;==============================================================
;
; Dynamic Population Settings (drx_dp_config.ltx)
;	CoC 1.5b r4 - DoctorX Dynamic Population 1.0
;
;	Created by: DoctorX
;	Last revised: October 03, 2019
;
;==============================================================

; CoTZ for IWP: Don't uncomment all of the "simulation_karlik" lines. Karliks don't exist in 1.4.22.

;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Spawn Modifiers
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	July 02, 2018
;
;--------------------------------------------------------------------------------------------------

; Spawn modifiers:
[spawn_modifiers]

; Whether to use CoC default starting squads or completely randomize faction populations on game start (bool):
classic_start = false  ; Use CoC default starting squads

; Spawn multiplier on first run to add additional spawns to existing population if using classic start (float, decimal percent):
first_run_mult_classic = 0.5  ; 50%

; Spawn multiplier on first run to establish initial population if not using classic start (float, decimal percent):
first_run_mult_random = 2.5  ; 250%

; Percent chance of respawn for each eligible squad (float, decimal percent):
squad_spawn_chance = 1  ; 100%

; Percent of population spawn multiplier setting to apply to maximum population multiplier (float, decimal percent):
max_pop_mult = 0  ; 0%

; Length of time between mutant squad respawns (int, seconds):
respawn_time_mutant = 86400  ; 1 day

; Length of time between NPC squad respawns (int, seconds):
respawn_time_npc = 172800  ; 2 days

; Length of time between helicopter respawns (int, seconds):
respawn_time_heli = 432000  ; 5 days

; Allowable deviation from respawn time (float, decimal percent):
respawn_time_deviation = 0.1  ; +-10%

; For Distance-To-Center-Based Spawns
; Reference maximum distance for smarts, used in determining squad-tier thresholds (int, meters):
reference_max_dist = 8000

; For Distance-To-Center-Based Spawns
; Name of the smart terrain considered the "center" of the Zone (string, smart name):
source_smart_name = gen_smart_terrain_urod

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Squads Available per Faction
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 26, 2018
;
;--------------------------------------------------------------------------------------------------

; Squads available per faction (for when Distance-To-Center-Based Spawns are disabled):
[squads_by_faction_unrestricted]
army = army_sim_squad_rookie, army_sim_squad_rookie, army_sim_squad_novice, army_sim_squad_novice, army_sim_squad_advanced, army_sim_squad_advanced, army_sim_squad_veteran, army_sim_squad_veteran, army_sim_squad_sniper
bandit = bandit_sim_squad_rookie, bandit_sim_squad_novice, bandit_sim_squad_advanced, bandit_sim_squad_veteran
csky = csky_sim_squad_rookie, csky_sim_squad_novice, csky_sim_squad_advanced, csky_sim_squad_veteran
dolg = duty_sim_squad_rookie, duty_sim_squad_novice, duty_sim_squad_advanced, duty_sim_squad_veteran
ecolog = ecolog_sim_squad_rookie, ecolog_sim_squad_novice, ecolog_sim_squad_advanced, ecolog_sim_squad_veteran
freedom = freedom_sim_squad_rookie, freedom_sim_squad_novice, freedom_sim_squad_advanced, freedom_sim_squad_veteran
killer = merc_sim_squad_rookie, merc_sim_squad_novice, merc_sim_squad_advanced, merc_sim_squad_veteran
monolith = monolith_sim_squad_rookie, monolith_sim_squad_rookie, monolith_sim_squad_novice, monolith_sim_squad_novice, monolith_sim_squad_advanced, monolith_sim_squad_advanced, monolith_sim_squad_veteran, monolith_sim_squad_veteran, monolith_sim_squad_sniper
stalker = stalker_sim_squad_rookie, stalker_sim_squad_novice, stalker_sim_squad_advanced, stalker_sim_squad_veteran
zombied = zombied_sim_squad_rookie, zombied_sim_squad_novice, zombied_sim_squad_advanced, zombied_sim_squad_veteran

; Squads available for faction (for when Distance-To-Center-Based Spawns are enabled):
[squads_by_faction]
army_spawn_tiers = 4
army_1 = {=moon_cotz_actor_reached_rank(veteran)} army_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} army_sim_squad_novice, army_sim_squad_rookie
army_2 = {=moon_cotz_actor_reached_rank(experienced)} army_sim_squad_advanced, army_sim_squad_novice
army_3 = {=moon_cotz_actor_reached_rank(veteran)} army_sim_squad_veteran, army_sim_squad_advanced
army_4 = army_sim_squad_veteran, army_sim_squad_sniper

bandit_spawn_tiers = 4
bandit_1 = {=moon_cotz_actor_reached_rank(veteran)} bandit_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} bandit_sim_squad_novice, bandit_sim_squad_rookie
bandit_2 = {=moon_cotz_actor_reached_rank(experienced)} bandit_sim_squad_advanced, bandit_sim_squad_novice
bandit_3 = {=moon_cotz_actor_reached_rank(veteran)} bandit_sim_squad_veteran, bandit_sim_squad_advanced
bandit_4 = bandit_sim_squad_veteran

csky_spawn_tiers = 4
csky_1 = {=moon_cotz_actor_reached_rank(veteran)} csky_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} csky_sim_squad_novice, csky_sim_squad_rookie
csky_2 = {=moon_cotz_actor_reached_rank(experienced)} csky_sim_squad_advanced, csky_sim_squad_novice
csky_3 = {=moon_cotz_actor_reached_rank(veteran)} csky_sim_squad_veteran, csky_sim_squad_advanced
csky_4 = csky_sim_squad_veteran

dolg_spawn_tiers = 4
dolg_1 = {=moon_cotz_actor_reached_rank(veteran)} duty_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} duty_sim_squad_novice, duty_sim_squad_rookie
dolg_2 = {=moon_cotz_actor_reached_rank(experienced)} duty_sim_squad_advanced, duty_sim_squad_novice
dolg_3 = {=moon_cotz_actor_reached_rank(veteran)} duty_sim_squad_veteran, duty_sim_squad_advanced
dolg_4 = duty_sim_squad_veteran

ecolog_spawn_tiers = 4
ecolog_1 = {=moon_cotz_actor_reached_rank(veteran)} ecolog_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} ecolog_sim_squad_novice, ecolog_sim_squad_rookie
ecolog_2 = {=moon_cotz_actor_reached_rank(experienced)} ecolog_sim_squad_advanced, ecolog_sim_squad_novice
ecolog_3 = {=moon_cotz_actor_reached_rank(veteran)} ecolog_sim_squad_veteran, ecolog_sim_squad_advanced
ecolog_4 = ecolog_sim_squad_veteran

freedom_spawn_tiers = 4
freedom_1 = {=moon_cotz_actor_reached_rank(veteran)} freedom_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} freedom_sim_squad_novice, freedom_sim_squad_rookie
freedom_2 = {=moon_cotz_actor_reached_rank(experienced)} freedom_sim_squad_advanced, freedom_sim_squad_novice
freedom_3 = {=moon_cotz_actor_reached_rank(veteran)} freedom_sim_squad_veteran, freedom_sim_squad_advanced
freedom_4 = freedom_sim_squad_veteran

killer_spawn_tiers = 4
killer_1 = {=moon_cotz_actor_reached_rank(veteran)} merc_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} merc_sim_squad_novice, merc_sim_squad_rookie
killer_2 = {=moon_cotz_actor_reached_rank(experienced)} merc_sim_squad_advanced, merc_sim_squad_novice
killer_3 = {=moon_cotz_actor_reached_rank(veteran)} merc_sim_squad_veteran, merc_sim_squad_advanced
killer_4 = merc_sim_squad_veteran

monolith_spawn_tiers = 4
monolith_1 = {=moon_cotz_actor_reached_rank(veteran)} monolith_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} monolith_sim_squad_novice, monolith_sim_squad_rookie
monolith_2 = {=moon_cotz_actor_reached_rank(experienced)} monolith_sim_squad_advanced, monolith_sim_squad_novice
monolith_3 = {=moon_cotz_actor_reached_rank(veteran)} monolith_sim_squad_veteran, monolith_sim_squad_advanced
monolith_4 = monolith_sim_squad_veteran, monolith_sim_squad_sniper

stalker_spawn_tiers = 4
stalker_1 = {=moon_cotz_actor_reached_rank(veteran)} stalker_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} stalker_sim_squad_novice, stalker_sim_squad_rookie
stalker_2 = {=moon_cotz_actor_reached_rank(experienced)} stalker_sim_squad_advanced, stalker_sim_squad_novice
stalker_3 = {=moon_cotz_actor_reached_rank(veteran)} stalker_sim_squad_veteran, stalker_sim_squad_advanced
stalker_4 = stalker_sim_squad_veteran

zombied_spawn_tiers = 4
zombied_1 = {=moon_cotz_actor_reached_rank(veteran)} zombied_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} zombied_sim_squad_novice, zombied_sim_squad_rookie
zombied_2 = {=moon_cotz_actor_reached_rank(experienced)} zombied_sim_squad_advanced, zombied_sim_squad_novice
zombied_3 = {=moon_cotz_actor_reached_rank(veteran)} zombied_sim_squad_veteran, zombied_sim_squad_advanced
zombied_4 = zombied_sim_squad_veteran

