max_ter_platforms=160 mipmapmode=3 music="qui_moscant1" music_other="qui_mos_a" burnout_threshold=0.0 burnout_intensity=0.0 burnout_flare=0.0 blobshadow_alpha=80 blobshadow_fadenear=5 blobshadow_fadefar=10 settings_start=1 farclip_ps2=30 nearclip_ps2=0.02 farclip_psp=30 nearclip_psp=0.1 farclip_360=30 nearclip_360=0.037 farclip_gc=30 nearclip_gc=0.037 farclip_pc=30 nearclip_pc=0.037 farclip_xbox=30 nearclip_xbox=0.15 fogr=200 fogg=200 fogb=200 foga=0 top_backr=87 top_backg=137 top_backb=209 bottom_backr=192 bottom_backg=237 bottom_backb=255 fogr_x=49 fogg_x=63 fogb_x=81 foga_x=63 backr_x=0 backg_x=99 backb_x=150 fogdensity=0.110 settings_end ///////////////doors//////////////////////////////// door_start spline="door_custard" level="map" 1_way door_end door_start spline="door_from_out1" level="map" door_end door_start spline="door_from_out2" level="map" door_end door_start spline="door_from_out3" level="map" door_end door_start spline="door_from_out4" level="map" door_end door_start spline="door_from_in1" level="map" door_end door_start spline="door_from_in2" level="map" door_end door_start spline="door_from_in3" level="map" door_end door_start spline="door_from_in4" level="map" door_end //// ///////////////////////camera/////////////////////// sock_start=00 circuit cam_blend_time=1.0 campos_seek=5.0 cam_dist_to_target_xz=2 cam_pullback_ratio=0.0 sock_end sock_start=01 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_lateral_ratio=-1.0 sock_end sock_start=02 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_lateral_ratio=-1.0 sock_end sock_start=03 cam_blend_time=1.0 campos_seek=5.0 cam_pullback_ratio=0.0 cam_lateral_ratio=-1.0 sock_end //////////////main outside/////////////////////// sock_start=04 circuit cam_look_ratio_y=0.95 cam_blend_time=1.0 campos_seek=5.0 cam_dist_ratio=0.0 cam_pullback_ratio=0.0 cam_lateral_ratio=0.4 cam_y_offset=1.5 offset_blend_y_ratio=1.0 sock_end ////////////////jabba's room///////////////// sock_start=09 cam_blend_time=1.0 campos_seek=5.0 // cam_dist_to_target=2 // cam_dist_ratio=0.0 cam_pullback_ratio=0.0 cam_lateral_ratio=0.0 sock_end //////////////////////////////////////////////////////////////mini controls///// ////////////////////////////e4//////////////////////// obstacle_start name="control_e4_1" obj="control_4_1" obj="control_4_1b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e4_2" obj="control_4_2" obj="control_4_2b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e4_3" obj="control_4_3" obj="control_4_3b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end //////////////////////////falcon/////////////////// obstacle_start name="control_e4_4" obj="control_4_4" obj="control_4_4b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e4_5" obj="control_4_5" obj="control_4_5b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e4_6" obj="control_4_6" obj="control_4_6b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end ////////////////////////////e5//////////////////////// obstacle_start name="control_e5_1" obj="control_5_1" obj="control_5_1b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e5_2" obj="control_5_2" obj="control_5_2b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e5_3" obj="control_5_3" obj="control_5_3b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e5_4" obj="control_5_4" obj="control_5_4b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e5_5" obj="control_5_5" obj="control_5_5b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e5_6" obj="control_5_6" obj="control_5_6b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end ////////////////////////////e6//////////////////////// obstacle_start name="control_e6_1" obj="control_6_1" obj="control_6_1b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e6_2" obj="control_6_2" obj="control_6_2b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e6_3" obj="control_6_3" obj="control_6_3b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e6_4" obj="control_6_4" obj="control_6_4b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e6_5" obj="control_6_5" obj="control_6_5b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end