Dayz Explorer CPP 1.28.160049
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config.cpp
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1class CfgPatches
2{
3 class DZ_Structures_Walls
4 {
5 units[]={};
6 weapons[]={};
7 requiredVersion=0.1;
8 requiredAddons[]=
9 {
10 "DZ_Data"
11 };
12 };
13};
14class CfgVehicles
15{
16 class HouseNoDestruct;
17 class Land_Wall_Gate_Camp: HouseNoDestruct
18 {
19 scope=1;
20 model="\dz\structures\walls\wall_gate_camp.p3d";
21 class Doors
22 {
23 class Doors1
24 {
25 displayName="door 1";
26 component="Doors1";
27 soundPos="doors1_action";
28 animPeriod=1;
29 initPhase=0;
30 initOpened=0.69999999;
31 soundOpen="doorMetalGateOpen";
32 soundClose="doorMetalGateClose";
33 soundLocked="doorMetalGateRattle";
34 soundOpenABit="doorMetalGateOpenABit";
35 };
36 class Doors2
37 {
38 displayName="door 2";
39 component="Doors2";
40 soundPos="doors2_action";
41 animPeriod=1;
42 initPhase=0;
43 initOpened=0.69999999;
44 soundOpen="doorMetalGateOpen";
45 soundClose="doorMetalGateClose";
46 soundLocked="doorMetalGateRattle";
47 soundOpenABit="doorMetalGateOpenABit";
48 };
49 class Doors3
50 {
51 displayName="door 3";
52 component="Doors3";
53 soundPos="doors3_action";
54 animPeriod=1;
55 initPhase=0;
56 initOpened=0.69999999;
57 soundOpen="doorMetalGateOpen";
58 soundClose="doorMetalGateClose";
59 soundLocked="doorMetalGateRattle";
60 soundOpenABit="doorMetalGateOpenABit";
61 };
62 class Doors4
63 {
64 displayName="door 4";
65 component="Doors4";
66 soundPos="doors4_action";
67 animPeriod=1;
68 initPhase=0;
69 initOpened=0.69999999;
70 soundOpen="doorMetalGateOpen";
71 soundClose="doorMetalGateClose";
72 soundLocked="doorMetalGateRattle";
73 soundOpenABit="doorMetalGateOpenABit";
74 };
75 };
76 class DamageSystem
77 {
78 class GlobalHealth
79 {
80 class Health
81 {
82 hitpoints=1000;
83 };
84 };
85 class GlobalArmor
86 {
87 class Projectile
88 {
89 class Health
90 {
91 damage=0;
92 };
93 class Blood
94 {
95 damage=0;
96 };
97 class Shock
98 {
99 damage=0;
100 };
101 };
102 class Melee
103 {
104 class Health
105 {
106 damage=0;
107 };
108 class Blood
109 {
110 damage=0;
111 };
112 class Shock
113 {
114 damage=0;
115 };
116 };
117 class FragGrenade
118 {
119 class Health
120 {
121 damage=0;
122 };
123 class Blood
124 {
125 damage=0;
126 };
127 class Shock
128 {
129 damage=0;
130 };
131 };
132 };
133 class DamageZones
134 {
135 class doors1
136 {
137 class Health
138 {
139 hitpoints=1000;
140 transferToGlobalCoef=0;
141 };
142 componentNames[]=
143 {
144 "doors1"
145 };
146 fatalInjuryCoef=-1;
147 class ArmorType
148 {
149 class Projectile
150 {
151 class Health
152 {
153 damage=2;
154 };
155 class Blood
156 {
157 damage=0;
158 };
159 class Shock
160 {
161 damage=0;
162 };
163 };
164 class Melee
165 {
166 class Health
167 {
168 damage=2.5;
169 };
170 class Blood
171 {
172 damage=0;
173 };
174 class Shock
175 {
176 damage=0;
177 };
178 };
179 class FragGrenade
180 {
181 class Health
182 {
183 damage=3;
184 };
185 class Blood
186 {
187 damage=0;
188 };
189 class Shock
190 {
191 damage=0;
192 };
193 };
194 };
195 };
196 class doors2
197 {
198 class Health
199 {
200 hitpoints=1000;
201 transferToGlobalCoef=0;
202 };
203 componentNames[]=
204 {
205 "doors2"
206 };
207 fatalInjuryCoef=-1;
208 class ArmorType
209 {
210 class Projectile
211 {
212 class Health
213 {
214 damage=2;
215 };
216 class Blood
217 {
218 damage=0;
219 };
220 class Shock
221 {
222 damage=0;
223 };
224 };
225 class Melee
226 {
227 class Health
228 {
229 damage=2.5;
230 };
231 class Blood
232 {
233 damage=0;
234 };
235 class Shock
236 {
237 damage=0;
238 };
239 };
240 class FragGrenade
241 {
242 class Health
243 {
244 damage=3;
245 };
246 class Blood
247 {
248 damage=0;
249 };
250 class Shock
251 {
252 damage=0;
253 };
254 };
255 };
256 };
257 class doors3
258 {
259 class Health
260 {
261 hitpoints=1000;
262 transferToGlobalCoef=0;
263 };
264 componentNames[]=
265 {
266 "doors3"
267 };
268 fatalInjuryCoef=-1;
269 class ArmorType
270 {
271 class Projectile
272 {
273 class Health
274 {
275 damage=2;
276 };
277 class Blood
278 {
279 damage=0;
280 };
281 class Shock
282 {
283 damage=0;
284 };
285 };
286 class Melee
287 {
288 class Health
289 {
290 damage=2.5;
291 };
292 class Blood
293 {
294 damage=0;
295 };
296 class Shock
297 {
298 damage=0;
299 };
300 };
301 class FragGrenade
302 {
303 class Health
304 {
305 damage=3;
306 };
307 class Blood
308 {
309 damage=0;
310 };
311 class Shock
312 {
313 damage=0;
314 };
315 };
316 };
317 };
318 class doors4
319 {
320 class Health
321 {
322 hitpoints=1000;
323 transferToGlobalCoef=0;
324 };
325 componentNames[]=
326 {
327 "doors4"
328 };
329 fatalInjuryCoef=-1;
330 class ArmorType
331 {
332 class Projectile
333 {
334 class Health
335 {
336 damage=2;
337 };
338 class Blood
339 {
340 damage=0;
341 };
342 class Shock
343 {
344 damage=0;
345 };
346 };
347 class Melee
348 {
349 class Health
350 {
351 damage=2.5;
352 };
353 class Blood
354 {
355 damage=0;
356 };
357 class Shock
358 {
359 damage=0;
360 };
361 };
362 class FragGrenade
363 {
364 class Health
365 {
366 damage=3;
367 };
368 class Blood
369 {
370 damage=0;
371 };
372 class Shock
373 {
374 damage=0;
375 };
376 };
377 };
378 };
379 };
380 };
381 };
382 class Land_Wall_Gate_Fen2_L: HouseNoDestruct
383 {
384 scope=1;
385 model="\dz\structures\walls\wall_gate_fen2_l.p3d";
386 bounding="BSphere";
387 class Doors
388 {
389 class Doors1
390 {
391 displayName="door 1";
392 component="Doors1";
393 soundPos="doors1_action";
394 animPeriod=1;
395 initPhase=0;
396 initOpened=0.30000001;
397 soundOpen="doorMetalGateMeshOpen";
398 soundClose="doorMetalGateMeshClose";
399 soundLocked="doorMetalGateMeshRattle";
400 soundOpenABit="doorMetalGateMeshOpenABit";
401 };
402 };
403 class DamageSystem
404 {
405 class GlobalHealth
406 {
407 class Health
408 {
409 hitpoints=1000;
410 };
411 };
412 class GlobalArmor
413 {
414 class Projectile
415 {
416 class Health
417 {
418 damage=0;
419 };
420 class Blood
421 {
422 damage=0;
423 };
424 class Shock
425 {
426 damage=0;
427 };
428 };
429 class Melee
430 {
431 class Health
432 {
433 damage=0;
434 };
435 class Blood
436 {
437 damage=0;
438 };
439 class Shock
440 {
441 damage=0;
442 };
443 };
444 class FragGrenade
445 {
446 class Health
447 {
448 damage=0;
449 };
450 class Blood
451 {
452 damage=0;
453 };
454 class Shock
455 {
456 damage=0;
457 };
458 };
459 };
460 class DamageZones
461 {
462 class doors1
463 {
464 class Health
465 {
466 hitpoints=1500;
467 transferToGlobalCoef=0;
468 };
469 componentNames[]=
470 {
471 "doors1"
472 };
473 fatalInjuryCoef=-1;
474 class ArmorType
475 {
476 class Projectile
477 {
478 class Health
479 {
480 damage=2;
481 };
482 class Blood
483 {
484 damage=0;
485 };
486 class Shock
487 {
488 damage=0;
489 };
490 };
491 class Melee
492 {
493 class Health
494 {
495 damage=2.5;
496 };
497 class Blood
498 {
499 damage=0;
500 };
501 class Shock
502 {
503 damage=0;
504 };
505 };
506 class FragGrenade
507 {
508 class Health
509 {
510 damage=3;
511 };
512 class Blood
513 {
514 damage=0;
515 };
516 class Shock
517 {
518 damage=0;
519 };
520 };
521 };
522 };
523 };
524 };
525 };
526 class Land_Wall_Gate_Fen2_R: HouseNoDestruct
527 {
528 scope=1;
529 model="\dz\structures\walls\wall_gate_fen2_r.p3d";
530 bounding="BSphere";
531 class Doors
532 {
533 class Doors1
534 {
535 displayName="door 1";
536 component="Doors1";
537 soundPos="doors1_action";
538 animPeriod=1;
539 initPhase=0;
540 initOpened=0.30000001;
541 soundOpen="doorMetalGateMeshOpen";
542 soundClose="doorMetalGateMeshClose";
543 soundLocked="doorMetalGateMeshRattle";
544 soundOpenABit="doorMetalGateMeshOpenABit";
545 };
546 };
547 class DamageSystem
548 {
549 class GlobalHealth
550 {
551 class Health
552 {
553 hitpoints=1000;
554 };
555 };
556 class GlobalArmor
557 {
558 class Projectile
559 {
560 class Health
561 {
562 damage=0;
563 };
564 class Blood
565 {
566 damage=0;
567 };
568 class Shock
569 {
570 damage=0;
571 };
572 };
573 class Melee
574 {
575 class Health
576 {
577 damage=0;
578 };
579 class Blood
580 {
581 damage=0;
582 };
583 class Shock
584 {
585 damage=0;
586 };
587 };
588 class FragGrenade
589 {
590 class Health
591 {
592 damage=0;
593 };
594 class Blood
595 {
596 damage=0;
597 };
598 class Shock
599 {
600 damage=0;
601 };
602 };
603 };
604 class DamageZones
605 {
606 class doors1
607 {
608 class Health
609 {
610 hitpoints=1500;
611 transferToGlobalCoef=0;
612 };
613 componentNames[]=
614 {
615 "doors1"
616 };
617 fatalInjuryCoef=-1;
618 class ArmorType
619 {
620 class Projectile
621 {
622 class Health
623 {
624 damage=2;
625 };
626 class Blood
627 {
628 damage=0;
629 };
630 class Shock
631 {
632 damage=0;
633 };
634 };
635 class Melee
636 {
637 class Health
638 {
639 damage=2.5;
640 };
641 class Blood
642 {
643 damage=0;
644 };
645 class Shock
646 {
647 damage=0;
648 };
649 };
650 class FragGrenade
651 {
652 class Health
653 {
654 damage=3;
655 };
656 class Blood
657 {
658 damage=0;
659 };
660 class Shock
661 {
662 damage=0;
663 };
664 };
665 };
666 };
667 };
668 };
669 };
670 class Land_Wall_Gate_FenG: HouseNoDestruct
671 {
672 scope=1;
673 model="\dz\structures\walls\wall_gate_feng.p3d";
674 bounding="BSphere";
675 class Doors
676 {
677 class Doors1
678 {
679 displayName="door 1";
680 component="Doors1";
681 soundPos="doors1_action";
682 animPeriod=1;
683 initPhase=0;
684 initOpened=0.30000001;
685 soundOpen="doorMetalGateOpen";
686 soundClose="doorMetalGateClose";
687 soundLocked="doorMetalGateRattle";
688 soundOpenABit="doorMetalGateOpenABit";
689 };
690 };
691 class DamageSystem
692 {
693 class GlobalHealth
694 {
695 class Health
696 {
697 hitpoints=1000;
698 };
699 };
700 class GlobalArmor
701 {
702 class Projectile
703 {
704 class Health
705 {
706 damage=0;
707 };
708 class Blood
