Difference between revisions of "Arma 3: createVehicle/vehicles"

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m (Text replacement - "{{Feature|Informative|Extraction script can be found on the Biki Export Scripts page.}}" to "{{Wiki|extractionScript}}")
m (Some wiki formatting)
Line 1: Line 1:
 
<noinclude>Ancillary sub-page of [[createVehicle]], listing vehicle classes available in Arma 3 including AnimationSources.
 
<noinclude>Ancillary sub-page of [[createVehicle]], listing vehicle classes available in Arma 3 including AnimationSources.
  
{{Feature | Informative | [[{{Name| arma3contact}}]] objects are listed as well.}}</noinclude>
+
{{Feature|informative|[[{{Name|arma3contact}}]] objects are listed as well.}}</noinclude>
<div style="-webkit-column-count:3;-moz-column-count:3;column-count:3;margin-top:1em;">
+
{{Columns|3|
 
* Logic
 
* Logic
 
* ArtilleryTarget
 
* ArtilleryTarget
Line 200: Line 200:
 
* ModulePoster_F
 
* ModulePoster_F
 
* Land_NavigLight
 
* Land_NavigLight
*# Light_1_source => MarkerLight
+
*# Light_1_source &rarr; MarkerLight
 
* Land_NavigLight_3_F
 
* Land_NavigLight_3_F
*# Light_2_source => MarkerLight
+
*# Light_2_source &rarr; MarkerLight
*# Light_3_source => MarkerLight
+
*# Light_3_source &rarr; MarkerLight
 
* Land_Flush_Light_green_F
 
* Land_Flush_Light_green_F
*# Light_1_source => MarkerLight
+
*# Light_1_source &rarr; MarkerLight
 
* Land_Flush_Light_red_F
 
* Land_Flush_Light_red_F
*# Light_1_source => MarkerLight
+
*# Light_1_source &rarr; MarkerLight
 
* Land_Flush_Light_yellow_F
 
* Land_Flush_Light_yellow_F
*# Light_1_source => MarkerLight
+
*# Light_1_source &rarr; MarkerLight
 
* Land_runway_edgelight
 
* Land_runway_edgelight
*# Light_1_source => MarkerLight
+
*# Light_1_source &rarr; MarkerLight
 
* Land_runway_edgelight_blue_F
 
* Land_runway_edgelight_blue_F
*# Light_1_source => MarkerLight
+
*# Light_1_source &rarr; MarkerLight
 
* Land_Runway_PAPI
 
* Land_Runway_PAPI
 
* Land_Runway_PAPI_2
 
* Land_Runway_PAPI_2
Line 292: Line 292:
 
* Land_CampingTable_small_F
 
* Land_CampingTable_small_F
 
* Land_FieldToilet_F
 
* Land_FieldToilet_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_FirePlace_F
 
* Land_FirePlace_F
 
* FirePlace_burning_F
 
* FirePlace_burning_F
Line 323: Line 323:
 
* Land_TentDome_F
 
* Land_TentDome_F
 
* Land_ToiletBox_F
 
* Land_ToiletBox_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Chapel_V1_ruins_F
 
* Land_Chapel_V1_ruins_F
 
* Land_Chapel_V1_F
 
* Land_Chapel_V1_F
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
 
* Land_Chapel_V2_ruins_F
 
* Land_Chapel_V2_ruins_F
 
* Land_Chapel_V2_F
 
* Land_Chapel_V2_F
 
* Land_Chapel_Small_V1_ruins_F
 
* Land_Chapel_Small_V1_ruins_F
 
* Land_Chapel_Small_V1_F
 
* Land_Chapel_Small_V1_F
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
* Land_Chapel_Small_V2_ruins_F
 
* Land_Chapel_Small_V2_ruins_F
 
* Land_Chapel_Small_V2_F
 
* Land_Chapel_Small_V2_F
Line 380: Line 380:
 
* Land_Billboard_F
 
* Land_Billboard_F
 
* Land_InfoStand_V1_F
 
* Land_InfoStand_V1_F
*# ScaleX_LT => user
+
*# ScaleX_LT &rarr; user
*# ScaleX_LB => user
+
*# ScaleX_LB &rarr; user
*# ScaleX_RT => user
+
*# ScaleX_RT &rarr; user
*# ScaleX_RB => user
+
*# ScaleX_RB &rarr; user
*# ScaleY_LT => user
+
*# ScaleY_LT &rarr; user
*# ScaleY_LB => user
+
*# ScaleY_LB &rarr; user
*# ScaleY_RT => user
+
*# ScaleY_RT &rarr; user
*# ScaleY_RB => user
+
*# ScaleY_RB &rarr; user
 
* Land_InfoStand_V2_F
 
* Land_InfoStand_V2_F
*# ScaleX_LT => user
+
*# ScaleX_LT &rarr; user
*# ScaleX_LB => user
+
*# ScaleX_LB &rarr; user
*# ScaleX_RT => user
+
*# ScaleX_RT &rarr; user
*# ScaleX_RB => user
+
*# ScaleX_RB &rarr; user
*# ScaleY_LT => user
+
*# ScaleY_LT &rarr; user
*# ScaleY_LB => user
+
*# ScaleY_LB &rarr; user
*# ScaleY_RT => user
+
*# ScaleY_RT &rarr; user
*# ScaleY_RB => user
+
*# ScaleY_RB &rarr; user
 
* Land_MapBoard_F
 
* Land_MapBoard_F
 
* MapBoard_altis_F
 
* MapBoard_altis_F
Line 430: Line 430:
 
* Land_WoodenCart_F
 
* Land_WoodenCart_F
 
* Land_Offices_01_V1_F
 
* Land_Offices_01_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Door_7_sound_source => user
+
*# Door_7_sound_source &rarr; user
*# Door_7_noSound_source => user
+
*# Door_7_noSound_source &rarr; user
*# Door_7_locked_source => user
+
*# Door_7_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
*# Glass_15_source => hit [Glass_15_hitpoint]
+
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
*# Glass_16_source => hit [Glass_16_hitpoint]
+
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
*# Glass_17_source => hit [Glass_17_hitpoint]
+
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
*# Glass_18_source => hit [Glass_18_hitpoint]
+
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
*# Glass_19_source => hit [Glass_19_hitpoint]
+
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
*# Glass_20_source => hit [Glass_20_hitpoint]
+
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
*# Glass_21_source => hit [Glass_21_hitpoint]
+
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
*# Glass_22_source => hit [Glass_22_hitpoint]
+
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
*# Glass_23_source => hit [Glass_23_hitpoint]
+
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
*# Glass_24_source => hit [Glass_24_hitpoint]
+
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
*# Glass_25_source => hit [Glass_25_hitpoint]
+
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
 
* Land_Pavement_narrow_corner_F
 
* Land_Pavement_narrow_corner_F
 
* Land_Pavement_narrow_F
 
* Land_Pavement_narrow_F
Line 514: Line 514:
 
* Land_Church_01_V1_F
 
* Land_Church_01_V1_F
 
* Land_Hospital_main_F
 
* Land_Hospital_main_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
*# Glass_15_source => hit [Glass_15_hitpoint]
+
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
*# Glass_16_source => hit [Glass_16_hitpoint]
+
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
*# Glass_17_source => hit [Glass_17_hitpoint]
+
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
*# Glass_18_source => hit [Glass_18_hitpoint]
+
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
*# Glass_19_source => hit [Glass_19_hitpoint]
+
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
*# Glass_20_source => hit [Glass_20_hitpoint]
+
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
*# Glass_21_source => hit [Glass_21_hitpoint]
+
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
*# Glass_22_source => hit [Glass_22_hitpoint]
+
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
*# Glass_23_source => hit [Glass_23_hitpoint]
+
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
*# Glass_24_source => hit [Glass_24_hitpoint]
+
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
*# Glass_25_source => hit [Glass_25_hitpoint]
+
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
*# Glass_26_source => hit [Glass_26_hitpoint]
+
*# Glass_26_source &rarr; hit [Glass_26_hitpoint]
*# Glass_27_source => hit [Glass_27_hitpoint]
+
*# Glass_27_source &rarr; hit [Glass_27_hitpoint]
*# Glass_28_source => hit [Glass_28_hitpoint]
+
*# Glass_28_source &rarr; hit [Glass_28_hitpoint]
*# Glass_29_source => hit [Glass_29_hitpoint]
+
*# Glass_29_source &rarr; hit [Glass_29_hitpoint]
*# Glass_30_source => hit [Glass_30_hitpoint]
+
*# Glass_30_source &rarr; hit [Glass_30_hitpoint]
*# Glass_31_source => hit [Glass_31_hitpoint]
+
*# Glass_31_source &rarr; hit [Glass_31_hitpoint]
*# Glass_32_source => hit [Glass_32_hitpoint]
+
*# Glass_32_source &rarr; hit [Glass_32_hitpoint]
*# Glass_33_source => hit [Glass_33_hitpoint]
+
*# Glass_33_source &rarr; hit [Glass_33_hitpoint]
*# Glass_34_source => hit [Glass_34_hitpoint]
+
*# Glass_34_source &rarr; hit [Glass_34_hitpoint]
*# Glass_35_source => hit [Glass_35_hitpoint]
+
*# Glass_35_source &rarr; hit [Glass_35_hitpoint]
*# Glass_36_source => hit [Glass_36_hitpoint]
+
*# Glass_36_source &rarr; hit [Glass_36_hitpoint]
*# Glass_37_source => hit [Glass_37_hitpoint]
+
*# Glass_37_source &rarr; hit [Glass_37_hitpoint]
*# Glass_38_source => hit [Glass_38_hitpoint]
+
*# Glass_38_source &rarr; hit [Glass_38_hitpoint]
*# Glass_39_source => hit [Glass_39_hitpoint]
+
*# Glass_39_source &rarr; hit [Glass_39_hitpoint]
*# Glass_40_source => hit [Glass_40_hitpoint]
+
*# Glass_40_source &rarr; hit [Glass_40_hitpoint]
*# Glass_41_source => hit [Glass_41_hitpoint]
+
*# Glass_41_source &rarr; hit [Glass_41_hitpoint]
*# Glass_42_source => hit [Glass_42_hitpoint]
+
*# Glass_42_source &rarr; hit [Glass_42_hitpoint]
*# Glass_43_source => hit [Glass_43_hitpoint]
+
*# Glass_43_source &rarr; hit [Glass_43_hitpoint]
*# Glass_44_source => hit [Glass_44_hitpoint]
+
*# Glass_44_source &rarr; hit [Glass_44_hitpoint]
*# Glass_45_source => hit [Glass_45_hitpoint]
+
*# Glass_45_source &rarr; hit [Glass_45_hitpoint]
*# Glass_46_source => hit [Glass_46_hitpoint]
+
*# Glass_46_source &rarr; hit [Glass_46_hitpoint]
*# Glass_47_source => hit [Glass_47_hitpoint]
+
*# Glass_47_source &rarr; hit [Glass_47_hitpoint]
*# Glass_48_source => hit [Glass_48_hitpoint]
+
*# Glass_48_source &rarr; hit [Glass_48_hitpoint]
*# Glass_49_source => hit [Glass_49_hitpoint]
+
*# Glass_49_source &rarr; hit [Glass_49_hitpoint]
*# Glass_50_source => hit [Glass_50_hitpoint]
+
*# Glass_50_source &rarr; hit [Glass_50_hitpoint]
*# Glass_51_source => hit [Glass_51_hitpoint]
+
*# Glass_51_source &rarr; hit [Glass_51_hitpoint]
*# Glass_52_source => hit [Glass_52_hitpoint]
+
*# Glass_52_source &rarr; hit [Glass_52_hitpoint]
*# Glass_53_source => hit [Glass_53_hitpoint]
+
*# Glass_53_source &rarr; hit [Glass_53_hitpoint]
*# Glass_54_source => hit [Glass_54_hitpoint]
+
*# Glass_54_source &rarr; hit [Glass_54_hitpoint]
*# Glass_55_source => hit [Glass_55_hitpoint]
+
*# Glass_55_source &rarr; hit [Glass_55_hitpoint]
*# Glass_56_source => hit [Glass_56_hitpoint]
+
*# Glass_56_source &rarr; hit [Glass_56_hitpoint]
*# Glass_57_source => hit [Glass_57_hitpoint]
+
*# Glass_57_source &rarr; hit [Glass_57_hitpoint]
*# Glass_58_source => hit [Glass_58_hitpoint]
+
*# Glass_58_source &rarr; hit [Glass_58_hitpoint]
*# Glass_59_source => hit [Glass_59_hitpoint]
+
*# Glass_59_source &rarr; hit [Glass_59_hitpoint]
*# Glass_60_source => hit [Glass_60_hitpoint]
+
*# Glass_60_source &rarr; hit [Glass_60_hitpoint]
 
* Land_Hospital_side1_F
 
* Land_Hospital_side1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Hospital_side2_F
 
* Land_Hospital_side2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_LightHouse_ruins_F
 
* Land_LightHouse_ruins_F
 
* Land_LightHouse_F
 
* Land_LightHouse_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Lighthouse_small_ruins_F
 
* Land_Lighthouse_small_ruins_F
 
* Land_Lighthouse_small_F
 
* Land_Lighthouse_small_F
Line 626: Line 626:
 
* Land_u_Addon_02_V1_F
 
* Land_u_Addon_02_V1_F
 
* Land_i_Addon_02_V1_F
 
* Land_i_Addon_02_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
* Land_Addon_03_V1_ruins_F
 
* Land_Addon_03_V1_ruins_F
 
* Land_i_Addon_03_V1_F
 
* Land_i_Addon_03_V1_F
Line 640: Line 640:
 
* Land_Garage_V1_ruins_F
 
* Land_Garage_V1_ruins_F
 
* Land_i_Garage_V1_F
 
* Land_i_Garage_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_i_Garage_V1_dam_F
 
* Land_i_Garage_V1_dam_F
 
* Land_i_Garage_V2_F
 
* Land_i_Garage_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_i_Garage_V2_dam_F
 
* Land_i_Garage_V2_dam_F
 
* Land_Metal_Shed_ruins_F
 
* Land_Metal_Shed_ruins_F
Line 653: Line 653:
 
* Land_House_Big_01_V1_ruins_F
 
* Land_House_Big_01_V1_ruins_F
 
* Land_i_House_Big_01_V1_F
 
* Land_i_House_Big_01_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
* Land_i_House_Big_01_V1_dam_F
 
* Land_i_House_Big_01_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
 
* Land_i_House_Big_01_V2_F
 
* Land_i_House_Big_01_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
* Land_i_House_Big_01_V2_dam_F
 
* Land_i_House_Big_01_V2_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
 
* Land_i_House_Big_01_V3_F
 
* Land_i_House_Big_01_V3_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
 
* Land_i_House_Big_01_V3_dam_F
 
* Land_i_House_Big_01_V3_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
 
* Land_u_House_Big_01_V1_F
 
* Land_u_House_Big_01_V1_F
 
* Land_u_House_Big_01_V1_dam_F
 
* Land_u_House_Big_01_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
* Land_d_House_Big_01_V1_F
 
* Land_d_House_Big_01_V1_F
 
* Land_House_Big_02_V1_ruins_F
 
* Land_House_Big_02_V1_ruins_F
 
* Land_i_House_Big_02_V1_F
 
* Land_i_House_Big_02_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
* Land_i_House_Big_02_V1_dam_F
 
* Land_i_House_Big_02_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
 
* Land_i_House_Big_02_V2_F
 
* Land_i_House_Big_02_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
* Land_i_House_Big_02_V2_dam_F
 
* Land_i_House_Big_02_V2_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
 
* Land_i_House_Big_02_V3_F
 
* Land_i_House_Big_02_V3_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
 
* Land_i_House_Big_02_V3_dam_F
 
* Land_i_House_Big_02_V3_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
 
* Land_u_House_Big_02_V1_F
 
* Land_u_House_Big_02_V1_F
 
* Land_u_House_Big_02_V1_dam_F
 
* Land_u_House_Big_02_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
* Land_d_House_Big_02_V1_F
 
