[actor_terrain]
        255,255,000,255

[actor]:common_ph_friction_params_on_npc_death
GroupControlSection                = spawn_group
$spawn                                         = "actor"
$ed_icon                                = ed\ed_actor
$player                                 = on
$prefetch                                 = 16
cform                   = skeleton
class                   = S_ACTOR
money                                        = 0;
rank                                        = 3;
script_binding                        = bind_stalker.actor_init
visual                            = actors\stalker_hero\stalker_hero_1.ogf
destroyed_vis_name                = dynamics\Dead_Body\skelet_crash
player_hud_section      = actor_hud
terrain                                        = actor_terrain

; CoC-Xray
;=====================================================================================================
snd_night_vision_on                      = weapons\nv_start
snd_night_vision_off                     = weapons\nv_off
snd_night_vision_idle                    = weapons\nv_loop
snd_night_vision_broken                  = weapons\nv_off
;=====================================================================================================

max_item_mass           = 50
jump_speed              = 6.85
crouch_coef             = 0.45
climb_coef              = 0.5
run_coef                = 2.410	;4.1
sprint_koef             = 2.08	;2.0
run_back_coef           = 1.33
walk_back_coef          = 0.61
air_control_param       = 0.02
walk_accel              = 11.5 ;16
show_corpses_dist		= 10
sprint_strafe_coef 		= 0.8 	;Anomaly 1.5, speed multiplier for diagonal sprinting 

;радиус в котром над предметами выводятся их названия
pickup_info_radius                = 5        ;3
feel_grenade_radius               = 6.0    ;расстояние (в метрах) на котором актер чувствует гранату (любую)
feel_grenade_time                 = 0.4     ;время гранаты (сек) после которого актер чувствует гранату

ef_creature_type                = 17                                                ; option for evaluation functions

; attach params
; NOTE: when you add new torches, you should assign their sections here. Otherwise they will stick in the place you spawned them at
attachable_items                = device_torch,device_torch_dummy,device_torch_nv_1,device_torch_nv_2,device_torch_nv_3,attachable_item,hand_radio

ph_box0_center = 0.0, 0.90, 0.0
ph_box0_size = 0.30, 0.90, 0.30
ph_box1_center = 0.0, 0.67, 0.0
ph_box1_size = 0.35, 0.67, 0.30
ph_box2_center = 0.0, 0.22, 0.0
ph_box2_size = 0.35, 0.22, 0.35
stalker_restrictor_radius               = 0.25;0.1;0.1;0.1;0.1
stalker_small_restrictor_radius         = 0.25;
medium_monster_restrictor_radius        = 0.1
ph_crash_speed_min                              = 15
ph_crash_speed_max                              = 41
ph_collision_damage_factor                        = 0.88
ph_mass                                                         = 94

weapon_bone0                                = bip01_r_finger1
weapon_bone1                                = bip01_l_finger1
weapon_bone2                                = bip01_r_finger11
damage                                                = actor_damage

hit_probability_gd_novice	= 1 ;0.20
hit_probability_gd_stalker	= 1 ;0.30
hit_probability_gd_veteran	= 1 ;0.40
hit_probability_gd_master	= 1 ;0.50

hit_sounds                                        = actor_hit_snds
;actor condition

immunities_sect                                = actor_immunities_gd_novice
condition_sect                                = actor_condition

heavy_breath_snd        = none              ;звук тяжелого дыхания при усталости
heavy_blood_snd         = affects\heartbeat; heart\8
heavy_danger_snd        = affects\heartbeat

material                                                = creatures\actor
camera_height_factor                        = 0.92 ;0.85


;дисперсия стрельбы с учетом ходьбы и бега
disp_base                    = 1.5        ;угол (в градусах) разлета пуль, когда актер стоит на месте
disp_aim                     = 0.05
disp_vel_factor              = 2.5         ;на сколько увеличится дисперсия при скрости в 10 м/с (не обязательно при беге)
disp_accel_factor            = 0.0          ;еще на сколько увеличится, если актер бежит (+ скорость)
disp_crouch_factor           = -0.65        ;уменьшение если актер сидит
disp_crouch_no_acc_factor    = -0.75        ;уменьшение если актер сидит + no acceleration
disp_jump_factor             = 1.8

body_remove_time = 300000        ;время уничтожения трупа (с учетом TimeFactor)

sleep_time_factor                        = 1000        ;400                ;во сколько раз время идет быстрее, когда актер спит
max_sleep_hours                                = 12
;species of monster
species                                = actor


