#include "defines.ltx" #include "prefetch\prefetch_single.ltx" #include "creatures\monsters.ltx" #include "creatures\stalkers.ltx" #include "creatures\helicopter.ltx" #include "creatures\game_relations.ltx" ; Items #include "items\item_base.ltx" #include "creatures\actor.ltx" #include "creatures\actor_hud_hand_animations.ltx" #include "zones\zones.ltx" #include "misc\postprocess.ltx" #include "misc\bridge.ltx" #include "plugins\achievements.ltx" #include "misc\radiation_counter.ltx" #include "models\dynamic_objects.ltx" #include "misc\m_online_offline_group.ltx" #include "misc\squad_descr\squad_descr.ltx" #include "misc\effectors.ltx" #include "external.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" #include "creatures\spawn_sections.ltx" #include "extracontent.ltx" #include "localization.ltx" #include "smart_cover.ltx" #include "models\awr_dynamic_objects.ltx" ; AWR #include "vehicles.ltx" [smart_terrain] GroupControlSection = $spawn = "ai\smart_terrain" ;$prefetch = 4 $def_sphere = 2 class = SMRTTRRN script_binding = bind_smart_terrain.bind shape_transp_color = 100, 100, 180, 60 ;0x1800FF00 shape_edge_color = 32, 32, 32, 255 ;0xFF202020 [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 [texture_desc] files = ui_npc_unique, ui_npc_unique_2, ui_npc_unique_3 [info_portions] files = info_portions, info_upgrades, info_alife_switch, info_yantar, info_katacomb, info_escape, info_zaton, info_jupiter, info_pripyat [dialogs] files = dialogs, dialogs_agroprom, dialogs_agroprom_underground, dialogs_yantar, dialogs_marsh, dialogs_redforest, dialogs_katacomb, dialogs_escape, dialogs_bar, dialogs_zaton, dialogs_jupiter, dialogs_pripyat, dialogs_darkvalley, dialogs_deadcity, dialogs_garbage, dialogs_military, dialogs_truck, dialogs_warlab, dialogs_minigames, dialogs_mlr, dialogs_mlr_arena, dialogs_lostzone_ll, dialogs_lostzone_ms, dialogs_lostzone_oa, dialogs_lostzone_hb, dialogs_brotherhood, dialogs_brotherhood_ms, dialogs_brotherhood_nr, dialogs_brotherhood_ac [encyclopedia] files = encyclopedia_infos [profiles] files = npc_profile, npc_profile_mlr, npc_profile_lostzone, npc_profile_brotherhood specific_characters_files = character_desc_general, character_desc_marsh, character_desc_agroprom, character_desc_agroprom_underground, character_desc_darkvalley, character_desc_bar, character_desc_escape, character_desc_red_forest, character_desc_yantar, character_desc_military, character_desc_deadcity, character_desc_katacomb, character_desc_zaton, character_desc_pripyat, character_desc_jupiter, character_desc_underpass, character_desc_sarcofag, character_desc_warlab, character_desc_garbage, character_desc_darkscape, character_desc_truck, character_desc_lostzone_ll, character_desc_lostzone_ms, character_desc_lostzone_oa, character_desc_lostzone_hb, character_desc_brotherhood, character_desc_brotherhood_ac ;------------------------------------------------------------------ ;-- Inventory slots ;------------------------------------------------------------------ ;New in Anomaly (ported from CoC 1.5): You can have as many slots as you want, simply create slot_active_* and slot_persistent_* for it in sequential order ;Set slot_persistent_* = false to treat actor inventory as a 'slot'. Setting highlight_equipped = true in the item section will highlight equipped items in inventory [inventory] take_dist = 2 ; not used at all max_weight = 35 max_ruck = 92 max_belt = 5 ;16 slot_persistent_1 = false ;knife slot_active_1 = true slot_persistent_2 = false ;weapon 1 slot_active_2 = true slot_persistent_3 = false ;weapon 2 slot_active_3 = true slot_persistent_4 = false ;grenades slot_active_4 = true slot_persistent_5 = false ;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 = false ;true ;pda slot_active_8 = true slot_persistent_9 = false ;true ;detector slot_active_9 = false slot_persistent_10 = false ;true ;torch slot_active_10 = false slot_persistent_11 = false ;artefact slot_active_11 = true slot_persistent_12 = false ;helmet slot_active_12 = false slot_persistent_13 = false ;backpack slot_active_13 = false slot_persistent_14 = true ;script animation slot_active_14 = true ;------------------------------------------------------------------ ;-- Items kinds and inventory sorter ;------------------------------------------------------------------ [item_kind_order] w_sniper = 1 w_rifle = 1 w_smg = 1 w_shotgun = 1 w_pistol = 1 w_melee = 1 w_misc = 1 w_base = 1 w_explosive = 1 o_heavy = 2 o_sci = 2 o_medium = 2 o_light = 2 o_helmet = 2 i_backpack = 2 i_arty = 3 i_arty_junk = 3 i_arty_cont = 3 i_device = 4 i_tool = 5 i_repair = 5 i_kit = 5 i_medical = 6 i_food = 7 i_drink = 7 i_mutant_cooked = 7 i_mutant_raw = 7 i_letter = 8 i_quest = 8 w_ammo = 9 i_mutant_belt = 10 i_mutant_part = 10 i_misc = 11 i_upgrade = 12 i_part = 13 [button_sort_settings] button_amount = 8 hotkeys = true [button_sort_tab_1] kinds = s_all [button_sort_tab_2] kinds = w_base, w_pistol, w_shotgun, w_smg, w_rifle, w_sniper, w_explosive, w_melee, w_misc [button_sort_tab_3] kinds = o_light, o_medium, o_sci, o_heavy, o_helmet, i_backpack [button_sort_tab_4] kinds = w_ammo [button_sort_tab_5] kinds = i_arty, i_arty_junk, i_arty_cont, i_mutant_belt, i_mutant_part [button_sort_tab_6] kinds = i_device, i_tool, i_repair, i_upgrade, i_kit, i_attach [button_sort_tab_7] kinds = i_mutant_raw, i_mutant_cooked, i_food, i_drink, i_medical [button_sort_tab_8] kinds = i_misc, i_letter, i_part, i_quest ;------------------------------------------------------------------ [lights_hanging_lamp] GroupControlSection = spawn_group $spawn = "physics\hanging lamp" class = SO_HLAMP script_binding = bind_dynamic_light.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,wm\wm_blood_4,wm\wm_blood_5,wm\wm_blood_6,wm\wm_blood_7,wm\wm_blood_8,wm\wm_blood_9,wm\wm_blood_10,wm\wm_blood_11,wm\wm_blood_1_1,wm\wm_blood_1_2,wm\wm_blood_1_3,wm\wm_blood_1_4,wm\wm_blood_1_5 dist = 8.0 ;2.0 ;2.4 ;(м) max расстољние отлета крови max_size = 0.6 ;0.4 ;(м)радиус пљтна при хите силой nominal hit по большому объекту (по маленькому *0.5) min_size = 0.3 ;0.07 ;(м)минимальнvй радиус пљтна nominal_hit = 0.50 ;величина номинального хита, при котором разлетаетсљ 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 = 0.5 ;размер ранv чтоб начала капать кровь stop_blood_size = 0.25 ;размер ранv чтоб кровь остановилась (должно бvть меньше start_blood_size) blood_drop_time = 0.2 ;OBSOLETE blood_drop_time_min = 1.5 ; blood_drop_time_max = 2.5 ; blood_drop_size = 0.2 ;размер капли (м) крови, котораљ упала [entity_fire_particles] fire_particles = damage_fx\burn_creatures start_burn_size = 0.0003 ;размер ожега после которого начать играть партиклv огнљ stop_burn_size = 0.0001 ;размер ожега после которого остановить партиклv min_burn_time = 10000 ;минимальное времљ отvгрvша партиклов (даже если рана уже зажила) [hud_cursor] ;все размерv в процентах от длинv экрана cross_length = 0.0010 ;0.0015 min_radius = 0.0 max_radius = 0.0 radius_lerp_speed = 0.08 cross_color = 0.7,0.7,0.7,0.5 disp_scale = 0.08 [hud_hitmark] hit_mark_texture = ui\ui_hud_hit_mark ; ui\ui_empty grenade_mark_texture = ui\ui_hud_grenade_mark ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; 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 [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 = 0.5,0.2,-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 = -1.0, 1.0 rot_speed = 3.14, 1.0, 0 [holder_entity_object_cam] lim_pitch = -0.5, 0.5 lim_yaw = -2.0, 2.0 lim_zoom = 5, 7 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 = 5, 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 = 5, 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 изменениљ ценv при торговле в зависимости от отношениљ к персонажу ;линейно апроксимируітсљ между значениљ 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 ;***************************************** ; ++=+іLT+і- Lі+= ;***************************************** [stalker_names_stalker] name_cnt = 123 ; 104 last_name_cnt = 836 ; 600 [stalker_names_bandit] name_cnt = 55 ; 38 last_name_cnt = 281 ; 182 [stalker_names_science] name_cnt = 22 ; 15 last_name_cnt = 36 ; 29 [stalker_names_private] name_cnt = 2 last_name_cnt = 244 ; 200 [stalker_names_sergeant] name_cnt = 2 last_name_cnt = 244 ; 200 [stalker_names_senior_sergeant] name_cnt = 2 last_name_cnt = 200 [stalker_names_lieutenant] name_cnt = 3 last_name_cnt = 245 ; 200 [stalker_names_captain] name_cnt = 1 last_name_cnt = 245 ; 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 показvваниљ входљих сообений PDA в главном мені [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 = 1. hud_step_sound_vol_k = 0.7 [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 = 14 inv_grid_y = 7 attach_angle_offset = -1.5708,0.1919,3.1416 ;устанавливаетсљ в радианах Angle*PI/180 attach_position_offset = 0.075, 0.066, 0.023 attach_bone_name = bip01_l_hand auto_attach = false anim_item = true ; рация для 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 = 14 inv_grid_y = 7 attach_angle_offset = 1.571,0.75,0.0 ;устанавливаетсљ в радианах Angle*PI/180 attach_position_offset = 0.015, -0.084, 0.023 attach_bone_name = bip01_r_hand auto_attach = false [anim_knife]:hand_radio visual = dynamics\weapons\wpn_knife\wpn_knife.ogf inv_name = st_knife inv_name_short = st_knife inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 18 inv_grid_y = 9 attach_angle_offset = 0.35, -1.8, -1.3 attach_position_offset = 0.1, 0.03, 0.02 attach_bone_name = bip01_r_hand [anim_binoc]:hand_radio visual = dynamics\devices\dev_binoculars\dev_binoculars.ogf inv_name = st_binocular_name inv_name_short = st_binocular_name inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 14 inv_grid_y = 9 attach_angle_offset = 3.080506,-1.493053,-1.202040 ;устанавливаетсЯ в радианах Angle*PI/180 attach_position_offset = 0.080000,0.021273,0.100000 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 множитсљ на eye_range, в зависимости от угла max_view_distance = 1 ;0.8 ; коэффициент, которvй множитсљ на eye_range, в зависимости от угла visibility_threshold = 50 ;150.0 ; значение, при достижении суммой которого объект считаетсљ видимvм always_visible_distance = 1 ;0.1 time_quant = 0.00001 decrease_value = 0.1 ; значение, на которое уменьшаетсљ вес, если объект попал в фрустум, но отсЈксљ по каким-то причинам velocity_factor = 0.5 luminocity_factor = 0.5 ; фактор освеениљ (только длљ LктЈра) 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] ;Список 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 = ;objects dynamics\balon\balon_01 = dynamics\balon\balon_02 = dynamics\balon\balon_02a = dynamics\balon\bidon = dynamics\balon\bochka_close_1 = dynamics\balon\bochka_close_2 = dynamics\balon\bochka_close_3 = dynamics\balon\bochka_close_4 = dynamics\balon\bochka_fuel = dynamics\balon\kanistra = dynamics\box\box_1a = dynamics\box\box_1b = dynamics\box\box_1c = dynamics\box\box_metall_01 = dynamics\box\box_wood_01 = dynamics\box\expl_dinamit = dynamics\box\part\box_metall_01_part_1 = dynamics\box\part\box_metall_01_part_2 = dynamics\box\part\box_wood_01_part_1 = dynamics\box\part\box_wood_01_part_2 = dynamics\box\part\box_wood_01_part_3 = dynamics\box\part\box_wood_01_part_4 = dynamics\box\part\box_wood_01_part_5 = dynamics\box\part\box_wood_01_part_6 = dynamics\box\part\box_wood_01_part_7 = dynamics\dead_body\skelet_crash = dynamics\dead_body\skelet_crash_monster = dynamics\dead_body\vertel_boar = dynamics\el_tehnika\disel_generator = dynamics\el_tehnika\komp_blok = dynamics\el_tehnika\komp_klava = dynamics\el_tehnika\komp_monitor = dynamics\el_tehnika\komp_monitor_screen_1 = dynamics\el_tehnika\krisagenerator = dynamics\el_tehnika\lab_primary_switcher = dynamics\el_tehnika\notebook = dynamics\el_tehnika\priemnik_gorizont = dynamics\el_tehnika\rupor = dynamics\el_tehnika\table_lamp_01 = dynamics\el_tehnika\transiver = dynamics\el_tehnika\tv_1 = dynamics\el_tehnika\ventilator_01 = dynamics\el_tehnika\ventilator_02 = dynamics\el_tehnika\ventilator_03 = dynamics\el_tehnika\ventilator_04 = dynamics\el_tehnika\ventilator_05 = dynamics\light\light_altar = dynamics\equipment_cache\equipment_box_01_case = dynamics\equipment_cache\equipment_box_02_case = dynamics\equipment_cache\equipment_cross_1_case = dynamics\equipment_cache\equipment_cross_2_case = dynamics\equipment_cache\equipment_cross_3_case = dynamics\equipment_cache\equipment_electric_box_01_case = dynamics\equipment_cache\equipment_electric_box_02_case = dynamics\equipment_cache\equipment_hatch_01_case = dynamics\equipment_cache\equipment_hatch_02_case = dynamics\equipment_cache\equipment_instrument_case_01_case = dynamics\equipment_cache\equipment_pipe_01_case = dynamics\equipment_cache\equipment_pipe_02_case = dynamics\equipment_cache\equipment_pipe_valve_01_case = dynamics\equipment_cache\equipment_rucksack_01_case = dynamics\equipment_cache\equipment_rucksack_02_case = dynamics\equipment_cache\equipment_seif_01_case = dynamics\equipment_cache\equipment_seif_02_case = dynamics\equipment_cache\equipment_seif_03_case = dynamics\equipment_cache\equipment_trees_log_01_case = dynamics\equipment_cache\equipment_trees_stump_01_case = dynamics\equipment_cache\equipment_zaz968_case = dynamics\equipments\documents_1 = dynamics\equipments\documents_2 = dynamics\equipments\documents_3 = dynamics\equipments\documents_4 = dynamics\equipments\documents_5 = dynamics\equipments\documents_6 = dynamics\equipments\documents_7 = dynamics\equipments\documents_8 = dynamics\equipments\documents_9 = dynamics\fence\wood_fence_1 = dynamics\fence\wood_fence_2 = dynamics\fence\wood_fence_3 = dynamics\fence\wood_fence_4 = dynamics\fence\wood_fence_5 = dynamics\fence\wooden_board_01 = dynamics\fence\wooden_board_02 = dynamics\fence\wooden_board_03 = dynamics\fence\wooden_board_04 = dynamics\firestation\fire_vedro = dynamics\firestation\ognetushitel = dynamics\kitchen_room\bottle_3l = dynamics\kitchen_room\curtains = dynamics\kitchen_room\freezer = dynamics\kitchen_room\kitchen_bludo = dynamics\kitchen_room\kitchen_kastrula = dynamics\kitchen_room\kitchen_kastrula_up = dynamics\kitchen_room\kitchen_krujka = dynamics\kitchen_room\kitchen_lojka = dynamics\kitchen_room\kitchen_miska = dynamics\kitchen_room\kitchen_tarelka1 = dynamics\kitchen_room\kitchen_tarelka2 = dynamics\kitchen_room\teapot_1 = dynamics\medical_object\kolyaska_01 = dynamics\medical_object\kolyaska_01_braked = dynamics\medical_object\kolyaska_wheel_01_braked = dynamics\medical_object\med_stolik_01 = dynamics\medical_object\wheel_litter_01 = dynamics\medical_object\wheel_litter_01_braked = dynamics\scene_objects\hospital\hospital_arka_1 = dynamics\scene_objects\hospital\hospital_arka_2 = dynamics\scene_objects\hospital\hospital_arka_3 = dynamics\scene_objects\hospital\hospital_arka_4 = dynamics\scene_objects\hospital\hospital_arka_5 = dynamics\scene_objects\hospital\hospital_debris_01 = dynamics\scene_objects\hospital\hospital_fence_01 = dynamics\scene_objects\hospital\hospital_wooden_board_01 = dynamics\scene_objects\hospital\hospital_wooden_board_02 = dynamics\scene_objects\hospital\part\hospital_arka_1_part_1 = dynamics\scene_objects\hospital\part\hospital_arka_2_part_1 = dynamics\scene_objects\hospital\part\hospital_arka_3_part_1 = dynamics\scene_objects\hospital\part\hospital_arka_4_part_1 = dynamics\scene_objects\hospital\part\hospital_arka_5_part_1 = dynamics\scene_objects\hospital\part\hospital_debris_01_part_01 = dynamics\scene_objects\hospital\part\hospital_debris_01_part_02 = dynamics\scene_objects\hospital\part\hospital_debris_01_part_03 = dynamics\scene_objects\hospital\part\hospital_debris_01_part_04 = dynamics\scene_objects\hospital\part\hospital_debris_01_part_05 = dynamics\scene_objects\hospital\part\hospital_debris_01_part_06 = dynamics\scene_objects\hospital\part\hospital_fence_part_01 = dynamics\scene_objects\hospital\part\hospital_fence_part_02 = dynamics\scene_objects\hospital\part\hospital_fence_part_03 = dynamics\scene_objects\hospital\part\hospital_fence_part_04 = dynamics\scene_objects\hospital\part\hospital_fence_part_05 = dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_01 = dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_02 = dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_03 = dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_04 = dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_05 = dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_01 = dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_02 = dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_03 = dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_04 = dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_05 = dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_06 = dynamics\wood_doski\wood_doska1 = dynamics\wood_doski\wood_stolb1 = dynamics\wood_doski\wood_stolb_fixed = dynamics\workshop_room\banka_kraski_1 = dynamics\workshop_room\kanistra_02 = dynamics\workshop_room\lopata = dynamics\workshop_room\tiski = dynamics\workshop_room\vedro_01 = dynamics\workshop_room\ventil_01 = ;Alundaio dynamics\equipments\mattress02 = ;COP Variation Mod actors\stalker_bandit\stalker_band_2_mask = actors\stalker_bandit\stalker_band2a_mask = actors\stalker_bandit\stalker_bandit_a = actors\stalker_bandit\stalker_bandita1 = actors\stalker_bandit\stalker_bandita2 = actors\stalker_bandit\stalker_bandita3 = actors\stalker_bandit\stalker_bandit_1_mask = actors\stalker_bandit\stalker_bandit1a_mask = actors\stalker_bandit\stalker_bandit1b_mask = actors\stalker_bandit\stalker_bandit1c_mask = actors\stalker_bandit\stalker_bandit1a = actors\stalker_bandit\stalker_bandit1b = actors\stalker_bandit\stalker_bandit1c = actors\stalker_bandit\stalker_bandit_2_mask = actors\stalker_bandit\stalker_bandit2a_mask = actors\stalker_bandit\stalker_bandit_2a = actors\stalker_bandit\stalker_bandit2a_old = actors\stalker_bandit\stalker_bandit_2a_merc = actors\stalker_bandit\stalker_bandit_2a_gp5 = actors\stalker_bandit\stalker_bandit2a = actors\stalker_bandit\stalker_bandit3a = actors\stalker_bandit\stalker_bandit3b = actors\stalker_bandit\stalker_bandit3c = actors\stalker_bandit\stalker_bandit4a = actors\stalker_bandit\stalker_bandit4b = actors\stalker_bandit\stalker_bandit4c = actors\stalker_bandit\stalker_bandit5a = actors\stalker_bandit\stalker_bandit5b = actors\stalker_bandit\stalker_bandit5c = actors\stalker_bandit\stalker_bandit5d = actors\stalker_dolg\stalker_dolg1a = actors\stalker_dolg\stalker_dolg1b = actors\stalker_dolg\stalker_dolg1c = actors\stalker_dolg\stalker_dolg1d = actors\stalker_dolg\stalker_dolg_2_old = actors\stalker_dolg\stalker_dolg_2_mas2 = actors\stalker_dolg\stalker_dolg_2_mas3 = actors\stalker_dolg\stalker_dolg_2_mas4 = actors\stalker_dolg\stalker_dolg2a = actors\stalker_dolg\stalker_dolg2a_mask = actors\stalker_dolg\stalker_dolg2a_mas2 = actors\stalker_dolg\stalker_dolg2a_mas3 = actors\stalker_dolg\stalker_dolg2a_mas4 = actors\stalker_dolg\stalker_dolg2a_old = actors\stalker_dolg\stalker_dolg3a = actors\stalker_dolg\stalker_dolg3b = actors\stalker_dolg\stalker_dolg4a = actors\stalker_dolg\stalker_dolg4b = actors\stalker_dolg\stalker_dolg4c = actors\stalker_dolg\stalker_dolgexo_4 = actors\stalker_dolg\stalker_dolgexo4a = actors\stalker_dolg\stalker_dolgexo4b = actors\stalker_dolg\stalker_dolgexo4c = actors\stalker_freedom\stalker_free_0 = actors\stalker_freedom\stalker_free0a = actors\stalker_freedom\stalker_freedom1a = actors\stalker_freedom\stalker_freedom_2_old = actors\stalker_freedom\stalker_freedom_2_mas2 = actors\stalker_freedom\stalker_freedom_2_mas3 = actors\stalker_freedom\stalker_freedom_2_mas4 = actors\stalker_freedom\stalker_freedom2a = actors\stalker_freedom\stalker_freedom2a_mask = actors\stalker_freedom\stalker_freedom2a_mas2 = actors\stalker_freedom\stalker_freedom2a_mas3 = actors\stalker_freedom\stalker_freedom2a_mas4 = actors\stalker_freedom\stalker_freedom2a_old = actors\stalker_freedom\stalker_freedom2b = actors\stalker_freedom\stalker_freedom2b_mask = actors\stalker_freedom\stalker_freedom2b_mas2 = actors\stalker_freedom\stalker_freedom2b_mas3 = actors\stalker_freedom\stalker_freedom2b_mas4 = actors\stalker_freedom\stalker_freedom3a = actors\stalker_freedom\stalker_freedom4a = actors\stalker_freedom\stalker_freedom4b = actors\stalker_freedom\stalker_freedom_5 = actors\stalker_freedom\stalker_freedom5a = actors\stalker_freedom\stalker_freedom5b = actors\stalker_merc\stalker_merc_sun1 = actors\stalker_merc\stalker_merc_sun1_merc = actors\stalker_merc\stalker_merc_sun1_old = actors\stalker_merc\stalker_merc2a = actors\stalker_merc\stalker_merc2b = actors\stalker_merc\stalker_merc2c = actors\stalker_merc\stalker_mercenary3 = actors\stalker_merc\stalker_mercenary4 = actors\stalker_merc\stalker_merc4a = actors\stalker_merc\stalker_mercexo_4 = actors\stalker_merc\stalker_mercexo4a = actors\stalker_monolith\stalker_monolith_2_old = actors\stalker_monolith\stalker_monolith2a_old = actors\stalker_monolith\stalker_monolith2b_old = actors\stalker_monolith\stalker_monolith1 = actors\stalker_monolith\stalker_monolith1b = actors\stalker_monolith\stalker_monolith2 = actors\stalker_monolith\stalker_monolith2_gp5 = actors\stalker_monolith\stalker_monolith3a = actors\stalker_monolith\stalker_monolith3b = actors\stalker_monolith\stalker_monolith4a = actors\stalker_monolith\stalker_monolith4b = actors\stalker_neutral\stalker_neutral_0 = actors\stalker_neutral\stalker_neutral0a = actors\stalker_neutral\stalker_neutral0b = actors\stalker_neutral\stalker_neutral0c = actors\stalker_neutral\stalker_neutral0d = actors\stalker_neutral\stalker_neutral0e = actors\stalker_neutral\stalker_neutral0f = actors\stalker_neutral\stalker_neutral0g = actors\stalker_neutral\stalker_neutral1a = actors\stalker_neutral\stalker_neutral1b = actors\stalker_neutral\stalker_neutral1c = actors\stalker_neutral\stalker_neutral1d = actors\stalker_neutral\stalker_neutral1e = actors\stalker_neutral\stalker_neutral1f = actors\stalker_neutral\stalker_neutral_a = actors\stalker_neutral\stalker_neutrala1 = actors\stalker_neutral\stalker_neutrala2 = actors\stalker_neutral\stalker_neutrala3 = actors\stalker_neutral\stalker_neutrala4 = actors\stalker_neutral\stalker_neutrala5 = actors\stalker_neutral\stalker_neutrala6 = actors\stalker_neutral\stalker_neutral_1_mas2 = actors\stalker_neutral\stalker_neutral1a_mas2 = actors\stalker_neutral\stalker_neutral1b_mas2 = actors\stalker_neutral\stalker_neutral1c_mas2 = actors\stalker_neutral\stalker_neutral1d_mas2 = actors\stalker_neutral\stalker_neutral1e_mas2 = actors\stalker_neutral\stalker_neutral1f_mas2 = actors\stalker_neutral\stalker_neutral_1_mask = actors\stalker_neutral\stalker_neutral1a_mask = actors\stalker_neutral\stalker_neutral1b_mask = actors\stalker_neutral\stalker_neutral1c_mask = actors\stalker_neutral\stalker_neutral1d_mask = actors\stalker_neutral\stalker_neutral1e_mask = actors\stalker_neutral\stalker_neutral1f_mask = actors\stalker_neutral\stalker_neutral_1_gas = actors\stalker_neutral\stalker_neutral1a_gas = actors\stalker_neutral\stalker_neutral1b_gas = actors\stalker_neutral\stalker_neutral1c_gas = actors\stalker_neutral\stalker_neutral1d_gas = actors\stalker_neutral\stalker_neutral1e_gas = actors\stalker_neutral\stalker_neutral1f_gas = actors\stalker_neutral\stalker_neutral_2_mas2 = actors\stalker_neutral\stalker_neutral_2_mas3 = actors\stalker_neutral\stalker_neutral_2_merc = actors\stalker_neutral\stalker_neutral_2_gp5 = actors\stalker_neutral\stalker_neutral_2mask1 = actors\stalker_neutral\stalker_neutral_2mask2 = actors\stalker_neutral\stalker_neutral_2_old = actors\stalker_neutral\stalker_neutral2a = actors\stalker_neutral\stalker_neutral2a_mask = actors\stalker_neutral\stalker_neutral2a_mas2 = actors\stalker_neutral\stalker_neutral2a_mas3 = actors\stalker_neutral\stalker_neutral2a_merc = actors\stalker_neutral\stalker_neutral2a_gp5 = actors\stalker_neutral\stalker_neutral2amask1 = actors\stalker_neutral\stalker_neutral2amask2 = actors\stalker_neutral\stalker_neutral2a_old = actors\stalker_neutral\stalker_neutral2b = actors\stalker_neutral\stalker_neutral2b_mask = actors\stalker_neutral\stalker_neutral2b_mas2 = actors\stalker_neutral\stalker_neutral2b_mas3 = actors\stalker_neutral\stalker_neutral2b_merc = actors\stalker_neutral\stalker_neutral2b_gp5 = actors\stalker_neutral\stalker_neutral2bmask1 = actors\stalker_neutral\stalker_neutral2bmask2 = actors\stalker_neutral\stalker_neutral2b_old = actors\stalker_neutral\stalker_neutral2c = actors\stalker_neutral\stalker_neutral2c_mask = actors\stalker_neutral\stalker_neutral2c_mas2 = actors\stalker_neutral\stalker_neutral2c_mas3 = actors\stalker_neutral\stalker_neutral2c_merc = actors\stalker_neutral\stalker_neutral2c_gp5 = actors\stalker_neutral\stalker_neutral2cmask1 = actors\stalker_neutral\stalker_neutral2cmask2 = actors\stalker_neutral\stalker_neutral2c_old = actors\stalker_neutral\stalker_neutral2d = actors\stalker_neutral\stalker_neutral2d_mask = actors\stalker_neutral\stalker_neutral2d_mas2 = actors\stalker_neutral\stalker_neutral2d_mas3 = actors\stalker_neutral\stalker_neutral2d_merc = actors\stalker_neutral\stalker_neutral2d_gp5 = actors\stalker_neutral\stalker_neutral2dmask1 = actors\stalker_neutral\stalker_neutral2dmask2 = actors\stalker_neutral\stalker_neutral2d_old = actors\stalker_neutral\stalker_neutral2e = actors\stalker_neutral\stalker_neutral2e_mask = actors\stalker_neutral\stalker_neutral2e_mas2 = actors\stalker_neutral\stalker_neutral2e_mas3 = actors\stalker_neutral\stalker_neutral2e_merc = actors\stalker_neutral\stalker_neutral2e_gp5 = actors\stalker_neutral\stalker_neutral2emask1 = actors\stalker_neutral\stalker_neutral2emask2 = actors\stalker_neutral\stalker_neutral2e_old = actors\stalker_neutral\stalker_neutral2f = actors\stalker_neutral\stalker_neutral2f_mask = actors\stalker_neutral\stalker_neutral2f_mas2 = actors\stalker_neutral\stalker_neutral2f_mas3 = actors\stalker_neutral\stalker_neutral2f_merc = actors\stalker_neutral\stalker_neutral2f_gp5 = actors\stalker_neutral\stalker_neutral2fmask1 = actors\stalker_neutral\stalker_neutral2fmask2 = actors\stalker_neutral\stalker_neutral2f_old = actors\stalker_neutral\stalker_neutral2g = actors\stalker_neutral\stalker_neutral2g_mask = actors\stalker_neutral\stalker_neutral2g_mas2 = actors\stalker_neutral\stalker_neutral2g_mas3 = actors\stalker_neutral\stalker_neutral2g_merc = actors\stalker_neutral\stalker_neutral2g_gp5 = actors\stalker_neutral\stalker_neutral2gmask1 = actors\stalker_neutral\stalker_neutral2gmask2 = actors\stalker_neutral\stalker_neutral2g_old = actors\stalker_neutral\stalker_neutral3a = actors\stalker_neutral\stalker_neutral3b = actors\stalker_neutral\stalker_neutral4a = actors\stalker_neutral\stalker_neutral4b = actors\stalker_zombied\stalker_zombied_1_face1 = actors\stalker_zombied\stalker_zombied_1_face2 = actors\stalker_zombied\stalker_zombied1a = actors\stalker_zombied\stalker_zombied1a_face1 = actors\stalker_zombied\stalker_zombied1a_face2 = actors\stalker_zombied\stalker_zombied1b = actors\stalker_zombied\stalker_zombied1b_face1 = actors\stalker_zombied\stalker_zombied1b_face2 = actors\stalker_zombied\stalker_zombied1c = actors\stalker_zombied\stalker_zombied1c_face1 = actors\stalker_zombied\stalker_zombied1c_face2 = actors\stalker_zombied\stalker_zombied1d = actors\stalker_zombied\stalker_zombied1d_face1 = actors\stalker_zombied\stalker_zombied1d_face2 = actors\stalker_zombied\stalker_zombied1e = actors\stalker_zombied\stalker_zombied1e_face1 = actors\stalker_zombied\stalker_zombied1e_face2 = actors\stalker_zombied\stalker_zombied1f = actors\stalker_zombied\stalker_zombied1f_face1 = actors\stalker_zombied\stalker_zombied1f_face2 = actors\stalker_zombied\stalker_zombied1g = actors\stalker_zombied\stalker_zombied1g_face1 = actors\stalker_zombied\stalker_zombied1g_face2 = actors\stalker_zombied\stalker_zombied1h = actors\stalker_zombied\stalker_zombied1h_face1 = actors\stalker_zombied\stalker_zombied1h_face2 = actors\stalker_zombied\stalker_zombied1i = actors\stalker_zombied\stalker_zombied1i_face1 = actors\stalker_zombied\stalker_zombied1i_face2 = actors\stalker_zombied\stalker_zombied1j = actors\stalker_zombied\stalker_zombied1j_face1 = actors\stalker_zombied\stalker_zombied1j_face2 = actors\stalker_zombied\stalker_zombied_2_face1 = actors\stalker_zombied\stalker_zombied_2_face2 = actors\stalker_zombied\stalker_zombied2a = actors\stalker_zombied\stalker_zombied2a_face1 = actors\stalker_zombied\stalker_zombied2a_face2 = actors\stalker_zombied\stalker_zombied2b = actors\stalker_zombied\stalker_zombied2b_face1 = actors\stalker_zombied\stalker_zombied2b_face2 = actors\stalker_zombied\stalker_zombied2c = actors\stalker_zombied\stalker_zombied2c_face1 = actors\stalker_zombied\stalker_zombied2c_face2 = actors\stalker_zombied\stalker_zombied2d = actors\stalker_zombied\stalker_zombied2d_face1 = actors\stalker_zombied\stalker_zombied2d_face2 = actors\stalker_zombied\stalker_zombied2e = actors\stalker_zombied\stalker_zombied2e_face1 = actors\stalker_zombied\stalker_zombied2e_face2 = actors\stalker_zombied\stalker_zombied2f = actors\stalker_zombied\stalker_zombied2f_face1 = actors\stalker_zombied\stalker_zombied2f_face2 = actors\stalker_zombied\stalker_zombied2g = actors\stalker_zombied\stalker_zombied2g_face1 = actors\stalker_zombied\stalker_zombied2g_face2 = actors\stalker_zombied\stalker_zombied2h = actors\stalker_zombied\stalker_zombied2h_face1 = actors\stalker_zombied\stalker_zombied2h_face2 = actors\stalker_zombied\stalker_zombied2i = actors\stalker_zombied\stalker_zombied2i_face1 = actors\stalker_zombied\stalker_zombied2i_face2 = actors\stalker_zombied\stalker_zombied2j = actors\stalker_zombied\stalker_zombied2j_face1 = actors\stalker_zombied\stalker_zombied2j_face2 = actors\stalker_zombied\stalker_zombied2k = actors\stalker_zombied\stalker_zombied2k_face1 = actors\stalker_zombied\stalker_zombied2k_face2 = actors\stalker_zombied\stalker_zombied2l = actors\stalker_zombied\stalker_zombied2l_face1 = actors\stalker_zombied\stalker_zombied2l_face2 = actors\stalker_zombied\stalker_zombied_3_face1 = actors\stalker_zombied\stalker_zombied_3_face2 = actors\stalker_zombied\stalker_zombied3a = actors\stalker_zombied\stalker_zombied3a_face1 = actors\stalker_zombied\stalker_zombied3a_face2 = actors\stalker_zombied\stalker_zombied_4_face1 = actors\stalker_zombied\stalker_zombied_4_face2 = actors\stalker_zombied\stalker_zombied4a = actors\stalker_zombied\stalker_zombied4a_face1 = actors\stalker_zombied\stalker_zombied4a_face2 = actors\stalker_zombied\stalker_zombied4b = actors\stalker_zombied\stalker_zombied4b_face1 = actors\stalker_zombied\stalker_zombied4b_face2 = actors\stalker_zombied\stalker_zombied4c = actors\stalker_zombied\stalker_zombied4c_face1 = actors\stalker_zombied\stalker_zombied4c_face2 = actors\stalker_zombied\stalker_zombied4d = actors\stalker_zombied\stalker_zombied4d_face1 = actors\stalker_zombied\stalker_zombied4d_face2 = actors\stalker_zombied\stalker_zombied4e = actors\stalker_zombied\stalker_zombied4e_face1 = actors\stalker_zombied\stalker_zombied4e_face2 = actors\stalker_zombied\stalker_zombied4f = actors\stalker_zombied\stalker_zombied4f_face1 = actors\stalker_zombied\stalker_zombied4f_face2 = actors\stalker_zombied\stalker_zombied4g = actors\stalker_zombied\stalker_zombied4g_face1 = actors\stalker_zombied\stalker_zombied4g_face2 = actors\stalker_zombied\stalker_zombied4h = actors\stalker_zombied\stalker_zombied4h_face1 = actors\stalker_zombied\stalker_zombied4h_face2 = actors\stalker_zombied\stalker_zombied4i = actors\stalker_zombied\stalker_zombied4i_face1 = actors\stalker_zombied\stalker_zombied4i_face2 = actors\stalker_zombied\stalker_zombied_merecenary_2_face1 = actors\stalker_zombied\stalker_zombied_merecenary_2_face2 = actors\stalker_zombied\stalker_zombied_merecenary_2_face3 = actors\stalker_zombied\stalker_zombied_merecenary2a_face1 = actors\stalker_zombied\stalker_zombied_merecenary2a_face2 = actors\stalker_zombied\stalker_zombied_merecenary2a_face3 = actors\stalker_zombied\stalker_zombied_merecenary2b_face1 = actors\stalker_zombied\stalker_zombied_merecenary2b_face2 = actors\stalker_zombied\stalker_zombied_merecenary2b_face3 = actors\stalker_zombied\stalker_zombied_merecenary2c_face1 = actors\stalker_zombied\stalker_zombied_merecenary2c_face2 = actors\stalker_zombied\stalker_zombied_merecenary2c_face3 = actors\stalker_zombied\stalker_zombied_bandit_2_face1 = actors\stalker_zombied\stalker_zombied_bandit_2_face2 = actors\stalker_zombied\stalker_zombied_bandit_2_face3 = actors\stalker_zombied\stalker_zombied_bandit2a_face1 = actors\stalker_zombied\stalker_zombied_bandit2a_face2 = actors\stalker_zombied\stalker_zombied_bandit2a_face3 = actors\stalker_soldier\stalker_soldier_5 = actors\stalker_soldier\stalker_soldier_3_beret = actors\stalker_soldier\stalker_soldier3a_beret = monsters\snork\snork2 = monsters\snork\snork3 = monsters\snork\snork4 = monsters\snork\snork5 = monsters\snork\snorkdead2 = monsters\snork\snorkdead3 = monsters\snork\snorkdead4 = monsters\snork\snorkdead5 = monsters\burer\burer2 = monsters\burer\burer2_dead =