VERSION 1
//Mad Max Map by Deep_Blue and CoffeyCup
// EDITED for MAD_MAXINE'S Truck Mod
-,-,-
-,-
-,-
0.4 , 0.9		// LIGHTING strength for shady / lit areas


-5286.36, 3, -1050.63   // Grid start  position -2680.0, 0, 1807.556

180			// Direction that grid faces in  


//////////////////////////////////////////////////////////////////////

0		// The number of CHECKPOINTS


18	// The number of SMASHABLE ENVIRONMENT SPECS

// Start of smashable item

0				// flags
&petpump.act			// Name of trigger &model
replacemodel			// Mode 
1				// Removal threshold

//Connotations
1				// number of possible sounds
5400				// sound id

1				// count

		noncars		// Shrapnel type
		0,0		// Min, max towards you speed
		0.6		// Impactee velocity factor
		0		// Random velocity (max)
		30		// Random up velocity (max)
		0		// Random normal velocity (max)
		2.0		// Random spin rate (max)
		
		actorbased	// How the shrapnel bits are initially placed in the World
		-1,-1		// Min number,Max number (-1,-1 means use exactly one of each type of bit)
		100		// % Chance of fire/smoke
		1		// Number of fires/smoke columns
		0,0		// Min,Max smokiness (0 = fire, 1 = black smoke, 2 = grey smoke, 3 = white smoke)
		&petpump.act	// Name of actor file
		1		// Number of separate actors in file
		&petpump.act	// Actor name
		99petpump.txt	// Non-car text file to use for the above actor
		
3				// Number of explosion groups
	1,1			// min count, max count
	0,0			// min start delay, max start delay
	0,0.25,0		// offset
	0,0.1			// min x factor, max x factor
	0,0.1			// min y factor, max y factor
	0,0.1			// min z factor, max z factor
	8,8			// min frame rate, max frame rate
	45,45			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8			// min count, max count
	0.1,0.3			// min start delay, max start delay
	0,0.25,0		// offset
	0.2,0.7			// min x factor, max x factor
	0.2,0.7			// min y factor, max y factor
	0.2,0.7			// min z factor, max z factor
	7,11			// min frame rate, max frame rate
	21,27			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15			// min count, max count
	0.15,0.6		// min start delay, max start delay
	0,0.25,0		// offset
	0.5,1.1			// min x factor, max x factor
	0.5,1.1			// min y factor, max y factor
	0.5,1.1			// min z factor, max z factor
	7,12			// min frame rate, max frame rate
	12,118			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007


none			// slick material

1			 // Number of non-cars activated
	0,0      	 // Min, Max delay before activating
	relative 	// Absolute / relative , see note 1.
	-1		 // Two-digit number of noncars to activate, -1 = any noncar. (09 can activate 09Lift.txt, etc.)
	-5,-2,-5	 // Activation area, 1st corner of the box.
	5,3,5	 	// Activation area, 2nd corner of the box.
	-10,-30		 // Min, max towards you speed
	2		 // Impactee velocity factor
	50		 // Random velocity (max)
	100		 // Random up velocity (max)
	50		 // Random normal velocity (max)
	7	 	 // Random spin rate (max)

1		// Number of side-effects
1,3		// Min, Maxtime before releasing the force (if less than 1, the force will be released immediately)
*.DAT
relative
-3,-3,-3
3,3,3
away
1

0			// extensions flags
14			// room turn on code (MINE)
singleshot		// award code
3000
20
130
0
0			// no. run time variable changes

petpump_broke		// new model
100			// %chance fire
1
0,0

0			// reserved 1
0			// reserved 2
0			// reserved 3
0										
// end smashable 1

// Start of smashable item 2

0			// flags
&COMPGRND.act
remove			// Mode 
3.75			// Removal threshold
			// Connotations
1			// number of possible sounds
5400			// sound id
0			// shrapnel count

3				// Number of explosion groups
	1,1			// min count, max count
	0,0			// min start delay, max start delay
	0,0.5,0		// offset
	0,0.1			// min x factor, max x factor
	0,0.1			// min y factor, max y factor
	0,0.1			// min z factor, max z factor
	8,8			// min frame rate, max frame rate
	45,45			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8			// min count, max count
	0.1,0.3			// min start delay, max start delay
	0,0.5,0		// offset
	0.2,0.7			// min x factor, max x factor
	0.2,0.7			// min y factor, max y factor
	0.2,0.7			// min z factor, max z factor
	7,11			// min frame rate, max frame rate
	21,27			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15			// min count, max count
	0.15,0.6		// min start delay, max start delay
	0,0.5,0		// offset
	0.5,1.1			// min x factor, max x factor
	0.5,1.1			// min y factor, max y factor
	0.5,1.1			// min z factor, max z factor
	7,12			// min frame rate, max frame rate
	12,118			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007
none			// slick material
1			// Number of non-cars activated
0,0
relative
-1
-4,-2,-4
4,2,4
-20,20			// Min, max towards you speed
200.0			// Impactee velocity factor
20.0			// Random velocity (max)
30.0			// Random up velocity (max)
0.0			// Random normal velocity (max)
15.0			// Random spin rate (max)
2			// Radius of side-effect smashes
0,0
*.DAT
relative
-4,-2,-4
4,2,4
away
1001
0,0
*.MAT
relative
-4,-2,-4
4,2,4
away
1001
0			// Extensions flags
14			// Room turn on code
none			// award code
0			// no. run time variable changes
0			// reserved 1
0			// reserved 2
0			// reserved 3
0			// reserved 4				
// end smashable 2

