;-------------------------------------------------------------------------------
; Explosive Inventory Items
;-------------------------------------------------------------------------------

[explosive_fuelcan]:delayed_action_fuse,default_weapon_params,explosive_fuelcan_sounds
GroupControlSection				= spawn_group
discovery_dependency			=
$spawn 						= "weapons\explosive\fuelcan"
$prefetch						= 16
class						= S_EXPLO
cform						= skeleton
visual		 				= dynamics\balon\balon_01.ogf
inv_name						= "Газовый балон 6 кг"
inv_name_short					= "Газовый балон 6 кг"
inv_weight					= 6

inv_grid_width					= 1
inv_grid_height					= 3
inv_grid_x					= 16
inv_grid_y					= 37

can_take						= true 					; вещь невозможно подобрать

cost						= 500
;-------------------------------------------------------------------------------
blast							= 1.50
blast_r							= 8
blast_impulse					= 250
;delete
blast_impulse_factor			= 1

frags							= 5
frags_r							= 15
frag_hit						= 5.75
frag_hit_impulse				= 150

hit_type_blast					= explosion
hit_type_frag					= light_burn

up_throw_factor					= 1.0
;-------------------------------------------------------------------------------
wm_size							= 0.1

explode_particles				= explosions\explosion_fuelcan

light_color						= 1.9,1.3,0.5
light_range						= 30.0
light_time 						= 1.5

fragment_speed					= 100						; скорость осколков (м/с)

explode_duration				= 5							; подолжительность взрыва (с)

wallmark_section				= explosion_marks			; wallmarks

immunities_sect					= explosive_fuelcan_immunities_sect

[explosive_fuelcan_immunities_sect]							;коэффициенты для попаданий различными типами хитов
burn_immunity					= 0.0
strike_immunity					= 1.0
shock_immunity					= 1.0
wound_immunity					= 1.0
radiation_immunity				= 1.0
telepatic_immunity				= 1.0
chemical_burn_immunity			= 1.0
explosion_immunity				= 1.0
fire_wound_immunity				= 0.7

[explosive_gaz_balon]:explosive_fuelcan
$spawn						= "weapons\explosive\gaz_balon"
visual						= dynamics\balon\gaz_balon.ogf
inv_name						= "Газовый балон 4 кг"
inv_name_short					= "Газовый балон 4 кг"
inv_weight					= 4
inv_grid_width					= 2
inv_grid_height					= 2
inv_grid_x					= 12
inv_grid_y					= 38

;вещь невозможно подобрать
can_take			                                          = true

cost				                            = 400

[explosive_tank]:delayed_action_fuse,default_weapon_params,explosive_tank_sounds
GroupControlSection				= spawn_group
discovery_dependency			=
$spawn 							= "weapons\explosive\tank"
$prefetch						= 16
class							= S_EXPLO
cform							= skeleton
visual							= dynamics\balon\kanistra.ogf
inv_name						= "Канистра 20л"
inv_name_short					= "Канистра 20л"
inv_weight					= 20

inv_grid_width					= 1
inv_grid_height					= 2
inv_grid_x					= 17
inv_grid_y					= 38

can_take						= false						; вещь невозможно подобрать

cost							= 50
;-------------------------------------------------------------------------------
blast							= 1.50
blast_r							= 8
blast_impulse					= 250
;delete
blast_impulse_factor			= 1

frags							= 5
frags_r							= 15
frag_hit						= 5.75
frag_hit_impulse				= 150

hit_type_blast					= explosion
hit_type_frag					= light_burn

up_throw_factor					= 1.0
;-------------------------------------------------------------------------------
wm_size							= 0.1

explode_particles				= explosions\explosion_mobiltank

light_color						= 1.9,1.3,0.5
light_range						= 30.0
light_time 						= 1

fragment_speed					= 100						; скорость осколков (м/с)

explode_duration				= 5							; подолжительность взрыва (с)

wallmark_section				= explosion_marks			; wallmarks

immunities_sect					= explosive_tank_immunities_sect

[explosive_tank_immunities_sect]							;коэффициенты для попаданий различными типами хитов
burn_immunity					= 0.0
strike_immunity					= 1.0
shock_immunity					= 1.0
wound_immunity					= 1.0
radiation_immunity				= 1.0
telepatic_immunity				= 1.0
chemical_burn_immunity			= 1.0
explosion_immunity				= 1.0
fire_wound_immunity				= 0.7

