# 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 Smi_BodB1
	CLASS			EC_HUNTER
	LEADER		leader1
	MODEL			Smi_BodB1
	LOW_LOD_MODEL	Smi_BodB1
	SKIN_TEX		Smi_BodB1B_128
	SKIN_TEX		Smi_BodB1C_128
	LOD_DATA		0,70,0,-1
	IMPULSE_LIMIT	700
	COLLISION_DATA	hunter
	PHYSICS		HUNTER_PHYS
	STATE_SOUNDS	default_hunter
	ANIMATION_BLOCK	SmileyAnims
	HEAD			Smi_HedB1
	HEAD_SELECTION	1
	VOICE			SMILEY_BIG
	KO_TIME		15.0
	STUN_TIME		60.0
	HIT_POINTS		100
	WALK_SPEED		1.0
	RUN_SPEED		1.0
	RUN_TIME		15.0
	SWING_PAUSE		0.5
	HIT_ACCURACY	100.0
	MAX_LEG_DAMAGE	50.0
	MAX_ARM_DAMAGE	50.0
	BLOCK_DAMAGE	0.25
	BND_SPH_BOOST	1.3
END

RECORD Smi_BodM1
	CLASS			EC_HUNTER
	LEADER		leader1
	MODEL			Smi_BodM1
	LOW_LOD_MODEL	Smi_BodM1
	SKIN_TEX		Smi_BodM1B_128
	SKIN_TEX		Smi_BodM1C_128
	LOD_DATA		0,70,0,-1
	IMPULSE_LIMIT	700
	COLLISION_DATA	hunter
	PHYSICS		HUNTER_PHYS
	STATE_SOUNDS	default_hunter
	ANIMATION_BLOCK	SmileyAnims
	HEAD			Smi_HedM1
	HEAD_SELECTION	1
	VOICE			SMILEY_MEDIUM
	KO_TIME		15.0
	STUN_TIME		60.0
	HIT_POINTS		100
	WALK_SPEED		1.0
	RUN_SPEED		1.0
	RUN_TIME		15.0
	SWING_PAUSE		0.5
	HIT_ACCURACY	100.0
	MAX_LEG_DAMAGE	50.0
	MAX_ARM_DAMAGE	50.0
	BLOCK_DAMAGE	0.25
	BND_SPH_BOOST	1.3
END

RECORD Smi_BodS1
	CLASS			EC_HUNTER
	LEADER		leader1
	MODEL			Smi_BodS1
	LOW_LOD_MODEL	Smi_BodS1
	SKIN_TEX		Smi_BodS1B_128
	SKIN_TEX		Smi_BodS1C_128
	LOD_DATA		0,70,0,-1
	IMPULSE_LIMIT	700
	COLLISION_DATA	hunter
	PHYSICS		HUNTER_PHYS
	STATE_SOUNDS	default_hunter
	ANIMATION_BLOCK	SmileyAnims
	HEAD			Smi_HedS1
	HEAD_SELECTION	1
	VOICE			SMILEY_SMALL
	KO_TIME		15.0
	STUN_TIME		60.0
	HIT_POINTS		100
	WALK_SPEED		1.0
	RUN_SPEED		1.0
	RUN_TIME		15.0
	SWING_PAUSE		0.5
	HIT_ACCURACY	100.0
	MAX_LEG_DAMAGE	50.0
	MAX_ARM_DAMAGE	50.0
	BLOCK_DAMAGE	0.25
	BND_SPH_BOOST	1.3
END

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

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

RECORD Smi_HedS1
	CLASS			EC_PEDHEAD
	MODEL			Smi_HedS1
	SKIN_TEX		Smi_HedS1B_128
	SKIN_TEX		Smi_HedS1C_128
	LOD_DATA		0,20,0,-1
	BND_SPH_BOOST		1.5
END

RECORD Smi_HedB1
	CLASS			EC_PEDHEAD
	MODEL			Smi_HedB1
	SKIN_TEX		Smi_HedB1B_128
	SKIN_TEX		Smi_HedB1C_128
	LOD_DATA		0,20,0,-1
	BND_SPH_BOOST		1.5
END