obstacle_start name="control_e6_6" obj="control_6_6" obj="control_6_6b" range=0.5 sfx_open="DPanelAct" sfx_close="DPanelDis" active_players_only obstacle_end ///////////////E4/doors//////////////////////////////// door_start spline="door_to_E4_01" level="BlockadeRunner_a" 1_way door_end door_start spline="door_to_E4_02" level="Tatooine_a" 1_way door_end door_start spline="door_to_E4_03" level="MosEisley_a" 1_way door_end door_start spline="door_to_E4_04" level="DeathStarRescue_a" 1_way door_end door_start spline="door_to_E4_05" level="DeathStarEscape_a" 1_way door_end door_start spline="door_to_E4_06" level="DeathStarBattle_a" 1_way door_end door_start spline="door_to_E4_07" level="E4VehicleBonus_A" 1_way door_end ///////////////E5/doors//////////////////////////////// door_start spline="door_to_E5_01" level="HothBattle_a" 1_way door_end door_start spline="door_to_E5_02" level="HothEscape_a" 1_way door_end door_start spline="door_to_E5_03" level="AsteroidChase_a" 1_way door_end door_start spline="door_to_E5_04" level="DagoBah_a" 1_way door_end door_start spline="door_to_E5_05" level="CloudCityTrap_a" 1_way door_end door_start spline="door_to_E5_06" level="CloudCityEscape_a" 1_way door_end door_start spline="door_to_E5_07" level="E5VehicleBonus_A" 1_way door_end ///////////////E6/doors//////////////////////////////// door_start spline="door_to_E6_01" level="JabbasPalace_a" 1_way door_end door_start spline="door_to_E6_02" level="SarlaccPit_a" 1_way door_end door_start spline="door_to_E6_03" level="SpeederChase_a" 1_way door_end door_start spline="door_to_E6_04" level="EndorBattle_a" 1_way door_end door_start spline="door_to_E6_05" level="EmperorFight_a" 1_way door_end door_start spline="door_to_E6_06" level="DeathStar2Battle_a" 1_way door_end door_start spline="door_to_E6_07" level="E6VehicleBonus_A" 1_way door_end /////// door_start spline="door_to_E7_01" level="bonus_a" 1_way door_end door_start spline="mission_door" level="map" 1_way door_end ///////// door_start spline="door_to_E1_boss" level="maul_A" 1_way door_end door_start spline="door_to_E2_boss" level="dooku_b" 1_way door_end door_start spline="door_to_E3_boss" level="vader_A" 1_way door_end //////////////doors////////////////// /////e4/////////// obstacle_start name="E4_01" play_openclose obj="door_e4_1a" range=0.9 active_players_only obstacle_end obstacle_start name="E4_02" play_openclose obj="door_e4_2a" range=0.9 active_players_only obstacle_end obstacle_start name="E4_03" play_openclose obj="door_e4_3a" range=0.9 active_players_only obstacle_end obstacle_start name="E4_04" play_openclose obj="door_e4_4a" range=0.9 active_players_only obstacle_end obstacle_start name="E4_05" play_openclose obj="door_e4_5a" range=0.9 active_players_only obstacle_end obstacle_start name="E4_06" play_openclose obj="door_e4_6a" range=0.9 active_players_only obstacle_end //// obstacle_start name="E4_07" play_openclose obj="door_e4_7a" range=0.9 active_players_only obstacle_end ////////////////////////////// /////e5/////////// obstacle_start name="E5_01" play_openclose obj="door_e5_1a" range=0.9 active_players_only obstacle_end obstacle_start name="E5_02" play_openclose obj="door_e5_2a" range=0.9 active_players_only obstacle_end obstacle_start name="E5_03" play_openclose obj="door_e5_3a" range=0.9 active_players_only obstacle_end obstacle_start name="E5_04" play_openclose obj="door_e5_4a" range=0.9 active_players_only obstacle_end obstacle_start name="E5_05" play_openclose obj="door_e5_5a" range=0.9 active_players_only obstacle_end obstacle_start name="E5_06" play_openclose obj="door_e5_6a" range=0.9 active_players_only obstacle_end //// obstacle_start name="E5_07" play_openclose obj="door_e5_7a" range=0.9 active_players_only obstacle_end ////////////////////////////// /////e6/////////// obstacle_start name="E6_01" play_openclose