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DayZ_Projects_cpp
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DayZ_Projects_cpp
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main
DZ/structures/walls/config.cpp
5 063 строки
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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_Walls { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "DZ_Data" }; }; }; class CfgVehicles { class HouseNoDestruct; class Land_Wall_Gate_Camp: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_camp.p3d"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalGateOpen"; soundClose="doorMetalGateClose"; soundLocked="doorMetalGateRattle"; soundOpenABit="doorMetalGateOpenABit"; }; class Doors2 { displayName="door 2"; component="Doors2"; soundPos="doors2_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalGateOpen"; soundClose="doorMetalGateClose"; soundLocked="doorMetalGateRattle"; soundOpenABit="doorMetalGateOpenABit"; }; class Doors3 { displayName="door 3"; component="Doors3"; soundPos="doors3_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalGateOpen"; soundClose="doorMetalGateClose"; soundLocked="doorMetalGateRattle"; soundOpenABit="doorMetalGateOpenABit"; }; class Doors4 { displayName="door 4"; component="Doors4"; soundPos="doors4_action"; animPeriod=1; initPhase=0; initOpened=0.69999999; soundOpen="doorMetalGateOpen"; soundClose="doorMetalGateClose"; soundLocked="doorMetalGateRattle"; soundOpenABit="doorMetalGateOpenABit"; }; }; 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 doors1 { 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 doors2 { 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 doors3 { 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 doors4 { 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 Land_Wall_Gate_Fen2_L: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_fen2_l.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateMeshOpen"; soundClose="doorMetalGateMeshClose"; soundLocked="doorMetalGateMeshRattle"; soundOpenABit="doorMetalGateMeshOpenABit"; }; }; 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 doors1 { class Health { hitpoints=1500; 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 Land_Wall_Gate_Fen2_R: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_fen2_r.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateMeshOpen"; soundClose="doorMetalGateMeshClose"; soundLocked="doorMetalGateMeshRattle"; soundOpenABit="doorMetalGateMeshOpenABit"; }; }; 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 doors1 { class Health { hitpoints=1500; 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 Land_Wall_Gate_FenG: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_feng.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateOpen"; soundClose="doorMetalGateClose"; soundLocked="doorMetalGateRattle"; soundOpenABit="doorMetalGateOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_FenG_Big: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_feng_big.p3d"; bounding="BSphere"; class Doors { class DoorsTwin1 { displayName="door Twin1"; component="DoorsTwin1"; soundPos="doorsTwin1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { class Health { hitpoints=1500; 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 doors2 { class Health { hitpoints=1500; 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 Twin1 { class Health { hitpoints=1500; 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 Land_Wall_Gate_FenG_Big_L: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_feng_big_l.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateOpen"; soundClose="doorMetalGateClose"; soundLocked="doorMetalGateRattle"; soundOpenABit="doorMetalGateOpenABit"; }; }; 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 doors1 { class Health { hitpoints=1500; 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 Land_Wall_Gate_FenG_Big_Open: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_feng_big_open.p3d"; bounding="BSphere"; class Doors { class DoorsTwin1 { displayName="door Twin1"; component="DoorsTwin1"; soundPos="doorsTwin1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 doors2 { 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_Wall_Gate_FenG_Big_R: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_feng_big_r.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_FenG_Open: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_feng_open.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateOpen"; soundClose="doorMetalGateClose"; soundLocked="doorMetalGateRattle"; soundOpenABit="doorMetalGateOpenABit"; }; }; 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 doors1 { 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 doors2 { 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_Wall_Gate_FenR: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_fenr.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateOpen"; soundClose="doorMetalGateClose"; soundLocked="doorMetalGateRattle"; soundOpenABit="doorMetalGateOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_FenR_Big: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_fenr_big.p3d"; bounding="BSphere"; class Doors { class DoorsTwin1 { displayName="door Twin1"; component="DoorsTwin1"; soundPos="doorsTwin1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 doors2 { 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_Wall_Gate_FenR_Big_L: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_fenr_big_l.