add game&rawdata
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117
gamedata/configs/defines.ltx
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117
gamedata/configs/defines.ltx
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[hud_base]
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aim_hud_offset_pos = 0,0,0
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aim_hud_offset_rot = 0,0,0
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aim_hud_offset_pos_16x9 = 0,0,0
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aim_hud_offset_rot_16x9 = 0,0,0
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gl_hud_offset_pos_16x9 = 0,0,0
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gl_hud_offset_rot_16x9 = 0,0,0
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gl_hud_offset_pos = 0,0,0
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gl_hud_offset_rot = 0,0,0
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lean_hud_offset_pos = 0,0,0
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lean_hud_offset_rot = 0,0,0
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[sect_identity_immunities]
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burn_immunity = 1.0
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strike_immunity = 1.0
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shock_immunity = 1.0
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wound_immunity = 1.0
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wound_2_immunity = 1.0
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radiation_immunity = 1.0
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telepatic_immunity = 1.0
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chemical_burn_immunity = 1.0
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explosion_immunity = 1.0
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fire_wound_immunity = 1.0
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[sect_helm_immunities]
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burn_immunity = 1.0
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strike_immunity = 0.0
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shock_immunity = 1.0
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wound_immunity = 0.0
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wound_2_immunity = 0.0
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radiation_immunity = 0.0
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telepatic_immunity = 0.0
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chemical_burn_immunity = 1.0
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explosion_immunity = 1.0
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fire_wound_immunity = 1.0
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[sect_zero_immunities]
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burn_immunity = 0.0
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strike_immunity = 0.0
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shock_immunity = 0.0
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wound_immunity = 0.0
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wound_2_immunity = 0.0
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radiation_immunity = 0.0
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telepatic_immunity = 0.0
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chemical_burn_immunity = 0.0
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explosion_immunity = 0.0
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fire_wound_immunity = 0.0
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[identity_immunities]
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immunities_sect = sect_identity_immunities
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slot = -1
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description = no_description
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default_to_ruck = false
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sprint_allowed = true
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control_inertion_factor = 1.0
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zoom_rotate_time = 0.25
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[zero_immunities]:identity_immunities
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immunities_sect = sect_zero_immunities
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[weapon_probability]
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hit_probability_gd_novice = 0.20
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hit_probability_gd_stalker = 0.30
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hit_probability_gd_veteran = 0.40
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hit_probability_gd_master = 0.50
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[default_weapon_params]
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use_aim_bullet = false
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hit_power_critical = 0.0, 0.0, 0.0, 0.0
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k_hit_critical = 0
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frag_hit_critical = 0
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slot = -1
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description = no_description
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;-----------
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default_to_ruck = false
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sprint_allowed = true
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control_inertion_factor = 1.0
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zoom_rotate_time = 0.25
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use_first_bullet = false
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[common_ph_friction_params_on_npc_death] ;Ïàðàìåòðû äëÿ çàäàíèÿ èçìåíåíèÿ òðåíèÿ â ìîìåíò ñìåðòè ïåðñîíàæà
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ph_skeleton_airr_lin_factor = 2.0 ;550.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå êîýôôèöèåíò 0.002 èç êîäà)
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ph_skeleton_airr_ang_factor = 0.0 ;0.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 0.3 èç êîäà (0.0*0.3=0.0))
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ph_skeleton_hinger_factor1 = 1.0 ;1.0 (èçìåííî èç-çà òîãî, ÷òî óáðàíî äîìíîæåíèå íà êîýôôèöèåíò 5.0 èç êîäà)
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ph_skeleton_ddelay = 15.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ â ñóñòàâå ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê
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ph_skel_fatal_impulse_factor = 6.0
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ph_after_death_velocity_factor= 0.75
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ph_skel_shot_up_factor = 0.25
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ph_skeleton_skin_friction_start = 0.0 ;Ñòàðòîâîå çíà÷åíèå òðåíèÿ äëÿ îáîëî÷êè
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ph_skeleton_skin_friction_end = 2.0 ;Ôèíàëüíîå çíà÷åíèå òðåíèÿ äëÿ îáîëî÷êè
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ph_skeleton_skin_ddelay = 6.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê.
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ph_skeleton_skin_ddelay_after_wound = 2.0 ;Âðåìÿ èçìåíåíèÿ çíà÷åíèÿ òðåíèÿ ñ ìîìåíòà ñîçäàíèÿ øåëëà, ñåê.(äëÿ ïåðñîíàæà ïîñëå ðàíåíèÿ)
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ph_pelvis_factor_low_pose_detect =0.3 ;äëèííà ëó÷à íà êîëëèçèþ ñ çåìë¸é èç öåíòðà ïåëâèñà
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;åñëè êîëëèçèòüñÿ, òî ïåðñîíàæ íàõîäèòüñÿ â íèæíåé ïîçå(èëè ðàíåí)(â ýòîì ñëó÷àå äëÿ íåãî çàäàþòüñÿ äðóãèå ïàðàìåòðû
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;òðåíèÿ è îòñóòñòâóåò äîìíîæåíèå èìïóëüñà äëÿ ïåðâîãî õèòà)
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ph_character_have_wounded_state = false; èìååò ëè ïåðñîíàæ ñîñòîÿíèå ðàíåíûé
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[monster_base]:common_ph_friction_params_on_npc_death
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actor_hit_effect = effector_monster_hit
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custom_data = default_custom_data.ltx ; option for Level Editor
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feel_enemy_who_made_sound_max_distance = 20
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feel_enemy_who_just_hit_max_distance = 40
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feel_enemy_max_distance = 15
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