* Land_d_House_Big_02_V1_F
 
* Land_Shop_01_V1_ruins_F
 
* Land_Shop_01_V1_ruins_F
 
* Land_i_Shop_01_V1_F
 
* Land_i_Shop_01_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
* Land_i_Shop_01_V1_dam_F
 
* Land_i_Shop_01_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
 
* Land_i_Shop_01_V2_F
 
* Land_i_Shop_01_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
* Land_i_Shop_01_V2_dam_F
 
* Land_i_Shop_01_V2_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
 
* Land_i_Shop_01_V3_F
 
* Land_i_Shop_01_V3_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
 
* Land_i_Shop_01_V3_dam_F
 
* Land_i_Shop_01_V3_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
 
* Land_u_Shop_01_V1_F
 
* Land_u_Shop_01_V1_F
 
* Land_u_Shop_01_V1_dam_F
 
* Land_u_Shop_01_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
* Land_d_Shop_01_V1_F
 
* Land_d_Shop_01_V1_F
 
* Land_Shop_02_V1_ruins_F
 
* Land_Shop_02_V1_ruins_F
 
* Land_i_Shop_02_V1_F
 
* Land_i_Shop_02_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
*# Glass_15_source => hit [Glass_15_hitpoint]
+
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
*# Glass_16_source => hit [Glass_16_hitpoint]
+
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
*# Glass_17_source => hit [Glass_17_hitpoint]
+
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
*# Glass_18_source => hit [Glass_18_hitpoint]
+
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
* Land_i_Shop_02_V1_dam_F
 
* Land_i_Shop_02_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
 
* Land_i_Shop_02_V2_F
 
* Land_i_Shop_02_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
*# Glass_15_source => hit [Glass_15_hitpoint]
+
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
*# Glass_16_source => hit [Glass_16_hitpoint]
+
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
*# Glass_17_source => hit [Glass_17_hitpoint]
+
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
*# Glass_18_source => hit [Glass_18_hitpoint]
+
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
* Land_i_Shop_02_V2_dam_F
 
* Land_i_Shop_02_V2_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
 
* Land_i_Shop_02_V3_F
 
* Land_i_Shop_02_V3_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
*# Glass_15_source => hit [Glass_15_hitpoint]
+
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
*# Glass_16_source => hit [Glass_16_hitpoint]
+
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
*# Glass_17_source => hit [Glass_17_hitpoint]
+
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
*# Glass_18_source => hit [Glass_18_hitpoint]
+
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
 
* Land_i_Shop_02_V3_dam_F
 
* Land_i_Shop_02_V3_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
 
* Land_u_Shop_02_V1_F
 
* Land_u_Shop_02_V1_F
 
* Land_u_Shop_02_V1_dam_F
 
* Land_u_Shop_02_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
* Land_d_Shop_02_V1_F
 
* Land_d_Shop_02_V1_F
 
* Land_House_Small_01_V1_ruins_F
 
* Land_House_Small_01_V1_ruins_F
 
* Land_i_House_Small_01_V1_F
 
* Land_i_House_Small_01_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
* Land_i_House_Small_01_V1_dam_F
 
* Land_i_House_Small_01_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
 
* Land_i_House_Small_01_V2_F
 
* Land_i_House_Small_01_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
* Land_i_House_Small_01_V2_dam_F
 
* Land_i_House_Small_01_V2_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
 
* Land_i_House_Small_01_V3_F
 
* Land_i_House_Small_01_V3_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
 
* Land_i_House_Small_01_V3_dam_F
 
* Land_i_House_Small_01_V3_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
 
* Land_u_House_Small_01_V1_F
 
* Land_u_House_Small_01_V1_F
 
* Land_u_House_Small_01_V1_dam_F
 
* Land_u_House_Small_01_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
* Land_d_House_Small_01_V1_F
 
* Land_d_House_Small_01_V1_F
 
* Land_House_Small_02_V1_ruins_F
 
* Land_House_Small_02_V1_ruins_F
 
* Land_i_House_Small_02_V1_F
 
* Land_i_House_Small_02_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
* Land_i_House_Small_02_V1_dam_F
 
* Land_i_House_Small_02_V1_dam_F
 
* Land_i_House_Small_02_V2_F
 
* Land_i_House_Small_02_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
* Land_i_House_Small_02_V2_dam_F
 
* Land_i_House_Small_02_V2_dam_F
 
* Land_i_House_Small_02_V3_F
 
* Land_i_House_Small_02_V3_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
 
* Land_i_House_Small_02_V3_dam_F
 
* Land_i_House_Small_02_V3_dam_F
 
* Land_u_House_Small_02_V1_F
 
* Land_u_House_Small_02_V1_F
Line 1,335: Line 1,335:
 
* Land_House_Small_03_V1_ruins_F
 
* Land_House_Small_03_V1_ruins_F
 
* Land_i_House_Small_03_V1_F
 
* Land_i_House_Small_03_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
* Land_i_House_Small_03_V1_dam_F
 
* Land_i_House_Small_03_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
* Land_cargo_addon01_V1_F
 
* Land_cargo_addon01_V1_F
 
* Land_cargo_addon01_V2_F
 
* Land_cargo_addon01_V2_F
Line 1,364: Line 1,364:
 
* Land_Slum_House01_ruins_F
 
* Land_Slum_House01_ruins_F
 
* Land_Slum_House01_F
 
* Land_Slum_House01_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Slum_House02_ruins_F
 
* Land_Slum_House02_ruins_F
 
* Land_Slum_House02_F
 
* Land_Slum_House02_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
* Land_Slum_House03_ruins_F
 
* Land_Slum_House03_ruins_F
 
* Land_Slum_House03_F
 
* Land_Slum_House03_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Stone_HouseBig_V1_ruins_F
 
* Land_Stone_HouseBig_V1_ruins_F
 
* Land_i_Stone_HouseBig_V1_F
 
* Land_i_Stone_HouseBig_V1_F
 
* Land_i_Stone_HouseBig_V1_dam_F
 
* Land_i_Stone_HouseBig_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
* Land_i_Stone_HouseBig_V2_F
 
* Land_i_Stone_HouseBig_V2_F
 
* Land_i_Stone_HouseBig_V2_dam_F
 
* Land_i_Stone_HouseBig_V2_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
* Land_i_Stone_HouseBig_V3_F
 
* Land_i_Stone_HouseBig_V3_F
 
* Land_i_Stone_HouseBig_V3_dam_F
 
* Land_i_Stone_HouseBig_V3_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
* Land_d_Stone_HouseBig_V1_F
 
* Land_d_Stone_HouseBig_V1_F
 
* Land_Stone_Shed_V1_ruins_F
 
* Land_Stone_Shed_V1_ruins_F
 
* Land_i_Stone_Shed_V1_F
 
* Land_i_Stone_Shed_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_i_Stone_Shed_V1_dam_F
 
* Land_i_Stone_Shed_V1_dam_F
 
* Land_i_Stone_Shed_V2_F
 
* Land_i_Stone_Shed_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_i_Stone_Shed_V2_dam_F
 
* Land_i_Stone_Shed_V2_dam_F
 
* Land_i_Stone_Shed_V3_F
 
* Land_i_Stone_Shed_V3_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_i_Stone_Shed_V3_dam_F
 
* Land_i_Stone_Shed_V3_dam_F
 
* Land_d_Stone_Shed_V1_F
 
* Land_d_Stone_Shed_V1_F
 
* Land_Stone_HouseSmall_V1_ruins_F
 
* Land_Stone_HouseSmall_V1_ruins_F
 
* Land_i_Stone_HouseSmall_V1_F
 
* Land_i_Stone_HouseSmall_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
 
* Land_i_Stone_HouseSmall_V1_dam_F
 
* Land_i_Stone_HouseSmall_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
* Land_i_Stone_HouseSmall_V2_F
 
* Land_i_Stone_HouseSmall_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
 
* Land_i_Stone_HouseSmall_V2_dam_F
 
* Land_i_Stone_HouseSmall_V2_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
* Land_i_Stone_HouseSmall_V3_F
 
* Land_i_Stone_HouseSmall_V3_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
 
* Land_i_Stone_HouseSmall_V3_dam_F
 
* Land_i_Stone_HouseSmall_V3_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
 
* Land_d_Stone_HouseSmall_V1_F
 
* Land_d_Stone_HouseSmall_V1_F
 
* Land_Unfinished_Building_01_ruins_F
 
* Land_Unfinished_Building_01_ruins_F
Line 1,463: Line 1,463:
 
* Land_Unfinished_Building_02_F
 
* Land_Unfinished_Building_02_F
 
* Land_Airport_center_F
 
* Land_Airport_center_F
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
*# Glass_15_source => hit [Glass_15_hitpoint]
+
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
*# Glass_16_source => hit [Glass_16_hitpoint]
+
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
*# Glass_17_source => hit [Glass_17_hitpoint]
+
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
*# Glass_18_source => hit [Glass_18_hitpoint]
+
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
*# Glass_19_source => hit [Glass_19_hitpoint]
+
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
*# Glass_20_source => hit [Glass_20_hitpoint]
+
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
*# Glass_21_source => hit [Glass_21_hitpoint]
+
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
*# Glass_22_source => hit [Glass_22_hitpoint]
+
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
*# Glass_23_source => hit [Glass_23_hitpoint]
+
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
*# Glass_24_source => hit [Glass_24_hitpoint]
+
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
*# Glass_25_source => hit [Glass_25_hitpoint]
+
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
*# Glass_26_source => hit [Glass_26_hitpoint]
+
*# Glass_26_source &rarr; hit [Glass_26_hitpoint]
*# Glass_27_source => hit [Glass_27_hitpoint]
+
*# Glass_27_source &rarr; hit [Glass_27_hitpoint]
*# Glass_28_source => hit [Glass_28_hitpoint]
+
*# Glass_28_source &rarr; hit [Glass_28_hitpoint]
*# Glass_29_source => hit [Glass_29_hitpoint]
+
*# Glass_29_source &rarr; hit [Glass_29_hitpoint]
*# Glass_30_source => hit [Glass_30_hitpoint]
+
*# Glass_30_source &rarr; hit [Glass_30_hitpoint]
*# Glass_31_source => hit [Glass_31_hitpoint]
+
*# Glass_31_source &rarr; hit [Glass_31_hitpoint]
*# Glass_32_source => hit [Glass_32_hitpoint]
+
*# Glass_32_source &rarr; hit [Glass_32_hitpoint]
 
* Land_Airport_left_F
 
* Land_Airport_left_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Door_7_sound_source => user
+
*# Door_7_sound_source &rarr; user
*# Door_7_noSound_source => user
+
*# Door_7_noSound_source &rarr; user
*# Door_7_locked_source => user
+
*# Door_7_locked_source &rarr; user
*# Door_8_sound_source => user
+
*# Door_8_sound_source &rarr; user
*# Door_8_noSound_source => user
+
*# Door_8_noSound_source &rarr; user
*# Door_8_locked_source => user
+
*# Door_8_locked_source &rarr; user
*# Glass_33_source => hit [Glass_33_hitpoint]
+
*# Glass_33_source &rarr; hit [Glass_33_hitpoint]
*# Glass_34_source => hit [Glass_34_hitpoint]
+
*# Glass_34_source &rarr; hit [Glass_34_hitpoint]
*# Glass_35_source => hit [Glass_35_hitpoint]
+
*# Glass_35_source &rarr; hit [Glass_35_hitpoint]
*# Glass_36_source => hit [Glass_36_hitpoint]
+
*# Glass_36_source &rarr; hit [Glass_36_hitpoint]
*# Glass_37_source => hit [Glass_37_hitpoint]
+
*# Glass_37_source &rarr; hit [Glass_37_hitpoint]
*# Glass_38_source => hit [Glass_38_hitpoint]
+
*# Glass_38_source &rarr; hit [Glass_38_hitpoint]
*# Glass_39_source => hit [Glass_39_hitpoint]
+
*# Glass_39_source &rarr; hit [Glass_39_hitpoint]
*# Glass_40_source => hit [Glass_40_hitpoint]
+
*# Glass_40_source &rarr; hit [Glass_40_hitpoint]
*# Glass_41_source => hit [Glass_41_hitpoint]
+
*# Glass_41_source &rarr; hit [Glass_41_hitpoint]
*# Glass_42_source => hit [Glass_42_hitpoint]
+
*# Glass_42_source &rarr; hit [Glass_42_hitpoint]
*# Glass_43_source => hit [Glass_43_hitpoint]
+
*# Glass_43_source &rarr; hit [Glass_43_hitpoint]
*# Glass_44_source => hit [Glass_44_hitpoint]
+
*# Glass_44_source &rarr; hit [Glass_44_hitpoint]
*# Glass_45_source => hit [Glass_45_hitpoint]
+
*# Glass_45_source &rarr; hit [Glass_45_hitpoint]
*# Glass_46_source => hit [Glass_46_hitpoint]
+
*# Glass_46_source &rarr; hit [Glass_46_hitpoint]
*# Glass_47_source => hit [Glass_47_hitpoint]
+
*# Glass_47_source &rarr; hit [Glass_47_hitpoint]
*# Glass_48_source => hit [Glass_48_hitpoint]
+
*# Glass_48_source &rarr; hit [Glass_48_hitpoint]
*# Glass_49_source => hit [Glass_49_hitpoint]
+
*# Glass_49_source &rarr; hit [Glass_49_hitpoint]
*# Glass_50_source => hit [Glass_50_hitpoint]
+
*# Glass_50_source &rarr; hit [Glass_50_hitpoint]
*# Glass_51_source => hit [Glass_51_hitpoint]
+
*# Glass_51_source &rarr; hit [Glass_51_hitpoint]
*# Glass_52_source => hit [Glass_52_hitpoint]
+
*# Glass_52_source &rarr; hit [Glass_52_hitpoint]
*# Glass_53_source => hit [Glass_53_hitpoint]
+
*# Glass_53_source &rarr; hit [Glass_53_hitpoint]
*# Glass_54_source => hit [Glass_54_hitpoint]
+
*# Glass_54_source &rarr; hit [Glass_54_hitpoint]
*# Glass_55_source => hit [Glass_55_hitpoint]
+
*# Glass_55_source &rarr; hit [Glass_55_hitpoint]
*# Glass_56_source => hit [Glass_56_hitpoint]
+
*# Glass_56_source &rarr; hit [Glass_56_hitpoint]
*# Glass_57_source => hit [Glass_57_hitpoint]
+
*# Glass_57_source &rarr; hit [Glass_57_hitpoint]
*# Glass_58_source => hit [Glass_58_hitpoint]
+
*# Glass_58_source &rarr; hit [Glass_58_hitpoint]
*# Glass_59_source => hit [Glass_59_hitpoint]
+
*# Glass_59_source &rarr; hit [Glass_59_hitpoint]
*# Glass_60_source => hit [Glass_60_hitpoint]
+
*# Glass_60_source &rarr; hit [Glass_60_hitpoint]
*# Glass_61_source => hit [Glass_61_hitpoint]
+
*# Glass_61_source &rarr; hit [Glass_61_hitpoint]
 