709 {
710 damage=0;
711 };
712 class Shock
713 {
714 damage=0;
715 };
716 };
717 class Melee
718 {
719 class Health
720 {
721 damage=0;
722 };
723 class Blood
724 {
725 damage=0;
726 };
727 class Shock
728 {
729 damage=0;
730 };
731 };
732 class FragGrenade
733 {
734 class Health
735 {
736 damage=0;
737 };
738 class Blood
739 {
740 damage=0;
741 };
742 class Shock
743 {
744 damage=0;
745 };
746 };
747 };
748 class DamageZones
749 {
750 class doors1
751 {
752 class Health
753 {
754 hitpoints=1000;
755 transferToGlobalCoef=0;
756 };
757 componentNames[]=
758 {
759 "doors1"
760 };
761 fatalInjuryCoef=-1;
762 class ArmorType
763 {
764 class Projectile
765 {
766 class Health
767 {
768 damage=2;
769 };
770 class Blood
771 {
772 damage=0;
773 };
774 class Shock
775 {
776 damage=0;
777 };
778 };
779 class Melee
780 {
781 class Health
782 {
783 damage=2.5;
784 };
785 class Blood
786 {
787 damage=0;
788 };
789 class Shock
790 {
791 damage=0;
792 };
793 };
794 class FragGrenade
795 {
796 class Health
797 {
798 damage=3;
799 };
800 class Blood
801 {
802 damage=0;
803 };
804 class Shock
805 {
806 damage=0;
807 };
808 };
809 };
810 };
811 };
812 };
813 };
814 class Land_Wall_Gate_FenG_Big: HouseNoDestruct
815 {
816 scope=1;
817 model="\dz\structures\walls\wall_gate_feng_big.p3d";
818 bounding="BSphere";
819 class Doors
820 {
821 class DoorsTwin1
822 {
823 displayName="door Twin1";
824 component="DoorsTwin1";
825 soundPos="doorsTwin1_action";
826 animPeriod=1;
827 initPhase=0;
828 initOpened=0.30000001;
829 soundOpen="doorMetalGateBigOpen";
830 soundClose="doorMetalGateBigClose";
831 soundLocked="doorMetalGateBigRattle";
832 soundOpenABit="doorMetalGateBigOpenABit";
833 };
834 };
835 class DamageSystem
836 {
837 class GlobalHealth
838 {
839 class Health
840 {
841 hitpoints=1000;
842 };
843 };
844 class GlobalArmor
845 {
846 class Projectile
847 {
848 class Health
849 {
850 damage=0;
851 };
852 class Blood
853 {
854 damage=0;
855 };
856 class Shock
857 {
858 damage=0;
859 };
860 };
861 class Melee
862 {
863 class Health
864 {
865 damage=0;
866 };
867 class Blood
868 {
869 damage=0;
870 };
871 class Shock
872 {
873 damage=0;
874 };
875 };
876 class FragGrenade
877 {
878 class Health
879 {
880 damage=0;
881 };
882 class Blood
883 {
884 damage=0;
885 };
886 class Shock
887 {
888 damage=0;
889 };
890 };
891 };
892 class DamageZones
893 {
894 class doors1
895 {
896 class Health
897 {
898 hitpoints=1500;
899 transferToGlobalCoef=0;
900 };
901 componentNames[]=
902 {
903 "doors1"
904 };
905 fatalInjuryCoef=-1;
906 class ArmorType
907 {
908 class Projectile
909 {
910 class Health
911 {
912 damage=2;
913 };
914 class Blood
915 {
916 damage=0;
917 };
918 class Shock
919 {
920 damage=0;
921 };
922 };
923 class Melee
924 {
925 class Health
926 {
927 damage=2.5;
928 };
929 class Blood
930 {
931 damage=0;
932 };
933 class Shock
934 {
935 damage=0;
936 };
937 };
938 class FragGrenade
939 {
940 class Health
941 {
942 damage=3;
943 };
944 class Blood
945 {
946 damage=0;
947 };
948 class Shock
949 {
950 damage=0;
951 };
952 };
953 };
954 };
955 class doors2
956 {
957 class Health
958 {
959 hitpoints=1500;
960 transferToGlobalCoef=0;
961 };
962 componentNames[]=
963 {
964 "doors2"
965 };
966 fatalInjuryCoef=-1;
967 class ArmorType
968 {
969 class Projectile
970 {
971 class Health
972 {
973 damage=2;
974 };
975 class Blood
976 {
977 damage=0;
978 };
979 class Shock
980 {
981 damage=0;
982 };
983 };
984 class Melee
985 {
986 class Health
987 {
988 damage=2.5;
989 };
990 class Blood
991 {
992 damage=0;
993 };
994 class Shock
995 {
996 damage=0;
997 };
998 };
999 class FragGrenade
1000 {
1001 class Health
1002 {
1003 damage=3;
1004 };
1005 class Blood
1006 {
1007 damage=0;
1008 };
1009 class Shock
1010 {
1011 damage=0;
1012 };
1013 };
1014 };
1015 };
1016 class Twin1
1017 {
1018 class Health
1019 {
1020 hitpoints=1500;
1021 transferToGlobalCoef=0;
1022 };
1023 componentNames[]=
1024 {
1025 "doors3"
1026 };
1027 fatalInjuryCoef=-1;
1028 class ArmorType
1029 {
1030 class Projectile
1031 {
1032 class Health
1033 {
1034 damage=2;
1035 };
1036 class Blood
1037 {
1038 damage=0;
1039 };
1040 class Shock
1041 {
1042 damage=0;
1043 };
1044 };
1045 class Melee
1046 {
1047 class Health
1048 {
1049 damage=2.5;
1050 };
1051 class Blood
1052 {
1053 damage=0;
1054 };
1055 class Shock
1056 {
1057 damage=0;
1058 };
1059 };
1060 class FragGrenade
1061 {
1062 class Health
1063 {
1064 damage=3;
1065 };
1066 class Blood
1067 {
1068 damage=0;
1069 };
1070 class Shock
1071 {
1072 damage=0;
1073 };
1074 };
1075 };
1076 };
1077 };
1078 };
1079 };
1080 class Land_Wall_Gate_FenG_Big_L: HouseNoDestruct
1081 {
1082 scope=1;
1083 model="\dz\structures\walls\wall_gate_feng_big_l.p3d";
1084 bounding="BSphere";
1085 class Doors
1086 {
1087 class Doors1
1088 {
1089 displayName="door 1";
1090 component="Doors1";
1091 soundPos="doors1_action";
1092 animPeriod=1;
1093 initPhase=0;
1094 initOpened=0.30000001;
1095 soundOpen="doorMetalGateOpen";
1096 soundClose="doorMetalGateClose";
1097 soundLocked="doorMetalGateRattle";
1098 soundOpenABit="doorMetalGateOpenABit";
1099 };
1100 };
1101 class DamageSystem
1102 {
1103 class GlobalHealth
1104 {
1105 class Health
1106 {
1107 hitpoints=1000;
1108 };
1109 };
1110 class GlobalArmor
1111 {
1112 class Projectile
1113 {
1114 class Health
1115 {
1116 damage=0;
1117 };
1118 class Blood
1119 {
1120 damage=0;
1121 };
1122 class Shock
1123 {
1124 damage=0;
1125 };
1126 };
1127 class Melee
1128 {
1129 class Health
1130 {
1131 damage=0;
1132 };
1133 class Blood
1134 {
1135 damage=0;
1136 };
1137 class Shock
1138 {
1139 damage=0;
1140 };
1141 };
1142 class FragGrenade
1143 {
1144 class Health
1145 {
1146 damage=0;
1147 };
1148 class Blood
1149 {
1150 damage=0;
1151 };
1152 class Shock
1153 {
1154 damage=0;
1155 };
1156 };
1157 };
1158 class DamageZones
1159 {
1160 class doors1
1161 {
1162 class Health
1163 {
1164 hitpoints=1500;
1165 transferToGlobalCoef=0;
1166 };
1167 componentNames[]=
1168 {
1169 "doors1"
1170 };
1171 fatalInjuryCoef=-1;
1172 class ArmorType
1173 {
1174 class Projectile
1175 {
1176 class Health
1177 {
1178 damage=2;
1179 };
1180 class Blood
1181 {
1182 damage=0;
1183 };
1184 class Shock
1185 {
1186 damage=0;
1187 };
1188 };
1189 class Melee
1190 {
1191 class Health
1192 {
1193 damage=2.5;
1194 };
1195 class Blood
1196 {
1197 damage=0;
1198 };
1199 class Shock
1200 {
1201 damage=0;
1202 };
1203 };
1204 class FragGrenade
1205 {
1206 class Health
1207 {
1208 damage=3;
1209 };
1210 class Blood
1211 {
1212 damage=0;
1213 };
1214 class Shock
1215 {
1216 damage=0;
1217 };
1218 };
1219 };
1220 };
1221 };
1222 };
1223 };
1224 class Land_Wall_Gate_FenG_Big_Open: HouseNoDestruct
1225 {
1226 scope=1;
1227 model="\dz\structures\walls\wall_gate_feng_big_open.p3d";
1228 bounding="BSphere";
1229 class Doors
1230 {
1231 class DoorsTwin1
1232 {
1233 displayName="door Twin1";
1234 component="DoorsTwin1";
1235 soundPos="doorsTwin1_action";
1236 animPeriod=1;
1237 initPhase=0;
1238 initOpened=0.30000001;
1239 soundOpen="doorMetalGateBigOpen";
1240 soundClose="doorMetalGateBigClose";
1241 soundLocked="doorMetalGateBigRattle";
1242 soundOpenABit="doorMetalGateBigOpenABit";
1243 };
1244 };
1245 class DamageSystem
1246 {
1247 class GlobalHealth
1248 {
1249 class Health
1250 {
1251 hitpoints=1000;
1252 };
1253 };
1254 class GlobalArmor
1255 {
1256 class Projectile
1257 {
1258 class Health
1259 {
1260 damage=0;
1261 };
1262 class Blood
1263 {
1264 damage=0;
1265 };
1266 class Shock
1267 {
1268 damage=0;
1269 };
1270 };
1271 class Melee
1272 {
1273 class Health
1274 {
1275 damage=0;
1276 };
1277 class Blood
1278 {
1279 damage=0;
1280 };
1281 class Shock
1282 {
1283 damage=0;
1284 };
1285 };
1286 class FragGrenade
1287 {
1288 class Health
1289 {
1290 damage=0;
1291 };
1292 class Blood
1293 {
1294 damage=0;
1295 };
1296 class Shock
1297 {
1298 damage=0;
1299 };
1300 };
1301 };
1302 class DamageZones
1303 {
1304 class doors1
1305 {
1306 class Health
1307 {
1308 hitpoints=1000;
1309 transferToGlobalCoef=0;
1310 };
1311 componentNames[]=
1312 {
1313 "doors1"
1314 };
1315 fatalInjuryCoef=-1;
1316 class ArmorType
1317 {
1318 class Projectile
1319 {
1320 class Health
1321 {
1322 damage=2;
1323 };
1324 class Blood
1325 {
1326 damage=0;
1327 };
1328 class Shock
1329 {
1330 damage=0;
1331 };
1332 };
1333 class Melee
1334 {
1335 class Health
1336 {
1337 damage=2.5;
1338 };
1339 class Blood
1340 {
1341 damage=0;
1342 };
1343 class Shock
1344 {
1345 damage=0;
1346 };
1347 };
1348 class FragGrenade
1349 {
1350 class Health
1351 {
1352 damage=3;
1353 };
1354 class Blood
1355 {
1356 damage=0;
1357 };
1358 class Shock
1359 {
1360 damage=0;
1361 };
1362 };
1363 };
1364 };
1365 class doors2
1366 {
1367 class Health
1368 {
1369 hitpoints=1000;
1370 transferToGlobalCoef=0;
1371 };
1372 componentNames[]=
1373 {
1374 "doors2"
1375 };
1376 fatalInjuryCoef=-1;
1377 class ArmorType
1378 {
1379 class Projectile
1380 {
1381 class Health
1382 {
1383 damage=2;
1384 };
1385 class Blood
1386 {
1387 damage=0;
1388 };
1389 class Shock
1390 {
1391 damage=0;
1392 };
1393 };
1394 class Melee
1395 {
1396 class Health
1397 {
1398 damage=2.5;
1399 };
1400 class Blood
1401 {
1402 damage=0;
1403 };
1404 class Shock
1405 {
1406 damage=0;
1407 };
1408 };
1409 class FragGrenade
1410 {
1411 class Health
1412 {
1413 damage=3;
1414 };
1415 class Blood
1416 {
1417 damage=0;
1418 };
1419 class Shock
1420 {
1421 damage=0;
1422 };
1423 };
1424 };
1425 };
1426 };
1427 };
1428 };
1429 class Land_Wall_Gate_FenG_Big_R: HouseNoDestruct
1430 {
1431 scope=1;
1432 model="\dz\structures\walls\wall_gate_feng_big_r.p3d";
1433 bounding="BSphere";
1434 class Doors
1435 {
1436 class Doors1
1437 {
1438 displayName="door 1";
1439 component="Doors1";
1440 soundPos="doors1_action";
1441 animPeriod=1;
