;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ESCAPE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; Уникальные квестовые артефакты
[af_blood_tutorial]:identity_immunities
GroupControlSection	= spawn_group
$spawn				= "artifacts\tutorial blood"

$prefetch 			= 64
cform				= skeleton
class				= ARTEFACT

visual				= physics\anomaly\artefact_myasorubka1.ogf
description			= enc_zone_artifact_af-blood  
inv_name			= "Stone blood"
inv_name_short		= 
inv_weight			= 1

food_value			= 0
health_value		= 0

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 2
inv_grid_y			= 19

belt				= true
cost				= 300	;100

detector_dist		= 8
detector_sound		= zone_mosquito_bald

jump_height			= .01
energy				= 0.1

particles			= anomaly2\artefact\artefact_mincer

lights_enabled = false	;true			;???? ?????? 

;влияние артефакта на поясе у актера
actor_properties = on

;скорости увеличения (уменьшения) 
health_restore_speed = 0.001			
radiation_restore_speed = 0.000
satiety_restore_speed = -0.001
power_restore_speed = 0.0000
bleeding_restore_speed = 0.01
hit_absorbation_sect = af_blood_absorbation

;предмет нельзя продать
can_trade = off

[quest_case_01]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\quest_case_01"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_merger.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Case
inv_name_short		= Case
inv_weight			= 3	;0.2
can_trade			= off
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 8
inv_grid_y			= 18
cost				= 50

[dynamite]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\dynamite"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= physics\box\expl_dinamit.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Dynamite
inv_name_short		= Dynamite
inv_weight			= 3	;0.2

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 4
inv_grid_y			= 18
cost				= 0

can_trade			= off



[esc_wounded_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\esc_wounded_flash"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Flash card
inv_name_short		= "wounded" flash
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0

can_trade			= off


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; GARBAGE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; AGROPROM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[agroprom_notebook]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\agroprom_notebook"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_1.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Flash card
inv_name_short		= Flash card
inv_weight			= 3	;0.2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 7
inv_grid_y			= 19
cost				= 10

[krot_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\krot_flash"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_2.ogf
radius				= 1
;script_binding		= stalker.object_init

description         = item_krot_flash

inv_name			= Flash card
inv_name_short		= "Krot" flash
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0

[gunslinger_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\gunslinger_flash"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_minipda.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Flash card
inv_name_short		= "Gunslinger" flash
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 14
cost				= 0


[quest_case_02]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\quest_case_02"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_merger.ogf
radius				= 1
;script_binding		= stalker.object_init
description         = item_quest_case_02
inv_name			= Case
inv_name_short		= Case
inv_weight			= 3	;0.2
can_trade			= off
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 8
inv_grid_y			= 18
cost				= 1000

[agr_nii_security_shedule_file]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\agr_nii_security_shedule_file"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Agroprom Security Shedule
inv_name_short		= Agroprom Security Shedule
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 7
inv_grid_y			= 18
cost				= 0

[agr_nii_security_plan_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\agr_nii_security_plan_flash"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_2.ogf
radius				= 1
;script_binding		= stalker.object_init

description         = agr_nii_security_plan_flash

inv_name			= Flash card
inv_name_short		= "Security" flash
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Dark Valley
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[borov_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\borov_flash"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Flash card
inv_name_short		= "Borov" flash
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0

[val_key_to_underground]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\val_key_to_underground"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Key to Lab X18
inv_name_short		= Key to Lab X18
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; BAR ROSTOK
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[dolg_arhive_documents]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\dolg_arhive_documents"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Dolg Arhive Documents
inv_name_short		= Dolg Arhive Documents
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 18
cost				= 0



[bar_tiran_pda]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\bar_tiran_pda"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_minipda.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Tiran PDA
inv_name_short		= Tiran PDA
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 14
cost				= 0

[bar_ameba_spore]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\bar_ameba_spore"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= physics\anomaly\artefact_ameba2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Ameba Spore
inv_name_short		= Ameba Spore
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 4

cost				= 0

[bar_lucky_pda]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\bar_lucky_pda"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_minipda.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Lucky's PDA
inv_name_short		= Lucky's PDA
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 14
cost				= 0