RECORD Smi_HedM1
	CLASS			EC_PEDHEAD
	MODEL			Smi_HedM1
	SKIN_TEX		Smi_HedM1B_128
	SKIN_TEX		Smi_HedM1C_128
	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 Cleaver_(CT)
	CLASS			EC_WEAPON
	COLLECTABLE_TYPE	CT_CLEAVER
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BELT_RIGHT
	MODEL			Cleaver_(CT)
	WEAPON			cleaver
	KICK_WEAPON		kick_blade2
	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_Pipe
	SELECT_DELAY		0.067
	HOLSTER_TRANSLATION	0.00498673, -0.0310545, -0.0417163
	HOLSTER_ROTATION	0.755601, 0.00320132, 0.652719, 0.0549088
	MODEL_DISPLAY_ANIM	Cleaver_Spin_W
	BND_SPH_BOOST		2.0
	TRANSPARENT
# execution 1 not used now
	NEXT_EXECUTION
# execution 2
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.6
	EXECUTE_TVP		EXECUTE_CLEAVER2
	EXECUTE_NUM_TVPS	1
	EXECUTE_HEAD_SEVER_TIME		6.0
      NEXT_EXECUTION
# execution 3
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.1
	EXECUTE_TVP		EXECUTE_CLEAVER3
	EXECUTE_NUM_TVPS	1
	EXECUTE_HEAD_SEVER_TIME		4.3
      NEXT_EXECUTION
# execution 4
	EXECUTE_HUNTER_WEAPON_DROP_TIME	1.1
	EXECUTE_TVP		EXECUTE_CLEAVER4
	EXECUTE_NUM_TVPS	1
	EXECUTE_HEAD_SEVER_TIME		5.3
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 Glock_(CT)
	CLASS			EC_WEAPON
	COLLECTABLE_TYPE	CT_GLOCK
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BELT_RIGHT
	MODEL			Glock_(CT)
	WEAPON			glock
	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
#	MODEL_USE_ANIM	Glock_Fire_W
#	HAND_ANIM			Hands_Glock
	SELECT_DELAY		0.067
	SHELL_NUMBER		1
	SHELL_EJECT_POS	0.168, 0.012,0.117
	SHELL_EJECT_DELAY_FIRE	0.0
	SHELL_VELOCITY		0.0,3.0,3.0
	SHELL_VEL_RAND	0.1
	SHELL_SPIN		0.0,50.0,50.0
	SHELL_MODEL		Small_Shell
	SHELL_RADIUS		0.006
	HOLSTER_TRANSLATION	-0.00194909, -0.0622420, 0.0468703
	HOLSTER_ROTATION	0.496014, -0.489569, 0.497018, 0.516977
	FLASH_MODEL		Commando_Flash
	FLASH_POS			0.324, 0.025, 0.104
	MODEL_DISPLAY_ANIM	Glock_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 SawnOff_Shotgun_(CT)
	CLASS			EC_WEAPON
	COLLECTABLE_TYPE	CT_SAWNOFF
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BACK
	MODEL			SawnOff_Shotgun_(CT)
	WEAPON			sawnoffShotgun
	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_Shotgun
	SELECT_DELAY		0.0
	MODEL_HOLSTER_ANIM SawnOff_Select_W
	SHELL_NUMBER		2
	SHELL_EJECT_POS	0.231, 0.045, 0.256
	SHELL_EJECT_POS	0.231, 0.005, 0.256
	SHELL_EJECT_DELAY_RELOAD	0.533
	SHELL_VELOCITY		-6.0,0.0,0.0
	SHELL_VEL_RAND	0.2
	SHELL_SPIN		0.0,15.0,0.0
	SHELL_MODEL		Shotgun_Shell
	SHELL_RADIUS		0.012
	HOLSTER_TRANSLATION	0.0857333, 0.0165649, 0.0224096
	HOLSTER_ROTATION	0.664278, 0.462003, 0.428737, -0.401836
	STRAP1_TRANSLATION	-0.0584251, -0.0243334, 0.262290
	STRAP1_ROTATION		0.163678, -0.232901, 0.761416, 0.582419
	STRAP2_TRANSLATION	0.00504432, -0.189214, 0.246890
	STRAP2_ROTATION		-0.0266061, 0.150250, 0.845717, 0.511351
	FLASH_MODEL		Commando_Flash
	FLASH_POS			0.768,0.007,0.309
	MODEL_DISPLAY_ANIM	Sawnoff_Spin_W
	BND_SPH_BOOST		1.7
	TRANSPARENT
	OBSTRUCT_POINT		0.0, -0.12, 0.82
	OBSTRUCT_POINT_ZOOM	-0.2, 0.35, 1.15
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

