;***************************************************************
; ÎÑÍÎÂÍÛÅ ÒÅÌÛ
;***************************************************************
; nv100808 commented out unused sections, qualified others with specific community or individual (story_id)
; if you change _rnd or _seq, keep sound_theme.script into_id()/rnd_id() stuff in sync
; nv170411 commented out unused stories and legends and reactions

[state_rnd]
stalker = 1,states\idle\idle_
zombied = 1,states\idle\idle_
bar_bar_drunk_dolg = 0,scenario\bar\bar_veteran\bar_veteran_ 
bar_bar_hunter = 0,scenario\bar\bar_hunter\bar_hunter_
;bar_general = 0,scenario\bar\bar_visitor\bar_visitor_
bar_general = 0,scenario\bar\bar_visitor\bar_visitor_
bar_bandit = 0,scenario\bar\bar_visitor\bar_visitor_
bar_white_novice = 0,scenario\bar\bar_visitor\bar_visitor_
bar_killer = 0,scenario\bar\bar_visitor\bar_visitor_
; nv080606 removed duplicate
; bar_bandit 			= 0,scenario\bar\bar_visitor\bar_visitor_
;bar_dolg = 0,scenario\bar\bar_visitor\bar_visitor_
bar_dolg = 0,scenario\bar\bar_visitor\bar_visitor_
bar_brown_novice = 0,scenario\bar\bar_visitor\bar_visitor_
bar_dolg_leader = 0,scenario\bar\dolg_voronin\duty_voronin_
bar_dolg_petrenko = 0,scenario\bar\dolg_petrenko\duty_petrenko_


[sleep_rnd]
stalker		= 1,states\sleep\sleep_



[weather_bad_rnd]
stalker		= 1,weather\bad_weather\bad_weather_
	
[weather_good_rnd]
stalker		= 1,states\idle\idle_


[help_seq]
stalker     = 1,help\not_wounded\help_
[help_rnd]
stalker     = 1,help\not_wounded\help_

[help_see_seq]
stalker		= 1,help\wounded_see_helper\help_
[help_see_rnd]
stalker		= 1,help\wounded_not_see_helper\help_

; not used
; [help_see_tutor_rnd]
; stalker		= 0,scenario\tolik\tolik_help_tutor_

[help_heavy_rnd]
stalker		= 1,help\wounded_heavy\help_
zombied		= 1,states\rising\rising_

[help_thanx_rnd]
stalker		= 1,help\wounded_thanx\thanx_

[wounded_psy_seq]
stalker		= 1,help\wounded_psy\psy_
[wounded_psy_rnd]
stalker		= 1,help\wounded_psy\psy_

[wounded_psy_shoot_seq]
stalker		= 1,help\wounded_psy\suicide_
	

[hail_rnd]
stalker		= 1,hail\deleted_
	
[wait_seq]
stalker		= 1,waiting\wait_
	

[threat_weap_seq]
;stalker		= 1,threat\drop_weapon\dropweapon_
stalker = 1,threat\drop_weapon\dropweapon_

[threat_back_seq]
stalker		= 1,threat\back_off\backoff_

[threat_stop_rnd]
stalker		= 1,threat\stop\stop_
	

; [reac_box_rnd]
; stalker		= 1,reactions\box\box_

; [reac_hear_rnd]
; stalker		= 1,reactions\hear_something\hear_

[reac_see_rnd]
stalker		= 1,reactions\see_something\see_

; these are not currently used in vanilla
; [reac_cmonstr_rnd]
; stalker		= 1,reactions\dead_mutant\dead_mutant_

; [reac_cenemy_rnd]
; stalker		= 1,reactions\dead_enemy\dead_enemy_

; [reac_cneutral_rnd]
; stalker		= 1,reactions\dead_neutral\dead_neutral_

; [reac_cfriend_rnd]
; stalker		= 1,reactions\dead_friend\dead_friend_

; [reac_nothing_rnd]
; stalker		= 1,reactions\nothing\nothing_
	
[talk_hello_rnd]
500			= 0,scenario\bar\barman\bar_barman_hello_
902			= 0,scenario\yantar\professor_talk_1
stalker		= 1,waiting\wait_ ;talk\neutral_greeting\greeting_


[reac_music_rnd]
stalker		= 1,reactions\music\reaction_music_

[reac_joke_rnd]
stalker		= 1,reactions\joke\reaction_joke_


[talk_hello_friend_rnd]
stalker		= 1,states\idle\idle_ ;talk\friendly_greeting\greeting_

