# WARNING: do not edit this file by hand. To add entities make the changes to
#		the AllEntitiesTypeData.ini file in the levels/global directory and
#		run the extraction script again. You have been warned.

# If you want to comment a particular record then put the comment after the RECORD line as
# comments between records are removed at extraction time, or put the comment in a dummy record
# which will not be extracted.



###############################################################################
#
#	FIELD DESCRIPTIONS
#	==================
#
#	All entities contain the following fields:
#
#		MODEL			- the model file 
#		NAME			- the name of the entity (MAX of 12 characters)
#		ANIMATION		- name of the animation file to load for this entity
#		PHYSICS			- name of the physics type to use for this entity
#		HIT_POINTS		- the max health of the entity
#		ARMOUR_CLASS		- the armour type: NONE/LIGHT/MEDIUM/HEAVY/EXTREME
#		WEAPON			- a weapon the entity can use: UZI/BAZOOKA/MAGNUM, etc
#		LOD_DISTANCE	- distance over which LOD switching takes place
#		LOD_INFO		- defines which LOD to use for each 1/10th of the LOD_DISTANCE
#		LOD_DATA		- determines model idx, draw distance & damage
#					% to draw each entity at. (last field not used)
#		IMPULSE_LIMIT		- amount of impulse this entity can be subject to before being damaged
#		CUSHION_ON		- signifies that this entity will not generate impulse damage on colliding entities
#
#
#	RECORD TAGS
#	===========
#
#	The following tags can be place before records to control extraction. Must be comments.
#
#		#FORCE			- force this record to be extracted even if it does not appear in the entities.a3d file
#
#	SPECIAL RECORDS
#       ===============
#
#       Records of type 'dummy' bypassed by the game at the archetyping stage. They are used to store
#	data required by colim extractor functions or for comments.
#
###########################################################################


# Player Character

#FORCE
RECORD dummy
################# Player Character #################
END

#FORCE
RECORD player
       	CLASS			EC_PLAYER
       	MATERIAL			MATERIAL_PED
	COLLISION_DATA		player
	PHYSICS			PLAYER_PHYS
	MODEL			fist_poly_hunter
	ANIMATION_BLOCK	PlayerAnims
	WALKCYCLE_RFOOT	0.55
	WALKCYCLE_LFOOT	0.05
	LOD_DISTANCE	150.0
	LOD_INFO		0000000000
	LOD_DATA		0,70,0,-1
	HIT_POINTS		100
	ARMOUR_CLASS	ARM_NONE
	IMPULSE_LIMIT	700
#	HEAD			playerHead
#	HEAD_SELECTION 1
### entity properties
	CAM_POSITION		0.1,0,-0.1
# not the same as in-game coordinate system!! Here x = up, y = right, z = -view

