/
/  Delta Force item definition file
/
/    If you're not Daniele, don't monkey with this.
/

// .................................................................. Null
begin "null"
  id 0
  type marker
end

// ........................................................... Decorations
begin "barrel"
  id 1001
  type decoration
  graphic barrel
  hp 4 0
end

begin "barrels"
  id 1002
  type decoration
  graphic barrels
  hp 4 0
end

begin "bush, snow"
  id 1003
  type decoration
  graphic bush
end

begin "bunker, sand"
  id 1004
  type decoration
  graphic san3a_h
end

begin "chair"
  id 1005
  type decoration
  graphic chair
end

begin "chair, wood"
  id 1028
  type decoration
  graphic wdchair
end

begin "chair, woodx"
  id 1033
  type decoration
  graphic wdchairx
end

begin "crate, ammo"
  id 1006
  type decoration
  graphic ammobox
end

begin "crate, plain"
  id 1007
  type decoration
  graphic crate1
end

begin "crate, hazard"
  id 1008
  type decoration
  graphic crate2
end

begin "crates, hazard"
  id 1009
  type decoration
  graphic crate3
end

begin "crate, large"
  id 1010
  type decoration
  graphic crate4
end

begin "crate, flat"
  id 1011
  type decoration
  graphic crate5
end

begin "crates, stacked"
  id 1012
  type decoration
  graphic crate6
end

begin "crates, 2"
  id 1013
  type decoration
  graphic crate7
end

begin "drugs"
  id 1027
  type decoration
  graphic dgcrate
end

begin "drugs 2"
  id 1030
  type decoration
  graphic dgcrate2
end

begin "fence"
  id 1014
  type decoration
  graphic fence
  hp 4 0
end

begin "satellite dish"
  id 1031
  type decoration
  graphic psatl_h
end

begin "table"
  id 1015
  type decoration
  graphic table
end

begin "table, wood"
  id 1029
  type decoration
  graphic wdtable
end

begin "table, woodx"
  id 1032
  type decoration
  graphic wdtablex
end

begin "tree, pine"
  id 1016
  type decoration
  graphic pine
  ai_function tree
  interrupt_sound_id 20
  hp 96 2
end

begin "tree, palm1"
  id 1017
  type decoration
  graphic palm1
  ai_function tree
  interrupt_sound_id 55
  hp 96 2
end

begin "tree, palm2"
  id 1018
  type decoration
  graphic palm2
  ai_function tree
  interrupt_sound_id 55
  hp 96 2
end

begin "tree, fir"
  id 1019
  type decoration
  graphic fir1
  ai_function null
  hp 96 2
end

begin "tree, fir2"
  id 1020
  type decoration
  graphic fir2
  ai_function null
  hp 96 2
end

begin "tree, cactus"
  id 1021
  type decoration
  graphic cactus
end

begin "tree, joshua"
  id 1022
  type decoration
  graphic joshua
end

begin "tree, snow birch"
  id 1023
  type decoration
  graphic snobirch
end

begin "tree, snow oak"
  id 1024
  type decoration
  graphic wintroak
end

begin "tree, oak"
  id 1025
  type decoration
  graphic oak
end

begin "well"
  id 1026
  type decoration
  graphic well
end

// .............................................................. Vehicles

begin "BMP-2"
  id 2001
  type vehicle
  graphic bmp
  attrib: Good
  hp 64 2
end

begin "BRDM"
  id 2002
  type vehicle
  graphic brdm
  attrib: Good
  hp 64 2
end

begin "bush, tumble"
  id 2003
  type vehicle
  graphic tumble
end

begin "C130"
  id 2004
  type vehicle
  graphic hercules
  attrib: Good
  hp 64 2
end

begin "Havoc"
  id 2005
  type vehicle
  graphic havoc
  attrib: Good
  hp 64 2
end

begin "humvee"
  id 2006
  type vehicle
  graphic humvee
  ai_function null
  move_function null
  attrib: Good
  hp 64 2
end

begin "LCAC"
  id 2007
  type vehicle
  graphic lcac
  ambient prop
  attrib: Good
  hp 64 2
end

begin "m1a2"
  id 2008
  type vehicle
  graphic m1a2
  ai_function null
  attrib: Good
  hp 1024 9
end

begin "pickup"
  id 2009
  type vehicle
  graphic pickup
  ai_function null
  attrib:
  hp 32 2
end


// ............................................................. Buildings
begin "bridge 1a"
  id 3001
  type building
  graphic bridge
end

begin "bridge 1b"
  id 3002
  type building
  graphic ramp
end

begin "bridge 2"
  id 3018
  type building
  graphic s_bridge
  ai_function dec0
  interrupt_sound_id 57
end

begin "bunker"
  id 3003
  type building
  graphic bunker
end

begin "castle"
  id 3019
  type building
  graphic castle
end

begin "hangar"
  id 3004
  type building
  graphic hangar
end

begin "house, 07"
  id 3005
  type building
  graphic house7
end

begin "house, 08"
  id 3006
  type building
  graphic house7
end

begin "hut, switch"
  id 3007
  type building
  graphic swtchhut
end

begin "oil tank"
  id 3008
  type building
  graphic oiltank
end

begin "shack 1"
  id 3016
  type building
  graphic cshak1
end

begin "shack 2"
  id 3017
  type building
  graphic cshak2
end

begin "tent, netting"
  id 3009
  type building
  graphic netting
end

begin "tent, long"
  id 3010
  type building
  graphic longtent
end

begin "tent, small"
  id 3011
  type building
  graphic tentsmal
end

begin "tower, com"
  id 3012
  type building
  graphic comtower
end

begin "tower, con"
  id 3013
  type building
  graphic contower
end

begin "tower, guard"
  id 3014
  type building
  graphic grdtower
  ai_function dec0
  interrupt_sound_id 58
end

