;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;	FOOD
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[bread_a]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn					= "food and drugs\bread_a"
cform                   = skeleton
class					= II_FOOD	;II_ATTCH
visual                  = weapons\bred\bred.ogf
description				= enc_equipment_food_bread1

inv_name				= Stale bread	;"bread"
inv_name_short			= Stale bread	;"bread"
cost					= 5	;20
inv_weight				= 0.2	;.3
inv_grid_width			= 1
inv_grid_height			= 1
inv_grid_x				= 11
inv_grid_y				= 9

attach_angle_offset		= -0.287979, 1.560923, 1.544060
attach_position_offset	= 0.096910, -0.013594, 0.107925
attach_bone_name		= bip01_r_hand
auto_attach				= false

// should be deleted after update
bone_name				= bip01_r_hand
position_offset			 = 0.0,0.0,0.0
angle_offset			 = 1.570790,1.570790,3.92699

; eatable item
eat_health = 0.05
eat_satiety = 0.2
eat_power = 0
eat_radiation = 0	
wounds_heal_perc = 0
eat_portions_num = -1

; food item
slot				= 4
animation_slot		= 4

;hud item
hud = wpn_vodka_hud


[bread]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "food and drugs\bread"
;$prefetch 			= 32
class				= II_FOOD
cform				= skeleton
visual				= weapons\bred\bred.ogf
description			= enc_equipment_food_bread1

inv_name			= Bread
inv_name_short		= Bread
inv_weight			= 0.2	;0.3	;0.2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 11
inv_grid_y			= 9
cost				= 20

attach_angle_offset		= -0.287979, 1.560923, 1.544060
attach_position_offset	= 0.096910, -0.013594, 0.107925
attach_bone_name		= bip01_r_hand
auto_attach				= false

// should be deleted after update
bone_name				= bip01_r_hand
position_offset			 = 0.0,0.0,0.0
angle_offset			 = 1.570790,1.570790,3.92699

; eatable item
eat_health = 0.05
eat_satiety = 0.2
eat_power = 0
eat_radiation = 0	
wounds_heal_perc = 0
eat_portions_num = -1

; food item
slot				= 4
animation_slot		= 4

;hud item
hud = wpn_vodka_hud


[kolbasa]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "food and drugs\kolbasa"
$prefetch 			= 8
class				= II_FOOD
cform				= skeleton
visual				= weapons\kolbasa\kolbasa.ogf
description			= enc_equipment_food_kolbasa1

inv_name			= Kolbasa
inv_name_short		= Kolbasa
inv_weight			= 0.3	;0.5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 19
inv_grid_y			= 12
cost				= 50

attach_angle_offset		= 0.440521, 1.378287, -0.644026
attach_position_offset	= 0.104196, -0.010821, 0.076969
attach_bone_name		= bip01_r_hand
auto_attach				= false

// should be deleted after update
bone_name				= bip01_r_hand
position_offset			 = 0.0,0.0,0.0
angle_offset			 = 1.570790,1.570790,3.92699

; eatable item
eat_health = 0.1
eat_satiety = 0.3
eat_power = 0
eat_radiation = 0	
wounds_heal_perc = 0
eat_portions_num = -1

; food item
slot				= 4
animation_slot		= 4

;hud item
hud = wpn_vodka_hud

[kolbasa_a]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn					= "food and drugs\kolbasa_a"
cform                   = skeleton
class					= II_ATTCH
visual                  = weapons\kolbasa\kolbasa.ogf
cost					= 50
inv_name				= "kolbasa"
inv_name_short			= "kolbasa"
inv_weight				= 0.3	;.5
inv_grid_width			= 1
inv_grid_height			= 1
inv_grid_x				= 19
inv_grid_y				= 12

attach_angle_offset		= 0.440521, 1.378287, -0.644026
attach_position_offset	= 0.104196, -0.010821, 0.076969
attach_bone_name		= bip01_r_hand
auto_attach				= false

// should be deleted after update
bone_name				= bip01_r_hand
position_offset			 = 0.0,0.0,0.0
angle_offset			 = 1.570790,1.570790,3.92699