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; MWFC Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 13, 2018
;
;--------------------------------------------------------------------------------------------------

; MWFC Squads:
[mwfc_squads]
; simulation_rat = 0
; simulation_tushkano = 0
; simulation_flesh = 0
; simulation_mix_boar_flesh = 0
; simulation_boar = 0
; simulation_cat = 0
; simulation_dog = 0
; simulation_mix_dogs = 0
; simulation_pseudodog = 0
; simulation_psy_dog = 0
; simulation_zombie = 0
; simulation_fracture = 0
; simulation_snork = 0
; simulation_bloodsucker = 0
; simulation_psysucker = 0
; simulation_burer = 0
simulation_controller = 1
simulation_controller_psy = 0.1
; simulation_gigant = 0
; simulation_borya = 0
; simulation_chimera = 0
; simulation_karlik = 0
; simulation_poltergeist_tele = 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Survival Mode Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 12, 2018
;
;--------------------------------------------------------------------------------------------------

; Survival Mode Mutants:
[survival_mode]
; simulation_rat = 0
; simulation_tushkano = 0
; simulation_flesh = 0
; simulation_mix_boar_flesh = 0
; simulation_boar = 0
; simulation_cat = 0
; simulation_dog = 0
; simulation_mix_dogs = 0
; simulation_pseudodog = 0
; simulation_psy_dog = 0
simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
simulation_fracture = 0.2
simulation_snork = 0.2
; simulation_bloodsucker = 0
; simulation_psysucker = 0
; simulation_burer = 0
; simulation_controller = 0
; simulation_controller_psy = 0
; simulation_gigant = 0
; simulation_borya = 0
; simulation_chimera = 0
; simulation_karlik = 0
; simulation_poltergeist_tele = 0

; Survival Mode Factions:
[survival_mode_factions]
; stalker = 0
; dolg = 0
; freedom = 0
; csky = 0
; ecolog = 0
; killer = 0
; army = 0
; bandit = 0
; monolith = 0
zombied = 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Great Swamp Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	October 03, 2019
;
;--------------------------------------------------------------------------------------------------

; Great Swamp Level Mutants:
[k00_marsh]
simulation_rat              = 0.60
simulation_tushkano         = 0.60
simulation_flesh            = 1
simulation_mix_boar_flesh   = 1
simulation_boar             = 1
simulation_cat              = 0.60
simulation_dog              = 1
simulation_mix_dogs         = 0.60
simulation_pseudodog        = 0.60
simulation_psy_dog          = 0.40
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 0.60
; simulation_snork            = 0
simulation_bloodsucker      = 0.60
simulation_controller       = 0.10
; simulation_burer            = 0
; simulation_gigant           = 0
simulation_borya            = 0.20
; simulation_chimera          = 0
simulation_psysucker        = 0.40
simulation_controller_psy   = 0.05
; simulation_karlik         = 0
; simulation_poltergeist_tele = 0

; Great Swamp Level Factions:
[k00_marsh_factions]
stalker  = 1
dolg     = 0.20
freedom  = 0.20
csky     = 1
ecolog   = 0.60
killer   = 0.20
army     = 1
bandit   = 1
; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; Great Swamp, Clear Sky base
[mar_smart_terrain_base]
drx_dp_mar_smart_terrain_base_lager_squad = {!squad_exist(drx_dp_mar_smart_terrain_base_lager_squad)} 1, 0
drx_dp_mar_smart_terrain_base_joiner_1_squad = {!squad_exist(drx_dp_mar_smart_terrain_base_joiner_1_squad)} 1, 0
drx_dp_mar_smart_terrain_base_joiner_2_squad = {!squad_exist(drx_dp_mar_smart_terrain_base_joiner_2_squad)} 1, 0
drx_dp_mar_smart_terrain_base_joiner_3_squad = {!squad_exist(drx_dp_mar_smart_terrain_base_joiner_3_squad)} 1, 0
csky_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
csky_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0
csky_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0

; Great Swamp, North of the Old Church:
[mar_smart_terrain_8_9]
simulation_helicopter_strong = {-achieved_down_to_earth !heli_exist_on_level} 1, 0
simulation_helicopter_weak = {+achieved_down_to_earth !heli_exist_on_level} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Cordon Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	October 03, 2019
;
;--------------------------------------------------------------------------------------------------

; Cordon Level Mutants:
[l01_escape]
simulation_rat              = 0.60
simulation_tushkano         = 0.60
simulation_flesh            = 1
simulation_mix_boar_flesh   = 1
simulation_boar             = 1
simulation_cat              = 0.60
simulation_dog              = 1
simulation_mix_dogs         = 0.60
simulation_pseudodog        = 0.60
simulation_psy_dog          = 0.40
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 1
; simulation_snork      	  = 0.00
simulation_bloodsucker      = 0.20
; simulation_controller       = 0.00
; simulation_burer            = 0.00
; simulation_gigant           = 0.00
; simulation_borya            = 0.00
; simulation_chimera          = 0.00
simulation_psysucker        = 0.15
; simulation_controller_psy   = 0.00
; simulation_karlik           = 0.00
; simulation_poltergeist_tele = 0.00

; Cordon Level Factions:
[l01_escape_factions]
stalker  = 1
dolg     = 0.20
freedom  = 0.20
csky     = 1
ecolog   = 0.20
killer   = 0.20
army     = 1
bandit   = 1
; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.20

; Cordon, Rookie Village:
[esc_smart_terrain_2_12]
drx_dp_esc_smart_terrain_2_12_lager_squad = {!squad_exist(drx_dp_esc_smart_terrain_2_12_lager_squad)} 1, 0
drx_dp_esc_smart_terrain_2_12_joiner_1_squad = {!squad_exist(drx_dp_esc_smart_terrain_2_12_joiner_1_squad)} 1, 0
drx_dp_esc_smart_terrain_2_12_joiner_2_squad = {!squad_exist(drx_dp_esc_smart_terrain_2_12_joiner_2_squad)} 1, 0
drx_dp_esc_smart_terrain_2_12_joiner_3_squad = {!squad_exist(drx_dp_esc_smart_terrain_2_12_joiner_3_squad)} 1, 0
stalker_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
stalker_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0

; Cordon, Southern Checkpoint:
[esc_smart_terrain_3_16]
drx_dp_esc_smart_terrain_3_16_lager_squad = {!squad_exist(drx_dp_esc_smart_terrain_3_16_lager_squad)} 1, 0
drx_dp_esc_smart_terrain_3_16_joiner_1_squad = {!squad_exist(drx_dp_esc_smart_terrain_3_16_joiner_1_squad)} 1, 0
drx_dp_esc_smart_terrain_3_16_joiner_2_squad = {!squad_exist(drx_dp_esc_smart_terrain_3_16_joiner_2_squad)} 1, 0
drx_dp_esc_smart_terrain_3_16_joiner_3_squad = {!squad_exist(drx_dp_esc_smart_terrain_3_16_joiner_3_squad)} 1, 0
army_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
army_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0

; Cordon, North of the Southern Checkpoint:
[esc_smart_terrain_4_13]
simulation_helicopter_strong = {-achieved_down_to_earth !heli_exist_on_level} 1, 0
simulation_helicopter_weak = {+achieved_down_to_earth !heli_exist_on_level} 1, 0

; Cordon, Xenotech's Camp:
[esc_smart_terrain_5_7]
drx_dp_esc_smart_terrain_5_7_lager_squad = {!squad_exist(drx_dp_esc_smart_terrain_5_7_lager_squad)} 1, 0
drx_dp_esc_smart_terrain_5_7_joiner_1_squad = {!squad_exist(drx_dp_esc_smart_terrain_5_7_joiner_1_squad)} 1, 0
drx_dp_esc_smart_terrain_5_7_joiner_2_squad = {!squad_exist(drx_dp_esc_smart_terrain_5_7_joiner_2_squad)} 1, 0
drx_dp_esc_smart_terrain_5_7_joiner_3_squad = {!squad_exist(drx_dp_esc_smart_terrain_5_7_joiner_3_squad)} 1, 0
stalker_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
stalker_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Garbage Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	October 03, 2019
;
;--------------------------------------------------------------------------------------------------