// Start of smashable item 3
0			// Flags
quonsett		// Name of trigger material
texturechange		// Mode
quonsett		// Intact pixelmap
1			// Number of levels
1.0			// Trigger threshold
0			// Flags
passthrough		// Collision type
			// Connotations:
1			// number of possible sounds
5400			// sound ID
0			// Shrapnel count
0			// Explosion size
none			// Slick material
0			// Number of non-cars activated
0			// Radius of side-effect smashes
0			// Extensions flags
0			// Room turn on code
none			// Award code
0			// No run-time variable changes
1			// Number of pixelmaps
quonsett_W		
0			// Reserved 1
0			// Reserved 2
0			// Reserved 3
0			// Reserved 4
// end smashable 3

// Start of smashable item 4

0				// flags
&COLUMN.act			// Name of trigger &model
replacemodel			// Mode 
1				// Removal threshold

//Connotations
1				// number of possible sounds
5400				// sound id

1				// count

		noncars		// Shrapnel type
		0,0		// Min, max towards you speed
		0.6		// Impactee velocity factor
		0		// Random velocity (max)
		30		// Random up velocity (max)
		0		// Random normal velocity (max)
		2.0		// Random spin rate (max)
		
		actorbased	// How the shrapnel bits are initially placed in the World
		-1,-1		// Min number,Max number (-1,-1 means use exactly one of each type of bit)
		100		// % Chance of fire/smoke
		1		// Number of fires/smoke columns
		0,0		// Min,Max smokiness (0 = fire, 1 = black smoke, 2 = grey smoke, 3 = white smoke)
		&COLUMN.act	// Name of actor file
		1		// Number of separate actors in file
		&COLUMN.act	// Actor name
		96COLUMN.txt	// Non-car text file to use for the above actor
		
3				// Number of explosion groups
	1,1			// min count, max count
	0,0			// min start delay, max start delay
	0,1.25,0		// offset
	0,0.1			// min x factor, max x factor
	0,0.1			// min y factor, max y factor
	0,0.1			// min z factor, max z factor
	8,8			// min frame rate, max frame rate
	45,45			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8			// min count, max count
	0.1,0.3			// min start delay, max start delay
	0,1.25,0		// offset
	0.2,0.7			// min x factor, max x factor
	0.2,0.7			// min y factor, max y factor
	0.2,0.7			// min z factor, max z factor
	7,11			// min frame rate, max frame rate
	21,27			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15			// min count, max count
	0.15,0.6		// min start delay, max start delay
	0,1.25,0		// offset
	0.5,1.1			// min x factor, max x factor
	0.5,1.1			// min y factor, max y factor
	0.5,1.1			// min z factor, max z factor
	7,12			// min frame rate, max frame rate
	12,118			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007


none			// slick material

1			 // Number of non-cars activated
	0,0      	 // Min, Max delay before activating
	relative	// Absolute / relative, see note 1.
	-1		 // Two-digit number of noncars to activate, -1 = any noncar. (09 can activate 09Lift.txt, etc.)
	-10,-2,-10	 // Activation area, 1st corner of the box.
	10,2,10	 	// Activation area, 2nd corner of the box.
	-10,-30		 // Min, max towards you speed
	4		 // Impactee velocity factor
	100		 // Random velocity (max)
	100		 // Random up velocity (max)
	100		 // Random normal velocity (max)
	7	 	 // Random spin rate (max)

1		// Number of side-effects
1,3		// Min, Maxtime before releasing the force (if less than 1, the force will be released immediately)
*.DAT
relative
-3,-3,-3
3,3,3
away
1

0			// extensions flags
14			// room turn on code (MINE)
singleshot		// award code
3000
20
130
0
0			// no. run time variable changes

&COLUMN_smsh.act		// new model
100			// %chance fire
1
0,0

0			// reserved 1
0			// reserved 2
0			// reserved 3
0										
// end smashable 4

// Start of smashable item 5
0			// flags
&TENT.act
remove			// Mode 
1			// Removal threshold
			// Connotations
1			// number of possible sounds
5400			// sound id
0			// shrapnel count

3				// Number of explosion groups
	1,1			// min count, max count
	0,0			// min start delay, max start delay
	0,0.5,0		// offset
	0,0.1			// min x factor, max x factor
	0,0.1			// min y factor, max y factor
	0,0.1			// min z factor, max z factor
	8,8			// min frame rate, max frame rate
	45,45			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8			// min count, max count
	0.1,0.3			// min start delay, max start delay
	0,0.5,0		// offset
	0.2,0.7			// min x factor, max x factor
	0.2,0.7			// min y factor, max y factor
	0.2,0.7			// min z factor, max z factor
	7,11			// min frame rate, max frame rate
	21,27			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15			// min count, max count
	0.15,0.6		// min start delay, max start delay
	0,0.5,0		// offset
	0.5,1.1			// min x factor, max x factor
	0.5,1.1			// min y factor, max y factor
	0.5,1.1			// min z factor, max z factor
	7,12			// min frame rate, max frame rate
	12,118			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007
none			// slick material
1			// Number of non-cars activated
0,0
relative
-1
-4,-2,-4
4,2,4
-20,20			// Min, max towards you speed
200.0			// Impactee velocity factor
20.0			// Random velocity (max)
30.0			// Random up velocity (max)
0.0			// Random normal velocity (max)
15.0			// Random spin rate (max)
2			// Radius of side-effect smashes
0,0
*.DAT
relative
-4,-2,-4
4,2,4
away
1001
0,0
*.MAT
relative
-4,-2,-4
4,2,4
away
1001
0			// Extensions flags
14			// Room turn on code
none			// award code
0			// no. run time variable changes
0			// reserved 1
0			// reserved 2
0			// reserved 3
0			// reserved 4				
// end smashable 5