[talk_bye_rnd]
stalker		= 1,states\idle\idle_ ;talk\leave\leave_

[talk_accept_rnd]
stalker		= 1,states\idle\idle_ ;talk\accept\accept_

[talk_reject_rnd]
stalker		= 1,states\idle\idle_ ;talk\rejection\rejection_

[talk_abuse_rnd]
stalker		= 1,states\idle\idle_ ;talk\abuse\abuse_


[use_yes_fight_rnd]
stalker		= 1,talk\use\yes_fight_

[use_yes_sleep_rnd]
stalker		= 1,talk\use\yes_sleep_

[use_yes_kamp_rnd]
stalker		= 1,talk\use\yes_kamp_

[use_yes_default_rnd]
902			= 0,scenario\yantar\professor_talk_1
stalker		= 1,talk\use\yes_default_
500			= 0,scenario\bar\barman\bar_barman_hello_

[use_no_fight_rnd]
stalker		= 1,talk\use\no_fight_

[use_no_sleep_rnd]
stalker		= 1,talk\use\no_sleep_

[use_no_weapon_rnd]
stalker		= 1,talk\use\no_weapon_

[use_no_default_rnd]
stalker		= 1,talk\use\no_default_

[use_abuse_rnd]
stalker		= 1,talk\use\abuse_


[fight_attack_rnd]
stalker		= 1,fight\attack\attack_

[zombied_fight_attack_rnd]
zombied		= 1,fight\attack\attack_

[fight_search_rnd]
stalker		= 1,fight\searching_enemy\search_

[fight_enemy_rnd]
stalker		= 1,fight\enemy\enemy_

	
[trade_yes_rnd]
stalker		= 1,talk\trade\yes\yes_

[trade_no_rnd]
stalker		= 1,talk\trade\no\no_

[speech_rnd]
509		= 1,fight\enemy\enemy_1
711		= 0,scenario\military\dolg_kill_patrol\mil_dolg_silent
407		= 0,scenario\val\escort_threat_
408		= 0,scenario\val\escort_threat_

[speech_seq]
302		= 0,scenario\agroprom\krot_thanks_1
401		= 0,scenario\val\sacrifice_help_
404		= 0,scenario\val\sacrifice_bandit1_dialog_
405		= 0,scenario\val\sacrifice_bandit2_dialog_
409		= 0,scenario\val\tunnel_bandit_dialog_
412		= 0,scenario\val\opendoor_soldier_dialog2
424		= 0,scenario\val\escort_halfdead_phrase1
1002	= 0,scenario\radar\entrance\rad_entrance_1_
1003	= 0,scenario\radar\entrance\rad_entrance_2_

[speech1_rnd]
302		= 0,scenario\val\prisoner_help_ ; FIXME

; [speech1_seq]

[intro_music_rnd]
stalker	= 1,talk\intros\intro_music_

[harmonica_rnd]
stalker	= 1,music\harmonica_

[guitar_rnd]
stalker	= 1,music\guitar_

[intro_joke_rnd]
stalker	= 1,talk\intros\intro_joke_

[joke_rnd]
stalker	= 1,talk\jokes\joke_

; nv170411 these aren't used in vanilla except [story_reac_laughter_rnd]
; [story_01_seq]
; stalker	= 1,talk\stories\story001_part_