; Garbage Level Mutants:
[l02_garbage]
simulation_rat              = 0.60
simulation_tushkano         = 0.60
simulation_flesh            = 1
simulation_mix_boar_flesh   = 1
simulation_boar             = 1
simulation_cat              = 0.60
simulation_dog              = 1
simulation_mix_dogs         = 0.60
simulation_pseudodog        = 0.60
simulation_psy_dog          = 0.40
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 1
; simulation_snork            = 0
simulation_bloodsucker      = 0.20
simulation_controller       = 0.10
; simulation_burer            = 0.00
; simulation_gigant           = 0.00
; simulation_borya            = 0.00
; simulation_chimera          = 0.00
simulation_psysucker        = 0.15
simulation_controller_psy   = 0.05
; simulation_karlik           = 0.10
; simulation_poltergeist_tele = 0.00

; Garbage Level Factions:
[l02_garbage_factions]
stalker  = 1
dolg     = 1
freedom  = 0.60
csky     = 0.60
ecolog   = 0.20
killer   = 0.20
army     = 1
bandit   = 1
; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Darkscape Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	March 15, 2019
;
;--------------------------------------------------------------------------------------------------

; Darkscape Level Mutants:
[k01_darkscape]
simulation_rat              = 0.60
simulation_tushkano         = 0.60
simulation_flesh            = 1
simulation_mix_boar_flesh   = 1
simulation_boar             = 1
simulation_cat              = 0.60
simulation_dog              = 1
simulation_mix_dogs         = 0.60
simulation_pseudodog        = 0.60
simulation_psy_dog          = 0.40
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
simulation_fracture         = 1
; simulation_snork            = 0
simulation_bloodsucker      = 0.60
simulation_controller       = 0.20
; simulation_burer            = 0
simulation_gigant           = 0.01
; simulation_borya            = 0.00
; simulation_chimera          = 0.00
simulation_psysucker        = 0.40
simulation_controller_psy   = 0.15
; simulation_karlik         = 0.10
; simulation_poltergeist_tele = 0.00

; Darkscape Level Factions:
[k01_darkscape_factions]
stalker  = 1
dolg     = 0.20
freedom  = 0.20
csky     = 0.60
ecolog   = 0.60
killer   = 0.20
army     = 1
bandit   = 1
; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1

; Darkscape, West of the Abandoned Fuel Station:
[ds_deb1]
simulation_helicopter_strong = {-achieved_down_to_earth !heli_exist_on_level} 1, 0
simulation_helicopter_weak = {+achieved_down_to_earth !heli_exist_on_level} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Agroprom Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	October 03, 2019
;
;--------------------------------------------------------------------------------------------------

; Agroprom Level Mutants:
[l03_agroprom]
simulation_rat              = 0.60
simulation_tushkano         = 0.60
simulation_flesh            = 1
simulation_mix_boar_flesh   = 1
simulation_boar             = 1
simulation_cat              = 1
simulation_dog              = 1
simulation_mix_dogs         = 0.60
simulation_pseudodog        = 0.60
simulation_psy_dog          = 0.40
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 1
simulation_snork            = 0.20
simulation_bloodsucker      = 0.60
simulation_controller       = 0.10
; simulation_burer            = 0
; simulation_gigant           = 0.00
simulation_borya            = 0.15
; simulation_chimera          = 0.00
simulation_psysucker        = 0.40
simulation_controller_psy   = 0.05
; simulation_karlik         = 0.10
simulation_poltergeist_tele = 0.20

; Agroprom Level Factions:
[l03_agroprom_factions]
stalker  = 1
dolg     = 0.60
freedom  = 0.20
csky     = 0.60
ecolog   = 0.60
killer   = 0.20
army     = 1
bandit   = 1
; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; Agroprom, Military Base, Main:
[agr_smart_terrain_1_6]
drx_dp_agr_smart_terrain_1_6_lager_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_lager_squad)} 1, 0
drx_dp_agr_smart_terrain_1_6_joiner_1_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_joiner_1_squad)} 1, 0
drx_dp_agr_smart_terrain_1_6_joiner_2_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_joiner_2_squad)} 1, 0
drx_dp_agr_smart_terrain_1_6_joiner_3_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_joiner_3_squad)} 1, 0
army_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
army_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0
army_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0

; Agroprom, Military Base, West Gate:
[agr_smart_terrain_1_6_near_1]
drx_dp_agr_smart_terrain_1_6_near_1_lager_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_near_1_lager_squad)} 1, 0
drx_dp_agr_smart_terrain_1_6_near_1_joiner_1_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_near_1_joiner_1_squad)} 1, 0
drx_dp_agr_smart_terrain_1_6_near_1_joiner_2_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_near_1_joiner_2_squad)} 1, 0
drx_dp_agr_smart_terrain_1_6_near_1_joiner_3_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_near_1_joiner_3_squad)} 1, 0
army_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
army_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0
army_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0

; Agroprom, Military Base, East Gate:
[agr_smart_terrain_1_6_near_2]
simulation_helicopter_strong = {-achieved_down_to_earth !heli_exist_on_level} 1, 0
simulation_helicopter_weak = {+achieved_down_to_earth !heli_exist_on_level} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Agroprom Underground Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	July 02, 2018
;
;--------------------------------------------------------------------------------------------------

; Agroprom Underground Level Mutants:
[l03u_agr_underground]
simulation_rat              = 1
simulation_tushkano         = 1
; simulation_flesh          = 0
; simulation_mix_boar_flesh = 0
; simulation_boar           = 0
; simulation_cat            = 0
; simulation_dog            = 0
; simulation_mix_dogs       = 0
; simulation_pseudodog      = 0
; simulation_psy_dog        = 0
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
; simulation_fracture       = 0
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_controller       = 0.60
; simulation_burer            = 0
; simulation_gigant           = 0
simulation_borya          	= 0.70
; simulation_chimera        = 0
simulation_psysucker        = 0.70
simulation_controller_psy   = 0.40
; simulation_karlik         = 0.1
simulation_poltergeist_tele = 0.60

; Agroprom Underground Level Factions:
[l03u_agr_underground_factions]
stalker  = 1
dolg     = 0.60
freedom  = 0.20
csky     = 0.60
ecolog   = 0.60
killer   = 0.20
army     = 1
bandit   = 1
; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0.00, 0.00
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Dark Valley Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	October 03, 2019
;
;--------------------------------------------------------------------------------------------------

; Dark Valley Level Mutants:
[l04_darkvalley]
simulation_rat              = 0.75
simulation_tushkano         = 0.75
simulation_flesh            = 1
simulation_mix_boar_flesh   = 1
simulation_boar             = 1
simulation_cat              = 1
simulation_dog              = 1
simulation_mix_dogs         = 0.60
simulation_pseudodog        = 0.60
simulation_psy_dog          = 0.40
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 0.60
simulation_snork            = 0.60
simulation_bloodsucker      = 0.60
simulation_controller       = 0.10
; simulation_burer            = 0
simulation_gigant           = 0.01
simulation_borya            = 0.40
; simulation_chimera          = 0
simulation_psysucker        = 0.40
simulation_controller_psy   = 0.05
; simulation_karlik         = 0.10
simulation_poltergeist_tele = 0.20

; Dark Valley Level Factions:
[l04_darkvalley_factions]
stalker  = 1
dolg     = 0.60
freedom  = 1
csky     = 0.60
ecolog   = 0.20
killer   = 0.60
army     = 1
bandit   = 1
; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; Dark Valley, Bandit Base, North Building:
[val_smart_terrain_7_3]
drx_dp_val_smart_terrain_7_3_lager_squad = {!squad_exist(drx_dp_val_smart_terrain_7_3_lager_squad)} 1, 0
drx_dp_val_smart_terrain_7_3_joiner_1_squad = {!squad_exist(drx_dp_val_smart_terrain_7_3_joiner_1_squad)} 1, 0
drx_dp_val_smart_terrain_7_3_joiner_2_squad = {!squad_exist(drx_dp_val_smart_terrain_7_3_joiner_2_squad)} 1, 0
; drx_dp_val_smart_terrain_7_3_joiner_3_squad = {!squad_exist(drx_dp_val_smart_terrain_7_3_joiner_3_squad)} 1, 0
; bandit_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
; bandit_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0