[conserva]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "food and drugs\conserva"
;$prefetch 			= 32
class				= II_FOOD
cform				= skeleton
visual				= food\conserv1.ogf
description			= enc_equipment_food_conserva1

inv_name			= Conserva
inv_name_short		= Conserva
inv_weight			= 0.4	;0.5

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 13
cost				= 100

; eatable item
eat_health = 0.15
eat_satiety = 0.4
eat_power = 0
eat_radiation = 0	
wounds_heal_perc = 0
eat_portions_num = -1

; food item
slot				= 4
animation_slot		= 4

;hud item
hud = wpn_vodka_hud

attach_angle_offset		= 0.440521, 1.378287, -0.644026
attach_position_offset	= 0.104196, -0.010821, 0.076969
attach_bone_name		= bip01_r_hand
auto_attach				= false

// should be deleted after update
bone_name				= bip01_r_hand
position_offset			 = 0.0,0.0,0.0
angle_offset			 = 1.570790,1.570790,3.92699

[vodka_a]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn					= "food and drugs\vodka_a"
cform                   = skeleton
class					= II_ATTCH
visual                  = weapons\vodka\vodka
cost					= 100
inv_name				= "vodka"
inv_name_short			= "vodka"
inv_weight				= .5
inv_grid_width			= 1
inv_grid_height			= 2
inv_grid_x				= 5
inv_grid_y				= 2

attach_angle_offset		= 0.000000, 0.000000, 0.000000
attach_position_offset	= 0.087266, -0.078540, 0.052360
attach_bone_name		= bip01_r_hand
auto_attach				= false

// should be deleted after update
bone_name				= bip01_r_hand
position_offset			 = 0.0,0.0,0.0
angle_offset			 = 1.570790,1.570790,3.92699

[vodka]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "food and drugs\vodka"
;$prefetch 			= 32
class				= II_BOTTL
cform				= skeleton
visual				= weapons\vodka\vodka
description			= enc_equipment_food_vodka1

ef_weapon_type		= 0

inv_name			= Vodka
inv_name_short		= Vodka
inv_weight			= 0.5	;0.2

inv_grid_width		= 1
inv_grid_height		= 2
inv_grid_x			= 5
inv_grid_y			= 2
cost				= 100

attach_angle_offset		= 0.000000, 0.000000, 0.000000
attach_position_offset	= 0.087266, -0.078540, 0.052360
attach_bone_name		= bip01_r_hand
auto_attach				= false

// should be deleted after update
bone_name				= bip01_r_hand
position_offset			 = 0.0,0.0,0.0
angle_offset			 = 1.570790,1.570790,3.92699

; slot				= 4

; eatable item
eat_health		= 0.01
eat_satiety		= 0.01
eat_power		= 0
eat_radiation	= -0.3	
eat_alcohol		= 0.1
wounds_heal_perc 	= 0
eat_portions_num 	= -1

; food item
slot				= 4
animation_slot		= 4

;hud item
hud = wpn_vodka_hud

break_particles		= explosions\explosion_bottle
break_sound			= material\bottle\collide\bottle_break_1


[guitar_a]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn					= "food and drugs\guitar_a"
cform                   = skeleton
class					= II_ATTCH
visual                  = Equipments\item_guitar.ogf
cost					= 35
inv_name				= Guitar
inv_name_short			= Guitar
inv_weight				= 1.5
inv_grid_width			= 4
inv_grid_height			= 2
inv_grid_x				= 10
inv_grid_y				= 19
attach_angle_offset		= -1.651084, -1.341824, 1.200789
attach_position_offset	= 0.077492, -0.030020, 0.090059
attach_bone_name		= bip01_l_hand
auto_attach				= false

[harmonica_a]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn					= "food and drugs\harmonica_a"
cform                   = skeleton
class					= II_ATTCH
visual                  = Equipments\item_harmonica.ogf
cost					= 35
inv_name				= Harmonica
inv_name_short			= Harmonica
inv_weight				= 0.35
inv_grid_width			= 1
inv_grid_height			= 1
inv_grid_x				= 11
inv_grid_y				= 2
attach_angle_offset		= 0.000000, -1.204452, -1.262921
attach_position_offset	= 0.081856, -0.035081, 0.011694
attach_bone_name		= bip01_l_hand
auto_attach				= false