* Land_Airport_right_F
 
* Land_Airport_right_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Door_7_sound_source => user
+
*# Door_7_sound_source &rarr; user
*# Door_7_noSound_source => user
+
*# Door_7_noSound_source &rarr; user
*# Door_7_locked_source => user
+
*# Door_7_locked_source &rarr; user
*# Door_8_sound_source => user
+
*# Door_8_sound_source &rarr; user
*# Door_8_noSound_source => user
+
*# Door_8_noSound_source &rarr; user
*# Door_8_locked_source => user
+
*# Door_8_locked_source &rarr; user
*# Glass_33_source => hit [Glass_33_hitpoint]
+
*# Glass_33_source &rarr; hit [Glass_33_hitpoint]
*# Glass_34_source => hit [Glass_34_hitpoint]
+
*# Glass_34_source &rarr; hit [Glass_34_hitpoint]
*# Glass_35_source => hit [Glass_35_hitpoint]
+
*# Glass_35_source &rarr; hit [Glass_35_hitpoint]
*# Glass_36_source => hit [Glass_36_hitpoint]
+
*# Glass_36_source &rarr; hit [Glass_36_hitpoint]
*# Glass_37_source => hit [Glass_37_hitpoint]
+
*# Glass_37_source &rarr; hit [Glass_37_hitpoint]
*# Glass_38_source => hit [Glass_38_hitpoint]
+
*# Glass_38_source &rarr; hit [Glass_38_hitpoint]
*# Glass_39_source => hit [Glass_39_hitpoint]
+
*# Glass_39_source &rarr; hit [Glass_39_hitpoint]
*# Glass_40_source => hit [Glass_40_hitpoint]
+
*# Glass_40_source &rarr; hit [Glass_40_hitpoint]
*# Glass_41_source => hit [Glass_41_hitpoint]
+
*# Glass_41_source &rarr; hit [Glass_41_hitpoint]
*# Glass_42_source => hit [Glass_42_hitpoint]
+
*# Glass_42_source &rarr; hit [Glass_42_hitpoint]
*# Glass_43_source => hit [Glass_43_hitpoint]
+
*# Glass_43_source &rarr; hit [Glass_43_hitpoint]
*# Glass_44_source => hit [Glass_44_hitpoint]
+
*# Glass_44_source &rarr; hit [Glass_44_hitpoint]
*# Glass_45_source => hit [Glass_45_hitpoint]
+
*# Glass_45_source &rarr; hit [Glass_45_hitpoint]
*# Glass_46_source => hit [Glass_46_hitpoint]
+
*# Glass_46_source &rarr; hit [Glass_46_hitpoint]
*# Glass_47_source => hit [Glass_47_hitpoint]
+
*# Glass_47_source &rarr; hit [Glass_47_hitpoint]
*# Glass_48_source => hit [Glass_48_hitpoint]
+
*# Glass_48_source &rarr; hit [Glass_48_hitpoint]
*# Glass_49_source => hit [Glass_49_hitpoint]
+
*# Glass_49_source &rarr; hit [Glass_49_hitpoint]
*# Glass_50_source => hit [Glass_50_hitpoint]
+
*# Glass_50_source &rarr; hit [Glass_50_hitpoint]
*# Glass_51_source => hit [Glass_51_hitpoint]
+
*# Glass_51_source &rarr; hit [Glass_51_hitpoint]
*# Glass_52_source => hit [Glass_52_hitpoint]
+
*# Glass_52_source &rarr; hit [Glass_52_hitpoint]
*# Glass_53_source => hit [Glass_53_hitpoint]
+
*# Glass_53_source &rarr; hit [Glass_53_hitpoint]
*# Glass_54_source => hit [Glass_54_hitpoint]
+
*# Glass_54_source &rarr; hit [Glass_54_hitpoint]
*# Glass_55_source => hit [Glass_55_hitpoint]
+
*# Glass_55_source &rarr; hit [Glass_55_hitpoint]
*# Glass_56_source => hit [Glass_56_hitpoint]
+
*# Glass_56_source &rarr; hit [Glass_56_hitpoint]
*# Glass_57_source => hit [Glass_57_hitpoint]
+
*# Glass_57_source &rarr; hit [Glass_57_hitpoint]
*# Glass_58_source => hit [Glass_58_hitpoint]
+
*# Glass_58_source &rarr; hit [Glass_58_hitpoint]
*# Glass_59_source => hit [Glass_59_hitpoint]
+
*# Glass_59_source &rarr; hit [Glass_59_hitpoint]
*# Glass_60_source => hit [Glass_60_hitpoint]
+
*# Glass_60_source &rarr; hit [Glass_60_hitpoint]
*# Glass_61_source => hit [Glass_61_hitpoint]
+
*# Glass_61_source &rarr; hit [Glass_61_hitpoint]
 
* Land_Airport_Tower_ruins_F
 
* Land_Airport_Tower_ruins_F
 
* Land_Airport_Tower_F
 
* Land_Airport_Tower_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
*# Glass_15_source => hit [Glass_15_hitpoint]
+
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
*# Glass_16_source => hit [Glass_16_hitpoint]
+
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
*# Glass_17_source => hit [Glass_17_hitpoint]
+
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
*# Glass_18_source => hit [Glass_18_hitpoint]
+
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
*# Glass_19_source => hit [Glass_19_hitpoint]
+
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
*# Glass_20_source => hit [Glass_20_hitpoint]
+
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
*# Glass_21_source => hit [Glass_21_hitpoint]
+
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
*# Glass_22_source => hit [Glass_22_hitpoint]
+
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
*# Glass_23_source => hit [Glass_23_hitpoint]
+
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
*# Glass_24_source => hit [Glass_24_hitpoint]
+
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
*# Glass_25_source => hit [Glass_25_hitpoint]
+
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
*# Glass_26_source => hit [Glass_26_hitpoint]
+
*# Glass_26_source &rarr; hit [Glass_26_hitpoint]
*# Glass_27_source => hit [Glass_27_hitpoint]
+
*# Glass_27_source &rarr; hit [Glass_27_hitpoint]
*# Glass_28_source => hit [Glass_28_hitpoint]
+
*# Glass_28_source &rarr; hit [Glass_28_hitpoint]
*# Glass_29_source => hit [Glass_29_hitpoint]
+
*# Glass_29_source &rarr; hit [Glass_29_hitpoint]
*# Glass_30_source => hit [Glass_30_hitpoint]
+
*# Glass_30_source &rarr; hit [Glass_30_hitpoint]
*# Glass_31_source => hit [Glass_31_hitpoint]
+
*# Glass_31_source &rarr; hit [Glass_31_hitpoint]
*# Glass_32_source => hit [Glass_32_hitpoint]
+
*# Glass_32_source &rarr; hit [Glass_32_hitpoint]
*# Glass_33_source => hit [Glass_33_hitpoint]
+
*# Glass_33_source &rarr; hit [Glass_33_hitpoint]
*# Glass_34_source => hit [Glass_34_hitpoint]
+
*# Glass_34_source &rarr; hit [Glass_34_hitpoint]
 
* Land_Airport_Tower_dam_F
 
* Land_Airport_Tower_dam_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Hangar_F
 
* Land_Hangar_F
 
* Land_LandMark_F
 
* Land_LandMark_F
 
* Land_CargoBox_V1_F
 
* Land_CargoBox_V1_F
 
* Land_Cargo20_blue_F
 
* Land_Cargo20_blue_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo20_brick_red_F
 
* Land_Cargo20_brick_red_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo20_cyan_F
 
* Land_Cargo20_cyan_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo20_grey_F
 
* Land_Cargo20_grey_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo20_light_blue_F
 
* Land_Cargo20_light_blue_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo20_light_green_F
 
* Land_Cargo20_light_green_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo20_military_green_F
 
* Land_Cargo20_military_green_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo20_orange_F
 
* Land_Cargo20_orange_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo20_red_F
 
* Land_Cargo20_red_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo20_sand_F
 
* Land_Cargo20_sand_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo20_white_F
 
* Land_Cargo20_white_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo20_yellow_F
 
* Land_Cargo20_yellow_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo40_blue_F
 
* Land_Cargo40_blue_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo40_brick_red_F
 
* Land_Cargo40_brick_red_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo40_cyan_F
 
* Land_Cargo40_cyan_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo40_grey_F
 
* Land_Cargo40_grey_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo40_light_blue_F
 
* Land_Cargo40_light_blue_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo40_light_green_F
 
* Land_Cargo40_light_green_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo40_military_green_F
 
* Land_Cargo40_military_green_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo40_orange_F
 
* Land_Cargo40_orange_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo40_red_F
 
* Land_Cargo40_red_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo40_sand_F
 
* Land_Cargo40_sand_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo40_white_F
 
* Land_Cargo40_white_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo40_yellow_F
 
* Land_Cargo40_yellow_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Cargo20_color_V1_ruins_F
 
* Land_Cargo20_color_V1_ruins_F
 
* Land_Cargo20_color_V2_ruins_F
 
* Land_Cargo20_color_V2_ruins_F
Line 1,833: Line 1,833:
 
* Land_Cargo40_military_ruins_F
 
* Land_Cargo40_military_ruins_F
 
* Land_CarService_F
 
* Land_CarService_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
 
* Land_cmp_Hopper_ruins_F
 
* Land_cmp_Hopper_ruins_F
 
* Land_cmp_Hopper_F
 
* Land_cmp_Hopper_F
Line 1,880: Line 1,880:
 
* Land_Factory_Main_ruins_F
 
* Land_Factory_Main_ruins_F
 
* Land_Factory_Main_F
 
* Land_Factory_Main_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Factory_Tunnel_F
 
* Land_Factory_Tunnel_F
 
* Land_FuelStation_Build_ruins_F
 
* Land_FuelStation_Build_ruins_F
 
* Land_FuelStation_Build_F
 
* Land_FuelStation_Build_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
 
* Land_FuelStation_Feed_F
 
* Land_FuelStation_Feed_F
 
* Land_FuelStation_Shed_ruins_F
 
* Land_FuelStation_Shed_ruins_F
Line 1,967: Line 1,967:
 
* Land_Shed_Ind_ruins_F
 
* Land_Shed_Ind_ruins_F
 
* Land_i_Shed_Ind_F
 
* Land_i_Shed_Ind_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Door_7_sound_source => user
+
*# Door_7_sound_source &rarr; user
*# Door_7_noSound_source => user
+
*# Door_7_noSound_source &rarr; user
*# Door_7_locked_source => user
+
*# Door_7_locked_source &rarr; user
*# Door_8_sound_source => user
+
*# Door_8_sound_source &rarr; user
*# Door_8_noSound_source => user
+
*# Door_8_noSound_source &rarr; user
*# Door_8_locked_source => user
+
*# Door_8_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
*# Glass_15_source => hit [Glass_15_hitpoint]
+
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
*# Glass_16_source => hit [Glass_16_hitpoint]
+
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
*# Glass_17_source => hit [Glass_17_hitpoint]
+
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
*# Glass_18_source => hit [Glass_18_hitpoint]
+
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
*# Glass_19_source => hit [Glass_19_hitpoint]
+
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
*# Glass_20_source => hit [Glass_20_hitpoint]
+
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
*# Glass_21_source => hit [Glass_21_hitpoint]
+
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
*# Glass_22_source => hit [Glass_22_hitpoint]
+
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
*# Glass_23_source => hit [Glass_23_hitpoint]
+
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
*# Glass_24_source => hit [Glass_24_hitpoint]
+
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
 
* Land_u_Shed_Ind_F
 
* Land_u_Shed_Ind_F
 
* Land_SolarPanel_1_F
 
* Land_SolarPanel_1_F
Line 2,026: Line 2,026:
 
* Land_spp_Tower_ruins_F
 
* Land_spp_Tower_ruins_F
 
* Land_spp_Tower_F
 
* Land_spp_Tower_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_spp_Tower_dam_F
 
* Land_spp_Tower_dam_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_spp_Transformer_ruins_F
 
* Land_spp_Transformer_ruins_F
 
* Land_spp_Transformer_F
 
* Land_spp_Transformer_F
Line 2,052: Line 2,052:
 
* Land_d_Windmill01_F
 
* Land_d_Windmill01_F
 
* Land_i_Windmill01_F
 
* Land_i_Windmill01_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_PowerGenerator_F
 
* Land_PowerGenerator_F
 
* Land_wpp_Turbine_V1_F
 
* Land_wpp_Turbine_V1_F
 
* Land_wpp_Turbine_V1_off_F
 
* Land_wpp_Turbine_V1_off_F
*# time => ::time
+
*# time &rarr; ::time
*# timeRndOffset => ::timeRndOffset
+
*# timeRndOffset &rarr; ::timeRndOffset
 
* Land_wpp_Turbine_V2_F
 
* Land_wpp_Turbine_V2_F
 
* Land_wpp_Turbine_V2_off_F
 
* Land_wpp_Turbine_V2_off_F
*# time => ::time
+
*# time &rarr; ::time
*# timeRndOffset => ::timeRndOffset
+
*# timeRndOffset &rarr; ::timeRndOffset
 
* Land_File1_F
 
* Land_File1_F
 
* Land_File2_F
 
* Land_File2_F
Line 2,147: Line 2,147:
 