[val_smart_terrain_7_4]
drx_dp_val_smart_terrain_7_4_lager_squad = {!squad_exist(drx_dp_val_smart_terrain_7_4_lager_squad)} 1, 0
drx_dp_val_smart_terrain_7_4_joiner_1_squad = {!squad_exist(drx_dp_val_smart_terrain_7_4_joiner_1_squad)} 1, 0
drx_dp_val_smart_terrain_7_4_joiner_2_squad = {!squad_exist(drx_dp_val_smart_terrain_7_4_joiner_2_squad)} 1, 0
; drx_dp_val_smart_terrain_7_4_joiner_3_squad = {!squad_exist(drx_dp_val_smart_terrain_7_4_joiner_3_squad)} 1, 0
bandit_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
bandit_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0

[val_smart_terrain_7_5]
drx_dp_val_smart_terrain_7_5_lager_squad = {!squad_exist(drx_dp_val_smart_terrain_7_5_lager_squad)} 1, 0
drx_dp_val_smart_terrain_7_5_joiner_1_squad = {!squad_exist(drx_dp_val_smart_terrain_7_5_joiner_1_squad)} 1, 0
drx_dp_val_smart_terrain_7_5_joiner_2_squad = {!squad_exist(drx_dp_val_smart_terrain_7_5_joiner_2_squad)} 1, 0
; drx_dp_val_smart_terrain_7_5_joiner_3_squad = {!squad_exist(drx_dp_val_smart_terrain_7_5_joiner_3_squad)} 1, 0
; bandit_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
; bandit_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Lab X-18 (Dark Valley) Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	July 02, 2018
;
;--------------------------------------------------------------------------------------------------

; Lab X-18 (Dark Valley) Level Mutants:
[l04u_labx18]
simulation_rat              = 1
simulation_tushkano         = 1
; simulation_flesh          = 0
; simulation_mix_boar_flesh = 0
; simulation_boar           = 0
; simulation_cat            = 0
; simulation_dog            = 0
; simulation_mix_dogs       = 0
; simulation_pseudodog      = 0
; simulation_psy_dog        = 0
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
; simulation_fracture       = 0
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_controller       = 0.60
simulation_burer            = 0.60
simulation_gigant           = 0.20
; simulation_borya          = 0
; simulation_chimera        = 0
simulation_psysucker        = 0.70
simulation_controller_psy   = 0.40
; simulation_karlik         = 0.1
simulation_poltergeist_tele = 1

; Lab X-18 (Dark Valley) Level Factions:
[l04u_labx18_factions]
stalker  = 1
dolg     = 0.60
freedom  = 0.60
csky     = 1
ecolog   = 0.60
killer   = 0.60
army     = 1
bandit   = 1
; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Rostok Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	October 03, 2019
;
;--------------------------------------------------------------------------------------------------

; Rostok Level Mutants:
[l05_bar]
simulation_rat              = 0.60
simulation_tushkano         = 0.60
simulation_flesh            = 0.20
simulation_mix_boar_flesh   = 0.20
simulation_boar             = 0.20
simulation_cat              = 0.60
simulation_dog              = 1
simulation_mix_dogs         = 0.60
simulation_pseudodog        = 0.60
simulation_psy_dog          = 0.60
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 0.60
simulation_snork            = 0.60
simulation_bloodsucker      = 0.20
simulation_controller       = 0.10
; simulation_burer            = 0
; simulation_gigant           = 0.00
; simulation_borya            = 0.00
; simulation_chimera          = 0.00
simulation_psysucker        = 0.20
simulation_controller_psy   = 0.05
; simulation_karlik         = 0.10
; simulation_poltergeist_tele = 0.00

; Rostok Level Factions:
[l05_bar_factions]
stalker  = 1
dolg     = 1
freedom  = 0.20
csky     = 0.60
ecolog   = 0.60
killer   = 0.20
army     = 0.60
bandit   = 0.20
; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0
; zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0

; 100 Rads Bar:
[bar_visitors]
drx_dp_bar_visitors_lager_squad = {!squad_exist(drx_dp_bar_visitors_lager_squad)} 1, 0
drx_dp_bar_visitors_joiner_1_squad = {!squad_exist(drx_dp_bar_visitors_joiner_1_squad)} 1, 0
drx_dp_bar_visitors_joiner_2_squad = {!squad_exist(drx_dp_bar_visitors_joiner_2_squad)} 1, 0
drx_dp_bar_visitors_joiner_3_squad = {!squad_exist(drx_dp_bar_visitors_joiner_3_squad)} 1, 0
stalker_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
stalker_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0
stalker_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0

; Duty Base:
[bar_dolg_general]
drx_dp_bar_dolg_general_lager_squad = {!squad_exist(drx_dp_bar_dolg_general_lager_squad)} 1, 0
drx_dp_bar_dolg_general_joiner_1_squad = {!squad_exist(drx_dp_bar_dolg_general_joiner_1_squad)} 1, 0
drx_dp_bar_dolg_general_joiner_2_squad = {!squad_exist(drx_dp_bar_dolg_general_joiner_2_squad)} 1, 0
drx_dp_bar_dolg_general_joiner_3_squad = {!squad_exist(drx_dp_bar_dolg_general_joiner_3_squad)} 1, 0
duty_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
duty_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0
duty_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0

; Duty Bunker:
[bar_dolg_bunker]
drx_dp_bar_dolg_bunker_lager_squad = {!squad_exist(drx_dp_bar_dolg_bunker_lager_squad)} 1, 0
duty_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
duty_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0
duty_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Wild Territory Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	March 15, 2019
;
;--------------------------------------------------------------------------------------------------

; Wild Territory Level Mutants:
[l06_rostok]
simulation_rat              = 0.60
simulation_tushkano         = 0.60
simulation_flesh            = 0.20
simulation_mix_boar_flesh   = 0.20
simulation_boar             = 0.20
simulation_cat              = 1
simulation_dog              = 1
simulation_mix_dogs         = 0.60
simulation_pseudodog        = 0.60
simulation_psy_dog          = 0.40
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 0.60
simulation_snork            = 1
simulation_bloodsucker      = 0.20
simulation_controller       = 0.10
; simulation_burer            = 0
; simulation_gigant           = 0
; simulation_borya            = 0
; simulation_chimera          = 0
simulation_psysucker        = 0.15
simulation_controller_psy   = 0.05
; simulation_karlik         = 0
simulation_poltergeist_tele = 0.20

; Wild Territory Level Factions:
[l06_rostok_factions]
stalker  = 1
dolg     = 1
freedom  = 0.60
csky     = 0.60
ecolog   = 0.60
killer   = 1
army     = 0.20
bandit   = 0.60
; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Yantar Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	October 03, 2019
;
;--------------------------------------------------------------------------------------------------

; Yantar Level Mutants:
[l08_yantar]
simulation_rat              = 1
simulation_tushkano         = 1
; simulation_flesh            = 0
; simulation_mix_boar_flesh   = 0
; simulation_boar             = 0
simulation_cat              = 1
simulation_dog              = 0.60
simulation_mix_dogs         = 0.60
simulation_pseudodog        = 0.60
simulation_psy_dog          = 0.40
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+yan_labx16_switcher_primary_off -story_mode_disabled} 0.60, 1
simulation_fracture         = 0.60
simulation_snork            = 1
simulation_bloodsucker      = 0.20
simulation_controller       = 0.20
; simulation_burer            = 0
simulation_gigant           = 0.01
simulation_borya            = 0.70
simulation_chimera          = 0
simulation_psysucker        = 0.15
simulation_controller_psy   = 0.15
; simulation_karlik         = 0.10
simulation_poltergeist_tele = 0.60

; Yantar Level Factions:
[l08_yantar_factions]
stalker  = 1
dolg     = 0.60
freedom  = 0.20
csky     = 0.60
ecolog   = 1
killer   = 0.60
army     = 1
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.20
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+yan_labx16_switcher_primary_off -story_mode_disabled} 0.60, 1

; Yantar, Mobile Lab
[yan_smart_terrain_6_4]
drx_dp_yan_smart_terrain_6_4_lager_squad = {!squad_exist(drx_dp_yan_smart_terrain_6_4_lager_squad)} 1, 0
drx_dp_yan_smart_terrain_6_4_joiner_1_squad = {!squad_exist(drx_dp_yan_smart_terrain_6_4_joiner_1_squad)} 1, 0
drx_dp_yan_smart_terrain_6_4_joiner_2_squad = {!squad_exist(drx_dp_yan_smart_terrain_6_4_joiner_2_squad)} 1, 0
ecolog_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0
ecolog_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Lab X-16 (Yantar) Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	July 02, 2018
;
;--------------------------------------------------------------------------------------------------

