\box_lab_02
physics\box\box_metall_01
physics\box\box_pak_01
physics\box\box_wood_01
physics\box\box_wood_tara
physics\box\expl_dinamit
physics\box\konteyner_01
physics\box\konteyner_02
physics\box\konteyner_03
physics\box\seif_01
physics\box\prt\box_lab_02_prt1
physics\box\prt\box_lab_02_prt2
physics\box\prt\box_lab_02_prt3
physics\box\prt\box_lab_02_prt4
physics\box\prt\box_lab_02_prt5
physics\box\prt\box_lab_02_prt6
physics\box\prt\box_metall_01_prt1
physics\box\prt\box_metall_01_prt2
physics\box\prt\box_wood_01_prt1
physics\box\prt\box_wood_01_prt2
physics\box\prt\box_wood_01_prt3
physics\box\prt\box_wood_01_prt4
physics\box\prt\box_wood_01_prt5
physics\box\prt\box_wood_01_prt6
physics\box\prt\box_wood_01_prt7
physics\decor\bag_01
physics\decor\banka_kraski_1
physics\decor\bottle_bar_1
physics\decor\bottle_bar_stakan
physics\decor\brain
physics\decor\butilka_1
physics\decor\butilka_2
physics\decor\butilka_2a
physics\decor\butilka_2b
physics\decor\butilka_vodka_01
physics\decor\butil_1
physics\decor\butil_2
physics\decor\butil_3
physics\decor\fire_schit
physics\decor\fire_vedro
physics\decor\freezer
physics\decor\kartina03
physics\decor\kartina04
physics\decor\kartina05
physics\decor\kartina06
physics\decor\kartina_01
physics\decor\kartina_02
physics\decor\kitchen_bludo
physics\decor\kitchen_kastrula
physics\decor\kitchen_kastrula_up
physics\decor\kitchen_krujka
physics\decor\kitchen_lojka
physics\decor\kitchen_miska
physics\decor\kitchen_tarelka1
physics\decor\kitchen_tarelka2
physics\decor\kiy
physics\decor\kozel_01
physics\decor\krisagenerator
physics\decor\med_stoyka_01
physics\decor\monolith_generator
physics\decor\musor_konteyner_01
physics\decor\mysor_korzina_1
physics\decor\mysor_korzina_2
physics\decor\ognetushitel
physics\decor\plakat_01
physics\decor\plakat_3x4
physics\decor\plakat_map_gold_01
physics\decor\plakat_prop_map_01
physics\decor\pool_shar02
physics\decor\priemnik_gorizont
physics\decor\rupor
physics\decor\sign_bar_logo_01
physics\decor\sign_mine
physics\decor\sign_radiation
physics\decor\sign_stop
physics\decor\switcher
physics\decor\teapot_1
physics\decor\tiski
physics\decor\tomb_00
physics\decor\tomb_01
physics\decor\tomb_02
physics\decor\tomb_03
physics\decor\tomb_04
physics\decor\tv_1
physics\decor\tv_1_br
physics\decor\tv_2_br
physics\decor\vedro_01
physics\decor\ventilator01_exp
physics\decor\ventilator_01
physics\decor\ventilator_mike
physics\decor\ventilyator_lab
physics\decor\vetrogenerator
physics\decor\weapons_schit
physics\decor\wetryak
physics\equipment_cache\equipment_box_01_case
physics\equipment_cache\equipment_box_02_case
physics\equipment_cache\equipment_cross_1_case
physics\equipment_cache\equipment_cross_2_case
physics\equipment_cache\equipment_cross_3_case
physics\equipment_cache\equipment_electric_box_01_case
physics\equipment_cache\equipment_electric_box_02_case
physics\equipment_cache\equipment_hatch_01_case
physics\equipment_cache\equipment_hatch_02_case
physics\equipment_cache\equipment_instrument_case_01_case
physics\equipment_cache\equipment_pipe_01_case
physics\equipment_cache\equipment_pipe_02_case
physics\equipment_cache\equipment_pipe_valve_01_case