obj="door_e6_1a" range=0.9 active_players_only obstacle_end obstacle_start name="E6_02" play_openclose obj="door_e6_2a" range=0.9 active_players_only obstacle_end obstacle_start name="E6_03" play_openclose obj="door_e6_3a" range=0.9 active_players_only obstacle_end obstacle_start name="E6_04" play_openclose obj="door_e6_4a" range=0.9 active_players_only obstacle_end obstacle_start name="E6_05" play_openclose obj="door_e6_5a" range=0.9 active_players_only obstacle_end obstacle_start name="E6_06" play_openclose obj="door_e6_6a" range=0.9 active_players_only obstacle_end //// obstacle_start name="E6_07" play_openclose obj="door_e6_7a" range=0.9 active_players_only obstacle_end ////////////////////////////// //// obstacle_start name="E7_01" play_openclose obj="door_e7_1a" range=0.9 active_players_only obstacle_end ////////////////psp bonus levels.////////////// obstacle_start name="E1_boss" play_openclose obj="door_e1_boss" range=0.9 active_players_only obstacle_end obstacle_start name="E2_boss" play_openclose obj="door_e2_boss" range=0.9 active_players_only obstacle_end obstacle_start name="E3_boss" play_openclose obj="door_e3_boss" range=0.9 active_players_only obstacle_end /////inside///////////////////////// obstacle_start name="in1" play_openclose obj="door_in1" range=0.9 obstacle_end obstacle_start name="in3" play_openclose obj="door_in3" range=0.9 obstacle_end ////////outside////////////// obstacle_start name="out1" play_openclose obj="door_out1" range=0.9 obstacle_end obstacle_start name="out" play_openclose obj="door_out" range=0.9 obstacle_end obstacle_start name="out2" play_openclose obj="door_out2" range=0.9 obstacle_end obstacle_start name="out3" play_openclose obj="door_out3" range=0.9 obstacle_end ///////////////////////////////////////// //////// turret_start obj="door_2_cam_1" name="door_2_cam" x_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn y_turn_factor=3.0 //turn rate factor, the higher it is the faster the turn view_range=100 fire_range=0 fire_interval=10 hitpoints=5 fire_offset_x=-0.3 fire_offset_y=0 fire_offset_z=1.25 fire_offset2_x=0.3 fire_offset2_y=0 fire_offset2_z=1.25 range_x_rot=80 range_y_rot=75 follow_player turret_end ////////////////////////////// /////////////////////////////////gate cams///////////////// obstacle_start name="gate_e4" obj="gate_E4_null" obj="gate_E4",no_collision obj="gate_E4_col",no_collision range=1.6 play_once camera_spline="gate_E4_cam" cam_start_time=0.0 cam_end_time=2.8 cam_blend_in_time=0.5 cam_blend_out_time=1.0 active_players_only obstacle_end //// obstacle_start name="gate_e5" obj="gate_E5_null" obj="gate_E5",no_collision obj="gate_E5_col",no_collision range=1.4 play_once camera_spline="gate_E5_cam" cam_start_time=0.0 cam_end_time=2.8 cam_blend_in_time=0.5 cam_blend_out_time=1.0 active_players_only obstacle_end ///// obstacle_start name="bounty" obj="bounty_null" obj="door_bounty",no_collision range=1.4 play_once camera_spline="bounty_cam" cam_start_time=0.0 cam_end_time=2.8 cam_blend_in_time=0.5 cam_blend_out_time=1.0 active_players_only obstacle_end //////////////////////////////// //obstacle_start // chain=4,1 // obj="gate_E5_null" //obstacle_end //obstacle_start // chain=4,2 // obj="gate_delay" // auto_start // anim_speed=0.08 //obstacle_end //obstacle_start // chain=4,3 // obj="gate_delay1" // auto_start // anim_speed=1 //obstacle_end //obstacle_start // obj="gate_delay1",trigger // obj="gate_E6_null" //obstacle_end obstacle_start name="gate_e6" obj="gate_E6_null" obj="gate_E6",no_collision obj="gate_E6_col",no_collision range=1.2 play_once camera_spline="gate_E6_cam" cam_start_time=0.0 cam_end_time=2.5 cam_blend_in_time=0.5 cam_blend_out_time=1.0 active_players_only obstacle_end //////////////////////////////build it doors to E4 bonus//////////// buildit_start name="e4bonus" pair="door_1_1_1","door_1_2_1" pair="door_1_1_2","door_1_2_2" pair="door_1_1_3","door_1_2_3" pair="door_1_1_4","door_1_2_4" pair="door_1_1_5","door_1_2_5" pair="door_1_1_6","door_1_2_6" pair="door_1_1_7","door_1_2_7" pair="door_1_1_8","door_1_2_8" coin_value=1250 