	KO_TIME			2.0
	KO_RECOVERY_SPEED	0.05
	STICK_DEAD_ZONE		0.35
# the size of the dead area around the stick's resting position. If this value is 1 then the whole of 
# the stick will be dead - if it is too small then the stick will come to rest outside the dead area
# and the player will move or aim without the stick being touched.
########### MOVEMENT
	MOVE_THRESHOLDS	0.53, 0.96
# the left stick movement zones: the walk zone and run zone stick areas. When the stick is at its
# maximum position in any direction, its radius is 1. When at rest its radius is 0. So if the
# walk zone theshold is 0.5 it means that once the stick is half way between resting and fully extended,
# the player will start to walk. Actually it is a little more complicated than this as the dead zone
# is ignored - that is when the stick has been moved so that it is just on the very edge of the dead 
# zone, and therefore starting to affect the player, then this distance is 0. The distance values 
# are therefore recalibrated from the edge of the dead zone
	MOVE_TRANS_SPEED	0.2
# the speed at which the animation changes between the different move zones. As one animation (say the
# sneak anim) changes into another (the walk anim), then this transition will take the number of seconds
# indicated by the value above. 0.2 is a sensible value (1 fifth of a second) - making this longer will
# give the player more of an indication that he is changing movement state, so he can stop it if he wishes
	SNEAK_WALK_SPEED	1.2
	SNEAK_RUN_SPEED	1.0
	WALK_SPEED		1.0
	RUN_SPEED		1.0
	SPRINT_SPEED		1.0
	CROUCH_FORWARD_SPEED	1.3f
# the fraction of the crouching animation forwards speed
	CROUCH_BACKWARD_SPEED	0.9f
# the fraction of the crouching animation forwards speed
	CROUCH_SIDEWAYS_SPEED	1.2f
# the fraction of the crouching animation sideways speed
############ AIMING
	AIM_AXIS_WIDTH		10
# the angle that the camera will snap to a nearby axis when aiming (right stick). For example, if this
# angle is 10, then when the stick comes within 10 degrees of any of the horizontal, vertical or
# diagonal axis, it will be moved onto that axis. The axis are at 0, 45, 90, 135, 180, 225, 270, and 315
	MOVE_AXIS_WIDTH		10
# the angle that the camera will snap to a nearby axis when moving (left stick). The move axis don't 
# include diagonals and so are at 0, 90, 180 and 270 
	AIM_ZONE_1 		3
	AIM_ZONE_2 		8
	AIM_ZONE_3 		12
	AIM_ZONE_4 		18
	AIM_ZONE_5 		25
	AIM_ZONE_6 		35
	AIM_ZONE_7 		45
	AIM_ZONE_8 		57
	AIM_ZONE_9 		76
	AIM_ZONE_10 		125
# the aim zones. The stick will move through all 10 zones as it travels from the resting position to 
# its maximum distance. All the zones are equally spaced apart and they have a speed associated with
# each ( the values above). The zones are at the stick distances 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8,
# 0.9 and 1.0). When the stick is within a zone, the camera will be moved at the speed dictated by that
# zone and its neighbour. For example: if the stick is at distance 2.5, then it will be in zone 2 and
# the camera will be moved at a speed which is halfway between the speed of aim zone 2 and the speed
# of aim zone 3
	VERTICAL_AIM_LIMIT	9.30
# the maximum zone that has an effect on the vertical aim. Vertical aiming stops accelerating within a 
# certain aim zone, so as to keep it at a sensible value. The value here is written as a zone number:
# with a maximum value of 10 (the highest zone number). A value of 6.25 for example means that at a 
# quarter of the way through zone 6 then the vertical aiming angle will stop being affected by the joypad
	CROSSHAIR_SIZES	0.015, 0.025, 0.04
# the crosshair circle radius for sneak, walk and run
	TURN_PAUSE			0.27
# once the aiming stick is fully pressed left or right, there is a slight pause and then the turning
# speed of the player accelerates for a while up to a maximum value. This turn pause value is how long to 
# wait before the turn speed starts increasing
	TURN_ACCELERATION		4
# how long it takes for the extra turning accelaration to ramp up to the maximum extra turn speed
	EXTRA_TURN_SPEED			50
# the extra turn speed that the extra turning acceleration described above can reach   
#	LADDER_USE_TIME			0.35
# how long the player has to keep running against a ladder base before it is used
	CAM_RECENTRE_SPEED		1700
# how fast the camera recentres when the button is pressed
	CAM_STAIR_SPEED		500
# how fast the camera moves to look up or down stairs
	ZOOM_AIM_SCALE		1.2
# how much the camera movement speed is scaled when in gun zoom aim
	ZOOM_AIM_SCALE_MOVING		1.2
# how much the camera movement speed is scaled when in gun zoom aim and moving
	ZOOM_LEVELS		2, 12
# the magnification factor for each zoom level
	ZOOM_SPEED		1.2
# how long it takes in seconds for the sniper rifle to zoom in
	ZOOM_MOVE_SCALES	0.7,0.4 
# the amount the camera movement speed is scaled in each zoom level
	ZOOM_MAX_ZONES		8, 5
# the maximum aiming zone allowed in each zoom level
	THROW_CHARGE_TIME		1.5
# the length of time it takes to charge up a throw to the maximum as the fire button is held down
	MIN_RELEASE_TIME		1
# the minimum amount of time allowed before a grenade has to be thrown before it explodes. 
#Eg if this value is 1 second then the player will be forced to throw the grenade 1 second before it detonates
	MIN_THROW_VELOCITY		1.0,2.0,5.0
# the force of the throw when at minimum charge
	MAX_THROW_VELOCITY	0.8,10.0,25.0
# the force of the throw at maximum charge
#	SKID_TIMER	1.0
#	SKID_TIMER	0.3
# the length of time the player must run before skidding
	CROUCH_RECOIL	0.5
# multiplied by the weapon recoil when player is crouching
	MAX_QUICK_TURN_SPEED	60.0
# max turn speed allowed when the player has just tapped the stick (to make a minor aiming adjustment).  
	INVERT_STICK	0
# inverts right stick up and down
	BLOCK_DAMAGE				0.25
# multiplied by an attacking weapon’s damage to get the damage taken when blocking
#	AIM_LOCKON_ANGLES			20.0, 45.0
	AIM_LOCKON_ANGLES			90.0, 90.0
# the horizontal and vertical angles relative to the camera’s view in which an enemy can be locked onto
	AIM_LOCKON_DIST			30.0, 
# enemies must be within this distance from the player in order to be locked onto
########## MONKEY CONTROL STUFF ######
	AIM_ZONE_1_MONKEY		20
	AIM_ZONE_2_MONKEY		30
	AIM_ZONE_3_MONKEY		50
	AIM_ZONE_4_MONKEY		70
	AIM_ZONE_5_MONKEY 		95
	AIM_ZONE_6_MONKEY		120
	AIM_ZONE_7_MONKEY		150
	AIM_ZONE_8_MONKEY		185
	AIM_ZONE_9_MONKEY		230
	AIM_ZONE_10_MONKEY		295
# aim zones for monkey mode
	TURN_PAUSE_MONKEY			0.27
	EXTRA_TURN_SPEED_MONKEY	0
	TURN_ACCELERATION_MONKEY	4
# the extra turn speed stuff when the stick is fully left or right (see descriptions above)
	MONKEY_STAND_TURN_SCALE	0.5
# how much the turn speed is scaled when the player is standing in monkey mode
	MONKEY_WALK_TURN_SCALE		0.95
# how much the turn speed is scaled when the player is walking or sneaking in monkey mode
	MONKEY_RUN_TURN_SCALE		1.2
# how much the turn speed is scaled when the player is running (not sprinting) in monkey mode
	MONKEY_SPRINT_TURN_SCALE	1.3
# how much the turn speed is scaled when the player is sprinting in monkey mode
 	MONKEY_TURN_ANGLE   50.0
# the angle from vertical when the turning speed reaches its maximum (range between 0 and 90) 
	MONKEY_MOVE_ANGLE  70.0
# the angle from vertical when the movement remains unchanged 
	MONKEY_WALK_ANGLE   30.0
# the angle from vertical when the movement remains unchanged WHEN WALKING
	RUN_THRESHOLD			0.95
# the distance away from the centre point of the left stick at which walking turns into running (max value 1.0)
	STAMINA_TOTAL_SPRINT_TIME  20.0
# the time in seconds the player can sprint for with full stamina
	STAMINA_NO_SPRINT_TIME  3.0
# if the time left on the stamina bar is less that this, the player cannot START sprinting
	STAMINA_RECOVERY_MOVING	54.0
# the time in seconds it takes for an empty stamina to recover to full stamina when the player is moving	
	STAMINA_RECOVERY_RUNNING	80.0
# the time in seconds it takes for an empty stamina to recover to full stamina when the player is moving	
	STAMINA_RECOVERY_STILL	22.0
# the time in seconds it takes for an empty stamina to recover to full stamina when the player is standing still	
	STAMINA_RECOVERY_PAUSE		0.0
# the length of time after player has been running about until the stamina starts recovering again
	WIGGLE_TIME_DECAY			0.15
# how fast the grapple timer diminishes when the player is being grappled and wiggling the stick as fast as possible
	BND_SPH_BOOST	1.4
	EXECUTE_STAGE_TIMES		2.0, 5.0
# how long the player has to hold down the X button to trigger a stage 2 execution or a stage 3 execution
END