RECORD Bottle_(CT)
	CLASS			EC_RESPONDER
      MATERIAL                         MATERIAL_BOTTLE
	COLLECTABLE_TYPE	CT_BOTTLE
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BELT_REAR
	MODEL			Bottle_(CT)
	WEAPON			bottle
	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	-0.0561571, 0.00280270, -0.0202289
	HOLSTER_ROTATION	-0.179646, -0.187489, 0.312789, 0.913640
	MODEL_DISPLAY_ANIM	Bottle_Spin_W
	SMASHABLE2
	BND_SPH_BOOST		1.3
	TRANSPARENT
END

RECORD Can_(CT)
	CLASS			EC_RESPONDER
      MATERIAL                         MATERIAL_CAN
	COLLECTABLE_TYPE	CT_CAN
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BELT_REAR
	MODEL			Can_(CT)
	WEAPON			can
	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	-0.0373442, 0.00171289, -0.00330573
	HOLSTER_ROTATION	-0.168730, -0.0820061, 0.505414, 0.842236
	MODEL_DISPLAY_ANIM	Can_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 Bag_(CT)
	CLASS			EC_WEAPON
	COLLECTABLE_TYPE	CT_BAG
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BELT_LEFT
	MODEL			Bag_(CT)
	WEAPON			fists
	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	Bag_Spin_W
	BND_SPH_BOOST		1.3
	TRANSPARENT
# execution 1 not used now
	NEXT_EXECUTION
# execution 2
	EXECUTE_HUNTER_WEAPON_DROP_TIME	1.0
	EXECUTE_PLAYER_WEAPON_DESTROY_TIME	0.86
	EXECUTE_TVP		EXECUTE_BAG2
	EXECUTE_NUM_TVPS	1
	EXECUTE_MODEL	 Bag_Execute_(CT)
	EXECUTE_MODEL_ANIM Bag_Sneak_Attack2_W
	NEXT_EXECUTION
# execution 3
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.6
	EXECUTE_PLAYER_WEAPON_DESTROY_TIME	0.43
	EXECUTE_TVP		EXECUTE_BAG3
	EXECUTE_NUM_TVPS	1
	EXECUTE_MODEL	 Bag_Execute_(CT)
	EXECUTE_MODEL_ANIM Bag_Sneak_Attack3_W
	NEXT_EXECUTION
# execution 4
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.8
	EXECUTE_PLAYER_WEAPON_DESTROY_TIME	0.63
	EXECUTE_TVP		EXECUTE_BAG4
	EXECUTE_NUM_TVPS	1
	EXECUTE_MODEL	 Bag_Execute_(CT)
	EXECUTE_MODEL_ANIM Bag_Sneak_Attack4_W
END

RECORD Wire_(CT)
	CLASS			EC_WEAPON
	COLLECTABLE_TYPE	CT_WIRE
	ANIMATION_BLOCK	EntityAnims
	HOLSTER_SLOT		BELT_LEFT
	MODEL			Wire_(CT)
	WEAPON			fists
	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	0.0510925, 0.0129074, -0.0470257
	HOLSTER_ROTATION	-0.133181, 0.981417, -0.121225, 0.0662454
	MODEL_DISPLAY_ANIM	Wire_Spin_W
	BND_SPH_BOOST		1.3
	TRANSPARENT
# execution 1 not used now
	NEXT_EXECUTION
#EXECUTION 2
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.7
	EXECUTE_PLAYER_WEAPON_DESTROY_TIME	7.33
	EXECUTE_TVP		EXECUTE_WIRE2
	EXECUTE_NUM_TVPS	1
	EXECUTE_MODEL		Wire_Execute_(CT)
	EXECUTE_MODEL_ANIM	Wire_Sneak_Attack2_W
     NEXT_EXECUTION
#EXECUTION 3
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.5
	EXECUTE_PLAYER_WEAPON_DESTROY_TIME	7.63
	EXECUTE_TVP		EXECUTE_WIRE3
	EXECUTE_MODEL		Wire_Execute_(CT)
	EXECUTE_MODEL_ANIM	Wire_Sneak_Attack3_W
	EXECUTE_NUM_TVPS	1
     NEXT_EXECUTION
#EXECUTION 4 
	EXECUTE_HUNTER_WEAPON_DROP_TIME	0.8
	EXECUTE_PLAYER_WEAPON_DESTROY_TIME	6.9
	EXECUTE_TVP		EXECUTE_WIRE4
	EXECUTE_HEAD_SEVER_TIME		6.9
	EXECUTE_MODEL		Wire_Execute_(CT)
	EXECUTE_MODEL_ANIM	Wire_Sneak_Attack4_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