[explosive_barrel_low]:delayed_action_fuse,default_weapon_params,explosive_barrel_low_sounds
GroupControlSection				= spawn_group
discovery_dependency			=
$spawn 							= "weapons\explosive\barrel_low"
$prefetch						= 16
class							= S_EXPLO
cform							= skeleton
visual							= dynamics\balon\bochka_fuel.ogf
inv_name						= "Бочка 10л"
inv_name_short					= "Бочка 10л"
inv_weight					= 10

inv_grid_width					= 2
inv_grid_height					= 3
inv_grid_x					= 14
inv_grid_y					= 37

can_take						= true 					; вещь невозможно подобрать

cost						= 1000
;-------------------------------------------------------------------------------
blast							= 1.50
blast_r							= 8
blast_impulse					= 250
;delete
blast_impulse_factor			= 1

frags							= 5
frags_r							= 15
frag_hit						= 5.75
frag_hit_impulse				= 150

hit_type_blast					= explosion
hit_type_frag					= light_burn

up_throw_factor					= 1.0
;-------------------------------------------------------------------------------
wm_size							= 0.1

explode_particles				= explosions\explosion_barrel

light_color						= 1.9,1.4,0.5
light_range						= 14.0
light_time 						= 0.85

fragment_speed					= 100						; скорость осколков (м/с)

explode_duration				= 5							; подолжительность взрыва (с)

wallmark_section				= explosion_marks			; wallmarks

immunities_sect					= explosive_barrel_low_immunities_sect

;time_to_explode				= 0.f

[explosive_grenade]:delayed_action_fuse,default_weapon_params,explosive_grenade_sounds
GroupControlSection				= spawn_group
discovery_dependency			=
$spawn 							= "weapons\explosive\explosive_grenade"
$prefetch						= 16
class							= S_EXPLO
cform							= skeleton
visual							= dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name						=
inv_name_short					=
inv_weight						= .1

inv_grid_width					= 1
inv_grid_height					= 1
inv_grid_x						= 9
inv_grid_y						= 9

can_take						= false						; вещь невозможно подобрать

cost							= 500
;-------------------------------------------------------------------------------
blast							= 1.50
blast_r							= 2
blast_impulse					= 240
;delete
blast_impulse_factor			= 1


frags							= 100
frags_r							= 5
frag_hit						= 5.5
frag_hit_impulse				= 240

hit_type_blast					= explosion
hit_type_frag					= fire_wound

up_throw_factor					= 1.0
;-------------------------------------------------------------------------------
wm_size							= 0.1

explode_particles				= explosions\explosion_01

light_color						= 1.9,1.4,0.5
light_range						= 14.0
light_time 						= 0.85

;трассы от осколков
fragment_speed					= 100						; скорость осколков (м/с)

explode_duration				= 2							; подолжительность взрыва (с)

wallmark_section				= explosion_marks			; wallmarks

immunities_sect					= explosive_explosive_grenade_immunities_sect

;time_to_explode				= 0.f

;- pri_a25_enter_door_explosive_grenade ----------------------------------------
[pri_a25_enter_door_explosive_grenade]:explosive_grenade
$spawn							= "dynamic_objects\scene_objects\pri_a25_enter_door_explosive_grenade"
story_id 						= pri_a25_enter_door_explosive_grenade
hit_type_blast					= chemical_burn
hit_type_frag					= chemical_burn
visual							= dynamics\light\light_signal.ogf

;- pri_a25_antenna_grenade -----------------------------------------------------
[pri_a25_antenna_grenade]:explosive_grenade
$spawn							= "dynamic_objects\scene_objects\pri_a25_antenna_grenade"
story_id 						= pri_a25_antenna_grenade
visual							= dynamics\light\light_signal.ogf

[explosive_explosive_grenade_immunities_sect]
burn_immunity					= 0.0
strike_immunity					= 0.0
shock_immunity					= 0.0
wound_immunity					= 0.0
radiation_immunity				= 0.0
telepatic_immunity				= 0.0
chemical_burn_immunity			= 1.0
explosion_immunity				= 0.0
fire_wound_immunity				= 0.0

