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aiwrapper.ini
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; ñåêöèÿ çàäà¸ò êîðîòêèå èì¸íà êàðò è áóäåò èñïîëüçîâàòüñÿ c -split_spawns
;
; this is unused section at the time
[vanilla_level_shortcuts]
l01_escape = esc, escape
l02_garbage = gar, garbage
l03_agroprom = agr, agroprom
l03u_agr_underground = kat, agr_underground
l04_dark_valley = val, dark_valley
l04u_labx18 = dar, labx18
l05_bar = bar, bar
l06_rostok = ros, rostok
l07_military = mil, military
l08_yantar = yan, yantar
l08u_brainlab = x18, brainlab
l09_deadcity = cit, deadcity ; ÃÄÅ?!
l10_radar = rad, radar
l10u_bunker = bun, bunker
l11_pripyat = pri, pripyat
l12_stancia = aes, stancia
l12u_sarcofag = sar, sarcofag
l12u_control_monolith = mon, control_monolith
l12_stancia_2 = aes2, stancia_2
; ñåêöèÿ èñïîëüçóåòñÿ äëÿ ñîðòèðîâêè ïóòåé ïî óðîâíÿì (-split_paths).
; íåîáõîäèìà, òàê êàê â îáùåì ñëó÷àå íåâîçìîæíî îïðåäåëèòü èìÿ
; èñõîäíîé êàðòû ïî äàííûì î ïóòÿõ â all.spawn (â îòëè÷èå îò
; spawn-îáúåêòîâ).
;
; ðåãèñòð áóêâ â íàçâàíèÿõ ïóòåé è êàðò çíà÷åíèÿ íå èìååò.
;
; íàáðàíà ïî all.spawn èç 1.0004-6, íî íàâåðíÿêà ñîéä¸ò è äëÿ áîëåå
; ðàííèõ âïëîòü äî 1.0.
;
; this section is used to separate paths by level (-split_paths).
; it is necessary because it generally impossible to work out the
; all.spawn path's level name.
[vanilla_unresolved_paths]
esc_ambush_look2 = l01_escape
esc_blokpost_commander_look = l01_escape
esc_blokpost_watch_look1 = l01_escape
esc_blokpost_watch_look2 = l01_escape
heli_idle_move = l01_escape
heli_sleep = l01_escape
heli_sleep2 = l01_escape
gar_smart_graveyard_walker_2_look = l02_garbage
agr_nii_way_suspend = l03_agroprom
agr_factory_hold_fake_look2 = l03_agroprom
agr_factory_spetsnaz_look7 = l03_agroprom
agr_factory_spetsnaz_look8 = l03_agroprom
agr_factory_spetsnaz_look2_2 = l03_agroprom
agr_factory_spetsnaz_look1_1 = l03_agroprom
agr_factory_spetsnaz_look3_3 = l03_agroprom
agr_heli4_idle_move2 = l03_agroprom
agr_heli3_idle_move2 = l03_agroprom
agr_heli1_idle_move = l03_agroprom
agr_heli2_idle_move = l03_agroprom
agr_heli1_idle_start = l03_agroprom
agr_heli2_idle_start = l03_agroprom
agr_u_bandits_look6 = l03u_agr_underground
agr_u_soldiers_look2 = l03u_agr_underground
agr_u_soldiers_look8 = l03u_agr_underground
kat_teleport_to_dark_city_position = l03u_agr_underground
kat_teleport_to_dark_city_orientation = l03u_agr_underground
val_bs_hit_direction = l04_darkvalley
val_prisoner_guard_button_look = l04_darkvalley
val_ambush_dest_look = l04_darkvalley
val_chase_heli_die_move = l04_darkvalley
val_chase_heli_die_move1 = l04_darkvalley
val_chase_heli_die_move2 = l04_darkvalley
val_chase_heli_die_move3 = l04_darkvalley
val_chase_heli_die_move4 = l04_darkvalley
val_chase_heli_ready_move = l04_darkvalley
val_chase_heli_wait_move = l04_darkvalley
val_chase_heli_ready_look = l04_darkvalley
val_raid2_soldiers_raid_1_look = l04_darkvalley