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_FenR_Big_Open: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_fenr_big_open.p3d"; bounding="BSphere"; class Doors { class DoorsTwin1 { displayName="door Twin1"; component="DoorsTwin1"; soundPos="doorsTwin1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 doors2 { 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_Wall_Gate_FenR_Big_R: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_fenr_big_r.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=1; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_FenR_Open: Land_Wall_Gate_FenR { scope=1; model="\dz\structures\walls\wall_gate_fenr_open.p3d"; bounding="BSphere"; }; class Land_Wall_Gate_Ind1_L: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_ind1_l.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_Ind1_R: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_ind1_r.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_Ind2A_L: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_ind2a_l.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_Ind2A_R: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_ind2a_r.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_Ind2B_L: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_ind2b_l.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_Ind2B_R: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_ind2b_r.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_Ind2Rail_L: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_ind2rail_l.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_Ind2Rail_R: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_ind2rail_r.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateBigOpen"; soundClose="doorMetalGateBigClose"; soundLocked="doorMetalGateBigRattle"; soundOpenABit="doorMetalGateBigOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_Village: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_village.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorMetalGateOpen"; soundClose="doorMetalGateClose"; soundLocked="doorMetalGateRattle"; soundOpenABit="doorMetalGateOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_Wood1: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_wood1.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodGateSmallOpen"; soundClose="doorWoodGateSmallClose"; soundLocked="doorWoodGateSmallRattle"; soundOpenABit="doorWoodGateSmallOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_Wood2: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_wood2.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodGateSmallOpen"; soundClose="doorWoodGateSmallClose"; soundLocked="doorWoodGateSmallRattle"; soundOpenABit="doorWoodGateSmallOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_Wood3: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_wood3.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodGateSmallOpen"; soundClose="doorWoodGateSmallClose"; soundLocked="doorWoodGateSmallRattle"; soundOpenABit="doorWoodGateSmallOpenABit"; }; }; 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 doors1 { 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 Land_Wall_Gate_Wood4: HouseNoDestruct { scope=1; model="\dz\structures\walls\wall_gate_wood4.p3d"; bounding="BSphere"; class Doors { class Doors1 { displayName="door 1"; component="Doors1"; soundPos="doors1_action"; animPeriod=1; initPhase=0; initOpened=0.30000001; soundOpen="doorWoodGateOpen"; soundClose="doorWoodGateClose"; soundLocked="doorWoodGateRattle"; soundOpenABit="doorWoodGateOpenABit"; }; }; 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 doors1 { 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 StaticObj_Wall_CBrk_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CBrk_5.p3d"; }; class StaticObj_Wall_CBrk_5_D: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CBrk_5_D.p3d"; }; class StaticObj_Wall_CBrk_Corner: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CBrk_Corner.p3d"; }; class StaticObj_Wall_CBrk_End: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CBrk_End.p3d"; }; class StaticObj_Wall_CBrk_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CBrk_Pole.p3d"; }; class StaticObj_Wall_CGry_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CGry_5.p3d"; }; class StaticObj_Wall_CGry_5_D: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CGry_5_D.p3d"; }; class StaticObj_Wall_CGry_Corner: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CGry_Corner.p3d"; }; class StaticObj_Wall_CGry_Corner_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CGry_Corner_2.p3d"; }; class StaticObj_Wall_CGry_End: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CGry_End.p3d"; }; class StaticObj_Wall_CGryLow_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CGryLow_5.p3d"; }; class StaticObj_Wall_CGryLow_End1: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CGryLow_End1.p3d"; }; class