// Start of smashable item 6
0					// Flags
fencing   			// Name of trigger material
texturechange				// Mode
fencing_broke	   			// Intact pixelmap
1					// Number of levels
.5					// Trigger threshold
0					// Flags
passthrough     			// Collision type solid edge
	// Connotations:
	1			// number of possible sounds
	4202
	0			// Shrapnel count
	0			// Explosion size
	none			// Slick material
	0			// Number of non-cars activated
	0			// Radius of side-effect smashes
	0			// Extensions flags
	0			// Room turn on code
	none			// Award code
	0			// No run-time variable changes

1					// Number of pixelmap
fencing_broke	   			// Pixelmap - waiting for Russ to name

0					// Reserved 1
0					// Reserved 2
0					// Reserved 3
0					// Reserved 4
// end smashable 6

// Start of smashable item 7

0				// flags
&TANK4.act			// Name of trigger &model
replacemodel			// Mode 
2				// Removal threshold

//Connotations
1				// number of possible sounds
5400				// sound id

1				// count

		noncars		// Shrapnel type
		0,0		// Min, max towards you speed
		0.6		// Impactee velocity factor
		0		// Random velocity (max)
		30		// Random up velocity (max)
		0		// Random normal velocity (max)
		2.0		// Random spin rate (max)
		
		actorbased	// How the shrapnel bits are initially placed in the World
		-1,-1		// Min number,Max number (-1,-1 means use exactly one of each type of bit)
		100		// % Chance of fire/smoke
		1		// Number of fires/smoke columns
		0,0		// Min,Max smokiness (0 = fire, 1 = black smoke, 2 = grey smoke, 3 = white smoke)
		&TANK4.act	// Name of actor file
		1		// Number of separate actors in file
		&TANK4.act	// Actor name
		98TANK4.txt	// Non-car text file to use for the above actor
		
3				// Number of explosion groups
	1,1			// min count, max count
	0,0			// min start delay, max start delay
	0,0.5,0		// offset
	0,0.1			// min x factor, max x factor
	0,0.1			// min y factor, max y factor
	0,0.1			// min z factor, max z factor
	8,8			// min frame rate, max frame rate
	45,45			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8			// min count, max count
	0.1,0.3			// min start delay, max start delay
	0,0.5,0		// offset
	0.2,0.7			// min x factor, max x factor
	0.2,0.7			// min y factor, max y factor
	0.2,0.7			// min z factor, max z factor
	7,11			// min frame rate, max frame rate
	21,27			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15			// min count, max count
	0.15,0.6		// min start delay, max start delay
	0,0.5,0		// offset
	0.5,1.1			// min x factor, max x factor
	0.5,1.1			// min y factor, max y factor
	0.5,1.1			// min z factor, max z factor
	7,12			// min frame rate, max frame rate
	12,118			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007


none			// slick material

1			 // Number of non-cars activated
	0,0      	 // Min, Max delay before activating
	relative	 // Absolute / relative, see note 1.
	-1		 // Two-digit number of noncars to activate, -1 = any noncar. (09 can activate 09Lift.txt, etc.)
	-10,-2,-10	 // Activation area, 1st corner of the box.
	10,2,10	 	// Activation area, 2nd corner of the box.
	-10,-30		 // Min, max towards you speed
	2		 // Impactee velocity factor
	50		 // Random velocity (max)
	100		 // Random up velocity (max)
	50		 // Random normal velocity (max)
	7	 	 // Random spin rate (max)

1		// Number of side-effects
1,3		// Min, Maxtime before releasing the force (if less than 1, the force will be released immediately)
*.DAT
relative
-2,-2,-2
2,2,2
away
1

0			// extensions flags
14			// room turn on code (MINE)
singleshot		// award code
3000
20
130
0
0			// no. run time variable changes

&TANK4_smsh.act		// new model
100			// %chance fire
1
0,0

0			// reserved 1
0			// reserved 2
0			// reserved 3
0										
// end smashable 7
// Start of smashable item 8

0				// flags
&TANK1.act			// Name of trigger &model
replacemodel			// Mode 
2				// Removal threshold

//Connotations
1				// number of possible sounds
5400				// sound id

1				// count

		noncars		// Shrapnel type
		0,0		// Min, max towards you speed
		0.6		// Impactee velocity factor
		0		// Random velocity (max)
		30		// Random up velocity (max)
		0		// Random normal velocity (max)
		2.0		// Random spin rate (max)
		
		actorbased	// How the shrapnel bits are initially placed in the World
		-1,-1		// Min number,Max number (-1,-1 means use exactly one of each type of bit)
		100		// % Chance of fire/smoke
		1		// Number of fires/smoke columns
		0,0		// Min,Max smokiness (0 = fire, 1 = black smoke, 2 = grey smoke, 3 = white smoke)
		&TANK1.act	// Name of actor file
		1		// Number of separate actors in file
		&TANK1.act	// Actor name
		97TANK1.txt	// Non-car text file to use for the above actor
		