[hunters_toz]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn                   = "devices\quest_items\hunters_toz"					; option for Level Editor
$npc			 = on				; option for Level Editor
$prefetch 		 = 8
scheduled                = off              ; option for ALife Simulator
cform                    = skeleton
class                    = W_SHOTGN
min_radius               = 0
max_radius               = 50
description				 = enc_weapons1_wpn-toz34

ef_main_weapon_type			= 1
ef_weapon_type				= 7

cost					 = 300	;1000
weapon_class			 = shotgun

ammo_limit		 = 60
ammo_current		 = 10
ammo_elapsed		 = 0

ammo_mag_size		 = 2
ammo_class		 = ammo_12x70_buck, ammo_12x76_dart, ammo_12x76_zhekan

;-----------------------------------------------------------------------------------
;базовая дисперсия
fire_dispersion_base		= 0.36 ;0.12  ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

;отдача
cam_relax_speed         	= 3.0	;скорость возврата в исходное положение
cam_dispersion          	= 5.0	;увеличения угла (в градусах) с каждым выстрелом
cam_max_angle				= 10		;максимальный угол отдачи
cam_max_angle_horz	= 9.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz	= 1.5	;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor = 5	;увеличение дисперсии в процентах при максимальном износе 
misfire_probability 		= 0.0001	;вероятность осечки при максимальном износе 
condition_shot_dec 			= 0.00003	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

hand_dependence 	 = 1
single_handed				= 0

slot 				 = 2		; // secondary
animation_slot		 = 2 ;3		; type of the animation that will be used

inv_name		= HUNTER'S TOZ
inv_name_short	= HUNTER'S TOZ
inv_weight		= 5	;.5

inv_grid_width		= 6
inv_grid_height		= 1
inv_grid_x			= 12
inv_grid_y			= 2

direction                = 0, 0, 1
shell_point				 = 0.0, 0.183, 0.07
fire_point               = 0.0, 0.183, 0.730
fire_point2              = 0.0, 0.160, 0.730

flame_particles		   = weapons\generic_weapon05
smoke_particles		   = weapons\generic_shoot_00
rpm_empty_click 	   = 200
; ttc

hit_power        			= 85
hit_impulse      			= 210
hit_type 					= fire_wound

fire_distance            	= 100
bullet_speed			 	= 300			;начальная скорость пули
rpm                      	= 150
; end ttc

hud                      = wpn_shotgun_hud
normal                   = 0, 1, 0
position                 = -0.026, -0.117, 0.0
orientation              = 0, 0, 0

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.1,-0.45,0.2			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= 1.57,0,0						; (3rd person view)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

startup_ammo             = 10
visual                   = weapons\toz34\wpn_toz34_ext.ogf

light_color		 = 0.6,0.5,0.3
light_range		 = 6.0
light_var_color		 = 0.05
light_var_range		 = 0.5
light_time 		 = 0.2

ph_mass			 = 3
;cost			 = 900

;addons
scope_status				= 0
silencer_status				= 0
grenade_launcher_status		= 0

zoom_enabled				= true
scope_zoom_factor	    	= 55

;звуки
snd_draw			= weapons\generic_draw
snd_holster			= weapons\generic_holster
snd_shoot			= weapons\t_toz34_shot     ;toz34_shoot
snd_empty			= weapons\generic_empty
snd_reload			= weapons\toz34_reload
snd_shoot_duplet	= weapons\toz34_shoot_both



[bar_ecolog_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\bar_ecolog_flash"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_1.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Flash card
inv_name_short		= Flash card
inv_weight			= 0.1	;0.2
;can_trade			= off
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0


[bar_darklab_documents]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\bar_darklab_documents"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Documents from Laboratory X18
inv_name_short		= Lab X18 documents
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 18
cost				= 0


[lab_x16_documents]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\yan_x16_documents"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= LAB-X16 Documents
inv_name_short		= LAB-X16 Documents
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 18
cost				= 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Yantar
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[good_psy_helmet]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\good_psy_helmet"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_psi_helmet.ogf
radius				= 1
;script_binding		= stalker.object_init
description         = yan_good_psy_helmet
inv_name			= Good Psy-Helmet
inv_name_short		= Psy-Helmet
inv_weight			= 1	;0.2
can_trade			= off
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 2
inv_grid_y			= 18
can_trade			= off
cost				= 1000

[bad_psy_helmet]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\bad_psy_helmet"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_psi_helmet.ogf
radius				= 1
;script_binding		= stalker.object_init
description         = yan_bad_psy_helmet
inv_name			= Bad Psy-Helmet
inv_name_short		= Psy-Helmet
inv_weight			= 1	;0.2
can_trade			= off
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 2
inv_grid_y			= 18
can_trade			= off
cost				= 1000


[yantar_ghost_pda]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\yantar_ghost_pda"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_minipda.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Ghost PDA
inv_name_short		= Ghost PDA
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 14
cost				= 0