1442 initPhase=0;
1443 initOpened=0.30000001;
1444 soundOpen="doorMetalGateBigOpen";
1445 soundClose="doorMetalGateBigClose";
1446 soundLocked="doorMetalGateBigRattle";
1447 soundOpenABit="doorMetalGateBigOpenABit";
1448 };
1449 };
1450 class DamageSystem
1451 {
1452 class GlobalHealth
1453 {
1454 class Health
1455 {
1456 hitpoints=1000;
1457 };
1458 };
1459 class GlobalArmor
1460 {
1461 class Projectile
1462 {
1463 class Health
1464 {
1465 damage=0;
1466 };
1467 class Blood
1468 {
1469 damage=0;
1470 };
1471 class Shock
1472 {
1473 damage=0;
1474 };
1475 };
1476 class Melee
1477 {
1478 class Health
1479 {
1480 damage=0;
1481 };
1482 class Blood
1483 {
1484 damage=0;
1485 };
1486 class Shock
1487 {
1488 damage=0;
1489 };
1490 };
1491 class FragGrenade
1492 {
1493 class Health
1494 {
1495 damage=0;
1496 };
1497 class Blood
1498 {
1499 damage=0;
1500 };
1501 class Shock
1502 {
1503 damage=0;
1504 };
1505 };
1506 };
1507 class DamageZones
1508 {
1509 class doors1
1510 {
1511 class Health
1512 {
1513 hitpoints=1000;
1514 transferToGlobalCoef=0;
1515 };
1516 componentNames[]=
1517 {
1518 "doors1"
1519 };
1520 fatalInjuryCoef=-1;
1521 class ArmorType
1522 {
1523 class Projectile
1524 {
1525 class Health
1526 {
1527 damage=2;
1528 };
1529 class Blood
1530 {
1531 damage=0;
1532 };
1533 class Shock
1534 {
1535 damage=0;
1536 };
1537 };
1538 class Melee
1539 {
1540 class Health
1541 {
1542 damage=2.5;
1543 };
1544 class Blood
1545 {
1546 damage=0;
1547 };
1548 class Shock
1549 {
1550 damage=0;
1551 };
1552 };
1553 class FragGrenade
1554 {
1555 class Health
1556 {
1557 damage=3;
1558 };
1559 class Blood
1560 {
1561 damage=0;
1562 };
1563 class Shock
1564 {
1565 damage=0;
1566 };
1567 };
1568 };
1569 };
1570 };
1571 };
1572 };
1573 class Land_Wall_Gate_FenG_Open: HouseNoDestruct
1574 {
1575 scope=1;
1576 model="\dz\structures\walls\wall_gate_feng_open.p3d";
1577 bounding="BSphere";
1578 class Doors
1579 {
1580 class Doors1
1581 {
1582 displayName="door 1";
1583 component="Doors1";
1584 soundPos="doors1_action";
1585 animPeriod=1;
1586 initPhase=0;
1587 initOpened=0.30000001;
1588 soundOpen="doorMetalGateOpen";
1589 soundClose="doorMetalGateClose";
1590 soundLocked="doorMetalGateRattle";
1591 soundOpenABit="doorMetalGateOpenABit";
1592 };
1593 };
1594 class DamageSystem
1595 {
1596 class GlobalHealth
1597 {
1598 class Health
1599 {
1600 hitpoints=1000;
1601 };
1602 };
1603 class GlobalArmor
1604 {
1605 class Projectile
1606 {
1607 class Health
1608 {
1609 damage=0;
1610 };
1611 class Blood
1612 {
1613 damage=0;
1614 };
1615 class Shock
1616 {
1617 damage=0;
1618 };
1619 };
1620 class Melee
1621 {
1622 class Health
1623 {
1624 damage=0;
1625 };
1626 class Blood
1627 {
1628 damage=0;
1629 };
1630 class Shock
1631 {
1632 damage=0;
1633 };
1634 };
1635 class FragGrenade
1636 {
1637 class Health
1638 {
1639 damage=0;
1640 };
1641 class Blood
1642 {
1643 damage=0;
1644 };
1645 class Shock
1646 {
1647 damage=0;
1648 };
1649 };
1650 };
1651 class DamageZones
1652 {
1653 class doors1
1654 {
1655 class Health
1656 {
1657 hitpoints=1000;
1658 transferToGlobalCoef=0;
1659 };
1660 componentNames[]=
1661 {
1662 "doors1"
1663 };
1664 fatalInjuryCoef=-1;
1665 class ArmorType
1666 {
1667 class Projectile
1668 {
1669 class Health
1670 {
1671 damage=2;
1672 };
1673 class Blood
1674 {
1675 damage=0;
1676 };
1677 class Shock
1678 {
1679 damage=0;
1680 };
1681 };
1682 class Melee
1683 {
1684 class Health
1685 {
1686 damage=2.5;
1687 };
1688 class Blood
1689 {
1690 damage=0;
1691 };
1692 class Shock
1693 {
1694 damage=0;
1695 };
1696 };
1697 class FragGrenade
1698 {
1699 class Health
1700 {
1701 damage=3;
1702 };
1703 class Blood
1704 {
1705 damage=0;
1706 };
1707 class Shock
1708 {
1709 damage=0;
1710 };
1711 };
1712 };
1713 };
1714 class doors2
1715 {
1716 class Health
1717 {
1718 hitpoints=1000;
1719 transferToGlobalCoef=0;
1720 };
1721 componentNames[]=
1722 {
1723 "doors2"
1724 };
1725 fatalInjuryCoef=-1;
1726 class ArmorType
1727 {
1728 class Projectile
1729 {
1730 class Health
1731 {
1732 damage=2;
1733 };
1734 class Blood
1735 {
1736 damage=0;
1737 };
1738 class Shock
1739 {
1740 damage=0;
1741 };
1742 };
1743 class Melee
1744 {
1745 class Health
1746 {
1747 damage=2.5;
1748 };
1749 class Blood
1750 {
1751 damage=0;
1752 };
1753 class Shock
1754 {
1755 damage=0;
1756 };
1757 };
1758 class FragGrenade
1759 {
1760 class Health
1761 {
1762 damage=3;
1763 };
1764 class Blood
1765 {
1766 damage=0;
1767 };
1768 class Shock
1769 {
1770 damage=0;
1771 };
1772 };
1773 };
1774 };
1775 };
1776 };
1777 };
1778 class Land_Wall_Gate_FenR: HouseNoDestruct
1779 {
1780 scope=1;
1781 model="\dz\structures\walls\wall_gate_fenr.p3d";
1782 bounding="BSphere";
1783 class Doors
1784 {
1785 class Doors1
1786 {
1787 displayName="door 1";
1788 component="Doors1";
1789 soundPos="doors1_action";
1790 animPeriod=1;
1791 initPhase=0;
1792 initOpened=0.30000001;
1793 soundOpen="doorMetalGateOpen";
1794 soundClose="doorMetalGateClose";
1795 soundLocked="doorMetalGateRattle";
1796 soundOpenABit="doorMetalGateOpenABit";
1797 };
1798 };
1799 class DamageSystem
1800 {
1801 class GlobalHealth
1802 {
1803 class Health
1804 {
1805 hitpoints=1000;
1806 };
1807 };
1808 class GlobalArmor
1809 {
1810 class Projectile
1811 {
1812 class Health
1813 {
1814 damage=0;
1815 };
1816 class Blood
1817 {
1818 damage=0;
1819 };
1820 class Shock
1821 {
1822 damage=0;
1823 };
1824 };
1825 class Melee
1826 {
1827 class Health
1828 {
1829 damage=0;
1830 };
1831 class Blood
1832 {
1833 damage=0;
1834 };
1835 class Shock
1836 {
1837 damage=0;
1838 };
1839 };
1840 class FragGrenade
1841 {
1842 class Health
1843 {
1844 damage=0;
1845 };
1846 class Blood
1847 {
1848 damage=0;
1849 };
1850 class Shock
1851 {
1852 damage=0;
1853 };
1854 };
1855 };
1856 class DamageZones
1857 {
1858 class doors1
1859 {
1860 class Health
1861 {
1862 hitpoints=1000;
1863 transferToGlobalCoef=0;
1864 };
1865 componentNames[]=
1866 {
1867 "doors1"
1868 };
1869 fatalInjuryCoef=-1;
1870 class ArmorType
1871 {
1872 class Projectile
1873 {
1874 class Health
1875 {
1876 damage=2;
1877 };
1878 class Blood
1879 {
1880 damage=0;
1881 };
1882 class Shock
1883 {
1884 damage=0;
1885 };
1886 };
1887 class Melee
1888 {
1889 class Health
1890 {
1891 damage=2.5;
1892 };
1893 class Blood
1894 {
1895 damage=0;
1896 };
1897 class Shock
1898 {
1899 damage=0;
1900 };
1901 };
1902 class FragGrenade
1903 {
1904 class Health
1905 {
1906 damage=3;
1907 };
1908 class Blood
1909 {
1910 damage=0;
1911 };
1912 class Shock
1913 {
1914 damage=0;
1915 };
1916 };
1917 };
1918 };
1919 };
1920 };
1921 };
1922 class Land_Wall_Gate_FenR_Big: HouseNoDestruct
1923 {
1924 scope=1;
1925 model="\dz\structures\walls\wall_gate_fenr_big.p3d";
1926 bounding="BSphere";
1927 class Doors
1928 {
1929 class DoorsTwin1
1930 {
1931 displayName="door Twin1";
1932 component="DoorsTwin1";
1933 soundPos="doorsTwin1_action";
1934 animPeriod=1;
1935 initPhase=0;
1936 initOpened=0.30000001;
1937 soundOpen="doorMetalGateBigOpen";
1938 soundClose="doorMetalGateBigClose";
1939 soundLocked="doorMetalGateBigRattle";
1940 soundOpenABit="doorMetalGateBigOpenABit";
1941 };
1942 };
1943 class DamageSystem
1944 {
1945 class GlobalHealth
1946 {
1947 class Health
1948 {
1949 hitpoints=1000;
1950 };
1951 };
1952 class GlobalArmor
1953 {
1954 class Projectile
1955 {
1956 class Health
1957 {
1958 damage=0;
1959 };
1960 class Blood
1961 {
1962 damage=0;
1963 };
1964 class Shock
1965 {
1966 damage=0;
1967 };
1968 };
1969 class Melee
1970 {
1971 class Health
1972 {
1973 damage=0;
1974 };
1975 class Blood
1976 {
1977 damage=0;
1978 };
1979 class Shock
1980 {
1981 damage=0;
1982 };
1983 };
1984 class FragGrenade
1985 {
1986 class Health
1987 {
1988 damage=0;
1989 };
1990 class Blood
1991 {
1992 damage=0;
1993 };
1994 class Shock
1995 {
1996 damage=0;
1997 };
1998 };
1999 };
2000 class DamageZones
2001 {
2002 class doors1
2003 {
2004 class Health
2005 {
2006 hitpoints=1000;
2007 transferToGlobalCoef=0;
2008 };
2009 componentNames[]=
2010 {
2011 "doors1"
2012 };
2013 fatalInjuryCoef=-1;
2014 class ArmorType
2015 {
2016 class Projectile
2017 {
2018 class Health
2019 {
2020 damage=2;
2021 };
2022 class Blood
2023 {
2024 damage=0;
2025 };
2026 class Shock
2027 {
2028 damage=0;
2029 };
2030 };
2031 class Melee
2032 {
2033 class Health
2034 {
2035 damage=2.5;
2036 };
2037 class Blood
2038 {
2039 damage=0;
2040 };
2041 class Shock
2042 {
2043 damage=0;
2044 };
2045 };
2046 class FragGrenade
2047 {
2048 class Health
2049 {
2050 damage=3;
2051 };
2052 class Blood
2053 {
2054 damage=0;
2055 };
2056 class Shock
2057 {
2058 damage=0;
2059 };
2060 };
2061 };
2062 };
2063 class doors2
2064 {
2065 class Health
2066 {
2067 hitpoints=1000;
2068 transferToGlobalCoef=0;
2069 };
2070 componentNames[]=
2071 {
2072 "doors2"
2073 };
2074 fatalInjuryCoef=-1;
2075 class ArmorType
2076 {
2077 class Projectile
2078 {
2079 class Health
2080 {
2081 damage=2;
2082 };
2083 class Blood
2084 {
2085 damage=0;
2086 };
2087 class Shock
2088 {
2089 damage=0;
2090 };
2091 };
2092 class Melee
2093 {
2094 class Health
2095 {
2096 damage=2.5;
2097 };
2098 class Blood
2099 {
2100 damage=0;
2101 };
2102 class Shock
2103 {
2104 damage=0;
2105 };
2106 };
2107 class FragGrenade
2108 {
2109 class Health
2110 {
2111 damage=3;
2112 };
2113 class Blood
2114 {
2115 damage=0;
2116 };
2117 class Shock
2118 {
2119 damage=0;
2120 };
2121 };
2122 };
2123 };
2124 };
2125 };
2126 };
2127 class Land_Wall_Gate_FenR_Big_L: HouseNoDestruct
2128 {
2129 scope=1;
2130 model="\dz\structures\walls\wall_gate_fenr_big_l.p3d";
2131 bounding="BSphere";
2132 class Doors
2133 {
2134 class Doors1
2135 {
2136 displayName="door 1";
2137 component="Doors1";
2138 soundPos="doors1_action";
2139 animPeriod=1;
2140 initPhase=0;
2141 initOpened=0.30000001;