* Land_Barracks_ruins_F
 
* Land_Barracks_ruins_F
 
* Land_i_Barracks_V1_F
 
* Land_i_Barracks_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Door_7_sound_source => user
+
*# Door_7_sound_source &rarr; user
*# Door_7_noSound_source => user
+
*# Door_7_noSound_source &rarr; user
*# Door_7_locked_source => user
+
*# Door_7_locked_source &rarr; user
*# Door_8_sound_source => user
+
*# Door_8_sound_source &rarr; user
*# Door_8_noSound_source => user
+
*# Door_8_noSound_source &rarr; user
*# Door_8_locked_source => user
+
*# Door_8_locked_source &rarr; user
*# Door_9_sound_source => user
+
*# Door_9_sound_source &rarr; user
*# Door_9_noSound_source => user
+
*# Door_9_noSound_source &rarr; user
*# Door_9_locked_source => user
+
*# Door_9_locked_source &rarr; user
*# Door_10_sound_source => user
+
*# Door_10_sound_source &rarr; user
*# Door_10_noSound_source => user
+
*# Door_10_noSound_source &rarr; user
*# Door_10_locked_source => user
+
*# Door_10_locked_source &rarr; user
*# Door_11_sound_source => user
+
*# Door_11_sound_source &rarr; user
*# Door_11_noSound_source => user
+
*# Door_11_noSound_source &rarr; user
*# Door_11_locked_source => user
+
*# Door_11_locked_source &rarr; user
*# Door_12_sound_source => user
+
*# Door_12_sound_source &rarr; user
*# Door_12_noSound_source => user
+
*# Door_12_noSound_source &rarr; user
*# Door_12_locked_source => user
+
*# Door_12_locked_source &rarr; user
*# Door_13_sound_source => user
+
*# Door_13_sound_source &rarr; user
*# Door_13_noSound_source => user
+
*# Door_13_noSound_source &rarr; user
*# Door_13_locked_source => user
+
*# Door_13_locked_source &rarr; user
*# Door_14_sound_source => user
+
*# Door_14_sound_source &rarr; user
*# Door_14_noSound_source => user
+
*# Door_14_noSound_source &rarr; user
*# Door_14_locked_source => user
+
*# Door_14_locked_source &rarr; user
*# Door_15_sound_source => user
+
*# Door_15_sound_source &rarr; user
*# Door_15_noSound_source => user
+
*# Door_15_noSound_source &rarr; user
*# Door_15_locked_source => user
+
*# Door_15_locked_source &rarr; user
*# Door_16_sound_source => user
+
*# Door_16_sound_source &rarr; user
*# Door_16_noSound_source => user
+
*# Door_16_noSound_source &rarr; user
*# Door_16_locked_source => user
+
*# Door_16_locked_source &rarr; user
*# Door_17_sound_source => user
+
*# Door_17_sound_source &rarr; user
*# Door_17_noSound_source => user
+
*# Door_17_noSound_source &rarr; user
*# Door_17_locked_source => user
+
*# Door_17_locked_source &rarr; user
*# Door_18_sound_source => user
+
*# Door_18_sound_source &rarr; user
*# Door_18_noSound_source => user
+
*# Door_18_noSound_source &rarr; user
*# Door_18_locked_source => user
+
*# Door_18_locked_source &rarr; user
*# Door_19_sound_source => user
+
*# Door_19_sound_source &rarr; user
*# Door_19_noSound_source => user
+
*# Door_19_noSound_source &rarr; user
*# Door_19_locked_source => user
+
*# Door_19_locked_source &rarr; user
*# Door_20_sound_source => user
+
*# Door_20_sound_source &rarr; user
*# Door_20_noSound_source => user
+
*# Door_20_noSound_source &rarr; user
*# Door_20_locked_source => user
+
*# Door_20_locked_source &rarr; user
*# Door_21_sound_source => user
+
*# Door_21_sound_source &rarr; user
*# Door_21_noSound_source => user
+
*# Door_21_noSound_source &rarr; user
*# Door_21_locked_source => user
+
*# Door_21_locked_source &rarr; user
*# Door_22_sound_source => user
+
*# Door_22_sound_source &rarr; user
*# Door_22_noSound_source => user
+
*# Door_22_noSound_source &rarr; user
*# Door_22_locked_source => user
+
*# Door_22_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
*# Glass_15_source => hit [Glass_15_hitpoint]
+
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
*# Glass_16_source => hit [Glass_16_hitpoint]
+
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
*# Glass_17_source => hit [Glass_17_hitpoint]
+
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
*# Glass_18_source => hit [Glass_18_hitpoint]
+
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
*# Glass_19_source => hit [Glass_19_hitpoint]
+
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
*# Glass_20_source => hit [Glass_20_hitpoint]
+
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
*# Glass_21_source => hit [Glass_21_hitpoint]
+
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
*# Glass_22_source => hit [Glass_22_hitpoint]
+
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
*# Glass_23_source => hit [Glass_23_hitpoint]
+
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
*# Glass_24_source => hit [Glass_24_hitpoint]
+
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
*# Glass_25_source => hit [Glass_25_hitpoint]
+
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
*# Glass_26_source => hit [Glass_26_hitpoint]
+
*# Glass_26_source &rarr; hit [Glass_26_hitpoint]
*# Glass_27_source => hit [Glass_27_hitpoint]
+
*# Glass_27_source &rarr; hit [Glass_27_hitpoint]
*# Glass_28_source => hit [Glass_28_hitpoint]
+
*# Glass_28_source &rarr; hit [Glass_28_hitpoint]
*# Glass_29_source => hit [Glass_29_hitpoint]
+
*# Glass_29_source &rarr; hit [Glass_29_hitpoint]
*# Glass_30_source => hit [Glass_30_hitpoint]
+
*# Glass_30_source &rarr; hit [Glass_30_hitpoint]
*# Glass_31_source => hit [Glass_31_hitpoint]
+
*# Glass_31_source &rarr; hit [Glass_31_hitpoint]
*# Glass_32_source => hit [Glass_32_hitpoint]
+
*# Glass_32_source &rarr; hit [Glass_32_hitpoint]
*# Glass_33_source => hit [Glass_33_hitpoint]
+
*# Glass_33_source &rarr; hit [Glass_33_hitpoint]
*# Glass_34_source => hit [Glass_34_hitpoint]
+
*# Glass_34_source &rarr; hit [Glass_34_hitpoint]
*# Glass_35_source => hit [Glass_35_hitpoint]
+
*# Glass_35_source &rarr; hit [Glass_35_hitpoint]
*# Glass_36_source => hit [Glass_36_hitpoint]
+
*# Glass_36_source &rarr; hit [Glass_36_hitpoint]
*# Glass_37_source => hit [Glass_37_hitpoint]
+
*# Glass_37_source &rarr; hit [Glass_37_hitpoint]
*# Glass_38_source => hit [Glass_38_hitpoint]
+
*# Glass_38_source &rarr; hit [Glass_38_hitpoint]
*# Glass_39_source => hit [Glass_39_hitpoint]
+
*# Glass_39_source &rarr; hit [Glass_39_hitpoint]
*# Glass_40_source => hit [Glass_40_hitpoint]
+
*# Glass_40_source &rarr; hit [Glass_40_hitpoint]
*# Glass_41_source => hit [Glass_41_hitpoint]
+
*# Glass_41_source &rarr; hit [Glass_41_hitpoint]
*# Glass_42_source => hit [Glass_42_hitpoint]
+
*# Glass_42_source &rarr; hit [Glass_42_hitpoint]
*# Glass_43_source => hit [Glass_43_hitpoint]
+
*# Glass_43_source &rarr; hit [Glass_43_hitpoint]
*# Glass_44_source => hit [Glass_44_hitpoint]
+
*# Glass_44_source &rarr; hit [Glass_44_hitpoint]
*# Glass_45_source => hit [Glass_45_hitpoint]
+
*# Glass_45_source &rarr; hit [Glass_45_hitpoint]
*# Glass_46_source => hit [Glass_46_hitpoint]
+
*# Glass_46_source &rarr; hit [Glass_46_hitpoint]
*# Glass_47_source => hit [Glass_47_hitpoint]
+
*# Glass_47_source &rarr; hit [Glass_47_hitpoint]
*# Glass_48_source => hit [Glass_48_hitpoint]
+
*# Glass_48_source &rarr; hit [Glass_48_hitpoint]
*# Glass_49_source => hit [Glass_49_hitpoint]
+
*# Glass_49_source &rarr; hit [Glass_49_hitpoint]
*# Glass_50_source => hit [Glass_50_hitpoint]
+
*# Glass_50_source &rarr; hit [Glass_50_hitpoint]
*# Glass_51_source => hit [Glass_51_hitpoint]
+
*# Glass_51_source &rarr; hit [Glass_51_hitpoint]
*# Glass_52_source => hit [Glass_52_hitpoint]
+
*# Glass_52_source &rarr; hit [Glass_52_hitpoint]
*# Glass_53_source => hit [Glass_53_hitpoint]
+
*# Glass_53_source &rarr; hit [Glass_53_hitpoint]
*# Glass_54_source => hit [Glass_54_hitpoint]
+
*# Glass_54_source &rarr; hit [Glass_54_hitpoint]
*# Glass_55_source => hit [Glass_55_hitpoint]
+
*# Glass_55_source &rarr; hit [Glass_55_hitpoint]
*# Glass_56_source => hit [Glass_56_hitpoint]
+
*# Glass_56_source &rarr; hit [Glass_56_hitpoint]
*# Glass_57_source => hit [Glass_57_hitpoint]
+
*# Glass_57_source &rarr; hit [Glass_57_hitpoint]
*# Glass_58_source => hit [Glass_58_hitpoint]
+
*# Glass_58_source &rarr; hit [Glass_58_hitpoint]
*# Glass_59_source => hit [Glass_59_hitpoint]
+
*# Glass_59_source &rarr; hit [Glass_59_hitpoint]
*# Glass_60_source => hit [Glass_60_hitpoint]
+
*# Glass_60_source &rarr; hit [Glass_60_hitpoint]
*# Glass_61_source => hit [Glass_61_hitpoint]
+
*# Glass_61_source &rarr; hit [Glass_61_hitpoint]
*# Glass_62_source => hit [Glass_62_hitpoint]
+
*# Glass_62_source &rarr; hit [Glass_62_hitpoint]
 
* Land_i_Barracks_V1_dam_F
 
* Land_i_Barracks_V1_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Door_7_sound_source => user
+
*# Door_7_sound_source &rarr; user
*# Door_7_noSound_source => user
+
*# Door_7_noSound_source &rarr; user
*# Door_7_locked_source => user
+
*# Door_7_locked_source &rarr; user
*# Door_8_sound_source => user
+
*# Door_8_sound_source &rarr; user
*# Door_8_noSound_source => user
+
*# Door_8_noSound_source &rarr; user
*# Door_8_locked_source => user
+
*# Door_8_locked_source &rarr; user
*# Door_9_sound_source => user
+
*# Door_9_sound_source &rarr; user
*# Door_9_noSound_source => user
+
*# Door_9_noSound_source &rarr; user
*# Door_9_locked_source => user
+
*# Door_9_locked_source &rarr; user
*# Door_10_sound_source => user
+
*# Door_10_sound_source &rarr; user
*# Door_10_noSound_source => user
+
*# Door_10_noSound_source &rarr; user
*# Door_10_locked_source => user
+
*# Door_10_locked_source &rarr; user
*# Door_11_sound_source => user
+
*# Door_11_sound_source &rarr; user
*# Door_11_noSound_source => user
+
*# Door_11_noSound_source &rarr; user
*# Door_11_locked_source => user
+
*# Door_11_locked_source &rarr; user
*# Door_12_sound_source => user
+
*# Door_12_sound_source &rarr; user
*# Door_12_noSound_source => user
+
*# Door_12_noSound_source &rarr; user
*# Door_12_locked_source => user
+
*# Door_12_locked_source &rarr; user
*# Door_13_sound_source => user
+
*# Door_13_sound_source &rarr; user
*# Door_13_noSound_source => user
+
*# Door_13_noSound_source &rarr; user
*# Door_13_locked_source => user
+
*# Door_13_locked_source &rarr; user
*# Door_14_sound_source => user
+
*# Door_14_sound_source &rarr; user
*# Door_14_noSound_source => user
+
*# Door_14_noSound_source &rarr; user
*# Door_14_locked_source => user
+
*# Door_14_locked_source &rarr; user
*# Door_15_sound_source => user
+
*# Door_15_sound_source &rarr; user
*# Door_15_noSound_source => user
+
*# Door_15_noSound_source &rarr; user
*# Door_15_locked_source => user
+
*# Door_15_locked_source &rarr; user
*# Door_16_sound_source => user
+
*# Door_16_sound_source &rarr; user
*# Door_16_noSound_source => user
+
*# Door_16_noSound_source &rarr; user
*# Door_16_locked_source => user
+
*# Door_16_locked_source &rarr; user
*# Door_17_sound_source => user
+
*# Door_17_sound_source &rarr; user
*# Door_17_noSound_source => user
+
*# Door_17_noSound_source &rarr; user
*# Door_17_locked_source => user
+
*# Door_17_locked_source &rarr; user
*# Door_18_sound_source => user
+
*# Door_18_sound_source &rarr; user
*# Door_18_noSound_source => user
+
*# Door_18_noSound_source &rarr; user
*# Door_18_locked_source => user
+
*# Door_18_locked_source &rarr; user
*# Door_19_sound_source => user
+
*# Door_19_sound_source &rarr; user
*# Door_19_noSound_source => user
+
*# Door_19_noSound_source &rarr; user
*# Door_19_locked_source => user
+
*# Door_19_locked_source &rarr; user
*# Door_20_sound_source => user
+
*# Door_20_sound_source &rarr; user
*# Door_20_noSound_source => user
+
*# Door_20_noSound_source &rarr; user
*# Door_20_locked_source => user
+
*# Door_20_locked_source &rarr; user
*# Door_21_sound_source => user
+
*# Door_21_sound_source &rarr; user
*# Door_21_noSound_source => user
+
*# Door_21_noSound_source &rarr; user
*# Door_21_locked_source => user
+
*# Door_21_locked_source &rarr; user
*# Door_22_sound_source => user
+
*# Door_22_sound_source &rarr; user
*# Door_22_noSound_source => user
+
*# Door_22_noSound_source &rarr; user
*# Door_22_locked_source => user
+
*# Door_22_locked_source &rarr; user
 
* Land_i_Barracks_V2_F
 
* Land_i_Barracks_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Door_7_sound_source => user
+
*# Door_7_sound_source &rarr; user
*# Door_7_noSound_source => user
+
*# Door_7_noSound_source &rarr; user
*# Door_7_locked_source => user
+
*# Door_7_locked_source &rarr; user
*# Door_8_sound_source => user
+
*# Door_8_sound_source &rarr; user
*# Door_8_noSound_source => user
+
*# Door_8_noSound_source &rarr; user
*# Door_8_locked_source => user
+
*# Door_8_locked_source &rarr; user
*# Door_9_sound_source => user
+
*# Door_9_sound_source &rarr; user
*# Door_9_noSound_source => user
+
*# Door_9_noSound_source &rarr; user
*# Door_9_locked_source => user
+
*# Door_9_locked_source &rarr; user
*# Door_10_sound_source => user
+
*# Door_10_sound_source &rarr; user
*# Door_10_noSound_source => user
+
*# Door_10_noSound_source &rarr; user
*# Door_10_locked_source => user
+
*# Door_10_locked_source &rarr; user
*# Door_11_sound_source => user
+
*# Door_11_sound_source &rarr; user
*# Door_11_noSound_source => user
+
*# Door_11_noSound_source &rarr; user
*# Door_11_locked_source => user
+
*# Door_11_locked_source &rarr; user
*# Door_12_sound_source => user
+
*# Door_12_sound_source &rarr; user
*# Door_12_noSound_source => user
+
*# Door_12_noSound_source &rarr; user
*# Door_12_locked_source => user
+
*# Door_12_locked_source &rarr; user
*# Door_13_sound_source => user
+
*# Door_13_sound_source &rarr; user
*# Door_13_noSound_source => user
+
*# Door_13_noSound_source &rarr; user
*# Door_13_locked_source => user
+
*# Door_13_locked_source &rarr; user
*# Door_14_sound_source => user
+
*# Door_14_sound_source &rarr; user
*# Door_14_noSound_source => user
+
*# Door_14_noSound_source &rarr; user
*# Door_14_locked_source => user
+
*# Door_14_locked_source &rarr; user
*# Door_15_sound_source => user
+
*# Door_15_sound_source &rarr; user
*# Door_15_noSound_source => user
+
*# Door_15_noSound_source &rarr; user
*# Door_15_locked_source => user
+
*# Door_15_locked_source &rarr; user
*# Door_16_sound_source => user
+
*# Door_16_sound_source &rarr; user
*# Door_16_noSound_source => user
+
*# Door_16_noSound_source &rarr; user
*# Door_16_locked_source => user
+
*# Door_16_locked_source &rarr; user
*# Door_17_sound_source => user
+
*# Door_17_sound_source &rarr; user
*# Door_17_noSound_source => user
+
*# Door_17_noSound_source &rarr; user
*# Door_17_locked_source => user
+
*# Door_17_locked_source &rarr; user
*# Door_18_sound_source => user
+
*# Door_18_sound_source &rarr; user
*# Door_18_noSound_source => user
+
*# Door_18_noSound_source &rarr; user
*# Door_18_locked_source => user
+
*# Door_18_locked_source &rarr; user
*# Door_19_sound_source => user
+
*# Door_19_sound_source &rarr; user
*# Door_19_noSound_source => user
+
*# Door_19_noSound_source &rarr; user
*# Door_19_locked_source => user
+
*# Door_19_locked_source &rarr; user
*# Door_20_sound_source => user
+
*# Door_20_sound_source &rarr; user
*# Door_20_noSound_source => user
+
*# Door_20_noSound_source &rarr; user
*# Door_20_locked_source => user
+
*# Door_20_locked_source &rarr; user
*# Door_21_sound_source => user
+
*# Door_21_sound_source &rarr; user
*# Door_21_noSound_source => user
+
*# Door_21_noSound_source &rarr; user
*# Door_21_locked_source => user
+
*# Door_21_locked_source &rarr; user
*# Door_22_sound_source => user
+
*# Door_22_sound_source &rarr; user
*# Door_22_noSound_source => user
+
*# Door_22_noSound_source &rarr; user
*# Door_22_locked_source => user
+
*# Door_22_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
*# Glass_15_source => hit [Glass_15_hitpoint]
+
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
*# Glass_16_source => hit [Glass_16_hitpoint]
+
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
*# Glass_17_source => hit [Glass_17_hitpoint]
+
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
*# Glass_18_source => hit [Glass_18_hitpoint]
+
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
*# Glass_19_source => hit [Glass_19_hitpoint]
+
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
*# Glass_20_source => hit [Glass_20_hitpoint]
+
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
*# Glass_21_source => hit [Glass_21_hitpoint]
+
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
*# Glass_22_source => hit [Glass_22_hitpoint]
+
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
*# Glass_23_source => hit [Glass_23_hitpoint]
+
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
*# Glass_24_source => hit [Glass_24_hitpoint]
+
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
*# Glass_25_source => hit [Glass_25_hitpoint]
+
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
*# Glass_26_source => hit [Glass_26_hitpoint]
+
*# Glass_26_source &rarr; hit [Glass_26_hitpoint]
*# Glass_27_source => hit [Glass_27_hitpoint]
+
*# Glass_27_source &rarr; hit [Glass_27_hitpoint]
*# Glass_28_source => hit [Glass_28_hitpoint]
+
*# Glass_28_source &rarr; hit [Glass_28_hitpoint]
*# Glass_29_source => hit [Glass_29_hitpoint]
+
*# Glass_29_source &rarr; hit [Glass_29_hitpoint]
*# Glass_30_source => hit [Glass_30_hitpoint]
+
*# Glass_30_source &rarr; hit [Glass_30_hitpoint]
*# Glass_31_source => hit [Glass_31_hitpoint]
+
*# Glass_31_source &rarr; hit [Glass_31_hitpoint]
*# Glass_32_source => hit [Glass_32_hitpoint]
+
*# Glass_32_source &rarr; hit [Glass_32_hitpoint]
*# Glass_33_source => hit [Glass_33_hitpoint]
+
*# Glass_33_source &rarr; hit [Glass_33_hitpoint]
*# Glass_34_source => hit [Glass_34_hitpoint]
+
*# Glass_34_source &rarr; hit [Glass_34_hitpoint]
*# Glass_35_source => hit [Glass_35_hitpoint]
+
*# Glass_35_source &rarr; hit [Glass_35_hitpoint]
*# Glass_36_source => hit [Glass_36_hitpoint]
+
*# Glass_36_source &rarr; hit [Glass_36_hitpoint]
*# Glass_37_source => hit [Glass_37_hitpoint]
+
*# Glass_37_source &rarr; hit [Glass_37_hitpoint]
*# Glass_38_source => hit [Glass_38_hitpoint]
+
*# Glass_38_source &rarr; hit [Glass_38_hitpoint]
*# Glass_39_source => hit [Glass_39_hitpoint]
+
*# Glass_39_source &rarr; hit [Glass_39_hitpoint]
*# Glass_40_source => hit [Glass_40_hitpoint]
+
*# Glass_40_source &rarr; hit [Glass_40_hitpoint]
*# Glass_41_source => hit [Glass_41_hitpoint]
+
*# Glass_41_source &rarr; hit [Glass_41_hitpoint]
*# Glass_42_source => hit [Glass_42_hitpoint]
+
*# Glass_42_source &rarr; hit [Glass_42_hitpoint]
*# Glass_43_source => hit [Glass_43_hitpoint]
+
*# Glass_43_source &rarr; hit [Glass_43_hitpoint]
*# Glass_44_source => hit [Glass_44_hitpoint]
+
*# Glass_44_source &rarr; hit [Glass_44_hitpoint]
*# Glass_45_source => hit [Glass_45_hitpoint]
+
*# Glass_45_source &rarr; hit [Glass_45_hitpoint]
*# Glass_46_source => hit [Glass_46_hitpoint]
+
*# Glass_46_source &rarr; hit [Glass_46_hitpoint]
*# Glass_47_source => hit [Glass_47_hitpoint]
+
*# Glass_47_source &rarr; hit [Glass_47_hitpoint]
*# Glass_48_source => hit [Glass_48_hitpoint]
+
*# Glass_48_source &rarr; hit [Glass_48_hitpoint]
*# Glass_49_source => hit [Glass_49_hitpoint]
+
*# Glass_49_source &rarr; hit [Glass_49_hitpoint]
*# Glass_50_source => hit [Glass_50_hitpoint]
+
*# Glass_50_source &rarr; hit [Glass_50_hitpoint]
*# Glass_51_source => hit [Glass_51_hitpoint]
+
*# Glass_51_source &rarr; hit [Glass_51_hitpoint]
*# Glass_52_source => hit [Glass_52_hitpoint]
+
*# Glass_52_source &rarr; hit [Glass_52_hitpoint]
*# Glass_53_source => hit [Glass_53_hitpoint]
+
*# Glass_53_source &rarr; hit [Glass_53_hitpoint]
*# Glass_54_source => hit [Glass_54_hitpoint]
+
*# Glass_54_source &rarr; hit [Glass_54_hitpoint]
*# Glass_55_source => hit [Glass_55_hitpoint]
+
*# Glass_55_source &rarr; hit [Glass_55_hitpoint]
*# Glass_56_source => hit [Glass_56_hitpoint]
+
*# Glass_56_source &rarr; hit [Glass_56_hitpoint]
*# Glass_57_source => hit [Glass_57_hitpoint]
+
*# Glass_57_source &rarr; hit [Glass_57_hitpoint]
*# Glass_58_source => hit [Glass_58_hitpoint]
+
*# Glass_58_source &rarr; hit [Glass_58_hitpoint]
*# Glass_59_source => hit [Glass_59_hitpoint]
+
*# Glass_59_source &rarr; hit [Glass_59_hitpoint]
*# Glass_60_source => hit [Glass_60_hitpoint]
+
*# Glass_60_source &rarr; hit [Glass_60_hitpoint]
*# Glass_61_source => hit [Glass_61_hitpoint]
+
*# Glass_61_source &rarr; hit [Glass_61_hitpoint]
*# Glass_62_source => hit [Glass_62_hitpoint]
+
*# Glass_62_source &rarr; hit [Glass_62_hitpoint]
 
