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DayZ_Projects_cpp
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DayZ_Projects_cpp
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main
DZ/structures/specific/config.cpp
11 621 строка
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SN1054NGC
Initial DayZ mod project commit
26 ноя 2025, 01:03
26 ноя 2025, 01:03
fddb039
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class CfgPatches { class DZ_Structures_Specific { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "DZ_Data" }; }; }; class CfgVehicles { class HouseNoDestruct; class House; class Land_Radio_PanelBig: HouseNoDestruct { scope=2; displayName="$STR_CfgVehicles_Land_Radio_PanelBig0"; descriptionShort="$STR_CfgVehicles_Land_Radio_PanelBig1"; model="\dz\structures\Specific\Radio\Radio_PanelBig.p3d"; oldpower=0; simulation="statictransmitter"; inputRange=8; range=20000; useEntityHierarchy="true"; attachments[]= { "LargeBattery" }; class EnergyManager { hasIcon=1; autoSwitchOff=1; energyUsagePerSecond=0.2; attachmentAction=1; }; }; class Land_Radio_PanelPAS: HouseNoDestruct { scope=2; displayName="$STR_CfgVehicles_Land_Radio_PanelPAS0"; descriptionShort="$STR_CfgVehicles_Land_Radio_PanelPAS1"; model="\dz\structures\Specific\Radio\Radio_PanelPAS.p3d"; oldpower=0; simulation="pasbroadcaster"; inputRange=8; useEntityHierarchy="true"; attachments[]= { "LargeBattery" }; class EnergyManager { hasIcon=1; autoSwitchOff=1; energyUsagePerSecond=0.15000001; attachmentAction=1; }; }; class Land_Tower_TC3_Red: HouseNoDestruct { scope=1; model="\dz\structures\specific\towers\Tower_TC3_Red.p3d"; featureSize=150; }; class Land_Tower_TC3_Grey: HouseNoDestruct { scope=1; model="\dz\structures\specific\towers\Tower_TC3_Grey.p3d"; }; class Land_Church1_Yellow: HouseNoDestruct { scope=1; model="\dz\structures\specific\churches\Church1_Yellow.p3d"; class Doors { class DoorsTwin1 { displayName="door Twin1"; component="DoorsTwin1"; soundPos="doorsTwin1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class Doors3 { displayName="door 3"; component="Doors3"; soundPos="doors3_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class Doors4 { displayName="door 4"; component="Doors4"; soundPos="doors4_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class twin1 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door3 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors3" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door4 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors4" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Airfield_Small_Control: HouseNoDestruct { scope=1; model="\dz\structures\specific\airfields\Airfield_Small_Control.p3d"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors2 { displayName="door 2"; component="Doors2"; soundPos="doors2_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors3 { displayName="door 3"; component="Doors3"; soundPos="doors3_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors5 { displayName="door 5"; component="Doors5"; soundPos="doors5_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors6 { displayName="door 6"; component="Doors6"; soundPos="doors6_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors7 { displayName="door 7"; component="Doors7"; soundPos="doors7_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors8 { displayName="door 8"; component="Doors8"; soundPos="doors8_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors9 { displayName="door 9"; component="Doors9"; soundPos="doors9_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors10 { displayName="door 10"; component="Doors10"; soundPos="doors10_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors11 { displayName="door 11"; component="Doors11"; soundPos="doors11_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class door1 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doors1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door2 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doors2" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door3 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors3" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door5 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors5" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door6 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors6" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door7 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors7" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door8 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors8" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door9 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors9" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door10 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors10" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door11 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors11" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Airfield_Small_Hangar: HouseNoDestruct { scope=1; model="\dz\structures\specific\airfields\Airfield_Small_Hangar.p3d"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class door1 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Monument_mig21: HouseNoDestruct { scope=1; model="\dz\structures\Specific\Statues\Monument_mig21.p3d"; }; class Land_Model_plane_mig21: HouseNoDestruct { scope=1; model="\dz\structures\Specific\Statues\Model_plane_mig21.p3d"; }; class Land_Cableway_Base: HouseNoDestruct { scope=1; model="\dz\structures\specific\cableway\Cableway_Base.p3d"; }; class Land_Cableway_Tower: HouseNoDestruct { scope=1; model="\dz\structures\specific\cableway\Cableway_Tower.p3d"; }; class Land_Cableway_Tower_Slope: HouseNoDestruct { scope=1; model="\dz\structures\specific\cableway\Cableway_Tower_Slope.p3d"; }; class Land_Camp_House_white: HouseNoDestruct { scope=1; model="\dz\structures\specific\camps\Camp_House_white.p3d"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class door1 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Camp_House_brown: HouseNoDestruct { scope=1; model="\dz\structures\specific\camps\Camp_House_brown.p3d"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class door1 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Camp_House_red: HouseNoDestruct { scope=1; model="\dz\structures\specific\camps\Camp_House_red.p3d"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class door1 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Castle_Bastion: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Bastion"; featureSize=12; }; class