3				// Number of explosion groups
	1,1			// min count, max count
	0,0			// min start delay, max start delay
	0,0.5,0		// offset
	0,0.1			// min x factor, max x factor
	0,0.1			// min y factor, max y factor
	0,0.1			// min z factor, max z factor
	8,8			// min frame rate, max frame rate
	45,45			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8			// min count, max count
	0.1,0.3			// min start delay, max start delay
	0,0.5,0		// offset
	0.2,0.7			// min x factor, max x factor
	0.2,0.7			// min y factor, max y factor
	0.2,0.7			// min z factor, max z factor
	7,11			// min frame rate, max frame rate
	21,27			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15			// min count, max count
	0.15,0.6		// min start delay, max start delay
	0,0.5,0		// offset
	0.5,1.1			// min x factor, max x factor
	0.5,1.1			// min y factor, max y factor
	0.5,1.1			// min z factor, max z factor
	7,12			// min frame rate, max frame rate
	12,118			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007


none			// slick material

1			 // Number of non-cars activated
	0,0      	 // Min, Max delay before activating
	relative	 // Absolute / relative, see note 1.
	-1		 // Two-digit number of noncars to activate, -1 = any noncar. (09 can activate 09Lift.txt, etc.)
	-10,-2,-10	 // Activation area, 1st corner of the box.
	10,2,10	 	// Activation area, 2nd corner of the box.
	-10,-30		 // Min, max towards you speed
	2		 // Impactee velocity factor
	50		 // Random velocity (max)
	100		 // Random up velocity (max)
	50		 // Random normal velocity (max)
	7	 	 // Random spin rate (max)

1		// Number of side-effects
1,3		// Min, Maxtime before releasing the force (if less than 1, the force will be released immediately)
*.DAT
relative
-2,-2,-2
2,2,2
away
1

0			// extensions flags
14			// room turn on code (MINE)
singleshot		// award code
3000
20
130
0
0			// no. run time variable changes

&TANK1_smsh.act		// new model
100			// %chance fire
1
0,0

0			// reserved 1
0			// reserved 2
0			// reserved 3
0										
// end smashable 8

// Start of smashable item 9
0			// flags
&SHED.act
remove			// Mode 
0.1			// Removal threshold
			// Connotations
1			// number of possible sounds
5400			// sound id
0			// shrapnel count

3				// Number of explosion groups
	1,1			// min count, max count
	0,0			// min start delay, max start delay
	0,0.5,0		// offset
	0,0.1			// min x factor, max x factor
	0,0.1			// min y factor, max y factor
	0,0.1			// min z factor, max z factor
	8,8			// min frame rate, max frame rate
	45,45			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8			// min count, max count
	0.1,0.3			// min start delay, max start delay
	0,0.5,0		// offset
	0.2,0.7			// min x factor, max x factor
	0.2,0.7			// min y factor, max y factor
	0.2,0.7			// min z factor, max z factor
	7,11			// min frame rate, max frame rate
	21,27			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15			// min count, max count
	0.15,0.6		// min start delay, max start delay
	0,0.5,0		// offset
	0.5,1.1			// min x factor, max x factor
	0.5,1.1			// min y factor, max y factor
	0.5,1.1			// min z factor, max z factor
	7,12			// min frame rate, max frame rate
	12,118			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007
none			// slick material
1			// Number of non-cars activated
0,0
relative
-1
-4,-2,-4
4,2,4
-20,20			// Min, max towards you speed
200.0			// Impactee velocity factor
20.0			// Random velocity (max)
30.0			// Random up velocity (max)
0.0			// Random normal velocity (max)
15.0			// Random spin rate (max)
2			// Radius of side-effect smashes
0,0
*.DAT
relative
-4,-2,-4
4,2,4
away
1001
0,0
*.MAT
relative
-4,-2,-4
4,2,4
away
1001
0			// Extensions flags
14			// Room turn on code
none			// award code
0			// no. run time variable changes
0			// reserved 1
0			// reserved 2
0			// reserved 3
0			// reserved 4				
// end smashable 9


// Start of smashable item 10
0			// flags
&HOUSE.act
remove			// Mode 
1			// Removal threshold
			// Connotations
1			// number of possible sounds
5400			// sound id
0			// shrapnel count

3				// Number of explosion groups
	1,1			// min count, max count
	0,0			// min start delay, max start delay
	0,0.5,0		// offset
	0,0.1			// min x factor, max x factor
	0,0.1			// min y factor, max y factor
	0,0.1			// min z factor, max z factor
	8,8			// min frame rate, max frame rate
	45,45			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8			// min count, max count
	0.1,0.3			// min start delay, max start delay
	0,0.5,0		// offset
	0.2,0.7			// min x factor, max x factor
	0.2,0.7			// min y factor, max y factor
	0.2,0.7			// min z factor, max z factor
	7,11			// min frame rate, max frame rate
	21,27			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15			// min count, max count
	0.15,0.6		// min start delay, max start delay
	0,0.5,0		// offset
	0.5,1.1			// min x factor, max x factor
	0.5,1.1			// min y factor, max y factor
	0.5,1.1			// min z factor, max z factor
	7,12			// min frame rate, max frame rate
	12,118			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007
none			// slick material
1			// Number of non-cars activated
0,0
relative
-1
-4,-2,-4
4,2,4
-20,20			// Min, max towards you speed
200.0			// Impactee velocity factor
20.0			// Random velocity (max)
30.0			// Random up velocity (max)
0.0			// Random normal velocity (max)
15.0			// Random spin rate (max)
2			// Radius of side-effect smashes
0,0
*.DAT
relative
-4,-2,-4
4,2,4
away
1001
0,0
*.MAT
relative
-4,-2,-4
4,2,4
away
1001
0			// Extensions flags
14			// Room turn on code
none			// award code
0			// no. run time variable changes
0			// reserved 1
0			// reserved 2
0			// reserved 3
0			// reserved 4				
// end smashable 10