; [story_02_seq]
; stalker	= 1,talk\stories\story002_part_

; [story_03_seq]
; stalker	= 1,talk\stories\story003_part_

; [story_04_seq]
; stalker	= 1,talk\stories\story004_part_

; [story_05_seq]
; stalker	= 1,talk\stories\story005_part_

; [story_06_seq]
; stalker	= 1,talk\stories\story006_part_

; [legend_01_seq]
; stalker	= 1,talk\stories\legend001_part_

; [legend_02_seq]
; stalker	= 1,talk\stories\legend002_part_

; [legend_03_seq]
; stalker	= 1,talk\stories\legend003_part_

; [legend_04_seq]
; stalker	= 1,talk\stories\legend004_part_

; [legend_05_seq]
; stalker	= 1,talk\stories\legend005_part_


; [story_reac_action_right_rnd]
; stalker	= 1,reactions\story\action_right_

; [story_reac_action_wrong_rnd]
; stalker	= 1,reactions\story\action_wrong_

; [story_reac_advice_sceptic_rnd]
; stalker	= 1,reactions\story\advice_sceptic_

; [story_reac_advice_support_rnd]
; stalker	= 1,reactions\story\advice_support_

; [story_reac_belief_story_rnd]
; stalker	= 1,reactions\story\belief_story_

; [story_reac_continue_rnd]
; stalker	= 1,reactions\story\continue_

; [story_reac_cool_info_rnd]
; stalker	= 1,reactions\story\cool_info_

; [story_reac_cool_teller_rnd]
; stalker	= 1,reactions\story\cool_teller_

; [story_reac_disbelief_rnd]
; stalker	= 1,reactions\story\disbelief_

; [story_reac_disbelief_story_rnd]
; stalker	= 1,reactions\story\disbelief_story_

; [story_reac_disbelief_teller_rnd]
; stalker	= 1,reactions\story\disbelief_teller_

; [story_reac_doubt_rnd]
; stalker	= 1,reactions\story\doubt_

; [story_reac_fear_rnd]
; stalker	= 1,reactions\story\fear_

; [story_reac_final_happy_rnd]
; stalker	= 1,reactions\story\final_happy_

; [story_reac_final_tragic_rnd]
; stalker	= 1,reactions\story\final_tragic_

[story_reac_laughter_rnd]
stalker	= 1,reactions\story\laughter_

; [story_reac_old_story_rnd]
; stalker	= 1,reactions\story\old_story_

; [story_reac_uncertain_rnd]
; stalker	= 1,reactions\story\uncertain_

; [story_reac_wonder_rnd]
; stalker	= 1,reactions\story\wonder_

; [story_reac_yes_rnd]
; stalker	= 1,reactions\story\yes_





;***************************************************************
; ÓÍÈÊÀËÜÍÛÅ ÒÅÌÛ
;***************************************************************

; Escape
[esc_tolik_help_rnd]
7		= 0,scenario\escape\tolik_help_tutor_

; [esc_guard_camp_rnd]
; stalker		= 0,scenario\escape\guard_novice_camp_tutorial_

[esc_factory_raid_seq]
stalker		= 0,scenario\escape\assault_raid

[esc_factory_attack_seq]
stalker		= 0,scenario\escape\assault_attack

[esc_factory_victory_seq]
stalker		= 0,scenario\escape\assault_victory

[esc_factory_go_rnd]
stalker		= 0,scenario\escape\assault_go_

; not used
; [esc_fox_alert_seq]
; 5		= 0,scenario\escape\fox_alert

[esc_tolik_to_wolf_seq]
7		= 0,scenario\escape\tolik_to_wolf

[esc_tolik_to_lager_seq]
7		= 0,scenario\escape\tolik_to_lager

[esc_tolik_thanks_seq]
7		= 0,scenario\escape\tolik_thanks

; not used
; [esc_wolf_thanks_seq]
; stalker		= 0,scenario\escape\wolf_to_dialog

[esc_wolf_say_thanks_seq]
6		= 0,scenario\escape\wolf_thanks_1

[esc_lager_killer_seq]
killer		= 0,scenario\escape\lager_killer

[esc_fanat_dialog_seq]
22		= 0,scenario\escape\lager_fanat_dialog

[esc_fanat_ready_seq]
22		= 0,scenario\escape\lager_fanat_ready

; game uses news_manager for this
; [esc_direction_fire_seq]
; killer		= 0,scenario\escape\lager_fanat_attack

; game uses news_manager for this
; [esc_fanat_victory_seq]
; stalker		= 0,scenario\escape\lager_fanat_victory

[esc_bridge_soldiers_rnd]
military	= 0,scenario\escape\bridge_soldier

[esc_bandit_shustryi_rnd]
bandit		= 0,scenario\escape\factory_bandits_

[esc_shustryi_help_rnd]
4		= 0,scenario\escape\shustryi_asked_

[esc_wolf_radio_seq]
6		= 0,scenario\escape\wolf_to_rangers

; directly played
; [esc_wolf_radio_1_seq]
; stalker		= 0,scenario\escape\wolf_to_rangers_1

[esc_petruha_raport_seq]
9		= 0,scenario\escape\petruha_raport

[esc_petruha_raport_radio_seq]
9		= 0,scenario\escape\petruha_raport_p

[esc_petruha_call_seq]
9		= 0,scenario\escape\petruha_call

[esc_fox_thanks_seq]
5		= 0,scenario\escape\fox_thanks

[esc_shustryi_thanks_seq]
4		= 0,scenario\escape\shustryi_thanks

;Garbage
[gar_dm_bandit_backoff1_seq]
stalker		= 0,scenario\dramatic_garbage\dramatic_bandits_back_off_1_