push_from_pieces clunk_angle=0 buildit_end obstacle_start chain=1,1 buildit="e4bonus" obstacle_end obstacle_start chain=1,2 obj="door_1_end" obstacle_end obstacle_start chain_trigger=1,2 obj="build_door_1" obstacle_end ///////////////////////////build it doors to E5 bonus////////////////////////////////////////////////// buildit_start name="e5bonus" pair="door_2_1_1","door_2_2_1" pair="door_2_1_2","door_2_2_2" pair="door_2_1_3","door_2_2_3" pair="door_2_1_4","door_2_2_4" pair="door_2_1_5","door_2_2_5" pair="door_2_1_6","door_2_2_6" pair="door_2_1_7","door_2_2_7" pair="door_2_1_8","door_2_2_8" pair="door_2_1_9","door_2_2_9" pair="door_2_1_10","door_2_2_10" pair="door_2_1_11","door_2_2_11" pair="door_2_1_12","door_2_2_12" pair="door_2_1_13","door_2_2_13" pair="door_2_1_14","door_2_2_14" pair="door_2_1_15","door_2_2_15" pair="door_2_1_16","door_2_2_16" coin_value=1250 push_from_pieces clunk_angle=90 buildit_end obstacle_start chain=2,1 buildit="e5bonus" obstacle_end obstacle_start chain=2,2 obj="door_2_end" // obj="door_2_end11" // obj="door_2_end12" // obj="door_2_end13" // obj="door_2_end14" // obj="door_2_end15" obstacle_end obstacle_start chain_trigger=2,2 obj="build_door_2" obstacle_end ///////////////////////////build it doors to E6 bonus////////////////////////////////////////////////// buildit_start name="e6bonus" pair="door_4_3_1","door_4_1_1" pair="door_4_3_2","door_4_1_2" pair="door_4_3_3","door_4_1_3" pair="door_4_3_4","door_4_1_4" pair="door_4_3_5","door_4_1_5" pair="door_4_3_6","door_4_1_6" // pair="door_4_3_7","door_4_1_7" // pair="door_4_3_8","door_4_1_8" // pair="door_4_3_9","door_4_1_9" // pair="door_4_3_10","door_4_1_10" // pair="door_4_3_11","door_4_1_11" // pair="door_4_3_12","door_4_1_12" pair="door_4_3_13","door_4_1_13" pair="door_4_3_14","door_4_1_14" pair="door_4_3_15","door_4_1_15" pair="door_4_3_16","door_4_1_16" pair="door_4_3_17","door_4_1_17" pair="door_4_3_18","door_4_1_18" pair="door_4_3_19","door_4_1_19" pair="door_4_3_20","door_4_1_20" pair="door_4_3_21","door_4_1_21" pair="door_4_3_22","door_4_1_22" pair="door_4_3_23","door_4_1_23" pair="door_4_3_24","door_4_1_24" pair="door_4_3_25","door_4_1_25" pair="door_4_3_26","door_4_1_26" pair="door_4_3_27","door_4_1_27" pair="door_4_3_28","door_4_1_28" pair="door_4_3_29","door_4_1_29" pair="door_4_3_30","door_4_1_30" pair="door_4_3_31","door_4_1_31" pair="door_4_3_32","door_4_1_32" pair="door_4_3_33","door_4_1_33" pair="door_4_3_34","door_4_1_34" pair="door_4_3_35","door_4_1_35" pair="door_4_3_36","door_4_1_36" pair="door_4_3_37","door_4_1_37" pair="door_4_3_38","door_4_1_38" // pair="door_4_3_39","door_4_1_39" // pair="door_4_3_40","door_4_1_40" coin_value=1250 push_from_pieces clunk_angle=180 buildit_end obstacle_start chain=35,1 buildit="e6bonus" obstacle_end obstacle_start chain=35,2 obj="door_4_end" obstacle_end obstacle_start chain_trigger=35,2 obj="build_door_5" obstacle_end /////////////////////build it doors to E6 bonus//////////////////// ////////////////////////main bonus door/////////////////////////// buildit_start name="bonus" pair="door_6_1_1","door_6_2_1" pair="door_6_1_2","door_6_2_2" pair="door_6_1_3","door_6_2_3" pair="door_6_1_4","door_6_2_4" pair="door_6_1_5","door_6_2_5" pair="door_6_1_6","door_6_2_6" pair="door_6_1_7","door_6_2_7" pair="door_6_1_8","door_6_2_8" pair="door_6_1_9","door_6_2_9" pair="door_6_1_10","door_6_2_10" pair="door_6_1_11","door_6_2_11" pair="door_6_1_12","door_6_2_12" pair="door_6_1_13","door_6_2_13" pair="door_6_1_14","door_6_2_14" pair="door_6_1_15","door_6_2_15" pair="door_6_1_16","door_6_2_16" pair="door_6_1_17","door_6_2_17" pair="door_6_1_18","door_6_2_18" pair="door_6_1_19","door_6_2_19" pair="door_6_1_20","door_6_2_20" pair="door_6_1_21","door_6_2_21" pair="door_6_1_22","door_6_2_22" pair="door_6_1_23","door_6_2_23" pair="door_6_1_24","door_6_2_24" pair="door_6_1_25","door_6_2_25" pair="door_6_1_26","door