Land_Castle_Bastion_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Bastion_nolc"; featureSize=12; }; class Land_Castle_Gate: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Gate"; featureSize=12; }; class Land_Castle_Wall1_20: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall1_20"; featureSize=12; }; class Land_Castle_Wall1_20_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall1_20_nolc"; featureSize=12; }; class Land_Castle_Wall1_20_Turn: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall1_20_Turn"; featureSize=12; }; class Land_Castle_Wall1_20_Turn_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall1_20_Turn_nolc"; featureSize=12; }; class Land_Castle_Wall1_Corner1: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall1_Corner1"; featureSize=12; }; class Land_Castle_Wall1_Corner1_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall1_Corner1_nolc"; featureSize=12; }; class Land_Castle_Wall1_End1: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall1_End1"; featureSize=12; }; class Land_Castle_Wall1_End1_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall1_End1_nolc"; featureSize=12; }; class Land_Castle_Wall1_End2: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall1_End2"; featureSize=12; }; class Land_Castle_Wall1_End2_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall1_End2_nolc"; featureSize=12; }; class Land_Castle_Wall2_30: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall2_30"; featureSize=12; }; class Land_Castle_Wall2_30_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall2_30_nolc"; featureSize=12; }; class Land_Castle_Wall2_Corner1: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall2_Corner1"; featureSize=12; }; class Land_Castle_Wall2_Corner1_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall2_Corner1_nolc"; featureSize=12; }; class Land_Castle_Wall2_End1: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall2_End1"; featureSize=12; }; class Land_Castle_Wall2_End1_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall2_End1_nolc"; featureSize=12; }; class Land_Castle_Wall2_End2: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall2_End2"; featureSize=12; }; class Land_Castle_Wall2_End2_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall2_End2_nolc"; featureSize=12; }; class Land_Castle_WallS_10: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_WallS_10"; featureSize=12; }; class Land_Castle_WallS_10_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_WallS_10_nolc"; featureSize=12; }; class Land_Castle_WallS_5_D: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_WallS_5_D"; featureSize=12; }; class Land_Castle_WallS_5_D_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_WallS_5_D_nolc"; featureSize=12; }; class Land_Castle_WallS_End: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_WallS_End"; featureSize=12; }; class Land_Castle_WallS_End_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_WallS_End_nolc"; featureSize=12; }; class Land_Castle_Stairs: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Stairs"; featureSize=12; }; class Land_Castle_Stairs_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Stairs_nolc"; featureSize=12; }; class Land_Castle_Wall1_Corner2: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall1_Corner2"; featureSize=12; }; class Land_Castle_Wall1_Corner2_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall1_Corner2_nolc"; featureSize=12; }; class Land_Castle_Wall2_Corner2: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall2_Corner2"; featureSize=12; }; class Land_Castle_Wall2_Corner2_nolc: HouseNoDestruct { scope=1; model="\DZ\structures\Specific\Castles\Castle_Wall2_Corner2_nolc"; featureSize=12; }; class Land_Castle_Bergfrit: HouseNoDestruct { scope=1; model="\dz\structures\specific\castles\Castle_Bergfrit.p3d"; featureSize=30; }; class Land_Castle_Bergfrit2: HouseNoDestruct { scope=1; model="\dz\structures\specific\castles\Castle_Bergfrit2.p3d"; featureSize=30; }; class Land_Castle_Donjon: HouseNoDestruct { scope=1; model="\dz\structures\specific\castles\Castle_Donjon.p3d"; featureSize=20; }; class Land_Dead_MassGrave: HouseNoDestruct { scope=1; model="\dz\structures\specific\deadbodies\Dead_Massgrave.p3d"; }; class Land_FuelStation_Build: HouseNoDestruct { scope=1; model="\dz\structures\specific\fuelstation\Fuelstation_Build.p3d"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalSmallOpen"; soundClose="doorMetalSmallClose"; soundLocked="doorMetalSmallRattle"; soundOpenABit="doorMetalSmallOpenABit"; }; class Doors2 { displayName="door 2"; component="Doors2"; soundPos="doors2_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalSmallOpen"; soundClose="doorMetalSmallClose"; soundLocked="doorMetalSmallRattle"; soundOpenABit="doorMetalSmallOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class door1 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door2 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors2" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_FuelStation_Feed: House { scope=1; model="\dz\structures\specific\fuelstation\Fuelstation_Feed.p3d"; displayName="$STR_GasStation_Pump0"; class DamageSystem { class GlobalHealth { class Health { hitpoints=100; healthLevels[]= { { 1, {} }, { 0.69999999, {} }, { 0.5, {} }, { 0.30000001, {} }, { 0, {} } }; }; }; class GlobalArmor { class Projectile { class Health { damage=1; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=1; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; class Land_Hotel_Damaged: HouseNoDestruct { scope=1; model="\dz\structures\specific\hotel\Hotel_Damaged.p3d"; featureSize=50; }; class Land_Hotel: HouseNoDestruct { scope=1; model="\dz\structures\specific\hotel\Hotel.p3d"; featureSize=50; }; class Land_Chapel: HouseNoDestruct { scope=1; model="\dz\structures\specific\churches\Chapel.p3d"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodNolatchOpen"; soundClose="doorWoodNolatchClose"; soundLocked="doorWoodNolatchRattle"; soundOpenABit="doorWoodNolatchOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class door1 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Church2_1: HouseNoDestruct { scope=1; model="\dz\structures\specific\churches\Church2_1.p3d"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodChurchOpen"; soundClose="doorWoodChurchClose"; soundLocked="doorWoodChurchRattle"; soundOpenABit="doorWoodChurchOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class door1 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Church2_2: HouseNoDestruct { scope=1; model="\dz\structures\specific\churches\Church2_2.p3d"; class Doors { class DoorsTwin1 { displayName="door Twin1"; component="DoorsTwin1"; soundPos="doorsTwin1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodChurchOpen"; soundClose="doorWoodChurchClose"; soundLocked="doorWoodChurchRattle"; soundOpenABit="doorWoodChurchOpenABit"; }; class Doors3 { displayName="door 3"; component="Doors3"; soundPos="doors3_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodChurchOpen"; soundClose="doorWoodChurchClose"; soundLocked="doorWoodChurchRattle"; soundOpenABit="doorWoodChurchOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class twin1 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door3 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors3" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Church3: HouseNoDestruct { scope=1; model="\dz\structures\specific\churches\Church3.p3d"; class Doors { class DoorsTwin1 { displayName="door Twin1"; component="DoorsTwin1"; soundPos="doorsTwin1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodChurchLargeOpen"; soundClose="doorWoodChurchLargeClose"; soundLocked="doorWoodChurchLargeRattle"; soundOpenABit="doorWoodChurchLargeOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class twin1 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Lunapark_Autodrome: HouseNoDestruct { scope=1; model="\dz\structures\specific\lunapark\Lunapark_Autodrome.p3d"; }; class Land_Lunapark_Carousel_Swan: HouseNoDestruct { scope=1; model="\dz\structures\specific\lunapark\Lunapark_Carousel_Swan.p3d"; }; class Land_Lunapark_Carousel_Small: HouseNoDestruct { scope=1; model="\dz\structures\specific\lunapark\Lunapark_Carousel_Small.p3d"; }; class Land_Lunapark_Ferris_wheel: HouseNoDestruct { scope=1; model="\dz\structures\specific\lunapark\Lunapark_Ferris_wheel.p3d"; }; class Land_Lunapark_Bumper_Car: HouseNoDestruct { scope=1; model="\dz\structures\specific\lunapark\Lunapark_Bumper_Car.p3d"; }; class Land_Lunapark_Shooting_Gallery: HouseNoDestruct { scope=1; model="\dz\structures\specific\lunapark\Lunapark_Shooting_Gallery.p3d"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class door1 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Prison_Main: HouseNoDestruct { scope=1; model="\dz\structures\specific\prison\Prison_Main.p3d"; featureSize=50; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors2 { displayName="door 2"; component="Doors2"; soundPos="doors2_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors3 { displayName="door 3"; component="Doors3"; soundPos="doors3_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors5 { displayName="door 5"; component="Doors5"; soundPos="doors5_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors6 { displayName="door 6"; component="Doors6"; soundPos="doors6_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors7 { displayName="door 7"; component="Doors7"; soundPos="doors7_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors8 { displayName="door 8"; component="Doors8"; soundPos="doors8_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors9 { displayName="door 9"; component="Doors9"; soundPos="doors9_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors10 { displayName="door 10"; component="Doors10"; soundPos="doors10_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors11 { displayName="door 11"; component="Doors11"; soundPos="doors11_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors13 { displayName="door 13"; component="Doors13"; soundPos="doors13_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors14 { displayName="door 14"; component="Doors14"; soundPos="doors14_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors15 { displayName="door 15"; component="Doors15"; soundPos="doors15_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors16 { displayName="door 16"; component="Doors16"; soundPos="doors16_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors17 { displayName="door 17"; component="Doors17"; soundPos="doors17_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class Doors18 { displayName="door 18"; component="Doors18"; soundPos="doors18_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors19 { displayName="door 19"; component="Doors19"; soundPos="doors19_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors20 { displayName="door 20"; component="Doors20"; soundPos="doors20_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors21 { displayName="door 21"; component="Doors21"; soundPos="doors21_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors22 { displayName="door 22"; component="Doors22"; soundPos="doors22_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors23 { displayName="door 23"; component="Doors23"; soundPos="doors23_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors24 { displayName="door 24"; component="Doors24"; soundPos="doors24_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors25 { displayName="door 25"; component="Doors25"; soundPos="doors25_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors26 { displayName="door 26"; component="Doors26"; soundPos="doors26_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors27 { displayName="door 27"; component="Doors27"; soundPos="doors27_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors28 { displayName="door 28"; component="Doors28"; soundPos="doors28_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors29 { displayName="door 29"; component="Doors29"; soundPos="doors29_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors30 { displayName="door 30"; component="Doors30"; soundPos="doors30_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors31 { displayName="door 31"; component="Doors31"; soundPos="doors31_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors32 { displayName="door 32"; component="Doors32"; soundPos="doors32_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors33 { displayName="door 33"; component="Doors33"; soundPos="doors33_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors34 { displayName="door 34"; component="Doors34"; soundPos="doors34_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors35 { displayName="door 35"; component="Doors35"; soundPos="doors35_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors36 { displayName="door 36"; component="Doors36"; soundPos="doors36_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors37 { displayName="door 37"; component="Doors37"; soundPos="doors37_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors38 { displayName="door 