// Start of smashable item 11
0			// flags
&PUMP.act
remove			// Mode 
1			// Removal threshold
			// Connotations
1			// number of possible sounds
5400			// sound id
0			// shrapnel count

3				// Number of explosion groups
	1,1			// min count, max count
	0,0			// min start delay, max start delay
	0,0.5,0		// offset
	0,0.1			// min x factor, max x factor
	0,0.1			// min y factor, max y factor
	0,0.1			// min z factor, max z factor
	8,8			// min frame rate, max frame rate
	45,45			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8			// min count, max count
	0.1,0.3			// min start delay, max start delay
	0,0.5,0		// offset
	0.2,0.7			// min x factor, max x factor
	0.2,0.7			// min y factor, max y factor
	0.2,0.7			// min z factor, max z factor
	7,11			// min frame rate, max frame rate
	21,27			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15			// min count, max count
	0.15,0.6		// min start delay, max start delay
	0,0.5,0		// offset
	0.5,1.1			// min x factor, max x factor
	0.5,1.1			// min y factor, max y factor
	0.5,1.1			// min z factor, max z factor
	7,12			// min frame rate, max frame rate
	12,118			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007
none			// slick material
1			// Number of non-cars activated
0,0
relative
-1
-4,-2,-4
4,2,4
-20,20			// Min, max towards you speed
200.0			// Impactee velocity factor
20.0			// Random velocity (max)
30.0			// Random up velocity (max)
0.0			// Random normal velocity (max)
15.0			// Random spin rate (max)
2			// Radius of side-effect smashes
0,0
*.DAT
relative
-4,-2,-4
4,2,4
away
1001
0,0
*.MAT
relative
-4,-2,-4
4,2,4
away
1001
0			// Extensions flags
14			// Room turn on code
none			// award code
0			// no. run time variable changes
0			// reserved 1
0			// reserved 2
0			// reserved 3
0			// reserved 4	
// end smashable 11

// Start of smashable item 12
0			// flags
&TANKER.act
replacemodel			// Mode 
1				// Removal threshold

//Connotations
1				// number of possible sounds
5400				// sound id

1				// count

		noncars		// Shrapnel type
		0,0		// Min, max towards you speed
		0.6		// Impactee velocity factor
		0		// Random velocity (max)
		30		// Random up velocity (max)
		0		// Random normal velocity (max)
		2.0		// Random spin rate (max)
		
		actorbased	// How the shrapnel bits are initially placed in the World
		-1,-1		// Min number,Max number (-1,-1 means use exactly one of each type of bit)
		100		// % Chance of fire/smoke
		1		// Number of fires/smoke columns
		0,0		// Min,Max smokiness (0 = fire, 1 = black smoke, 2 = grey smoke, 3 = white smoke)
		&TANKER.act	// Name of actor file
		1		// Number of separate actors in file
		&TANKER.act// Actor name
		93TANKER.txt	// Non-car text file to use for the above actor
		
3				// Number of explosion groups
	1,1			// min count, max count
	0,0			// min start delay, max start delay
	0,1.25,0		// offset
	0,0.1			// min x factor, max x factor
	0,0.1			// min y factor, max y factor
	0,0.1			// min z factor, max z factor
	8,8			// min frame rate, max frame rate
	45,45			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8			// min count, max count
	0.1,0.3			// min start delay, max start delay
	0,1.25,0		// offset
	0.2,0.7			// min x factor, max x factor
	0.2,0.7			// min y factor, max y factor
	0.2,0.7			// min z factor, max z factor
	7,11			// min frame rate, max frame rate
	21,27			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15			// min count, max count
	0.15,0.6		// min start delay, max start delay
	0,1.25,0		// offset
	0.5,1.1			// min x factor, max x factor
	0.5,1.1			// min y factor, max y factor
	0.5,1.1			// min z factor, max z factor
	7,12			// min frame rate, max frame rate
	12,118			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007


none			// slick material

1			 // Number of non-cars activated
	0,0      	 // Min, Max delay before activating
	relative	// Absolute / relative, see note 1.
	-1		 // Two-digit number of noncars to activate, -1 = any noncar. (09 can activate 09Lift.txt, etc.)
	-10,-2,-10	 // Activation area, 1st corner of the box.
	10,2,10	 	// Activation area, 2nd corner of the box.
	-10,-30		 // Min, max towards you speed
	4		 // Impactee velocity factor
	100		 // Random velocity (max)
	100		 // Random up velocity (max)
	100		 // Random normal velocity (max)
	7	 	 // Random spin rate (max)

1		// Number of side-effects
1,3		// Min, Maxtime before releasing the force (if less than 1, the force will be released immediately)
*.DAT
relative
-3,-3,-3
3,3,3
away
1

0			// extensions flags
14			// room turn on code (MINE)
singleshot		// award code
3000
20
130
0
0			// no. run time variable changes

&TANKERW.act		// new model
100			// %chance fire
1
0,0

0			// reserved 1
0			// reserved 2
0			// reserved 3
0													
// end smashable 12

// Start of smashable item 13

0			// flags
&TIREWALL.act
remove			// Mode 
4			// Removal threshold
			// Connotations
1			// number of possible sounds
5400			// sound id
0			// shrapnel count