; Lab X-16 (Yantar) Level Mutants:
[l08u_brainlab]
simulation_rat              = 1
simulation_tushkano         = 1
; simulation_flesh          = 0
; simulation_mix_boar_flesh = 0
; simulation_boar           = 0
; simulation_cat            = 0
; simulation_dog            = 0
; simulation_mix_dogs       = 0
; simulation_pseudodog      = 0
; simulation_psy_dog        = 0
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+yan_labx16_switcher_primary_off -story_mode_disabled} 0.60, 1
; simulation_fracture       = 0
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_controller       = 1
simulation_burer            = 0.60
simulation_gigant           = 0.20
; simulation_borya          = 0
; simulation_chimera        = 0
simulation_psysucker        = 0.70
simulation_controller_psy   = 0.70
; simulation_karlik         = 0.1
simulation_poltergeist_tele = 0.60

; Lab X-16 (Yantar) Level Factions:
[l08u_brainlab_factions]
stalker  = 1
dolg     = 0.60
freedom  = 0.20
csky     = 0.60
ecolog   = 1
killer   = 0.60
army     = 1
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.20
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+yan_labx16_switcher_primary_off -story_mode_disabled} 0.60, 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Army Warehouses Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	October 03, 2019
;
;--------------------------------------------------------------------------------------------------

; Army Warehouses Level Mutants:
[l07_military]
simulation_rat              = 0.60
simulation_tushkano         = 0.60
simulation_flesh            = 1
simulation_mix_boar_flesh   = 1
simulation_boar             = 1
simulation_cat              = 0.60
simulation_dog              = 1
simulation_mix_dogs         = 0.60
simulation_pseudodog        = 0.60
simulation_psy_dog          = 0.40
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 1
simulation_snork            = 1
simulation_bloodsucker      = 0.60
simulation_controller       = 0.10
; simulation_burer            = 0
; simulation_gigant           = 0
simulation_borya            = 0.70
; simulation_chimera          = 0
simulation_psysucker        = 0.40
simulation_controller_psy   = 0.05
; simulation_karlik         = 0.10
simulation_poltergeist_tele = 0.20

; Army Warehouses Level Factions:
[l07_military_factions]
stalker  = 1
dolg     = 1
freedom  = 1
csky     = 0.60
ecolog   = 0.20
killer   = 1
army     = 0.20
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; Army Warehouses, Freedom Base, Central Area:
[mil_smart_terrain_7_7]
drx_dp_mil_smart_terrain_7_7_lager_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_7_lager_squad)} 1, 0
drx_dp_mil_smart_terrain_7_7_joiner_1_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_7_joiner_1_squad)} 1, 0
drx_dp_mil_smart_terrain_7_7_joiner_2_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_7_joiner_2_squad)} 1, 0
drx_dp_mil_smart_terrain_7_7_joiner_3_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_7_joiner_3_squad)} 1, 0
freedom_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0
freedom_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0

; Army Warehouses, Freedom Base, Main Entrance:
[mil_smart_terrain_7_8]
drx_dp_mil_smart_terrain_7_8_lager_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_8_lager_squad)} 1, 0
drx_dp_mil_smart_terrain_7_8_joiner_1_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_8_joiner_1_squad)} 1, 0
drx_dp_mil_smart_terrain_7_8_joiner_2_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_8_joiner_2_squad)} 1, 0
drx_dp_mil_smart_terrain_7_8_joiner_3_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_8_joiner_3_squad)} 1, 0
; freedom_sim_squad_novice = {=drx_ql_random_chance(20)} 1, 0
; freedom_sim_squad_advanced = {=drx_ql_random_chance(20)} 1, 0

; Army Warehouses, Freedom Base, West Side:
[mil_smart_terrain_7_10]
drx_dp_mil_smart_terrain_7_10_lager_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_10_lager_squad)} 1, 0
drx_dp_mil_smart_terrain_7_10_joiner_1_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_10_joiner_1_squad)} 1, 0
drx_dp_mil_smart_terrain_7_10_joiner_2_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_10_joiner_2_squad)} 1, 0
drx_dp_mil_smart_terrain_7_10_joiner_3_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_10_joiner_3_squad)} 1, 0
; freedom_sim_squad_novice = {=drx_ql_random_chance(20)} 1, 0
; freedom_sim_squad_advanced = {=drx_ql_random_chance(20)} 1, 0

; Army Warehouses, Freedom Base, East Side:
[mil_smart_terrain_7_12]
drx_dp_mil_smart_terrain_7_12_lager_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_12_lager_squad)} 1, 0
drx_dp_mil_smart_terrain_7_12_joiner_1_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_12_joiner_1_squad)} 1, 0
drx_dp_mil_smart_terrain_7_12_joiner_2_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_12_joiner_2_squad)} 1, 0
drx_dp_mil_smart_terrain_7_12_joiner_3_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_12_joiner_3_squad)} 1, 0
; freedom_sim_squad_novice = {=drx_ql_random_chance(20)} 1, 0
; freedom_sim_squad_advanced = {=drx_ql_random_chance(20)} 1, 0


; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Red Forest Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 26, 2018
;
;--------------------------------------------------------------------------------------------------

; Red Forest Level Mutants:
[l10_red_forest]
simulation_rat              = 1
simulation_tushkano         = 1
simulation_flesh            = 1
simulation_mix_boar_flesh   = 1
simulation_boar             = 1
simulation_cat              = 1
simulation_dog              = 1
simulation_mix_dogs         = 1
simulation_pseudodog        = 1
simulation_psy_dog          = 1
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
simulation_fracture         = 1
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_psysucker        = 1
simulation_burer            = 1
simulation_controller       = 1
simulation_controller_psy   = 1
simulation_gigant           = 1
simulation_borya            = 1
simulation_chimera          = 1
; simulation_karlik         = 0.5
simulation_poltergeist_tele = 0.60

; Red Forest Level Factions:
[l10_red_forest_factions]
stalker  = 1
dolg     = 0.60
freedom  = 0.60
csky     = 0.60
ecolog   = 0.60
killer   = 0.60
army     = 1
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Limansk Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	March 15, 2019
;
;--------------------------------------------------------------------------------------------------

; Limansk Level Mutants:
[l10_limansk]
simulation_rat              = 1
simulation_tushkano         = 1
; simulation_flesh            = 0
; simulation_mix_boar_flesh   = 0
; simulation_boar             = 0
simulation_cat              = 0.60
; simulation_dog              = 0
; simulation_mix_dogs         = 0
simulation_pseudodog        = 1
simulation_psy_dog          = 0.70
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.80
simulation_fracture         = 1
simulation_snork            = 1
simulation_bloodsucker      = 0.60
simulation_controller       = 0.40
simulation_burer            = 0.60
simulation_gigant           = 0.05
simulation_borya            = 0.40
simulation_chimera          = 0.05
simulation_psysucker        = 0.40
simulation_controller_psy   = 0.30
; simulation_karlik         = 0.10
simulation_poltergeist_tele = 0.20

; Limansk Level Factions:
[l10_limansk_factions]
stalker  = 0.60
dolg     = 0.60
freedom  = 0.60
csky     = 1
ecolog   = 0.20
killer   = 1
army     = 1
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; Limansk, River Bend:
[lim_smart_terrain_7]
simulation_helicopter_strong = {-achieved_down_to_earth !heli_exist_on_level} 1, 0
simulation_helicopter_weak = {+achieved_down_to_earth !heli_exist_on_level} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Deserted Hospital Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	July 20, 2019
;
;--------------------------------------------------------------------------------------------------

; Deserted Hospital Level Mutants:
[l11_hospital]
simulation_rat              = 1
simulation_tushkano         = 1
; simulation_flesh            = 0
; simulation_mix_boar_flesh   = 0
; simulation_boar             = 0
simulation_cat              = 1
; simulation_dog              = 0
; simulation_mix_dogs         = 0
; simulation_pseudodog        = 0
; simulation_psy_dog          = 0
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 0.60
simulation_snork            = 1
simulation_bloodsucker      = 0.60
simulation_controller       = 0.20
simulation_burer            = 0.20
; simulation_gigant           = 0
simulation_borya            = 0.60
; simulation_chimera          = 0
simulation_psysucker        = 0.40
simulation_controller_psy   = 0.15
; simulation_karlik         = 0.10
simulation_poltergeist_tele = 0.20

