492 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			492 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// "prop data name" 
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// { 
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// "property" 	"value"
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// ...
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// }
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//
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// 
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// "base"		: Specify a base propdata class to derive from (base types can be found in propdata.txt)
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//
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// "blockLOS"		: Override whether this prop should block NPC's Line-Of-Sight.
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// "AIWalkable"		: Override whether AI should consider this prop as walkable on.
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// "dmg.bullets"	: Mod damage done by bullets to this prop.
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// "dmg.club"		: Mod damage done by clubs to this prop.
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// "dmg.explosive"	: Mod damage done by explosives to this prop.
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//		NOTE: Use damage modifiers to reflect differences between the amount of
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//			  damage that an object takes from different damage types. Don't
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//			  use them to reflect overall damage strength. i.e. Stone is resilient
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//			  to everything. To reflect this, increase the health of all stone
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//			  objects, don't set the damage modifiers lower.
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//
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// "damage_table"	: Specify a custom physics impact damage table for this prop.
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// "health"		: Amount of damage this prop should take before breaking.
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//
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// "explosive_damage"	: Explosive damage done by this prop.
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// "explosive_radius"	: Radius of the explosion caused by this prop when it breaks.
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//		NOTE: If these two fields are specified for a prop, then the prop will automatically
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//			  create an explosion with the specified values when the prop is broken.
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//
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// "breakable_model"	: The type of breakable gibs this prop should break into. This list is at the bottom of this file.
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// "breakable_count"	: The number of breakable gibs to break into.
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// "allowstatic"	: Allow this prop to be static as well as physically simulated.
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//
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//
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"PropData.txt"
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{
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//=================================================================================
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//		PAPER
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//=================================================================================
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	// Base damage modifiers for paper objects
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	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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	"Cardboard.Base"
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	{
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		"dmg.bullets"		"0.5"
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		"dmg.club"		"1.25"
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		"dmg.explosive" 	"1.5"
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	}
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	// Cardboard / Paper blocks, less than 1 foot cubed.
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	//	i.e. small cardboard boxes, notepads, newspapers, thin books.
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	"Cardboard.Small"
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	{
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		"base"		"Cardboard.Base"
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		"health"	"10"
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	}
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	// Cardboard / Paper blocks, less than 3 foot cubed.
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	//	i.e. cardboard boxes. thick books
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	"Cardboard.Medium"
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	{
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		"base"		"Cardboard.Base"
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		"health"	"20"
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	}
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	// Large Cardboard / Paper blocks
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	//	i.e. solid cardboard boxes
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	"Cardboard.Large"
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	{
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		"base"		"Cardboard.Base"
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		"health"	"40"
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	}
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//=================================================================================
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//		CLOTH
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//=================================================================================
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	// Base damage modifiers for cloth objects
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	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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	"Cloth.Base"
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	{
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		"dmg.bullets"		"0.5"
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		"dmg.club"		"0.75"
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		"dmg.explosive" 	"1.5"
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	}
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	// Small / thin cloth objects 
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	//	i.e. shorts, shirts, pants.
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	"Cloth.Small"
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	{
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		"base"		"Cloth.Base"
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		"health"	"30"
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	}
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	// Heavier cloth / leather objects
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	//	i.e. briefcases 
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	"Cloth.Medium"
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	{
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		"base"		"Cloth.Base"
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		"health"	"50"
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	}
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	// Large / thick cloth objects
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	//	i.e. armchairs, mattresses
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	"Cloth.Large"
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	{
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		"base"		"Cloth.Base"
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		"health"	"100"
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	}
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//=================================================================================
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//		WOOD
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//=================================================================================
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	// Base damage modifiers for wooden objects
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	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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	"Wooden.Base"
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	{
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		"dmg.bullets"		"0.75"
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		"dmg.club"		"2.0"
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		"dmg.explosive" 	"1.5"
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		"breakable_model"	"WoodChunks"
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		"breakable_skin"	"0"
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	}
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	// Tiny Wooden pieces that should die in one hit
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	//	i.e splinters
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	"Wooden.Tiny"
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	{
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		"base"			"Wooden.Base"
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		"health"		"6"
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		"breakable_count"	"0"
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	}
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	// Wooden blocks, less than 1 foot cubed.
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	//	i.e pieces of board, branches.
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	"Wooden.Small"
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	{
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		"base"			"Wooden.Base"
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		"health"		"20"
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		"breakable_count"	"2"
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	}
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	// Wooden blocks, less than 3 foot cubed.
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	//	i.e boards, small crates, pallettes, ladders, chairs.
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	"Wooden.Medium"
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	{
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		"base"			"Wooden.Base"
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		"health"		"30"
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		"breakable_count"	"4"
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	}
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	// Large wooden blocks, less than 5 foot cubed.