2142 soundOpen="doorMetalGateBigOpen";
2143 soundClose="doorMetalGateBigClose";
2144 soundLocked="doorMetalGateBigRattle";
2145 soundOpenABit="doorMetalGateBigOpenABit";
2146 };
2147 };
2148 class DamageSystem
2149 {
2150 class GlobalHealth
2151 {
2152 class Health
2153 {
2154 hitpoints=1000;
2155 };
2156 };
2157 class GlobalArmor
2158 {
2159 class Projectile
2160 {
2161 class Health
2162 {
2163 damage=0;
2164 };
2165 class Blood
2166 {
2167 damage=0;
2168 };
2169 class Shock
2170 {
2171 damage=0;
2172 };
2173 };
2174 class Melee
2175 {
2176 class Health
2177 {
2178 damage=0;
2179 };
2180 class Blood
2181 {
2182 damage=0;
2183 };
2184 class Shock
2185 {
2186 damage=0;
2187 };
2188 };
2189 class FragGrenade
2190 {
2191 class Health
2192 {
2193 damage=0;
2194 };
2195 class Blood
2196 {
2197 damage=0;
2198 };
2199 class Shock
2200 {
2201 damage=0;
2202 };
2203 };
2204 };
2205 class DamageZones
2206 {
2207 class doors1
2208 {
2209 class Health
2210 {
2211 hitpoints=1000;
2212 transferToGlobalCoef=0;
2213 };
2214 componentNames[]=
2215 {
2216 "doors1"
2217 };
2218 fatalInjuryCoef=-1;
2219 class ArmorType
2220 {
2221 class Projectile
2222 {
2223 class Health
2224 {
2225 damage=2;
2226 };
2227 class Blood
2228 {
2229 damage=0;
2230 };
2231 class Shock
2232 {
2233 damage=0;
2234 };
2235 };
2236 class Melee
2237 {
2238 class Health
2239 {
2240 damage=2.5;
2241 };
2242 class Blood
2243 {
2244 damage=0;
2245 };
2246 class Shock
2247 {
2248 damage=0;
2249 };
2250 };
2251 class FragGrenade
2252 {
2253 class Health
2254 {
2255 damage=3;
2256 };
2257 class Blood
2258 {
2259 damage=0;
2260 };
2261 class Shock
2262 {
2263 damage=0;
2264 };
2265 };
2266 };
2267 };
2268 };
2269 };
2270 };
2271 class Land_Wall_Gate_FenR_Big_Open: HouseNoDestruct
2272 {
2273 scope=1;
2274 model="\dz\structures\walls\wall_gate_fenr_big_open.p3d";
2275 bounding="BSphere";
2276 class Doors
2277 {
2278 class DoorsTwin1
2279 {
2280 displayName="door Twin1";
2281 component="DoorsTwin1";
2282 soundPos="doorsTwin1_action";
2283 animPeriod=1;
2284 initPhase=0;
2285 initOpened=0.30000001;
2286 soundOpen="doorMetalGateBigOpen";
2287 soundClose="doorMetalGateBigClose";
2288 soundLocked="doorMetalGateBigRattle";
2289 soundOpenABit="doorMetalGateBigOpenABit";
2290 };
2291 };
2292 class DamageSystem
2293 {
2294 class GlobalHealth
2295 {
2296 class Health
2297 {
2298 hitpoints=1000;
2299 };
2300 };
2301 class GlobalArmor
2302 {
2303 class Projectile
2304 {
2305 class Health
2306 {
2307 damage=0;
2308 };
2309 class Blood
2310 {
2311 damage=0;
2312 };
2313 class Shock
2314 {
2315 damage=0;
2316 };
2317 };
2318 class Melee
2319 {
2320 class Health
2321 {
2322 damage=0;
2323 };
2324 class Blood
2325 {
2326 damage=0;
2327 };
2328 class Shock
2329 {
2330 damage=0;
2331 };
2332 };
2333 class FragGrenade
2334 {
2335 class Health
2336 {
2337 damage=0;
2338 };
2339 class Blood
2340 {
2341 damage=0;
2342 };
2343 class Shock
2344 {
2345 damage=0;
2346 };
2347 };
2348 };
2349 class DamageZones
2350 {
2351 class doors1
2352 {
2353 class Health
2354 {
2355 hitpoints=1000;
2356 transferToGlobalCoef=0;
2357 };
2358 componentNames[]=
2359 {
2360 "doors1"
2361 };
2362 fatalInjuryCoef=-1;
2363 class ArmorType
2364 {
2365 class Projectile
2366 {
2367 class Health
2368 {
2369 damage=2;
2370 };
2371 class Blood
2372 {
2373 damage=0;
2374 };
2375 class Shock
2376 {
2377 damage=0;
2378 };
2379 };
2380 class Melee
2381 {
2382 class Health
2383 {
2384 damage=2.5;
2385 };
2386 class Blood
2387 {
2388 damage=0;
2389 };
2390 class Shock
2391 {
2392 damage=0;
2393 };
2394 };
2395 class FragGrenade
2396 {
2397 class Health
2398 {
2399 damage=3;
2400 };
2401 class Blood
2402 {
2403 damage=0;
2404 };
2405 class Shock
2406 {
2407 damage=0;
2408 };
2409 };
2410 };
2411 };
2412 class doors2
2413 {
2414 class Health
2415 {
2416 hitpoints=1000;
2417 transferToGlobalCoef=0;
2418 };
2419 componentNames[]=
2420 {
2421 "doors2"
2422 };
2423 fatalInjuryCoef=-1;
2424 class ArmorType
2425 {
2426 class Projectile
2427 {
2428 class Health
2429 {
2430 damage=2;
2431 };
2432 class Blood
2433 {
2434 damage=0;
2435 };
2436 class Shock
2437 {
2438 damage=0;
2439 };
2440 };
2441 class Melee
2442 {
2443 class Health
2444 {
2445 damage=2.5;
2446 };
2447 class Blood
2448 {
2449 damage=0;
2450 };
2451 class Shock
2452 {
2453 damage=0;
2454 };
2455 };
2456 class FragGrenade
2457 {
2458 class Health
2459 {
2460 damage=3;
2461 };
2462 class Blood
2463 {
2464 damage=0;
2465 };
2466 class Shock
2467 {
2468 damage=0;
2469 };
2470 };
2471 };
2472 };
2473 };
2474 };
2475 };
2476 class Land_Wall_Gate_FenR_Big_R: HouseNoDestruct
2477 {
2478 scope=1;
2479 model="\dz\structures\walls\wall_gate_fenr_big_r.p3d";
2480 bounding="BSphere";
2481 class Doors
2482 {
2483 class Doors1
2484 {
2485 displayName="door 1";
2486 component="Doors1";
2487 soundPos="doors1_action";
2488 animPeriod=1;
2489 initPhase=1;
2490 initOpened=0.30000001;
2491 soundOpen="doorMetalGateBigOpen";
2492 soundClose="doorMetalGateBigClose";
2493 soundLocked="doorMetalGateBigRattle";
2494 soundOpenABit="doorMetalGateBigOpenABit";
2495 };
2496 };
2497 class DamageSystem
2498 {
2499 class GlobalHealth
2500 {
2501 class Health
2502 {
2503 hitpoints=1000;
2504 };
2505 };
2506 class GlobalArmor
2507 {
2508 class Projectile
2509 {
2510 class Health
2511 {
2512 damage=0;
2513 };
2514 class Blood
2515 {
2516 damage=0;
2517 };
2518 class Shock
2519 {
2520 damage=0;
2521 };
2522 };
2523 class Melee
2524 {
2525 class Health
2526 {
2527 damage=0;
2528 };
2529 class Blood
2530 {
2531 damage=0;
2532 };
2533 class Shock
2534 {
2535 damage=0;
2536 };
2537 };
2538 class FragGrenade
2539 {
2540 class Health
2541 {
2542 damage=0;
2543 };
2544 class Blood
2545 {
2546 damage=0;
2547 };
2548 class Shock
2549 {
2550 damage=0;
2551 };
2552 };
2553 };
2554 class DamageZones
2555 {
2556 class doors1
2557 {
2558 class Health
2559 {
2560 hitpoints=1000;
2561 transferToGlobalCoef=0;
2562 };
2563 componentNames[]=
2564 {
2565 "doors1"
2566 };
2567 fatalInjuryCoef=-1;
2568 class ArmorType
2569 {
2570 class Projectile
2571 {
2572 class Health
2573 {
2574 damage=2;
2575 };
2576 class Blood
2577 {
2578 damage=0;
2579 };
2580 class Shock
2581 {
2582 damage=0;
2583 };
2584 };
2585 class Melee
2586 {
2587 class Health
2588 {
2589 damage=2.5;
2590 };
2591 class Blood
2592 {
2593 damage=0;
2594 };
2595 class Shock
2596 {
2597 damage=0;
2598 };
2599 };
2600 class FragGrenade
2601 {
2602 class Health
2603 {
2604 damage=3;
2605 };
2606 class Blood
2607 {
2608 damage=0;
2609 };
2610 class Shock
2611 {
2612 damage=0;
2613 };
2614 };
2615 };
2616 };
2617 };
2618 };
2619 };
2620 class Land_Wall_Gate_FenR_Open: Land_Wall_Gate_FenR
2621 {
2622 scope=1;
2623 model="\dz\structures\walls\wall_gate_fenr_open.p3d";
2624 bounding="BSphere";
2625 };
2626 class Land_Wall_Gate_Ind1_L: HouseNoDestruct
2627 {
2628 scope=1;
2629 model="\dz\structures\walls\wall_gate_ind1_l.p3d";
2630 bounding="BSphere";
2631 class Doors
2632 {
2633 class Doors1
2634 {
2635 displayName="door 1";
2636 component="Doors1";
2637 soundPos="doors1_action";
2638 animPeriod=1;
2639 initPhase=0;
2640 initOpened=0.30000001;
2641 soundOpen="doorMetalGateBigOpen";
2642 soundClose="doorMetalGateBigClose";
2643 soundLocked="doorMetalGateBigRattle";
2644 soundOpenABit="doorMetalGateBigOpenABit";
2645 };
2646 };
2647 class DamageSystem
2648 {
2649 class GlobalHealth
2650 {
2651 class Health
2652 {
2653 hitpoints=1000;
2654 };
2655 };
2656 class GlobalArmor
2657 {
2658 class Projectile
2659 {
2660 class Health
2661 {
2662 damage=0;
2663 };
2664 class Blood
2665 {
2666 damage=0;
2667 };
2668 class Shock
2669 {
2670 damage=0;
2671 };
2672 };
2673 class Melee
2674 {
2675 class Health
2676 {
2677 damage=0;
2678 };
2679 class Blood
2680 {
2681 damage=0;
2682 };
2683 class Shock
2684 {
2685 damage=0;
2686 };
2687 };
2688 class FragGrenade
2689 {
2690 class Health
2691 {
2692 damage=0;
2693 };
2694 class Blood
2695 {
2696 damage=0;
2697 };
2698 class Shock
2699 {
2700 damage=0;
2701 };
2702 };
2703 };
2704 class DamageZones
2705 {
2706 class doors1
2707 {
2708 class Health
2709 {
2710 hitpoints=1000;
2711 transferToGlobalCoef=0;
2712 };
2713 componentNames[]=
2714 {
2715 "doors1"
2716 };
2717 fatalInjuryCoef=-1;
2718 class ArmorType
2719 {
2720 class Projectile
2721 {
2722 class Health
2723 {
2724 damage=2;
2725 };
2726 class Blood
2727 {
2728 damage=0;
2729 };
2730 class Shock
2731 {
2732 damage=0;
2733 };
2734 };
2735 class Melee
2736 {
2737 class Health
2738 {
2739 damage=2.5;
2740 };
2741 class Blood
2742 {
2743 damage=0;
2744 };
2745 class Shock
2746 {
2747 damage=0;
2748 };
2749 };
2750 class FragGrenade
2751 {
2752 class Health
2753 {
2754 damage=3;
2755 };
2756 class Blood
2757 {
2758 damage=0;
2759 };
2760 class Shock
2761 {
2762 damage=0;
2763 };
2764 };
2765 };
2766 };
2767 };
2768 };
2769 };
2770 class Land_Wall_Gate_Ind1_R: HouseNoDestruct
2771 {
2772 scope=1;
2773 model="\dz\structures\walls\wall_gate_ind1_r.p3d";
2774 bounding="BSphere";
2775 class Doors
2776 {
2777 class Doors1
2778 {
2779 displayName="door 1";
2780 component="Doors1";
2781 soundPos="doors1_action";
2782 animPeriod=1;
2783 initPhase=0;
2784 initOpened=0.30000001;
2785 soundOpen="doorMetalGateBigOpen";
2786 soundClose="doorMetalGateBigClose";
2787 soundLocked="doorMetalGateBigRattle";
2788 soundOpenABit="doorMetalGateBigOpenABit";
2789 };
2790 };
2791 class DamageSystem
2792 {
2793 class GlobalHealth
2794 {
2795 class Health
2796 {
2797 hitpoints=1000;
2798 };
2799 };
2800 class GlobalArmor
2801 {
2802 class Projectile
2803 {
2804 class Health
2805 {
2806 damage=0;
2807 };
2808 class Blood
2809 {
2810 damage=0;
2811 };
2812 class Shock
2813 {
2814 damage=0;
2815 };
2816 };
2817 class Melee
2818 {
2819 class Health
2820 {
2821 damage=0;
2822 };
