557 lines
11 KiB
TeX
557 lines
11 KiB
TeX
#include "script_sound_music_and_stories.ltx"
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#include "script_sound_zaton.ltx"
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#include "script_sound_jupiter.ltx"
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#include "script_sound_pripyat.ltx"
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#include "script_sound_underpass.ltx"
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[list]: list_music_and_stories, list_script_sound_zaton, list_script_sound_jupiter, list_script_sound_pripyat, list_script_sound_underpass
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bloodsucker_growl
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bloodsucker_hit
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bloodsucker_swarm
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boar_swarm
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boar_swamp_runaway
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state
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wait
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trader_door_open_start
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trader_door_close_start
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trader_door_close_stop
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trader_door_locked
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trader_door_unlock
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wood_small_open
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wood_small_close_start
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wood_small_close_stop
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wood_large_open
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wood_large_close_start
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wood_large_close_stop
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metal_small_open
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metal_small_close_start
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metal_small_close_stop
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power_switch
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pda_alarm
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pda_news
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pda_tips
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pda_task
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heli_damaged
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heli_down
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heli_hit
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patrol_sneak
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patrol_run
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patrol_walk
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fight_attack
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post_combat_wait
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post_combat_wait_long
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post_combat_relax
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alarm
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meet_hello
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meet_hide_weapon
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meet_use_no_default
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meet_use_no_fight
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meet_use_no_weapon
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meet_use_no_talk_leader
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corpse_loot_begin
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corpse_loot_good
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corpse_loot_bad
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help_thanks
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help_heavy
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surge_earthquake_sound_looped
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surge_earthquake_sound
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blowout_begin
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blowout_rumble
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blowout_hit_1
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blowout_hit_2
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blowout_hit_3
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blowout_wave_1
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blowout_wave_2
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blowout_wave_3
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shooting_target_up
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shooting_target_down
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shooting_target_hit
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steam_blowout
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wounded_medkit
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radio_call
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[surge_earthquake_sound_looped]
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type = looped
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path = ambient\earthquake
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[surge_earthquake_sound]
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type = 3d
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path = ambient\earthquake
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[blowout_begin]
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type = 3d
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path = ambient\blowout_begin
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[blowout_rumble]
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type = looped
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path = ambient\blowout_rumble
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[blowout_hit_1]
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type = 3d
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path = ambient\blowout_hit_1
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[blowout_hit_2]
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type = 3d
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path = ambient\blowout_hit_2
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[blowout_hit_3]
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type = 3d
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path = ambient\blowout_hit_3
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[blowout_wave_1]
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type = 3d
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path = ambient\blowout_wave_1
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[blowout_wave_2]
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type = 3d
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path = ambient\blowout_wave_2
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[blowout_wave_3]
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type = 3d
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path = ambient\blowout_wave_3
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[state]
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type = npc
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npc_prefix = true
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path = states\idle\idle_
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shuffle = rnd
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idle = 7,13,100
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group_snd = true
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[state_1]
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type = npc|actor|3d
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actor_stereo = true|false
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npc_prefix = true|false
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path = states\idle\idle_
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shuffle = rnd|seq|loop
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idle = 3,5,100 ;min,max,rnd
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;************************************************************
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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;************************************************************
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[wait]
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type = npc
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avail_communities = stalker, bandit, dolg, freedom, army, monolith
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npc_prefix = true
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path = states\idle\idle_
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shuffle = rnd
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idle = 7,10,100
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;************************************************************
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;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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;************************************************************
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[bloodsucker_swarm]
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type = 3d
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path = monsters\bloodsucker\swamp_run_
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shuffle = rnd
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idle = 1,1,100
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[boar_swarm]
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type = 3d
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path = monsters\boar\boar_swamp_run_
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shuffle = rnd
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idle = 0,0,100
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[boar_swamp_runaway]
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type = 3d
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path = monsters\boar\boar_swamp_runaway_
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shuffle = rnd
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idle = 0,0,100
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[bloodsucker_growl]
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type = 3d
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path = monsters\bloodsucker\attack_hit_
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shuffle = rnd
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idle = 0,0,100
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[bloodsucker_hit]
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type = 3d
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path = monsters\bloodsucker\heavy_hit_
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shuffle = rnd
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idle = 0,0,100
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;************************************************************
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; Alife
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;************************************************************
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[patrol_sneak]
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type = npc
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actor_stereo = false