* Land_i_Barracks_V2_dam_F
 
* Land_i_Barracks_V2_dam_F
*# Hitzone_1_source => hit [Hitzone_1_hitpoint]
+
*# Hitzone_1_source &rarr; hit [Hitzone_1_hitpoint]
*# Hitzone_2_source => hit [Hitzone_2_hitpoint]
+
*# Hitzone_2_source &rarr; hit [Hitzone_2_hitpoint]
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Door_7_sound_source => user
+
*# Door_7_sound_source &rarr; user
*# Door_7_noSound_source => user
+
*# Door_7_noSound_source &rarr; user
*# Door_7_locked_source => user
+
*# Door_7_locked_source &rarr; user
*# Door_8_sound_source => user
+
*# Door_8_sound_source &rarr; user
*# Door_8_noSound_source => user
+
*# Door_8_noSound_source &rarr; user
*# Door_8_locked_source => user
+
*# Door_8_locked_source &rarr; user
*# Door_9_sound_source => user
+
*# Door_9_sound_source &rarr; user
*# Door_9_noSound_source => user
+
*# Door_9_noSound_source &rarr; user
*# Door_9_locked_source => user
+
*# Door_9_locked_source &rarr; user
*# Door_10_sound_source => user
+
*# Door_10_sound_source &rarr; user
*# Door_10_noSound_source => user
+
*# Door_10_noSound_source &rarr; user
*# Door_10_locked_source => user
+
*# Door_10_locked_source &rarr; user
*# Door_11_sound_source => user
+
*# Door_11_sound_source &rarr; user
*# Door_11_noSound_source => user
+
*# Door_11_noSound_source &rarr; user
*# Door_11_locked_source => user
+
*# Door_11_locked_source &rarr; user
*# Door_12_sound_source => user
+
*# Door_12_sound_source &rarr; user
*# Door_12_noSound_source => user
+
*# Door_12_noSound_source &rarr; user
*# Door_12_locked_source => user
+
*# Door_12_locked_source &rarr; user
*# Door_13_sound_source => user
+
*# Door_13_sound_source &rarr; user
*# Door_13_noSound_source => user
+
*# Door_13_noSound_source &rarr; user
*# Door_13_locked_source => user
+
*# Door_13_locked_source &rarr; user
*# Door_14_sound_source => user
+
*# Door_14_sound_source &rarr; user
*# Door_14_noSound_source => user
+
*# Door_14_noSound_source &rarr; user
*# Door_14_locked_source => user
+
*# Door_14_locked_source &rarr; user
*# Door_15_sound_source => user
+
*# Door_15_sound_source &rarr; user
*# Door_15_noSound_source => user
+
*# Door_15_noSound_source &rarr; user
*# Door_15_locked_source => user
+
*# Door_15_locked_source &rarr; user
*# Door_16_sound_source => user
+
*# Door_16_sound_source &rarr; user
*# Door_16_noSound_source => user
+
*# Door_16_noSound_source &rarr; user
*# Door_16_locked_source => user
+
*# Door_16_locked_source &rarr; user
*# Door_17_sound_source => user
+
*# Door_17_sound_source &rarr; user
*# Door_17_noSound_source => user
+
*# Door_17_noSound_source &rarr; user
*# Door_17_locked_source => user
+
*# Door_17_locked_source &rarr; user
*# Door_18_sound_source => user
+
*# Door_18_sound_source &rarr; user
*# Door_18_noSound_source => user
+
*# Door_18_noSound_source &rarr; user
*# Door_18_locked_source => user
+
*# Door_18_locked_source &rarr; user
*# Door_19_sound_source => user
+
*# Door_19_sound_source &rarr; user
*# Door_19_noSound_source => user
+
*# Door_19_noSound_source &rarr; user
*# Door_19_locked_source => user
+
*# Door_19_locked_source &rarr; user
*# Door_20_sound_source => user
+
*# Door_20_sound_source &rarr; user
*# Door_20_noSound_source => user
+
*# Door_20_noSound_source &rarr; user
*# Door_20_locked_source => user
+
*# Door_20_locked_source &rarr; user
*# Door_21_sound_source => user
+
*# Door_21_sound_source &rarr; user
*# Door_21_noSound_source => user
+
*# Door_21_noSound_source &rarr; user
*# Door_21_locked_source => user
+
*# Door_21_locked_source &rarr; user
*# Door_22_sound_source => user
+
*# Door_22_sound_source &rarr; user
*# Door_22_noSound_source => user
+
*# Door_22_noSound_source &rarr; user
*# Door_22_locked_source => user
+
*# Door_22_locked_source &rarr; user
 
* Land_u_Barracks_V2_F
 
* Land_u_Barracks_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Door_7_sound_source => user
+
*# Door_7_sound_source &rarr; user
*# Door_7_noSound_source => user
+
*# Door_7_noSound_source &rarr; user
*# Door_7_locked_source => user
+
*# Door_7_locked_source &rarr; user
*# Door_8_sound_source => user
+
*# Door_8_sound_source &rarr; user
*# Door_8_noSound_source => user
+
*# Door_8_noSound_source &rarr; user
*# Door_8_locked_source => user
+
*# Door_8_locked_source &rarr; user
*# Door_9_sound_source => user
+
*# Door_9_sound_source &rarr; user
*# Door_9_noSound_source => user
+
*# Door_9_noSound_source &rarr; user
*# Door_9_locked_source => user
+
*# Door_9_locked_source &rarr; user
*# Door_10_sound_source => user
+
*# Door_10_sound_source &rarr; user
*# Door_10_noSound_source => user
+
*# Door_10_noSound_source &rarr; user
*# Door_10_locked_source => user
+
*# Door_10_locked_source &rarr; user
*# Door_11_sound_source => user
+
*# Door_11_sound_source &rarr; user
*# Door_11_noSound_source => user
+
*# Door_11_noSound_source &rarr; user
*# Door_11_locked_source => user
+
*# Door_11_locked_source &rarr; user
*# Door_12_sound_source => user
+
*# Door_12_sound_source &rarr; user
*# Door_12_noSound_source => user
+
*# Door_12_noSound_source &rarr; user
*# Door_12_locked_source => user
+
*# Door_12_locked_source &rarr; user
*# Door_13_sound_source => user
+
*# Door_13_sound_source &rarr; user
*# Door_13_noSound_source => user
+
*# Door_13_noSound_source &rarr; user
*# Door_13_locked_source => user
+
*# Door_13_locked_source &rarr; user
*# Door_14_sound_source => user
+
*# Door_14_sound_source &rarr; user
*# Door_14_noSound_source => user
+
*# Door_14_noSound_source &rarr; user
*# Door_14_locked_source => user
+
*# Door_14_locked_source &rarr; user
*# Door_15_sound_source => user
+
*# Door_15_sound_source &rarr; user
*# Door_15_noSound_source => user
+
*# Door_15_noSound_source &rarr; user
*# Door_15_locked_source => user
+
*# Door_15_locked_source &rarr; user
*# Door_16_sound_source => user
+
*# Door_16_sound_source &rarr; user
*# Door_16_noSound_source => user
+
*# Door_16_noSound_source &rarr; user
*# Door_16_locked_source => user
+
*# Door_16_locked_source &rarr; user
*# Door_17_sound_source => user
+
*# Door_17_sound_source &rarr; user
*# Door_17_noSound_source => user
+
*# Door_17_noSound_source &rarr; user
*# Door_17_locked_source => user
+
*# Door_17_locked_source &rarr; user
*# Door_18_sound_source => user
+
*# Door_18_sound_source &rarr; user
*# Door_18_noSound_source => user
+
*# Door_18_noSound_source &rarr; user
*# Door_18_locked_source => user
+
*# Door_18_locked_source &rarr; user
*# Door_19_sound_source => user
+
*# Door_19_sound_source &rarr; user
*# Door_19_noSound_source => user
+
*# Door_19_noSound_source &rarr; user
*# Door_19_locked_source => user
+
*# Door_19_locked_source &rarr; user
*# Door_20_sound_source => user
+
*# Door_20_sound_source &rarr; user
*# Door_20_noSound_source => user
+
*# Door_20_noSound_source &rarr; user
*# Door_20_locked_source => user
+
*# Door_20_locked_source &rarr; user
*# Door_21_sound_source => user
+
*# Door_21_sound_source &rarr; user
*# Door_21_noSound_source => user
+
*# Door_21_noSound_source &rarr; user
*# Door_21_locked_source => user
+
*# Door_21_locked_source &rarr; user
*# Door_22_sound_source => user
+
*# Door_22_sound_source &rarr; user
*# Door_22_noSound_source => user
+
*# Door_22_noSound_source &rarr; user
*# Door_22_locked_source => user
+
*# Door_22_locked_source &rarr; user
 
* Land_Bunker_F
 
* Land_Bunker_F
 
* Land_Cargo_House_V1_ruins_F
 
* Land_Cargo_House_V1_ruins_F
 
* Land_Cargo_House_V1_F
 
* Land_Cargo_House_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Cargo_House_V2_ruins_F
 
* Land_Cargo_House_V2_ruins_F
 
* Land_Cargo_House_V2_F
 
* Land_Cargo_House_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Cargo_House_V3_ruins_F
 
* Land_Cargo_House_V3_ruins_F
 
* Land_Cargo_House_V3_F
 
* Land_Cargo_House_V3_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Cargo_HQ_V1_ruins_F
 
* Land_Cargo_HQ_V1_ruins_F
 
* Land_Cargo_HQ_V1_F
 
* Land_Cargo_HQ_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
 
* Land_Cargo_HQ_V2_ruins_F
 
* Land_Cargo_HQ_V2_ruins_F
 
* Land_Cargo_HQ_V2_F
 
* Land_Cargo_HQ_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
 
* Land_Cargo_HQ_V3_ruins_F
 
* Land_Cargo_HQ_V3_ruins_F
 
* Land_Cargo_HQ_V3_F
 
* Land_Cargo_HQ_V3_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
 
* Land_Cargo_Patrol_V1_ruins_F
 
* Land_Cargo_Patrol_V1_ruins_F
 
* Land_Cargo_Patrol_V1_F
 
* Land_Cargo_Patrol_V1_F
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
 
* Land_Cargo_Patrol_V2_ruins_F
 
* Land_Cargo_Patrol_V2_ruins_F
 
* Land_Cargo_Patrol_V2_F
 
* Land_Cargo_Patrol_V2_F
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
 
* Land_Cargo_Patrol_V3_ruins_F
 
* Land_Cargo_Patrol_V3_ruins_F
 
* Land_Cargo_Patrol_V3_F
 
* Land_Cargo_Patrol_V3_F
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
 
* Land_Cargo_Tower_V1_ruins_F
 
* Land_Cargo_Tower_V1_ruins_F
 
* Land_Cargo_Tower_V1_F
 
* Land_Cargo_Tower_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
*# Hatch_5_source => user
+
*# Hatch_5_source &rarr; user
*# Hatch_6_source => user
+
*# Hatch_6_source &rarr; user
 
* Land_Cargo_Tower_V1_No1_F
 
* Land_Cargo_Tower_V1_No1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
*# Hatch_5_source => user
+
*# Hatch_5_source &rarr; user
*# Hatch_6_source => user
+
*# Hatch_6_source &rarr; user
 