_6_2_26" pair="door_6_1_27","door_6_2_27" pair="door_6_1_28","door_6_2_28" pair="door_6_1_29","door_6_2_29" pair="door_6_1_30","door_6_2_30" pair="door_6_1_31","door_6_2_31" pair="door_6_1_32","door_6_2_32" pair="door_6_1_33","door_6_2_33" pair="door_6_1_34","door_6_2_34" pair="door_6_1_35","door_6_2_35" pair="door_6_1_36","door_6_2_36" pair="door_6_1_37","door_6_2_37" pair="door_6_1_38","door_6_2_38" pair="door_6_1_39","door_6_2_39" pair="door_6_1_40","door_6_2_40" pair="door_6_1_41","door_6_2_41" pair="door_6_1_42","door_6_2_42" pair="door_6_1_43","door_6_2_43" pair="door_6_1_44","door_6_2_44" pair="door_6_1_45","door_6_2_45" pair="door_6_1_46","door_6_2_46" pair="door_6_1_47","door_6_2_47" pair="door_6_1_48","door_6_2_48" pair="door_6_1_49","door_6_2_49" pair="door_6_1_50","door_6_2_50" pair="door_6_1_51","door_6_2_51" pair="door_6_1_52","door_6_2_52" pair="door_6_1_53","door_6_2_53" pair="door_6_1_54","door_6_2_54" pair="door_6_1_55","door_6_2_55" pair="door_6_1_56","door_6_2_56" pair="door_6_1_57","door_6_2_57" pair="door_6_1_58","door_6_2_58" pair="door_6_1_59","door_6_2_59" pair="door_6_1_60","door_6_2_60" coin_value=1250 push_from_pieces clunk_angle=180 buildit_end //// obstacle_start chain=5,1 buildit="bonus" obj="door_gap" obstacle_end /// obstacle_start chain=5,2 obj="door_6_end1" obj="door_6_end2" obj="door_6_end3" obj="door_6_end4" obj="door_6_end5" obj="door_6_end6" obj="door_6_end7" obj="door_6_end8" obj="door_6_end9" obj="door_6_end10" obj="door_6_end11" obj="door_6_end12" obj="door_6_end13" obj="door_6_end14" obj="door_6_end15" obj="door_6_end16" obj="door_6_end17" obj="door_6_end18" obj="door_6_end19" obj="door_6_end20" obj="door_6_end21" obj="door_6_end22" obj="door_6_end23" obj="door_6_end24" obj="door_6_end25" obj="door_6_end26" obj="door_6_end27" obj="door_6_end28" obj="door_6_end29" obj="door_6_end30" obj="door_6_end31" obj="door_6_end32" obj="door_6_end33" obj="door_6_end34" obj="door_6_end35" obj="door_6_end36" obj="door_6_end37" obj="door_6_end38" obj="door_6_end39" obj="door_6_end40" obj="door_6_end41" obj="door_6_end42" obj="door_6_end43" obj="door_6_end44" obj="door_6_end45" obj="door_6_end46" obj="door_6_end47" obj="door_6_end48" obj="door_6_end49" obj="door_6_end50" obj="door_6_end51" obj="door_6_end52" obj="door_6_end53" obj="door_6_end54" obj="door_6_end55" obj="door_6_end56" obj="door_6_end57" obj="door_6_end58" obj="door_6_end59" obj="door_6_end60" obj="door_6_end61" obj="door_6_end62" obj="door_6_end63" obj="door_6_end64" auto_start obstacle_end //////////////////////chairs/////////////////// blowup_start set_type="chair" force_name="chair_01" obj="chair_01_shadow",off deb_name="chair_pop_1" deb_name="spark_pop_2" part_effect_name="gen_part_1" blowup_end blowup_start use_type="chair" force_name="chair_02" obj="chair_02_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_03" obj="chair_03_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_04" obj="chair_04_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_05" obj="chair_05_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_06" obj="chair_06_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_07" obj="chair_07_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_08" obj="chair_08_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_09" obj="chair_09_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_10" obj="chair_10_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_11" obj="chair_11_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_12" obj="chair_12_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_13" obj="chair_13_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_14" obj="chair_14_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_15" obj="chair_15_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_16" obj="chair_16_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_17" obj="chair_17_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_18" obj="chair_18_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