#FORCE
RECORD dummy
################# Hunter Characters Test#################
END

#FORCE
RECORD dummy
################# Hunter Characters Hoods#################
END

RECORD Cerberus
	CLASS			EC_HUNTER
	LEADER		leader1
	MODEL			Cer_BodB1
	LOW_LOD_MODEL	Cer_BodB1
	SKIN_TEX		Cer_BodB_128
	SKIN_TEX		Cer_BodC_128
	LOD_DATA		0,70,0,-1
	IMPULSE_LIMIT	700
	COLLISION_DATA	hunter
	PHYSICS		HUNTER_PHYS
	STATE_SOUNDS	default_hunter
	ANIMATION_BLOCK	CerberusAnims
	HEAD			cerberusHead
	HEAD_SELECTION	1
	VOICE			CERBERUS
	KO_TIME		15.0
	STUN_TIME		60.0
	HIT_POINTS		100
	WALK_SPEED		1.0
	RUN_SPEED		1.0
	RUN_TIME		45.0
	SWING_PAUSE		0.8
	HIT_ACCURACY	100.0
# see the “Jury_Big” record for an explanation of these :
	MAX_LEG_DAMAGE	50.0
	MAX_ARM_DAMAGE	50.0
	BLOCK_DAMAGE	0.25
	BND_SPH_BOOST	1.4
END

#FORCE
RECORD dummy
################# Hunter Characters Hoods#################
END

RECORD Pig_BodF1
	CLASS			EC_HUNTER
	LEADER		leader1
	MODEL			Pig_BodF1
	LOW_LOD_MODEL	Pig_BodF1
	LOD_DATA		0,70,0,-1
	IMPULSE_LIMIT	700
	COLLISION_DATA	hunter
	PHYSICS		HUNTER_PHYS
	STATE_SOUNDS	default_hunter
	ANIMATION_BLOCK	PiggsyAnims
	WALKCYCLE_RFOOT	0.81
	WALKCYCLE_LFOOT	0.31
	HEAD			Piggsy_Head
	HEAD_SELECTION	1
	VOICE			PIGGSY
	KO_TIME		15.0
	HIT_POINTS		100
	WALK_SPEED		1.0
	RUN_SPEED		1.0
	RUN_TIME		45.0
	SWING_PAUSE		1.5
	HIT_ACCURACY	100.0
# see the “Jury_Big” record for an explanation of these :
	MAX_LEG_DAMAGE	50.0
	MAX_ARM_DAMAGE	50.0
	BLOCK_DAMAGE	0.25
	BND_SPH_BOOST	1.3
END

RECORD Sw_Bod
	CLASS			EC_HUNTER
	LEADER		leader1
	MODEL			Sw_Bod
	LOW_LOD_MODEL	Sw_Bod
	LOD_DATA		0,70,0,-1
	IMPULSE_LIMIT	700
	COLLISION_DATA	hunter
	PHYSICS		HUNTER_PHYS
	STATE_SOUNDS	default_hunter
	ANIMATION_BLOCK	DefaultHunterAnims
	HEAD			Sw_Hed
	HEAD_SELECTION	1
	VOICE			DIRECTOR
	KO_TIME		15.0
	HIT_POINTS		100
	WALK_SPEED		1.0
	RUN_SPEED		1.0
	RUN_TIME		45.0
	SWING_PAUSE		1.5
	HIT_ACCURACY	100.0
# see the “Jury_Big” record for an explanation of these :
	MAX_LEG_DAMAGE	50.0
	MAX_ARM_DAMAGE	50.0
	BLOCK_DAMAGE	0.25
	BND_SPH_BOOST	1.3
END

RECORD Sw_Bod_Gore
	CLASS			EC_HUNTER
	LEADER		leader1
	MODEL			Sw_Bod_Gore
	LOW_LOD_MODEL	Sw_Bod_Gore
	LOD_DATA		0,70,0,-1
	IMPULSE_LIMIT	700
	COLLISION_DATA	hunter
	PHYSICS		HUNTER_PHYS
	STATE_SOUNDS	default_hunter
	ANIMATION_BLOCK	DefaultHunterAnims
	HEAD			Sw_Hed
	HEAD_SELECTION	1
	VOICE			DIRECTOR
	KO_TIME		15.0
	HIT_POINTS		100
	WALK_SPEED		1.0
	RUN_SPEED		1.0
	RUN_TIME		45.0
	SWING_PAUSE		1.5
	HIT_ACCURACY	100.0
# see the “Jury_Big” record for an explanation of these :
	MAX_LEG_DAMAGE	50.0
	MAX_ARM_DAMAGE	50.0
	BLOCK_DAMAGE	0.25
	BND_SPH_BOOST	3.0
END

#FORCE
RECORD dummy
################# Character heads  #################
END

RECORD cerberusHead
	CLASS			EC_PEDHEAD
	MODEL			Cer_HedB1
	SKIN_TEX			Cer_Hed_128
	SKIN_TEX			Cer_Hed_128
	LOD_DATA		0,20,0,-1
	BND_SPH_BOOST		1.5
END

RECORD Piggsy_Head
	CLASS			EC_PEDHEAD
	MODEL			Pig_HedF1
	LOD_DATA		0,20,0,-1
	BND_SPH_BOOST		1.5
END

RECORD Sw_Hed
	CLASS			EC_PEDHEAD
	MODEL			Sw_Hed
	LOD_DATA		0,20,0,-1
	BND_SPH_BOOST		1.5
END

#FORCE
RECORD Explode_Head
	CLASS			EC_PEDHEAD
	MODEL			DedHed1
	LOD_DATA		0,20,0,-1
	EXPLODEABLE	
# explode bits are held as static array – so only define once
	EXPLODE_BIT_MODEL_1 DedBit1
	EXPLODE_BIT_MODEL_2 DedBit2
	EXPLODE_BIT_MODEL_3 DedBit3
	EXPLODE_BIT_MODEL_4 DedBit4
	BND_SPH_BOOST		1.5
END

