VERSION 2
//	Version 1 :		New crush data
//  		2 :		New windscreen spec

VOLVO.TXT			// Name of car

0.0				// softness_factor

START OF DRIVABLE STUFF

-0.08,0.179,0			// Offset of driver's head in 3D space
80,-70				// Angles to turn to make head go left and right
0,0.175,0.2,30			// Offset of 'mirror camera' in 3D space, viewing angle of mirror
none,none,PRATBDRT.PIX,PRATBDHZ.PIX	// Pratcam border names (left, top, right, bottom)

END OF DRIVABLE STUFF

9901,9901,9901			// Engine noise (normal, enclosed space, underwater)

stealworthy			// Can be stolen

// Damage info for top impacts
1					// Number of clauses
	always
	1				// Systems count
		driver,1.5		// Damage											// Number of clauses

// Damage info for bottom impacts
5					// Number of clauses
	always
	1				// Systems count
		transmission,0.2	// Damage
	z<0.25&x<0.25			// Condition
	3				// Systems count
		lf_wheel,0.5		// Damage 
		lf_brake,0.5		// Damage 
		steering,0.3		// Damage 
	z<0.25&x>0.75			// Condition
	3				// Systems count
		rf_wheel,0.5		// Damage 
		rf_brake,0.5		// Damage 
		steering,0.3		// Damage 
	z>0.75&x<0.25			// Condition
	2				// Systems count
		lr_wheel,0.5		// Damage 
		lr_brake,0.5		// Damage 
	z>0.75&x>0.75			// Condition
	2				// Systems count
		rr_wheel,0.5		// Damage 
		rr_brake,0.5		// Damage 

// Damage info for left impacts
3					// Number of clauses
	z>0.25&z<0.75
	1				// Systems count
		driver,1.0		// Damage
	z<0.25				// Condition
	3				// Systems count
		lf_wheel,0.5		// Damage 
		lf_brake,0.5		// Damage 
		steering,0.3		// Damage 
	z>0.75				// Condition
	2				// Systems count
		lr_wheel,0.5		// Damage 
		lr_brake,0.5		// Damage 

// Damage info for right impacts
3					// Number of clauses
	z>0.25&z<0.75
	1				// Systems count
		driver,1.0		// Damage
	z<0.25				// Condition
	3				// Systems count
		rf_wheel,0.5		// Damage 
		rf_brake,0.5		// Damage 
		steering,0.3		// Damage 
	z>0.75				// Condition
	2				// Systems count
		rr_wheel,0.5		// Damage 
		rr_brake,0.5		// Damage 

// Damage info for front impacts
3					// Number of clauses
	always				// Condition
	2				// Systems count
		engine,1.0		// Damage 
		transmission,0.3	// Damage 
	x<0.25				// Condition
	3				// Systems count
		lf_wheel,0.5		// Damage 
		lf_brake,0.5		// Damage 
		steering,0.5		// Damage 
	x>0.75				// Condition
	3				// Systems count
		rf_wheel,0.5		// Damage 
		rf_brake,0.5		// Damage 
		steering,0.5		// Damage 

// Damage info for rear impacts
3					// Number of clauses
	always				// Condition
	1				// Systems count
		transmission,0.5	// Damage 
	x<0.25				// Condition
	2				// Systems count
		lr_wheel,0.5		// Damage 
		lr_brake,0.5		// Damage 
	x>0.75				// Condition
	2				// Systems count
		rr_wheel,0.5		// Damage 
		rr_brake,0.5		// Damage 

GEAGLEF.PIX,GEAGLEF.PIX,GEAGLEA.PIX	// Grid image (opponent, frank, annie)

1				// Number of extra levels of detail
8				// min_dist_squared

VOLVO.WAM			// crush data file (will be incorporated into this file)

CARWSCRN.PIX			// Name of reflective screen material (or none if non-reflective)
100				// Percentage transparency of windscreen

2				// Number of steerable wheels
7				// GroovyFunkRef of 1st steerable wheel
8				// GroovyFunkRef of 2nd steerable wheel

4,-1,-1,-1			// Left-front suspension parts GroovyFunkRef
3,-1,-1,-1			// Right-front suspension parts GroovyFunkRef
6,-1				// Left-rear suspension parts GroovyFunkRef
5,-1				// Right-rear suspension parts GroovyFunkRef

-1,-1,2,1		// Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS
10,9,-1,-1		// Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS

0.14				// Driven wheels diameter
0.14				// Non-driven wheels diameter

START OF FUNK

VOLITR
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
B
2
VOLITALL,1,0,2,0
VOLITALL,1,0,2,1

NEXT FUNK

VORLITL
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
B
2
VOLITALL,1,0,2,0
VOLITALL,1,0,2,1

END OF FUNK

START OF GROOVE

FRPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
3
0,1,0
rock
absolute
7
0,0,0
y
0

NEXT GROOVE

FLPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
4
0,1,0
rock
absolute
8
0,0,0
y
0

NEXT GROOVE

RRWHEEL.ACT
not a lollipop
constant
straight
absolute
0,0,0
5
0,1,0
spin
controlled
1
0,0,0
x

NEXT GROOVE

RLWHEEL.ACT
not a lollipop
constant
straight
absolute
0,0,0
6
0,1,0
spin
controlled
2
0,0,0
x

NEXT GROOVE

FRWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
9
0,0,0
x

NEXT GROOVE

FLWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
10
0,0,0
x

END OF GROOVE

// END OF CRUSH DATA

START OF MECHANICS STUFF version 1

0.7                    // Minimum turning circle.
1.000000                    // Brake multiplier.
1.000000                    // Braking strength multiplier.
6                           // Number of gears.
85.0000                    // Speed at red line in highest gear.
4.000000                    // Acceleration in highest gear (m/s^2) i.e. engine strength.

