Actor hesco 22092
{
//$Category Obstacles
	Radius 32
	Height 48
	+ACTLIKEBRIDGE
	+SOLID
	+NOGRAVITY
	+SHOOTABLE
	+NOBLOOD
	+NOBLOODDECALS
	+INVULNERABLE
	+NODAMAGE
	+Dropoff
	Mass 0x7fffffff //unthrustable ;-)
	States
	{
	Spawn:
		MODL A -1
		stop
	}
}

actor WhiteFogSprite 28641
{
yscale 0.15
renderstyle Add
alpha 1.0
+NOGRAVITY
+FORCEXYBILLBOARD
+ALLOWCLIENTSPAWN
+NOINTERACTION
 //$Category effects
states
	{
	Spawn:
    	FOG2 A 0
    	FOG2 A 0 Thing_ChangeTID (0, 1440) 
		FOG2 A -1
		stop
	}
}

actor BrownFogSprite : WhiteFogSprite 28642
{
 //$Category effects
states
	{
	Spawn:
    	FOG1 A 0
    	FOG1 A 0 Thing_ChangeTID (0, 1441) 
		FOG1 A -1
		stop
	}
}


actor nirvanafade : custominventory
{
	states
	{
	pickup:
	  TNT1 A 0
	  TNT1 A 0 ACS_ExecuteAlways(6,0)
	  stop
	}
}

//=================================================================================================

ACTOR GiantFatso : SSTFatso //6666
{
activesound "mancubus/active"
deathsound "giantdie"
//+INVULNERABLE 
//+NODAMAGE
Scale 3.0
	Health 5400
	Radius 128
	Height 160
	Mass 3000
	Speed 8
	damagefactor "normal", 0.0
	damagefactor "rocket", 0.0
	damagefactor "plasma", 0.0
	damagefactor "fire", 0.0
	damagefactor "newbullet", 0.0
	damagefactor "tank", 1.0
+BOSS
  states
  {
  Spawn:
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT A 4 A_Look
    loop
  See:
    FATT A 4 A_Chase
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT A 4 A_Chase
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT B 4 A_Chase
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT B 4 A_Chase
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT C 4 A_Chase
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT C 4 A_Chase
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
	
    FATT D 4 A_Chase
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT D 4 A_Chase
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT E 4 A_Chase
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT E 4 A_Chase
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT F 4 A_Chase
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT F 4 A_Chase
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    loop
  Missile:
    FATT G 4 A_FatRaise
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT G 4
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT G 4
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT G 4
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
  MissileB:
    FATT H 4 bright A_CustomMissile("FastFatShot",64,-68,0)
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT H 4 bright A_CustomMissile("FastFatShot",64,-68,0)
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT H 4 bright A_CustomMissile("FastFatShot",64,-68,0)
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT H 4 bright A_CustomMissile("FastFatShot",64,-68,0)
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT IG 1 A_FaceTarget

    FATT H 4 bright A_CustomMissile("FastFatShot",64,68,0)
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT H 4 bright A_CustomMissile("FastFatShot",64,68,0)
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT H 4 bright A_CustomMissile("FastFatShot",64,68,0)
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT H 4 bright A_CustomMissile("FastFatShot",64,68,0)
    FATT A 0 A_SpawnItemEx("NapalmTank", -104, 0, 120, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    FATT IG 1 A_FaceTarget
    FATT I 0 A_Jump(128,"MissileB")
    goto See
  Pain:
    FATT J 3
    FATT J 3 A_Pain
    goto See
  Death:
    FATT A 0 A_FaceTarget
    NULL AAA 0 A_SpawnItemEx ("BarrelEcho", 0,0,0, 0,0,0, 0, 160)
	NULL A 0 A_SpawnItemEx ("BarrelDebrisSpawner", 0,0,0, 0,0,0, 0, 160)
    BEXP C 0 BRIGHT A_SpawnItemEx ("BarrelExplosion1", 0,0,0, 0,0,0, 0, 160) 
    BEXP C 0 BRIGHT A_SpawnItemEx ("BarrelExplosion2", 0,0,0, 0,0,0, 0, 160) 
    BEXP C 0 BRIGHT A_SpawnItemEx ("BarrelExplosion3", 0,0,0, 0,0,0, 0, 160) 
    FATT J 6
    FATT L 0 A_Scream
    FATT J 35 A_SpawnItemEx("HighOnFire", -104, 0, 100, random(-0.1,0.1), random(-0.1,0.1), random(-0.1,0.1), 0, SXF_NOCHECKPOSITION)
    FATT J 35 A_SpawnItemEx("HighOnFire", 4, 0, 40, random(-0.1,0.1), random(-0.1,0.1), random(-0.1,0.1), 0, SXF_NOCHECKPOSITION)
    FATT J 35 A_SpawnItemEx("HighOnFire2", 64, 0, 0, random(-0.1,0.1), random(-0.1,0.1), random(-0.1,0.1), 0, SXF_NOCHECKPOSITION)
	FATT JJJJ 35
    FATT M 6 A_NoBlocking
    FATT NOPQRS 6
    FATT T -1 A_BossDeath
    stop
  }