#FORCE
RECORD Explode_Head2
	CLASS			EC_PEDHEAD
	MODEL			DedHed2
	LOD_DATA		0,20,0,-1
	EXPLODEABLE	
	BND_SPH_BOOST		1.5
END

#FORCE
RECORD Explode_Head3
	CLASS			EC_PEDHEAD
	MODEL			DedHed3
	LOD_DATA		0,20,0,-1
	EXPLODEABLE	
	BND_SPH_BOOST		1.5
END

#FORCE
RECORD Bag_Head
	CLASS			EC_PEDHEAD
	MODEL			Bag_Head
	LOD_DATA		0,20,0,-1
	BND_SPH_BOOST		1.5
END

#FORCE
RECORD dummy
################# weapons collectable entity types#################
END

RECORD fists
	CLASS			EC_WEAPON
	COLLECTABLE_TYPE	CT_FISTS
	ANIMATION_BLOCK	EntityAnims
	MODEL			fist_poly_hunter
	WEAPON			fists
	KICK_WEAPON		kick_fists
	OBSTRUCT_WEAPON	obstruct_melee
	FIRE_SPEED		1.0f
	HAND_ANIM			Hands_Fists
END

RECORD Shard_Piggsy_(CT)
	CLASS			EC_WEAPON
	COLLECTABLE_TYPE	CT_PIGSY_SHARD
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BELT_LEFT
	MODEL			Shard_(CT)
	WEAPON			shard
	KICK_WEAPON		kick_blade
	OBSTRUCT_WEAPON	obstruct_melee
	COLLISION_DATA		GenCollectable
	PHYSICS			COLLECTABLE_PHYS
	HOTSPOT_RADIUS	0.75
	LOD_DATA		0,50,0,-1
	FIRE_SPEED		1.0f
#	HAND_ANIM			Hands_Knife
	SELECT_DELAY		0.067
	HOLSTER_TRANSLATION 0.00363002, -0.0512080, -0.0411447
	HOLSTER_ROTATION 0.791032, -0.0461251, 0.606774, 0.0629711
	DISPLAY_SCALE		1.5
	MODEL_DISPLAY_ANIM	Shard_Spin_W
	BND_SPH_BOOST		3.0
	TRANSPARENT
	EXECUTE_DAMAGE	1
	EXECUTE_PLAYER_WEAPON_DESTROY_TIME 4.1
	EXECUTE_TVP		EXECUTE_SHARDOLD_PIGGSY
	EXECUTE_MODEL_ANIM Knife_Sneak_Attack2_W
	EXECUTE_NUM_TVPS	1
END

RECORD Chainsaw_(CT)
	CLASS			EC_WEAPON
	COLLECTABLE_TYPE	CT_CHAINSAW
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BACK
	MODEL			Chainsaw_(CT)
	WEAPON			chainsaw
	OBSTRUCT_WEAPON	obstruct_melee
	KICK_WEAPON		kick_beater2
	COLLISION_DATA		GenCollectable
	PHYSICS			COLLECTABLE_PHYS
	HOTSPOT_RADIUS	0.75
	LOD_DATA		0,50,0,-1
	FIRE_SPEED		1.0f
#	HAND_ANIM			Hands_Bat
	SELECT_DELAY		0.067
	HOLSTER_TRANSLATION	-0.0774278, -0.202598, 0.0309384
	HOLSTER_ROTATION	-0.375853, 0.625926, -0.446469, 0.517317
	BND_SPH_BOOST		1.8
	TRANSPARENT
	MODEL_DISPLAY_ANIM	Uzi_Spin_W
# execution 1 not used now
	NEXT_EXECUTION
# execution 2 
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.8
	EXECUTE_TVP		EXECUTE_CROWBAR2
	EXECUTE_NUM_TVPS	1
	NEXT_EXECUTION
# execution 3 
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.8
	EXECUTE_TVP		EXECUTE_CROWBAR2
	EXECUTE_NUM_TVPS	1
	NEXT_EXECUTION
# execution 4 
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.8
	EXECUTE_TVP		EXECUTE_CROWBAR2
	EXECUTE_NUM_TVPS	1
END

RECORD 6Shooter_(CT)
	CLASS			EC_WEAPON
	COLLECTABLE_TYPE	CT_6SHOOTER
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BELT_RIGHT
	MODEL			6Shooter_(CT)
	WEAPON			6shooter
	KICK_WEAPON		kick_fists
	OBSTRUCT_WEAPON	obstruct_1handedGun
	COLLISION_DATA		GenCollectable
	PHYSICS			COLLECTABLE_PHYS
	HOTSPOT_RADIUS		0.75
	LOD_DISTANCE		150.0
	LOD_INFO		000000000
	LOD_DATA		0,50,0,-1
#	HAND_ANIM			Hands_Eagle
	SELECT_DELAY		0.067
	SHELL_NUMBER		6
	SHELL_EJECT_POS		0.146, 0.096, 0.064
	SHELL_EJECT_POS		0.146, 0.087, 0.083
	SHELL_EJECT_POS		0.146, 0.067, 0.084
	SHELL_EJECT_POS		0.146, 0.058, 0.069
	SHELL_EJECT_POS		0.146, 0.065, 0.049
	SHELL_EJECT_POS		0.146, 0.086, 0.048
	SHELL_EJECT_DELAY_RELOAD	0.600
	SHELL_RAND_DELAY	0.100
	SHELL_VELOCITY		-0.1,0.0,0.0 
	SHELL_VEL_RAND	0.4
	SHELL_SPIN		0.0,10.0,0.0
	SHELL_MODEL		Small_Shell
	SHELL_RADIUS		0.006
	HOLSTER_TRANSLATION	-0.000946304, -0.0326051, 0.0691672
	HOLSTER_ROTATION	0.551606, -0.433285, 0.529388, 0.477224
	FLASH_MODEL		Commando_Flash
	FLASH_POS			0.375, 0.023, 0.123
	MODEL_DISPLAY_ANIM	6Shooter_Spin_W
	BND_SPH_BOOST		1.5
	TRANSPARENT
	OBSTRUCT_POINT		-0.1, 0.45, 0.92
	OBSTRUCT_POINT_ZOOM	-0.1, 0.45, 0.92
END

