;
;
;
;
;
; (A) Object Name				[256 chars max]
; (B) Mass					[kilograms 1 to 50000]
; (C) TurnMass					[kg m^3 or some such dimension] 
; (D) Air Resistance				[scale 0 (total resistance) to 1 (zero resistance)]
; (E) Elasticity				[scale 0 (no bounce) to 1 (full bounce)]
; (F) Percent Submerged				[percentage 10 to 120]
; (G) Uproot Limit				[force magnitude required to uproot]
; (H) Collision Damage Multiplier		[0.1 - 5.0 ish]
;
; (I) Collision Damage Effect		
;		0:none 
;		1:change_model
;		20:smash_completely
;		21:change_then_smash
;		200:breakable	
;		202:breakable then removed	(ie. never regenerated after destroyed)
;
; (J) Special Collision Response Cases 	
;		0:none(default)
;		1:lampost 
;		2:smallbox
;		3:bigbox 
;		4:fencepart 
;		5:grenade
;		6:SWINGDOOR 
;		7:LOCKDOOR 
;		8:HANGING 
;  		9:OB_COL_POOLBALL
;						     
; (K) Camera to avoid this object (0) for no (1) for yes
;
; (L) Causes Explosion				- if this is no zero then an effect must be specified which is played when this object explodes
;
;
; FX INFO:
; ========
;
; (FX_TYPE)	Type of FxSystem		- 0 - no FxSystem, 1 - play when hit, 2 - play when destroyed, 3 - play when hit or destroyed
; (FX_OFFSET)	Offset of FxSystem		- offset from the pivot of the object (set x value to -999.0 to play at the point of collision)
; (FX_NAME)	Name of FxSystem		- needs to be "noname" if FX_TYPE is 0, otherwise must be the name of a valid FxSystem
;
;
;
; BREAKABLE INFO:
; ===============
;
; (B-SM) 	Smash Multiplier 		- if set to 2.0 then it will take twice the force to smash as opposed to break an object (1.0 - smash only - never break, set very large if it only breaks and never smashes)
; (B-VX)  	Break Velocity X		- velocity of breakable parts
; (B-VY)  	Break Velocity Y
; (B-VZ)  	Break Velocity Z
; (B-VR)  	Break Velocity Rand 		- velocity randomness factor
; (B_GUN) 	Gun Break Mode			- 0 - not breakable by gun, 1 - breakable, 2 - smashable
; (B_SPK) 	Produce Sparks on Impact  	- 0 - no sparks, 1 - sparks produced

;***********interior doors*************
hei_b_dr1,		5.0,		5.0		0.98,		0.1,		50.0,		0.0,  	1.0,	0,	6,	1, 	0,	0,	0.0, 0.0, 0.0,		none