_19" obj="chair_19_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_20" obj="chair_20_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_21" obj="chair_21_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_22" obj="chair_22_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_23" obj="chair_23_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_24" obj="chair_24_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_25" obj="chair_25_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_26" obj="chair_26_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_27" obj="chair_27_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_28" obj="chair_28_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_29" obj="chair_29_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_30" obj="chair_30_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_31" obj="chair_31_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_32" obj="chair_32_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_33" obj="chair_33_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_34" obj="chair_34_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_35" obj="chair_35_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_36" obj="chair_36_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_37" obj="chair_37_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_38" obj="chair_38_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_39" obj="chair_39_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_40" obj="chair_40_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_41" obj="chair_41_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_42" obj="chair_42_shadow",off blowup_end blowup_start use_type="chair" force_name="chair_43" obj="chair_43_shadow",off blowup_end blowup_start use_type="chair" force_name="PS2_only_c44" obj="chair_44_shadow",off blowup_end blowup_start use_type="chair" force_name="PS2_only_c45" obj="chair_45_shadow",off blowup_end blowup_start use_type="chair" force_name="PS2_only_c46" obj="chair_46_shadow",off blowup_end blowup_start use_type="chair" force_name="PS2_only_c47" obj="chair_47_shadow",off blowup_end blowup_start use_type="chair" force_name="PS2_only_c48" obj="chair_48_shadow",off blowup_end blowup_start use_type="chair" force_name="PS2_only_c49" obj="chair_49_shadow",off blowup_end //////////////////// /////////////////////////////////blowup bins/////////////////////// blowup_start force_name="bin_01" obj="bin_lid_01",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_02" obj="bin_lid_02",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_03" obj="bin_lid_03",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_04" obj="bin_lid_04",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_05" obj="bin_lid_05",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_06" obj="bin_lid_06",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_07" obj="bin_lid_07",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_08" obj="bin_lid_08",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end blowup_start force_name="bin_09" obj="bin_lid_09",off deb_name="bin_pop_1" deb_name="bin_pop_2" part_effect_name="bin_part_1" blowup_end ////////////////////////////////////////blowup big bins////////////////////////////////////////// obstacle_start chain=6,1 obj="big_bin_01" obj="big_bin_lid_01" obstacle_end obstacle_start chain=6,2 obj="big_bin_01b" obstacle_end blowup_start force_name="big_bin_lid_01" obj="big_bin_01",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_01b" obj="camera" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end /////////////////// obstacle_start chain=7,1 obj="big_bin_02" obj="big_bin_lid_02" obstacle_end obstacle_start chain=7,2 obj="big_bin_02b" obstacle_end blowup_start force_name="big_bin_lid_02" obj="big_bin_02",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_02b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end //////////////////// obstacle_start