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- #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\inventory_upgrades.ltx"
- #include "misc\items.ltx"
- #include "creatures\actor.ltx"
- #include "zones\zones.ltx"
- #include "misc\postprocess.ltx"
- #include "misc\outfit.ltx"
- #include "misc\achievements.ltx"
- #include "misc\artefacts.ltx"
- #include "misc\devices.ltx"
- #include "misc\radiation_counter.ltx"
- #include "misc\quest_items.ltx"
- #include "models\dynamic_objects.ltx"
- #include "misc\m_online_offline_group.ltx"
- #include "misc\squad_descr.ltx"
- #include "misc\effectors.ltx"
- #include "creatures\helicopter.ltx"
- #include "external.ltx"
- #include "creatures\game_relations.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\cta_snd_messages.ltx"
- #include "mp\SoundMessages\dm_snd_messages.ltx"
- #include "mp\SoundMessages\tdm_snd_messages.ltx"
- #include "mp\private_defines.ltx"
- #include "mp\deathmatch_game.ltx"
- #include "mp\teamdeathmatch_game.ltx"
- #include "mp\artefacthunt_game.ltx"
- #include "mp\capturetheartefact_game.ltx"
- #include "mp\anticheat_active_params.ltx"
- #include "evaluation.ltx"
- #include "fonts.ltx"
- #include "alife.ltx"
- ; SIMULATION
- #include "misc\simulation.ltx"
- ; Respawns
- #include "creatures\spawn_sections.ltx"
- ; Extra Content
- #include "extracontent.ltx"
- #include "localization.ltx"
- #include "smart_cover.ltx"
- ;Alundaio
- #include "plugins\alun_spawn_sections.ltx"
- #include "weapons\gl.ltx"
- [zone_pick_dof]
- near = -1500.0
- far = 10.0
- [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
- [info_portions]
- ;список xml файлов, содержаих info_portions
- files = info_portions, info_zaton, info_jupiter, info_pripyat, info_upgrades
- [dialogs]
- files = dialogs, dialogs_zaton, dialogs_jupiter, dialogs_pripyat
- [encyclopedia]
- files = encyclopedia_infos
- [profiles]
- ;список xml файлов, содержаих профили сталкеров и торговцев
- files = npc_profile
- ;список xml файлов, содержаих описаниЪ конкретнvх сталкеров и торговцев
- specific_characters_files = character_desc_general, character_desc_zaton, character_desc_pripyat, character_desc_jupiter, character_desc_underpass
- [inventory]
- take_dist = 2
- max_weight = 50
- max_ruck = 56
- max_belt = 5 ;16
- slots_count = 12 ; count +1 (zero)
- slot_persistent_1 = true ;knife
- slot_active_1 = true
- slot_persistent_2 = false ;pistol
- slot_active_2 = true
- slot_persistent_3 = false ;automatic
- slot_active_3 = true
- slot_persistent_4 = true ;grenades
- slot_active_4 = true
- slot_persistent_5 = true ;binocular
- slot_active_5 = true
- slot_persistent_6 = true ;bolt
- slot_active_6 = true
- slot_persistent_7 = false ;outfit
- slot_active_7 = false
- slot_persistent_8 = true ;pda
- slot_active_8 = false
- slot_persistent_9 = true ;detector
- slot_active_9 = false
- slot_persistent_10 = true ;torch
- slot_active_10 = false
- slot_persistent_11 = false ;artefact
- slot_active_11 = true
- slot_persistent_12 = false ;helmet
- slot_active_12 = false
- [lights_hanging_lamp]
- GroupControlSection = spawn_group
- $spawn = "physics\hanging lamp"
- class = SO_HLAMP
- script_binding = bind_physic_object.init
- [lights_signal_light]
- GroupControlSection = spawn_group
- $spawn = "physics\signal_light"
- class = SO_HLAMP
- script_binding = bind_signal_light.init
- [search_light]
- GroupControlSection = spawn_group
- $spawn = "physics\search light"
- class = O_SEARCH
- cform = skeleton
- visual = dynamics\light\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 расстоЪние отлета крови
- max_size = 0.4 ;0.3 ;(м)радиус пЪтна при хите силой nominal hit по большому объекту (по маленькому *0.5)
- min_size = 0.06 ;(м)минимальнvй радиус пЪтна
- nominal_hit = 0.5 ;величина номинального хита, при котором разлетаетсЪ 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 ранv чтоб начала капать кровь
- stop_blood_size = 0.025 ;размер ранv чтоб кровь остановилась (должно бvть 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, котораЪ упала
- [entity_fire_particles]
- fire_particles = damage_fx\burn_creatures
- start_burn_size = 0.0003 ;размер ожега после которого начать играть партиклv огнЪ
- stop_burn_size = 0.0001 ;размер ожега после которого остановить партиклv