val_escort_leave_look = l04_darkvalley
val_lager_bandits_patrol_look4 = l04_darkvalley
dar_particle_way1 = l04u_labx18
dar_particle_way4 = l04u_labx18
dar_particle_way3 = l04u_labx18
dar_particle_way5 = l04u_labx18
bar_dolg_veterans_camper_look1 = l05_bar
bar_dolg_veterans_camper_look2 = l05_bar
bar_bar_square_2_place_2_walk = l05_bar
bar_bar_square_2_place_3_walk = l05_bar
bar_bar_square_2_place_4_walk = l05_bar
bar_bar_square_2_place_5_walk = l05_bar
bar_bar_square_2_place_1_look = l05_bar
bar_bar_guard_nodoor_look = l05_bar
bar_dolg_ivancov_look = l05_bar
bar_dolg_leader_look = l05_bar
actors_way = l05_bar
bar_bar_square_3_place_3_look = l05_bar
bar_bar_square_3_place_4_look = l05_bar
bar_visitors_arena_look_6 = l05_bar
bar_visitors_arena_look_7 = l05_bar
walk_enemy_1 = l05_bar
look_enemy_1 = l05_bar
walk_2 = l05_bar
walk_3 = l05_bar
way = l05_bar
bar_freedom_attack_acamper_4_look = l06_rostok
bar_freedom_attack_acamper_3_look = l06_rostok
bar_spy_freedom_walk3 = l06_rostok
rostok_heli_idle_walk = l06_rostok
rostok_heli_idle_look = l06_rostok
bar_freedom_chasers_attack_2_look = l06_rostok
ros_smart_stalker_killers1_walker_1_look= l06_rostok
yantar_zombies_kamp_4 = l08_yantar
heli_stay_3 = l08_yantar
yan_actor_sleep_1 = l08_yantar
yan_snork_jump_5 = l08_yantar
yan_ucheniy_look = l08_yantar
yan_scientist_help_look = l08_yantar
yan_scientist_help_look_1 = l08_yantar
yan_snork_jump_1a = l08_yantar
yan_snork_jump_2b = l08_yantar
yan_snork_jump_4a = l08_yantar
yan_snork_jump_7b = l08_yantar
yan_general_scientist_room_look = l08_yantar
heli_move_end_1 = l08_yantar
heli_move_end_2 = l08_yantar
yan_st_zombie5_kamp_2 = l08_yantar
mil_freedom_leader_look = l07_military
mil_monolith_camp_walk2 = l07_military
mil_monolith_camp_look4 = l07_military
mil_freedom_gulag_defense_look1 = l07_military
mil_freedom_gulag_defense_look4 = l07_military
mil_freedom_gulag_defense_look5 = l07_military
mil_freedom_zoneguard_look_kill1 = l07_military
mil_freedom_zoneguard_look_kill2 = l07_military
mil_dolg_ambush_look1_2 = l07_military
mil_patrol_dead_look3_3 = l07_military
mil_fneutral_patrol_look1 = l07_military
rad_heli_idle = l10_radar
rad_heli_idle2 = l10_radar
rad_antenna_particle1 = l10_radar
rad_antenna_particle_2 = l10_radar
rad_antenna_particle_3 = l10_radar
rad_antenna_particle_4 = l10_radar
rad_after_valley_look3 = l10_radar
rad_after_valley_look4 = l10_radar
rad_snork1_look1 = l10_radar
rad_snork1_look3 = l10_radar
rad_snork1_look4 = l10_radar
rad_antenna_patrol_wagon_guard_walk7 = l10_radar
rad_antenna_specnaz_start_look5 = l10_radar
rad_antenna_specnaz_start_look_0005 = l10_radar
pri_smart_neutral_stalker2_raid_1_look = l11_pripyat
pri_heli4_wait_stadium_path = l11_pripyat
pri_heli1_wait_path = l11_pripyat
pri_heli1_wait2_path = l11_pripyat
pri_heli2_wait_path = l11_pripyat
pri_heli2_wait2_path = l11_pripyat
pri_heli4_wait_path = l11_pripyat
pri_heli4_wait2_path = l11_pripyat