RECORD Gas_Can
	CLASS			EC_BASIC
MATERIAL    MATERIAL_METAL_CONTAINER
	MODEL			Gas_Can
	ANIMATION_BLOCK	EntityAnims
	COLLISION_DATA		Gas_Can
	PHYSICS			GAS_CAN_PHYS
	LOD_DATA		0,25,0,-1
	BND_SPH_BOOST		12.0
	GAS_CAN
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

RECORD Gen_Interior_WoodDoor_(D)
	CLASS			EC_DOOR
MATERIAL                               MATERIAL_WOOD
	MODEL			Gen_Interior_WoodDoor_(D)
	COLLISION_DATA	Gen_Interior_WoodDoor_(D)
	LOD_DATA		0,50,0,-1
	PHYSICS		SWINGDOOR_PHYS
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 Asylum_Victim
	CLASS			EC_BASIC
MATERIAL                               MATERIAL_GORE
	MODEL			Asylum_Victim
	ANIMATION_BLOCK	EntityAnims
	LOD_DATA			1,40,0,-1
	ARMOUR_CLASS		ARM_MEDIUM
	LOCKED			1
	BND_SPH_BOOST		8.0
END

RECORD Exploding_Wall
	CLASS			EC_BASIC
	MODEL			Exploding_Wall
      MATERIAL                         MATERIAL_STONE
	COLLISION_DATA		Exploding_Wall
	ANIMATION_BLOCK	EntityAnims
	LOD_DATA			1,60,0,-1
	ARMOUR_CLASS		ARM_MEDIUM
	LOCKED			1
	BND_SPH_BOOST		15.0
	DONT_LIGHT
END

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

RECORD Gen_MainPower_Lever_(S)
	CLASS			EC_SWITCH
MATERIAL                               MATERIAL_METAL
	MODEL			Gen_MainPower_Lever_(S)
	COLLISION_DATA		Gen_MainPower_Lever_(S)
	USE_DELAY			1.0
	LOD_DISTANCE		60.0
	LOD_DATA			0,20,0,-1
	LOCKED
	USEABLE_CLASS		POWER_LEVER
	ANIMATION_BLOCK	EntityAnims
	USEABLE_ANIM		PowerLever_On_O
	USEABLE_OFF_ANIM	Gen_Power_Lever_Off_O
	HOTSPOT_HORIZ_DIST	0.6
	HOTSPOT_VERT_DIST	0.0
	HOTSPOT_RADIUS	0.5
	FOCUS_RADIUS		70.0
	MUST_ALIGN		
	2_STATE	
	MULTIPLE
END

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

RECORD ASY_Garage_Button_(S)
	CLASS			EC_SWITCH
MATERIAL                               MATERIAL_METAL
	MODEL			ASY_Garage_Button_(S)
	COLLISION_DATA		Gen_MainPower_Lever_(S)
	USEABLE_CLASS		BUTTON
	USE_DELAY			0.5
	LOD_DATA			0,40,0,-1
	HOTSPOT_HORIZ_DIST	0.6
	HOTSPOT_VERT_DIST	0.0
	HOTSPOT_RADIUS	0.7
	FOCUS_RADIUS		70.0
	MUST_ALIGN		
	LOCKED
	MULTIPLE
	2_STATE	
#	SWITCH_MODEL
END

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

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

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

RECORD Gen_Sec-Cam
	CLASS			EC_BASIC
      MATERIAL     MATERIAL_METAL_CONTAINER
	MODEL			Gen_Sec-Cam
	COLLISION_DATA	Gen_Sec-Cam
	LOD_DATA		0,30,0,-1
	LOCKED
END

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

RECORD Exploding_Wall_Frame
	CLASS			EC_BASIC
      MATERIAL                         MATERIAL_STONE
	MODEL			Exploding_Wall_Frame
	COLLISION_DATA	Exploding_Wall_Frame
	LOD_DATA		0,60,0,-1
	DONT_LIGHT
	LOCKED
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_METALDOOR2_(D)
	CLASS			EC_DOOR
MATERIAL                         MATERIAL_METAL
	MODEL			CJ_METALDOOR2_(D)
	COLLISION_DATA	CJ_METALDOOR2_(D)
	LOD_DATA		0,40,0,-1
	MATERIAL 		MATERIAL_METAL
	PHYSICS		SWINGDOOR_PHYS
END