StaticObj_Wall_CGryLow_End2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CGryLow_End2.p3d"; }; class StaticObj_Wall_Cnc_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Cnc_5.p3d"; }; class StaticObj_Wall_CncSmall_4: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CncSmall_4.p3d"; }; class StaticObj_Wall_CncSmall_8: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CncSmall_8.p3d"; }; class StaticObj_Wall_CYel_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CYel_5.p3d"; }; class StaticObj_Wall_CYel_Corner: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CYel_Corner.p3d"; }; class StaticObj_Wall_CYel_End: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CYel_End.p3d"; }; class StaticObj_Wall_CYel_End2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_CYel_End2.p3d"; }; class StaticObj_Wall_Fen1_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Fen1_5.p3d"; }; class StaticObj_Wall_Fen1_5_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Fen1_5_2.p3d"; }; class StaticObj_Wall_Fen1_5_Hole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Fen1_5_Hole.p3d"; }; class StaticObj_Wall_Fen1_5_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Fen1_5_Pole.p3d"; }; class StaticObj_Wall_Fen2_6: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Fen2_6.p3d"; }; class StaticObj_Wall_Fen2_6_Hole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Fen2_6_Hole.p3d"; }; class StaticObj_Wall_Fen2_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Fen2_Pole.p3d"; }; class StaticObj_Wall_FenG_3: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_FenG_3.p3d"; }; class StaticObj_Wall_FenG_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_FenG_Pole.p3d"; }; class StaticObj_Wall_FenR_3: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_FenR_3.p3d"; }; class StaticObj_Wall_FenR_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_FenR_Pole.p3d"; }; class StaticObj_Wall_FenW_7: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_FenW_7.p3d"; }; class StaticObj_Wall_FenW_7_D: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_FenW_7_D.p3d"; }; class StaticObj_Wall_FenW_7_S: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_FenW_7_S.p3d"; }; class StaticObj_Wall_ForFieldFen_1: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_ForFieldFen_1.p3d"; }; class StaticObj_Wall_ForFieldFen_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_ForFieldFen_2.p3d"; }; class StaticObj_Wall_ForFieldFen_end: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_ForFieldFen_end.p3d"; }; class StaticObj_Wall_GarbCont: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_GarbCont.p3d"; }; class StaticObj_Wall_GarbCont_Corner: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_GarbCont_Corner.p3d"; }; class StaticObj_Wall_Gate_CGry: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Gate_CGry.p3d"; }; class StaticObj_Wall_IndVar2_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndVar2_Pole.p3d"; }; class StaticObj_Wall_IndCnc_4: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndCnc_4.p3d"; }; class StaticObj_Wall_IndCnc_4_D: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndCnc_4_D.p3d"; }; class StaticObj_Wall_IndCnc_10: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndCnc_10.p3d"; }; class StaticObj_Wall_IndCnc_End_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndCnc_End_2.p3d"; }; class StaticObj_Wall_IndCnc_End_3: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndCnc_End_3.p3d"; }; class StaticObj_Wall_IndCnc_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndCnc_Pole.p3d"; }; class StaticObj_Wall_IndCnc2_3: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndCnc2_3.p3d"; }; class StaticObj_Wall_IndCncH_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndCncH_5.p3d"; }; class StaticObj_Wall_IndCncH_10: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndCncH_10.p3d"; }; class StaticObj_Wall_IndFnc_3: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndFnc_3.p3d"; }; class StaticObj_Wall_IndFnc_3_D: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndFnc_3_D.p3d"; }; class StaticObj_Wall_IndFnc_3_Hole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndFnc_3_Hole.p3d"; }; class StaticObj_Wall_IndFnc_9: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndFnc_9.p3d"; }; class StaticObj_Wall_IndFnc_Corner: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndFnc_Corner.p3d"; }; class StaticObj_Wall_IndFnc_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndFnc_Pole.p3d"; }; class StaticObj_Wall_IndVar1_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndVar1_5.p3d"; }; class StaticObj_Wall_IndVar1_5_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndVar1_5_2.p3d"; }; class StaticObj_Wall_IndVar1_5_D: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndVar1_5_D.p3d"; }; class StaticObj_Wall_IndVar1_5_D_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndVar1_5_D_2.p3d"; }; class StaticObj_Wall_IndVar1_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndVar1_Pole.p3d"; }; class StaticObj_Wall_IndVar2_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndVar2_5.p3d"; }; class StaticObj_Wall_IndVar2_5_D: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_IndVar2_5_D.p3d"; }; class