[kruglov_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\kruglov_flash"
$prefetch 			= 32
class				= D_SIMDET
cform				= skeleton
visual				= equipments\item_datchik3.ogf
radius				= 10	;15
buzzer_radius		= 1.5
noise				= zone_mosquito_bald       ;detectors\geiger_noise_loop 
buzzer				= zone_mosquito_bald       ;detectors\DA-2_alarm_loop

ef_detector_type	= 1

;описание распознаваемых детектором зон
zone_class_1		= zone_mosquito_bald
zone_sound_1_		= detectors\DA-2_beep1
zone_min_freq_1		= 0.1	;0.5
zone_max_freq_1		= 40
	
zone_class_2		= zone_mincer
zone_sound_2_		= detectors\DA-2_beep1 
zone_min_freq_2		= 0.1
zone_max_freq_2		= 20

zone_class_3		= zone_radioactive
zone_sound_3_		= detectors\geiger_click3 
zone_min_freq_3		= 1
zone_max_freq_3		= 20

zone_class_4		= zone_gravi_zone
zone_sound_4_		= detectors\DA-2_beep1
zone_min_freq_4		= 0.5
zone_max_freq_4		= 30

inv_name			= Detector
inv_name_short		= Detector
inv_weight			= 1.

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 14
cost				= 1500	;30
belt				= true;
default_to_ruck		= false

attach_angle_offset		= -0.160570,-1.425061,-0.361283
attach_position_offset	= 0.160570,-0.060214,0.020071
attach_bone_name		= bip01_l_hand
auto_attach				= false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Military
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[crazy_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\crazy_flash"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Flash card
inv_name_short		= "Crazy stalker" flash
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0

[mil_dynamite_dolg]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\mil_dynamite_dolg"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= physics\box\expl_dinamit
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Dynamite
inv_name_short		= "Dynamite"
inv_weight			= 3

inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x			= 4
inv_grid_y			= 18
cost				= 1000

[ugrum_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\ugrum_flash"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Flash card
inv_name_short		= "stalker Ugrumiy" flash
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0

[bandit_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\bandit_flash"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Flash card
inv_name_short		= "Dead bandit" flash
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0

[max_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\max_flash"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Flash card
inv_name_short		= "Master Max" flash
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0

[mil_courier_doc]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\mil_courier_doc"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Dolg Arhive Documents
inv_name_short		= Dolg Arhive Documents
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 18
cost				= 0

[mil_svoboda_leader_pda]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\mil_svoboda_leader_pda"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_minipda.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Svoboda Leader PDA
inv_name_short		= Svoboda Leader PDA
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 14
cost				= 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Laboratory X18
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[dar_pass_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\dar_pass_flash"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_2.ogf
radius				= 1

inv_name			= Flash card
inv_name_short		= "Scientist" flash
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0

[dar_pass_document]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\dar_pass_document"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_2.ogf
radius				= 1

inv_name			= CodeX-18
inv_name_short		= CodeX-18
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 7
inv_grid_y			= 18
cost				= 0

[dar_document1]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\dar_document1"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_1.ogf
radius				= 1

inv_name			= DocsX-18p1
inv_name_short		= DocsX-18p1
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 19
cost				= 1000

[dar_document2]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\dar_document2"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_1.ogf
radius				= 1

inv_name			= DocsX-18p2
inv_name_short		= DocsX-18p2
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 19
cost				= 1000

[dar_document3]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\dar_document3"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_1.ogf
radius				= 1

inv_name			= DocsX-18p3
inv_name_short		= DocsX-18p3
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 19
cost				= 1000

[dar_document4]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\dar_document4"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_1.ogf
radius				= 1

inv_name			= DocsX-18p4
inv_name_short		= DocsX-18p4
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 19
cost				= 0

[dar_document5]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\dar_document5"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_1.ogf
radius				= 1

inv_name			= DocsX-18p5
inv_name_short		= DocsX-18p5
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 19
cost				= 1000



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; RADAR
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[rad_scientist_flash]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\rad_scientist_flash"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_1.ogf
radius				= 1
;script_binding		= stalker.object_init

description         = item_scientist_flash

inv_name			= Flash card
inv_name_short		= Dead scientist's flash
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; PRIPYAT'
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[pri_decoder_documents]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\decoder_documents"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_01.ogf
radius				= 1
script_binding		= stalker.object_init

inv_name			= Documents from hiding place on Pripyat
inv_name_short		= Documents from Pripyat
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 19
cost				= 0