; Deserted Hospital Level Factions:
[l11_hospital_factions]
; stalker = 1
; dolg    = 1
; freedom = 1
; csky    = 1
; ecolog  = 1
; killer  = 1
; army    = 1
; bandit  = 1
monolith  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
; zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.50

; Deserted Hospital, Hospital:
[katacomb_smart_terrain]
drx_dp_katacomb_smart_terrain_lager_squad = {!squad_exist(drx_dp_katacomb_smart_terrain_lager_squad)} 1, 0
drx_dp_katacomb_smart_terrain_joiner_1_squad = {!squad_exist(drx_dp_katacomb_smart_terrain_joiner_1_squad)} 1, 0
drx_dp_katacomb_smart_terrain_joiner_2_squad = {!squad_exist(drx_dp_katacomb_smart_terrain_joiner_2_squad)} 1, 0
drx_dp_katacomb_smart_terrain_joiner_3_squad = {!squad_exist(drx_dp_katacomb_smart_terrain_joiner_3_squad)} 1, 0
; monolith_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0
monolith_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0
monolith_sim_squad_veteran = {=drx_ql_random_chance(5)} 1, 0
; monolith_sim_squad_sniper = {=drx_ql_random_chance(5)} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Dead City Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	October 03, 2019
;
;--------------------------------------------------------------------------------------------------

; Dead City Level Mutants:
[l09_deadcity]
simulation_rat              = 0.60
simulation_tushkano         = 0.60
simulation_flesh            = 1
simulation_mix_boar_flesh   = 1
simulation_boar             = 1
simulation_cat              = 0.60
simulation_dog              = 1
simulation_mix_dogs         = 0.60
simulation_pseudodog        = 0.60
simulation_psy_dog          = 0.40
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.65
simulation_fracture         = 0.60
; simulation_snork            = 0
simulation_bloodsucker      = 0.60
simulation_controller       = 0.10
simulation_burer            = 0.20
simulation_gigant           = 0.01
; simulation_borya            = 0
; simulation_chimera          = 0
simulation_psysucker        = 0.40
simulation_controller_psy   = 0.05
; simulation_karlik         = 0.10
; simulation_poltergeist_tele = 0

; Dead City Level Factions:
[l09_deadcity_factions]
stalker  = 1
dolg     = 0.20
freedom  = 0.20
csky     = 0.60
ecolog   = 0.20
killer   = 1
army     = 0.20
bandit   = 0.60
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.20

; Dead City, Mercenary Base:
[cit_killers]
drx_dp_cit_killers_lager_squad = {!squad_exist(drx_dp_cit_killers_lager_squad)} 1, 0
drx_dp_cit_killers_joiner_1_squad = {!squad_exist(drx_dp_cit_killers_joiner_1_squad)} 1, 0
drx_dp_cit_killers_joiner_2_squad = {!squad_exist(drx_dp_cit_killers_joiner_2_squad)} 1, 0
drx_dp_cit_killers_joiner_3_squad = {!squad_exist(drx_dp_cit_killers_joiner_3_squad)} 1, 0
merc_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0
merc_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0
merc_sim_squad_veteran = {=drx_ql_random_chance(5)} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Radar Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	March 15, 2019
;
;--------------------------------------------------------------------------------------------------

; Radar Level Mutants:
[l10_radar]
simulation_rat              = {-bar_deactivate_radar_done -story_mode_disabled} 0, 0.60
simulation_tushkano         = {-bar_deactivate_radar_done -story_mode_disabled} 0, 0.60
simulation_flesh            = {-bar_deactivate_radar_done -story_mode_disabled} 0, 0.60
simulation_mix_boar_flesh   = {-bar_deactivate_radar_done -story_mode_disabled} 0, 0.60
simulation_boar             = {-bar_deactivate_radar_done -story_mode_disabled} 0, 0.60
simulation_cat              = {-bar_deactivate_radar_done -story_mode_disabled} 0, 1
simulation_dog              = {-bar_deactivate_radar_done -story_mode_disabled} 0, 1
simulation_mix_dogs         = {-bar_deactivate_radar_done -story_mode_disabled} 0, 1
simulation_pseudodog        = {-bar_deactivate_radar_done -story_mode_disabled} 0, 1
simulation_psy_dog          = 0.70
simulation_zombie 			= {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+bar_deactivate_radar_done -story_mode_disabled} 0.60, 1
simulation_fracture         = {-bar_deactivate_radar_done} 1, 0.60
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_psysucker        = 0.70
simulation_burer            = 0.20
simulation_controller       = 0.40
simulation_controller_psy   = 0.30
simulation_gigant           = 0.05
simulation_borya            = 0.70
simulation_chimera          = 0.05
; simulation_karlik         = {-bar_deactivate_radar_done} 0.10, 0.10
simulation_poltergeist_tele = 0.60

; Radar Level Factions:
[l10_radar_factions]
stalker  = 0.60
dolg     = 0.60
freedom  = 0.60
csky     = 1
ecolog   = 0.20
killer   = 0.60
army     = 1
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+bar_deactivate_radar_done -story_mode_disabled} 0.60, 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Lab X-19 (Radar) Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	July 02, 2018
;
;--------------------------------------------------------------------------------------------------

; Lab X-19 (Radar) Level Mutants:
[l10u_bunker]
simulation_rat              = 1
simulation_tushkano         = 1
; simulation_flesh          = 0
; simulation_mix_boar_flesh = 0
; simulation_boar           = 0
; simulation_cat            = 0
; simulation_dog            = 0
; simulation_mix_dogs       = 0
; simulation_pseudodog      = 0
; simulation_psy_dog        = 0
simulation_zombie 			= {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+bar_deactivate_radar_done -story_mode_disabled} 0.60, 1
; simulation_fracture       = 0
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_controller       = 0.60
simulation_burer            = 0.60
simulation_gigant           = 0.20
; simulation_borya          = 0
; simulation_chimera        = 0
simulation_psysucker        = 0.70
simulation_controller_psy   = 0.40
; simulation_karlik         = 0.1
simulation_poltergeist_tele = 1

; Lab X-19 (Radar) Level Factions:
[l10u_bunker_factions]
stalker  = 0.60
dolg     = 0.60
freedom  = 0.60
csky     = 0.60
ecolog   = 0.20
killer   = 0.60
army     = 0.60
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+bar_deactivate_radar_done -story_mode_disabled} 0.60, 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Pripyat Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	March 15, 2019
;
;--------------------------------------------------------------------------------------------------

; Pripyat Level Mutants:
[l11_pripyat]
simulation_rat              = 1 
simulation_tushkano         = 1
simulation_flesh            = 0.60
simulation_mix_boar_flesh   = 0.60
simulation_boar             = 0.60
simulation_cat              = 0.60
simulation_dog              = 0.60
simulation_mix_dogs         = 1
simulation_pseudodog        = 1
simulation_psy_dog          = 0.70
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 0.60
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_controller       = 0.60
simulation_burer            = 1
simulation_gigant           = 0.10
simulation_borya            = 0.70
simulation_chimera          = 0.10
simulation_psysucker        = 0.70
simulation_controller_psy   = 0.40
; simulation_karlik         = 0
simulation_poltergeist_tele = 0.60

; Pripyat Level Factions:
[l11_pripyat_factions]
stalker  = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1
dolg     = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1
freedom  = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1
csky     = {-bar_deactivate_radar_done -story_mode_disabled} 0.03, 0.60
ecolog   = {-bar_deactivate_radar_done -story_mode_disabled} 0.01, 0.20
killer   = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1
army     = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1
bandit   = {-bar_deactivate_radar_done -story_mode_disabled} 0.01, 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; Pripyat, Monolith Base:
[pri_monolith]
drx_dp_pri_monolith_lager_squad = {!squad_exist(drx_dp_pri_monolith_lager_squad)} 1, 0
drx_dp_pri_monolith_joiner_1_squad = {!squad_exist(drx_dp_pri_monolith_joiner_1_squad)} 1, 0
drx_dp_pri_monolith_joiner_2_squad = {!squad_exist(drx_dp_pri_monolith_joiner_2_squad)} 1, 0
drx_dp_pri_monolith_joiner_3_squad = {!squad_exist(drx_dp_pri_monolith_joiner_3_squad)} 1, 0
monolith_sim_squad_advanced = {=drx_ql_random_chance(20)} 1, 0
monolith_sim_squad_veteran = {=drx_ql_random_chance(20)} 1, 0
monolith_sim_squad_sniper = {=drx_ql_random_chance(20)} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Chernobyl NPP South Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 26, 2018
;
;--------------------------------------------------------------------------------------------------