RECORD Gen_WTough_Glass_(D)
	CLASS 		EC_DOOR
	MODEL 		Gen_WTough_Glass_(D)
	COLLISION_DATA 	Gen_WTough_Glass_(D)
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_GLASSHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	PHYSICS		SWINGDOOR_PHYS
	TRANSPARENT
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

#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

RECORD Bow_Interior_PrisonGate_(D)
	CLASS			EC_DOOR
	MODEL			Bow_Interior_PrisonGate_(D)
	MATERIAL		MATERIAL_IRON_BAR_DOOR
	COLLISION_DATA	Bow_Interior_PrisonGate_(D)
	LOD_DATA		0,40,0,-1
	PHYSICS		SWINGDOOR_PHYS
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

RECORD Dynamic_light1_(L)
	CLASS			EC_ENTITYLIGHT
#	MODEL			triangle
	LOD_DATA		0,20,0,-1
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

RECORD der_meshgate_(D)
	CLASS			EC_DOOR
	MATERIAL			MATERIAL_WIREMESH
	MODEL			der_meshgate_(D)
	COLLISION_DATA		der_meshgate_(D)
	LOD_DATA		0,35,0,-1
	PHYSICS		SWINGDOOR_PHYS
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

RECORD searchable
	CLASS			EC_USEABLE
	LOD_DATA		0,20,0,-1
	HOTSPOT_RADIUS	1.0
	FOCUS_RADIUS	1.0
	USE_DELAY		1.0
	SEARCHABLE
	USEABLE_CLASS		SEARCHABLE
	MULTIPLE
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 CJ_MONITER
	CLASS 		EC_BASIC
	MODEL 		CJ_MONITER
	COLLISION_DATA 	CJ_MONITER
	LOD_DATA 	0,40,100,-1
	LOD_DATA 	1,40,0,-1
	MATERIAL 	MATERIAL_GLASSHARD
	ARMOUR_CLASS 	ARM_LIGHT
	HIT_POINTS 	1000
	DAMAGE_FX	FXE000
	LOCKED
END

RECORD CJ_BLOODY_MATRESS
	CLASS			EC_BASIC
     MATERIAL                          MATERIAL_SOFT
	MODEL			CJ_BLOODY_MATRESS
	COLLISION_DATA	CJ_BLOODY_MATRESS
	LOD_DATA		0,40,0,-1
	LOCKED
END

RECORD CJ_Crates
	CLASS			EC_BASIC
      MATERIAL                         MATERIAL_WOODHARD
	MODEL			CJ_Crates
	COLLISION_DATA	CJ_Crates
	LOD_DATA		0,80,0,-1
	LOCKED
END

RECORD CJ_BIGPOTS1
	CLASS			EC_BASIC
      MATERIAL                         MATERIAL_CERAMIC
	MODEL			CJ_BIGPOTS1
	COLLISION_DATA	CJ_BIGPOTS1
	LOD_DATA		0,40,0,-1
	LOCKED
END

RECORD CJ_FOURTABLES(GH)
	CLASS			EC_BASIC
      MATERIAL                         MATERIAL_WOOD_BOARD
	MODEL			CJ_FOURTABLES(GH)
	COLLISION_DATA	CJ_FOURTABLES(GH)
	LOD_DATA		0,50,0,-1
	LOCKED
END

RECORD CJ_FOURTABLES(GH)_SHADOW
	CLASS			EC_BASIC
	MODEL			CJ_FOURTABLES(GH)_SHADOW
	LOD_DATA		0,40,0,-1
END

RECORD CJ_FOURTABLES2(GH)
	CLASS			EC_BASIC
      MATERIAL                         MATERIAL_WOOD_BOARD
	MODEL			CJ_FOURTABLES2(GH)
	COLLISION_DATA	CJ_FOURTABLES2(GH)
	LOD_DATA		0,50,0,-1
	LOCKED
END