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	//	i.e Crates, benches.
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	"Wooden.Large"
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	{
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		"base"			"Wooden.Base"
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		"health"		"50"
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		"breakable_count"	"6"
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	}
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	// Extra large wooden objects
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	//	i.e posts
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	"Wooden.ExtraLarge"
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	{
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		"base"			"Wooden.Base"
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		"health"		"100"
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		"breakable_count"	"8"
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	}
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	// Huge wooden objects.
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	//	i.e Big Wardrobes, bookcases
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	"Wooden.Huge"
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	{
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		"base"			"Wooden.Base"
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		"health"		"130"
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		"breakable_count"	"10"
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	}
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//=================================================================================
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//		STONE
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//=================================================================================
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	// Base damage modifiers for stone objects
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	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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	"Stone.Base"
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	{
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		"dmg.bullets"		"1.0"
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		"dmg.club"		"1.0"
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		"dmg.explosive" 	"1.0"
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	}
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	// Stone blocks, less than 1 foot cubed
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	// i.e. cinderblocks, small rocks.
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	"Stone.Small"
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	{
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		"base"		"Stone.Base"
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		"health"	"50"
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	}
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	// Medium stone blocks, less than 3 foot cubed
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	// i.e. rubble chunks
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	"Stone.Medium"
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	{
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		"base"		"Stone.Base"
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		"health"	"100"
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	}
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	// Large stone blocks, less than 5 foot cubed
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	// i.e. big rubble chunks
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	"Stone.Large"
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	{
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		"base"		"Stone.Base"
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		"health"	"200"
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	}
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	// Huge stone blocks, less than 5 foot cubed
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	// i.e. enormous rubble chunks
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	"Stone.Huge"
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	{
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		"base"		"Stone.Base"
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		"health"	"400"
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	}
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//=================================================================================
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//		GLASS
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//=================================================================================
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	// Base damage modifiers for glass objects
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	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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	"Glass.Base"
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	{
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		"dmg.bullets"		"1.0"
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		"dmg.club"		"1.0"
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		"dmg.explosive" 	"0.1"		// Trial: Get knocked around more than destroyed?
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	}
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	// Glass blocks, less than 1 foot cubed
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	// i.e. bottles, jugs, glasses.
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	"Glass.Small"
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	{
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		"base"		"Glass.Base"
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		"health"	"5"
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		"damage_table"		"glass"
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	}
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	"Glass.Window"
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	{
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		"base"			"Glass.Base"
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		"dmg.explosive" 	"1.0"		// Override base glass explosive behavior
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		"dmg.bullets"		"0.5"
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		"health"		"15"
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		"damage_table"		"glass"
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	}
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//=================================================================================
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//		METAL
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//=================================================================================
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	// Base damage modifiers for metal objects
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	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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	"Metal.Base"
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	{
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		"dmg.bullets"		"1.0"
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		"dmg.club"		"1.0"
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		"dmg.explosive" 	"1.0"
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		"health"			"0"		// By default, metal objects aren't breakable
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	}
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	// Small metal blocks, less than 1 foot cubed
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	// i.e. tin cans, paint tins, metal buckets.
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	"Metal.Small"
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	{
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		"base"		"Metal.Base"
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	}
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	// Medium metal objects.
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	// i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets.
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	"Metal.Medium"
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	{
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		"base"		"Metal.Base"
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	}
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	// Large metal objects.
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	// i.e. ibeams, dumpsters, car bodies, refridgerators
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	"Metal.Large"
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	{
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		"base"		"Metal.Base"
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	}
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//=================================================================================
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//		PLASTIC
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//=================================================================================
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	// Base damage modifiers for plastic objects
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	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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	"Plastic.Base"
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	{
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		"dmg.bullets"		"1.0"
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		"dmg.club"		"1.0"
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		"dmg.explosive" 	"1.0"
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		"health"		"0"
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	}
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	// Plastic blocks, less than 2 foot cubed
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	// i.e. plastic cups, plastic milk crates, phones
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	"Plastic.Small"
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	{
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		"base"		"Plastic.Base"
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	}
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	// Plastic blocks, less than 4 foot cubed
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	// i.e. plastic chairs, tables, barrels
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	"Plastic.Medium"
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	{
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		"base"		"Plastic.Base"
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	}
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	// Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
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	// i.e. computer equipment
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	"Plastic.Large"
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	{
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		"base"		"Plastic.Base"
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	}
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//=================================================================================
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//		ITEMS
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//=================================================================================
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	// Base damage modifiers for items
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	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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	"Item.Base"
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	{
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		"dmg.bullets"		"1.0"
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		"dmg.club"			"1.0"
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		"dmg.explosive" 	"1.0"
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		"health"			"0"		// By default, metal objects aren't breakable
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	}
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	// Plastic blocks, less than 2 foot cubed
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	// i.e. plastic cups, plastic milk crates, phones
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	"Item.Small"
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	{
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		"base"		"Item.Base"
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	}
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	// Plastic blocks, less than 4 foot cubed
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	// i.e. plastic chairs, tables, barrels
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	"Item.Medium"
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	{
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		"base"		"Item.Base"
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	}
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	// Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
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	// i.e. computer equipment
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	"Item.Large"
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	{
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		"base"		"Item.Base"
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	}
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//=================================================================================
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//		POTTERY
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//=================================================================================
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	// Base damage modifiers for pottery objects
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	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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	"Pottery.Base"
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	{
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		"dmg.bullets"		"1.0"
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		"dmg.club"		"1.25"
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		"dmg.explosive" 	"1.5"
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	}
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	// Pottery blocks, less than 2 foot cubed
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	// i.e. flowerpots.