RECORD C_Commando_(CT)
	CLASS			EC_WEAPON
	COLLECTABLE_TYPE	CT_COLT_COMMANDO
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BACK
	MODEL			C_Commando_(CT)
	WEAPON			coltCommando
	KICK_WEAPON		kick_fists
	OBSTRUCT_WEAPON	obstruct_2handedGun
	COLLISION_DATA		GenCollectable
	PHYSICS			COLLECTABLE_PHYS
	HOTSPOT_RADIUS		0.75
	LOD_DISTANCE		150.0
	LOD_INFO		000000000
	LOD_DATA		0,50,0,-1
#	HAND_ANIM			Hands_Commando
	SELECT_DELAY		0.0
	MODEL_HOLSTER_ANIM Commando_Select_W
	SHELL_NUMBER		1
	SHELL_EJECT_POS	0.273, 0.021,0.194
	SHELL_EJECT_DELAY_FIRE	0.0
	SHELL_VELOCITY		0.0,3.0,3.0
	SHELL_VEL_RAND	0.4
	SHELL_SPIN		0.0,50.0,50.0
	SHELL_MODEL		Commando_Shell
	SHELL_RADIUS		0.006
	HOLSTER_TRANSLATION	0.0361870, -0.146442, 0.00132996
	HOLSTER_ROTATION	-0.677247, 0.721156, 0.145843, 0.0
	STRAP1_TRANSLATION	-0.0418631, 0.0199174, 0.230830
	STRAP1_ROTATION		0.152003, -0.263088, 0.693105, 0.653670
	STRAP2_TRANSLATION	-0.0705744, -0.0963834, 0.185386
	STRAP2_ROTATION		-0.0925742, -0.134645, 0.701021, 0.694169
	FLASH_MODEL		Commando_Flash
	FLASH_POS			0.852, -0.006, 0.302
	MODEL_DISPLAY_ANIM	Colt_Spin_W
	BND_SPH_BOOST		1.4
	TRANSPARENT
	OBSTRUCT_POINT		0.0, -0.15, 1.1
	OBSTRUCT_POINT_ZOOM	-0.2, 0.35, 1.05
END

RECORD Chainsaw_Player_(CT)
	CLASS			EC_WEAPON
	COLLECTABLE_TYPE	CT_CHAINSAW_PLAYER
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BACK
	MODEL			Chainsaw_Player_(CT)
	WEAPON			chainsaw_player
	KICK_WEAPON		kick_fists
	OBSTRUCT_WEAPON	obstruct_1handedGun
	COLLISION_DATA		GenCollectable
	PHYSICS			COLLECTABLE_PHYS
	HOTSPOT_RADIUS		0.75
	LOD_DISTANCE		150.0
	LOD_INFO		000000000
	LOD_DATA		0,50,0,-1
#	HAND_ANIM			Hands_Uzi
	SELECT_DELAY		0.067
	HOLSTER_TRANSLATION	-0.00662448, -0.243668, 0.110333
	HOLSTER_ROTATION	0.751069, 0.658544, -0.0258535, 0.0393433
	STRAP1_TRANSLATION	-0.0418631, 0.0199174, 0.230830
	STRAP1_ROTATION		0.152003, -0.263088, 0.693105, 0.653670
	STRAP2_TRANSLATION	-0.0705744, -0.0963834, 0.185386
	STRAP2_ROTATION		-0.0925742, -0.134645, 0.701021, 0.694169
	FLASH_POS			0.0231,0.015,-0.008
	MODEL_DISPLAY_ANIM	Uzi_Spin_W
	BND_SPH_BOOST		1.8
	TRANSPARENT
	OBSTRUCT_POINT		-0.1, 0.45, 0.92
	OBSTRUCT_POINT_ZOOM	-0.1, 0.45, 0.92
# execution 1 (director)
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.1
	EXECUTE_TVP		STARKWEATHER_DIE2
	EXECUTE_HEAD_EXPLODE_TIME		6.3
	EXECUTE_MODEL_ANIM Chainsaw_Sneak_Attack1_W
	EXECUTE_NUM_TVPS	1
	NEXT_EXECUTION
# execution 2 
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.5
	EXECUTE_TVP		EXECUTE_CHAINSAW2
	EXECUTE_HEAD_SEVER_TIME		0.5
	EXECUTE_NUM_TVPS	1
	NEXT_EXECUTION
# execution 3 same as 2
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.5
	EXECUTE_TVP		EXECUTE_CHAINSAW3
	EXECUTE_NUM_TVPS	1
	NEXT_EXECUTION
# execution 4 
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.2
	EXECUTE_HEAD_EXPLODE_TIME		0.5
	EXECUTE_TVP		EXECUTE_CHAINSAW4
	EXECUTE_NUM_TVPS	1
END

RECORD Half_Brick_(CT)
	CLASS			EC_RESPONDER
      MATERIAL                         MATERIAL_BRICK
	COLLECTABLE_TYPE	CT_BRICK_HALF
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BELT_REAR
	MODEL			Half_Brick_(CT)
	WEAPON			brickHalf
	KICK_WEAPON		kick_fists
	OBSTRUCT_WEAPON	obstruct_melee
	COLLISION_DATA		GenCollectable
	PHYSICS			COLLECTABLE_PHYS
	HOTSPOT_RADIUS	0.75
	LOD_DATA		0,50,0,-1
	ATTACHABLE		0
	FIRE_DELAY		0.083
	USE_DELAY			0.667
#	HAND_ANIM			Hands_Brick_Half
	SELECT_DELAY		0.067
	HOLSTER_TRANSLATION	-0.0400256, 0.00191091, -0.00816100
	HOLSTER_ROTATION	-0.143093, -0.112240, 0.429231, 0.884696
	MODEL_DISPLAY_ANIM	Brick_Spin_W
	BND_SPH_BOOST		1.3
	TRANSPARENT
END