- min_burn_time = 10000 ;минимальное времЪ отvгрvша партиклов (даже если рана уже зажила)
- [hud_cursor]
- ;все размерv в процентах от длинv экрана
- cross_length = 0.001 ;длина "палочки" прицела
- min_radius = 0.0 ;минимальнvй радиус прицела (при нулевой дисперсии)
- max_radius = 0.0 ;максимальнvй радиус
- radius_lerp_speed = 0.08 ;скорость интерполЪции положений прицела
- cross_color = 0.7,0.7,0.7,0.5 ;цвет прицела
- disp_scale = 0.08 ;масштаб прицела (относительно радиан)
- [hud_hitmark]
- hit_mark_texture = ui\ui_hud_hit_mark; ui\ui_empty
- grenade_mark_texture = ui\ui_hud_grenade_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 = dynamics\equipments\item_document_1.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]
- ;коэффициентv изменениЪ ценv при торговле в зависимости от отношениЪ к персонажу
- ;линейно апроксимиру≥тсЪ между значениЪ
- 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 = bind_level_changer.bind
- shape_transp_color = 255, 255, 255, 100
- shape_edge_color = 32, 32, 32, 255
- [script_zone]
- GroupControlSection =
- $spawn = "ai\script zone"
- ;$prefetch = 4
- class = SCRIPTZN
- script_binding = xr_zones.bind
- [physics]
- object_damage_factor = 1.2f
- ;*****************************************
- ; ++=+≥LT+≥- L≥+=
- ;*****************************************
- [stalker_names_stalker]
- name_cnt = 104
- last_name_cnt = 600
- [stalker_names_bandit]
- name_cnt = 38
- last_name_cnt = 182
- [stalker_names_science]
- name_cnt = 15
- last_name_cnt = 29
- [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
- ;параметрv показvваниЪ входЪих сообений PDA в главном мен≥
- [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
- [hud_sound]
- hud_sound_vol_k = 0.38
- hud_step_sound_vol_k = 0.21
- [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 = dynamics\devices\dev_fmradio\dev_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 ;устанавливаетсЪ в радианах Angle*PI/180
- attach_position_offset = 0.075, 0.066, 0.023
- attach_bone_name = bip01_l_hand
- auto_attach = false
- ; раци¤ дл¤ правой руки
- [hand_radio_r]:identity_immunities
- GroupControlSection = spawn_group
- discovery_dependency =
- $spawn = "equipment\hand_radio_r"
- cform = skeleton
- class = II_ATTCH
- visual = dynamics\devices\dev_fmradio\dev_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 = 1.571,0.75,0.0 ;устанавливаетсЪ в радианах Angle*PI/180
- attach_position_offset = 0.015, -0.084, 0.023
- attach_bone_name = bip01_r_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 = dynamics\devices\dev_fmradio\dev_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 = 12
- [space_restrictor]
- GroupControlSection = spawn_group_restrictor
- $spawn = "ai\space_restrictor"
- ;$prefetch = 64
- class = SPC_RS_S
- script_binding = bind_restrictor.bind
- shape_transp_color = 0, 255, 0, 24
- shape_edge_color = 32, 32, 32, 255
- [camp_zone]
- GroupControlSection = spawn_group_restrictor
- $spawn = "ai\camp"
- $prefetch = 16
- $def_sphere = 2
- class = SPC_RS_S
- script_binding = bind_camp.bind
- shape_transp_color = 0, 0, 255, 24
- shape_edge_color = 32, 32, 32, 255
- [anomal_zone]:space_restrictor
- GroupControlSection = spawn_group_zone
- $spawn = "ai\anomal_zone"
- $def_sphere = 2
- $prefetch = 16
- script_binding = bind_anomaly_zone.bind
- shape_transp_color = 240, 217, 182, 58
- shape_edge_color = 32, 32, 32, 255
- [collision_damage]
- bonce_damage_factor_for_objects = 1.
- [pkm_visual_memory]
- min_view_distance = 1 ;0.4 ; коэффициент, которvй множитсЪ на eye_range, в зависимости от угла
- max_view_distance = 1 ;0.8 ; коэффициент, которvй множитсЪ на eye_range, в зависимости от угла
- visibility_threshold = 50 ;150.0 ; значение, при достижении суммой которого объект считаетсЪ видимvм
- always_visible_distance = 1 ;0.1
- time_quant = 0.00001
- decrease_value = 0.1 ; значение, на которое уменьшаетсЪ вес, если объект попал в фрустум, но отс£ксЪ по каким-то причинам
- velocity_factor = 0.5
- luminocity_factor = 0.5 ; фактор освеениЪ (только длЪ Lкт£ра)
- transparency_threshold = 0.4 ;
- view_fov_deg = 90
- view_aspect = 1
- view_far_plane = 100
- [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]
- ;—писок объектов которvе можно таскать.