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

memory_update_time                        = 100

; visibility parameters
DynamicObjectsCount                 = 32
min_view_distance                   = 1.0                                ; 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                = 1.0                                ; значение, при достижении суммой которого объект считается видимым
always_visible_distance         	= 1.0
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;0                         ; фактор освещения (только для Актёра)
transparency_threshold              = 0.9                                ; 0.25
still_visible_time                  = 15000                                ; время, которое объект всё ещё считается видимым, даже если он уже не во фрустуме

quick_item_1 = medkit
quick_item_2 = bandage
quick_item_3 = medkit_army
quick_item_4 = stimpack

[actor_immunities_gd_novice]
burn_immunity 				= 1.23
strike_immunity 			= 0.64
shock_immunity 				= 0.95
wound_immunity				= 0.70
radiation_immunity 			= 0.51
telepatic_immunity 			= 1.25
chemical_burn_immunity 		= 1.21
explosion_immunity 			= 0.39
fire_wound_immunity  		= 0.33

[actor_immunities_gd_stalker]
burn_immunity 				= 1.64
strike_immunity 			= 0.85
shock_immunity 				= 1.26
wound_immunity				= 0.93
radiation_immunity 			= 0.68
telepatic_immunity 			= 1.66
chemical_burn_immunity 		= 1.61
explosion_immunity 			= 0.52
fire_wound_immunity  		= 0.5

[actor_immunities_gd_veteran]
burn_immunity 				= 2.05
strike_immunity 			= 1.07
shock_immunity 				= 1.59
wound_immunity				= 1.17
radiation_immunity 			= 0.85
telepatic_immunity 			= 2.09
chemical_burn_immunity 		= 2.02
explosion_immunity 			= 0.65
fire_wound_immunity  		= 0.75

[actor_immunities_gd_master]
burn_immunity 				= 2.46
strike_immunity 			= 1.28
shock_immunity 				= 1.90
wound_immunity				= 1.41
radiation_immunity 			= 1.03
telepatic_immunity 			= 2.50
chemical_burn_immunity 		= 2.42
explosion_immunity 			= 0.79
fire_wound_immunity  		= 1.0

[actor_condition]
satiety_v				= 0.00002		;0.0000250 	;rate of satiety reduction with time
radiation_v				= 0.00001	;скорость уменьшения радиации
satiety_power_v			= 0.00325		;increase strength while reducing satiety
satiety_health_v		= 0.00001    ;increase in health while reducing satiety
satiety_critical		= 0.2       ;the critical value of satiety (as a percentage of 0..1) when health begins to decrease
radiation_health_v		= 0.0018	;0.002     ;уменьшение здоровья при воздействии радиации
morale_v				= 0.0001	;скорость восстановления морали
psy_health_v			= 0.0015 ;0.001		;скорость восстановления psy-здоровья
alcohol_v				= -0.00052
health_hit_part			= 1.0		;процент хита, уходящий на отнимание здоровья
power_hit_part			= 0.035		;процент хита, уходящий на отнимание силы
max_power_leak_speed	= 0.000001		;накопление усталости (макс граница, до которой восстанавливается сила) в секунду игрового времени
max_walk_weight			= 100 ; 950 ; wpn_test ; 150 ; 55 ;50 ;490 ;90
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; PROLONGED BLEEDING SYSTEM ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; Bullets and melee attacks can cause very severe bleeding but health loss is prolonged in time.

bleeding_v 				= 0.0015	;потеря крови при номинальной ране в секунду

wound_incarnation_v		= 0.0002     ;скорость заживления раны
min_wound_size 			= 0.0064	;минимальный размер раны, после которого она считается зажившей
bleed_speed_k			= 0.88		; TotalWounds * bleed_speed_k