StaticObj_Wall_VilVar2_4_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_VilVar2_4_2.p3d"; }; class StaticObj_Wall_VilVar2_4_D: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_VilVar2_4_D.p3d"; }; class StaticObj_Wall_VilVar2_4_END: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_VilVar2_4_END.p3d"; }; class StaticObj_Wall_VilVar2_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_VilVar2_Pole.p3d"; }; class StaticObj_Wall_Wood1_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood1_5.p3d"; }; class StaticObj_Wall_Wood1_5_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood1_5_2.p3d"; }; class StaticObj_Wall_Wood1_5_pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood1_5_pole.p3d"; }; class StaticObj_Wall_Wood1D_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood1D_5.p3d"; }; class StaticObj_Wall_Wood1D_5_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood1D_5_2.p3d"; }; class StaticObj_Wall_Wood1D_5_pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood1D_5_pole.p3d"; }; class StaticObj_Wall_Wood2_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood2_5.p3d"; }; class StaticObj_Wall_Wood2_5_D: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood2_5_D.p3d"; }; class StaticObj_Wall_Wood2_5_END: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood2_5_END.p3d"; }; class StaticObj_Wall_Wood2_5_END_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood2_5_END_2.p3d"; }; class StaticObj_Wall_Wood2_5_nolc: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood2_5_nolc.p3d"; }; class StaticObj_Wall_Wood2_5_pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood2_5_pole.p3d"; }; class StaticObj_Wall_Wood3_4: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood3_4.p3d"; }; class StaticObj_Wall_Wood3_4_End: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood3_4_End.p3d"; }; class StaticObj_Wall_Wood4_4: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood4_4.p3d"; }; class StaticObj_Wall_Wood4_End1: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood4_End1.p3d"; }; class StaticObj_Wall_Wood4_End2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood4_End2.p3d"; }; class StaticObj_Wall_Wood4_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Wood4_Pole.p3d"; }; class StaticObj_Wall_WoodF_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_WoodF_5.p3d"; }; class StaticObj_Wall_WoodF_5_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_WoodF_5_2.p3d"; }; class StaticObj_Wall_WoodF_5_END: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_WoodF_5_END.p3d"; }; class StaticObj_Wall_WoodVil_4: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_WoodVil_4.p3d"; }; class StaticObj_Wall_WoodVil_4_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_WoodVil_4_2.p3d"; }; class StaticObj_Wall_WoodVil_4_pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_WoodVil_4_pole.p3d"; }; class StaticObj_Walls_End: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Walls_End.p3d"; }; class StaticObj_Wall_Railing_1: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Railing_1.p3d"; }; class StaticObj_Wall_Railing_1_EndL: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Railing_1_EndL.p3d"; }; class StaticObj_Wall_Railing_1_EndR: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Railing_1_EndR.p3d"; }; class StaticObj_Wall_Railing_1_Slope: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Railing_1_Slope.p3d"; }; class StaticObj_Wall_Railing_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Railing_2.p3d"; }; class StaticObj_Wall_Railing_2_Slope: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Railing_2_Slope.p3d"; }; class StaticObj_Wall_Railing_EndL: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Railing_EndL.p3d"; }; class StaticObj_Wall_Railing_EndR: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Railing_EndR.p3d"; }; class StaticObj_Wall_Stone: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Stone.p3d"; }; class StaticObj_Wall_StoneD: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_StoneD.p3d"; }; class StaticObj_Wall_Tin_4: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Tin_4.p3d"; }; class StaticObj_Wall_Tin_4_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Tin_4_2.p3d"; }; class StaticObj_Wall_Tin_5: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Tin_5.p3d"; }; class StaticObj_Wall_Tin_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_Tin_Pole.p3d"; }; class StaticObj_Wall_TinCom_3: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_TinCom_3.p3d"; }; class StaticObj_Wall_TinCom_9: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_TinCom_9.p3d"; }; class StaticObj_Wall_TinCom_9_2: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_TinCom_9_2.p3d"; }; class StaticObj_Wall_TinCom_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_TinCom_Pole.p3d"; }; class StaticObj_Wall_VilVar1_6: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_VilVar1_6.p3d"; }; class StaticObj_Wall_VilVar1_Pole: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_VilVar1_Pole.p3d"; }; class StaticObj_Wall_VilVar2_4: HouseNoDestruct { scope=1; model="DZ\structures\Walls\Wall_VilVar2_4.p3d"; }; };