- ;NPC
- ;actors\stalker_bandit\stalker_bandit_1
- ;actors\stalker_bandit\stalker_bandit_2
- ;actors\stalker_bandit\stalker_bandit_3
- ;actors\stalker_bandit\stalker_bandit_3_face_1
- ;actors\stalker_bandit\stalker_bandit_3_face_2
- ;actors\stalker_bandit\stalker_bandit_3_mask
- ;actors\stalker_bandit\stalker_bandit_4
- ;actors\stalker_dolg\stalker_dolg_1
- ;actors\stalker_dolg\stalker_dolg_2
- ;actors\stalker_dolg\stalker_dolg_2_face_1
- ;actors\stalker_dolg\stalker_dolg_2_face_2
- ;actors\stalker_dolg\stalker_dolg_2_mask
- ;actors\stalker_dolg\stalker_dolg_3
- ;actors\stalker_dolg\stalker_dolg_4
- ;actors\stalker_freedom\stalker_freedom_1
- ;actors\stalker_freedom\stalker_freedom_2
- ;actors\stalker_freedom\stalker_freedom_2_face_1
- ;actors\stalker_freedom\stalker_freedom_2_face_2
- ;actors\stalker_freedom\stalker_freedom_2_mask
- ;actors\stalker_freedom\stalker_freedom_3
- ;actors\stalker_freedom\stalker_freedom_4
- ;actors\stalker_hero\stalker_hero_1
- ;actors\stalker_hero\stalker_hero_stc_strelok
- ;actors\stalker_lesnik\stalker_lesnik_1
- ;actors\stalker_merc\stalker_merc_2
- ;actors\stalker_merc\stalker_merc_4
- ;actors\stalker_monolith\stalker_monolith_1
- ;actors\stalker_monolith\stalker_monolith_2
- ;actors\stalker_monolith\stalker_monolith_3
- ;actors\stalker_monolith\stalker_monolith_4
- ;actors\stalker_nebo\stalker_nebo_1
- ;actors\stalker_nebo\stalker_nebo_2
- ;actors\stalker_nebo\stalker_nebo_2_face_1
- ;actors\stalker_nebo\stalker_nebo_2_face_2
- ;actors\stalker_nebo\stalker_nebo_2_face_3
- ;actors\stalker_nebo\stalker_nebo_2_mask
- ;actors\stalker_nebo\stalker_nebo_3
- ;actors\stalker_neutral\stalker_neutral_1
- ;actors\stalker_neutral\stalker_neutral_2
- ;actors\stalker_neutral\stalker_neutral_2_face_1
- ;actors\stalker_neutral\stalker_neutral_2_face_2
- ;actors\stalker_neutral\stalker_neutral_2_mask
- ;actors\stalker_neutral\stalker_neutral_3
- ;actors\stalker_neutral\stalker_neutral_4
- ;actors\stalker_soldier\stalker_soldier_1
- ;actors\stalker_soldier\stalker_soldier_2
- ;actors\stalker_soldier\stalker_soldier_2_face_1
- ;actors\stalker_soldier\stalker_soldier_3
- ;actors\stalker_soldier\stalker_soldier_4
- ;actors\stalker_trader\stalker_trader_1
- ;actors\stalker_ucheniy\stalker_ucheniy_1
- ;actors\stalker_zombied\stalker_zombied_1
- ;actors\stalker_zombied\stalker_zombied_2
- ;actors\stalker_zombied\stalker_zombied_3
- ;actors\stalker_zombied\stalker_zombied_4
- ;Monsters
- ;monsters\controller\controller_1
- ;monsters\controller\controller_2
- ;monsters\controller\controller_3
- ;monsters\controller\controller_4
- ;monsters\controller\controller_dead
- ;monsters\crow\crow
- ;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\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_dead
- ;monsters\poltergeist\poltergeist_strong
- ;monsters\pseudodog\pseudodog
- ;monsters\pseudodog\pseudodog_dead
- ;monsters\pseudodog\pseudodog_grey
- ;monsters\pseudodog\pseudodog_grey_dead
- ;monsters\rat\rat_1
- ;monsters\snork\snork
- ;monsters\snork\snork_dead
- ;monsters\tushkano\tushkano
- ;monsters\tushkano\tushkano_dead
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