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;;	MEDICAL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[antirad]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "food and drugs\antirad"
$prefetch 		= 32
class			= II_ANTIR
cform           = skeleton
visual          = equipments\item_antirad.ogf
description		= enc_equipment_medi_antirad1

inv_name			= Antirad
inv_name_short		= Antirad
inv_weight			= 0.1

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 18
inv_grid_y			= 12
cost				= 300

; eatable item
eat_health = 0										
eat_satiety = 0
eat_power = 0
eat_radiation = -1.0
wounds_heal_perc = 0
eat_portions_num = 1

; food item
animation_slot		= 4

;hud item
hud = wpn_vodka_hud


[medkit]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "food and drugs\medkit"
$prefetch 			= 8
class				= II_MEDKI
cform				= skeleton
visual				= equipments\item_aptechka.ogf
description			= enc_equipment_medi_medkit1
inv_name			= Medkit
inv_name_short		= Medkit
inv_weight			= 0.3	;0.2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 14
cost				= 150

; eatable item
eat_health			= 0.6
eat_satiety			= 0
eat_power			= 0.0
eat_radiation		= -0.1
wounds_heal_perc	= 0.3
eat_portions_num	= 1
eat_max_power		= 0.1

; food item
animation_slot		= 4

;hud item
hud = wpn_vodka_hud

[medkit_army]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "food and drugs\medkit_army"
$prefetch 			= 8
class				= II_MEDKI
cform				= skeleton
visual				= equipments\item_aptechka3.ogf
description			= enc_equipment_medi_medkit2
inv_name			= Medkit_army
inv_name_short		= Medkit_army
inv_weight			= 0.3	;0.2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 16
inv_grid_y			= 20
cost				= 220

; eatable item
eat_health			= 1.0
eat_satiety			= 0
eat_power			= 0.0
eat_radiation		= -0.1
wounds_heal_perc	= 1.0
eat_portions_num	= 1
eat_max_power		= 0.1

; food item
animation_slot		= 4

;hud item
hud = wpn_vodka_hud

[medkit_scientic]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "food and drugs\medkit_scientic"
$prefetch 			= 8
class				= II_MEDKI
cform				= skeleton
visual				= equipments\item_aptechka2.ogf
description			= enc_equipment_medi_medkit3
inv_name			= Medkit_scientific
inv_name_short		= Medkit_scientific
inv_weight			= 0.3	;0.2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 14
inv_grid_y			= 20
cost				= 200

; eatable item
eat_health			= 1.0
eat_satiety			= 0
eat_power			= 0.0
eat_radiation		= -1.0
wounds_heal_perc	= 0.3
eat_portions_num	= 1
eat_max_power		= 0.1

; food item
animation_slot		= 4

;hud item
hud = wpn_vodka_hud


[energy_drink]:vodka
$spawn 				= "food and drugs\energy_drink"
inv_name			= energy_drink_name
inv_name_short		= energy_drink_short_name
visual				= equipments\drink_nonstop.ogf ;equipments\drink_stalker.ogf
description			= enc_equipment_energydrink
cost				= 75

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 11 ;19 ;11
inv_grid_y			= 0 ;7  ;0
inv_weight			= 0.3

eat_health			= 0
eat_satiety			= 0
eat_power			= 1.0
eat_alcohol			= 0
eat_radiation		= 0
wounds_heal_perc	= 0
eat_portions_num	= 1
eat_max_power		= 0.2

attach_angle_offset		= 0.000000, 0.000000, 0.000000
attach_position_offset	= 0.087266, -0.078540, 0.052360
attach_bone_name		= bip01_r_hand
auto_attach				= false


[bandage]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "food and drugs\bandage"
$prefetch 			= 8
class				= II_BANDG
cform				= skeleton
visual				= equipments\item_bandage.ogf
description			= enc_equipment_medi_bandage1

inv_name			= bandage
inv_name_short		= bandage
inv_weight			= 0.1	;0.2

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 3
inv_grid_y			= 18
cost				= 20

; eatable item
eat_health = 	0.1
eat_satiety = 	0
eat_power = 	0.0
eat_radiation = 0.0
wounds_heal_perc = 1.0
eat_portions_num = 1	;100

