[stalker_zombied_vision_free]
min_view_distance   		= 0.4				; 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	 	= 80.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.1
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		     	= 1.0 ;0.5
luminocity_factor			= 0.8 ;0.5				; фактор освещения (только для Актёра)
transparency_threshold	 	= 0.4

[stalker_zombied_vision_danger]
min_view_distance   		= 0.7				; 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	 	= 40.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.1
time_quant					= 0.001
decrease_value				= 0.01				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 1.0 ;0.5
luminocity_factor			= 0.8 ;0.5 				; фактор освещения (только для Актёра)
transparency_threshold	 	= 0.4

[stalker_zombied_condition]
satiety_v					= 0.00001				;скорость уменьшения сытости со временем
radiation_v					= 0.0001				;скорость уменьшения радиации
satiety_power_v				= 0.0005				;увеличение силы при уменьшении сытости 
satiety_health_v			= 0.001					;увеличение здоровья при уменьшении сытости 
satiety_critical			= 0.0					;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v			= 0.001					;уменьшение здоровья при воздействии радиации
morale_v					= 0.0001				;скорость восстановления морали
health_hit_part				= 1.0					;процент хита, уходящий на отнимание здоровья
power_hit_part				= 0.0					;процент хита, уходящий на отнимание силы
psy_health_v				= 0.1					;скорость восстановления psy-здоровья
health_restore_v			= 0.001					;скорость восстановления здоровья

sleep_health				= 1.0					;коэффициенты скоростей изменения параметров во время сна
sleep_power					= 1.0
sleep_satiety				= 1.0
sleep_radiation 			= 1.0
sleep_psy_health			= 1.0

;---LIMPING STATE-----------------------------------------------------
use_limping_state			= off
limping_threshold			= 0.5

;открытые раны
bleeding_v					= 0						;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.0					;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size				= 0.01

[stalker_zombied_immunities]:stalker_immunities
telepatic_immunity 			= 0.0
burn_immunity 				= 0.0				;коэффициенты иммунитета 
strike_immunity 			= 0.0
shock_immunity 				= 0.0
wound_immunity				= 0.0
radiation_immunity 			= 0.0
chemical_burn_immunity 		= 0.0
explosion_immunity 			= 0.0
fire_wound_immunity  		= 1.0 
wound_2_immunity  			= 0.0

[stalker_zombied_movement_speeds]
; zombied stalkers can't crouch or run
	; danger
	;; crouch
	;;; walk
	danger_crouch_walk_forward	= 0.8
	danger_crouch_walk_backward	= 0.575
	danger_crouch_walk_left		= 0.8
	danger_crouch_walk_right	= 0.8
	;;; run						  
	danger_crouch_run_forward	= 0.8
	danger_crouch_run_backward	= 0.575
	danger_crouch_run_left		= 0.8
	danger_crouch_run_right		= 0.8
	;; stand
	;;; walk
	danger_stand_walk_forward	= 0.8
	danger_stand_walk_backward	= 0.8
	danger_stand_walk_left		= 0.8
	danger_stand_walk_right		= 0.8
	;;; run
	danger_stand_run_forward	= 0.8
	danger_stand_run_backward	= 0.8
	danger_stand_run_left		= 0.8
	danger_stand_run_right		= 0.8
	; free
	;; stand
	;;; forward
	free_stand_walk_forward		= 0.8
	free_stand_run_forward		= 0.8
	; panic
	;; stand
	;;; run
	;;;; forward
	panic_stand_run_forward		= 7.0

[stalker_zombied]:stalker
;---LEVEL EDITOR------------------------------------------------------
$spawn							= "stalkers\stalker_zombied"	; option for Level Editor
attachable_items				= device_torch,attachable_item

;---SECTIONS----------------------------------------------------------
condition_sect					= stalker_zombied_condition
;---IMMUNITIES -------------------------------------------------------
immunities_sect					= stalker_zombied_immunities
;---VISIBILITY--------------------------------------------------------
vision_danger_section			= stalker_zombied_vision_danger
vision_free_section				= stalker_zombied_vision_free
eye_fov							= 160 ; 170	
eye_range						= 50;70	
;---ENEMY------------------------------------------------------------
ignore_monster_threshold		= 0.8
max_ignore_distance				= 10.0
panic_threshold					= 0
sound_threshold					= 0.5

;---SOUND PLAYER------------------------------------------------------
sound_death						= fight\death\death_
sound_anomaly_death				= fight\death\death_
sound_hit						= fight\hit\hit_
sound_humming					= states\idle\idle_

sound_backup					= ;fight\attack\attack_ ;fight\backup\stalker\backup_
sound_detour					= ;fight\enemy\enemy_ ;fight\detour\stalker\detour_
sound_search					= ;fight\attack\attack_ ;fight\searching_enemy\stalker\search_
sound_friendly_fire				= ;fight\friendly_fire\stalker\friendly_fire_
sound_panic_human				= ;states\panic_human\stalker\panic_
sound_panic_monster				= ;states\panic_monster\stalker\panic_
sound_tolls						= ;fight\tolls\tolls_
sound_grenade_alarm				= ;fight\grenade\grenade_
sound_friendly_grenade_alarm	= ;fight\friendly_grenade\friendly_grenade_
sound_need_backup               = ;fight\attack\attack_ ;fight\cover_fire\cover_fire_
sound_running_in_danger			= ;states\breath\stalker\breath_1
sound_walking_in_danger			= ;states\breath\stalker\breath_2

sound_kill_wounded				= ;help\wounded\kill_wounded_
sound_enemy_critically_wounded	= ;fight\enemy_hit\enemy_hit_
sound_enemy_killed_or_wounded	= ;fight\enemy_down\enemy_down_

sound_attack_no_allies				= ;fight\fire\fire_,fight\threat\threat_distant_
sound_attack_allies_single_enemy	= ;fight\attack\attack_,fight\attack\attack_one_,fight\fire\fire_
sound_attack_allies_several_enemies	= ;fight\attack\attack_,fight\attack\attack_many_,fight\fire\fire_
sound_search1_no_allies				= ;fight\threat\threat_distant_
sound_search1_with_allies			= ;fight\searching_enemy\search_,fight\searching_enemy\enemy_lost_
sound_throw_grenade					= ;fight\grenade\grenade_ready_





;---MOVEMENT----------------------------------------------------------
movement_speeds					= stalker_zombied_movement_speeds;

;---FIRE DISPERSIONS--------------------------------------------------
disp_walk_stand					= 16
disp_walk_crouch				= 16	
disp_run_stand					= 16
disp_run_crouch					= 16
disp_stand_stand				= 10; 16
disp_stand_crouch				= 5; 16
disp_stand_stand_zoom			= 1
disp_stand_crouch_zoom			= 1

;----------- MONSTR SPECIES ----------------------------
species							= zombie

;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold		= 1.1
critical_wound_decrease_quant	= 0.
body_parts_section_id			= critical_wound_body_parts_section

[stalker_fresh_zombied]:stalker_zombied
;---LEVEL EDITOR------------------------------------------------------
$spawn							= "stalkers\stalker_fresh_zombied"	; option for Level Editor

;---MOVEMENT----------------------------------------------------------
movement_speeds					= stalker_movement_speeds

;---CRITICAL WOUND------------------------------------------------------------------
critical_wound_threshold		= 1.1
critical_wound_decrease_quant	= 0.
body_parts_section_id			= critical_wound_body_parts_section