[gar_dm_bandit_backoff2_seq]
stalker		= 0,scenario\dramatic_garbage\dramatic_bandits_back_off_2_

[gar_dm_bandit_demand_rnd]
stalker		= 0,scenario\dramatic_garbage\dramatic_bandits_demand_

; gar_dram_novice - 104 --Yurik
[gar_dm_newbie_no_money_rnd]
104		= 0,scenario\dramatic_garbage\dramatic_newbie_no_money_

[gar_dm_newbie_help_me_rnd]
104		= 0,scenario\dramatic_garbage\dramatic_newbie_help_me_

[gar_dm_newbie_thank_you_rnd]
104		= 0,scenario\dramatic_garbage\dramatic_newbie_thank_you_

[gar_hellcar_alarm_seq]
stalker		= 0,scenario\garbage\junkyard_1

[gar_hellcar_ambush_seq]
107		= 0,scenario\garbage\ambush_

[gar_bandits_seryi_seq]
bandit		= 0,scenario\garbage\grey_bandit_

[gar_seryi_see_actor_seq]
100		= 0,scenario\garbage\grey_grey_see_actor

[gar_dolg_blokpost_seq]
dolg		= 0,scenario\garbage\duty_zoneguard_

[gar_direction_fire_seq]
107		= 0,scenario\garbage\junkyard_combat_ambush

[gar_hellcar_to_battle_seq]
107		= 0,scenario\garbage\junkyard_combat_start

; handled by news_manager - 107 is gar_hellcar (Bes)
; [gar_hellcar_victory_seq]
; 107		= 0,scenario\garbage\junkyard_combat_end

; Agroprom
[agr_factory_soldiers_rnd]
military	= 0,scenario\agroprom\krot_soldiers_

[agr_dont_shoot_rnd]
agr_ratcatcher	= 0,scenario\agroprom\desertir_dont_shoot

[agr_desertir_spam_rnd]
agr_ratcatcher	= 0,scenario\agroprom\desertir_

[agr_stalker_help_1_seq]
stalker		= 0,scenario\agroprom\stalker_help_1

[agr_stalker_help_2_seq]
stalker		= 0,scenario\agroprom\stalker_help_2

[agr_stalker_help_3_seq]
stalker		= 0,scenario\agroprom\stalker_help_3

[agr_stalker_help_4_seq]
stalker		= 0,scenario\agroprom\stalker_help_4

[agr_krot_thanks_2_seq]
302		= 0,scenario\agroprom\krot_thanks_2

[agr_krot_fear_seq]
stalker		= 0,scenario\escape\shustryi_asked_3

[agr_doctor_1_rnd]
350		= 0,scenario\agroprom\doctor_1


; [bar_dolg_base_guard_backoff_rnd]
; stalker		= 0,scenario\guard_novice_camp\guard_novice_camp_stop_tutorial_1

; [bar_dolg_base_guard_no_talk_rnd]
; stalker		= 1,talk\rejection\rejection_2

[bar_bar_osvedomitel_hello_rnd]
;bar_bar_osvedomitel = 0,scenario\bar\bar_informer\bar_informer_
bar_bar_osvedomitel = 0,scenario\bar\bar_informer\bar_informer_

[bar_bar_barmen_hello_rnd]
bar_barman = 0,scenario\bar\barman\bar_barman_hello_

; [bar_bar_barmen_hello_room_rnd]
; bar_barman = 0,scenario\bar\barman\bar_barman_wait_

[bar_dolg_leader_hello_rnd]
bar_dolg_leader = 0,scenario\bar\dolg_voronin\duty_voronin_hello_

[bar_dolg_petrenko_hello_rnd]
bar_dolg_petrenko = 0,scenario\bar\dolg_petrenko\duty_petrenko_hello_

[bar_dolg_guard_stop_rnd]
dolg = 0,scenario\bar\dolg_guard\duty_guards_stop_

[bar_guard_prohodi_seq]
;bar_barman_guard2 = 0,scenario\bar\bar_guard\bar_guard_prohodi_
bar_barman_guard2 = 0,scenario\bar\bar_guard\bar_guard_prohodi_