}

actor NapalmTank
{
	MONSTER
	-SOLID
	BloodType "BarrelPuff"
	radius 56
	height 56
	health 10000
	//+NODAMAGE
	painchance 255
	speed 0
	mass 100000
	+SERVERSIDEONLY
	//renderstyle none
	+NORADIUSDMG 
	-randomize
	scale 0.8
	renderstyle add
	alpha 0.5
  Translation "112:127=212:223"
	states
	{
	Spawn:
		ALLY A 0
		ALLY A 0 Thing_ChangeTID(0,2300)
		TNT1 A 4 BRIGHT
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("shootable",0)
		TNT1 A 0 A_NoGravity
		TNT1 AA 35
		Stop
	Pain:
		PSNE A 0 A_DamageMaster ((10000-health), "tank")
		PSNE HIJKL 1 BRIGHT
		Stop
	Death:
		PSNE M 35 A_KillMaster
		Stop
	}
}

ACTOR TankEffectSpawner
{
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  +NOCLIP
  +DONTSPLASH
  RENDERSTYLE NONE
  States
  {
  Spawn:
    NULL A 0
      NULL AAA 0 Bright A_CustomMissile("TankEffect",0,0,random(-180,180),2,random(-90,90))
      NULL AAAA 1 Bright A_CustomMissile("TankEffect",0,0,random(-180,180),2,random(-90,90))
      Stop
  }
}
Actor HighOnFire //lololol
{
  reactiontime 105
  Radius 8
  Height 8
  RenderStyle None
  activesound "misc/giantfire"
  +NoGravity
  +DONTSPLASH
  damagetype "fire"
	+NODAMAGETHRUST
  States
  {
  Spawn:
    TNT1 A 0 A_LoopActiveSound
    TNT1 A 0 A_Explode(random(1,2),112)
    TNT1 A 2 A_SpawnItemEx("giantfireburn", Random(-5, 5), Random(-5, 5), Random(4, 10), (0.005)*Random(10, 350), (0.005)*Random(10, 350), (0.005)*Random(1000, 4000), 0, 160,144)
	TNT1 A 0 A_Countdown
	Loop
  Death:
    TNT1 A 1
    TNT1 A 1 A_StopSound
    Stop
  }
}

Actor HighOnFire2 : HighOnFire //lololol
{
  reactiontime 140
}
Actor giantfireburn
{
  +NoGravity
  +NoInteraction
  +NoBlockmap
  +NoTeleport
  +ForceXYBillboard
  +CANNOTPUSH
  +NOTELEPORT
  Radius 0
  Height 0
  RenderStyle Add
  Scale 1.75//0.35
  Alpha .25
  Translation "112:127=212:223"
  States
  {
  Spawn:
    FIR1 A 0
    FIR1 A 0 A_Jump(254, "Spawn2")
    PSNE HHIIKKLLMM 1 Bright A_FadeOut(0.02)
    Stop
  Spawn2:
    FIR3 ABCD 2 Bright
    FIR3 EEFFGGHHII 1 Bright A_FadeOut(0.02)
    Stop
  }
}