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npc_prefix = false
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path = human_01\stalker\alife\patrol\sneak_
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shuffle = rnd
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idle = 1,1,100
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[patrol_run]
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type = npc
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actor_stereo = false
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npc_prefix = false
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path = human_01\stalker\alife\patrol\run_
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shuffle = rnd
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idle = 1,1,100
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[patrol_walk]
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type = npc
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actor_stereo = false
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npc_prefix = false
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path = human_01\stalker\alife\patrol\walk_
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shuffle = rnd
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idle = 1,1,100
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[fight_attack]
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type = npc
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actor_stereo = false
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npc_prefix = true
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path = fight\attack\script_attack_
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shuffle = rnd
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idle = 1,1,100
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is_combat_sound = true
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[post_combat_wait]
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type = npc
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actor_stereo = false
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npc_prefix = true
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group_snd = true
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path = fight\post_combat_wait\wait_
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avail_communities = stalker, bandit, dolg, freedom, army
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shuffle = rnd
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idle = 3,5,100
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[post_combat_wait_long]
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type = npc
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actor_stereo = false
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npc_prefix = true
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group_snd = true
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path = fight\post_combat_wait\wait_
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avail_communities = stalker, bandit, dolg, freedom, army
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shuffle = rnd
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idle = 7,10,100
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[post_combat_relax]
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type = npc
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actor_stereo = false
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npc_prefix = true
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group_snd = true
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path = fight\post_combat_wait\relax_
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avail_communities = stalker, bandit, dolg, freedom, army
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shuffle = rnd
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idle = 1,1,100
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;***************************************************************
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; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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;***************************************************************
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[pl_test]
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type = npc
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npc_prefix = true
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path = fight\attack\attack_
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shuffle = rnd
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idle = 1,1,100
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[trader_door_open_start]
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type = 3d
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path = device\door_start
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shuffle = rnd
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idle = 1,1,100
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[trader_door_close_start]
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type = 3d
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path = device\door_closing
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shuffle = rnd
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idle = 1,1,100
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[trader_door_close_stop]
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type = 3d
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path = device\door_stop
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shuffle = rnd
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idle = 1,1,100
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[trader_door_locked]
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type = 3d
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path = device\door_locked
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shuffle = rnd
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idle = 1,1,100
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[trader_door_unlock]
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type = 3d
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path = device\door_servomotor
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shuffle = rnd
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idle = 1,1,100
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[wood_small_open]
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type = 3d
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path = device\wood_small_open
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shuffle = rnd
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idle = 1,1,100
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[wood_small_close_start]
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type = 3d
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path = device\wood_small_close_start
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shuffle = rnd
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idle = 1,1,100
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[wood_small_close_stop]
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type = 3d
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path = device\wood_small_close_stop
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shuffle = rnd
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idle = 1,1,100
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[wood_large_open]
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type = 3d
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path = device\wood_large_open
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shuffle = rnd
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idle = 1,1,100
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[wood_large_close_start]
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type = 3d
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path = device\wood_large_close_start
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shuffle = rnd
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idle = 1,1,100
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[wood_large_close_stop]
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type = 3d
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path = device\wood_large_close_stop
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shuffle = rnd
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idle = 1,1,100
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[metal_small_open]
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type = 3d
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path = device\metal_small_open
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shuffle = rnd
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idle = 1,1,100
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[metal_small_close_start]
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type = 3d
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path = device\metal_small_close_start
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shuffle = rnd
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idle = 1,1,100
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[metal_small_close_stop]
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type = 3d
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path = device\metal_small_close_stop
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shuffle = rnd
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idle = 1,1,100
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[power_switch]
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type = 3d
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path = device\power_switch
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shuffle = rnd
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idle = 1,1,100
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;***************************************************************
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; <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
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;***************************************************************
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[radio_call]
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type = 3d
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path = device\radio_call
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shuffle = rnd
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idle = 0,0,100
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;***************************************************************
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; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>
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;***************************************************************
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[pda_alarm]
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type = actor
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npc_prefix = false
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path = device\pda\pda_alarm
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shuffle = rnd
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idle = 0,0,100
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[pda_news]
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type = actor
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npc_prefix = false