RECORD CJ_FOURTABLES2(GH)_SHADOW
	CLASS			EC_BASIC
	MODEL			CJ_FOURTABLES2(GH)_SHADOW
	LOD_DATA		0,40,0,-1
END

RECORD CJ_TABLEOVER
	CLASS			EC_BASIC
      MATERIAL                         MATERIAL_WOOD_DOOR
	MODEL			CJ_TABLEOVER
	COLLISION_DATA	CJ_TABLEOVER
	LOD_DATA		0,50,0,-1
	LOCKED
END

RECORD CJ_OilDrum2_(F)
	CLASS			EC_BASIC
	MODEL			CJ_OilDrum2_(F)
	MATERIAL			MATERIAL_TRASHCAN
	COLLISION_DATA	CJ_OilDrum2_(F)
	LOD_DATA		0,40,0,-1
	PHYSICS		BIO_DRUM_PHYS
	SHADOW
	KICKABLE
END

RECORD JT_WallLite
	CLASS			EC_BASIC
      MATERIAL                         MATERIAL_GLASSHARD
	MODEL			JT_WallLite
	COLLISION_DATA		JT_WallLite
	LOD_DATA		0,40,0,-1
	LOCKED
END

RECORD asy_bush
	CLASS 		EC_BASIC
	MODEL 		asy_bush
	COLLISION_DATA 	asy_bush
	LOD_DATA 	0,35,0,-1
	MATERIAL 	MATERIAL_GRASS
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	BUSHINWIND
END

RECORD asy_bush2
	CLASS 		EC_BASIC
	MODEL 		asy_bush2
	COLLISION_DATA 	asy_bush2
	LOD_DATA 	0,35,0,-1
	MATERIAL 	MATERIAL_GRASS
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	BUSHINWIND
END

RECORD Hazel04_392
	CLASS 		EC_BASIC
	MODEL 		Hazel04_392
	COLLISION_DATA 	Hazel04_392
	LOD_DATA 	0,56,0,-1
	MATERIAL 	MATERIAL_WOODHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	TREEINWIND
END

RECORD Hazel01r
	CLASS 		EC_BASIC
	MODEL 		Hazel01r
	COLLISION_DATA 	Hazel01r
	LOD_DATA 	0,56,0,-1
	MATERIAL 	MATERIAL_WOODHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	DONT_LIGHT
	TREEINWIND
END

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

RECORD asm_roomfan
	CLASS 		EC_BASIC
	MODEL 		asm_roomfan
	COLLISION_DATA 	asm_roomfan
	LOD_DATA 	0,20,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	ROTATELIKEFAN
END

RECORD asy_bush3
	CLASS 		EC_BASIC
	MODEL 		asy_bush3
	COLLISION_DATA 	asy_bush3
	LOD_DATA 	0,35,0,-1
	MATERIAL 	MATERIAL_GRASS
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	BUSHINWIND
END

RECORD asy_oilpipes
	CLASS 		EC_BASIC
	MODEL 		asy_oilpipes
	COLLISION_DATA 	asy_oilpipes
	LOD_DATA 	0,25,0,-1
	MATERIAL 	MATERIAL_METALHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	DONT_LIGHT
END

RECORD asy_boiler
	CLASS 		EC_BASIC
	MODEL 		asy_boiler
	COLLISION_DATA 	asy_boiler
	LOD_DATA 	0,25,0,-1
	MATERIAL 	MATERIAL_METALHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	DONT_LIGHT
END

RECORD asy_ceilingpipes
	CLASS 		EC_BASIC
	MODEL 		asy_ceilingpipes
	COLLISION_DATA 	asy_ceilingpipes
	LOD_DATA 	0,37,0,-1
	MATERIAL 	MATERIAL_METALHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	DONT_LIGHT
END

RECORD asym_cambrckt
	CLASS 		EC_BASIC
	MODEL 		asym_cambrckt
	COLLISION_DATA 	asym_cambrckt
	LOD_DATA 	0,25,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD asym_desk
	CLASS 		EC_BASIC
	MODEL 		asym_desk
	COLLISION_DATA 	asym_desk
	LOD_DATA 	0,27,0,-1
	MATERIAL 	MATERIAL_WOOD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	DONT_LIGHT
END

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

RECORD CJ_MEDICAL_CAB
	CLASS 		EC_BASIC
	MODEL 		CJ_MEDICAL_CAB
	COLLISION_DATA 	CJ_MEDICAL_CAB
	LOD_DATA 	0,30,0,-1
	MATERIAL 	MATERIAL_WOOD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_IND_LIGHT
	CLASS 		EC_BASIC
	MODEL 		CJ_IND_LIGHT
	COLLISION_DATA 	CJ_IND_LIGHT
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_GLASSHARD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	TRANSPARENT
END