pri_heli4_leave_path = l11_pripyat
pri_followers_wave1_stalker1_syn_look = l11_pripyat
pri_followers_wave1_stalker3_syn_look = l11_pripyat
pri_followers_wave2_leader_look1 = l11_pripyat
pri_followers_wave2_stalker3_syn_look = l11_pripyat
pri_followers_wave2_bomber_look1 = l11_pripyat
pri_followers_wave3_stalker1_syn_look = l11_pripyat
pri_followers_wave3_leader_look1 = l11_pripyat
pri_followers_wave3_stalker2_syn_look = l11_pripyat
pri_followers_wave4_leader_look1 = l11_pripyat
pri_followers_wave5_leader_look1 = l11_pripyat
pri_followers_wave6_stalker2_syn_look = l11_pripyat
pri_followers_wave6_stalker3_syn_look = l11_pripyat
pri_monolith_prayer_look1 = l11_pripyat
pri_monolith_prayer_look2 = l11_pripyat
pri_wave1_rsniper_1_wait_look = l11_pripyat
aes_heli_attack_look5 = l12_stancia
aes_heli_attack_desant_walk_begin1 = l12_stancia
aes_heli_attack_desant_walk_begin2 = l12_stancia
aes_heli_attack_desant_walk_begin3 = l12_stancia
aes_heli_attack_desant_walk_begin4 = l12_stancia
aes_heli_attack_desant_walk_begin5 = l12_stancia
aes_heli_attack_desant_walk5_2 = l12_stancia
aes_heli_attack_desant_walk_begin6 = l12_stancia
aes_heli_attack_desant_walk_begin7 = l12_stancia
aes_heli_attack_desant_walk6_2 = l12_stancia
aes_heli_attack_desant_look6 = l12_stancia
aes_heli_attack_desant_walk_begin8 = l12_stancia
aes_btr_walk4 = l12_stancia
heli_death_way = l12_stancia
sar_teleport_0000_exit_walk = l12u_sarcofag
sar_teleport_0000_exit_look = l12u_sarcofag
aes2_teleport_walk_exit3 = l12_stancia_2
aes2_teleport_look_exit3 = l12_stancia_2
aes2_teleport_walk_exit11 = l12_stancia_2
aes2_monolit_look12 = l12_stancia_2
aes2_monolit_ambush_look1 = l12_stancia_2
aes2_snork_look1 = l12_stancia_2
aes2_monolit_ambush_look16 = l12_stancia_2
aes_sidorovich_snd = l12_stancia_2
aes2_monolit_camp5 = l12_stancia_2
aes2_monolit_camp6 = l12_stancia_2
aes2_monolit_ambush6_look1 = l12_stancia_2
aes2_monolit_ambush6_look2 = l12_stancia_2
aes2_monolit_ambush6_look3 = l12_stancia_2
aes2_monolit_ambush6_look4 = l12_stancia_2
aes2_teleport_walk_exit_trader = l12_stancia_2
aes2_teleport_look_exit_trader = l12_stancia_2
aes2_monolit_roof_look3 = l12_stancia_2
aes2_teleport_walk_final = l12_stancia_2
aes2_teleport_look_final = l12_stancia_2
aes2_monolit_ambush_rpg_look1 = l12_stancia_2
aes2_monolit_ambush_rpg_look2 = l12_stancia_2
aes_snork_ambush_jump3_2 = l12_stancia_2
aes_snork_attack_jump5 = l12_stancia_2
aes2_snork_attack_walk6 = l12_stancia_2
aes2_snork_attack_walk7 = l12_stancia_2
aes2_snork_attack_walk8 = l12_stancia_2
aes2_teleport_walk_exit_zapasnoy = l12_stancia_2
aes2_teleport_look_zapasnoy = l12_stancia_2
aes2_teleport_walk_exit_zapasnoy_2 = l12_stancia_2
aes2_teleport_ambush_walk_exit1 = l12_stancia_2
aes2_teleport_ambush_look_exit1 = l12_stancia_2
aes2_monolit_first_ambush_look2 = l12_stancia_2
; çäåñü çàäà¸òñÿ ñîîòâåòñòâèå ìåæäó
; êëàññîì spawn-îáúåêòà èç ôèíàëêè/clear sky è ltx-ñåêöèåé â 2215.