[pri_lom_ak74]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn              	= "devices\quest_items\pri_lom_ak74"	; name and section in level editor
$npc					= on				
$prefetch 				= 8
scheduled				= off               ;[] option for ALife Simulator
cform               	= skeleton
class               	= W_AK74			; class of the weapon that corresponding to CPP class
min_radius          	= 30				; [] for AI
max_radius          	= 100				; [] for AI
description				= item_pri_lom_ak74
	
ef_main_weapon_type		= 2
ef_weapon_type			= 6

holder_range_modifier	= 2.0
holder_fov_modifier		= 0.7

cost					= 350				; the price of the item
weapon_class			= assault_rifle		; the type of the box that will be used in buy-menu in multiplayer mode	
	
ammo_limit				= 210				; obsolete
ammo_elapsed			= 30				; obsolete
	
ammo_mag_size			= 30				; clip (magazine) size

ammo_class				= ammo_5.45x39_fmj, ammo_5.45x39_ap ; name of the ltx-section of used ammo 
grenade_class			= ammo_vog-25, ammo_vog-25p			; name of the ltx-section of used grenades 

hand_dependence			= 1									; how many hands (1 or 2) we used to hold weapon in
single_handed			= 0
	
slot 					= 2									; number of slot in inventory we put weapon in (1 - knife slot, 2 - pistol, 3 - rifle, 4 - grenade, 5 - apparatus)
animation_slot			= 2									; type of the animation that will be used

inv_name	        	= AK74								; name in inventory	
inv_name_short			= AK74
inv_weight				= 2.5								; weight in inventory

inv_grid_width			= 5	 ; position and size of the icon that will be used to display weapon in the inventory menu
inv_grid_height			= 2	 ; all icons are on the texture ui_icon_equipment.dds,   
inv_grid_x				= 5  ; position and size are in terms of 64x64 squares
inv_grid_y				= 5

;-----------------------------------------------------------------------------------
; base dispersion
;
; === Setting of the weapon shooting dispersal parameter ===
;Dispersal consists from to basic constituents - dispersal of the weapon (relatively small). In fact, this is a dispersal of a weapon griped in a vice; - dispersal of the weapon behavior in the hands of the host (if he running, or walking or shoots in single shots or in a burst) is another, more significant factor of dispersal. 
;Dispersal of the weapon depends only from basic dispersal, basket case factor ant time of the ammo.
;Dispersal of the way the host shooting (standing, running and etc.)
;Two types of shooting modes can be defined: - usual mode and zoomed mode.  
;Usual mode: - depends from the position of the player while shooting (standing, sitting, walking and running)
;Zoomed mode - depends from the dispersal of the weapon and do NOT depends from the position of the shooter. In that mode, dispersal of the weapon &laquo switches to;&raquo;  sight swinging (created be effector). 
;Weapon recoil in the game also created by recoil effector. 
;
;-----------------------------------------------------------------------------------
;params of weapon recoil
fire_dispersion_base			= 0.25 ;0.05 	;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках)

;отдача
cam_relax_speed         		= 3.0;2.5	;скорость возврата в исходное положение
cam_dispersion          		= 1.2;0.7	;увеличения угла (в градусах) с каждым выстрелом
cam_max_angle					= 8		;максимальный угол отдачи
cam_max_angle_horz				= 9.0	;(degree) maximum shot horizontal degree 
cam_step_angle_horz				= 1.8	;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor = 5	;увеличение дисперсии в процентах при максимальном износе 
misfire_probability 			= 0.01	;вероятность осечки при максимальном износе 
condition_shot_dec 				= 0.00003	;увеличение износа при каждом выстреле
;-----------------------------------------------------------------------------------

fire_point             		=  0,0.216,0.638			; position (3rd person view) for particles of fire 
fire_point2            		=  0,0.216,0.730			; position (3rd person view) for particles of fire (when shooting with secondary fire)

flame_particles				= weapons\generic_weapon05	; particles for shooting effects
smoke_particles				= weapons\generic_shoot_00
grenade_flame_particles		= weapons\generic_weapon01
	
shell_point		 			= 0,0.216,0.174				; position (3rd person view) for shell to throw out
shell_particles	 			= weapons\generic_shells	; name of the particles for shells

; ttc
hit_power                	= 55;50						; size of damage by bullet
hit_impulse		 			= 140						; size of physic impulse by bullet	
hit_type 					= fire_wound 				; [] type of the wound

fire_distance            	= 450						; maximum fire distance that bullet can fly
bullet_speed				= 900						; starting bullet speed
rpm                      	= 600						; max round per minute

hud                      	= wpn_ak74_hud				; name of the section of the hud

position         	        = -0.026,-0.172,0			; position (offset) and orientation of the weapon in the hands of character
orientation      	        = 0,0,0						; (3rd person view)