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;--when actor in sleep
satiety_v_sleep          	= 0.000006
radiation_v_sleep        	= 0.000014		;0.0003
satiety_power_v_sleep    	= 0.0001
satiety_health_v_sleep   = 0.00001
radiation_health_v_sleep = 0.0012
morale_v_sleep           	= 0.000125
psy_health_v_sleep       	= 0.002
alcohol_v_sleep               	= -0.0025
max_power_leak_speed_sleep    	= -0.00001

bleeding_v_sleep              	= 0.0
wound_incarnation_v_sleep     	= 0.0005

health_restore_v              	= 0.0		;0.0001

;;;;;;;;
;actor_condition only

jump_power 				= 0.018 ;умешьшение силы с прыжком без учета веса ноши
jump_weight_power       = 0.2  ;0.045                                        ;умешьшение силы с прыжком с учетом веса ноши, для максимального допустимого веса
overweight_jump_k       = 1.03		;10                ;10                                        ;коэффициент влияние перегрузки прыжок с весом (умножается на jump_weight_power)

stand_power             = -0.005
walk_power              = 0.0002 ;0.00002  ;0.000012                                ;Reduction of force for a second during walking without taking into account weight of a burden
walk_weight_power       = 0.0044	;0.0022 ; 0.0044 orig ;0.0001                        ;Reduction of force for a second during walking in view of weight of a burden, for the maximal allowable weight
overweight_walk_k       = 2.5			;9        ;10                                ;Factor influence of an overload of a burden (it is multiplied on walk_weight_power)
accel_k                 = 1.3	;1.25			;5                                        ;Factor on run (it is multiplied walk_power, walk_weight_power)
sprint_k                = 4.0 ;75        ;коэффициент на "sprint" бег (умножается walk_power, walk_weight_power)

; хромота
limping_health_begin 			 = 0.09         ;порог здоровья меньше которого актер начинает хромать
limping_health_end   =        0.12                ;порог здоровья больше которого актер перестает хромать
limping_power_begin  =        0.18               ;порог силы меньше которого актер начинает хромать
limping_power_end         =        0.29            ;порог силы больше которого актер перестает хромать
use_limping_state         = on

cant_walk_power_begin =        0.0015        ;The threshold of force less which actor cannot move
cant_walk_power_end   =        0.007        ;The threshold of force more which actor can move

cant_sprint_power_begin 		 = 0.08         ;порог силы меньше которого актер не может бежать в спринте
cant_sprint_power_end   		 = 0.10         ;порог силы больше которого актер сможет бежать в спринте

can_sleep_callback              = dream.can_sleep_callback
sleep_video_name_callback       = dream.sleep_video_name_callback

radio_zone_max_power		= 0.055			;пределы зон для датчиков и для инвентаря (% защит броников)
fire_zone_max_power			= 1.15
acid_zone_max_power			= 0.25
psi_zone_max_power			= 0.25
electra_zone_max_power		= 4.0

max_power_restore_speed		= 0.020
max_fire_wound_protection	= 1.20
max_wound_protection		= 2.20

hud_health_blink        = 0.05


[actor_thd_gd_novice]				; Секция настроек неодноударного убийства для сложности novice
killing_hit_treshold		= 0.0
last_chance_health			= 0.0
invulnerable_time			= 0.0

[actor_thd_gd_stalker]				; Секция настроек неодноударного убийства для сложности stalker
killing_hit_treshold		= 0.0
last_chance_health			= 0.0
invulnerable_time			= 0.0

[actor_thd_gd_veteran]				; Секция настроек неодноударного убийства для сложности veteran
killing_hit_treshold		= 0.0
last_chance_health			= 0.0
invulnerable_time			= 0.0

[actor_thd_gd_master]				; Секция настроек неодноударного убийства для сложности master
killing_hit_treshold		= 0.0
last_chance_health			= 0.0
invulnerable_time			= 0.0