[bar_dolg_guard_busy_rnd]
dolg = 0,scenario\bar\dolg_guard\duty_guards_busy_


[bar_dolg_hangar_bridge_hello_rnd]
;dolg = 0,scenario\bar\dolg_guard\duty_hangar_1
dolg = 0,scenario\bar\dolg_guard\duty_hangar_1

;[bar_guard_stop_seq]
[bar_guard_stop_rnd]
bar_barman_guard = 0,scenario\bar\bar_guard\bar_guard_stop_

[bar_guard_enter_seq]
bar_barman_guard = 0,scenario\bar\bar_guard\bar_guard_enter_

;***************************************************************
; DarkValley
;***************************************************************
[val_prisoner_captive_help_me_rnd]
402		= 0,scenario\val\prisoner_help_

[val_prisoner_captive_come_here_rnd]
402		= 0,scenario\val\prisoner_come_here_

[val_prisoner_captive_open_rnd]
402		= 0,scenario\val\val_prisoner_

[val_prisoner_captive_thanx_seq]
402		= 0,scenario\val\val_prisoner_thanx

[val_rob_leader_call_seq]
stalker		= 0,scenario\val\rob_call_1

[val_rob_leader_jeer_seq]
stalker		= 0,scenario\val\rob_leader_jeer_1

[val_rob_guard_jeer_rnd]
stalker		= 0,scenario\val\rob_leave_

; these were already removed
;[val_gate_soldiers_seq]
;stalker		= 0,scenario\val\gate_soldier_dialog

;[val_chase_soldiers_seq]
;stalker		= 0,scenario\val\chase_soldier_dialog

;[val_opendoor_soldier_seq]
;stalker		= 0,scenario\val\opendoor_soldier_dialog1

; FAKE
[val_escort_guards_seq]
bandit  = 0,scenario\val\escort_threat_

[val_escort_captive_phrase1_seq]
400		= 0,scenario\val\escort_captive_phrase1_1

[val_escort_captive_phrase2_seq]
400		= 0,scenario\val\escort_captive_phrase1_2

[val_escort_captive_phrase3_seq]
400		= 0,scenario\val\escort_captive_phrase1_3

[val_escort_nap1_phrase1_seq]
406		= 0,scenario\val\escort_nap1_phrase1_

[val_escort_nap1_phrase2_seq]
406		= 0,scenario\val\escort_nap1_phrase2_

[val_escort_nap1_phrase3_seq]
406		= 0,scenario\val\escort_nap1_phrase3_1

[val_escort_nap1_phrase4_seq]
406		= 0,scenario\val\exit_partner1_dialog_2

[val_escort_nap1_phrase5_seq]
406		= 0,scenario\val\escort_nap1_phrase3_2

[val_escort_nap1_phrase6_seq]
406		= 0,scenario\val\exit_partner1_dialog_3

[val_escort_nap1_phrase7_seq]
406		= 0,scenario\val\escort_nap1_phrase4_1

[val_escort_dead_seq]
406		= 0,scenario\val\escort_dead

[val_escort_nap1_go_home_seq]
406		= 0,scenario\val\escort_nap1_go_home

[val_escort_phrase_invite_seq]
; "Come over.  We'll talk." - might be usable by others; change qualifier if so
406		= 0,scenario\val\escort_phrase_invite


;***************************************************************
; DeadCity
;***************************************************************
; [cit_doctor_start_dlg_seq]
; stalker = 0,scenario\cit\doctor_start_dialog

; [cit_doctor_end_dlg_seq]
; stalker = 0,scenario\cit\doctor_end_dialog

; [cit_jail_guard_sneer_rnd]
; stalker = 0,scenario\cit\guard1_sneer

; [cit_base_guard_seq]
; stalker = 0,scenario\cit\guard2_dialog

; [cit_base_guard_talk_to_actor2_seq]
; stalker = 0,scenario\cit\guard2_dialog3_repeat

; [cit_jail_guard_sleep_seq]
; stalker = 0,scenario\cit\guard1_go_sleep


;***************************************************************
; Pripyat
;***************************************************************
[pri_followers_leader_phrase1_1_seq]
stalker = 0,scenario\pri\followers_leader_phrase1_1

[pri_followers_leader_phrase1_2_seq]
stalker = 0,scenario\pri\followers_leader_phrase1_2

[pri_followers_leader_phrase1_3_seq]
stalker = 0,scenario\pri\followers_leader_phrase1_3