* Land_Cargo_Tower_V1_No2_F
 
* Land_Cargo_Tower_V1_No2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
*# Hatch_5_source => user
+
*# Hatch_5_source &rarr; user
*# Hatch_6_source => user
+
*# Hatch_6_source &rarr; user
 
* Land_Cargo_Tower_V1_No3_F
 
* Land_Cargo_Tower_V1_No3_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
*# Hatch_5_source => user
+
*# Hatch_5_source &rarr; user
*# Hatch_6_source => user
+
*# Hatch_6_source &rarr; user
 
* Land_Cargo_Tower_V1_No4_F
 
* Land_Cargo_Tower_V1_No4_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
*# Hatch_5_source => user
+
*# Hatch_5_source &rarr; user
*# Hatch_6_source => user
+
*# Hatch_6_source &rarr; user
 
* Land_Cargo_Tower_V1_No5_F
 
* Land_Cargo_Tower_V1_No5_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
*# Hatch_5_source => user
+
*# Hatch_5_source &rarr; user
*# Hatch_6_source => user
+
*# Hatch_6_source &rarr; user
 
* Land_Cargo_Tower_V1_No6_F
 
* Land_Cargo_Tower_V1_No6_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
*# Hatch_5_source => user
+
*# Hatch_5_source &rarr; user
*# Hatch_6_source => user
+
*# Hatch_6_source &rarr; user
 
* Land_Cargo_Tower_V1_No7_F
 
* Land_Cargo_Tower_V1_No7_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
*# Hatch_5_source => user
+
*# Hatch_5_source &rarr; user
*# Hatch_6_source => user
+
*# Hatch_6_source &rarr; user
 
* Land_Cargo_Tower_V2_ruins_F
 
* Land_Cargo_Tower_V2_ruins_F
 
* Land_Cargo_Tower_V2_F
 
* Land_Cargo_Tower_V2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
*# Hatch_5_source => user
+
*# Hatch_5_source &rarr; user
*# Hatch_6_source => user
+
*# Hatch_6_source &rarr; user
 
* Land_Cargo_Tower_V3_ruins_F
 
* Land_Cargo_Tower_V3_ruins_F
 
* Land_Cargo_Tower_V3_F
 
* Land_Cargo_Tower_V3_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
*# Hatch_2_source => user
+
*# Hatch_2_source &rarr; user
*# Hatch_3_source => user
+
*# Hatch_3_source &rarr; user
*# Hatch_4_source => user
+
*# Hatch_4_source &rarr; user
*# Hatch_5_source => user
+
*# Hatch_5_source &rarr; user
*# Hatch_6_source => user
+
*# Hatch_6_source &rarr; user
 
* Land_Medevac_house_V1_ruins_F
 
* Land_Medevac_house_V1_ruins_F
 
* Land_Medevac_house_V1_F
 
* Land_Medevac_house_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Medevac_HQ_V1_ruins_F
 
* Land_Medevac_HQ_V1_ruins_F
 
* Land_Medevac_HQ_V1_F
 
* Land_Medevac_HQ_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Hatch_1_source => user
+
*# Hatch_1_source &rarr; user
 
* FlagPole_F
 
* FlagPole_F
 
* Flag_Vrana_F
 
* Flag_Vrana_F
Line 2,891: Line 2,891:
 
* Land_JumpTarget_F
 
* Land_JumpTarget_F
 
* Land_MilOffices_V1_F
 
* Land_MilOffices_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
*# Door_6_sound_source => user
+
*# Door_6_sound_source &rarr; user
*# Door_6_noSound_source => user
+
*# Door_6_noSound_source &rarr; user
*# Door_6_locked_source => user
+
*# Door_6_locked_source &rarr; user
*# Door_7_sound_source => user
+
*# Door_7_sound_source &rarr; user
*# Door_7_noSound_source => user
+
*# Door_7_noSound_source &rarr; user
*# Door_7_locked_source => user
+
*# Door_7_locked_source &rarr; user
*# Door_8_sound_source => user
+
*# Door_8_sound_source &rarr; user
*# Door_8_noSound_source => user
+
*# Door_8_noSound_source &rarr; user
*# Door_8_locked_source => user
+
*# Door_8_locked_source &rarr; user
*# Glass_1_source => hit [Glass_1_hitpoint]
+
*# Glass_1_source &rarr; hit [Glass_1_hitpoint]
*# Glass_2_source => hit [Glass_2_hitpoint]
+
*# Glass_2_source &rarr; hit [Glass_2_hitpoint]
*# Glass_3_source => hit [Glass_3_hitpoint]
+
*# Glass_3_source &rarr; hit [Glass_3_hitpoint]
*# Glass_4_source => hit [Glass_4_hitpoint]
+
*# Glass_4_source &rarr; hit [Glass_4_hitpoint]
*# Glass_5_source => hit [Glass_5_hitpoint]
+
*# Glass_5_source &rarr; hit [Glass_5_hitpoint]
*# Glass_6_source => hit [Glass_6_hitpoint]
+
*# Glass_6_source &rarr; hit [Glass_6_hitpoint]
*# Glass_7_source => hit [Glass_7_hitpoint]
+
*# Glass_7_source &rarr; hit [Glass_7_hitpoint]
*# Glass_8_source => hit [Glass_8_hitpoint]
+
*# Glass_8_source &rarr; hit [Glass_8_hitpoint]
*# Glass_9_source => hit [Glass_9_hitpoint]
+
*# Glass_9_source &rarr; hit [Glass_9_hitpoint]
*# Glass_10_source => hit [Glass_10_hitpoint]
+
*# Glass_10_source &rarr; hit [Glass_10_hitpoint]
*# Glass_11_source => hit [Glass_11_hitpoint]
+
*# Glass_11_source &rarr; hit [Glass_11_hitpoint]
*# Glass_12_source => hit [Glass_12_hitpoint]
+
*# Glass_12_source &rarr; hit [Glass_12_hitpoint]
*# Glass_13_source => hit [Glass_13_hitpoint]
+
*# Glass_13_source &rarr; hit [Glass_13_hitpoint]
*# Glass_14_source => hit [Glass_14_hitpoint]
+
*# Glass_14_source &rarr; hit [Glass_14_hitpoint]
*# Glass_15_source => hit [Glass_15_hitpoint]
+
*# Glass_15_source &rarr; hit [Glass_15_hitpoint]
*# Glass_16_source => hit [Glass_16_hitpoint]
+
*# Glass_16_source &rarr; hit [Glass_16_hitpoint]
*# Glass_17_source => hit [Glass_17_hitpoint]
+
*# Glass_17_source &rarr; hit [Glass_17_hitpoint]
*# Glass_18_source => hit [Glass_18_hitpoint]
+
*# Glass_18_source &rarr; hit [Glass_18_hitpoint]
*# Glass_19_source => hit [Glass_19_hitpoint]
+
*# Glass_19_source &rarr; hit [Glass_19_hitpoint]
*# Glass_20_source => hit [Glass_20_hitpoint]
+
*# Glass_20_source &rarr; hit [Glass_20_hitpoint]
*# Glass_21_source => hit [Glass_21_hitpoint]
+
*# Glass_21_source &rarr; hit [Glass_21_hitpoint]
*# Glass_22_source => hit [Glass_22_hitpoint]
+
*# Glass_22_source &rarr; hit [Glass_22_hitpoint]
*# Glass_23_source => hit [Glass_23_hitpoint]
+
*# Glass_23_source &rarr; hit [Glass_23_hitpoint]
*# Glass_24_source => hit [Glass_24_hitpoint]
+
*# Glass_24_source &rarr; hit [Glass_24_hitpoint]
*# Glass_25_source => hit [Glass_25_hitpoint]
+
*# Glass_25_source &rarr; hit [Glass_25_hitpoint]
*# Glass_26_source => hit [Glass_26_hitpoint]
+
*# Glass_26_source &rarr; hit [Glass_26_hitpoint]
*# Glass_27_source => hit [Glass_27_hitpoint]
+
*# Glass_27_source &rarr; hit [Glass_27_hitpoint]
*# Glass_28_source => hit [Glass_28_hitpoint]
+
*# Glass_28_source &rarr; hit [Glass_28_hitpoint]
*# Glass_29_source => hit [Glass_29_hitpoint]
+
*# Glass_29_source &rarr; hit [Glass_29_hitpoint]
*# Glass_30_source => hit [Glass_30_hitpoint]
+
*# Glass_30_source &rarr; hit [Glass_30_hitpoint]
*# Glass_31_source => hit [Glass_31_hitpoint]
+
*# Glass_31_source &rarr; hit [Glass_31_hitpoint]
*# Glass_32_source => hit [Glass_32_hitpoint]
+
*# Glass_32_source &rarr; hit [Glass_32_hitpoint]
 
* Land_Radar_ruins_F
 
* Land_Radar_ruins_F
 
* Land_Radar_F
 
* Land_Radar_F
Line 2,973: Line 2,973:
 
* Land_TentHangar_V1_dam_F
 
* Land_TentHangar_V1_dam_F
 
* Land_BuoyBig_F
 
* Land_BuoyBig_F
*# Light_1_source => MarkerLight
+
*# Light_1_source &rarr; MarkerLight
 
* Land_nav_pier_m_F
 
* Land_nav_pier_m_F
 
* Land_Pier_addon
 
* Land_Pier_addon
Line 2,987: Line 2,987:
 
* Land_RowBoat_V3_F
 
* Land_RowBoat_V3_F
 
* Land_Dome_Big_F
 
* Land_Dome_Big_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
 
* Land_Dome_Small_F
 
* Land_Dome_Small_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Research_house_V1_ruins_F
 
* Land_Research_house_V1_ruins_F
 
* Land_Research_house_V1_F
 
* Land_Research_house_V1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Research_HQ_ruins_F
 
* Land_Research_HQ_ruins_F
 
* Land_Research_HQ_F
 
* Land_Research_HQ_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_ClutterCutter_large_F
 
* Land_ClutterCutter_large_F
 
* Land_ClutterCutter_medium_F
 
* Land_ClutterCutter_medium_F
Line 3,213: Line 3,213:
 
* I_TargetSoldier
 
* I_TargetSoldier
 
* Land_Shoot_House_Wall_F
 
* Land_Shoot_House_Wall_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
*# Stand_Poles_Hide => user
+
*# Stand_Poles_Hide &rarr; user
*# Crouch_Hide => user
+
*# Crouch_Hide &rarr; user
*# Crouch_Poles_Hide => user
+
*# Crouch_Poles_Hide &rarr; user
*# Prone_Hide => user
+
*# Prone_Hide &rarr; user
*# Prone_Poles_Hide => user
+
*# Prone_Poles_Hide &rarr; user
 
* Land_Shoot_House_Wall_Stand_F
 
* Land_Shoot_House_Wall_Stand_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
 
* Land_Shoot_House_Wall_Crouch_F
 
* Land_Shoot_House_Wall_Crouch_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
*# Stand_Poles_Hide => user
+
*# Stand_Poles_Hide &rarr; user
 
* Land_Shoot_House_Wall_Prone_F
 
* Land_Shoot_House_Wall_Prone_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
*# Stand_Poles_Hide => user
+
*# Stand_Poles_Hide &rarr; user
*# Crouch_Hide => user
+
*# Crouch_Hide &rarr; user
*# Crouch_Poles_Hide => user
+
*# Crouch_Poles_Hide &rarr; user
 
* Land_Shoot_House_Wall_Long_F
 
* Land_Shoot_House_Wall_Long_F
*# L_Top_Hide => user
+
*# L_Top_Hide &rarr; user
*# L_Top_Poles_Hide => user
+
*# L_Top_Poles_Hide &rarr; user
*# L_Stand_Hide => user
+
*# L_Stand_Hide &rarr; user
*# L_Stand_Poles_Hide => user
+
*# L_Stand_Poles_Hide &rarr; user
*# L_Crouch_Hide => user
+
*# L_Crouch_Hide &rarr; user
*# L_Crouch_Poles_Hide => user
+
*# L_Crouch_Poles_Hide &rarr; user
*# L_Prone_Hide => user
+
*# L_Prone_Hide &rarr; user
*# L_Prone_Poles_Hide => user
+
*# L_Prone_Poles_Hide &rarr; user
*# R_Top_Hide => user
+
*# R_Top_Hide &rarr; user
*# R_Top_Poles_Hide => user
+
*# R_Top_Poles_Hide &rarr; user
*# R_Stand_Hide => user
+
*# R_Stand_Hide &rarr; user
*# R_Stand_Poles_Hide => user
+
*# R_Stand_Poles_Hide &rarr; user
*# R_Crouch_Hide => user
+
*# R_Crouch_Hide &rarr; user
*# R_Crouch_Poles_Hide => user
+
*# R_Crouch_Poles_Hide &rarr; user
*# R_Prone_Hide => user
+
*# R_Prone_Hide &rarr; user
*# R_Prone_Poles_Hide => user
+
*# R_Prone_Poles_Hide &rarr; user
 
* Land_Shoot_House_Wall_Long_Stand_F
 
* Land_Shoot_House_Wall_Long_Stand_F
*# L_Top_Hide => user
+
*# L_Top_Hide &rarr; user
*# L_Top_Poles_Hide => user
+
*# L_Top_Poles_Hide &rarr; user
*# R_Top_Hide => user
+
*# R_Top_Hide &rarr; user
*# R_Top_Poles_Hide => user
+
*# R_Top_Poles_Hide &rarr; user
 
* Land_Shoot_House_Wall_Long_Crouch_F
 
* Land_Shoot_House_Wall_Long_Crouch_F
*# L_Top_Hide => user
+
*# L_Top_Hide &rarr; user
*# L_Top_Poles_Hide => user
+
*# L_Top_Poles_Hide &rarr; user
*# L_Stand_Hide => user
+
*# L_Stand_Hide &rarr; user
*# L_Stand_Poles_Hide => user
+
*# L_Stand_Poles_Hide &rarr; user
*# R_Top_Hide => user
+
*# R_Top_Hide &rarr; user
*# R_Top_Poles_Hide => user
+
*# R_Top_Poles_Hide &rarr; user
*# R_Stand_Hide => user
+
*# R_Stand_Hide &rarr; user
*# R_Stand_Poles_Hide => user
+
*# R_Stand_Poles_Hide &rarr; user
 
* Land_Shoot_House_Wall_Long_Prone_F
 
* Land_Shoot_House_Wall_Long_Prone_F
*# L_Top_Hide => user
+
*# L_Top_Hide &rarr; user
*# L_Top_Poles_Hide => user
+
*# L_Top_Poles_Hide &rarr; user
*# L_Stand_Hide => user
+
*# L_Stand_Hide &rarr; user
*# L_Stand_Poles_Hide => user
+
*# L_Stand_Poles_Hide &rarr; user
*# L_Crouch_Hide => user
+
*# L_Crouch_Hide &rarr; user
*# L_Crouch_Poles_Hide => user
+
*# L_Crouch_Poles_Hide &rarr; user
*# R_Top_Hide => user
+
*# R_Top_Hide &rarr; user
*# R_Top_Poles_Hide => user
+
*# R_Top_Poles_Hide &rarr; user
*# R_Stand_Hide => user
+
*# R_Stand_Hide &rarr; user
*# R_Stand_Poles_Hide => user
+
*# R_Stand_Poles_Hide &rarr; user
*# R_Crouch_Hide => user
+
*# R_Crouch_Hide &rarr; user
*# R_Crouch_Poles_Hide => user
+
*# R_Crouch_Poles_Hide &rarr; user
 
* Land_Shoot_House_Corner_F
 
* Land_Shoot_House_Corner_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
*# Stand_Poles_Hide => user
+
*# Stand_Poles_Hide &rarr; user
*# Crouch_Hide => user
+
*# Crouch_Hide &rarr; user
*# Crouch_Poles_Hide => user
+
*# Crouch_Poles_Hide &rarr; user
*# Prone_Hide => user
+
*# Prone_Hide &rarr; user
*# Prone_Poles_Hide => user
+
*# Prone_Poles_Hide &rarr; user
 