#FORCE
RECORD Severed_Head_(CT)
	CLASS			EC_RESPONDER
      MATERIAL                         MATERIAL_GORE
	COLLECTABLE_TYPE	CT_HEAD
	HOLSTER_SLOT		BELT_REAR
	MODEL			Bag_Head
	WEAPON			head
	KICK_WEAPON		kick_fists
	OBSTRUCT_WEAPON	obstruct_melee
	COLLISION_DATA		GenCollectable
	PHYSICS			COLLECTABLE_PHYS
	HOTSPOT_RADIUS	0.75
	LOD_DATA		0,50,0,-1
	ATTACHABLE		0
	FIRE_DELAY		0.083
	USE_DELAY			0.667
#	HAND_ANIM			Hands_Brick_Half
	SELECT_DELAY		0.067
	HOLSTER_TRANSLATION -0.1, -0.07, 0.0
	HOLSTER_ROTATION	-0.6830125, -0.3535532, 0.1830128, 0.6123724
	KICKABLE
	BND_SPH_BOOST		1.3
	TRANSPARENT
END

RECORD Wooden_Spike_(CT)
	CLASS			EC_WEAPON
	COLLECTABLE_TYPE	CT_WOODEN_SPIKE
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BELT_LEFT
	MODEL			Wooden_Spike_(CT)
	WEAPON			shard
	KICK_WEAPON		kick_fists
	OBSTRUCT_WEAPON	obstruct_melee
	COLLISION_DATA		GenCollectable
	PHYSICS			COLLECTABLE_PHYS
	HOTSPOT_RADIUS	0.75
	LOD_DATA		0,50,0,-1
	FIRE_SPEED		1.0f
	HAND_ANIM			Hands_Fists
	SELECT_DELAY		0.067
	HOLSTER_TRANSLATION	-0.0617866, -0.0726761, 0.00254073
	HOLSTER_ROTATION	0.363571, 0.922979, -0.0602170, -0.110906
	MODEL_DISPLAY_ANIM	Wooden_Spike_Spin_W
	BND_SPH_BOOST		3.0
	TRANSPARENT
	EXECUTE_DAMAGE	1
	EXECUTE_PLAYER_WEAPON_DESTROY_TIME 3.56
	EXECUTE_TVP		EXECUTE_SPIKE_PIGGSY
	EXECUTE_MODEL_ANIM Spike_Piggsy_Sneak_Attack_W
	EXECUTE_NUM_TVPS	1
END

#FORCE
RECORD dummy
################# weapon ammo collectable entity types#################
END

#FORCE
RECORD dummy
################# non weapon collectable entity types#################
END

RECORD G_First_Aid_(CT)
	CLASS			EC_COLLECTABLE
	COLLECTABLE_TYPE	CT_G_FIRST_AID
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BELT_LEFT
	MODEL			G_First_Aid_(CT)
	COLLISION_DATA		GenCollectable
	PHYSICS			COLLECTABLE_PHYS
	HOTSPOT_RADIUS	0.75
	LOD_DATA		0,50,0,-1
	SELECT_DELAY		0.067
	HOLSTER_TRANSLATION	-0.0191853, -0.0549033, -0.00446193
	HOLSTER_ROTATION	0.733645, 0.0234682, 0.679011, -0.0125628
	DISPLAY_SCALE		2.0
	MODEL_DISPLAY_ANIM	Health_Spin_W
	BND_SPH_BOOST		2.5
	TRANSPARENT
END

#FORCE
RECORD dummy
################# level specific collectable entity types#################
END

#FORCE
RECORD dummy
################# Thrower Projectiles #################
END

#FORCE
RECORD throwerShot
	CLASS			EC_SHOT
	MODEL			fist_poly_hunter
      MATERIAL                         MATERIAL_CAN
	COLLISION_DATA		grenade
	PHYSICS			GRENADE_PHYS
	LOD_DATA		0,20,0,-1
END

#FORCE
RECORD headThrowerShot
	CLASS			EC_SHOT
	MODEL			fist_poly_hunter
      MATERIAL                         MATERIAL_CAN
	COLLISION_DATA		grenade
	PHYSICS			GRENADE_PHYS
	LOD_DATA		0,20,0,-1
END

#FORCE
RECORD dummy
###################generic entity types#####################
END

#FORCE
RECORD dummy
######## GENERIC FALLING ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC MOVING ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC DOOR ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC SLIDING DOOR ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC LIGHT ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC CONTAINER ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC TOPPLER ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC SWITCH ARCHETYPES
END

#FORCE
RECORD dummy
######## animating object ARCHETYPES
END

RECORD Pig_Arms
	CLASS			EC_BASIC
MATERIAL                               MATERIAL_GORE
	MODEL			Pig_Arms
	ANIMATION_BLOCK	EntityAnims
	LOD_DATA			1,40,0,-1
	ARMOUR_CLASS		ARM_MEDIUM
	LOCKED			1
	BND_SPH_BOOST		8.0
END

RECORD Piggsy_Grill_PART1
	CLASS			EC_BASIC
      MATERIAL MATERIAL_PIGSY_GRATING
	MODEL			Piggsy_Grill_PART1
	COLLISION_DATA		Piggsy_Grill_PART1
	ANIMATION_BLOCK	EntityAnims
	LOD_DATA			1,60,0,-1
	ARMOUR_CLASS		ARM_MEDIUM
	LOCKED			1
	BND_SPH_BOOST		8.0
END

RECORD Piggsy_Grill_PART2
	CLASS			EC_BASIC
     MATERIAL MATERIAL_PIGSY_GRATING
	MODEL			Piggsy_Grill_PART2
	COLLISION_DATA		Piggsy_Grill_PART1
	ANIMATION_BLOCK	EntityAnims
	LOD_DATA			1,60,0,-1
	ARMOUR_CLASS		ARM_MEDIUM
	LOCKED			1
	BND_SPH_BOOST		8.0
END