[actor_damage]
;bone_name                 = <hit_scale>,<fwd_damage_anim_index>,<wound_scale>
;<hit_scale> - коэфф. изменения хита (уменьшения здоровья)
;<wound_scale> - коэфф. изменения величины открытой раны
;-1 - нет анимаций, четный номер - спереди, нечетный номер - сзади, УКАЗЫВАЕТСЯ ТОЛЬКО ПЕРЕДНИЙ!!! ЗАДНИЙ НА АВТОМАТЕ
default             = 0.75, -1, 1.0

bip01_pelvis        = 0.9, 10, 1.2
bip01_spine         = 1.0, 10, 1.3
bip01_spine1        = 1.0, 0, 1.5	;torso
bip01_spine2        = 1.0, 0, 1.5	;stomach
bip01_neck          = 1.0, 0, 2.0
bip01_head          = 1.0, 0, 2.0
eyelid_1            = 1.0, 0, 2.0
eye_left            = 1.0, 0, 2.0
eye_right           = 1.0, 0, 2.0
jaw_1               = 1.0, 0, 2.0

bip01_l_clavicle    = 0.9, 4, 1.2
bip01_l_upperarm    = 0.7, 4, 1.0
bip01_l_forearm     = 0.6, 4, 0.8
bip01_l_hand        = 0.5, 4, 0.6
bip01_l_finger0     = 0.25, 4, 0.3
bip01_l_finger01    = 0.25, 4, 0.3
bip01_l_finger02    = 0.25, 4, 0.3
bip01_l_finger1     = 0.25, 4, 0.3
bip01_l_finger11    = 0.25, 4, 0.3
bip01_l_finger12    = 0.25, 4, 0.3
bip01_l_finger2     = 0.25, 4, 0.3
bip01_l_finger21    = 0.25, 4, 0.3
bip01_l_finger22    = 0.25, 4, 0.3

bip01_r_clavicle    = 0.9, 2, 1.2
bip01_r_upperarm    = 0.7, 2, 1.0
bip01_r_forearm     = 0.6, 2, 0.8
bip01_r_hand        = 0.5, 2, 0.6
bip01_r_finger0     = 0.25, 2, 0.3
bip01_r_finger01    = 0.25, 2, 0.3
bip01_r_finger02    = 0.25, 2, 0.3
bip01_r_finger1     = 0.25, 2, 0.3
bip01_r_finger11    = 0.25, 2, 0.3
bip01_r_finger12    = 0.25, 2, 0.3
bip01_r_finger2     = 0.25, 2, 0.3
bip01_r_finger21    = 0.25, 2, 0.3
bip01_r_finger22    = 0.25, 2, 0.3

bip01_l_thigh       = 0.85, 8, 1.1
bip01_l_calf        = 0.65, 8, 0.9
bip01_l_foot        = 0.5, 8, 0.6
bip01_l_toe0        = 0.25, 8, 0.3
bip01_r_thigh       = 0.85, 6, 1.1
bip01_r_calf        = 0.65, 6, 0.9
bip01_r_foot        = 0.5, 6, 0.6
bip01_r_toe0        = 0.25, 6, 0.3

[actor_animation]
;углы  дворота ног актера во время стрейфов (в градусах)
fwd_l_strafe_yaw    		= 22.5
back_l_strafe_yaw   		= 22.5
fwd_r_strafe_yaw    		= 22.5
back_r_strafe_yaw   		= 22.5
l_strafe_yaw                	= 0
r_strafe_yaw                	= 0


[actor_hit_snds]
burn                 =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 ;  ,actor\hurt4
shock                =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 ; ,actor\hurt4
strike               =actor\drop1,actor\drop2,actor\drop3,actor\drop4 ; ,actor\hurt4
wound                =actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4,actor\hurt5,actor\hurt6,actor\hurt7 ; ,actor\hurt4
radiation            =monsters\biting\def_0 ; actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
telepatic            =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 ;  ,actor\hurt4
fire_wound           =actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4
chemical_burn        =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8 ;  ,actor\hurt4
explosion            =affects\tinnitus3a
wound_2              =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8
light_burn           =actor\pain1,actor\pain2,actor\pain3,actor\pain4,actor\pain5,actor\pain6,actor\pain7,actor\pain8