2823 class Blood
2824 {
2825 damage=0;
2826 };
2827 class Shock
2828 {
2829 damage=0;
2830 };
2831 };
2832 class FragGrenade
2833 {
2834 class Health
2835 {
2836 damage=0;
2837 };
2838 class Blood
2839 {
2840 damage=0;
2841 };
2842 class Shock
2843 {
2844 damage=0;
2845 };
2846 };
2847 };
2848 class DamageZones
2849 {
2850 class doors1
2851 {
2852 class Health
2853 {
2854 hitpoints=1000;
2855 transferToGlobalCoef=0;
2856 };
2857 componentNames[]=
2858 {
2859 "doors1"
2860 };
2861 fatalInjuryCoef=-1;
2862 class ArmorType
2863 {
2864 class Projectile
2865 {
2866 class Health
2867 {
2868 damage=2;
2869 };
2870 class Blood
2871 {
2872 damage=0;
2873 };
2874 class Shock
2875 {
2876 damage=0;
2877 };
2878 };
2879 class Melee
2880 {
2881 class Health
2882 {
2883 damage=2.5;
2884 };
2885 class Blood
2886 {
2887 damage=0;
2888 };
2889 class Shock
2890 {
2891 damage=0;
2892 };
2893 };
2894 class FragGrenade
2895 {
2896 class Health
2897 {
2898 damage=3;
2899 };
2900 class Blood
2901 {
2902 damage=0;
2903 };
2904 class Shock
2905 {
2906 damage=0;
2907 };
2908 };
2909 };
2910 };
2911 };
2912 };
2913 };
2914 class Land_Wall_Gate_Ind2A_L: HouseNoDestruct
2915 {
2916 scope=1;
2917 model="\dz\structures\walls\wall_gate_ind2a_l.p3d";
2918 bounding="BSphere";
2919 class Doors
2920 {
2921 class Doors1
2922 {
2923 displayName="door 1";
2924 component="Doors1";
2925 soundPos="doors1_action";
2926 animPeriod=1;
2927 initPhase=0;
2928 initOpened=0.30000001;
2929 soundOpen="doorMetalGateBigOpen";
2930 soundClose="doorMetalGateBigClose";
2931 soundLocked="doorMetalGateBigRattle";
2932 soundOpenABit="doorMetalGateBigOpenABit";
2933 };
2934 };
2935 class DamageSystem
2936 {
2937 class GlobalHealth
2938 {
2939 class Health
2940 {
2941 hitpoints=1000;
2942 };
2943 };
2944 class GlobalArmor
2945 {
2946 class Projectile
2947 {
2948 class Health
2949 {
2950 damage=0;
2951 };
2952 class Blood
2953 {
2954 damage=0;
2955 };
2956 class Shock
2957 {
2958 damage=0;
2959 };
2960 };
2961 class Melee
2962 {
2963 class Health
2964 {
2965 damage=0;
2966 };
2967 class Blood
2968 {
2969 damage=0;
2970 };
2971 class Shock
2972 {
2973 damage=0;
2974 };
2975 };
2976 class FragGrenade
2977 {
2978 class Health
2979 {
2980 damage=0;
2981 };
2982 class Blood
2983 {
2984 damage=0;
2985 };
2986 class Shock
2987 {
2988 damage=0;
2989 };
2990 };
2991 };
2992 class DamageZones
2993 {
2994 class doors1
2995 {
2996 class Health
2997 {
2998 hitpoints=1000;
2999 transferToGlobalCoef=0;
3000 };
3001 componentNames[]=
3002 {
3003 "doors1"
3004 };
3005 fatalInjuryCoef=-1;
3006 class ArmorType
3007 {
3008 class Projectile
3009 {
3010 class Health
3011 {
3012 damage=2;
3013 };
3014 class Blood
3015 {
3016 damage=0;
3017 };
3018 class Shock
3019 {
3020 damage=0;
3021 };
3022 };
3023 class Melee
3024 {
3025 class Health
3026 {
3027 damage=2.5;
3028 };
3029 class Blood
3030 {
3031 damage=0;
3032 };
3033 class Shock
3034 {
3035 damage=0;
3036 };
3037 };
3038 class FragGrenade
3039 {
3040 class Health
3041 {
3042 damage=3;
3043 };
3044 class Blood
3045 {
3046 damage=0;
3047 };
3048 class Shock
3049 {
3050 damage=0;
3051 };
3052 };
3053 };
3054 };
3055 };
3056 };
3057 };
3058 class Land_Wall_Gate_Ind2A_R: HouseNoDestruct
3059 {
3060 scope=1;
3061 model="\dz\structures\walls\wall_gate_ind2a_r.p3d";
3062 bounding="BSphere";
3063 class Doors
3064 {
3065 class Doors1
3066 {
3067 displayName="door 1";
3068 component="Doors1";
3069 soundPos="doors1_action";
3070 animPeriod=1;
3071 initPhase=0;
3072 initOpened=0.30000001;
3073 soundOpen="doorMetalGateBigOpen";
3074 soundClose="doorMetalGateBigClose";
3075 soundLocked="doorMetalGateBigRattle";
3076 soundOpenABit="doorMetalGateBigOpenABit";
3077 };
3078 };
3079 class DamageSystem
3080 {
3081 class GlobalHealth
3082 {
3083 class Health
3084 {
3085 hitpoints=1000;
3086 };
3087 };
3088 class GlobalArmor
3089 {
3090 class Projectile
3091 {
3092 class Health
3093 {
3094 damage=0;
3095 };
3096 class Blood
3097 {
3098 damage=0;
3099 };
3100 class Shock
3101 {
3102 damage=0;
3103 };
3104 };
3105 class Melee
3106 {
3107 class Health
3108 {
3109 damage=0;
3110 };
3111 class Blood
3112 {
3113 damage=0;
3114 };
3115 class Shock
3116 {
3117 damage=0;
3118 };
3119 };
3120 class FragGrenade
3121 {
3122 class Health
3123 {
3124 damage=0;
3125 };
3126 class Blood
3127 {
3128 damage=0;
3129 };
3130 class Shock
3131 {
3132 damage=0;
3133 };
3134 };
3135 };
3136 class DamageZones
3137 {
3138 class doors1
3139 {
3140 class Health
3141 {
3142 hitpoints=1000;
3143 transferToGlobalCoef=0;
3144 };
3145 componentNames[]=
3146 {
3147 "doors1"
3148 };
3149 fatalInjuryCoef=-1;
3150 class ArmorType
3151 {
3152 class Projectile
3153 {
3154 class Health
3155 {
3156 damage=2;
3157 };
3158 class Blood
3159 {
3160 damage=0;
3161 };
3162 class Shock
3163 {
3164 damage=0;
3165 };
3166 };
3167 class Melee
3168 {
3169 class Health
3170 {
3171 damage=2.5;
3172 };
3173 class Blood
3174 {
3175 damage=0;
3176 };
3177 class Shock
3178 {
3179 damage=0;
3180 };
3181 };
3182 class FragGrenade
3183 {
3184 class Health
3185 {
3186 damage=3;
3187 };
3188 class Blood
3189 {
3190 damage=0;
3191 };
3192 class Shock
3193 {
3194 damage=0;
3195 };
3196 };
3197 };
3198 };
3199 };
3200 };
3201 };
3202 class Land_Wall_Gate_Ind2B_L: HouseNoDestruct
3203 {
3204 scope=1;
3205 model="\dz\structures\walls\wall_gate_ind2b_l.p3d";
3206 bounding="BSphere";
3207 class Doors
3208 {
3209 class Doors1
3210 {
3211 displayName="door 1";
3212 component="Doors1";
3213 soundPos="doors1_action";
3214 animPeriod=1;
3215 initPhase=0;
3216 initOpened=0.30000001;
3217 soundOpen="doorMetalGateBigOpen";
3218 soundClose="doorMetalGateBigClose";
3219 soundLocked="doorMetalGateBigRattle";
3220 soundOpenABit="doorMetalGateBigOpenABit";
3221 };
3222 };
3223 class DamageSystem
3224 {
3225 class GlobalHealth
3226 {
3227 class Health
3228 {
3229 hitpoints=1000;
3230 };
3231 };
3232 class GlobalArmor
3233 {
3234 class Projectile
3235 {
3236 class Health
3237 {
3238 damage=0;
3239 };
3240 class Blood
3241 {
3242 damage=0;
3243 };
3244 class Shock
3245 {
3246 damage=0;
3247 };
3248 };
3249 class Melee
3250 {
3251 class Health
3252 {
3253 damage=0;
3254 };
3255 class Blood
3256 {
3257 damage=0;
3258 };
3259 class Shock
3260 {
3261 damage=0;
3262 };
3263 };
3264 class FragGrenade
3265 {
3266 class Health
3267 {
3268 damage=0;
3269 };
3270 class Blood
3271 {
3272 damage=0;
3273 };
3274 class Shock
3275 {
3276 damage=0;
3277 };
3278 };
3279 };
3280 class DamageZones
3281 {
3282 class doors1
3283 {
3284 class Health
3285 {
3286 hitpoints=1000;
3287 transferToGlobalCoef=0;
3288 };
3289 componentNames[]=
3290 {
3291 "doors1"
3292 };
3293 fatalInjuryCoef=-1;
3294 class ArmorType
3295 {
3296 class Projectile
3297 {
3298 class Health
3299 {
3300 damage=2;
3301 };
3302 class Blood
3303 {
3304 damage=0;
3305 };
3306 class Shock
3307 {
3308 damage=0;
3309 };
3310 };
3311 class Melee
3312 {
3313 class Health
3314 {
3315 damage=2.5;
3316 };
3317 class Blood
3318 {
3319 damage=0;
3320 };
3321 class Shock
3322 {
3323 damage=0;
3324 };
3325 };
3326 class FragGrenade
3327 {
3328 class Health
3329 {
3330 damage=3;
3331 };
3332 class Blood
3333 {
3334 damage=0;
3335 };
3336 class Shock
3337 {
3338 damage=0;
3339 };
3340 };
3341 };
3342 };
3343 };
3344 };
3345 };
3346 class Land_Wall_Gate_Ind2B_R: HouseNoDestruct
3347 {
3348 scope=1;
3349 model="\dz\structures\walls\wall_gate_ind2b_r.p3d";
3350 bounding="BSphere";
3351 class Doors
3352 {
3353 class Doors1
3354 {
3355 displayName="door 1";
3356 component="Doors1";
3357 soundPos="doors1_action";
3358 animPeriod=1;
3359 initPhase=0;
3360 initOpened=0.30000001;
3361 soundOpen="doorMetalGateBigOpen";
3362 soundClose="doorMetalGateBigClose";
3363 soundLocked="doorMetalGateBigRattle";
3364 soundOpenABit="doorMetalGateBigOpenABit";
3365 };
3366 };
3367 class DamageSystem
3368 {
3369 class GlobalHealth
3370 {
3371 class Health
3372 {
3373 hitpoints=1000;
3374 };
3375 };
3376 class GlobalArmor
3377 {
3378 class Projectile
3379 {
3380 class Health
3381 {
3382 damage=0;
3383 };
3384 class Blood
3385 {
3386 damage=0;
3387 };
3388 class Shock
3389 {
3390 damage=0;
3391 };
3392 };
3393 class Melee
3394 {
3395 class Health
3396 {
3397 damage=0;
3398 };
3399 class Blood
3400 {
3401 damage=0;
3402 };
3403 class Shock
3404 {
3405 damage=0;
3406 };
3407 };
3408 class FragGrenade
3409 {
3410 class Health
3411 {
3412 damage=0;
3413 };
3414 class Blood
3415 {
3416 damage=0;
3417 };
3418 class Shock
3419 {
3420 damage=0;
3421 };
3422 };
3423 };
3424 class DamageZones
3425 {
3426 class doors1
3427 {
3428 class Health
3429 {
3430 hitpoints=1000;
3431 transferToGlobalCoef=0;
3432 };
3433 componentNames[]=
3434 {
3435 "doors1"
3436 };
3437 fatalInjuryCoef=-1;
3438 class ArmorType
3439 {
3440 class Projectile
3441 {
3442 class Health
3443 {
3444 damage=2;
3445 };
3446 class Blood
3447 {
3448 damage=0;
3449 };
3450 class Shock
3451 {
3452 damage=0;
3453 };
3454 };
3455 class Melee
3456 {
3457 class Health
3458 {
3459 damage=2.5;
3460 };
3461 class Blood
3462 {
3463 damage=0;
3464 };
3465 class Shock
3466 {
3467 damage=0;
3468 };
3469 };
3470 class FragGrenade
3471 {
3472 class Health
3473 {
3474 damage=3;
3475 };
3476 class Blood
3477 {
3478 damage=0;
3479 };
3480 class Shock
3481 {
3482 damage=0;
3483 };
3484 };
3485 };
3486 };
3487 };
3488 };
3489 };
3490 class Land_Wall_Gate_Ind2Rail_L: HouseNoDestruct
3491 {
3492 scope=1;
3493 model="\dz\structures\walls\wall_gate_ind2rail_l.p3d";
3494 bounding="BSphere";
3495 class Doors
3496 {
3497 class Doors1
3498 {
3499 displayName="door 1";
3500 component="Doors1";
3501 soundPos="doors1_action";
3502 animPeriod=1;
3503 initPhase=0;
3504 initOpened=0.30000001;
3505 soundOpen="doorMetalGateBigOpen";
3506 soundClose="doorMetalGateBigClose";
3507 soundLocked="doorMetalGateBigRattle";