physics\equipment_cache\equipment_rucksack_01_case
physics\equipment_cache\equipment_rucksack_02_case
physics\equipment_cache\equipment_seif_01_case
physics\equipment_cache\equipment_seif_02_case
physics\equipment_cache\equipment_seif_03_case
physics\equipment_cache\equipment_trees_log_01_case
physics\equipment_cache\equipment_trees_stump_01_case
physics\equipment_cache\equipment_zaz968_case
physics\stul\lavochka_01
physics\stul\lavochka_02
physics\stul\stul_1a
physics\stul\stul_1c
physics\stul\stul_wood_01
physics\stul\taburet_wood_01
physics\weapons\abakan\wpn_abakan
physics\weapons\ak-74u\ak74u
physics\weapons\ak74\wpn_ak74
physics\weapons\ammo\ammo_1143x23_fmj
physics\weapons\ammo\ammo_1143x23_hydro
physics\weapons\ammo\ammo_12x70_buck
physics\weapons\ammo\ammo_12x76_dart
physics\weapons\ammo\ammo_12x76_zhekan
physics\weapons\ammo\ammo_545x39_ap
physics\weapons\ammo\ammo_545x39_fmj
physics\weapons\ammo\ammo_556x45_ap
physics\weapons\ammo\ammo_556x45_ss190
physics\weapons\ammo\ammo_57x28_ap
physics\weapons\ammo\ammo_57x28_fmj
physics\weapons\ammo\ammo_762x54_7h1
physics\weapons\ammo\ammo_762x54_7h14
physics\weapons\ammo\ammo_762x54_ap
physics\weapons\ammo\ammo_9x18_fmj
physics\weapons\ammo\ammo_9x18_pbp
physics\weapons\ammo\ammo_9x18_pmm
physics\weapons\ammo\ammo_9x19_fmj
physics\weapons\ammo\ammo_9x19_pbp
physics\weapons\ammo\ammo_9x39_ap
physics\weapons\ammo\ammo_9x39_pab9
physics\weapons\ammo\ammo_9x39_sp5
physics\weapons\ammo\ammo_gauss
physics\weapons\ammo\ammo_m209
physics\weapons\ammo\ammo_og-7b
physics\weapons\ammo\ammo_vog-25
physics\weapons\ammo\ammo_vog-25p
physics\weapons\bandage\bandage
physics\weapons\beretta92fs\wpn_beretta92fs
physics\weapons\binoculars\wpn_binoculars
physics\weapons\bm_16\wpn_bm-16
physics\weapons\bred\bred
physics\weapons\colt1911\wpn_colt1911
physics\weapons\desert_eagle\wpn_desert_eagle
physics\weapons\fn2000\wpn_fn2000
physics\weapons\fn2000\wpn_fn2000_new
physics\weapons\fort\wpn_fort
physics\weapons\gauss\wpn_gauss
physics\weapons\grenade\wpn_f_1
physics\weapons\grenade\wpn_gd_05
physics\weapons\grenade\wpn_mines_1
physics\weapons\grenade\wpn_mines_2
physics\weapons\grenade\wpn_rgd_5
physics\weapons\groza\wpn_groza
physics\weapons\hpsa\wpn_hpsa
physics\weapons\knife\wpn_knife
physics\weapons\kolbasa\kolbasa
physics\weapons\l85\wpn_l85
physics\weapons\lr300\wpn_lr300
physics\weapons\mp5\wpn_mp5
physics\weapons\p90\wpn_p90
physics\weapons\pb\wpn_pb
physics\weapons\pm\wpn_pm
physics\weapons\rg-6\wpn_rg-6
physics\weapons\rpg_7\wpn_rpg_7
physics\weapons\sig220\wpn_sig220
physics\weapons\sig550\wpn_sig550
physics\weapons\sigaret\sigaret
physics\weapons\spas12\wpn_spas12
physics\weapons\svd\wpn_svd
physics\weapons\svu\wpn_svu
physics\weapons\toz34\wpn_toz34_ext
physics\weapons\upgrade\wpn_grenade_launcher
physics\weapons\upgrade\wpn_grenade_launcher_m203
physics\weapons\upgrade\wpn_scope
physics\weapons\upgrade\wpn_scope_susat
physics\weapons\upgrade\wpn_silencer
physics\weapons\usp_45\wpn_usp_45
physics\weapons\val\wpn_val
physics\weapons\vintorez\wpn_vintorez
physics\weapons\vodka\vodka
physics\weapons\walter_99\wpn_walter_99
physics\weapons\winchester1300\wpn_winchester1300