RECORD Piggsy_Chain_Door
	CLASS			EC_BASIC
	MODEL			Piggsy_Chain_Door
      MATERIAL     MATERIAL_WOOD_BIG_DOOR
	COLLISION_DATA		Piggsy_Chain_Door
	ANIMATION_BLOCK	EntityAnims
	LOD_DATA			1,60,1,-1
	LOD_DATA			1,60,0,-1
	ARMOUR_CLASS		ARM_LIGHT
	HIT_POINTS			10000
	LOCKED			1
	BND_SPH_BOOST		8.0
END

#FORCE
RECORD dummy
######## GENERIC  smart new SWITCH ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC  smart new SWITCH ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC  CJ SWITCH ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC CLIMBABLE ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC STATIC ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC CJ LIGHT ARCHETYPES
END

RECORD CJ_MANSIONLIGHT_(L)
	CLASS 		EC_ENTITYLIGHT
	MODEL 		CJ_MANSIONLIGHT_(L)
	COLLISION_DATA 	CJ_MANSIONLIGHT_(L)
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_GLASSHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

#FORCE
RECORD dummy
######## GENERIC CJ damageable STATIC ARCHETYPES
END

RECORD CJ_MINICAM
	CLASS		EC_BASIC
        MATERIAL        MATERIAL_METALHARD
	MODEL		CJ_MINICAM
	COLLISION_DATA	CJ_MINICAM
	LOD_DATA	0,40,100,-1
	LOD_DATA	1,40,0,-1
	DAMAGE_FX	FXE000
	HIT_POINTS	1000
	LOCKED
END

#FORCE
RECORD dummy
######## GENERIC CJ STATIC ARCHETYPES
END

#FORCE
RECORD dummy
######## greenhouse CJ STATIC ARCHETYPES
END

#FORCE
RECORD dummy
######## made of iron CJ STATIC ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC CJ STATIC cars ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC CJ SLIDING DOOR ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC CJ DOOR ARCHETYPES
END

RECORD CJ_CHAINDOOR2_(D)
	CLASS 		EC_DOOR
MATERIAL                         MATERIAL_METAL
	MODEL 		CJ_CHAINDOOR2_(D)
	COLLISION_DATA 	CJ_CHAINDOOR2_(D)
	LOD_DATA 	0,40,0,-1
	ARMOUR_CLASS 	ARM_INVULNERABLE
	PHYSICS		SWINGDOOR_PHYS
END

#FORCE
RECORD dummy
######## GENERIC CJ  MOVING ARCHETYPES
END

#FORCE
RECORD dummy
######## CJ FALLING ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC CJ  attic cutscene ARCHETYPES
END

RECORD Cutscene_Chainsaw
	CLASS			EC_BASIC
	MODEL			Cutscene_Chainsaw
	ANIMATION_BLOCK	EntityAnims
	LOD_DATA			1,60,0,-1
	ARMOUR_CLASS		ARM_MEDIUM
	LOCKED			1
	BND_SPH_BOOST		3.0
END

RECORD Starkweather_Chair
	CLASS			EC_BASIC
MATERIAL                         MATERIAL_WOOD_THIN
	MODEL			Starkweather_Chair
	ANIMATION_BLOCK	EntityAnims
	LOD_DATA			1,60,0,-1
	ARMOUR_CLASS		ARM_MEDIUM
	LOCKED			1
	BND_SPH_BOOST		6.0
END

#FORCE
RECORD dummy
######## unique static AlanB  ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC Alan B LIGHT ARCHETYPES
END

#FORCE
RECORD dummy
######## unique AlanB DOOR ARCHETYPES
END

#FORCE
RECORD dummy
######## BOWERY FALLING ARCHETYPES
END

#FORCE
RECORD dummy
######## BOWERY CONVEYOR ARCHETYPES
END

#FORCE
RECORD dummy
######## BOWERY MOVING ARCHETYPES
END

#FORCE
RECORD dummy
######## BOWERY DOOR ARCHETYPES
END

#FORCE
RECORD dummy
######## BOWERY SLIDING DOOR ARCHETYPES
END

#FORCE
RECORD dummy
######## BOWERY LIGHT ARCHETYPES
END

#FORCE
RECORD dummy
######## BOWERY CONTAINER ARCHETYPES
END

#FORCE
RECORD dummy
######## BOWERY STATIC ARCHETYPES
END

#FORCE
RECORD dummy
######## BOWERY TOPPLER ARCHETYPES
END

#FORCE
RECORD dummy
######## BOWERY SWITCH ARCHETYPES
END

#FORCE
RECORD dummy
######## BOWERY HANGING ARCHETYPES
END

#FORCE
RECORD dummy
######## UPTOWN MOVING ARCHETYPES
END

#FORCE
RECORD dummy
######## UPTOWN DOOR ARCHETYPES
END

#FORCE
RECORD dummy
######## UPTOWN STATIC ARCHETYPES
END

#FORCE
RECORD dummy
######## UPTOWN LIGHT ARCHETYPES
END

#FORCE
RECORD dummy
########UPTOWN FUNCTIONAL ARCHETYPES###########
END

#FORCE
RECORD dummy
######## Industrial FALLING ARCHETYPES
END

#FORCE
RECORD dummy
######## Industrial container ARCHETYPES
END

#FORCE
RECORD dummy
######## Industrial STATIC ARCHETYPES
END

#FORCE
RECORD dummy
######## INDUSTRIAL SWITCH ARCHETYPES
END

#FORCE
RECORD dummy
######## INDUSTRIAL MOVING ARCHETYPES
END

#FORCE
RECORD dummy
######## Industrial doors ARCHETYPES
END

#FORCE
RECORD dummy
######## Industrial SLIDING DOOR ARCHETYPES
END

#FORCE
RECORD dummy
######## Estate LIGHT ARCHETYPES
END

#FORCE
RECORD dummy
######## ESTATE DOOR ARCHETYPES
END

#FORCE
RECORD dummy
######## GENERIC ESTATE ARCHETYPES
END

#FORCE
RECORD dummy
######## Estate TOPPLER ARCHETYPES
END

#FORCE
RECORD dummy
######## Prison STATIC ARCHETYPES
END

#FORCE
RECORD dummy
######## PRISON ANIMATING ARCHETYPES
END

#FORCE
RECORD dummy
######## PRISON sliding door ARCHETYPES
END

#FORCE
RECORD dummy
######## Prison DOOR ARCHETYPES
END

#FORCE
RECORD dummy
########SPECIAL ARCHETYPES###########
END

#FORCE
RECORD rat
#for obbe’s effects force the model in here
	CLASS			EC_BASIC
	MODEL			CJ_RAT
END