[pri_followers_final_phrase1_seq]
stalker = 0,scenario\pri\followers_final_phrase1

[pri_followers_final_phrase2_rnd]
stalker = 0,scenario\pri\followers_final_phrase2


;***************************************************************
; Bar
;***************************************************************
; [bar_psycho_pain_rnd]
; stalker = 0,scenario\bar\psycho\psycho_talks_

; [bar_psycho_goodluck_seq]
; stalker = 0,scenario\bar\psycho\psycho_goodluck

; [bar_barman_psycho_seq]
; stalker = 0,scenario\bar\barman\bar_barman_psycho_

[bar_arena_public_rnd]
stalker = 0,scenario\bar\arena_public\new_arena_public_

;***************************************************************
; Rostok
;***************************************************************
[rostok_volkodav_talk_1_seq]
killer  = 0,scenario\rostok\volkodav_talk_1

[rostok_volkodav_talk_2_seq]
killer  = 0,scenario\rostok\volkodav_talk_2

[rostok_volkodav_assistant_talk_1_seq]
killer  = 0,scenario\rostok\volkodav_assistant_talk_1

[rostok_volkodav_assistant_talk_2_seq]
killer  = 0,scenario\rostok\volkodav_assistant_talk_2

[rostok_volkodav_assistant_talk_3_seq]
killer  = 0,scenario\rostok\volkodav_assistant_talk_3

; nv 100808 - could use bar_ecolog_professor - note that Rostok Kruglov is not Yantar Kruglov
[rostok_kruglov_help_1_seq]
503     = 0,scenario\rostok\kruglov_help_1


[rostok_kruglov_help_2_seq]
503     = 0,scenario\rostok\kruglov_help_2


[rostok_kruglov_help_3_seq]
503     = 0,scenario\rostok\kruglov_help_3


[rostok_kruglov_help_4_seq]
503     = 0,scenario\rostok\kruglov_help_4

[rostok_kruglov_help_5_seq]
503     = 0,scenario\rostok\kruglov_help_5

[rostok_kruglov_help_6_rnd]
503     = 0,scenario\rostok\kruglov_help_6

[rostok_kruglov_torrid_seq]
503     = 0,scenario\rostok\kruglov_fireball_1

[kruglov_stop_enemy_1_seq]
503     = 0,scenario\rostok\kruglov_stop_enemy_1

[kruglov_stop_enemy_2_seq]
503     = 0,scenario\rostok\kruglov_stop_enemy_2

;***************************************************************
; MILITARY
;***************************************************************
[mil_max_thanx_seq]
freedom = 0,scenario\military\after_attack\max_say_thanx

[mil_max_before_collect_seq]
freedom = 0,scenario\military\before_collect\max_go_collect

[mil_kolyan_seq]
freedom = 0,scenario\military\collect\mil_collect_kolyan

[mil_max_to_kolyan_seq]
freedom = 0,scenario\military\collect\mil_max_to_kolyan

[mil_max_to_tolyan_seq]
freedom = 0,scenario\military\collect\mil_max_to_tolyan

[mil_collect_laugh1_seq]
freedom = 0,scenario\military\collect\mil_collect_laugh1

[mil_collect_laugh2_seq]
freedom = 0,scenario\military\collect\mil_collect_laugh2

[mil_collect_laugh3_seq]
freedom = 0,scenario\military\collect\mil_collect_laugh3

[mil_collect_laugh4_seq]
freedom = 0,scenario\military\collect\mil_collect_laugh4

[mil_collect_laugh5_seq]
freedom = 0,scenario\military\collect\mil_collect_laugh5

[mil_collect_phrase1_single]
freedom = 0,scenario\military\collect\mil_collect_phrase1

[mil_collect_phrase2_single]
freedom = 0,scenario\military\collect\mil_collect_phrase2

[mil_collect_phrase3_single]
freedom = 0,scenario\military\collect\mil_collect_phrase3

[mil_collect_phrase4_single]
freedom = 0,scenario\military\collect\mil_collect_phrase4

[mil_collect_phrase5_single]
freedom = 0,scenario\military\collect\mil_collect_phrase5

[mil_collect_phrase6_single]
freedom = 0,scenario\military\collect\mil_collect_phrase6

[mil_collect_phrase7_single]
freedom = 0,scenario\military\collect\mil_collect_phrase7