38"; component="Doors38"; soundPos="doors38_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors39 { displayName="door 39"; component="Doors39"; soundPos="doors39_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors40 { displayName="door 40"; component="Doors40"; soundPos="doors40_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors41 { displayName="door 41"; component="Doors41"; soundPos="doors41_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors42 { displayName="door 42"; component="Doors42"; soundPos="doors42_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors43 { displayName="door 43"; component="Doors43"; soundPos="doors43_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors44 { displayName="door 44"; component="Doors44"; soundPos="doors44_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors45 { displayName="door 45"; component="Doors45"; soundPos="doors45_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors46 { displayName="door 46"; component="Doors46"; soundPos="doors46_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors47 { displayName="door 47"; component="Doors47"; soundPos="doors47_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors48 { displayName="door 48"; component="Doors48"; soundPos="doors48_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors49 { displayName="door 49"; component="Doors49"; soundPos="doors49_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors50 { displayName="door 50"; component="Doors50"; soundPos="doors50_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors51 { displayName="door 51"; component="Doors51"; soundPos="doors51_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors52 { displayName="door 52"; component="Doors52"; soundPos="doors52_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors53 { displayName="door 53"; component="Doors53"; soundPos="doors53_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors54 { displayName="door 54"; component="Doors54"; soundPos="doors54_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors55 { displayName="door 55"; component="Doors55"; soundPos="doors55_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors56 { displayName="door 56"; component="Doors56"; soundPos="doors56_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalJailHeavyOpen"; soundClose="doorMetalJailHeavyClose"; soundLocked="doorMetalJailHeavyRattle"; soundOpenABit="doorMetalJailHeavyOpenABit"; }; class Doors57 { displayName="door 57"; component="Doors57"; soundPos="doors57_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors58 { displayName="door 58"; component="Doors58"; soundPos="doors58_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors59 { displayName="door 59"; component="Doors59"; soundPos="doors59_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors60 { displayName="door 60"; component="Doors60"; soundPos="doors60_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors61 { displayName="door 61"; component="Doors61"; soundPos="doors61_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors62 { displayName="door 62"; component="Doors62"; soundPos="doors62_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors63 { displayName="door 63"; component="Doors63"; soundPos="doors63_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors64 { displayName="door 64"; component="Doors64"; soundPos="doors64_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors65 { displayName="door 65"; component="Doors65"; soundPos="doors65_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors66 { displayName="door 66"; component="Doors66"; soundPos="doors66_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class DoorsTwin1 { displayName="door Twin1"; component="DoorsTwin1"; soundPos="doorsTwin1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin2 { displayName="door Twin2"; component="DoorsTwin2"; soundPos="doorsTwin2_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin3 { displayName="door Twin3"; component="DoorsTwin3"; soundPos="doorsTwin3_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin4 { displayName="door Twin4"; component="DoorsTwin4"; soundPos="doorsTwin4_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin5 { displayName="door Twin5"; component="DoorsTwin5"; soundPos="doorsTwin5_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin6 { displayName="door Twin6"; component="DoorsTwin6"; soundPos="doorsTwin6_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin7 { displayName="door Twin7"; component="DoorsTwin7"; soundPos="doorsTwin7_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin8 { displayName="door Twin8"; component="DoorsTwin8"; soundPos="doorsTwin8_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class door1 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door2 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors2" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door3 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors3" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door5 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors5" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door6 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors6" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door7 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors7" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door8 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors8" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door9 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors9" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door10 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors10" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door11 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors11" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door13 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors13" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door14 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors14" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door15 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors15" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door16 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors16" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door17 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors17" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door18 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors18" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door19 