;
; ðåãèñòð áóêâ â èäåíòèôèêàòîðàõ êëàññîâ èìååò çíà÷åíèå.
;
; Íå òðîãàòü â ñëó÷àå íå÷¸òêîãî ïîíèìàíèÿ ìåõàíèçìà ðàáîòû aiwrapper.
;
; This section is used to set the connection between spawn object
; class and ltx section in build 2215. Do not touch if you do not
; understand how aiwrapper works.
[vanilla_entity_compat]
AI_GRAPH = graph_point
; ON_OFF_G
O_ACTOR = actor
; AI_FLESH
; AI_HIMER
; AI_DOG_R
; AI_STL
; AI_BLOOD
; AI_BOAR
; AI_DOG_B
; AI_DOG_P
; AI_DOG_F
; AI_BURER
; AI_GIANT
; AI_CONTR
; AI_POLTR
; AI_ZOM
; AI_FRACT
; AI_SNORK
; AI_CAT
; AI_TUSH
; AI_PHANT
AI_TRADE = m_trader
AI_CROW = m_crow
C_NIVA = m_car
C_HLCPTR = helicopter
AF_MBALL = af_medusa
AF_BDROP = af_medusa
AF_NEEDL = af_medusa
AF_BAST = af_medusa
AF_BGRAV = af_medusa
AF_DUMMY = af_medusa
AF_ZUDA = af_medusa
AF_THORN = af_medusa
AF_FBALL = af_medusa
AF_EBALL = af_medusa
AF_RHAIR = af_medusa
AF_GALAN = af_medusa
ARTEFACT = af_medusa
W_WMAGAZ = wpn_pm
W_WMAGGL = wpn_ak74
W_FN2000 = wpn_fn2000
W_AK74 = wpn_ak74
W_LR300 = wpn_lr300
W_HPSA = wpn_hpsa
W_PM = wpn_pm
W_FORT = wpn_fort
W_BINOC = wpn_binoc
W_SHOTGN = wpn_spas12
W_SVD = wpn_svd
W_SVU = wpn_svu
W_RPG7 = wpn_rpg7
W_VAL = wpn_val
W_VINT = wpn_vintorez
W_WALTHR = wpn_walther
W_USP45 = wpn_usp
W_GROZA = wpn_groza
W_KNIFE = wpn_knife
W_BM16 = wpn_bm16
W_RG6 = wpn_rg6
AMMO = ammo_9x18_fmj
A_VOG25 = ammo_vog-25p
A_OG7B = ammo_og-7b
A_M209 = ammo_m209
W_SCOPE = wpn_addon_scope
W_SILENC = wpn_addon_silencer
W_GLAUNC = wpn_addon_grenade_launcher
II_BOLT = bolt
II_MEDKI = medkit
II_BANDG = bandage
II_ANTIR = antirad
II_FOOD = bread
II_BOTTL = vodka
II_EXPLO = explosive_fuelcan
II_DOC = document
II_ATTCH = attachable_item
EQU_SCIE = ecolog_outfit
EQU_STLK = stalker_outfit
EQU_MLTR = monolit_outfit
EQU_EXO = exo_outfit
G_F1 = grenade_f1
G_RGD5 = grenade_rgd5
; MP_PLBAG
; Z_ZONE
Z_MBALD = zone_mosquito_bald
Z_MINCER = zone_mincer
Z_ACIDF = zone_mincer
Z_GALANT = zone_gravi_zone
Z_RADIO = zone_radioactive
Z_BFUZZ = zone_burning_fuzz
Z_RUSTYH = zone_rusty_hair
; Z_DEAD
LVL_CHNG = level_changer
SCRIPTZN = script_zone
; SMRTZONE
Z_TEAMBS = zone_team_base
Z_TORRID = torrid_zone
SPACE_RS = space_restrictor
Z_AMEBA = zone_ameba
Z_NOGRAV = zone_mosquito_bald
D_SIMDET = detector_simple
D_TORCH = device_torch
D_PDA = device_pda
O_SEARCH = search_light
W_MOUNTD = mounted_weapon
W_STMGUN = mounted_weapon
O_HLAMP = lights_hanging_lamp