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path = device\pda\pda_news
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shuffle = rnd
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idle = 1,1,100
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[pda_tips]
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type = actor
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npc_prefix = false
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path = device\pda\pda_tip
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shuffle = rnd
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idle = 1,1,100
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[pda_task]
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type = actor
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npc_prefix = false
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path = device\pda\pda_objective
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shuffle = rnd
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idle = 1,1,100
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;***************************************************************
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; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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;***************************************************************
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[heli_damaged]
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type = actor
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npc_prefix = false
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path = vehicles\helicopter\damage_
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shuffle = rnd
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idle = 1,1,100
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[heli_down]
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type = actor
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npc_prefix = false
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path = vehicles\helicopter\death_
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shuffle = rnd
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idle = 1,1,100
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[heli_hit]
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type = actor
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npc_prefix = false
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path = vehicles\helicopter\hit_
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shuffle = rnd
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idle = 3,4,40
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;***************************************************************
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; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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;***************************************************************
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[alarm]
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type = 3d
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path = ambient\siren1
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shuffle = loop
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idle = 0,0,100
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[meet_hello]
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type = npc
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avail_communities = army, stalker, bandit, dolg, freedom
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npc_prefix = true
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path = states\meet\meet_hello_
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shuffle = rnd
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idle = 2,2,100
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[meet_hide_weapon]
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type = npc
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avail_communities = army, stalker, bandit, dolg, freedom
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npc_prefix = true
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path = states\meet\meet_hide_weapon_
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shuffle = rnd
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idle = 5,7,100
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[meet_use_no_default]
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type = npc
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avail_communities = army, stalker, bandit, dolg, freedom
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npc_prefix = true
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path = states\meet\meet_use_no_default_
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shuffle = rnd
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idle = 1,1,100
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[meet_use_no_fight]
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type = npc
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avail_communities = army, stalker, bandit, dolg, freedom
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npc_prefix = true
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path = states\meet\meet_use_no_fight_
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shuffle = rnd
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idle = 2,2,100
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[meet_use_no_weapon]
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type = npc
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avail_communities = army, stalker, bandit, dolg, freedom
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npc_prefix = true
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path = states\meet\meet_use_no_weapon_
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shuffle = rnd
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idle = 5,7,100
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[meet_use_no_talk_leader]
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type = npc
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avail_communities = army, stalker, bandit, dolg, freedom
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npc_prefix = true
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path = states\meet\meet_use_no_talk_leader_
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shuffle = rnd
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idle = 5,7,100
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[corpse_loot_begin]
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type = npc
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avail_communities = army, stalker, bandit, dolg, freedom
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npc_prefix = true
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path = states\loot\loot_begin_
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shuffle = rnd
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idle = 10,11,100
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[corpse_loot_good]
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type = npc
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avail_communities = army, stalker, bandit, dolg, freedom
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npc_prefix = true
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path = states\loot\loot_good_
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shuffle = rnd
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idle = 10,11,100
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[corpse_loot_bad]
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type = npc
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avail_communities = army, stalker, bandit, dolg, freedom
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npc_prefix = true
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path = states\loot\loot_bad_
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shuffle = rnd
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idle = 10,11,100
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[help_heavy]
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type = npc
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avail_communities = army, stalker, bandit, dolg, freedom
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npc_prefix = true
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path = help\wounded_heavy\help_
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shuffle = rnd
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idle = 4,8,100
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[help_thanks]
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type = npc
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avail_communities = army, stalker, bandit, dolg, freedom, killer
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npc_prefix = true
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path = help\wounded_thanx\thanx_
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shuffle = rnd
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idle = 1,1,100
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[wounded_medkit]
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type = npc
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avail_communities = army, stalker, bandit, dolg, freedom, killer, monolith
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npc_prefix = true
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path = help\wounded\medkit_
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shuffle = rnd
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idle = 1,1,100
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;***************************************************************
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; <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD>
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;***************************************************************
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[shooting_target_up]
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type = 3d
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path = ambient\special\target_up
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shuffle = rnd
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idle = 0,0,100
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[shooting_target_down]
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type = 3d
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path = ambient\special\target_down
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shuffle = rnd
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idle = 0,0,100
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[shooting_target_hit]
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type = 3d
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path = ambient\special\target_hit_
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shuffle = rnd
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idle = 0,0,100
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[steam_blowout]
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type = 3d
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path = anomaly\steam_blowout
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shuffle = rnd
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idle = 0,0,100
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