; food item
animation_slot		= 4

;hud item
hud = wpn_vodka_hud


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;;	DEVICES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[binocular_a]:identity_immunities
GroupControlSection		= spawn_group
discovery_dependency	= 
$spawn					= "devices\binocular_a"
cform                   = skeleton
class					= II_ATTCH
visual                  = weapons\binoculars\wpn_binoculars.ogf
cost					= 0
inv_name				= "binocular"
inv_name_short			= "binocular"
inv_weight				= .5
inv_grid_width			= 2
inv_grid_height			= 1
inv_grid_x				= 16
inv_grid_y				= 12
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

[device_pda]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency= 
$spawn 				= "devices\pda"
$prefetch 			= 16
class				= D_PDA
cform				= skeleton
visual				= equipments\item_pda.ogf
description			= enc_equipment_devic_device-pda1
radius				= 50;0 ;75
slot				= 7

inv_name			= PDA
inv_name_short		= PDA
inv_weight			= 0.3	;0.2

inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 6
inv_grid_y			= 13
cost				= 20
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


[device_torch]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn				= "devices\torch"
$prefetch 			= 32
class				= TORCH_S
cform				= skeleton
visual				= equipments\light_night.ogf
description			= enc_equipment_devic_device-torch1
cost				= 100
inv_name			= device-torch
inv_name_short		= device-torch
inv_weight			= 0
inv_grid_width		= 2
inv_grid_height		= 1
inv_grid_x			= 16
inv_grid_y			= 12

;вещью нельзя торговать
can_trade			= false	;true

position			= 0.35,0.25,0.0
light_trace_bone	= cone_bone
attach_angle_offset		= 0, -3.14, 1.6
attach_position_offset	= 0.115, 0.00, 0.07
attach_bone_name		= bip01_head
auto_attach				= false

night_vision				= on
night_vision_texture		= wpn\wpn_night
night_vision_effector		= postprocess_night

snd_night_vision_on			= weapons\nv_start, 0.2
snd_night_vision_off		= weapons\nv_off, 0.2
; snd_night_vision_idle		= weapons\nv_loop
snd_night_vision_idle		= ambient\silence, 0.0
snd_night_vision_broken		= weapons\nv_off

night_vision_recharge_time			= 6		;(c) время зарядки аккамулятора
night_vision_recharge_time_min		= 2		;(c) мин. время зарядки аккамулятора, после которого уст-во уже может работать
night_vision_discharge_time			= 20	;(c) время разрядки (работы) устройства после полной зарядки
slot								= 9
disabled_maps						= ai_test,ai_test2, andy_test_

[detector_simple]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\detector_simple"
$prefetch 			= 32
class				= D_SIMDET
cform				= skeleton
visual				= equipments\item_datchik1.ogf
description			= enc_equipment_devic_detect1
radius				= 10	;15
buzzer_radius		= 1.5
noise				= zone_mosquito_bald       ;detectors\geiger_noise_loop 
buzzer				= zone_mosquito_bald       ;detectors\DA-2_alarm_loop
slot				= 8
ef_detector_type	= 1

inv_name			= Detector
inv_name_short		= Detector
inv_weight			= 0

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 14
cost				= 500	;30
;belt				= true;
default_to_ruck		= false


;описание распознаваемых детектором зон
zone_class_1		= zone_mosquito_bald

zone_sound_1_		= detectors\DA-2_beep1
zone_sound_1_1		= detectors\DA-2_beep1
zone_sound_1_2		= detectors\DA-2_beep1
zone_sound_1_3		= detectors\DA-2_beep1

zone_min_freq_1		= 0.1	;0.5
zone_max_freq_1		= 40
	
zone_class_2		= zone_mincer
zone_sound_2_		= detectors\DA-2_beep1 
zone_min_freq_2		= 0.1
zone_max_freq_2		= 20

zone_class_3		= zone_radioactive
; zone_sound_3_		= detectors\DA-2_beep1 
zone_sound_3_		= detectors\geiger_1
zone_sound_3_1		= detectors\geiger_2
zone_sound_3_2		= detectors\geiger_3
zone_sound_3_3		= detectors\geiger_4
zone_sound_3_4		= detectors\geiger_5
zone_sound_3_5		= detectors\geiger_6
zone_sound_3_6		= detectors\geiger_1
zone_sound_3_7		= detectors\geiger_1
zone_sound_3_8		= detectors\geiger_1
zone_min_freq_3		= 1
zone_max_freq_3		= 20

zone_class_4		= zone_gravi_zone
zone_sound_4_		= detectors\DA-2_beep1
zone_min_freq_4		= 0.5
zone_max_freq_4		= 30