* Land_Shoot_House_Corner_Stand_F
 
* Land_Shoot_House_Corner_Stand_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
 
* Land_Shoot_House_Corner_Crouch_F
 
* Land_Shoot_House_Corner_Crouch_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
*# Stand_Poles_Hide => user
+
*# Stand_Poles_Hide &rarr; user
 
* Land_Shoot_House_Corner_Prone_F
 
* Land_Shoot_House_Corner_Prone_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
*# Stand_Poles_Hide => user
+
*# Stand_Poles_Hide &rarr; user
*# Crouch_Hide => user
+
*# Crouch_Hide &rarr; user
*# Crouch_Poles_Hide => user
+
*# Crouch_Poles_Hide &rarr; user
 
* Land_Shoot_House_Panels_F
 
* Land_Shoot_House_Panels_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
*# Crouch_Hide => user
+
*# Crouch_Hide &rarr; user
*# Prone_Hide => user
+
*# Prone_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
*# Stand_Poles_Hide => user
+
*# Stand_Poles_Hide &rarr; user
*# Crouch_Poles_Hide => user
+
*# Crouch_Poles_Hide &rarr; user
*# Prone_Poles_Hide => user
+
*# Prone_Poles_Hide &rarr; user
 
* Land_Shoot_House_Panels_Crouch_F
 
* Land_Shoot_House_Panels_Crouch_F
*# Crouch_Hide => user
+
*# Crouch_Hide &rarr; user
*# Prone_Hide => user
+
*# Prone_Hide &rarr; user
 
* Land_Shoot_House_Panels_Prone_F
 
* Land_Shoot_House_Panels_Prone_F
*# Prone_Hide => user
+
*# Prone_Hide &rarr; user
 
* Land_Shoot_House_Panels_Vault_F
 
* Land_Shoot_House_Panels_Vault_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
*# Crouch_Hide => user
+
*# Crouch_Hide &rarr; user
 
* Land_Shoot_House_Panels_Window_F
 
* Land_Shoot_House_Panels_Window_F
*# Crouch_Hide => user
+
*# Crouch_Hide &rarr; user
 
* Land_Shoot_House_Panels_Windows_F
 
* Land_Shoot_House_Panels_Windows_F
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
*# Prone_Hide => user
+
*# Prone_Hide &rarr; user
 
* Land_Shoot_House_Tunnel_F
 
* Land_Shoot_House_Tunnel_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
*# Crouch_Hide => user
+
*# Crouch_Hide &rarr; user
*# Prone_Hide => user
+
*# Prone_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
*# Stand_Poles_Hide => user
+
*# Stand_Poles_Hide &rarr; user
*# Crouch_Poles_Hide => user
+
*# Crouch_Poles_Hide &rarr; user
*# Prone_Poles_Hide => user
+
*# Prone_Poles_Hide &rarr; user
*# Top_Panel_Left_Hide => user
+
*# Top_Panel_Left_Hide &rarr; user
*# Stand_Panel_Left_Hide => user
+
*# Stand_Panel_Left_Hide &rarr; user
*# Crouch_Panel_Left_Hide => user
+
*# Crouch_Panel_Left_Hide &rarr; user
*# Prone_Panel_Left_Hide => user
+
*# Prone_Panel_Left_Hide &rarr; user
*# Top_Panel_Right_Hide => user
+
*# Top_Panel_Right_Hide &rarr; user
*# Stand_Panel_Right_Hide => user
+
*# Stand_Panel_Right_Hide &rarr; user
*# Crouch_Panel_Right_Hide => user
+
*# Crouch_Panel_Right_Hide &rarr; user
*# Prone_Panel_Right_Hide => user
+
*# Prone_Panel_Right_Hide &rarr; user
 
* Land_Shoot_House_Tunnel_Stand_F
 
* Land_Shoot_House_Tunnel_Stand_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
*# Top_Panel_Left_Hide => user
+
*# Top_Panel_Left_Hide &rarr; user
*# Top_Panel_Right_Hide => user
+
*# Top_Panel_Right_Hide &rarr; user
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
 
* Land_Shoot_House_Tunnel_Crouch_F
 
* Land_Shoot_House_Tunnel_Crouch_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
*# Top_Panel_Left_Hide => user
+
*# Top_Panel_Left_Hide &rarr; user
*# Top_Panel_Right_Hide => user
+
*# Top_Panel_Right_Hide &rarr; user
*# Stand_Poles_Hide => user
+
*# Stand_Poles_Hide &rarr; user
*# Stand_Panel_Left_Hide => user
+
*# Stand_Panel_Left_Hide &rarr; user
*# Stand_Panel_Right_Hide => user
+
*# Stand_Panel_Right_Hide &rarr; user
*# Crouch_Hide => user
+
*# Crouch_Hide &rarr; user
 
* Land_Shoot_House_Tunnel_Prone_F
 
* Land_Shoot_House_Tunnel_Prone_F
*# Top_Hide => user
+
*# Top_Hide &rarr; user
*# Top_Poles_Hide => user
+
*# Top_Poles_Hide &rarr; user
*# Top_Panel_Left_Hide => user
+
*# Top_Panel_Left_Hide &rarr; user
*# Top_Panel_Right_Hide => user
+
*# Top_Panel_Right_Hide &rarr; user
*# Stand_Poles_Hide => user
+
*# Stand_Poles_Hide &rarr; user
*# Stand_Panel_Left_Hide => user
+
*# Stand_Panel_Left_Hide &rarr; user
*# Stand_Panel_Right_Hide => user
+
*# Stand_Panel_Right_Hide &rarr; user
*# Crouch_Poles_Hide => user
+
*# Crouch_Poles_Hide &rarr; user
*# Crouch_Panel_Left_Hide => user
+
*# Crouch_Panel_Left_Hide &rarr; user
*# Crouch_Panel_Right_Hide => user
+
*# Crouch_Panel_Right_Hide &rarr; user
*# Prone_Hide => user
+
*# Prone_Hide &rarr; user
 
* Land_Target_Oval_F
 
* Land_Target_Oval_F
*# Ground_holder_hide => user
+
*# Ground_holder_hide &rarr; user
*# Pole_Left_Hide => user
+
*# Pole_Left_Hide &rarr; user
*# Pole_Right_Hide => user
+
*# Pole_Right_Hide &rarr; user
*# Pole_Top_Hide => user
+
*# Pole_Top_Hide &rarr; user
*# Pole_Bottom_Hide => user
+
*# Pole_Bottom_Hide &rarr; user
 
*# Left_Rotate
 
*# Left_Rotate
 
*# Right_Rotate
 
*# Right_Rotate
Line 3,388: Line 3,388:
 
*# Target_Pole_Rotate
 
*# Target_Pole_Rotate
 
* Land_Target_Oval_NoPop_F
 
* Land_Target_Oval_NoPop_F
*# Ground_holder_hide => user
+
*# Ground_holder_hide &rarr; user
*# Pole_Left_Hide => user
+
*# Pole_Left_Hide &rarr; user
*# Pole_Right_Hide => user
+
*# Pole_Right_Hide &rarr; user
*# Pole_Top_Hide => user
+
*# Pole_Top_Hide &rarr; user
*# Pole_Bottom_Hide => user
+
*# Pole_Bottom_Hide &rarr; user
 
*# Left_Rotate
 
*# Left_Rotate
 
*# Right_Rotate
 
*# Right_Rotate
Line 3,404: Line 3,404:
 
*# Target_Pole_Rotate
 
*# Target_Pole_Rotate
 
* Land_Target_Oval_Wall_Left_F
 
* Land_Target_Oval_Wall_Left_F
*# Ground_holder_hide => user
+
*# Ground_holder_hide &rarr; user
*# Pole_Bottom_Hide => user
+
*# Pole_Bottom_Hide &rarr; user
*# Pole_Left_Hide => user
+
*# Pole_Left_Hide &rarr; user
 
* Land_Target_Oval_Wall_Left_NoPop_F
 
* Land_Target_Oval_Wall_Left_NoPop_F
*# Ground_holder_hide => user
+
*# Ground_holder_hide &rarr; user
*# Pole_Bottom_Hide => user
+
*# Pole_Bottom_Hide &rarr; user
*# Pole_Left_Hide => user
+
*# Pole_Left_Hide &rarr; user
 
* Land_Target_Oval_Wall_Right_F
 
* Land_Target_Oval_Wall_Right_F
*# Ground_holder_hide => user
+
*# Ground_holder_hide &rarr; user
*# Pole_Bottom_Hide => user
+
*# Pole_Bottom_Hide &rarr; user
*# Pole_Right_Hide => user
+
*# Pole_Right_Hide &rarr; user
 
* Land_Target_Oval_Wall_Right_NoPop_F
 
* Land_Target_Oval_Wall_Right_NoPop_F
*# Ground_holder_hide => user
+
*# Ground_holder_hide &rarr; user
*# Pole_Bottom_Hide => user
+
*# Pole_Bottom_Hide &rarr; user
*# Pole_Right_Hide => user
+
*# Pole_Right_Hide &rarr; user
 
* Land_Target_Oval_Wall_Top_F
 
* Land_Target_Oval_Wall_Top_F
*# Ground_holder_hide => user
+
*# Ground_holder_hide &rarr; user
*# Pole_Bottom_Hide => user
+
*# Pole_Bottom_Hide &rarr; user
*# Pole_Top_Hide => user
+
*# Pole_Top_Hide &rarr; user
 
* Land_Target_Oval_Wall_Top_NoPop_F
 
* Land_Target_Oval_Wall_Top_NoPop_F
*# Ground_holder_hide => user
+
*# Ground_holder_hide &rarr; user
*# Pole_Bottom_Hide => user
+
*# Pole_Bottom_Hide &rarr; user
*# Pole_Top_Hide => user
+
*# Pole_Top_Hide &rarr; user
 
* Land_Target_Oval_Wall_Bottom_F
 
* Land_Target_Oval_Wall_Bottom_F
*# Ground_holder_hide => user
+
*# Ground_holder_hide &rarr; user
 
* Land_Target_Oval_Wall_Bottom_NoPop_F
 
* Land_Target_Oval_Wall_Bottom_NoPop_F
*# Ground_holder_hide => user
+
*# Ground_holder_hide &rarr; user
 
* Skeet_Clay_F
 
* Skeet_Clay_F
 
* Skeet_Clay_NoPop_F
 
* Skeet_Clay_NoPop_F
 
* Steel_Plate_F
 
* Steel_Plate_F
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
 
* Steel_Plate_Stand_F
 
* Steel_Plate_Stand_F
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
 
* Steel_Plate_L_F
 
* Steel_Plate_L_F
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
 
* Steel_Plate_L_Stand_F
 
* Steel_Plate_L_Stand_F
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
 
* Steel_Plate_S_F
 
* Steel_Plate_S_F
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
 
* Steel_Plate_S_Stand_F
 
* Steel_Plate_S_Stand_F
*# Stand_Hide => user
+
*# Stand_Hide &rarr; user
 
* Metal_Pole_F
 
* Metal_Pole_F
*# Platform_Hide => user
+
*# Platform_Hide &rarr; user
*# Skeet_Hide => user
+
*# Skeet_Hide &rarr; user
 
* Metal_Pole_Platform_F
 
* Metal_Pole_Platform_F
*# Platform_Hide => user
+
*# Platform_Hide &rarr; user
 
* Metal_Pole_Skeet_F
 
* Metal_Pole_Skeet_F
*# Skeet_Hide => user
+
*# Skeet_Hide &rarr; user
 
* Metal_Pole_Skeet_NoPop_F
 
* Metal_Pole_Skeet_NoPop_F
*# Skeet_Hide => user
+
*# Skeet_Hide &rarr; user
 
* TargetCenter
 
* TargetCenter
 
* TargetSector02
 
* TargetSector02
Line 3,462: Line 3,462:
 
* Land_Ancient_Wall_8m_F
 
* Land_Ancient_Wall_8m_F
 
* Land_BarGate_F
 
* Land_BarGate_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
 
* Land_BarGate_01_open_F
 
* Land_BarGate_01_open_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Canal_Wall_10m_F
 
* Land_Canal_Wall_10m_F
 
* Land_Canal_Wall_D_center_F
 
* Land_Canal_Wall_D_center_F
Line 3,477: Line 3,477:
 
* Land_City_8mD_F
 
* Land_City_8mD_F
 
* Land_City_Gate_F
 
* Land_City_Gate_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_City_Pillar_F
 
* Land_City_Pillar_F
 
* Land_City2_4m_F
 
* Land_City2_4m_F
Line 3,516: Line 3,516:
 
* Land_Net_Fence_8m_F
 
* Land_Net_Fence_8m_F
 
* Land_Net_Fence_Gate_F
 
* Land_Net_Fence_Gate_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Net_Fence_pole_F
 
* Land_Net_Fence_pole_F
 
* Land_Net_FenceD_8m_F
 
* Land_Net_FenceD_8m_F
Line 3,542: Line 3,542:
 
* Land_Stone_8mD_F
 
* Land_Stone_8mD_F
 
* Land_Stone_Gate_F
 
* Land_Stone_Gate_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_Stone_pillar_F
 
* Land_Stone_pillar_F
 
* Land_Wall_IndCnc_2deco_F
 
* Land_Wall_IndCnc_2deco_F
Line 3,566: Line 3,566:
 
* Land_Pallets_stack_F
 
* Land_Pallets_stack_F
 
* Land_PortableLight_single_F
 
* Land_PortableLight_single_F
*# Light_1_pitch_source => user
+
*# Light_1_pitch_source &rarr; user
*# Light_1_jaw_source => user
+
*# Light_1_jaw_source &rarr; user
 
* Land_PortableLight_double_F
 
* Land_PortableLight_double_F
*# Light_1_pitch_source => user
+
*# Light_1_pitch_source &rarr; user
*# Light_1_jaw_source => user
+
*# Light_1_jaw_source &rarr; user
 
* Land_Battery_F
 
* Land_Battery_F
 
* Land_BakedBeans_F
 
* Land_BakedBeans_F
Line 3,647: Line 3,647:
 
* Land_Atm_02_F
 
* Land_Atm_02_F
 
* Land_BeachBooth_01_F
 
* Land_BeachBooth_01_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Bench_01_F
 
* Land_Bench_01_F
 
* Land_Bench_02_F
 
* Land_Bench_02_F
Line 3,663: Line 3,663:
 
* Land_Kiosk_blueking_ruins_F
 
* Land_Kiosk_blueking_ruins_F
 
* Land_Kiosk_blueking_F
 
* Land_Kiosk_blueking_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Kiosk_gyros_F
 
* Land_Kiosk_gyros_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Kiosk_papers_F
 
* Land_Kiosk_papers_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Kiosk_redburger_F
 
* Land_Kiosk_redburger_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
 
* Land_Carousel_01_F
 
* Land_Carousel_01_F
*# Platform_source_1 => user
+
*# Platform_source_1 &rarr; user
*# Platform_source_2 => user
+
*# Platform_source_2 &rarr; user
*# Platform_source_3 => user
+
*# Platform_source_3 &rarr; user
 
* Land_Swing_01_F
 
* Land_Swing_01_F
 
* Land_TouristShelter_01_F
 
* Land_TouristShelter_01_F
Line 3,688: Line 3,688:
 
* Land_GH_House_ruins_F
 
* Land_GH_House_ruins_F
 
* Land_GH_House_1_F
 
* Land_GH_House_1_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
*# Door_3_sound_source => user
+
*# Door_3_sound_source &rarr; user
*# Door_3_noSound_source => user
+
*# Door_3_noSound_source &rarr; user
*# Door_3_locked_source => user
+
*# Door_3_locked_source &rarr; user
*# Door_4_sound_source => user
+
*# Door_4_sound_source &rarr; user
*# Door_4_noSound_source => user
+
*# Door_4_noSound_source &rarr; user
*# Door_4_locked_source => user
+
*# Door_4_locked_source &rarr; user
*# Door_5_sound_source => user
+
*# Door_5_sound_source &rarr; user
*# Door_5_noSound_source => user
+
*# Door_5_noSound_source &rarr; user
*# Door_5_locked_source => user
+
*# Door_5_locked_source &rarr; user
 
