VERSION 4

// Generated by CarEd v.1.13 beta
// Sub member: Master-crush data
1                           // Number of 'X mins' entries.
0.104000                    // X mins                     
1                           // Number of 'X maxs' entries.
-0.107000                   // X maxs                     
1                           // Number of 'Y mins' entries.
0.138000                    // Y mins                     
1                           // Number of 'Y maxs' entries.
0.062000                    // Y maxs                     
1                           // Number of 'Z mins' entries.
0.215000                    // Z mins                     
1                           // Number of 'Z maxs' entries.
-0.227000                   // Z maxs                     
1.000000                    // Bendability factor         
-0.064000                   // Bend point Z min           
0.152000                    // Bend point Z max           
1.000000                    // Snappability factor        
0                           // Y split position           
0.056000,0.163000,0.053000  // Driver position            

8                          // Number of 'Crush data' entries.

// entry 1
ENGINE          // actor
normal        // softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 2
TAILGATE          // actor
normal      // Softness (uncrushable,very_hard,hard,normal,soft,vey_soft)
flap        // Crush type  (flap,detach,fully_detach,joint_index) 
25           // Hinge point 0 (index of the vertex from the model) 
8           // Hinge point 1 (index of the vertex from the model) 
15           // Hinge point 2 (index of the vertex from the model) 
1           // Kev-o-flap? 1 = door     2 = hood,bumper... 
hard        // Ease of flap (very_hard,hard,normal,soft,vey_soft) 
box         // shape
0           // Number of 'Smash data' entries.

// entry 3
SUSFR          // actor
normal        // softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 4
SUSFL          // actor
normal        // softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 5
SUSRR          // actor
normal        // softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 6
SUSRL          // actor
normal        // softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 7
BODY          // actor
normal        // softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// entry 8
ASSVAN01.ACT       // actor
normal        // softness
boring        // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
0             // number of smashable textures

// Here are some sample crush data settings
//
// // Crush data entry #2  (a simple bumper) 
// MAFBMP      // Actor    
// normal      // Softness 
// detach      // Crush type  
// normal      // Ease of detachment  
// stubborn    // Type  "normal","stubborn","fully_detach" 
// box         // shape
// 0           // Number of 'Smash data' entries.  
//
// // Crush data entry #5  (a car hood)      
// MAHOOD      // Actor                                  
// normal      // Softness (uncrushable,very_hard,hard,normal,soft,vey_soft)
// flap        // Crush type  (flap,detach,fully_detach,joint_index) 
// 2           // Hinge point 0 (index of the vertex from the model) 
// 3           // Hinge point 1 (index of the vertex from the model) 
// 0           // Hinge point 2 (index of the vertex from the model) 
// 0           // Kev-o-flap? 1 = door     2 = hood,bumper... 
// hard        // Ease of flap (very_hard,hard,normal,soft,vey_soft) 
// box         // shape
// 0           // Number of 'Smash data' entries.  
//
// // Crush data entry #12  (a rear wheel guard with a tail light)
// MARRWG      // Actor             
// normal      // Softness          
// detach      // Crush type        
// normal      // Ease of detachment
// normal      // Type              
// box         // shape 
// 1           // Number of 'Smash data' entries.        
// // smashable part #1
//   MARTL       // name of material                           
//   mbacklig    // pixelmap to use when intact                
//   1           // Number of levels                   
//   0.002       // trigger threshold (default if zero)
//   0           // flags
//   // Connotations: 
//   1           // number of possible sounds   
//   4520        // sound ID                            
//   1           // Shrapnel count              
//   shards      // Shrapnel type                       
//   0,0         // Min,max speed towards car   
//   1.0         // Impactee velocity factor    
//   10.0        // Random velocity (max)               
//   2.0         // Random up velocity (max)    
//   0           // Random normal velocity (max)
//   100.0       // Random spin rate (max)              
//   0.75,1.25   // Min time, Max time                  
//   0.005       // Min cut length                      
//   0x01        // flags                               
//   RLFRAG      // name of shrapnel material           
//   0           // Explosion size
//   none        // Slick material        
//   0           // Number of non-cars activated 
//   0           // Radius of side-effect smashes
//   0           // Extensions flags             
//   0           // Room turn on code            
//   none        // Award code                   
//   0           // No run-time variable changes 
//   1           // Number of pixelmaps          
//   MBACKBRK    // pixelmap to use when smashed 