; Chernobyl NPP South Level Mutants:
[l12_stancia]
; simulation_rat            = 0
; simulation_tushkano       = 0
; simulation_flesh          = 0
; simulation_mix_boar_flesh = 0
; simulation_boar           = 0
; simulation_cat            = 0
; simulation_dog            = 0
; simulation_mix_dogs       = 0
simulation_pseudodog        = 1
simulation_psy_dog          = 0.70
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 0.60
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_psysucker        = 0.70
simulation_burer            = 1
simulation_controller       = 1
simulation_controller_psy   = 0.70
simulation_gigant           = 0.20
simulation_borya            = 0.70
simulation_chimera          = 0.20
; simulation_karlik         = 0
simulation_poltergeist_tele = 0.60

; Chernobyl NPP South Level Factions:
[l12_stancia_factions]
stalker  = 1
dolg     = 0.60
freedom  = 0.60
csky     = 0.60
ecolog   = 0.20
killer   = 0.60
army     = 1
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Sarcophagus (Chernobyl NPP South) Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

; Sarcophagus (Chernobyl NPP South) Level Mutants:
[l12u_sarcofag]
simulation_rat              = 1
simulation_tushkano       	= 1
; simulation_flesh          = 0
; simulation_mix_boar_flesh = 0
; simulation_boar           = 0
; simulation_cat            = 0
; simulation_dog            = 0
; simulation_mix_dogs       = 0
; simulation_pseudodog      = 0
; simulation_psy_dog        = 0
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
; simulation_fracture       = 0
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_psysucker        = 0.70
simulation_burer            = 0.60
simulation_controller       = 1
simulation_controller_psy   = 0.70
; simulation_gigant         = 0
; simulation_borya          = 0
; simulation_chimera        = 0
; simulation_karlik         = 0.1
simulation_poltergeist_tele = 1

; Sarcophagus (Chernobyl NPP South) Level Factions:
[l12u_sarcofag_factions]
stalker  = 0.60
dolg     = 0.60
freedom  = 0.60
csky     = 0.60
ecolog   = 0.20
killer   = 0.60
army     = 0.60
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Monolith Control Center (Chernobyl NPP North) Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

; Monolith Control Center (Chernobyl NPP North) Level Mutants:
[l12u_control_monolith]
simulation_rat              = 1
simulation_tushkano       	= 1
; simulation_flesh          = 0
; simulation_mix_boar_flesh = 0
; simulation_boar           = 0
; simulation_cat            = 0
; simulation_dog            = 0
; simulation_mix_dogs       = 0
; simulation_pseudodog      = 0
; simulation_psy_dog        = 0
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
; simulation_fracture       = 0
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_psysucker        = 0.70
simulation_burer            = 0.60
simulation_controller       = 1
simulation_controller_psy   = 0.70
; simulation_gigant         = 0
; simulation_borya          = 0
; simulation_chimera        = 0
; simulation_karlik         = 0.1
simulation_poltergeist_tele = 1

; Monolith Control Center (Chernobyl NPP North) Level Factions:
[l12u_control_monolith_factions]
stalker  = 0.60
dolg     = 0.60
freedom  = 0.60
csky     = 0.60
ecolog   = 0.20
killer   = 0.60
army     = 0.60
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Chernobyl NPP North Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 26, 2018
;
;--------------------------------------------------------------------------------------------------

; Chernobyl NPP North Level Mutants:
[l12_stancia_2]
; simulation_rat            = 0
; simulation_tushkano       = 0
; simulation_flesh          = 0
; simulation_mix_boar_flesh = 0
; simulation_boar           = 0
; simulation_cat            = 0
; simulation_dog            = 0
; simulation_mix_dogs       = 0
simulation_pseudodog        = 1
simulation_psy_dog          = 0.70
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 0.60
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_psysucker        = 0.70
simulation_burer            = 1
simulation_controller       = 1
simulation_controller_psy   = 0.70
simulation_gigant           = 0.20
simulation_borya            = 0.70
simulation_chimera          = 0.20
; simulation_karlik         = 0
simulation_poltergeist_tele = 0.60

; Chernobyl NPP South Level Factions:
[l12_stancia_2_factions]
stalker  = 1
dolg     = 0.60
freedom  = 0.60
csky     = 0.60
ecolog   = 0.20
killer   = 0.60
army     = 1
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Generators Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

; Generators Level Mutants:
[l13_generators]
; simulation_rat            = 0
; simulation_tushkano       = 0
; simulation_flesh          = 0
; simulation_mix_boar_flesh = 0
; simulation_boar           = 0
; simulation_cat            = 0
; simulation_dog            = 0
; simulation_mix_dogs       = 0
simulation_pseudodog        = 1
simulation_psy_dog          = 0.70
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 0.60
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_psysucker        = 0.70
simulation_burer            = 1
simulation_controller       = 1
simulation_controller_psy   = 0.70
simulation_gigant           = 0.20
simulation_borya            = 0.70
simulation_chimera          = 0.20
; simulation_karlik         = 0
simulation_poltergeist_tele = 0.60

; Chernobyl NPP South Level Factions:
[l13_generators_factions]
stalker  = 0.60
dolg     = 0.60
freedom  = 0.60
csky     = 0.60
ecolog   = 0.20
killer   = 0.60
army     = 0.60
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Warlab (Generators) Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	April 27, 2018
;
;--------------------------------------------------------------------------------------------------

; Warlab (Generators) Level Mutants:
[l13u_warlab]
simulation_rat              = 1
simulation_tushkano         = 1
; simulation_flesh          = 0
; simulation_mix_boar_flesh = 0
; simulation_boar           = 0
; simulation_cat            = 0
; simulation_dog            = 0
; simulation_mix_dogs       = 0
; simulation_pseudodog      = 0
; simulation_psy_dog        = 0
; simulation_zombie         = 0
; simulation_fracture       = 0
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_psysucker        = 0.70
simulation_burer            = 1
simulation_controller       = 1
simulation_controller_psy   = 0.70
simulation_gigant        	= 0.60
; simulation_borya          = 0
; simulation_chimera        = 0
; simulation_karlik         = 0.1
simulation_poltergeist_tele = 0.60

; Warlab (Generators) Level Factions:
[l13u_warlab_factions]
stalker  = 0.60
dolg     = 0.60
freedom  = 0.60
csky     = 0.60
ecolog   = 0.20
killer   = 0.60
army     = 0.60
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done-story_mode_disabled} 0, 1
; zombied  = 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Zaton Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	March 15, 2019
;
;--------------------------------------------------------------------------------------------------

; Zaton Level Mutants:
[zaton]
simulation_rat              = 0.9
simulation_tushkano         = 0.9
simulation_flesh            = 1
simulation_mix_boar_flesh   = 1
simulation_boar             = 1
simulation_cat              = 0.60
simulation_dog              = 1
simulation_mix_dogs         = 1
simulation_pseudodog        = 1
simulation_psy_dog          = 0.70
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 0.60
simulation_snork            = 0.60
simulation_bloodsucker      = 1
simulation_controller       = 0.40
simulation_burer            = 0.60
simulation_gigant           = 0.05
simulation_borya            = 0.40
simulation_chimera          = 0.05
simulation_psysucker        = 0.70
simulation_controller_psy   = 0.30
; simulation_karlik         = 0.1
; simulation_poltergeist_tele = 0

; Zaton Level Factions:
[zaton_factions]
stalker  = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1
dolg     = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60
freedom  = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60
csky     = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60
ecolog   = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60
killer   = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1
army     = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60
bandit   = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Jupiter Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	March 15, 2019
;
;--------------------------------------------------------------------------------------------------

; Jupiter Level Mutants:
[jupiter]
simulation_rat              = 0.9
simulation_tushkano         = 0.9
simulation_flesh            = 1
simulation_mix_boar_flesh   = 1
simulation_boar             = 1
simulation_cat              = 0.60
simulation_dog              = 1
simulation_mix_dogs         = 1
simulation_pseudodog        = 1
simulation_psy_dog          = 0.70
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 0.60
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_controller       = 0.40
simulation_burer            = 1
simulation_gigant           = 0.05
simulation_borya            = 0.70
simulation_chimera          = 0.05
simulation_psysucker        = 0.70
simulation_controller_psy   = 0.30
; simulation_karlik         = 0.1
simulation_poltergeist_tele = 0.20

; Jupiter Level Factions:
[jupiter_factions]
stalker  = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1
dolg     = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60
freedom  = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1
csky     = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60
ecolog   = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1
killer   = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1
army     = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60
bandit   = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60