3508 soundOpenABit="doorMetalGateBigOpenABit";
3509 };
3510 };
3511 class DamageSystem
3512 {
3513 class GlobalHealth
3514 {
3515 class Health
3516 {
3517 hitpoints=1000;
3518 };
3519 };
3520 class GlobalArmor
3521 {
3522 class Projectile
3523 {
3524 class Health
3525 {
3526 damage=0;
3527 };
3528 class Blood
3529 {
3530 damage=0;
3531 };
3532 class Shock
3533 {
3534 damage=0;
3535 };
3536 };
3537 class Melee
3538 {
3539 class Health
3540 {
3541 damage=0;
3542 };
3543 class Blood
3544 {
3545 damage=0;
3546 };
3547 class Shock
3548 {
3549 damage=0;
3550 };
3551 };
3552 class FragGrenade
3553 {
3554 class Health
3555 {
3556 damage=0;
3557 };
3558 class Blood
3559 {
3560 damage=0;
3561 };
3562 class Shock
3563 {
3564 damage=0;
3565 };
3566 };
3567 };
3568 class DamageZones
3569 {
3570 class doors1
3571 {
3572 class Health
3573 {
3574 hitpoints=1000;
3575 transferToGlobalCoef=0;
3576 };
3577 componentNames[]=
3578 {
3579 "doors1"
3580 };
3581 fatalInjuryCoef=-1;
3582 class ArmorType
3583 {
3584 class Projectile
3585 {
3586 class Health
3587 {
3588 damage=2;
3589 };
3590 class Blood
3591 {
3592 damage=0;
3593 };
3594 class Shock
3595 {
3596 damage=0;
3597 };
3598 };
3599 class Melee
3600 {
3601 class Health
3602 {
3603 damage=2.5;
3604 };
3605 class Blood
3606 {
3607 damage=0;
3608 };
3609 class Shock
3610 {
3611 damage=0;
3612 };
3613 };
3614 class FragGrenade
3615 {
3616 class Health
3617 {
3618 damage=3;
3619 };
3620 class Blood
3621 {
3622 damage=0;
3623 };
3624 class Shock
3625 {
3626 damage=0;
3627 };
3628 };
3629 };
3630 };
3631 };
3632 };
3633 };
3634 class Land_Wall_Gate_Ind2Rail_R: HouseNoDestruct
3635 {
3636 scope=1;
3637 model="\dz\structures\walls\wall_gate_ind2rail_r.p3d";
3638 bounding="BSphere";
3639 class Doors
3640 {
3641 class Doors1
3642 {
3643 displayName="door 1";
3644 component="Doors1";
3645 soundPos="doors1_action";
3646 animPeriod=1;
3647 initPhase=0;
3648 initOpened=0.30000001;
3649 soundOpen="doorMetalGateBigOpen";
3650 soundClose="doorMetalGateBigClose";
3651 soundLocked="doorMetalGateBigRattle";
3652 soundOpenABit="doorMetalGateBigOpenABit";
3653 };
3654 };
3655 class DamageSystem
3656 {
3657 class GlobalHealth
3658 {
3659 class Health
3660 {
3661 hitpoints=1000;
3662 };
3663 };
3664 class GlobalArmor
3665 {
3666 class Projectile
3667 {
3668 class Health
3669 {
3670 damage=0;
3671 };
3672 class Blood
3673 {
3674 damage=0;
3675 };
3676 class Shock
3677 {
3678 damage=0;
3679 };
3680 };
3681 class Melee
3682 {
3683 class Health
3684 {
3685 damage=0;
3686 };
3687 class Blood
3688 {
3689 damage=0;
3690 };
3691 class Shock
3692 {
3693 damage=0;
3694 };
3695 };
3696 class FragGrenade
3697 {
3698 class Health
3699 {
3700 damage=0;
3701 };
3702 class Blood
3703 {
3704 damage=0;
3705 };
3706 class Shock
3707 {
3708 damage=0;
3709 };
3710 };
3711 };
3712 class DamageZones
3713 {
3714 class doors1
3715 {
3716 class Health
3717 {
3718 hitpoints=1000;
3719 transferToGlobalCoef=0;
3720 };
3721 componentNames[]=
3722 {
3723 "doors1"
3724 };
3725 fatalInjuryCoef=-1;
3726 class ArmorType
3727 {
3728 class Projectile
3729 {
3730 class Health
3731 {
3732 damage=2;
3733 };
3734 class Blood
3735 {
3736 damage=0;
3737 };
3738 class Shock
3739 {
3740 damage=0;
3741 };
3742 };
3743 class Melee
3744 {
3745 class Health
3746 {
3747 damage=2.5;
3748 };
3749 class Blood
3750 {
3751 damage=0;
3752 };
3753 class Shock
3754 {
3755 damage=0;
3756 };
3757 };
3758 class FragGrenade
3759 {
3760 class Health
3761 {
3762 damage=3;
3763 };
3764 class Blood
3765 {
3766 damage=0;
3767 };
3768 class Shock
3769 {
3770 damage=0;
3771 };
3772 };
3773 };
3774 };
3775 };
3776 };
3777 };
3778 class Land_Wall_Gate_Village: HouseNoDestruct
3779 {
3780 scope=1;
3781 model="\dz\structures\walls\wall_gate_village.p3d";
3782 bounding="BSphere";
3783 class Doors
3784 {
3785 class Doors1
3786 {
3787 displayName="door 1";
3788 component="Doors1";
3789 soundPos="doors1_action";
3790 animPeriod=1;
3791 initPhase=0;
3792 initOpened=0.30000001;
3793 soundOpen="doorMetalGateOpen";
3794 soundClose="doorMetalGateClose";
3795 soundLocked="doorMetalGateRattle";
3796 soundOpenABit="doorMetalGateOpenABit";
3797 };
3798 };
3799 class DamageSystem
3800 {
3801 class GlobalHealth
3802 {
3803 class Health
3804 {
3805 hitpoints=1000;
3806 };
3807 };
3808 class GlobalArmor
3809 {
3810 class Projectile
3811 {
3812 class Health
3813 {
3814 damage=0;
3815 };
3816 class Blood
3817 {
3818 damage=0;
3819 };
3820 class Shock
3821 {
3822 damage=0;
3823 };
3824 };
3825 class Melee
3826 {
3827 class Health
3828 {
3829 damage=0;
3830 };
3831 class Blood
3832 {
3833 damage=0;
3834 };
3835 class Shock
3836 {
3837 damage=0;
3838 };
3839 };
3840 class FragGrenade
3841 {
3842 class Health
3843 {
3844 damage=0;
3845 };
3846 class Blood
3847 {
3848 damage=0;
3849 };
3850 class Shock
3851 {
3852 damage=0;
3853 };
3854 };
3855 };
3856 class DamageZones
3857 {
3858 class doors1
3859 {
3860 class Health
3861 {
3862 hitpoints=1000;
3863 transferToGlobalCoef=0;
3864 };
3865 componentNames[]=
3866 {
3867 "doors1"
3868 };
3869 fatalInjuryCoef=-1;
3870 class ArmorType
3871 {
3872 class Projectile
3873 {
3874 class Health
3875 {
3876 damage=2;
3877 };
3878 class Blood
3879 {
3880 damage=0;
3881 };
3882 class Shock
3883 {
3884 damage=0;
3885 };
3886 };
3887 class Melee
3888 {
3889 class Health
3890 {
3891 damage=2.5;
3892 };
3893 class Blood
3894 {
3895 damage=0;
3896 };
3897 class Shock
3898 {
3899 damage=0;
3900 };
3901 };
3902 class FragGrenade
3903 {
3904 class Health
3905 {
3906 damage=3;
3907 };
3908 class Blood
3909 {
3910 damage=0;
3911 };
3912 class Shock
3913 {
3914 damage=0;
3915 };
3916 };
3917 };
3918 };
3919 };
3920 };
3921 };
3922 class Land_Wall_Gate_Wood1: HouseNoDestruct
3923 {
3924 scope=1;
3925 model="\dz\structures\walls\wall_gate_wood1.p3d";
3926 bounding="BSphere";
3927 class Doors
3928 {
3929 class Doors1
3930 {
3931 displayName="door 1";
3932 component="Doors1";
3933 soundPos="doors1_action";
3934 animPeriod=1;
3935 initPhase=0;
3936 initOpened=0.30000001;
3937 soundOpen="doorWoodGateSmallOpen";
3938 soundClose="doorWoodGateSmallClose";
3939 soundLocked="doorWoodGateSmallRattle";
3940 soundOpenABit="doorWoodGateSmallOpenABit";
3941 };
3942 };
3943 class DamageSystem
3944 {
3945 class GlobalHealth
3946 {
3947 class Health
3948 {
3949 hitpoints=1000;
3950 };
3951 };
3952 class GlobalArmor
3953 {
3954 class Projectile
3955 {
3956 class Health
3957 {
3958 damage=0;
3959 };
3960 class Blood
3961 {
3962 damage=0;
3963 };
3964 class Shock
3965 {
3966 damage=0;
3967 };
3968 };
3969 class Melee
3970 {
3971 class Health
3972 {
3973 damage=0;
3974 };
3975 class Blood
3976 {
3977 damage=0;
3978 };
3979 class Shock
3980 {
3981 damage=0;
3982 };
3983 };
3984 class FragGrenade
3985 {
3986 class Health
3987 {
3988 damage=0;
3989 };
3990 class Blood
3991 {
3992 damage=0;
3993 };
3994 class Shock
3995 {
3996 damage=0;
3997 };
3998 };
3999 };
4000 class DamageZones
4001 {
4002 class doors1
4003 {
4004 class Health
4005 {
4006 hitpoints=1000;
4007 transferToGlobalCoef=0;
4008 };
4009 componentNames[]=
4010 {
4011 "doors1"
4012 };
4013 fatalInjuryCoef=-1;
4014 class ArmorType
4015 {
4016 class Projectile
4017 {
4018 class Health
4019 {
4020 damage=2;
4021 };
4022 class Blood
4023 {
4024 damage=0;
4025 };
4026 class Shock
4027 {
4028 damage=0;
4029 };
4030 };
4031 class Melee
4032 {
4033 class Health
4034 {
4035 damage=2.5;
4036 };
4037 class Blood
4038 {
4039 damage=0;
4040 };
4041 class Shock
4042 {
4043 damage=0;
4044 };
4045 };
4046 class FragGrenade
4047 {
4048 class Health
4049 {
4050 damage=3;
4051 };
4052 class Blood
4053 {
4054 damage=0;
4055 };
4056 class Shock
4057 {
4058 damage=0;
4059 };
4060 };
4061 };
4062 };
4063 };
4064 };
4065 };
4066 class Land_Wall_Gate_Wood2: HouseNoDestruct
4067 {
4068 scope=1;
4069 model="\dz\structures\walls\wall_gate_wood2.p3d";
4070 bounding="BSphere";
4071 class Doors
4072 {
4073 class Doors1
4074 {
4075 displayName="door 1";
4076 component="Doors1";
4077 soundPos="doors1_action";
4078 animPeriod=1;
4079 initPhase=0;
4080 initOpened=0.30000001;
4081 soundOpen="doorWoodGateSmallOpen";
4082 soundClose="doorWoodGateSmallClose";
4083 soundLocked="doorWoodGateSmallRattle";
4084 soundOpenABit="doorWoodGateSmallOpenABit";
4085 };
4086 };
4087 class DamageSystem
4088 {
4089 class GlobalHealth
4090 {
4091 class Health
4092 {
4093 hitpoints=1000;
4094 };
4095 };
4096 class GlobalArmor
4097 {
4098 class Projectile
4099 {
4100 class Health
4101 {
4102 damage=0;
4103 };
4104 class Blood
4105 {
4106 damage=0;
4107 };
4108 class Shock
4109 {
4110 damage=0;
4111 };
4112 };
4113 class Melee
4114 {
4115 class Health
4116 {
4117 damage=0;
4118 };
4119 class Blood
4120 {
4121 damage=0;
4122 };
4123 class Shock
4124 {
4125 damage=0;
4126 };
4127 };
4128 class FragGrenade
4129 {
4130 class Health
4131 {
4132 damage=0;
4133 };
4134 class Blood
4135 {
4136 damage=0;
4137 };
4138 class Shock
4139 {
4140 damage=0;
4141 };
4142 };
4143 };
4144 class DamageZones
4145 {
4146 class doors1
4147 {
4148 class Health
4149 {
4150 hitpoints=1000;
4151 transferToGlobalCoef=0;
4152 };
4153 componentNames[]=
4154 {
4155 "doors1"
4156 };
4157 fatalInjuryCoef=-1;
4158 class ArmorType
4159 {
4160 class Projectile
4161 {
4162 class Health
4163 {
4164 damage=2;
4165 };
4166 class Blood
4167 {
4168 damage=0;
4169 };
4170 class Shock
4171 {
4172 damage=0;
4173 };
4174 };
4175 class Melee
4176 {
4177 class Health
4178 {
4179 damage=2.5;
4180 };
4181 class Blood
4182 {
4183 damage=0;
4184 };
4185 class Shock
4186 {
4187 damage=0;
4188 };
4189 };
4190 class FragGrenade
4191 {
4192 class Health
4193 {
4194 damage=3;
4195 };
4196 class Blood
4197 {
4198 damage=0;
4199 };
4200 class Shock
4201 {
4202 damage=0;
4203 };
4204 };
4205 };
4206 };