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors19" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door20 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors20" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door21 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors21" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door22 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors22" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door23 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors23" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door24 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors24" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door25 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors25" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door26 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors26" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door27 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors27" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door28 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors28" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door29 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors29" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door30 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors30" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door31 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors31" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door32 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors32" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door33 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors33" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door34 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors34" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door35 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors35" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door36 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors36" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door37 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors37" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door38 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors38" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door39 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors39" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door40 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors40" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door41 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors41" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door42 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors42" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door43 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors43" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door44 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors44" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door45 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors45" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door46 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors46" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door47 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors47" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door48 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors48" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door49 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors49" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door50 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors50" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door51 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors51" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door52 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors52" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door53 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors53" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door54 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors54" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door55 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors55" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door56 { class Health { hitpoints=2000; transferToGlobalCoef=0; }; componentNames[]= { "doors56" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door57 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors57" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door58 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors58" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door59 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors59" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door60 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors60" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door61 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors61" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door62 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors62" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door63 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors63" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door64 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors64" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door65 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors65" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door66 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors66" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin1 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin2 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin2" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin3 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin3" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin4 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin4" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin5 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin5" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin6 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin6" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin7 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin7" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin8 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin8" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Prison_Side: HouseNoDestruct { scope=1; model="\dz\structures\specific\prison\Prison_Side.p3d"; featureSize=50; class Doors { class Doors3 { displayName="door 3"; component="Doors3"; soundPos="doors3_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors4 { displayName="door 4"; component="Doors4"; soundPos="doors4_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors11 { displayName="door 11"; component="Doors11"; soundPos="doors11_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors12 { displayName="door 12"; component="Doors12"; soundPos="doors12_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors19 { displayName="door 19"; component="Doors19"; soundPos="doors19_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors20 { displayName="door 20"; component="Doors20"; soundPos="doors20_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors21 { displayName="door 21"; component="Doors21"; soundPos="doors21_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors22 { displayName="door 22"; component="Doors22"; soundPos="doors22_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors23 { displayName="door 23"; component="Doors23"; soundPos="doors23_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors24 { displayName="door 24"; component="Doors24"; soundPos="doors24_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors25 { displayName="door 25"; component="Doors25"; soundPos="doors25_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors26 { displayName="door 26"; component="Doors26"; soundPos="doors26_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors29 { displayName="door 29"; component="Doors29"; soundPos="doors29_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalJailSlideOpen"; soundClose="doorMetalJailSlideClose"; soundLocked="doorMetalJailSlideRattle"; soundOpenABit="doorMetalJailSlideOpenABit"; }; class Doors30 { displayName="door 30"; component="Doors30"; soundPos="doors30_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalJailSlideOpen"; soundClose="doorMetalJailSlideClose"; soundLocked="doorMetalJailSlideRattle"; soundOpenABit="doorMetalJailSlideOpenABit"; }; class DoorsTwin1 { displayName="door Twin1"; component="DoorsTwin1"; soundPos="doorsTwin1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalJailOpen"; soundClose="doorMetalJailClose"; soundLocked="doorMetalJailRattle"; soundOpenABit="doorMetalJailOpenABit"; }; class DoorsTwin2 { displayName="door Twin2"; component="DoorsTwin2"; soundPos="doorsTwin2_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin3 { displayName="door Twin3"; component="DoorsTwin3"; soundPos="doorsTwin3_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin4 { displayName="door Twin4"; component="DoorsTwin4"; soundPos="doorsTwin4_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin5 { displayName="door Twin5"; component="DoorsTwin5"; soundPos="doorsTwin5_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin6 { displayName="door Twin6"; component="DoorsTwin6"; soundPos="doorsTwin6_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin7 { displayName="door Twin7"; component="DoorsTwin7"; soundPos="doorsTwin7_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class DoorsTwin8 { displayName="door Twin8"; component="DoorsTwin8"; soundPos="doorsTwin8_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class door3 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors3" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door4 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors4" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door11 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors11" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door12 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors12" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door19 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors19" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door20 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors20" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door21 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors21" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door22 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors22" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door23 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors23" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door24 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors24" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door25 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors25" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door26 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors26" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door27 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors27" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door28 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors28" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door29 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors29" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door30 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors30" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin1 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin2 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin2" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin3 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin3" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin4 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin4" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin5 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin5" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin6 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin6" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin7 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin7" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class twin8 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin8" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Prison_Wall_Large: HouseNoDestruct { scope=1; model="\dz\structures\specific\prison\Prison_Wall_Large.p3d"; }; class Land_Radio_building: HouseNoDestruct { scope=1; model="\dz\structures\specific\radio\Radio_building.p3d"; class Doors { class DoorsTwin1 { displayName="door Twin1"; component="DoorsTwin1"; soundPos="doorsTwin1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodTwinOpen"; soundClose="doorWoodTwinClose"; soundLocked="doorWoodTwinRattle"; soundOpenABit="doorWoodTwinOpenABit"; }; class Doors3 { displayName="door 3"; component="Doors3"; soundPos="doors3_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalSmallOpen"; soundClose="doorMetalSmallClose"; soundLocked="doorMetalSmallRattle"; soundOpenABit="doorMetalSmallOpenABit"; }; class Doors4 { displayName="door 4"; component="Doors4"; soundPos="doors4_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalSmallOpen"; soundClose="doorMetalSmallClose"; soundLocked="doorMetalSmallRattle"; soundOpenABit="doorMetalSmallOpenABit"; }; class Doors5 { displayName="door 5"; component="Doors5"; soundPos="doors5_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors6 { displayName="door 6"; component="Doors6"; soundPos="doors6_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors7 { displayName="door 7"; component="Doors7"; soundPos="doors7_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors8 { displayName="door 8"; component="Doors8"; soundPos="doors8_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; class Doors9 { displayName="door 9"; component="Doors9"; soundPos="doors9_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class twin1 { class Health { hitpoints=1500; transferToGlobalCoef=0; }; componentNames[]= { "doorsTwin1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door3 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors3" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door4 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors4" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=2; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=2.5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door5 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors5" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door6 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors6" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door7 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors7" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door8 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors8" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door9 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors9" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Monument_T34: HouseNoDestruct { scope=1; model="\dz\structures\specific\statues\Monument_T34.p3d"; }; class Land_Tower_TC1: HouseNoDestruct { scope=1; model="\dz\structures\specific\towers\Tower_TC1.p3d"; }; class Land_Tower_TC2_Base: HouseNoDestruct { scope=1; model="\dz\structures\specific\towers\Tower_TC2_Base.p3d"; featureSize=150; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodFrontOpen"; soundClose="doorWoodFrontClose"; soundLocked="doorWoodFrontRattle"; soundOpenABit="doorWoodFrontOpenABit"; }; class Doors2 { displayName="door 2"; component="Doors2"; soundPos="doors2_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorWoodSmallOpen"; soundClose="doorWoodSmallClose"; soundLocked="doorWoodSmallRattle"; soundOpenABit="doorWoodSmallOpenABit"; }; }; class DamageSystem { class GlobalHealth { class Health { hitpoints=1000; }; }; class GlobalArmor { class Projectile { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=0; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; class DamageZones { class door1 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors1" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; class door2 { class Health { hitpoints=1000; transferToGlobalCoef=0; }; componentNames[]= { "doors2" }; fatalInjuryCoef=-1; class ArmorType { class Projectile { class Health { damage=3; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class Melee { class Health { damage=5; }; class Blood { damage=0; }; class Shock { damage=0; }; }; class FragGrenade { class Health { damage=10; }; class Blood { damage=0; }; class Shock { damage=0; }; }; }; }; }; }; }; class Land_Tower_TC2_Mid: HouseNoDestruct { scope=1; model="\dz\structures\specific\towers\Tower_TC2_Mid.p3d"; featureSize=150; }; class Land_Tower_TC2_Top: HouseNoDestruct { scope=1; model="\dz\structures\specific\towers\Tower_TC2_Top.p3d"; featureSize=150; }; class Land_Tower_TC4_Base: HouseNoDestruct { scope=1; model="\dz\structures\specific\towers\Tower_TC4_Base.p3d"; }; class Land_Tower_TC4_Mid: HouseNoDestruct { scope=1; model="\dz\structures\specific\towers\Tower_TC4_Mid.p3d"; }; class Land_Tower_TC4_Top: HouseNoDestruct { scope=1; model="\dz\structures\specific\towers\Tower_TC4_Top.p3d"; }; class Land_Cableway_Cart: HouseNoDestruct { scope=1; model="\dz\structures\Specific\Cableway\Cableway_Cart.p3d"; }; class Land_Cableway_Cart2: HouseNoDestruct { scope=1; model="\dz\structures\Specific\Cableway\Cableway_Cart2.p3d"; }; class Land_Cableway_Cart3: HouseNoDestruct { scope=1; model="\dz\structures\Specific\Cableway\Cableway_Cart3.p3d"; }; class StaticObj_Airfield_Lamp: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Airfields\Airfield_Lamp.p3d"; }; class StaticObj_Airfield_Light_Edge: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Airfields\Airfield_Light_Edge.p3d"; }; class StaticObj_Airfield_Light_Navig: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Airfields\Airfield_Light_Navig.p3d"; }; class StaticObj_Airfield_Light_PAPI1: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Airfields\Airfield_Light_PAPI1.p3d"; }; class StaticObj_Airfield_Light_PAPI2: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Airfields\Airfield_Light_PAPI2.p3d"; }; class StaticObj_Airfield_Light_PAPI3: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Airfields\Airfield_Light_PAPI3.p3d"; }; class StaticObj_Airfield_Light_PAPI4: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Airfields\Airfield_Light_PAPI4.p3d"; }; class StaticObj_Airfield_Light_Reflector: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Airfields\Airfield_Light_Reflector.p3d"; }; class StaticObj_Airfield_Light_Control: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Airfields\Airfield_Light_Control.p3d"; }; class StaticObj_Airfield_Light_Hangar: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Airfields\Airfield_Light_Hangar.p3d"; }; class StaticObj_Cableway_Base_Rope1: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cableway\Cableway_Base_Rope1.p3d"; }; class StaticObj_Cableway_Base_Rope2: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cableway\Cableway_Base_Rope2.p3d"; }; class StaticObj_Cableway_Rope: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cableway\Cableway_Rope.p3d"; }; class StaticObj_Cemetery_Fence_straight: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Fence_straight.p3d"; }; class StaticObj_Cemetery_Fence1: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Fence1.p3d"; }; class