actor ImOnFire : GiantFireBurn
{
  //Scale 0.75
  YScale 0.7
  XScale 0.45
  Alpha 0.32
  Translation "112:127=212:223"
  States
  {
  Spawn:
    FIR1 A 0 
    BAL1 A 0 A_JumpIf(waterlevel > 1, "WaterDeath")
    FIR1 A 0 A_Jump(200, "Spawn2")
	FIR3 AA 0 A_SpawnItemEx ("RagDollSmoke", 0,0,1, random(-2,2),random(-2,2),random(1,4), 0, 160,136)  
    PSNE HHIIJJ 1 Bright A_FadeOut(0.02)
	FIR3 A 0 A_SpawnItemEx ("RagDollSmoke", 0,0,1, random(-2,2),random(-2,2),random(1,4), 0, 160,136)  
	PSNE KKLLMM 1 Bright A_FadeOut(0.02)
    Stop
  Spawn2:
	FIR3 AAA 0 A_SpawnItemEx ("RagDollSmoke", 0,0,1, random(-2,2),random(-2,2),random(1,4), 0, 160,136)  
    FIR3 AB 2 Bright
	FIR3 AA 0 A_SpawnItemEx ("RagDollSmoke", 0,0,1, random(-2,2),random(-2,2),random(1,4), 0, 160,136)  
    FIR3 CD 2 Bright
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
	FIR3 A 0 A_SpawnItemEx ("RagDollSmoke", 0,0,1, random(-2,2),random(-2,2),random(1,4), 0, 160,136)  
    FIR3 EEEFFFGGGHHHIII 1 Bright A_FadeOut(0.02)
    Stop
	
  WaterDeath:
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
  	TNT1 AAAAA 1 A_SpawnItemEx ("UnderwaterSteam", 0,0,random(0,16), random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
    TNT1 A 0
	Stop
  }
}

ACTOR TankEffect
{
	+NOTELEPORT
  +DONTSPLASH
  Translation "112:127=212:223"

   Radius 1
   Height 1
   Speed 4
   Damage 0
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.2
   Scale 0.3
   States
   {
   Spawn:
      PSNE H 0
      FIR3 AABBCCDDEEFFGGHHII 1 Bright A_Fadeout(0.01)
      Stop
   }
}

ACTOR FastFatShot : SSTFatShot
{
  Speed 40
}
Actor HouseOnFire 32432
{
  Radius 8
  Height 8
  RenderStyle None
  damagetype "fire"
  activesound "misc/housefire"
	+NODAMAGETHRUST
  +NoGravity
  +DONTSPLASH
 //$Category effects
  States
  {
  Spawn:
    TNT1 A 0 A_LoopActiveSound
    TNT1 A 0 A_Explode(2,128)
    TNT1 A 2 A_SpawnItemEx("giantfireburn", Random(-10, 10), Random(-10, 10), Random(8, 16), (0.005)*Random(200, 700), (0.005)*Random(200, 700), (0.005)*Random(1000, 4000), 0, 128)
	Loop
  Death:
    TNT1 A 1
    TNT1 A 1 A_StopSound
    Stop
  }
}

ACTOR WeedClone 20420
{
  Radius 8
  Height 40
  -SOLID
  -NOGRAVITY
  -SHOOTABLE
  +INVULNERABLE
 //$Category Nature
  States
  {
  Spawn:
    HEMP A 0
	HEMP A 0 A_SetAngle(random(-180,180))
	HEMP A 0 A_Jump(128,"SpawnB", "SpawnC")
  SpawnA:
    HEMP A 4
    Loop
  SpawnB:
    HEMP B 4
    Loop
  SpawnC:
    HEMP C 4
    Loop
  }
}
ACTOR Shroom 20421
{
  Radius 4
  Height 16
  -SOLID
  -NOGRAVITY
  -SHOOTABLE
  +INVULNERABLE
 //$Category Nature
  States
  {
  Spawn:
    MUSH A 0
	MUSH A 0 A_SetAngle(random(-180,180))
	MUSH A 0 A_Jump(128,"SpawnB", "SpawnC", "SpawnD")
  SpawnA:
    MUSH A 4
    Loop
  SpawnB:
    MUSH B 4
    Loop
  SpawnC:
    MUSH C 4
    Loop
  SpawnD:
    MUSH D 4
    Loop
  }
}