O_PHYSIC = physic_object
SCRPTOBJ = script_object
O_BRKBL = breakable_object
O_CLMBL = climable_object
P_SKELET = ph_skeleton_object
P_DSTRBL = physic_destroyable_object
O_INVBOX = script_object
SMRTTRRN = smart_terrain
RE_SPAWN = smart_terrain
AI_STL_S = stalker
AI_TRD_S = m_trader
C_HLCP_S = helicopter
SPC_RS_S = space_restrictor
O_PHYS_S = physic_object
SCRPTART = af_electra_sparkler
SCRPTCAR = m_car
SM_BLOOD = m_bloodsucker_e
SM_BOARW = m_boar_e
SM_DOG_S = m_dog_e
SM_FLESH = m_flesh_e
SM_P_DOG = m_pseudodog_e
SM_BURER = m_burer_e
SM_CAT_S = m_cat_e
SM_CHIMS = m_chimera_e
SM_CONTR = m_controller_e
SM_IZLOM = m_fracture_e
SM_POLTR = m_poltergeist_e
SM_GIANT = m_gigant_e
SM_ZOMBI = m_zombie_e
SM_SNORK = m_snork_e
SM_TUSHK = m_tushkano_e
SM_DOG_P = m_pseudodog_e
SM_DOG_F = m_pseudodog_e
TORCH_S = device_torch
E_STLK = stalker_outfit
WP_SCOPE = wpn_addon_scope
WP_AK74 = wpn_ak74
WP_LR300 = wpn_lr300
WP_BINOC = wpn_binoc
WP_BM16 = wpn_bm16
WP_GROZA = wpn_groza
WP_SVD = wpn_svd
WP_HPSA = wpn_hpsa
WP_KNIFE = wpn_knife
WP_PM = wpn_pm
WP_RG6 = wpn_rg-6
WP_RPG7 = wpn_rpg7
WP_SHOTG = wpn_spas12
WP_MAGAZ = wpn_pm
WP_SVU = wpn_svu
WP_USP45 = wpn_usp
WP_VAL = wpn_val
WP_VINT = wpn_vintorez
WP_WALTH = wpn_walther
ZS_BFUZZ = zone_burning_fuzz1
ZS_MBALD = zone_witches_galantine
ZS_GALAN = zone_gravi_zone
ZS_MINCE = zone_mincer
; çàãîòîâêè äëÿ Clear Sky (3120, 3456, 3487+)
; stubs for Clear Sky
[clearsky_level_shortcuts]
marsh = mar, marsh
escape = esc, escape
garbage = gar, garbage
darkvalley = val, darkvalley
agroprom = agr, agroprom
agroprom_underground = agru, agroprom_underground
yantar = yan, yantar
red_forest = red, red_forest
military = mil, military
limansk = lim, limansk
hospital = kat, hospital
stancia_2 = stc, stancia_2
[clearsky_unresolved_paths]
; íåòó!
; none!
; íå ïðîâåðåíî
; never tested
[clearsky_entity_compat]:vanilla_entity_compat
Z_CFIRE = zone_mosquito_bald
SFACTION = smart_terrain
; S_ACTOR
SMRT_C_S = smart_terrain
; Z-ìîä
[zenobian_unresolved_paths]:vanilla_unresolved_paths
[zenobian_entity_compat]:vanilla_entity_compat
TURRETMG = helicopter
Z_MINES = zone_witches_galantine
ANOMFLD1 = space_restrictor
[zenobian_level_shortcuts]:vanilla_level_shortcuts
; aiwrapper ÷èòàåò ýòè ñåêöèè.
; aiwrapper looks for these sections.
[unresolved_paths]:zenobian_unresolved_paths
[entity_compat]:zenobian_entity_compat
[level_shortcuts]:zenobian_level_shortcuts