; node_compress.q
; a set of common sub-expressions that can be replaced in a .qn file
; this file is parsed by a ruby script to perform the compression
; so the syntax is quite important
;
; Place the larger structures first
; all the structure names must start with "ncomp_"


ncomp_occlusion = {	
	Class = LevelGeometry
	Occluder
	CreatedAtStart
	CollisionMode = Geometry
}

ncomp_occlusion_notcreated = {	
	Class = LevelGeometry
	Occluder
	CollisionMode = Geometry
}

ncomp_conc_rail = {	
	Class = RailNode
	Type = Concrete
	CreatedAtStart
	TerrainType = TERRAIN_CONCSMOOTH
}

ncomp_metal_rail = {
	Class = RailNode
	Type = Metal
	CreatedAtStart
	TerrainType = TERRAIN_METALSMOOTH
}

ncomp_wood_rail = {
	Class = RailNode
	Type = Wood
	CreatedAtStart
	TerrainType = TERRAIN_WOO
}

ncomp_default_rail = {
	Class = RailNode
	Type = Generic
	CreatedAtStart
	TerrainType = TERRAIN_DEFAULT
}

ncomp_wire_rail = {
	Class = RailNode
	Type = Wire
	CreatedAtStart
	TerrainType = TERRAIN_GRINDWIRE
}

ncomp_LO_default = {
	Class = LevelObject
	Type = Normal
	CollisionMode = Geometry
	SuspendDistance = 0
	lod_dist1 = 200
	lod_dist2 = 201
}

ncomp_LO_default2 = {
	Class = LevelObject
	Type = Normal
	CollisionMode = Geometry
	SuspendDistance = 0
}




ncomp_waypoint_default = {
	Class = Waypoint
	Type = Default
	CreatedAtStart
}

ncomp_PedAI_default = {
	Class = Waypoint
	Type = PedAI
	CreatedAtStart
	Continue
	PedType = Skate
	Priority = Normal
	ContinueWeight = 1.0
	AdjustSpeedPercent = 50.0
	Acceleration = 500.0
	SkateAction = Continue
	JumpHeight = 60.0
}

ncomp_proxim_box = {
	Class = ProximNode
	Type = Camera
	ProximObject
	RenderToViewport
	SelectRenderOnly
	Shape = BoundingBox
}
	
ncomp_proxim_defaults = {
	Class = ProximNode
	Type = Camera
	ProximObject
	RenderToViewport
	SelectRenderOnly
}

ncomp_goal_arrow = {
	Class = GameObject
	Type = Goal_Arrow
	AbsentInNetGames
	Model = "goalarrow\goalarrow.mdl"
	SuspendDistance = 0
	lod_dist1 = 400
	lod_dist2 = 401
}

ncomp_ped_stuff = {
	AbsentInNetGames
	SkeletonName = THPS5_human
	AnimName = animload_THPS5_human
}

ncomp_level_light = {
	Class = LevelLight
	CreatedAtStart
	Brightness = 0
}

ncomp_level_light2 = {
	Class = LevelLight
	CreatedAtStart
}

ncomp_car_waypoint = {
	Class = Waypoint
	Type = DecelForTurn
	CreatedAtStart
	SpawnObjScript = Car_DecelForTurn01
}

ncomp_car_waypoint2 = {
	Class = Waypoint
	Type = DecelForTurn
	CreatedAtStart
}

ncomp_bouncy_defaults = {
	coeff_restitution = 0.3
	coeff_friction = 1.0
	skater_collision_impulse_factor = .7
	skater_collision_rotation_factor = 0
	skater_collision_assent = 5
}

ncomp_emitter_box = {
	Class = EmitterObject
	Type = BoundingBox
}

ncomp_LO = {
	Class = LevelObject
	Type = Normal
	CreatedAtStart
	CollisionMode = Geometry
	SuspendDistance = 0
	lod_dist1 = 400
	lod_dist2 = 401
}

ncomp_LO_2 = {
	Class = LevelObject
	Type = Normal
	CreatedAtStart
	CollisionMode = Geometry
}


ncomp_ghost_401 = {
	Class = GameObject
	Type = Ghost
	CreatedAtStart
	AbsentInNetGames
	Model = "none"
	SuspendDistance = 0
	lod_dist1 = 400
	lod_dist2 = 401
}

ncomp_ghost_obj = {
	Class = GameObject
	Type = Ghost
	CreatedAtStart
	AbsentInNetGames
	Model = "none"
}

ncomp_simple_waypoint = {
	Class = Waypoint
	CreatedAtStart
}

ncomp_proxim_shpere = {
	Class = ProximNode
	Type = Camera
	CreatedAtStart
	RenderToViewport
	SelectRenderOnly
	Shape = Sphere
}

ncomp_lod_suspend_dist1_200 = {
	SuspendDistance = 0
	lod_dist1 = 200
	lod_dist2 = 201
}	
	
ncomp_lod_dist1_200 = {
	lod_dist1 = 200
	lod_dist2 = 201
}	


ncomp_level_geometry = {
	Class = LevelGeometry
	CreatedAtStart
	CollisionMode = Geometry
}

ncomp_level_geometry_NC = {
	Class = LevelGeometry
	CollisionMode = Geometry
}

ncomp_collision_mode_geometry = {
	CollisionMode = Geometry
}