[explosive_hide]:delayed_action_fuse,default_weapon_params,explosive_hide_sounds
GroupControlSection				= spawn_group
discovery_dependency			=
$spawn 							= "weapons\explosive\explosive_hide"
$prefetch						= 16
class							= S_EXPLO
cform							= skeleton
visual							= dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name						=
inv_name_short					=
inv_weight						= .1

inv_grid_width					= 1
inv_grid_height					= 1
inv_grid_x						= 9
inv_grid_y						= 9

can_take						= false						; вещь невозможно подобрать

cost							= 500
;-------------------------------------------------------------------------------
blast							= 1.00
blast_r							= 30
blast_impulse					= 500
;delete
blast_impulse_factor			= 1

frags							= 15
frags_r							= 20
frag_hit						= 0.05
frag_hit_impulse				= 50

hit_type_blast					= explosion
hit_type_frag					= fire_wound

up_throw_factor					= 1.0
;-------------------------------------------------------------------------------
wm_size							= 0.1

explode_particles				= explosions\explosion_01

light_color						= 1.9,1.4,0.5
light_range						= 14.0
light_time 						= 0.85

fragment_speed					= 50						; скорость осколков (м/с)

explode_duration				= 5							; подолжительность взрыва (с)

wallmark_section				= explosion_marks			; wallmarks

immunities_sect					= explosive_hide_immunities_sect

;time_to_explode				= 0.f

[explosive_hide_immunities_sect]							;коэффициенты для попаданий различными типами хитов
burn_immunity					= 0.0
strike_immunity					= 0.0
shock_immunity					= 0.0
wound_immunity					= 0.0
radiation_immunity				= 0.0
telepatic_immunity				= 0.0
chemical_burn_immunity			= 1.0
explosion_immunity				= 0.0
fire_wound_immunity				= 0.0

[explosive_particle]:delayed_action_fuse,default_weapon_params,explosive_particle_sounds
GroupControlSection				= spawn_group
discovery_dependency			=
$spawn 							= "weapons\explosive\explosive_particle"
$prefetch						= 16
class							= S_EXPLO
cform							= skeleton
visual							= dynamics\weapons\wpn_grenades\wpn_f1.ogf
inv_name						=
inv_name_short					=
inv_weight						= .1

inv_grid_width					= 1
inv_grid_height					= 1
inv_grid_x						= 9
inv_grid_y						= 9

can_take						= false						; вещь невозможно подобрать

cost							= 500
;-------------------------------------------------------------------------------
blast							= 0.25
blast_r							= 3
blast_impulse					= 50
;delete
blast_impulse_factor			= 1

frags							= 5
frags_r							= 15
frag_hit						= 5.75
frag_hit_impulse				= 50

hit_type_blast					= explosion
hit_type_frag					= fire_wound

up_throw_factor					= 1.0
;-------------------------------------------------------------------------------
wm_size							= 0.1

explode_particles				= explosions\explosion_concrete_box

light_color						= 0,0,0
light_range						= 0.0
light_time 						= 0.85

fragment_speed					= 25						; скорость осколков (м/с)

explode_duration				= 2							; подолжительность взрыва (с)

wallmark_section				= explosion_marks			; wallmarks

immunities_sect					= explosive_barrel_low_immunities_sect

;time_to_explode				= 0.f

[explosive_barrel_low_immunities_sect]						; коэффициенты для попаданий различными типами хитов
burn_immunity					= 1
strike_immunity					= 1
shock_immunity					= 1
wound_immunity					= 1
radiation_immunity				= 1
telepatic_immunity				= 1
chemical_burn_immunity			= 1
explosion_immunity				= 1
fire_wound_immunity				= 5

[explosive_barrel]:delayed_action_fuse,default_weapon_params,explosive_barrel_sounds
GroupControlSection				= spawn_group
discovery_dependency			=
$spawn 							= "weapons\explosive\barrel"
$prefetch						= 16
class							= S_EXPLO
cform							= skeleton
visual							= dynamics\balon\bochka_fuel.ogf
inv_name						= "Бочка 10л"
inv_name_short					= "Бочка 10л"
inv_weight					= 10

inv_grid_width					= 2
inv_grid_height					= 3
inv_grid_x					= 14
inv_grid_y					= 37

can_take						= true 	; вещь невозможно подобрать

cost						= 1000
;-------------------------------------------------------------------------------
blast							= 1.50
blast_r							= 8
blast_impulse					= 250
;delete
blast_impulse_factor			= 1

frags							= 5
frags_r							= 15
frag_hit						= 5.75
frag_hit_impulse				= 150

hit_type_blast					= explosion
hit_type_frag					= light_burn

up_throw_factor					= 1.0
;-------------------------------------------------------------------------------
wm_size							= 0.1

explode_particles				= explosions\explosion_barrel

light_color						= 1.9,1.4,0.5
light_range						= 14.0
light_time 						= 0.85

fragment_speed					= 100						; скорость осколков (м/с)

explode_duration				= 5							; подолжительность взрыва (с)

wallmark_section				= explosion_marks			; wallmarks

immunities_sect					= explosive_barrel_immunities_sect

[explosive_barrel_immunities_sect]							; коэффициенты для попаданий различными типами хитов
burn_immunity					= 0.0
strike_immunity					= 1
shock_immunity					= 1
wound_immunity					= 1
radiation_immunity				= 1
telepatic_immunity				= 1
chemical_burn_immunity			= 1
explosion_immunity				= 1
fire_wound_immunity				= 0.7