ACTOR BigPurpleTree 20431
{
  Radius 24
  Height 80
  +SOLID
  -NOGRAVITY
  -SHOOTABLE
	+DONTDRAIN
 //$Category Nature
  States
  {
  Spawn:
    PTRE A 4
    Loop
  }
}
ACTOR BigGreenTree 20430
{
  Radius 24
  Height 80
  +SOLID
  -NOGRAVITY
  -SHOOTABLE
	+DONTDRAIN
 //$Category Nature
  States
  {
  Spawn:
    TR33 A 4
    Loop
  }
}
ACTOR SmallGreenTree 20429
{
  Radius 24
  Height 80
  +SOLID
  -NOGRAVITY
  -SHOOTABLE
	+DONTDRAIN
 //$Category Nature
  States
  {
  Spawn:
    TR33 A 4
    Loop
  }
}

ACTOR SmallPurpleTree 20432
{
  Radius 16
  Height 64
  scale 0.75
  +SOLID
  -NOGRAVITY
  -SHOOTABLE
	+DONTDRAIN
 //$Category Nature
  States
  {
  Spawn:
    PTRE A 4
    Loop
  }
}

ACTOR Evergreen 20433
{
  Radius 8
  Height 216
  Scale 2.5
  +SOLID
  -NOGRAVITY
  -SHOOTABLE
	+DONTDRAIN
 //$Category Nature
  States
  {
  Spawn:
    EVGN A 4
    Loop
  }
}
ACTOR EvergreenSnow : Evergreen 20434
{
 //$Category Nature
  States
  {
  Spawn:
    IVGN A 4
    Loop
  }
}































// new stuff added in v2d:

ACTOR Forklift 32599
{
 //$Category freight
	Height 64
	Radius 48
	Mass 0x7fffffff //unthrustable ;-)

	+ACTLIKEBRIDGE
	+SOLID
	//+NOGRAVITY
	+SHOOTABLE
	+NODAMAGE
	-NOBLOOD
	+NOBLOODDECALS
	-INVULNERABLE
	+movewithsector
	+Dropoff
	+CANPASS
	+DONTDRAIN
	bloodtype "barrelpuff"
	States
	{
	  Spawn:
		FORK A -1
		Stop
	}
}

ACTOR Forklift2 : Forklift 32595
{
 //$Category freight
	States
	{
	  Spawn:
		FOR2 A -1
		Stop
	}
}

ACTOR Pallet : Forklift 32598
{
 //$Category freight
	Height 32
	Radius 28//32
	States
	{
	  Spawn:
		SKI2 A -1
		Stop
	}
}
ACTOR ActivationEnergy : Inventory
{
    Inventory.Amount 1
    Inventory.MaxAmount 150
	+UNDROPPABLE
}

ACTOR Skid : Pallet 32597
{
	+noblood
	-nodamage
	+NOTARGET
	+DONTDRAIN
	Health 99999
	damagefactor "fire", 99.0
 //$Category freight
	Height 8
	Radius 28//32
	painchance 255
	States
	{
	  Spawn:
		SKID A 5
		Loop
	