#FORCE
RECORD crow
#for obbe’s effects force the model in here
	CLASS			EC_BASIC
	MODEL			CJ_CROW
END

#FORCE
RECORD triangle
#need a triangle archetype so that LOD stuff doesn't generator an error for null geometry (uses triangle.dff instead!)
	CLASS			EC_BASIC
	MODEL			triangle
END

RECORD Trigger
	CLASS			EC_TRIGGER
	LOD_DATA		0,20,0,-1
END

RECORD Gen_Save_Point
	CLASS			EC_TRIGGER
	MODEL			CJ_Save_Point(VHSTape)
	LOD_DATA		0,40,0,-1
END

#FORCE
RECORD dummy
######### COLLISION ARCHETYPES##########
# These are here to force extraction collision information which isn't attached to an entity
END

#FORCE
RECORD dummy
	COLLISION_DATA		visplayer
	COLLISION_DATA		deadped
	COLLISION_DATA		crouch
	COLLISION_DATA		climb
END

RECORD Attic_Bed
	CLASS 		EC_BASIC
	MODEL 		Attic_Bed
	COLLISION_DATA 	Attic_Bed
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_WOOD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Attic_Corpse
	CLASS 		EC_BASIC
	MODEL 		Attic_Corpse
	COLLISION_DATA 	Attic_Corpse
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_WOOD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Attic_Wall_Lite
	CLASS 		EC_BASIC
	MODEL 		Attic_Wall_Lite
	COLLISION_DATA 	Attic_Wall_Lite
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METALHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Attic_Ceil_Lite
	CLASS 		EC_BASIC
	MODEL 		Attic_Ceil_Lite
	COLLISION_DATA 	Attic_Ceil_Lite
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METALHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	SWINGINWIND
END

RECORD Attic_Wall_Lite_(L)
	CLASS 		EC_ENTITYLIGHT
	MODEL 		Attic_Wall_Lite_(L)
	COLLISION_DATA 	Attic_Wall_Lite_(L)
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METALHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Attic_Ceil_Lite_(L)
	CLASS 		EC_ENTITYLIGHT
	MODEL 		Attic_Ceil_Lite_(L)
	COLLISION_DATA 	Attic_Ceil_Lite_(L)
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METALHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	SWINGINWIND
END

RECORD Attic_Fridge
	CLASS 		EC_BASIC
	MODEL 		Attic_Fridge
	COLLISION_DATA 	Attic_Fridge
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Attic_GoreTable
	CLASS 		EC_BASIC
	MODEL 		Attic_GoreTable
	COLLISION_DATA 	Attic_GoreTable
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_WOOD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Attic_Sink
	CLASS 		EC_BASIC
	MODEL 		Attic_Sink
	COLLISION_DATA 	Attic_Sink
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_TILE
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Attic_Standing_Lamp_(L)
	CLASS 		EC_ENTITYLIGHT
	MODEL 		Attic_Standing_Lamp_(L)
	COLLISION_DATA 	Attic_Standing_Lamp_(L)
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METALHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Attic_Stark_Glass
	CLASS 		EC_BASIC
	MODEL 		Attic_Stark_Glass
	COLLISION_DATA 	Attic_Stark_Glass
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_GLASSHARD
	ARMOUR_CLASS 	ARM_LIGHT
	HIT_POINTS 	100
	LOCKED
	SMASHABLE
END

RECORD Attic_Planks
	CLASS 		EC_BASIC
	MODEL 		Attic_Planks
	COLLISION_DATA 	Attic_Planks
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_WOOD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD FanLight_Old_Rotten
	CLASS 		EC_BASIC
	MODEL 		FanLight_Old_Rotten
	COLLISION_DATA 	FanLight_Old_Rotten
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Heater_Old
	CLASS 		EC_BASIC
	MODEL 		Heater_Old
	COLLISION_DATA 	Heater_Old
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_STARK_DESK
	CLASS 		EC_BASIC
	MODEL 		CJ_STARK_DESK
	COLLISION_DATA 	CJ_STARK_DESK
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_WOOD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_bunk_bed2
	CLASS 		EC_BASIC
	MODEL 		CJ_bunk_bed2
	COLLISION_DATA 	CJ_bunk_bed2
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_LIGHT_BULB_(L)
	CLASS 		EC_ENTITYLIGHT
	MODEL 		CJ_LIGHT_BULB_(L)
	COLLISION_DATA 	CJ_LIGHT_BULB_(L)
	LOD_DATA 	0,40,0,-1
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_STARK_GREENHSHELVES1
	CLASS 		EC_BASIC
	MODEL 		CJ_STARK_GREENHSHELVES1
	COLLISION_DATA 	CJ_STARK_GREENHSHELVES1
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_STARK_GREENHSHELVES2
	CLASS 		EC_BASIC
	MODEL 		CJ_STARK_GREENHSHELVES2
	COLLISION_DATA 	CJ_STARK_GREENHSHELVES2
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Corpse_Cer2
	CLASS 		EC_BASIC
	MODEL 		Corpse_Cer2
	COLLISION_DATA 	Corpse_Cer2
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_GORE
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Corpse_Cer1
	CLASS 		EC_BASIC
	MODEL 		Corpse_Cer1
	COLLISION_DATA 	Corpse_Cer1
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_GORE
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Corpse_Door
	CLASS 		EC_BASIC
	MODEL 		Corpse_Door
	COLLISION_DATA 	Corpse_Door
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_GORE
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD Corpse_Cer3
	CLASS 		EC_BASIC
	MODEL 		Corpse_Cer3
	COLLISION_DATA 	Corpse_Cer3
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_GORE
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