4207 };
4208 };
4209 };
4210 class Land_Wall_Gate_Wood3: HouseNoDestruct
4211 {
4212 scope=1;
4213 model="\dz\structures\walls\wall_gate_wood3.p3d";
4214 bounding="BSphere";
4215 class Doors
4216 {
4217 class Doors1
4218 {
4219 displayName="door 1";
4220 component="Doors1";
4221 soundPos="doors1_action";
4222 animPeriod=1;
4223 initPhase=0;
4224 initOpened=0.30000001;
4225 soundOpen="doorWoodGateSmallOpen";
4226 soundClose="doorWoodGateSmallClose";
4227 soundLocked="doorWoodGateSmallRattle";
4228 soundOpenABit="doorWoodGateSmallOpenABit";
4229 };
4230 };
4231 class DamageSystem
4232 {
4233 class GlobalHealth
4234 {
4235 class Health
4236 {
4237 hitpoints=1000;
4238 };
4239 };
4240 class GlobalArmor
4241 {
4242 class Projectile
4243 {
4244 class Health
4245 {
4246 damage=0;
4247 };
4248 class Blood
4249 {
4250 damage=0;
4251 };
4252 class Shock
4253 {
4254 damage=0;
4255 };
4256 };
4257 class Melee
4258 {
4259 class Health
4260 {
4261 damage=0;
4262 };
4263 class Blood
4264 {
4265 damage=0;
4266 };
4267 class Shock
4268 {
4269 damage=0;
4270 };
4271 };
4272 class FragGrenade
4273 {
4274 class Health
4275 {
4276 damage=0;
4277 };
4278 class Blood
4279 {
4280 damage=0;
4281 };
4282 class Shock
4283 {
4284 damage=0;
4285 };
4286 };
4287 };
4288 class DamageZones
4289 {
4290 class doors1
4291 {
4292 class Health
4293 {
4294 hitpoints=1000;
4295 transferToGlobalCoef=0;
4296 };
4297 componentNames[]=
4298 {
4299 "doors1"
4300 };
4301 fatalInjuryCoef=-1;
4302 class ArmorType
4303 {
4304 class Projectile
4305 {
4306 class Health
4307 {
4308 damage=2;
4309 };
4310 class Blood
4311 {
4312 damage=0;
4313 };
4314 class Shock
4315 {
4316 damage=0;
4317 };
4318 };
4319 class Melee
4320 {
4321 class Health
4322 {
4323 damage=2.5;
4324 };
4325 class Blood
4326 {
4327 damage=0;
4328 };
4329 class Shock
4330 {
4331 damage=0;
4332 };
4333 };
4334 class FragGrenade
4335 {
4336 class Health
4337 {
4338 damage=3;
4339 };
4340 class Blood
4341 {
4342 damage=0;
4343 };
4344 class Shock
4345 {
4346 damage=0;
4347 };
4348 };
4349 };
4350 };
4351 };
4352 };
4353 };
4354 class Land_Wall_Gate_Wood4: HouseNoDestruct
4355 {
4356 scope=1;
4357 model="\dz\structures\walls\wall_gate_wood4.p3d";
4358 bounding="BSphere";
4359 class Doors
4360 {
4361 class Doors1
4362 {
4363 displayName="door 1";
4364 component="Doors1";
4365 soundPos="doors1_action";
4366 animPeriod=1;
4367 initPhase=0;
4368 initOpened=0.30000001;
4369 soundOpen="doorWoodGateOpen";
4370 soundClose="doorWoodGateClose";
4371 soundLocked="doorWoodGateRattle";
4372 soundOpenABit="doorWoodGateOpenABit";
4373 };
4374 };
4375 class DamageSystem
4376 {
4377 class GlobalHealth
4378 {
4379 class Health
4380 {
4381 hitpoints=1000;
4382 };
4383 };
4384 class GlobalArmor
4385 {
4386 class Projectile
4387 {
4388 class Health
4389 {
4390 damage=0;
4391 };
4392 class Blood
4393 {
4394 damage=0;
4395 };
4396 class Shock
4397 {
4398 damage=0;
4399 };
4400 };
4401 class Melee
4402 {
4403 class Health
4404 {
4405 damage=0;
4406 };
4407 class Blood
4408 {
4409 damage=0;
4410 };
4411 class Shock
4412 {
4413 damage=0;
4414 };
4415 };
4416 class FragGrenade
4417 {
4418 class Health
4419 {
4420 damage=0;
4421 };
4422 class Blood
4423 {
4424 damage=0;
4425 };
4426 class Shock
4427 {
4428 damage=0;
4429 };
4430 };
4431 };
4432 class DamageZones
4433 {
4434 class doors1
4435 {
4436 class Health
4437 {
4438 hitpoints=1000;
4439 transferToGlobalCoef=0;
4440 };
4441 componentNames[]=
4442 {
4443 "doors1"
4444 };
4445 fatalInjuryCoef=-1;
4446 class ArmorType
4447 {
4448 class Projectile
4449 {
4450 class Health
4451 {
4452 damage=2;
4453 };
4454 class Blood
4455 {
4456 damage=0;
4457 };
4458 class Shock
4459 {
4460 damage=0;
4461 };
4462 };
4463 class Melee
4464 {
4465 class Health
4466 {
4467 damage=2.5;
4468 };
4469 class Blood
4470 {
4471 damage=0;
4472 };
4473 class Shock
4474 {
4475 damage=0;
4476 };
4477 };
4478 class FragGrenade
4479 {
4480 class Health
4481 {
4482 damage=3;
4483 };
4484 class Blood
4485 {
4486 damage=0;
4487 };
4488 class Shock
4489 {
4490 damage=0;
4491 };
4492 };
4493 };
4494 };
4495 };
4496 };
4497 };
4498 class StaticObj_Wall_CBrk_5: HouseNoDestruct
4499 {
4500 scope=1;
4501 model="DZ\structures\Walls\Wall_CBrk_5.p3d";
4502 };
4503 class StaticObj_Wall_CBrk_5_D: HouseNoDestruct
4504 {
4505 scope=1;
4506 model="DZ\structures\Walls\Wall_CBrk_5_D.p3d";
4507 };
4508 class StaticObj_Wall_CBrk_Corner: HouseNoDestruct
4509 {
4510 scope=1;
4511 model="DZ\structures\Walls\Wall_CBrk_Corner.p3d";
4512 };
4513 class StaticObj_Wall_CBrk_End: HouseNoDestruct
4514 {
4515 scope=1;
4516 model="DZ\structures\Walls\Wall_CBrk_End.p3d";
4517 };
4518 class StaticObj_Wall_CBrk_Pole: HouseNoDestruct
4519 {
4520 scope=1;
4521 model="DZ\structures\Walls\Wall_CBrk_Pole.p3d";
4522 };
4523 class StaticObj_Wall_CGry_5: HouseNoDestruct
4524 {
4525 scope=1;
4526 model="DZ\structures\Walls\Wall_CGry_5.p3d";
4527 };
4528 class StaticObj_Wall_CGry_5_D: HouseNoDestruct
4529 {
4530 scope=1;
4531 model="DZ\structures\Walls\Wall_CGry_5_D.p3d";
4532 };
4533 class StaticObj_Wall_CGry_Corner: HouseNoDestruct
4534 {
4535 scope=1;
4536 model="DZ\structures\Walls\Wall_CGry_Corner.p3d";
4537 };
4538 class StaticObj_Wall_CGry_Corner_2: HouseNoDestruct
4539 {
4540 scope=1;
4541 model="DZ\structures\Walls\Wall_CGry_Corner_2.p3d";
4542 };
4543 class StaticObj_Wall_CGry_End: HouseNoDestruct
4544 {
4545 scope=1;
4546 model="DZ\structures\Walls\Wall_CGry_End.p3d";
4547 };
4548 class StaticObj_Wall_CGryLow_5: HouseNoDestruct
4549 {
4550 scope=1;
4551 model="DZ\structures\Walls\Wall_CGryLow_5.p3d";
4552 };
4553 class StaticObj_Wall_CGryLow_End1: HouseNoDestruct
4554 {
4555 scope=1;
4556 model="DZ\structures\Walls\Wall_CGryLow_End1.p3d";
4557 };
4558 class StaticObj_Wall_CGryLow_End2: HouseNoDestruct
4559 {
4560 scope=1;
4561 model="DZ\structures\Walls\Wall_CGryLow_End2.p3d";
4562 };
4563 class StaticObj_Wall_Cnc_5: HouseNoDestruct
4564 {
4565 scope=1;
4566 model="DZ\structures\Walls\Wall_Cnc_5.p3d";
4567 };
4568 class StaticObj_Wall_CncSmall_4: HouseNoDestruct
4569 {
4570 scope=1;
4571 model="DZ\structures\Walls\Wall_CncSmall_4.p3d";
4572 };
4573 class StaticObj_Wall_CncSmall_8: HouseNoDestruct
4574 {
4575 scope=1;
4576 model="DZ\structures\Walls\Wall_CncSmall_8.p3d";
4577 };
4578 class StaticObj_Wall_CYel_5: HouseNoDestruct
4579 {
4580 scope=1;
4581 model="DZ\structures\Walls\Wall_CYel_5.p3d";
4582 };
4583 class StaticObj_Wall_CYel_Corner: HouseNoDestruct
4584 {
4585 scope=1;
4586 model="DZ\structures\Walls\Wall_CYel_Corner.p3d";
4587 };
4588 class StaticObj_Wall_CYel_End: HouseNoDestruct
4589 {
4590 scope=1;
4591 model="DZ\structures\Walls\Wall_CYel_End.p3d";
4592 };
4593 class StaticObj_Wall_CYel_End2: HouseNoDestruct
4594 {
4595 scope=1;
4596 model="DZ\structures\Walls\Wall_CYel_End2.p3d";
4597 };
4598 class StaticObj_Wall_Fen1_5: HouseNoDestruct
4599 {
4600 scope=1;
4601 model="DZ\structures\Walls\Wall_Fen1_5.p3d";
4602 };
4603 class StaticObj_Wall_Fen1_5_2: HouseNoDestruct
4604 {
4605 scope=1;
4606 model="DZ\structures\Walls\Wall_Fen1_5_2.p3d";
4607 };
4608 class StaticObj_Wall_Fen1_5_Hole: HouseNoDestruct
4609 {
4610 scope=1;
4611 model="DZ\structures\Walls\Wall_Fen1_5_Hole.p3d";
4612 };
4613 class StaticObj_Wall_Fen1_5_Pole: HouseNoDestruct
4614 {
4615 scope=1;
4616 model="DZ\structures\Walls\Wall_Fen1_5_Pole.p3d";
4617 };
4618 class StaticObj_Wall_Fen2_6: HouseNoDestruct
4619 {
4620 scope=1;
4621 model="DZ\structures\Walls\Wall_Fen2_6.p3d";
4622 };
4623 class StaticObj_Wall_Fen2_6_Hole: HouseNoDestruct
4624 {
4625 scope=1;
4626 model="DZ\structures\Walls\Wall_Fen2_6_Hole.p3d";
4627 };
4628 class StaticObj_Wall_Fen2_Pole: HouseNoDestruct
4629 {
4630 scope=1;
4631 model="DZ\structures\Walls\Wall_Fen2_Pole.p3d";
4632 };
4633 class StaticObj_Wall_FenG_3: HouseNoDestruct
4634 {
4635 scope=1;
4636 model="DZ\structures\Walls\Wall_FenG_3.p3d";
4637 };
4638 class StaticObj_Wall_FenG_Pole: HouseNoDestruct
4639 {
4640 scope=1;
4641 model="DZ\structures\Walls\Wall_FenG_Pole.p3d";
4642 };
4643 class StaticObj_Wall_FenR_3: HouseNoDestruct
4644 {
4645 scope=1;
4646 model="DZ\structures\Walls\Wall_FenR_3.p3d";
4647 };
4648 class StaticObj_Wall_FenR_Pole: HouseNoDestruct
4649 {
4650 scope=1;
4651 model="DZ\structures\Walls\Wall_FenR_Pole.p3d";
4652 };
4653 class StaticObj_Wall_FenW_7: HouseNoDestruct
4654 {
4655 scope=1;
4656 model="DZ\structures\Walls\Wall_FenW_7.p3d";
4657 };
4658 class StaticObj_Wall_FenW_7_D: HouseNoDestruct
4659 {
4660 scope=1;
4661 model="DZ\structures\Walls\Wall_FenW_7_D.p3d";
4662 };
4663 class StaticObj_Wall_FenW_7_S: HouseNoDestruct
4664 {
4665 scope=1;
4666 model="DZ\structures\Walls\Wall_FenW_7_S.p3d";
4667 };
4668 class StaticObj_Wall_ForFieldFen_1: HouseNoDestruct
4669 {
4670 scope=1;
4671 model="DZ\structures\Walls\Wall_ForFieldFen_1.p3d";
4672 };
4673 class StaticObj_Wall_ForFieldFen_2: HouseNoDestruct
4674 {
4675 scope=1;
4676 model="DZ\structures\Walls\Wall_ForFieldFen_2.p3d";
4677 };
4678 class StaticObj_Wall_ForFieldFen_end: HouseNoDestruct
4679 {
4680 scope=1;
4681 model="DZ\structures\Walls\Wall_ForFieldFen_end.p3d";
4682 };
4683 class StaticObj_Wall_GarbCont: HouseNoDestruct
4684 {
4685 scope=1;
4686 model="DZ\structures\Walls\Wall_GarbCont.p3d";
4687 };
4688 class StaticObj_Wall_GarbCont_Corner: HouseNoDestruct
4689 {
4690 scope=1;
4691 model="DZ\structures\Walls\Wall_GarbCont_Corner.p3d";
4692 };
4693 class StaticObj_Wall_Gate_CGry: HouseNoDestruct
4694 {
4695 scope=1;
4696 model="DZ\structures\Walls\Wall_Gate_CGry.p3d";
4697 };
4698 class StaticObj_Wall_IndVar2_Pole: HouseNoDestruct
4699 {
4700 scope=1;
4701 model="DZ\structures\Walls\Wall_IndVar2_Pole.p3d";
4702 };
4703 class StaticObj_Wall_IndCnc_4: HouseNoDestruct
4704 {
4705 scope=1;
4706 model="DZ\structures\Walls\Wall_IndCnc_4.p3d";