// Sub member: Root part
normal                      // Type
none                        // Identifier
EAGLE3.ACT                 // Actor
// Sub member: Joint data
none                        // Type
-0.000003,0.058995,0.010375  // Centre of mass
5.5                    // Mass
0.419369,0.253003,0.807644  // Angular momentum proportions
50.000000                   // Downforce-to-weight balance speed
4                           // Number of 'Wheels' entries.
// Wheels entry #1
0                           // Type
Left front                  // Identifier
FLWHEEL.ACT                 // Actor
-0.17,0.11,-0.36					 	// Position
1                           // Steerable flags
0                           // Driven flags
0.010000                    // Suspension give
1.000000                    // Damping factor
1.000000                    // Fractional reduction in friction when slipping
80.000000,80.500000          // Friction angles
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance
// Wheels entry #2
1                           // Type
Right front                 // Identifier
FRWHEEL.ACT                 // Actor
0.17,0.11,-0.36 // Position
1                           // Steerable flags
0                           // Driven flags
0.010000                    // Suspension give
1.000000                    // Damping factor
1.000000                    // Fractional reduction in friction when slipping
80.000000,80.500000          // Friction angles
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance
// Wheels entry #3
1                           // Type
Left rear                   // Identifier
RLWHEEL.ACT                 // Actor
-0.16,0.11,0.28   // Position
0                           // Steerable flags
0                           // Driven flags
0.010000                    // Suspension give
1.000000                    // Damping factor
1.000000                    // Fractional reduction in friction when slipping
79.500000,80.500000          // Friction angles
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance
// Wheels entry #4
1                           // Type
Right rear                  // Identifier
RRWHEEL.ACT                 // Actor
0.16,0.11,0.28					  	// Position
0                           // Steerable flags
0                           // Driven flags
0.010000                    // Suspension give
1.000000                    // Damping factor
1.000000                    // Fractional reduction in friction when slipping
79.500000,80.500000          // Friction angles
2.000000                    // Traction fractional multiplier
0.050000                    // Rolling resistance

4                           // Number of 'Bounding shapes' entries.

// Bounding shape: This shape definition is used for all collisions in the game.                       
// It is important to get this shape to fit your car as                                
// close as possible. It will add a lot of realism to your car. If you are adding a lot
// of suspension, remember to raise this shape as needed.                              
polyhedron                  // Type
8
-0.235,0.060,-0.531  // L B F      
0.235,0.060,-0.531   // R B F      
0.241,0.60,-0.517    // R T F       
-0.241,0.60,-0.517   // L T F       

-0.242,0.060, 0.049   // L B R      
0.242,0.060, 0.049    // R B R      
0.242,0.60, 0.049    // R T R      
-0.242,0.60, 0.049   // L T R      

polyhedron                  // Type
8
-0.250,0.062,-0.517  // L B F      
-0.067,0.062,-0.517   // R B F      
-0.067,0.243,-0.517    // R T F       
-0.250,0.243,-0.514   // L T F       

-0.250,0.062, 0.636   // L B R      
-0.065,0.062, 0.636    // R B R      
-0.065,0.243, 0.636    // R T R      
-0.250,0.243, 0.636   // L T R 

polyhedron                  // Type
8
0.067,0.062,-0.517  // L B F      
0.250,0.062,-0.517   // R B F      
0.250,0.243,-0.517    // R T F       
0.067,0.243,-0.514   // L T F       

0.065,0.062, 0.636   // L B R      
0.250,0.062, 0.636    // R B R      
0.250,0.243, 0.636    // R T R      
0.064,0.243, 0.636   // L T R 

polyhedron                  // Type
8
-0.094,0.155,0.297  // L B F      
0.094,0.155,0.297   // R B F      
0.094,0.202,0.297    // R T F       
-0.094,0.202,0.297   // L T F       

-0.094,0.156, 0.34   // L B R      
0.094,0.156, 0.34    // R B R      
0.094,0.243, 0.34    // R T R      
-0.094,0.243, 0.34   // L T R 

0                           // Number of sub-parts.

END OF MECHANICS STUFF

// Materials for shrapnel
3				// number of materials
M00.MAT		// Red
M00.MAT
M30.MAT		// White

//damage vertices fire points
1			// engine point
1			// transmission
1			// driver
5			// steering
1			// lf brake
1			// rf brake
1			// lr brake
1			// rr brake
1			// lf wheel
4			// rf wheel
6			// lr wheel
1			// rr wheel

// start of keyword stuff
CAMERA_POSITIONS
0, 0.3, -0.55			// bumper position
0, 0.3923, -0.39802		// cockpit position

// End of keyword stuff
END