* Land_GH_House_2_F
 
* Land_GH_House_2_F
*# Door_1_sound_source => user
+
*# Door_1_sound_source &rarr; user
*# Door_1_noSound_source => user
+
*# Door_1_noSound_source &rarr; user
*# Door_1_locked_source => user
+
*# Door_1_locked_source &rarr; user
*# Door_2_sound_source => user
+
*# Door_2_sound_source &rarr; user
*# Door_2_noSound_source => user
+
*# Door_2_noSound_source &rarr; user
*# Door_2_locked_source => user
+
*# Door_2_locked_source &rarr; user
 
* Land_GH_MainBuilding_entry_F
 
* Land_GH_MainBuilding_entry_F
 
* Land_GH_MainBuilding_left_F
 
* Land_GH_MainBuilding_left_F
Line 3,762: Line 3,762:
 
* Land_Sign_WarningUnexplodedAmmo_F
 
* Land_Sign_WarningUnexplodedAmmo_F
 
* Sign_Direction_F
 
* Sign_Direction_F
*# Arrow01_Rotate => user
+
*# Arrow01_Rotate &rarr; user
*# Arrow02_Rotate => user
+
*# Arrow02_Rotate &rarr; user
*# Arrow03_Rotate => user
+
*# Arrow03_Rotate &rarr; user
*# Arrow04_Rotate => user
+
*# Arrow04_Rotate &rarr; user
*# Arrow05_Rotate => user
+
*# Arrow05_Rotate &rarr; user
*# Arrow06_Rotate => user
+
*# Arrow06_Rotate &rarr; user
*# Arrow07_Rotate => user
+
*# Arrow07_Rotate &rarr; user
*# Arrow08_Rotate => user
+
*# Arrow08_Rotate &rarr; user
*# Arrow01_Fide => user
+
*# Arrow01_Fide &rarr; user
*# Arrow02_Fide => user
+
*# Arrow02_Fide &rarr; user
*# Arrow03_Fide => user
+
*# Arrow03_Fide &rarr; user
*# Arrow04_Fide => user
+
*# Arrow04_Fide &rarr; user
*# Arrow05_Fide => user
+
*# Arrow05_Fide &rarr; user
*# Arrow06_Fide => user
+
*# Arrow06_Fide &rarr; user
*# Arrow07_Fide => user
+
*# Arrow07_Fide &rarr; user
*# Arrow08_Fide => user
+
*# Arrow08_Fide &rarr; user
 
* FlagChecked_F
 
* FlagChecked_F
 
* FlagSmall_F
 
* FlagSmall_F
Line 3,783: Line 3,783:
 
* RoadCone_F
 
* RoadCone_F
 
* RoadCone_L_F
 
* RoadCone_L_F
*# Light_1_source => MarkerLight
+
*# Light_1_source &rarr; MarkerLight
 
* RoadBarrier_F
 
* RoadBarrier_F
 
* RoadBarrier_small_F
 
* RoadBarrier_small_F
*# Light_1_source => MarkerLight
+
*# Light_1_source &rarr; MarkerLight
 
* Pole_F
 
* Pole_F
 
* TapeSign_F
 
* TapeSign_F
Line 4,170: Line 4,170:
 
* Box_NATO_WpsSpecial_F
 
* Box_NATO_WpsSpecial_F
 
* Box_NATO_Ammo_F
 
* Box_NATO_Ammo_F
*# Ammo_source => user
+
*# Ammo_source &rarr; user
*# AmmoOrd_source => user
+
*# AmmoOrd_source &rarr; user
*# Grenades_source => user
+
*# Grenades_source &rarr; user
*# Support_source => user
+
*# Support_source &rarr; user
 
* Box_NATO_AmmoOrd_F
 
* Box_NATO_AmmoOrd_F
*# Ammo_source => user
+
*# Ammo_source &rarr; user
*# AmmoOrd_source => user
+
*# AmmoOrd_source &rarr; user
*# Grenades_source => user
+
*# Grenades_source &rarr; user
*# Support_source => user
+
*# Support_source &rarr; user
 
* Box_NATO_Grenades_F
 
* Box_NATO_Grenades_F
*# Ammo_source => user
+
*# Ammo_source &rarr; user
*# AmmoOrd_source => user
+
*# AmmoOrd_source &rarr; user
*# Grenades_source => user
+
*# Grenades_source &rarr; user
*# Support_source => user
+
*# Support_source &rarr; user
 
* Box_NATO_Support_F
 
* Box_NATO_Support_F
*# Ammo_source => user
+
*# Ammo_source &rarr; user
*# AmmoOrd_source => user
+
*# AmmoOrd_source &rarr; user
*# Grenades_source => user
+
*# Grenades_source &rarr; user
*# Support_source => user
+
*# Support_source &rarr; user
 
* Box_East_Wps_F
 
* Box_East_Wps_F
 
* Box_East_WpsSpecial_F
 
* Box_East_WpsSpecial_F
 
* Box_East_Ammo_F
 
* Box_East_Ammo_F
*# Ammo_source => user
+
*# Ammo_source &rarr; user
*# AmmoOrd_source => user
+
*# AmmoOrd_source &rarr; user
*# Grenades_source => user
+
*# Grenades_source &rarr; user
*# Support_source => user
+
*# Support_source &rarr; user
 
* Box_East_AmmoOrd_F
 
* Box_East_AmmoOrd_F
*# Ammo_source => user
+
*# Ammo_source &rarr; user
*# AmmoOrd_source => user
+
*# AmmoOrd_source &rarr; user
*# Grenades_source => user
+
*# Grenades_source &rarr; user
*# Support_source => user
+
*# Support_source &rarr; user
 
* Box_East_Grenades_F
 
* Box_East_Grenades_F
*# Ammo_source => user
+
*# Ammo_source &rarr; user
*# AmmoOrd_source => user
+
*# AmmoOrd_source &rarr; user
*# Grenades_source => user
+
*# Grenades_source &rarr; user
*# Support_source => user
+
*# Support_source &rarr; user
 
* Box_East_Support_F
 
* Box_East_Support_F
*# Ammo_source => user
+
*# Ammo_source &rarr; user
*# AmmoOrd_source => user
+
*# AmmoOrd_source &rarr; user
*# Grenades_source => user
+
*# Grenades_source &rarr; user
*# Support_source => user
+
*# Support_source &rarr; user
 
* Box_Ammo_F
 
* Box_Ammo_F
 
* Box_Wps_F
 
* Box_Wps_F
Line 4,222: Line 4,222:
 
* Box_IND_WpsLaunch_F
 
* Box_IND_WpsLaunch_F
 
* Box_IND_Ammo_F
 
* Box_IND_Ammo_F
*# Ammo_source => user
+
*# Ammo_source &rarr; user
*# AmmoOrd_source => user
+
*# AmmoOrd_source &rarr; user
*# Grenades_source => user
+
*# Grenades_source &rarr; user
*# Support_source => user
+
*# Support_source &rarr; user
 
* Box_IND_AmmoOrd_F
 
* Box_IND_AmmoOrd_F
*# Ammo_source => user
+
*# Ammo_source &rarr; user
*# AmmoOrd_source => user
+
*# AmmoOrd_source &rarr; user
*# Grenades_source => user
+
*# Grenades_source &rarr; user
*# Support_source => user
+
*# Support_source &rarr; user
 
* Box_IND_Grenades_F
 
* Box_IND_Grenades_F
*# Ammo_source => user
+
*# Ammo_source &rarr; user
*# AmmoOrd_source => user
+
*# AmmoOrd_source &rarr; user
*# Grenades_source => user
+
*# Grenades_source &rarr; user
*# Support_source => user
+
*# Support_source &rarr; user
 
* Box_IND_Support_F
 
* Box_IND_Support_F
*# Ammo_source => user
+
*# Ammo_source &rarr; user
*# AmmoOrd_source => user
+
*# AmmoOrd_source &rarr; user
*# Grenades_source => user
+
*# Grenades_source &rarr; user
*# Support_source => user
+
*# Support_source &rarr; user
 
* Box_IND_AmmoVeh_F
 
* Box_IND_AmmoVeh_F
 
* B_supplyCrate_F
 
* B_supplyCrate_F
Line 4,785: Line 4,785:
 
* Weapon_Bag_Base
 
* Weapon_Bag_Base
 
* B_HMG_01_F
 
* B_HMG_01_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* O_HMG_01_F
 
* O_HMG_01_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* I_HMG_01_F
 
* I_HMG_01_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* B_HMG_01_high_F
 
* B_HMG_01_high_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* O_HMG_01_high_F
 
* O_HMG_01_high_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* I_HMG_01_high_F
 
* I_HMG_01_high_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* B_HMG_01_A_F
 
* B_HMG_01_A_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
 
* O_HMG_01_A_F
 
* O_HMG_01_A_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
 
* I_HMG_01_A_F
 
* I_HMG_01_A_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
 
* B_GMG_01_F
 
* B_GMG_01_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* O_GMG_01_F
 
* O_GMG_01_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* I_GMG_01_F
 
* I_GMG_01_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* B_GMG_01_high_F
 
* B_GMG_01_high_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* O_GMG_01_high_F
 
* O_GMG_01_high_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* I_GMG_01_high_F
 
* I_GMG_01_high_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* B_GMG_01_A_F
 
* B_GMG_01_A_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
 
* O_GMG_01_A_F
 
* O_GMG_01_A_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
 
* I_GMG_01_A_F
 
* I_GMG_01_A_F
*# autonomous_unhide => user
+
*# autonomous_unhide &rarr; user
 
* B_HMG_01_support_F
 
* B_HMG_01_support_F
 
* O_HMG_01_support_F
 
* O_HMG_01_support_F
Line 4,905: Line 4,905:
 
* I_GMG_01_high_weapon_F
 
* I_GMG_01_high_weapon_F
 
* B_HMG_02_F
 
* B_HMG_02_F
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
 
* O_HMG_02_F
 
* O_HMG_02_F
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
 
* I_HMG_02_F
 
* I_HMG_02_F
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
 
* I_E_HMG_02_F
 
* I_E_HMG_02_F
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
 
* I_G_HMG_02_F
 
* I_G_HMG_02_F
*# Hide_Shield => user
+
*# Hide_Shield &rarr; user
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* B_G_HMG_02_F
 
* B_G_HMG_02_F
*# Hide_Shield => user
+
*# Hide_Shield &rarr; user
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* O_G_HMG_02_F
 
* O_G_HMG_02_F
*# Hide_Shield => user
+
*# Hide_Shield &rarr; user
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* I_C_HMG_02_F
 
* I_C_HMG_02_F
*# Hide_Shield => user
+
*# Hide_Shield &rarr; user
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* B_HMG_02_high_F
 
* B_HMG_02_high_F
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
 
* O_HMG_02_high_F
 
* O_HMG_02_high_F
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
 
* I_HMG_02_high_F
 
* I_HMG_02_high_F
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
 
* I_E_HMG_02_high_F
 
* I_E_HMG_02_high_F
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
 
* I_G_HMG_02_high_F
 
* I_G_HMG_02_high_F
*# Hide_Shield => user
+
*# Hide_Shield &rarr; user
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* B_G_HMG_02_high_F
 
* B_G_HMG_02_high_F
*# Hide_Shield => user
+
*# Hide_Shield &rarr; user
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* O_G_HMG_02_high_F
 
* O_G_HMG_02_high_F
*# Hide_Shield => user
+
*# Hide_Shield &rarr; user
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* I_C_HMG_02_high_F
 
* I_C_HMG_02_high_F
*# Hide_Shield => user
+
*# Hide_Shield &rarr; user
*# Hide_Rail => user
+
*# Hide_Rail &rarr; user
*# muzzle_source => reload
+
*# muzzle_source &rarr; reload
*# muzzle_source_rot => ammorandom
+
*# muzzle_source_rot &rarr; ammorandom
*# ReloadAnim => reload
+
*# ReloadAnim &rarr; reload
*# ReloadMagazine => reloadmagazine
+
*# ReloadMagazine &rarr; reloadmagazine
*# Revolving => revolving
+
*# Revolving &rarr; revolving
 
* B_HMG_02_support_F
 
* B_HMG_02_support_F
 
* O_HMG_02_support_F
 
* O_HMG_02_support_F
Line 5,029: Line 5,029:
 
* I_Mortar_01_weapon_F
 
* I_Mortar_01_weapon_F
 
* B_Heli_Light_01_F
 
* B_Heli_Light_01_F
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# AddCivilian_hide => user
+
*# AddCivilian_hide &rarr; user
 
* B_Heli_Light_01_armed_F
 
* B_Heli_Light_01_armed_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# AddCivilian_hide => user
+
*# AddCivilian_hide &rarr; user
*# AddGunHolder => user
+
*# AddGunHolder &rarr; user
*# Muzzle_flash => ammorandom
+
*# Muzzle_flash &rarr; ammorandom
*# Missiles_revolving => revolving
+
*# Missiles_revolving &rarr; revolving
 
* B_Heli_Light_01_dynamicLoadout_F
 
* B_Heli_Light_01_dynamicLoadout_F
*# HideWeapons => user
+
*# HideWeapons &rarr; user
 
* C_Heli_Light_01_civil_F
 
* C_Heli_Light_01_civil_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_blue_F
 
* C_Heli_light_01_blue_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_red_F
 
* C_Heli_light_01_red_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_ion_F
 
* C_Heli_light_01_ion_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_blueLine_F
 
* C_Heli_light_01_blueLine_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_digital_F
 
* C_Heli_light_01_digital_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_elliptical_F
 
* C_Heli_light_01_elliptical_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_furious_F
 
* C_Heli_light_01_furious_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_graywatcher_F
 
* C_Heli_light_01_graywatcher_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_jeans_F
 
* C_Heli_light_01_jeans_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_light_F
 
* C_Heli_light_01_light_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_shadow_F
 
* C_Heli_light_01_shadow_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_sheriff_F
 
* C_Heli_light_01_sheriff_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_speedy_F
 
* C_Heli_light_01_speedy_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_sunset_F
 
* C_Heli_light_01_sunset_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_vrana_F
 
* C_Heli_light_01_vrana_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_wasp_F
 
* C_Heli_light_01_wasp_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_wave_F
 
* C_Heli_light_01_wave_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_stripped_F
 
* C_Heli_light_01_stripped_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* C_Heli_light_01_luxe_F
 
* C_Heli_light_01_luxe_F
*# AddMusicUnit => user
+
*# AddMusicUnit &rarr; user
*# FLIR_HRot => user
+
*# FLIR_HRot &rarr; user
*# FLIR_VRot => user
+
*# FLIR_VRot &rarr; user
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddHoldingFrame => user
+
*# AddHoldingFrame &rarr; user
*# BenchL_Up => user
+
*# BenchL_Up &rarr; user
*# BenchR_Up => user
+
*# BenchR_Up &rarr; user
*# BenchL_Up_instant => user
+
*# BenchL_Up_instant &rarr; user
*# BenchR_Up_instant => user
+
*# BenchR_Up_instant &rarr; user
*# AddDoors => user
+
*# AddDoors &rarr; user
*# AddBackseats => user
+
*# AddBackseats &rarr; user
*# AddTread => user
+
*# AddTread &rarr; user
*# DoorL_Front_Open => user
+
*# DoorL_Front_Open &rarr; user
*# DoorR_Front_Open => user
+
*# DoorR_Front_Open &rarr; user
*# DoorL_Back_Open => user
+
*# DoorL_Back_Open &rarr; user
*# DoorR_Back_Open => user
+
*# DoorR_Back_Open &rarr; user
 
* B_Heli_Light_01_stripped_F
 
* B_Heli_Light_01_stripped_F
*# AddBenches => user
+
*# AddBenches &rarr; user
*# AddTread => user
+
*# AddTread &rarr;