3				// Number of explosion groups
	1,1			// min count, max count
	0,0			// min start delay, max start delay
	0,0.5,0		// offset
	0,0.1			// min x factor, max x factor
	0,0.1			// min y factor, max y factor
	0,0.1			// min z factor, max z factor
	8,8			// min frame rate, max frame rate
	45,45			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8			// min count, max count
	0.1,0.3			// min start delay, max start delay
	0,0.5,0		// offset
	0.2,0.7			// min x factor, max x factor
	0.2,0.7			// min y factor, max y factor
	0.2,0.7			// min z factor, max z factor
	7,11			// min frame rate, max frame rate
	21,27			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15			// min count, max count
	0.15,0.6		// min start delay, max start delay
	0,0.5,0		// offset
	0.5,1.1			// min x factor, max x factor
	0.5,1.1			// min y factor, max y factor
	0.5,1.1			// min z factor, max z factor
	7,12			// min frame rate, max frame rate
	12,118			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007
none			// slick material
1			// Number of non-cars activated
0,0
relative
-1
-4,-2,-4
4,2,4
-20,20			// Min, max towards you speed
200.0			// Impactee velocity factor
20.0			// Random velocity (max)
30.0			// Random up velocity (max)
0.0			// Random normal velocity (max)
15.0			// Random spin rate (max)
2			// Radius of side-effect smashes
0,0
*.DAT
relative
-4,-2,-4
4,2,4
away
1001
0,0
*.MAT
relative
-4,-2,-4
4,2,4
away
1001
0			// Extensions flags
14			// Room turn on code
none			// award code
0			// no. run time variable changes
0			// reserved 1
0			// reserved 2
0			// reserved 3
0			// reserved 4				
// end smashable 13


// Start of smashable item 14
0					// Flags
railFenc   			// Name of trigger material
texturechange				// Mode
railBroke	   			// Intact pixelmap
1					// Number of levels
.5					// Trigger threshold
0					// Flags
passthrough     			// Collision type solid edge
	// Connotations:
	1			// number of possible sounds
	4202
	0			// Shrapnel count
	0			// Explosion size
	none			// Slick material
	0			// Number of non-cars activated
	0			// Radius of side-effect smashes
	0			// Extensions flags
	0			// Room turn on code
	none			// Award code
	0			// No run-time variable changes

1					// Number of pixelmap
railBroke	   			// Pixelmap - waiting for Russ to name

0					// Reserved 1
0					// Reserved 2
0					// Reserved 3
0					// Reserved 4
// end smashable 14



// Start of smashable item 15
0					// Flags
fenceYel   			// Name of trigger material
texturechange				// Mode
fencYbroke	   			// Intact pixelmap
1					// Number of levels
.5					// Trigger threshold
0					// Flags
passthrough     			// Collision type solid edge
	// Connotations:
	1			// number of possible sounds
	4202
	0			// Shrapnel count
	0			// Explosion size
	none			// Slick material
	0			// Number of non-cars activated
	0			// Radius of side-effect smashes
	0			// Extensions flags
	0			// Room turn on code
	none			// Award code
	0			// No run-time variable changes

1					// Number of pixelmap
fencYbroke	   			// Pixelmap - waiting for Russ to name

0					// Reserved 1
0					// Reserved 2
0					// Reserved 3
0					// Reserved 4
// end smashable 15


// Start of smashable item 16
0					// Flags
fenceRed 			// Name of trigger material
texturechange				// Mode
fencRbroke	   			// Intact pixelmap
1					// Number of levels
0					// Trigger threshold
0					// Flags
passthrough     			// Collision type solid edge
	// Connotations:
	1			// number of possible sounds
	4202
	0			// Shrapnel count
	0			// Explosion size
	none			// Slick material
	0			// Number of non-cars activated
	0			// Radius of side-effect smashes
	0			// Extensions flags
	0			// Room turn on code
	none			// Award code
	0			// No run-time variable changes

1					// Number of pixelmap
fencRbroke			// Pixelmap - waiting for Russ to name

0					// Reserved 1
0					// Reserved 2
0					// Reserved 3
0					// Reserved 4
// end smashable 16

// Start of smashable item 17
0					// Flags
Fence01  			// Name of trigger material
texturechange				// Mode
Fenc1broke	   			// Intact pixelmap
1					// Number of levels
0					// Trigger threshold
0					// Flags
passthrough     			// Collision type solid edge
	// Connotations:
	1			// number of possible sounds
	4202
	0			// Shrapnel count
	0			// Explosion size
	none			// Slick material
	0			// Number of non-cars activated
	0			// Radius of side-effect smashes
	0			// Extensions flags
	0			// Room turn on code
	none			// Award code
	0			// No run-time variable changes

1					// Number of pixelmap
Fenc1broke	   			// Pixelmap - waiting for Russ to name

0					// Reserved 1
0					// Reserved 2
0					// Reserved 3
0					// Reserved 4
// end smashable 17

// Start of smashable item 18
0			// flags
&bus.act
remove			// Mode 
1			// Removal threshold
			// Connotations
1			// number of possible sounds
5400			// sound id
0			// shrapnel count

3				// Number of explosion groups
	1,1			// min count, max count
	0,0			// min start delay, max start delay
	0,0.5,0		// offset
	0,0.1			// min x factor, max x factor
	0,0.1			// min y factor, max y factor
	0,0.1			// min z factor, max z factor
	8,8			// min frame rate, max frame rate
	45,45			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	8,8			// min count, max count
	0.1,0.3			// min start delay, max start delay
	0,0.5,0		// offset
	0.2,0.7			// min x factor, max x factor
	0.2,0.7			// min y factor, max y factor
	0.2,0.7			// min z factor, max z factor
	7,11			// min frame rate, max frame rate
	21,27			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007