[explosive_mobiltank]:delayed_action_fuse,default_weapon_params,explosive_mobiltank_sounds
GroupControlSection				= spawn_group
discovery_dependency			=
$spawn 							= "weapons\explosive\mobiltank"
$prefetch						= 16
class							= S_EXPLO
cform							= skeleton
visual							= dynamics\balon\kanistra.ogf
inv_name						= "Канистра 5л"
inv_name_short					= "Канистра 5л"
inv_weight					= 5

inv_grid_width					= 2
inv_grid_height					= 2
inv_grid_x					= 12
inv_grid_y					= 36

can_take						= true 					; вещь невозможно подобрать

cost						= 1000
;-------------------------------------------------------------------------------
blast							= 1.50
blast_r							= 8
blast_impulse					= 250
;delete
blast_impulse_factor			= 1

frags							= 5
frags_r							= 15
frag_hit						= 5.75
frag_hit_impulse				= 150

hit_type_blast					= explosion
hit_type_frag					= light_burn

up_throw_factor					= 1.0
;-------------------------------------------------------------------------------
wm_size							= 0.1

explode_particles				= explosions\explosion_mobiltank

light_color						= 1.9,1.2,0.5
light_range						= 30.0
light_time 						= 1

fragment_speed					= 100						; скорость осколков (м/с)

explode_duration				= 5							; подолжительность взрыва (с)

wallmark_section				= explosion_marks			; wallmarks

immunities_sect					= explosive_mobiltank_immunities_sect

[explosive_mobiltank_immunities_sect]						; коэффициенты для попаданий различными типами хитов
burn_immunity					= 0.0
strike_immunity					= 1.0
shock_immunity					= 1.0
wound_immunity					= 1.0
radiation_immunity				= 1.0
telepatic_immunity				= 1.0
chemical_burn_immunity			= 1.0
explosion_immunity				= 1.0
fire_wound_immunity				= 0.7

[explosive_dinamit]:delayed_action_fuse,default_weapon_params,explosive_dinamit_sounds
GroupControlSection				= spawn_group
discovery_dependency			=
$spawn 							= "weapons\explosive\dinamit"
$prefetch						= 16
class							= S_EXPLO
cform							= skeleton
visual		 					= dynamics\box\expl_dinamit.ogf
inv_name						= "Ящик с динамитом"
inv_name_short					= "Ящик с динамитом"
inv_weight					= 10.0

inv_grid_width					= 2
inv_grid_height					= 2
inv_grid_x					= 18
inv_grid_y					= 38

can_take						= true 		; вещь невозможно подобрать

cost						= 2500
;-------------------------------------------------------------------------------
blast							= 3.00
blast_r							= 10
blast_impulse					= 250
;delete
blast_impulse_factor			= 1

frags							= 100
frags_r							= 10
frag_hit						= 100
frag_hit_impulse				= 100

hit_type_blast					= explosion	;chemical_burn
hit_type_frag					= chemical_burn	;burn

up_throw_factor					= 1.0
;-------------------------------------------------------------------------------
wm_size							= 0.1

explode_particles				= explosions\explosion_dynamite

light_color						= 1.9,1.3,0.5
light_range						= 30.0
light_time 						= 1.5

fragment_speed					= 200						; скорость осколков (м/с)

explode_duration				= 5							; подолжительность взрыва (с)

wallmark_section				= explosion_marks			; wallmarks

immunities_sect					= dinamit_immunities_sect
;condition_to_explode			= 0.f

[dinamit_immunities_sect]									; коэффициенты для попаданий различными типами хитов
burn_immunity					= 0.0
strike_immunity					= 0.0
shock_immunity					= 0.0
wound_immunity					= 0.0
radiation_immunity				= 0.0
telepatic_immunity				= 0.0
chemical_burn_immunity			= 1.0
explosion_immunity				= 0.5
fire_wound_immunity				= 0.05