4707 };
4708 class StaticObj_Wall_IndCnc_4_D: HouseNoDestruct
4709 {
4710 scope=1;
4711 model="DZ\structures\Walls\Wall_IndCnc_4_D.p3d";
4712 };
4713 class StaticObj_Wall_IndCnc_10: HouseNoDestruct
4714 {
4715 scope=1;
4716 model="DZ\structures\Walls\Wall_IndCnc_10.p3d";
4717 };
4718 class StaticObj_Wall_IndCnc_End_2: HouseNoDestruct
4719 {
4720 scope=1;
4721 model="DZ\structures\Walls\Wall_IndCnc_End_2.p3d";
4722 };
4723 class StaticObj_Wall_IndCnc_End_3: HouseNoDestruct
4724 {
4725 scope=1;
4726 model="DZ\structures\Walls\Wall_IndCnc_End_3.p3d";
4727 };
4728 class StaticObj_Wall_IndCnc_Pole: HouseNoDestruct
4729 {
4730 scope=1;
4731 model="DZ\structures\Walls\Wall_IndCnc_Pole.p3d";
4732 };
4733 class StaticObj_Wall_IndCnc2_3: HouseNoDestruct
4734 {
4735 scope=1;
4736 model="DZ\structures\Walls\Wall_IndCnc2_3.p3d";
4737 };
4738 class StaticObj_Wall_IndCncH_5: HouseNoDestruct
4739 {
4740 scope=1;
4741 model="DZ\structures\Walls\Wall_IndCncH_5.p3d";
4742 };
4743 class StaticObj_Wall_IndCncH_10: HouseNoDestruct
4744 {
4745 scope=1;
4746 model="DZ\structures\Walls\Wall_IndCncH_10.p3d";
4747 };
4748 class StaticObj_Wall_IndFnc_3: HouseNoDestruct
4749 {
4750 scope=1;
4751 model="DZ\structures\Walls\Wall_IndFnc_3.p3d";
4752 };
4753 class StaticObj_Wall_IndFnc_3_D: HouseNoDestruct
4754 {
4755 scope=1;
4756 model="DZ\structures\Walls\Wall_IndFnc_3_D.p3d";
4757 };
4758 class StaticObj_Wall_IndFnc_3_Hole: HouseNoDestruct
4759 {
4760 scope=1;
4761 model="DZ\structures\Walls\Wall_IndFnc_3_Hole.p3d";
4762 };
4763 class StaticObj_Wall_IndFnc_9: HouseNoDestruct
4764 {
4765 scope=1;
4766 model="DZ\structures\Walls\Wall_IndFnc_9.p3d";
4767 };
4768 class StaticObj_Wall_IndFnc_Corner: HouseNoDestruct
4769 {
4770 scope=1;
4771 model="DZ\structures\Walls\Wall_IndFnc_Corner.p3d";
4772 };
4773 class StaticObj_Wall_IndFnc_Pole: HouseNoDestruct
4774 {
4775 scope=1;
4776 model="DZ\structures\Walls\Wall_IndFnc_Pole.p3d";
4777 };
4778 class StaticObj_Wall_IndVar1_5: HouseNoDestruct
4779 {
4780 scope=1;
4781 model="DZ\structures\Walls\Wall_IndVar1_5.p3d";
4782 };
4783 class StaticObj_Wall_IndVar1_5_2: HouseNoDestruct
4784 {
4785 scope=1;
4786 model="DZ\structures\Walls\Wall_IndVar1_5_2.p3d";
4787 };
4788 class StaticObj_Wall_IndVar1_5_D: HouseNoDestruct
4789 {
4790 scope=1;
4791 model="DZ\structures\Walls\Wall_IndVar1_5_D.p3d";
4792 };
4793 class StaticObj_Wall_IndVar1_5_D_2: HouseNoDestruct
4794 {
4795 scope=1;
4796 model="DZ\structures\Walls\Wall_IndVar1_5_D_2.p3d";
4797 };
4798 class StaticObj_Wall_IndVar1_Pole: HouseNoDestruct
4799 {
4800 scope=1;
4801 model="DZ\structures\Walls\Wall_IndVar1_Pole.p3d";
4802 };
4803 class StaticObj_Wall_IndVar2_5: HouseNoDestruct
4804 {
4805 scope=1;
4806 model="DZ\structures\Walls\Wall_IndVar2_5.p3d";
4807 };
4808 class StaticObj_Wall_IndVar2_5_D: HouseNoDestruct
4809 {
4810 scope=1;
4811 model="DZ\structures\Walls\Wall_IndVar2_5_D.p3d";
4812 };
4813 class StaticObj_Wall_VilVar2_4_2: HouseNoDestruct
4814 {
4815 scope=1;
4816 model="DZ\structures\Walls\Wall_VilVar2_4_2.p3d";
4817 };
4818 class StaticObj_Wall_VilVar2_4_D: HouseNoDestruct
4819 {
4820 scope=1;
4821 model="DZ\structures\Walls\Wall_VilVar2_4_D.p3d";
4822 };
4823 class StaticObj_Wall_VilVar2_4_END: HouseNoDestruct
4824 {
4825 scope=1;
4826 model="DZ\structures\Walls\Wall_VilVar2_4_END.p3d";
4827 };
4828 class StaticObj_Wall_VilVar2_Pole: HouseNoDestruct
4829 {
4830 scope=1;
4831 model="DZ\structures\Walls\Wall_VilVar2_Pole.p3d";
4832 };
4833 class StaticObj_Wall_Wood1_5: HouseNoDestruct
4834 {
4835 scope=1;
4836 model="DZ\structures\Walls\Wall_Wood1_5.p3d";
4837 };
4838 class StaticObj_Wall_Wood1_5_2: HouseNoDestruct
4839 {
4840 scope=1;
4841 model="DZ\structures\Walls\Wall_Wood1_5_2.p3d";
4842 };
4843 class StaticObj_Wall_Wood1_5_pole: HouseNoDestruct
4844 {
4845 scope=1;
4846 model="DZ\structures\Walls\Wall_Wood1_5_pole.p3d";
4847 };
4848 class StaticObj_Wall_Wood1D_5: HouseNoDestruct
4849 {
4850 scope=1;
4851 model="DZ\structures\Walls\Wall_Wood1D_5.p3d";
4852 };
4853 class StaticObj_Wall_Wood1D_5_2: HouseNoDestruct
4854 {
4855 scope=1;
4856 model="DZ\structures\Walls\Wall_Wood1D_5_2.p3d";
4857 };
4858 class StaticObj_Wall_Wood1D_5_pole: HouseNoDestruct
4859 {
4860 scope=1;
4861 model="DZ\structures\Walls\Wall_Wood1D_5_pole.p3d";
4862 };
4863 class StaticObj_Wall_Wood2_5: HouseNoDestruct
4864 {
4865 scope=1;
4866 model="DZ\structures\Walls\Wall_Wood2_5.p3d";
4867 };
4868 class StaticObj_Wall_Wood2_5_D: HouseNoDestruct
4869 {
4870 scope=1;
4871 model="DZ\structures\Walls\Wall_Wood2_5_D.p3d";
4872 };
4873 class StaticObj_Wall_Wood2_5_END: HouseNoDestruct
4874 {
4875 scope=1;
4876 model="DZ\structures\Walls\Wall_Wood2_5_END.p3d";
4877 };
4878 class StaticObj_Wall_Wood2_5_END_2: HouseNoDestruct
4879 {
4880 scope=1;
4881 model="DZ\structures\Walls\Wall_Wood2_5_END_2.p3d";
4882 };
4883 class StaticObj_Wall_Wood2_5_nolc: HouseNoDestruct
4884 {
4885 scope=1;
4886 model="DZ\structures\Walls\Wall_Wood2_5_nolc.p3d";
4887 };
4888 class StaticObj_Wall_Wood2_5_pole: HouseNoDestruct
4889 {
4890 scope=1;
4891 model="DZ\structures\Walls\Wall_Wood2_5_pole.p3d";
4892 };
4893 class StaticObj_Wall_Wood3_4: HouseNoDestruct
4894 {
4895 scope=1;
4896 model="DZ\structures\Walls\Wall_Wood3_4.p3d";
4897 };
4898 class StaticObj_Wall_Wood3_4_End: HouseNoDestruct
4899 {
4900 scope=1;
4901 model="DZ\structures\Walls\Wall_Wood3_4_End.p3d";
4902 };
4903 class StaticObj_Wall_Wood4_4: HouseNoDestruct
4904 {
4905 scope=1;
4906 model="DZ\structures\Walls\Wall_Wood4_4.p3d";
4907 };
4908 class StaticObj_Wall_Wood4_End1: HouseNoDestruct
4909 {
4910 scope=1;
4911 model="DZ\structures\Walls\Wall_Wood4_End1.p3d";
4912 };
4913 class StaticObj_Wall_Wood4_End2: HouseNoDestruct
4914 {
4915 scope=1;
4916 model="DZ\structures\Walls\Wall_Wood4_End2.p3d";
4917 };
4918 class StaticObj_Wall_Wood4_Pole: HouseNoDestruct
4919 {
4920 scope=1;
4921 model="DZ\structures\Walls\Wall_Wood4_Pole.p3d";
4922 };
4923 class StaticObj_Wall_WoodF_5: HouseNoDestruct
4924 {
4925 scope=1;
4926 model="DZ\structures\Walls\Wall_WoodF_5.p3d";
4927 };
4928 class StaticObj_Wall_WoodF_5_2: HouseNoDestruct
4929 {
4930 scope=1;
4931 model="DZ\structures\Walls\Wall_WoodF_5_2.p3d";
4932 };
4933 class StaticObj_Wall_WoodF_5_END: HouseNoDestruct
4934 {
4935 scope=1;
4936 model="DZ\structures\Walls\Wall_WoodF_5_END.p3d";
4937 };
4938 class StaticObj_Wall_WoodVil_4: HouseNoDestruct
4939 {
4940 scope=1;
4941 model="DZ\structures\Walls\Wall_WoodVil_4.p3d";
4942 };
4943 class StaticObj_Wall_WoodVil_4_2: HouseNoDestruct
4944 {
4945 scope=1;
4946 model="DZ\structures\Walls\Wall_WoodVil_4_2.p3d";
4947 };
4948 class StaticObj_Wall_WoodVil_4_pole: HouseNoDestruct
4949 {
4950 scope=1;
4951 model="DZ\structures\Walls\Wall_WoodVil_4_pole.p3d";
4952 };
4953 class StaticObj_Walls_End: HouseNoDestruct
4954 {
4955 scope=1;
4956 model="DZ\structures\Walls\Walls_End.p3d";
4957 };
4958 class StaticObj_Wall_Railing_1: HouseNoDestruct
4959 {
4960 scope=1;
4961 model="DZ\structures\Walls\Wall_Railing_1.p3d";
4962 };
4963 class StaticObj_Wall_Railing_1_EndL: HouseNoDestruct
4964 {
4965 scope=1;
4966 model="DZ\structures\Walls\Wall_Railing_1_EndL.p3d";
4967 };
4968 class StaticObj_Wall_Railing_1_EndR: HouseNoDestruct
4969 {
4970 scope=1;
4971 model="DZ\structures\Walls\Wall_Railing_1_EndR.p3d";
4972 };
4973 class StaticObj_Wall_Railing_1_Slope: HouseNoDestruct
4974 {
4975 scope=1;
4976 model="DZ\structures\Walls\Wall_Railing_1_Slope.p3d";
4977 };
4978 class StaticObj_Wall_Railing_2: HouseNoDestruct
4979 {
4980 scope=1;
4981 model="DZ\structures\Walls\Wall_Railing_2.p3d";
4982 };
4983 class StaticObj_Wall_Railing_2_Slope: HouseNoDestruct
4984 {
4985 scope=1;
4986 model="DZ\structures\Walls\Wall_Railing_2_Slope.p3d";
4987 };
4988 class StaticObj_Wall_Railing_EndL: HouseNoDestruct
4989 {
4990 scope=1;
4991 model="DZ\structures\Walls\Wall_Railing_EndL.p3d";
4992 };
4993 class StaticObj_Wall_Railing_EndR: HouseNoDestruct
4994 {
4995 scope=1;
4996 model="DZ\structures\Walls\Wall_Railing_EndR.p3d";
4997 };
4998 class StaticObj_Wall_Stone: HouseNoDestruct
4999 {
5000 scope=1;
5001 model="DZ\structures\Walls\Wall_Stone.p3d";
5002 };
5003 class StaticObj_Wall_StoneD: HouseNoDestruct
5004 {
5005 scope=1;
5006 model="DZ\structures\Walls\Wall_StoneD.p3d";
5007 };
5008 class StaticObj_Wall_Tin_4: HouseNoDestruct
5009 {
5010 scope=1;
5011 model="DZ\structures\Walls\Wall_Tin_4.p3d";
5012 };
5013 class StaticObj_Wall_Tin_4_2: HouseNoDestruct
5014 {
5015 scope=1;
5016 model="DZ\structures\Walls\Wall_Tin_4_2.p3d";
5017 };
5018 class StaticObj_Wall_Tin_5: HouseNoDestruct
5019 {
5020 scope=1;
5021 model="DZ\structures\Walls\Wall_Tin_5.p3d";
5022 };
5023 class StaticObj_Wall_Tin_Pole: HouseNoDestruct
5024 {
5025 scope=1;
5026 model="DZ\structures\Walls\Wall_Tin_Pole.p3d";
5027 };
5028 class StaticObj_Wall_TinCom_3: HouseNoDestruct
5029 {
5030 scope=1;
5031 model="DZ\structures\Walls\Wall_TinCom_3.p3d";
5032 };
5033 class StaticObj_Wall_TinCom_9: HouseNoDestruct
5034 {
5035 scope=1;
5036 model="DZ\structures\Walls\Wall_TinCom_9.p3d";
5037 };
5038 class StaticObj_Wall_TinCom_9_2: HouseNoDestruct
5039 {
5040 scope=1;
5041 model="DZ\structures\Walls\Wall_TinCom_9_2.p3d";
5042 };
5043 class StaticObj_Wall_TinCom_Pole: HouseNoDestruct
5044 {
5045 scope=1;
5046 model="DZ\structures\Walls\Wall_TinCom_Pole.p3d";
5047 };
5048 class StaticObj_Wall_VilVar1_6: HouseNoDestruct
5049 {
5050 scope=1;
5051 model="DZ\structures\Walls\Wall_VilVar1_6.p3d";
5052 };
5053 class StaticObj_Wall_VilVar1_Pole: HouseNoDestruct
5054 {
5055 scope=1;
5056 model="DZ\structures\Walls\Wall_VilVar1_Pole.p3d";
5057 };
5058 class StaticObj_Wall_VilVar2_4: HouseNoDestruct
5059 {
5060 scope=1;
5061 model="DZ\structures\Walls\Wall_VilVar2_4.p3d";
5062 };
5063};