	5,15			// min count, max count
	0.15,0.6		// min start delay, max start delay
	0,0.5,0		// offset
	0.5,1.1			// min x factor, max x factor
	0.5,1.1			// min y factor, max y factor
	0.5,1.1			// min z factor, max z factor
	7,12			// min frame rate, max frame rate
	12,118			// min scaling factor, max scaling factor
	randomrotate		// rotate mode
	7			// number of frames
		50		// opacity
		ex00001		// frame pix name
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007
none			// slick material
1			// Number of non-cars activated
0,0
relative
-1
-4,-2,-4
4,2,4
-20,20			// Min, max towards you speed
200.0			// Impactee velocity factor
20.0			// Random velocity (max)
30.0			// Random up velocity (max)
0.0			// Random normal velocity (max)
15.0			// Random spin rate (max)
2			// Radius of side-effect smashes
0,0
*.DAT
relative
-4,-2,-4
4,2,4
away
1001
0,0
*.MAT
relative
-4,-2,-4
4,2,4
away
1001
0			// Extensions flags
14			// Room turn on code
none			// award code
0			// no. run time variable changes
0			// reserved 1
0			// reserved 2
0			// reserved 3
0			// reserved 4				
// end smashable 18




8		// The number of PED SPAWN MATERIALS

3Ped_good	// Name of the material which spawns peds.
0		// Movement index (?)
3		// Group index, see note 1.
1		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials
0		// Number of exception materials 

3Ped_Bad		// Name of the material which spawns peds.
0		// Movement index (?)
3		// Group index, see note 1.
1		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials
0		// Number of exception materials 

3Ped_Roo		// Name of the material which spawns peds.
0		// Movement index (?)
3		// Group index, see note 1.
.069		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials
0		// Number of exception materials 

3Ped_Airp		// Name of the material which spawns peds.
0		// Movement index (?)
2		// Group index, see note 1.
0.2		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials
0		// Number of exception materials 

3Ped_farm		// Name of the material which spawns peds.
0		// Movement index (?)
6		// Group index, see note 1.
12		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials
0		// Number of exception materials 


ROAD2LN		// Name of the material which spawns peds.
0		// Movement index (?)
6		// Group index, see note 1.
.02		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials
0		// Number of exception materials 


ROAD4LN		// Name of the material which spawns peds.
0		// Movement index (?)
3		// Group index, see note 1.
.01		// Number of peds per 100 square metres, the "density" of peds.
0		// Number of exclusion materials
0		// Number of exception materials 


Ped_Ref		// Material name
0		// Movement index
3		// Group index 65
12		// Peds per 100 square metres
0		// Number of exclusion materials
0		// Number of exception materials


-			// HORIZON STUFF
bigsky			// Name of sky texture pixelmap (or "none")
4			// Horizontal repetitions of sky texture
60			// Vertical size of sky texture (degrees)
233			// Position of horizon (pixels below top)
colour			// Depth cue mode ("none", "dark" or "fog")
8,8			// Degree of fog/darkness
5,5,5		// Depth cue colour 212,150,83
-


3				// The number of SPECIAL EFFECTS VOLUMES

DEFAULT water
0.25				// gravity multiplier
200				// viscosity multiplier
0				// Car damage per millisecond
0.002				// Pedestrian damage per millisecond
0				// camera effect index
1				// sky colour
none				// Windscreen texture to use
5100				// Sound ID of entry noise
5100				// Sound ID of exit noise
2				// Engine noise index
10				// material index

//birds
BOX
575 , 0   , 0	// Offset from center for X-axis. (for both sides: left and right)
0   , 4 , 0// Offset for Y-axis. (above and below center) Look at the picture too.
0   , 0   , 100	// Offset for Z-axis (forward and back from center)
-3961,2,-1551	// Center point of the box in the world. (Coordinates: x,y,z)
1.00				// gravity multiplier
1.00				// viscosity multiplier
0.00				// Car damage per millisecond
0.00				// Pedestrian damage per millisecond
-1				// camera effect index
-1				// sky colour
NONE				// Windscreen texture to use
-1				// Sound ID of entry noise
-1				// Sound ID of exit noise
1				// Engine noise index
0				// material index
scattered 	// Sound type
RANDOM
2 , 6	
0
5
5601
5602
5603
5604
5605


//dripping mine
BOX
 110 , 0   , 0	// Offset from center for X-axis. (for both sides: left and right)
 0   , 6 , 0// Offset for Y-axis. (above and below center) Look at the picture too.
 0   , 0  ,20	// Offset for Z-axis (forward and back from center)
-4105 , -6 , -968	// Center point of the box in the world. (Coordinates: x,y,z)
1.00				// gravity multiplier
1.00				// viscosity multiplier
0.00				// Car damage per millisecond
0.00				// Pedestrian damage per millisecond
-1				// camera effect index
-1				// sky colour
NONE				// Windscreen texture to use
-1				// Sound ID of entry noise
-1				// Sound ID of exit noise
1				// Engine noise index
0				// material index
scattered 	// Sound type
RANDOM
3, 9	
0
1
4378


0			// The number of sound generators
-
-
-
-





MaxMapus_map.PIX		// The filename of the MAP PICTURE
0.104 , 0 , 0			// World -> map transformation matrix
0 , 0 , 0
0 , 0.122 , 0
620.231 , 215.452 , -0.009





START OF FUNK

!WATER2	  		// Trigger texture
CONSTANT
ROLL		  // Rolls the texture.
CONTINUOUS	  // Repeats the rolling.
0.01 , 0.01	  // Speed (horizontal, vertical)
NO FUCKING LIGHTING
NO ANIMATION YOU CUNT

END OF FUNK




START OF GROOVE

&spinner.act	 		// Actor name
NOT A FUCKIN LOLLIIIPOP
Distance	 		// Distance / constant
NO FUCKING PATH YOU CUUUUUUUNT	// Object doesn't go anywhere, it just spins.
SPIN	   			// Object spins around.
CONTINUOUS			// Repeats the spinning.
.2				// Spins per second.
-3977 , 2.356 , -25.514			// Centre point of spinning.
x 	  			// Axis.