; game uses above versions
; [mil_collect_phrases_seq]
; freedom = 0,scenario\military\collect\mil_collect_phrase

[mil_crazy_rnd]
bandit  = 0,scenario\military\crazy\mil_crazy

[mil_dolg_about_sniper_rnd]
dolg    = 0,scenario\military\dolg_attack\mil_dolg_about_sniper

[mil_dolg_go_attack_seq]
dolg    = 0,scenario\military\dolg_attack\mil_dolg_go

[mil_dolg_fight_rnd]
stalker = 1,fight\attack\attack_5

[mil_freedom_patrol_seq]
freedom = 0,scenario\military\dolg_kill_patrol\mil_freedom_patrol

[mil_dolg_after_kill1_seq]
dolg = 0,scenario\military\dolg_kill_patrol\mil_dolg_final1

[mil_dolg_after_kill2_seq]
dolg = 0,scenario\military\dolg_kill_patrol\mil_dolg_final2

[mil_dolg_after_kill3_seq]
dolg = 0,scenario\military\dolg_kill_patrol\mil_dolg_final3

; not currently used -- see sound_theme.script
; [mil_freedom_zoneguard_seq]
; freedom = 0,scenario\military\freedom_base\mil_freedom_zoneguard

; [mil_freedom_patrol_base_seq]
; freedom = 0,scenario\military\freedom_base\mil_patrol

; [mil_max_khutor_attack_seq]
; freedom = 0,scenario\military\khutor_attack\mil_max_attack_silent

[mil_guard_to_max_seq]
freedom = 0,scenario\military\lukash\mil_guard_to_max

; [mil_lukash_to_guard_seq]
; freedom = 0,scenario\military\lukash\mil_llukash_to_guard

[mil_lukash_to_actor_seq]
freedom = 0,scenario\military\lukash\mil_lukash_to_actor

; [mil_paul_frost_seq]
; stalker = 0,scenario\military\pavlik_morozov\mil_pavlik_go

[mil_dolg_killer_seq]
stalker = 0,scenario\military\dolg_kill_patrol\mil_dolg_podxodi

[mil_dolg_scull_seq]
dolg    = 0,scenario\military\dolg_kill_patrol\mil_dolg_cherep

[mil_max_to_actor_seq]
freedom = 0,scenario\military\before_collect\max_to_player

[mil_pavlik_to_ara_seq]
mil_Svoboda_stukach = 0,scenario\military\pavlik_morozov\mil_pavlik_dialog_1

[mil_ara_to_pavlik_seq]
mil_Killer_informator = 0,scenario\military\pavlik_morozov\mil_pavlik_dialog_2

[mil_ara_ambush_seq]
mil_Killer_informator = 0,scenario\military\pavlik_morozov\mil_pavlik_ambush

[mil_hunter1_seq]
freedom = 0,scenario\military\controller\mil_hunt_1

[mil_hunter2_seq]
freedom = 0,scenario\military\controller\mil_hunt_2

[mil_hunter3_seq]
freedom = 0,scenario\military\controller\mil_hunt_3

[mil_dolg_getready_seq]
dolg    = 0,scenario\military\dolg_attack\mil_dolg_getready

[mil_dolg_lukash_done_seq]
dolg    = 0,scenario\military\dolg_attack\mil_dolg_lucash_done

[mil_freedom_ambush1_seq]
freedom = 0,scenario\military\khutor_attack\mil_freedom_ambush_1

[mil_freedom_ambush2_seq]
freedom = 0,scenario\military\khutor_attack\mil_freedom_ambush_2

[mil_freedom_ambush3_seq]
freedom = 0,scenario\military\khutor_attack\mil_freedom_ambush_3

[mil_freedom_ambush4_seq]
freedom = 0,scenario\military\khutor_attack\mil_freedom_ambush_4

[mil_freedom_ambush5_seq]
freedom = 0,scenario\military\khutor_attack\mil_freedom_ambush_5

[mil_freedom_ambush6_seq]
freedom = 0,scenario\military\khutor_attack\mil_freedom_ambush_6

[mil_freedom_victory1_seq]
freedom = 0,scenario\military\khutor_attack\mil_freedom_victory_1

[mil_freedom_victory2_seq]
freedom = 0,scenario\military\khutor_attack\mil_freedom_victory_2

[mil_freedom_victory3_seq]
freedom = 0,scenario\military\khutor_attack\mil_freedom_victory_3