chain=8,1 obj="big_bin_03" obj="big_bin_lid_03" obstacle_end obstacle_start chain=8,2 obj="big_bin_03b" obstacle_end blowup_start force_name="big_bin_lid_03" obj="big_bin_03",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_03b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end //////////////////// obstacle_start chain=9,1 obj="big_bin_04" obj="big_bin_lid_04" obstacle_end obstacle_start chain=9,2 obj="big_bin_04b" obstacle_end blowup_start force_name="big_bin_lid_04" obj="big_bin_04",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_04b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=10,1 obj="big_bin_05" obj="big_bin_lid_05" obstacle_end obstacle_start chain=10,2 obj="big_bin_05b" obstacle_end blowup_start force_name="big_bin_lid_05" obj="big_bin_05",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_05b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=11,1 obj="big_bin_06" obj="big_bin_lid_06" obstacle_end obstacle_start chain=11,2 obj="big_bin_06b" obstacle_end blowup_start force_name="big_bin_lid_06" obj="big_bin_06",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_06b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=12,1 obj="big_bin_07" obj="big_bin_lid_07" obstacle_end obstacle_start chain=12,2 obj="big_bin_07b" obstacle_end blowup_start force_name="big_bin_lid_07" obj="big_bin_07",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_07b" obj="prop" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=13,1 obj="big_bin_08" obj="big_bin_lid_08" obstacle_end obstacle_start chain=13,2 obj="big_bin_08b" obstacle_end blowup_start force_name="big_bin_lid_08" obj="big_bin_08",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_08b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=14,1 obj="big_bin_09" obj="big_bin_lid_09" obstacle_end obstacle_start chain=14,2 obj="big_bin_09b" obstacle_end blowup_start force_name="big_bin_lid_09" obj="big_bin_09",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_09b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=15,1 obj="big_bin_10" obj="big_bin_lid_10" obstacle_end obstacle_start chain=15,2 obj="big_bin_10b" obstacle_end blowup_start force_name="big_bin_lid_10" obj="big_bin_10",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_10b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=16,1 obj="big_bin_11" obj="big_bin_lid_11" obstacle_end obstacle_start chain=16,2 obj="big_bin_11b" obstacle_end blowup_start force_name="big_bin_lid_11" obj="big_bin_11",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_11b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////////////////////bike//////////////////////////////////////////// ///////////////// obstacle_start chain=24,1 obj="big_bin_12" obj="big_bin_lid_12" obstacle_end obstacle_start chain=24,2 obj="big_bin_12b" obstacle_end blowup_start force_name="big_bin_lid_12" obj="big_bin_12",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_12b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// obstacle_start chain=25,1 obj="big_bin_13" obj="big_bin_lid_13" obstacle_end obstacle_start chain=25,2 obj="big_bin_13b" obstacle_end blowup_start force_name="big_bin_lid_13" obj="big_bin_13",off deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="big_bin_13b" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////// //////////////////////////////////////evaps///////////////////////////// blowup_start force_name="evap_01" // obj="bin_lid_09",off deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="evap_01_part" hit_points=0 // vehicle_only blowup_end blowup_start force_name="evap_02" // obj="bin_lid_09",off deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="evap_01_part" hit_points=0 // vehicle_only blowup_end blowup_start force_name="evap_03" // obj="bin_lid_09",off deb_name="evap_pop_1" deb_name="evap_pop_2" deb_name="evap_pop_4" part_effect_name="evap_01_part" hit_points=0 // vehicle_only blowup_end /////// /////////////gen pops/////////////////// blowup_start