END OF GROOVE



START OF OPPONENT PATHS

0 //nodes

0 // total paths

0 // Number of cop start points

END OF OPPONENT PATHS



START OF DRONE PATHS

2	// Version
0	// The number of path points


END OF DRONE PATHS

5				// The number of DRIVING SURFACE TYPES

// Default material
1			// car wall friction
1			// tyre road friction
1			// downforce
0			// bumpiness
0			// tyre sound index
0			// crash sound index
0			// scrape noise index
1			// sparkiness
1			// "room for expansion"
SKIDMARK.MAT	// the filename of tire marks

//	material '0'
1.0			// car wall friction
1.0			// tyre road friction
1.0			// down force
5.0			// bumpiness
0			// tyre sound index
0			// crash sound index
0			// scrape noise index
1.0			// sparkiness
1			// room for expansion
DESKID.MAT		// skid mark material

//	material '1'
1.0			// car wall friction
1.0			// tyre road friction
1.0			// down force
7.0			// bumpiness
0			// tyre sound index
0			// crash sound index
0			// scrape noise index
1.0			// sparkiness
2			// room for expansion
DESKID.MAT		// skid mark material

//	material '2'
1.0			// car wall friction
1.0			// tyre road friction
1.0			// down force
15			// bumpiness
0			// tyre sound index
0			// crash sound index
0			// scrape noise index
1.0			// sparkiness
2			// room for expansion
MUD1.MAT		// skid mark material

//	material '3'
1.0			// car wall friction
1.0			// tyre road friction
1.0			// down force
0.5			// bumpiness
0			// tyre sound index
0			// crash sound index
0			// scrape noise index
1.0			// sparkiness
2			// room for expansion
DESKID.MAT		// skid mark material


37		// The number of NONCAR TYPES

02chopper2.txt
04silo_post.txt
05learjet.txt
08Flatbed.txt //new
10haybail.txt
13Mackr.txt  //new
17right_s.txt
20gyro.txt  //new
21noentry_s.txt
28MINECART02.txt
29gravsgn.txt
32scrapcar01.txt
34smtire.txt //new
36tyre.txt  //new
39monaro.txt //new
40anarchierd.txt  //new
41bedlamrd.txt  //new
48box2.txt  //new
52trBarrl.TXT //new
55shopSign.TXT //new
61mercedn.txt //new
68cokeMach.txt //new
69rooSign.txt //new
70lookout_s.txt //new
71bonesign.txt
72fatalsign.txt
73umberumberka.txt
74abbosign.txt
75warnfuel.txt
76trainsign.txt
77giveway.txt
78nukesign.txt
79OILDRUM_01.txt
80CRATE01.txt
81CRATE02.txt
94CatWalk.txt
67PUMPARM.txt


4					// The number of TIRE DUST TYPES

227 , 209 , 143			// Red/Green/Blue values
0.25 , 0.50 , 0.75		// Quarter, half and three quarter "strength"

148 , 70 , 46			// Red/Green/Blue values
0.25 , 0.50 , 0.75		// Quarter, half and three quarter "strength"

148 , 70 , 46				// Red/Green/Blue values
0.25 , 0.50 , 0.75		// Quarter, half and three quarter "strength"

148 , 70 , 46			// Red/Green/Blue values
0.25 , 0.50 , 0.75		// Quarter, half and three quarter "strength"




14			// Number of MULTIPLAYER START POINTS

-5283.36, 3, -1065.1		// #1	, Start point coordinates
180				//	, Starting angle

-5283.36, 3, -1063.5			// #2	, Start point coordinates
180				//	, Starting angle

-5283.36, 3, -1061.9		// #3	, Start point coordinates
180				//	, Starting angle

-3968.34, 3, -15.1			// #4	, Start point coordinates
0				//	, Starting angle

-3968.34, 3, -13.5			// #5	, Start point coordinates
0				//	, Starting angle

-3968.34, 3, -11.9			// #6	, Start point coordinates
0				//	, Starting angle

-3968.34, 3, -10.3			// #7	, Start point coordinates
0				//	, Starting angle

-3968.34, 3, -20.1			// #8	, Start point coordinates
180				//	, Starting angle

-2680.0, 0, 1809.556			// #9	, Start point coordinates
270				//	, Starting angle

-2681.1, 0, 1809.556			// #10	, Start point coordinates
270				//	, Starting angle

-2682.3, 0, 1809.556			// #11	, Start point coordinates
270				//	, Starting angle

-4556.0, 0, 1559		// #12	, Start point coordinates
260				//	, Starting angle

-5283.36, 3, -1056.63		// #13	, Start point coordinates
166				//	, Starting angle

-3968, 3, -21			// #14	, Start point coordinates
180				//	, Starting angle







1				// Number of splash files
CASPLASH.PIX		// Name of pixelmap files for splashes

1
MaxMapUS.TXT		// Track's filename (For example: Newcity2.txt)