StaticObj_Cemetery_Fence2: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Fence2.p3d"; }; class StaticObj_Cemetery_Fence3: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Fence3.p3d"; }; class StaticObj_Cemetery_Fence4: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Fence4.p3d"; }; class StaticObj_Cemetery_Grave1: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Grave1.p3d"; }; class StaticObj_Cemetery_Grave2: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Grave2.p3d"; }; class StaticObj_Cemetery_Grave3: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Grave3.p3d"; }; class StaticObj_Cemetery_Grave4: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Grave4.p3d"; }; class StaticObj_Cemetery_SmallCross: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_SmallCross.p3d"; }; class StaticObj_Cemetery_SmallCross2: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_SmallCross2.p3d"; }; class StaticObj_Cemetery_Tombstone1: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone1.p3d"; }; class StaticObj_Cemetery_Tombstone2: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone2.p3d"; }; class StaticObj_Cemetery_Tombstone3: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone3.p3d"; }; class StaticObj_Cemetery_Tombstone4: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone4.p3d"; }; class StaticObj_Cemetery_Tombstone5: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone5.p3d"; }; class StaticObj_Cemetery_Tombstone5_damaged: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone5_damaged.p3d"; }; class StaticObj_Cemetery_Tombstone6: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone6.p3d"; }; class StaticObj_Cemetery_Tombstone7: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone7.p3d"; }; class StaticObj_Cemetery_Tombstone8: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone8.p3d"; }; class StaticObj_Cemetery_Tombstone8_damaged: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone8_damaged.p3d"; }; class StaticObj_Cemetery_Tombstone9: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone9.p3d"; }; class StaticObj_Cemetery_Tombstone10: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone10.p3d"; }; class StaticObj_Cemetery_Tombstone11: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone11.p3d"; }; class StaticObj_Cemetery_Tombstone12: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone12.p3d"; }; class StaticObj_Cemetery_Tombstone13: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone13.p3d"; }; class StaticObj_Cemetery_Tombstone14: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Cemeteries\Cemetery_Tombstone14.p3d"; }; class StaticObj_Dead_MassGrave_8m: HouseNoDestruct { scope=1; model="DZ\structures\Specific\DeadBodies\Dead_MassGrave_8m.p3d"; }; class StaticObj_Dead_MassGrave_15m: HouseNoDestruct { scope=1; model="DZ\structures\Specific\DeadBodies\Dead_MassGrave_15m.p3d"; }; class StaticObj_Dead_pile1: HouseNoDestruct { scope=1; model="DZ\structures\Specific\DeadBodies\Dead_pile1.p3d"; }; class StaticObj_Dead_pile2: HouseNoDestruct { scope=1; model="DZ\structures\Specific\DeadBodies\Dead_pile2.p3d"; }; class StaticObj_Dead_pile3: HouseNoDestruct { scope=1; model="DZ\structures\Specific\DeadBodies\Dead_pile3.p3d"; }; class StaticObj_Dead_pile4: HouseNoDestruct { scope=1; model="DZ\structures\Specific\DeadBodies\Dead_pile4.p3d"; }; class StaticObj_Hanged_civil: HouseNoDestruct { scope=1; model="DZ\structures\Specific\DeadBodies\Hanged_civil.p3d"; }; class StaticObj_Hanged_doctor: HouseNoDestruct { scope=1; model="DZ\structures\Specific\DeadBodies\Hanged_doctor.p3d"; }; class StaticObj_FueldStation_Feed_NoFuel: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Fuelstation\FuelStation_Feed_NoFuel.p3d"; }; class StaticObj_FueldStation_Shed: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Fuelstation\FuelStation_Shed.p3d"; }; class StaticObj_FueldStation_Sign: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Fuelstation\FuelStation_Sign.p3d"; }; class StaticObj_Hotel_Damaged_Airplane_Back: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Hotel\Hotel_Damaged_Airplane_Back.p3d"; }; class StaticObj_Hotel_Damaged_Airplane_Wing: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Hotel\Hotel_Damaged_Airplane_Wing.p3d"; }; class StaticObj_Hotel_Damaged_Decal1: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Hotel\Hotel_Damaged_Decal1.p3d"; }; class StaticObj_Hotel_Damaged_Decal2: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Hotel\Hotel_Damaged_Decal2.p3d"; }; class StaticObj_Hotel_Damaged_Rubble: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Hotel\Hotel_Damaged_Rubble.p3d"; }; class StaticObj_Skilift_Rope_End: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Skilift\Skilift_Rope_End.p3d"; }; class StaticObj_Skilift_Rope_Middle: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Skilift\Skilift_Rope_Middle.p3d"; }; class StaticObj_Skilift_Rope_Start: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Skilift\Skilift_Rope_Start.p3d"; }; class StaticObj_Skilift_Tower_End: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Skilift\Skilift_Tower_End.p3d"; }; class StaticObj_Skilift_Tower_Middle: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Skilift\Skilift_Tower_Middle.p3d"; }; class StaticObj_Skilift_Tower_Middle_Slope: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Skilift\Skilift_Tower_Middle_Slope.p3d"; }; class StaticObj_Skilift_Tower_Start: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Skilift\Skilift_Tower_Start.p3d"; }; class StaticObj_Monument_Soldiers: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Statues\Monument_Soldiers.p3d"; }; class StaticObj_Monument_Wall: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Statues\Monument_Wall.p3d"; }; class StaticObj_Monument_War1: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Statues\Monument_War1.p3d"; }; class StaticObj_Monument_War2: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Statues\Monument_War2.p3d"; }; class StaticObj_Statue_General: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Statues\Statue_General.p3d"; }; class StaticObj_model_plane_mig21_lines: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Statues\Proxy\model_plane_mig21_lines.p3d"; }; class StaticObj_Monument_plane_mig21: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Statues\Proxy\Monument_plane_mig21.p3d"; }; class StaticObj_Monument_plane_mig21_lines: HouseNoDestruct { scope=1; model="DZ\structures\Specific\Statues\Proxy\Monument_plane_mig21_lines.p3d"; }; };