begin "tower, guard 2"
  id 3020
  type building
  graphic gtowra
end

begin "tower, med"
  id 3015
  type building
  graphic medtower
end


// ............................................................... Objects
begin "M406 HE Grenade"
  id 4001
  type object
  hp 1
  graphic m406
end

begin "M16"
  id 4002
  type object
  graphic m16
end

begin "PM16"
  id 4003
  type object
  graphic pm16
end

begin "Knife"
  id 4004
  type object
  graphic knife
end

begin "PKnife"
  id 4005
  type object
  graphic pknife
end

begin "M1911"
  id 4006
  type object
  graphic m1911_h
end

begin "PM19"
  id 4007
  type object
  graphic pm19
end

begin "case, cash"
  id 4013
  type object
  graphic cashcase
end

begin "case, metal"
  id 4008
  type object
  graphic metlcase
end

begin "ak crate?"
  id 4009
  type object
  graphic akcrate
end

begin "am crate?"
  id 4010
  type object
  graphic amcrate
end

begin "gr crate?"
  id 4011
  type object
  graphic grcrate
end

begin "radio"
  id 4012
  type object
  graphic radio
end

// ................................................................ People
begin "Drug Leader"
  id 5005
  type person
  graphic  thug
  chr_file player01
  anim_def playanim
  attrib: Evil AIData
  hp 4
  ai_function org1
  phrase_set 1
end

begin "Drug Flunky 1"
  id 5006
  type person
  graphic  thug
  chr_file player01
  anim_def playanim
  attrib: Evil AIData
  hp 2
  ai_function org1
  phrase_set 1
end

begin "Drug Flunky 2"
  id 5007
  type person
  graphic  thug
  chr_file player01
  anim_def playanim
  attrib: Evil AIData
  hp 2
  ai_function org1
  phrase_set 2
end

begin "Test AI"
  id 5001
  type person
  graphic  player01
  chr_file player01
  anim_def playanim
  attrib: Evil AIData
  hp 2
  ai_function org1
end


begin "player01"
  id 5003
  type person
  graphic  player01
  chr_file player01
  anim_def playanim
  attrib: AIData FO
  hp 4
  ai_function plyr
  phrase_set 1
end

begin "player02"
  id 5004
  type person
  graphic  player01
  chr_file player01
  anim_def playanim
  attrib: AIData FO
  hp 4
  ai_function plyr
end

begin "Squad Member"
  id 5002
  type person
  graphic  player01
  chr_file player01
  anim_def playanim
  attrib: Good AIData FO
  hp 2
  ai_function org1
end

// ............................................................... Markers
begin "start, player"
  id 6001
  type marker
end

begin "start, dmatch"
  id 6002
  type marker
end

begin "start, Team A"
  id 6003
  type marker
end

begin "start, Team B"
  id 6004
  type marker
end

begin "waypoint"
  id 6005
  type marker
end

begin "KOTH center"
  id 6006
  type marker
end

begin "Sound: ground, Peru"
  id 6007
  type marker
  ai_function snd0
  interrupt_sound_id 59
end

begin "Sound: Hawk, Peru"
  id 6008
  type marker
  ai_function snd0
  interrupt_sound_id 56
end

begin "Sound: Bug, Peru"
  id 6011
  type marker
  ai_function snd0
  interrupt_sound_id 63
end

begin "Sound: ground, Dsrt"
  id 6009
  type marker
  ai_function snd0
  interrupt_sound_id 62
end

begin "Sound: Sky, Dsrt"
  id 6010
  type marker
  ai_function snd0
  interrupt_sound_id 61
end

begin "Sound: Bug, Dsrt"
  id 6012
  type marker
  ai_function snd0
  interrupt_sound_id 64
end

// ............................................................... Effects
begin "bullvdirt"
  id 7001
  type effect
  graphic exp_b
end

begin "bullvhdirt"
  id 7002
  type effect
  graphic exp_b
end

begin "bullvgrass"
  id 7003
  type effect
  graphic exp_b
end

begin "bullvsand"
  id 7004
  type effect
  graphic exp_b
end

begin "bullvsnow"
  id 7005
  type effect
  graphic exp_b
end

begin "bullvwood"
  id 7006
  type effect
  graphic exp_b
end

begin "bullvmetal"
  id 7007
  type effect
  graphic sparks
end

begin "bullvarmor"
  id 7008
  type effect
  graphic sparks
end

begin "bullvstone"
  id 7009
  type effect
  graphic sparks
end

begin "bullvcloth"
  id 7010
  type effect
  graphic exp_b
end

begin "bullvfoliage"
  id 7011
  type effect
  graphic exp_b
end

begin "bullvflesh"
  id 7012
  type effect
  graphic redmist
end

begin "ground exp"
  id 7013
  type effect
  graphic bexp
end

begin "water exp"
  id 7014
  type effect
  graphic splash2
end

begin "water splash"
  id 7015
  type effect
  graphic splash1
end