; Jupiter, Yanov Station:
[jup_a6]
drx_dp_jup_a6_lager_squad = {!squad_exist(drx_dp_jup_a6_lager_squad)} 1, 0
drx_dp_jup_a6_joiner_1_squad = {!squad_exist(drx_dp_jup_a6_joiner_1_squad)} 1, 0
drx_dp_jup_a6_joiner_2_squad = {!squad_exist(drx_dp_jup_a6_joiner_2_squad)} 1, 0
drx_dp_jup_a6_joiner_3_squad = {!squad_exist(drx_dp_jup_a6_joiner_3_squad)} 1, 0
freedom_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0
freedom_sim_squad_veteran = {=drx_ql_random_chance(5)} 1, 0

; Jupiter Plant - Northeast Courtyard:
[jup_b47]
simulation_rat = 1
simulation_tushkano = 1
; simulation_flesh = 0
; simulation_mix_boar_flesh = 0
; simulation_boar = 0
; simulation_cat = 0
simulation_dog = 1
simulation_mix_dogs = 1
simulation_pseudodog = 1
simulation_psy_dog = 1
simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.5
simulation_fracture = 0.5
simulation_snork = 1
simulation_bloodsucker = 1
simulation_psysucker = 0.1
simulation_burer = 0.1
simulation_controller = 0.1
simulation_controller_psy = 0.1
simulation_gigant = 0.1
simulation_borya = 0.2
simulation_chimera = 0.2
; simulation_karlik = 0.1
simulation_poltergeist_tele = 0.1

; Jupiter Plant - Big Building North:
[jup_b219]
simulation_rat = 1
simulation_tushkano = 1
; simulation_flesh = 0
; simulation_mix_boar_flesh = 0
; simulation_boar = 0
; simulation_cat = 0
; simulation_dog = 0
; simulation_mix_dogs = 0
simulation_pseudodog = 1
simulation_psy_dog = 1
simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
simulation_fracture = 1
simulation_snork = 1
simulation_bloodsucker = 1
simulation_psysucker = 0.5
simulation_burer = 0.5
simulation_controller = 0.5
simulation_controller_psy = 0.5
; simulation_gigant = 0
; simulation_borya = 0
; simulation_chimera = 0
; simulation_karlik = 0.1
simulation_poltergeist_tele = 0.1

; Jupiter Plant - Big Building South:
[jup_b8_smart_terrain]
simulation_rat = 1
simulation_tushkano = 1
; simulation_flesh = 0
; simulation_mix_boar_flesh = 0
; simulation_boar = 0
; simulation_cat = 0
; simulation_dog = 0
; simulation_mix_dogs = 0
simulation_pseudodog = 1
simulation_psy_dog = 1
simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
simulation_fracture = 1
simulation_snork = 1
simulation_bloodsucker = 1
simulation_psysucker = 0.5
simulation_burer = 0.5
simulation_controller = 0.5
simulation_controller_psy = 0.5
; simulation_gigant = 0
; simulation_borya = 0
; simulation_chimera = 0
; simulation_karlik = 0.1
simulation_poltergeist_tele = 0.1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Outskirts Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	March 15, 2019
;
;--------------------------------------------------------------------------------------------------

; Outskirts Level Mutants:
[pripyat]
simulation_rat              = 1 
simulation_tushkano         = 1
simulation_flesh            = 0.60
simulation_mix_boar_flesh   = 0.60
simulation_boar             = 0.60
simulation_cat              = 0.60
simulation_dog              = 0.60
simulation_mix_dogs         = 1
simulation_pseudodog        = 1
simulation_psy_dog          = 0.70
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 0.60
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_controller       = 0.60
simulation_burer            = 1
simulation_gigant           = 0.10
simulation_borya            = 0.70
simulation_chimera          = 0.10
simulation_psysucker        = 0.70
simulation_controller_psy   = 0.40
; simulation_karlik         = 0
simulation_poltergeist_tele = 0.60

; Outskirts Level Factions:
[pripyat_factions]
stalker  = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1
dolg     = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1
freedom  = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1
csky     = {-bar_deactivate_radar_done -story_mode_disabled} 0.03, 0.60
ecolog   = {-bar_deactivate_radar_done -story_mode_disabled} 0.01, 0.20
killer   = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1
army     = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1
bandit   = {-bar_deactivate_radar_done -story_mode_disabled} 0.01, 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; Outskirts, Laundromat:
[pri_a16]
drx_dp_pri_a16_lager_squad = {!squad_exist(drx_dp_pri_a16_lager_squad)} 1, 0
drx_dp_pri_a16_joiner_1_squad = {!squad_exist(drx_dp_pri_a16_joiner_1_squad)} 1, 0
drx_dp_pri_a16_joiner_2_squad = {!squad_exist(drx_dp_pri_a16_joiner_2_squad)} 1, 0
drx_dp_pri_a16_joiner_3_squad = {!squad_exist(drx_dp_pri_a16_joiner_3_squad)} 1, 0
stalker_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0
stalker_sim_squad_veteran = {=drx_ql_random_chance(5)} 1, 0

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Lab X-8 (Outskirts) Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	July 02, 2018
;
;--------------------------------------------------------------------------------------------------

; Lab X-8 (Outskirts) Level Mutants:
[labx8]
simulation_rat              = 1
simulation_tushkano         = 1
; simulation_flesh          = 0
; simulation_mix_boar_flesh = 0
; simulation_boar           = 0
; simulation_cat            = 0
; simulation_dog            = 0
; simulation_mix_dogs       = 0
; simulation_pseudodog      = 0
; simulation_psy_dog        = 0
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
; simulation_fracture       = 0
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_controller       = 1
simulation_burer            = 1
simulation_gigant           = 0.60
; simulation_borya          = 0
; simulation_chimera        = 0
simulation_psysucker        = 0.70
simulation_controller_psy   = 0.70
; simulation_karlik         = 0
simulation_poltergeist_tele = 1

; Lab X-8 (Outskirts) Level Factions:
[labx8_factions]
stalker  = 1
dolg     = 0.60
freedom  = 0.60
csky     = 0.60
ecolog   = 0.20
killer   = 0.60
army     = 1
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Jupiter Underground Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	July 02, 2018
;
;--------------------------------------------------------------------------------------------------

; Jupiter Underground Level Mutants:
[jupiter_underground]
simulation_rat              = 1
simulation_tushkano         = 1
; simulation_flesh          = 0
; simulation_mix_boar_flesh = 0
; simulation_boar           = 0
; simulation_cat            = 0
; simulation_dog            = 0
; simulation_mix_dogs       = 0
; simulation_pseudodog      = 0
; simulation_psy_dog        = 0
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
; simulation_fracture       = 0
simulation_snork            = 1
simulation_bloodsucker      = 1
simulation_controller       = 1
simulation_burer            = 1
simulation_gigant           = 0.60
; simulation_borya          = 0
simulation_chimera        	= 0.60
simulation_psysucker        = 0.70
simulation_controller_psy   = 0.70
; simulation_karlik         = 0.1
simulation_poltergeist_tele = 0.60

; Jupiter Underground Level Factions:
[jupiter_underground_factions]
stalker  = 1
dolg     = 0.60
freedom  = 0.60
csky     = 0.60
ecolog   = 0.20
killer   = 0.60
army     = 1
bandit   = 0.20
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; Truck Cemetery Spawn Overrides
;
;	Created by DoctorX
;	for DoctorX Dynamic Population 1.0
;	October 03, 2019
;
;--------------------------------------------------------------------------------------------------

; Truck Cemetery Level Mutants:
[k02_trucks_cemetery]
simulation_rat              = 0.60
simulation_tushkano         = 0.50
simulation_flesh            = 1
simulation_mix_boar_flesh   = 1
simulation_boar             = 1
simulation_cat              = 0.50
simulation_dog              = 1
simulation_mix_dogs         = 0.60
simulation_pseudodog        = 0.60
simulation_psy_dog          = 0.40
simulation_zombie           = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60
simulation_fracture         = 1
simulation_snork            = 0.60
simulation_bloodsucker      = 0.20
simulation_controller       = 0.10
; simulation_burer            = 0
simulation_gigant           = 0.01
; simulation_borya            = 0
simulation_chimera          = 0.01
simulation_psysucker        = 0.15
simulation_controller_psy   = 0.05
; simulation_karlik         = 0.10
; simulation_poltergeist_tele = 0

; Truck Cemetery Level Factions:
[k02_trucks_cemetery_factions]
stalker  = 1
dolg     = 1
freedom  = 0.60
csky     = 0.60
ecolog   = 0.20
killer   = 0.60
army     = 0.60
bandit   = 1
monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.20
zombied  = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1

; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