[detector_advances]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\detector_advanced"
$prefetch 			= 32
class				= D_SIMDET
cform				= skeleton
visual				= equipments\item_datchik2.ogf
radius				= 10	;15
buzzer_radius		= 1.5
noise				= zone_mosquito_bald       ;detectors\geiger_noise_loop 
buzzer				= zone_mosquito_bald       ;detectors\DA-2_alarm_loop

ef_detector_type	= 1

night_vision_particle		= damage_fx\heli_burn

;описание распознаваемых детектором зон
zone_class_1		= zone_mosquito_bald
zone_sound_1_		= detectors\DA-2_beep1
zone_min_freq_1		= 0.1	;0.5
zone_max_freq_1		= 40
zone_map_location_1 = anomaly_zone_location
	
zone_class_2		= zone_mincer
zone_sound_2_		= detectors\DA-2_beep1 
zone_min_freq_2		= 0.1
zone_max_freq_2		= 20
zone_map_location_2 = anomaly_zone_location

zone_class_3		= zone_radioactive
zone_sound_3_		= detectors\DA-2_beep1 
zone_min_freq_3		= 1
zone_max_freq_3		= 20
zone_map_location_3 = anomaly_zone_location

zone_class_4		= zone_gravi_zone
zone_sound_4_		= detectors\DA-2_beep1
zone_min_freq_4		= 0.5
zone_max_freq_4		= 30
zone_map_location_4 = anomaly_zone_location

inv_name			= Detector
inv_name_short		= Detector
inv_weight			= 0

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 15
inv_grid_y			= 7
cost				= 1000	;30
;belt				= true;
default_to_ruck		= false
slot				= 8


[detector_elite]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 				= "devices\detector_elite"
$prefetch 			= 32
class				= D_SIMDET
cform				= skeleton
visual				= equipments\item_datchik3.ogf
radius				= 10	;15
buzzer_radius		= 1.5
noise				= zone_mosquito_bald       ;detectors\geiger_noise_loop 
buzzer				= zone_mosquito_bald       ;detectors\DA-2_alarm_loop

ef_detector_type	= 1
night_vision_particle		= damage_fx\heli_burn


;описание распознаваемых детектором зон
zone_class_1		= zone_mosquito_bald
zone_sound_1_		= detectors\DA-2_beep1
zone_min_freq_1		= 0.1	;0.5
zone_max_freq_1		= 40
zone_map_location_1 = anomaly_zone_location
	
zone_class_2		= zone_mincer
zone_sound_2_		= detectors\DA-2_beep1 
zone_min_freq_2		= 0.1
zone_max_freq_2		= 20
zone_map_location_2 = anomaly_zone_location

zone_class_3		= zone_radioactive
zone_sound_3_		= detectors\geiger_click3 
zone_min_freq_3		= 1
zone_max_freq_3		= 20
zone_map_location_3 = anomaly_zone_location

zone_class_4		= zone_gravi_zone
zone_sound_4_		= detectors\DA-2_beep1
zone_min_freq_4		= 0.5
zone_max_freq_4		= 30
zone_map_location_4 = anomaly_zone_location

inv_name			= st_detector
inv_name_short		= st_detector
description			= st_detector_descr

inv_weight			= 0

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 5
inv_grid_y			= 14
cost				= 1500	;30
;belt				= true;
slot				= 8

attach_angle_offset		= -0.160570,-1.425061,-0.361283
attach_position_offset	= 0.160570,-0.060214,0.020071
attach_bone_name		= bip01_l_hand
auto_attach				= false





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;;	OTHERS
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[wpn_vodka_hud]:identity_immunities
fire_point               = 0.0, 0.0, 0.06
fire_bone                = bip01_head
orientation              = 0, 0, 0
position                 = 0, 0, 0
visual                   = weapons\vodka\vodka_hud.ogf

anim_idle			= vodka_2
anim_show			= vodka_1
anim_hide			= vodka_4
anim_play			= vodka_5
anim_prepare		= vodka_5
anim_eat			= vodka_3