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	"Pottery.Small"
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	{
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		"base"		"Pottery.Base"
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		"health"	"5"
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		"damage_table"		"glass"
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	}
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	// Medium pottery objects
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	// i.e. large flowerpots.
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	"Pottery.Medium"
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	{
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		"base"		"Pottery.Base"
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		"health"	"40"
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	}
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	// Large pottery objects
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	// i.e. big chunks of wall plaster
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	"Pottery.Large"
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	{
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		"base"		"Pottery.Base"
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		"health"	"70"
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	}
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	// Huge pottery objects.
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	// i.e. big ornate pottery vessels.
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	"Pottery.Huge"
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	{
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		"base"		"Pottery.Base"
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		"health"	"100"
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	}
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//=================================================================================
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//		FLESH
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//=================================================================================
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	// Base damage modifiers for flesh objects
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	// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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	"Flesh.Base"
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	{
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		"dmg.bullets"		"1.25"
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		"dmg.club"		"1.0"
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		"dmg.explosive" 	"1.5"
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	}
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	// Flesh blocks that should die in a single hit
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	// i.e. fruit, food items, gibs.
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	"Flesh.Tiny"
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	{
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		"base"		"Flesh.Base"
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		"health"	"3"
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	}
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	// Flesh blocks, less than 1 foot cubed
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	// i.e. fruit, food items, gibs.
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	"Flesh.Small"
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	{
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		"base"		"Flesh.Base"
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		"health"	"10"
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	}
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//=================================================================================
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//		BREAKABLE DATA. NOT PROPDATA TYPES.
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//=================================================================================
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	"BreakableModels"
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	{
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		// Sorted in order of smallest to largest
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		"WoodChunks"
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		{
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			"models\Gibs\wood_gib01e.mdl"	"1"
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			"models\Gibs\wood_gib01d.mdl"	"1"
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			"models\Gibs\wood_gib01c.mdl"	"1"
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			"models\Gibs\wood_gib01b.mdl"	"1"
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			"models\Gibs\wood_gib01a.mdl"	"1"
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		}
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		"GlassChunks"
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		{
 | 
						|
			"models\Gibs\Glass_shard01.mdl"	"1"
 | 
						|
			"models\Gibs\Glass_shard02.mdl"	"1"
 | 
						|
			"models\Gibs\Glass_shard03.mdl"	"1"
 | 
						|
			"models\Gibs\Glass_shard04.mdl"	"1"
 | 
						|
			"models\Gibs\Glass_shard05.mdl"	"1"
 | 
						|
			"models\Gibs\Glass_shard06.mdl"	"1"
 | 
						|
		}
 | 
						|
		"ConcreteChunks"
 | 
						|
		{
 | 
						|
			"models\props_debris\concrete_chunk08a.mdl"	"1"
 | 
						|
			"models\props_debris\concrete_chunk09a.mdl"	"1"
 | 
						|
			"models\props_debris\concrete_chunk03a.mdl"	"1"
 | 
						|
			"models\props_debris\concrete_chunk07a.mdl"	"1"
 | 
						|
			"models\props_debris\concrete_chunk09a.mdl"	"1"
 | 
						|
			"models\props_debris\concrete_chunk02a.mdl"	"1"
 | 
						|
		}
 | 
						|
		"MetalChunks"
 | 
						|
		{
 | 
						|
			"models\Gibs\metal_gib1.mdl"			"1"
 | 
						|
			"models\Gibs\metal_gib2.mdl"			"1"
 | 
						|
			"models\Gibs\metal_gib3.mdl"			"1"
 | 
						|
			"models\Gibs\metal_gib4.mdl"			"1"
 | 
						|
			"models\Gibs\metal_gib5.mdl"			"1"
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 |