function tutorial_give_equipment(first_speaker, second_speaker)
        dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_knife")
	dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_vintorez")
	dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_pb")
	dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_9x39_pab9",3)
	dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_9x18_fmj",5)
	dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "killer_outfit")
	dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "bandage",10)
	dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "antirad",5)
	dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "medkit",10)
	dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "detector_simple")
        dialogs.relocate_money(first_speaker, 800, "in")
end

function disable_input()
	level.disable_input()
	--printf("marsh_dialogs <disable_input>")
end

function enable_input()
	level.enable_input()
	--printf("marsh_dialogs <enable_input>")
end

function disable_ui()
    get_console():execute("hud_crosshair 0")
    get_console():execute("hud_weapon 0")
	level.disable_input()
	level.hide_indicators_safe()
	--printf("marsh_dialogs <disable_ui>")
end

function enable_ui()
	get_console():execute("hud_crosshair 1")
	get_console():execute("hud_weapon 1")
	level.show_indicators()
	level.enable_input()
	--printf("marsh_dialogs <enable_ui>")
end

function run_tutorial()
	game.start_tutorial("part_1_pda")
end