  Pain.Fire:
		SKID A 0 A_SpawnItemEx("imonfire", random(-14,14),random(-14,14),random(0, 8), random(-30,30)*0.1, random(-30,30)*0.1, random(10,30)*0.1, 0, 160)
		SKID A 0 //A_GiveInventory("ActivationEnergy",1)
		SKID A 0 //A_JumpIfInventory("ActivationEnergy",100,"Combust")
		SKID A 0 A_JumpIfHealthLower(95000,"Combust")
		SKID A 5
		goto spawn
  Pain:
		SKID A 5 HealThing(1000,9999)
		goto spawn
	Combust:
	//Death.Fire:
    	SKID A 0 Thing_ChangeTID (0, 0) 
		SKID A 0 A_GiveInventory("IsBurning",1)
		SKID A 0 A_SpawnItemEx("highonfire", random(-14,14),random(-14,14),random(0, 8), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		SKID A 0 A_SetInvulnerable
		Goto Burnt
	Burnt:
		SKID B -1
		Stop
	}
}
ACTOR BigSkid : Skid 32594
{
 //$Category freight
	Height 12
	Radius 60//64
	States
	{
	  Spawn:
		SKI3 A 5
		Loop
  Pain.Fire:
  	SKI3 A 0 A_SpawnItemEx("imonfire", random(-30,30),random(-30,30),random(0, 12), random(-30,30)*0.1, random(-30,30)*0.1, random(10,30)*0.1, 0, 160)
		SKI3 A 0 //A_GiveInventory("ActivationEnergy",1)
		SKI3 A 0 //A_JumpIfInventory("ActivationEnergy",150,"Combust")
		SKI3 A 0 A_JumpIfHealthLower(90000,"Combust")
		SKI3 A 5
		goto spawn
  Pain:
		SKI3 A 5 HealThing(9999,9999)
		goto spawn
	Combust:
	//Death.Fire:
    	SKI3 A 0 Thing_ChangeTID (0, 0) 
		SKI3 A 0 A_GiveInventory("IsBurning",1)
		SKI3 A 0 A_SpawnItemEx("highonfire2", random(-30,30),random(-30,30),random(0, 12), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		SKI3 A 0 A_SetInvulnerable
		Goto Burnt
	Burnt:
		SKI3 B -1
		Stop
	}
}

ACTOR Pipes : Pallet 32596
{
 //$Category freight
	Height 32
	Radius 36//40
	States
	{
	  Spawn:
		PIPE A -1
		Stop
	}
}





/////////////////////////////
// BlackRayne Studios stuff:
//    ( THANK YOU !!! )
/////////////////////////////


Actor br_model
{
	Radius 16
	Height 16
	+ACTLIKEBRIDGE
	-SOLID
	+NOGRAVITY
	-SHOOTABLE
	+NOBLOOD
	+NOBLOODDECALS
	+INVULNERABLE
	+NODAMAGE
	+Dropoff
	+DONTDRAIN
	Mass 0x7fffffff //unthrustable ;-)
	States
	{
	Spawn:
		MODL A -1
		stop
	}
}


//------------------ street ------------

Actor br_billboard1: br_model 22066
{
 //$Category street
 radius 64
 height 128
}
Actor br_billboard2: br_billboard1 22067
{
 //$Category street
}
Actor br_billboard3: br_billboard1 22068
{
 //$Category street
}

Actor br_streetlight1: br_model 22583
{
 //$Category street
   +solid
   +Shootable
	Radius 30
	Height 464
}

Actor br_hydrant: br_model 22571
{
 //$Category street
   +solid
   +Shootable
	Radius 8
	Height 27
}
Actor br_bench: br_model 22064
{
 //$Category street
   +solid
   +Shootable
	Radius 48
	Height 25
}
Actor br_mailbox: br_model 22572
{
 //$Category street
   +solid
   +Shootable
	-NOBLOOD
	-INVULNERABLE
	Radius 12
	Height 45
	bloodtype "barrelpuff"
}
Actor br_newsstand1: br_model 22573
{
 //$Category street
   +solid
   +Shootable
	Radius 12
	Height 38
}
Actor br_newsstand2: br_newsstand1 22574
{
 //$Category street
}
Actor br_newsstand3: br_newsstand1 22575
{
 //$Category street
}
Actor br_newsstand4: br_newsstand1 22576
{
 //$Category street
}

//------------------ trailers ------------


Actor br_trailer1: br_model 22649
{
 //$Category vehicles
	Radius 128//10
	Height 192
}
Actor br_trailer2: br_trailer1 22650
{
 //$Category vehicles
}



//------------------ cars ------------


Actor br_car: br_model
{
   +solid
   +shootable
	-NOBLOOD
	-INVULNERABLE
	bloodtype "barrelpuff"
}