;--STRAP PARAMETERS-----------------------------------------------------------------
strap_position         		= -0.1,-0.45,0.2			; position (offset) and orientation of the weapon when it is strapped
strap_orientation      		= 1.57,0,0						; (3rd person view)
strap_bone0					= bip01_spine2
strap_bone1					= bip01_spine1

visual         		        = weapons\ak74\wpn_ak74		; name of the model for 3rd person view

light_color					= 0.6,0.5,0.3				; params for light during the fire
light_range					= 5							; radius
light_var_color				= 0.05						
light_var_range				= 0.5
light_time 					= 0.2						

ph_mass						= 5							; physic mass (kg)

;addons
scope_status				= 2							; 0 - no addon
silencer_status				= 2							; 1 - permanent
grenade_launcher_status		= 2							; 2 - attachable

zoom_enabled				= true						; (on,off)zoom mode (right mouse button)
scope_zoom_factor	    	= 50						; fov for zoom mode

scope_name 					= wpn_addon_scope			; section name for the attachable scope
scope_x 					= 60						; offset in inventory icon
scope_y 					= -2
silencer_name  				= wpn_addon_silencer		; section name for the attachable silencer
silencer_x 					= 212						; offset in inventory icon
silencer_y 					= 10					
grenade_launcher_name 		= wpn_addon_grenade_launcher; section name for the attachable grenade launcher
grenade_launcher_x 			= 112						; offset in inventory icon
grenade_launcher_y 			= 17

;sounds (name of the sound, volume (0.0 - 1.0), delay (sec))
snd_draw					= weapons\ak74_draw
snd_holster					= weapons\generic_holster
snd_shoot					= weapons\ak74_shoot
snd_shoot1					= weapons\ak74_shoot2		
snd_empty					= weapons\gen_empty, 0.5
snd_reload					= weapons\ak74_reload, 0.7, 0.35
snd_shoot_grenade			= weapons\gen_grenshoot
snd_reload_grenade			= weapons\gen_grenload, 1.0, 0.8
snd_switch					= weapons\groza_switch, 1.0, 0.5


;params when silencer is attached 
;similar to corresponding params without prefix silencer_

silencer_hit_power       	= 45
silencer_hit_impulse	 	= 120
silencer_fire_distance   	= 250
silencer_bullet_speed	 	= 600

;silencer_flame_particles 	= weapons\generic_weapon01
silencer_smoke_particles 	= weapons\generic_shoot_00

snd_silncer_shot			= weapons\w_ak74_shot1 

silencer_light_color		= 0.6,0.5,0.3
silencer_light_range		= 0.01
silencer_light_var_color	= 0.05
silencer_light_var_range	= 0.5
silencer_light_time 		= 0.2



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Dead City
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[cit_doctors_key]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\cit_doctors_key"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_flash_2.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= cit_doctors_key_desc
inv_name_short		= cit_doctors_key_short_desc
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 19
cost				= 0

[cit_killers_documents]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\killers_documents"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_01.ogf
radius				= 1
script_binding		= stalker.object_init

inv_name			= cit_killers_documents_desc
inv_name_short		= cit_killers_documents_short_desc
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 19
cost				= 0


[cit_deadcity_maps]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\deadcity_maps"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_document_01.ogf
radius				= 1
script_binding		= stalker.object_init

inv_name			= cit_deadcity_maps_desc
inv_name_short		= cit_deadcity_maps_short_desc
inv_weight			= 0.1

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 19
cost				= 0



[cit_vp_pda]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\pda_vasiliy_petrovicha"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_minipda.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Vasiliy Petrovich PDA
inv_name_short		= VP PDA
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 14
cost				= 0


[cit_leader_killer_pda]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\pda_leader_killer"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_minipda.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Leader killers PDA
inv_name_short		= Leader killers PDA
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 14
cost				= 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Sarcofag
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[decoder]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\quest_items\decoder"
;$prefetch 			= 32
class				= D_AFMERG
cform				= skeleton
visual				= equipments\item_decoder.ogf
radius				= 1
;script_binding		= stalker.object_init

inv_name			= Decoder	
inv_name_short		= Decoder
inv_weight			= 0.5	;0.2
can_trade			= off
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 11
inv_grid_y			= 3
cost				= 50