force_name="gen_pop1" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="gen_pop2" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="gen_part_1" blowup_end blowup_start force_name="gen_pop3" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="gen_pop4" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="gen_pop5" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="gen_pop6" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="gen_pop7" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end blowup_start force_name="gen_pop8" deb_name="b_bin_pop_1" deb_name="b_bin_pop_2" part_effect_name="bin_part_2" blowup_end ////////////////// buildit_start name="pop" pair="pop_99_3","pop_99_2" pair="pop_98_3","pop_98_2" pair="pop_97_3","pop_97_2" pair="pop_96_3","pop_96_2" pair="pop_95_3","pop_95_2" pair="pop_94_3","pop_94_2" pair="pop_93_3","pop_93_2" pair="pop_92_3","pop_92_2" pair="pop_91_3","pop_91_2" pair="pop_90_3","pop_90_2" pair="pop_89_3","pop_89_2" pair="pop_88_3","pop_88_2" pair="pop_87_3","pop_87_2" pair="pop_86_3","pop_86_2" pair="pop_85_3","pop_85_2" pair="pop_84_3","pop_84_2" pair="pop_1_3","pop_1_2" pair="pop_2_3","pop_2_2" pair="pop_3_3","pop_3_2" pair="pop_4_3","pop_4_2" pair="pop_5_3","pop_5_2" pair="pop_6_3","pop_6_2" pair="pop_7_3","pop_7_2" pair="pop_8_3","pop_8_2" pair="pop_9_3","pop_9_2" pair="pop_10_3","pop_10_2" pair="pop_11_3","pop_11_2" pair="pop_12_3","pop_12_2" pair="pop_13_3","pop_13_2" pair="pop_14_3","pop_14_2" pair="pop_15_3","pop_15_2" pair="pop_16_3","pop_16_2" pair="pop_17_3","pop_17_2" pair="pop_18_3","pop_18_2" pair="pop_19_3","pop_19_2" pair="pop_20_3","pop_20_2" pair="pop_21_3","pop_21_2" pair="pop_22_3","pop_22_2" pair="pop_23_3","pop_23_2" pair="pop_24_3","pop_24_2" pair="pop_25_3","pop_25_2" pair="pop_26_3","pop_26_2" pair="pop_27_3","pop_27_2" pair="pop_28_3","pop_28_2" pair="pop_29_3","pop_29_2" pair="pop_30_3","pop_30_2" pair="pop_31_3","pop_31_2" pair="pop_32_3","pop_32_2" pair="pop_33_3","pop_33_2" pair="pop_34_3","pop_34_2" pair="pop_35_3","pop_35_2" pair="pop_36_3","pop_36_2" pair="pop_37_3","pop_37_2" pair="pop_38_3","pop_38_2" pair="pop_39_3","pop_39_2" pair="pop_40_3","pop_40_2" pair="pop_41_3","pop_41_2" pair="pop_42_3","pop_42_2" pair="pop_43_3","pop_43_2" pair="pop_44_3","pop_44_2" pair="pop_45_3","pop_45_2" pair="pop_46_3","pop_46_2" pair="pop_47_3","pop_47_2" pair="pop_48_3","pop_48_2" pair="pop_49_3","pop_49_2" pair="pop_50_3","pop_50_2" pair="pop_51_3","pop_51_2" pair="pop_52_3","pop_52_2" pair="pop_53_3","pop_53_2" pair="pop_54_3","pop_54_2" pair="pop_55_3","pop_55_2" pair="pop_56_3","pop_56_2" pair="pop_57_3","pop_57_2" pair="pop_58_3","pop_58_2" pair="pop_59_3","pop_59_2" pair="pop_60_3","pop_60_2" pair="pop_61_3","pop_61_2" pair="pop_62_3","pop_62_2" pair="pop_63_3","pop_63_2" pair="pop_64_3","pop_64_2" pair="pop_65_3","pop_65_2" pair="pop_66_3","pop_66_2" pair="pop_67_3","pop_67_2" pair="pop_68_3","pop_68_2" pair="pop_69_3","pop_69_2" pair="pop_70_3","pop_70_2" pair="pop_71_3","pop_71_2" pair="pop_72_3","pop_72_2" pair="pop_73_3","pop_73_2" pair="pop_74_3","pop_74_2" pair="pop_75_3","pop_75_2" pair="pop_76_3","pop_76_2" pair="pop_77_3","pop_77_2" pair="pop_78_3","pop_78_2" pair="pop_79_3","pop_79_2" pair="pop_80_3","pop_80_2" pair="pop_81_3","pop_81_2" pair="pop_82_3","pop_82_2" pair="pop_83_3","pop_83_2" // coin_value=1250 // push_from_pieces // clunk_angle=180 buildit_end obstacle_start obj="pop_81_2",trigger obj="pop_null1" obj="pop_null2" obstacle_end obstacle_start chain=17,1 obj="pop_null2" obstacle_end obstacle_start chain=17,2 obj="pop_terr" obstacle_end obstacle_start chain=4,1 obj="pop_null1" obstacle_end obstacle_start chain=4,2 obj="null2",reset_force_flags obstacle_end obstacle_start chain=4,3,2 obj="null3",reset_force_flags obstacle_end ////////////////////// blowup_start force_name="null2" deb_name="chair_pop_1" deb_name="spark_pop_2" blowup_end blowup_start force_name="null3" deb_name="chair_pop_1" deb_name="spark_pop_2" blowup_end