Actor br_boxtruck: br_car 22087
{
 //$Category vehicles
 -solid
 -shootable
	Radius 40
	Height 72
}

Actor br_ambulance: br_boxtruck 22024
{
 //$Category vehicles
}

Actor br_firetruck: br_boxtruck 22241
{
 //$Category vehicles
}

Actor br_suv1: br_car 22584
{
 //$Category vehicles
	Radius 40
	Height 72
}
Actor br_suv2: br_suv1 22585
{
 //$Category vehicles
}
Actor br_suv3: br_suv1 22586
{
 //$Category vehicles
}
Actor br_suv4: br_suv1 22587
{
 //$Category vehicles
}

Actor br_cooper1 : br_car 22405
{
 //$Category vehicles
	Radius 34
	Height 54
}
Actor br_cooper2 : br_cooper1 22406
{
 //$Category vehicles
}
Actor br_cooper3 : br_cooper1 22407
{
 //$Category vehicles
}

Actor br_montecarlo : br_car 22431
{
 //$Category vehicles
	Radius 34
	Height 44
}

Actor br_corvette : br_car 22195
{
 //$Category vehicles
	Radius 34
	Height 44
}

Actor br_mustang : br_car 22418
{
 //$Category vehicles
	Radius 34
	Height 44
}

Actor br_copcar : br_car 22192
{
 //$Category vehicles
	Radius 34
	Height 44
}

Actor br_burnedvehic1 : br_car 22100
{
 //$Category vehicles
	Radius 34
	Height 44
}

Actor br_burnedvehic2 : br_burnedvehic1 22101
{
 //$Category vehicles
}

actor br_geo : br_car
{
	renderstyle "NONE"
}

actor sedan_front : br_geo 22001
{
 //$Category geometry
 radius 34
 height 30
}
actor sedan_back : br_geo 22002
{
 //$Category geometry
 radius 34
 height 32
}
actor mini_front : br_geo 22003
{
 //$Category geometry
 radius 34
 height 32
}
actor mini_back : br_geo 22004
{
 //$Category geometry
 radius 34
 height 54
}
actor suv_front : br_geo 22005
{
 //$Category geometry
 radius 40
 height 44
}
actor suv_back : br_geo 22006
{
 //$Category geometry
 radius 40
 height 72
}

actor forklift_back : br_geo 22007
{
 //$Category geometry
 radius 24
 height 32
}

//------------------ junk ------------

Actor br_rubble: br_model 22509
{
 //$Category junk
 radius 128
}

Actor br_backhoe: br_car 22033
{
 //$Category junk
 radius 64
 height 112
}

Actor br_boxcar2 : br_model 22076
{
 //$Category junk
 radius 112
 height 128
}
Actor br_boxcar4 : br_model 22077
{
 //$Category junk
 radius 112
 height 128
}
Actor br_tank3 : br_model 22078
{
 //$Category junk
 radius 112
 height 128
}







//------------------ office ------------
// THE DIVINITY OF THE OFFICE

Actor br_copymachine : br_car 22193
{
 //$Category office
 radius 20
 height 48
}
Actor br_gamecube : br_model 22268
{
 //$Category office
}
Actor br_phone1 : br_model 22432
{
 //$Category office
}
Actor br_phone2 : br_model 22433
{
 //$Category office
}
Actor br_phone3 : br_model 22434
{
 //$Category office
 radius 1
}
Actor br_server : br_car 22519
{
 //$Category office
 radius 20
 height 84
}
Actor br_table1 : br_model 22615
{
 //$Category office
}
Actor br_table2 : br_model 22616
{
 //$Category office
}

Actor br_couch1 : br_model 22196
{
 //$Category office
}
Actor br_couch2 : br_model 22197
{
 //$Category office
}
Actor br_couch4 : br_model 22199
{
 //$Category office
}
Actor br_fridge : br_car 22267
{
 //$Category office
 radius 26
 height 82
}
Actor br_microwave : br_car 22332
{
 //$Category office
 radius 24
 height 30
}
Actor br_cafe : br_model 22330
{
 //$Category office
}


