[hud_base]
aim_hud_offset_pos				= 0,0,0
aim_hud_offset_rot				= 0,0,0

aim_hud_offset_pos_16x9			= 0,0,0
aim_hud_offset_rot_16x9			= 0,0,0

gl_hud_offset_pos_16x9			= 0,0,0
gl_hud_offset_rot_16x9			= 0,0,0

gl_hud_offset_pos				= 0,0,0
gl_hud_offset_rot				= 0,0,0

lean_hud_offset_pos		= 0,0,0
lean_hud_offset_rot		= 0,0,0

[sect_identity_immunities]
burn_immunity			= 1.0
strike_immunity			= 1.0
shock_immunity			= 1.0
wound_immunity			= 1.0
wound_2_immunity		= 1.0
radiation_immunity		= 1.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 1.0

[sect_helm_immunities]
burn_immunity			= 1.0
strike_immunity			= 0.0
shock_immunity			= 1.0
wound_immunity			= 0.0
wound_2_immunity		= 0.0
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 1.0
fire_wound_immunity		= 1.0

[sect_zero_immunities]
burn_immunity			= 0.0
strike_immunity			= 0.0
shock_immunity			= 0.0
wound_immunity			= 0.0
wound_2_immunity		= 0.0
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.0
explosion_immunity		= 0.0
fire_wound_immunity		= 0.0


[identity_immunities]
immunities_sect				= sect_identity_immunities
slot 						= -1
description				= no_description
default_to_ruck             = false
sprint_allowed              = true
control_inertion_factor     = 1.0
zoom_rotate_time            = 0.25

[zero_immunities]:identity_immunities
immunities_sect				= sect_zero_immunities

[weapon_probability]
hit_probability_gd_novice	= 0.20
hit_probability_gd_stalker	= 0.30
hit_probability_gd_veteran	= 0.40
hit_probability_gd_master	= 0.50


[default_weapon_params]
use_aim_bullet				= false
hit_power_critical			= 0.0, 0.0, 0.0, 0.0
k_hit_critical				= 0
frag_hit_critical			= 0
slot 						= -1
description				= no_description
;-----------
default_to_ruck             = false
sprint_allowed              = true
control_inertion_factor     = 1.0
zoom_rotate_time            = 0.25
use_first_bullet			= false



[common_ph_friction_params_on_npc_death] ;��������� ��� ������� ��������� ������ � ������ ������ ���������

ph_skeleton_airr_lin_factor   = 2.0 ;550.0 (������� ��-�� ����, ��� ������ ���������� ����������� 0.002 �� ����)
ph_skeleton_airr_ang_factor   = 0.0 ;0.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 0.3 �� ���� (0.0*0.3=0.0))
ph_skeleton_hinger_factor1    = 1.0 ;1.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 5.0 �� ����)
ph_skeleton_ddelay	     	  = 15.0 ;����� ��������� �������� ������ � ������� � ������� �������� �����, ���

ph_skel_fatal_impulse_factor  = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25



ph_skeleton_skin_friction_start	= 0.0   ;��������� �������� ������ ��� ��������
ph_skeleton_skin_friction_end	= 2.0   ;��������� �������� ������ ��� ��������
ph_skeleton_skin_ddelay			= 6.0		;����� ��������� �������� ������ � ������� �������� �����, ���.
ph_skeleton_skin_ddelay_after_wound = 2.0 ;����� ��������� �������� ������ � ������� �������� �����, ���.(��� ��������� ����� �������)
ph_pelvis_factor_low_pose_detect =0.3	;������ ���� �� �������� � ����� �� ������ �������
										;���� �����������, �� �������� ���������� � ������ ����(��� �����)(� ���� ������ ��� ���� ��������� ������ ��������� 
										;������ � ����������� ���������� �������� ��� ������� ����)
ph_character_have_wounded_state = false; ����� �� �������� ��������� �������

[monster_base]:common_ph_friction_params_on_npc_death
actor_hit_effect 	= effector_monster_hit
custom_data			= default_custom_data.ltx		; option for Level Editor

feel_enemy_who_made_sound_max_distance = 20
feel_enemy_who_just_hit_max_distance = 40
feel_enemy_max_distance = 15