RECORD CJ_NEW_LOCKERS
	CLASS 		EC_BASIC
	MODEL 		CJ_NEW_LOCKERS
	COLLISION_DATA 	CJ_NEW_LOCKERS
	LOD_DATA 	0,30,0,-1
	MATERIAL 	MATERIAL_TRASHCAN
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_Radiator_old
	CLASS 		EC_BASIC
	MODEL 		CJ_Radiator_old
	COLLISION_DATA 	CJ_Radiator_old
	LOD_DATA 	0,27,0,-1
	MATERIAL 	MATERIAL_METALRAILING
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_bunk_bed1
	CLASS 		EC_BASIC
	MODEL 		CJ_bunk_bed1
	COLLISION_DATA 	CJ_bunk_bed1
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_GREENSHELVES
	CLASS 		EC_BASIC
	MODEL 		CJ_GREENSHELVES
	COLLISION_DATA 	CJ_GREENSHELVES
	LOD_DATA 	0,25,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
	TRANSPARENT
END

RECORD CJ_INDSINK
	CLASS 		EC_BASIC
	MODEL 		CJ_INDSINK
	COLLISION_DATA 	CJ_INDSINK
	LOD_DATA 	0,25,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_INDSINK_SHADOW
	CLASS			EC_BASIC
	MODEL			CJ_INDSINK_SHADOW
	LOD_DATA		0,25,0,-1
END

RECORD CJ_FOLDCHAIR
	CLASS 		EC_BASIC
	MODEL 		CJ_FOLDCHAIR
	COLLISION_DATA 	CJ_FOLDCHAIR
	LOD_DATA 	0,27,0,-1
	MATERIAL 	MATERIAL_DUMPSTER
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

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

RECORD CJ_bunk_bed5
	CLASS 		EC_BASIC
	MODEL 		CJ_bunk_bed5
	COLLISION_DATA 	CJ_bunk_bed5
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METALRAILING
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_TROLLY1
	CLASS 		EC_BASIC
	MODEL 		CJ_TROLLY1
	COLLISION_DATA 	CJ_TROLLY1
	LOD_DATA 	0,35,0,-1
	MATERIAL 	MATERIAL_METALRAILING
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_SALINEDRIP
	CLASS 		EC_BASIC
	MODEL 		CJ_SALINEDRIP
	COLLISION_DATA 	CJ_SALINEDRIP
	LOD_DATA 	0,20,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_bunk_bed4
	CLASS 		EC_BASIC
	MODEL 		CJ_bunk_bed4
	COLLISION_DATA 	CJ_bunk_bed4
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_WHEELCHAIR1
	CLASS 		EC_BASIC
	MODEL 		CJ_WHEELCHAIR1
	COLLISION_DATA 	CJ_WHEELCHAIR1
	LOD_DATA 	0,25,0,-1
	MATERIAL 	MATERIAL_CAR
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_Generator2
	CLASS 		EC_BASIC
	MODEL 		CJ_Generator2
	COLLISION_DATA 	CJ_Generator2
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METAL_THICK_METAL_PLATE
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

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

RECORD CJ_AIRCON
	CLASS 		EC_BASIC
	MODEL 		CJ_AIRCON
	COLLISION_DATA 	CJ_AIRCON
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_DUMPSTER
	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_Wall_Light(L)
	CLASS 		EC_ENTITYLIGHT
	MODEL 		CJ_Wall_Light(L)
	COLLISION_DATA 	CJ_Wall_Light(L)
	LOD_DATA 	0,40,0,-1
	MATERIAL 	MATERIAL_METAL
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_CONTROL_DESK
	CLASS 		EC_BASIC
	MODEL 		CJ_CONTROL_DESK
	COLLISION_DATA 	CJ_CONTROL_DESK
	LOD_DATA 	0,15,0,-1
	MATERIAL 	MATERIAL_WOOD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

RECORD CJ_MED_TABLE
	CLASS 		EC_BASIC
	MODEL 		CJ_MED_TABLE
	COLLISION_DATA 	CJ_MED_TABLE
	LOD_DATA 	0,30,0,-1
	MATERIAL 	MATERIAL_WOOD
	ARMOUR_CLASS 	ARM_INVULNERABLE
	HIT_POINTS 	100
	LOCKED
END