[mil_freedom_victory4_seq]
freedom = 0,scenario\military\khutor_attack\mil_freedom_victory_4

[mil_freedom_victory5_seq]
freedom = 0,scenario\military\khutor_attack\mil_freedom_victory_5

[mil_dolg_before_attack1_seq]
dolg    = 0,scenario\military\dolg_attack\mil_dolg_cherep_command_1

[mil_dolg_before_attack2_seq]
dolg    = 0,scenario\military\dolg_attack\mil_dolg_cherep_command_2

[mil_dolg_silent_seq]
dolg    = 0,scenario\military\dolg_kill_patrol\mil_dolg_silent

[mil_cherep_hi_seq]
dolg    = 0,scenario\military\dolg_attack\mil_cherep_hi

;***********************************
;  radar
;***********************************

;***********************************
;  yantar
;***********************************
[yantar_professor_idle_rnd]
902		= 0,scenario\yantar\professor_idle_

[yantar_professor_to_kruglov_1_seq]
902		= 0,scenario\yantar\professor_to_kruglov_1

[yantar_professor_to_kruglov_2_seq]
902		= 0,scenario\yantar\professor_to_kruglov_2

[yantar_kruglov_to_professor_1_seq]
ecolog = 0,scenario\yantar\kruglov_to_professor_1

[yantar_kruglov_to_professor_2_seq]
ecolog = 0,scenario\yantar\kruglov_to_professor_2

[yantar_kruglov_to_actor_seq]
ecolog = 0,scenario\yantar\kruglov_to_actor_1

; nv 10808 - referenced in yan_klyk.ltx and yan_ghost.ltx but not used; see xr_effects.yan_dream_voices()
; [yantar_dream_talk_1_seq]
; stalker = 0,scenario\yantar\dream_talk_1

; [yantar_dream_talk_2_seq]
; stalker = 0,scenario\yantar\dream_talk_2

; [yantar_dream_talk_3_seq]
; stalker = 0,scenario\yantar\dream_talk_3

[yantar_professor_talk_1_rnd]
; stalker = 0,scenario\yantar\professor_talk_1
902 = 0,scenario\yantar\professor_talk_1



[yantar_professor_radiation_quest_2_seq]
902 = 0,scenario\yantar\professor_radiation_quest_2

[yantar_kruglov_radiation_quest_1_seq]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_1

[yantar_kruglov_radiation_quest_2_seq]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_13

[yantar_kruglov_radiation_quest_3_seq]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_11

[yantar_kruglov_radiation_quest_4_seq]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_12

[yantar_kruglov_radiation_quest_5_seq]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_5

[yantar_kruglov_radiation_quest_6_seq]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_6

[yantar_kruglov_radiation_quest_7_rnd]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_7

[yantar_kruglov_radiation_quest_8_seq]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_8

[yantar_kruglov_radiation_quest_9_seq]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_9

[yantar_kruglov_radiation_quest_10_seq]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_10

; [yantar_professor_brain_quest_bad_1_seq]
; stalker = 0,scenario\yantar\professor_brain_quest_bad_1

; [yantar_professor_brain_quest_bad_2_seq]
; stalker = 0,scenario\yantar\professor_brain_quest_bad_2

; [yantar_professor_brain_quest_good_1_seq]
; stalker = 0,scenario\yantar\professor_brain_quest_good_1

; [yantar_professor_brain_quest_good_2_seq]
; stalker = 0,scenario\yantar\professor_brain_quest_good_2

; [yantar_professor_brain_quest_good_3_seq]
; stalker = 0,scenario\yantar\professor_brain_quest_good_3

[yantar_probe_1_seq]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_11

[yantar_probe_2_seq]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_12

[yantar_probe_3_seq]
ecolog = 0,scenario\yantar\kruglov_radiation_quest_6

; [test_mega_remark_rnd]
; stalker = 0,scenario\yantar\professor_brain_quest_good_2

;***************************************************************
; Brainlab
;***************************************************************
; not used
; [brainlab_system_message_1_seq]


;***************************************************************
; ÒÅÌÛ, ÊÎÒÎÐÛÅ ÍÓÆÍÎ ÏÐÈÂÅÑÒÈ Ê ÂÀÐÈÀÍÒÓ ÎÑÍÎÂÍÎÉ ÒÅÌÛ
;***************************************************************
; [military_radio_seq]
; stalker		= 0,scenario\radio\radio_voice_
