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// *----------------------------------------------------------------------

// * Z-Axis Gaming Environment


// * Copyright (C) 2000, Z-Axis, LTD. All rights reserved.
// * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// *
// * File: Scene.Txt
// * Description: Scene data base decription
// * Created by: Paul Murray Mar 06, 2000.
// *
// * $Header: /NgEngine/src/zge/zScene.c 7 3/06/00 9:02a Paul $
// * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// * Overview:This file consists of:-
// 1. A 'SCENE_COMMON' section, this describes assets which
// may be used by all scenes.
// 2. Multiple 'SCENE' sections, for scene specific assets
//
// This script doesn't necessarily mean that the assets wil
l be loaded, it merely defines
// working sets of assets. Eg. You may define 10 player mo
dels in the SCENE_COMMON section, but
// chose one of them from a menu at run-time.
//
// Variables may be defined and used as follows:-
// #define TypePlayer 0
// #define TypeBadGuy 1
// #define TypePlayerBoy 0
// #define TypePlayerGirl 1
//
// TYPE $ClassPlayer
// SUBTYPE $TypePlayerBoy
//
//
// SCENE {
// NAME "scene id name"
- Name of scene - Used by app. to reference the scene
//
// FILE "file name"
- File name of the scene definition file
//
// [ANIM {
- Define an animation library
// NAME "anim id name"
- Identifier name of the animation library. Used by the app
//
to identify this library
// FILE "anim file name"
- The filename of the library. If a .ZAL file, the id name is
//
hashed to create th asset id
// } ]
//
// [MODEL {
- Define a model definition
// NAME "model id name"
- Identifier name of the model. Used by the app
//
to identify this model
// FILE "model file name
" - The filename of the model. If a .ZAL file, the id name is
//
hashed to create th asset id
// TYPE typeID
- App specific type identifier (Eg. Player, BadGuy etc)
// SUBTYPE subTypeID
- App specific sub type identifier (Eg. PlayerGirl/PlayerBoy Player etc)
// [ANIM {..}]
- Define an animation for this model
// [ANIM {..}]
// } ]
// }
// *----------------------------------------------------------------------*
#define kModelTypePlayer 0 // Is a player
#define kModelTypeBike 1 // Is an bike
#define kModelTypeMisc 2 // Miscellaneous type
#define kModelTypeNPC 3 // Is an NPC
#define kModelTypeWeapon 4 // It's a weapon
// Common to all scenes
SCENE_COMMON
{
// player models
MODEL
// Model definition
{
NAME "Logan.standard.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Logan\Logan.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Logan.comic.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Logan\LoganComic.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Logan.streetclothes.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Logan\LoganSC.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Eric.standard.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Eric\Eric.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Ororo.standard.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Ororo\Ororo.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Jean.standard.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Jean\Jean.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Remy.standard.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Remy\Remy.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Hank.standard.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Hank\Hank.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Bobby.standard.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Bobby\Bobby.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Bobby.comic.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Bobby\BobbyComic.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Bobby.streetclothes.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Bobby\BobbySC.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Piotr.standard.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Piotr\Piotr.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Kurt.standard.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Kurt\Kurt.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Kurt.comic.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Kurt\KurtComic.ZIT"
// Model file (.ZMD / .ZAL)
}
MODEL
// Model definition
{
NAME "Kurt.streetclothes.model"
// Model name
TYPE $kModelTypePlayer
// Type - Eg. player/Baddy
SUBTYPE 0
// Model sub type - Eg. Girl/Boy
FILE "assets\players\Kurt\KurtSC.ZIT"
// Model file (.ZMD / .ZAL)
}
}
//////////////////////////////////////////////////
// L E V E L S
//////////////////////////////////////////////////
// Common levels
SCENE {
NAME Common
FILE Assets\Levels\Common\Common\Common.ZIT
}
SCENE {
NAME CommonWO
FILE Assets\Levels\Common\CommonWO\CommonWO.ZIT
}
SCENE {
NAME CommonMG
FILE Assets\Levels\Common\CommonMG\CommonMG.ZIT
}
SCENE {
NAME CommonNC
FILE Assets\Levels\Common\CommonNC\CommonNC.ZIT
}
SCENE {
NAME CommonIM
FILE Assets\Levels\Common\CommonIM\CommonIM.ZIT
}

// Weapons
SCENE {
NAME ShkStick
FILE Assets\weapons\ShkStick\ShkStick.ZIT
}
SCENE {
NAME MPFive
FILE Assets\weapons\MPFive\MPFive.ZIT
}
SCENE {
NAME UziPistol
FILE Assets\weapons\UziPistol\UziPistol.ZIT
}
SCENE {
NAME NinjaSword
FILE Assets\weapons\NinjaSword\NinjaSword.ZIT
}
SCENE {
NAME Katana
FILE Assets\weapons\Katana\Katana.ZIT
}

SCENE {
NAME Missle
FILE Assets\weapons\Missile\Missile.ZIT
}
SCENE {
NAME Bruiser_Wpn
FILE Assets\weapons\Bruiser\Bruiser.ZIT
}
SCENE {
NAME Lancer_Wpn
FILE Assets\weapons\Lancer\Lancer.ZIT
}
SCENE {
NAME Slicer_L
FILE Assets\weapons\Slicer_L\Slicer_L.ZIT
}
SCENE {
NAME Slicer_R
FILE Assets\weapons\Slicer_R\Slicer_R.ZIT
}
SCENE {
NAME RocketLauncher
FILE Assets\weapons\RocketLauncher\RocketLauncher.ZIT
}
SCENE {
NAME Steyr9mm
FILE Assets\weapons\Steyr9mm\Steyr9mm.ZIT
}
// CharacterFX

SCENE {
NAME RLGrunt
FILE Assets\CharFX\RLGrunt\RLGrunt.ZIT
}
SCENE {
NAME JasonLittle
FILE Assets\CharFX\JasonLittle\JasonLittle.ZIT
}
SCENE {
NAME Test
FILE Assets\CharFX\Test\thisObject.ZIT
}
SCENE {
NAME Wolverine
FILE Assets\CharFX\Wolverine\Wolverine.ZIT
}
SCENE {
NAME WolverineA
FILE Assets\CharFX\Wolverine\WolverineA.ZIT
}
SCENE {
NAME WolverineB
FILE Assets\CharFX\Wolverine\WolverineB.ZIT
}
SCENE {
NAME DemonWO
FILE Assets\CharFX\DemonWO\DemonWO.ZIT
}
SCENE {
NAME Nightcrawler
FILE Assets\CharFX\Nightcrawler\Nightcrawler.ZIT
}
SCENE {
NAME Iceman
FILE Assets\CharFX\Iceman\Iceman.ZIT
}
SCENE {
NAME Bruiser
FILE Assets\CharFX\Bruiser\Bruiser.ZIT
}
SCENE {
NAME Lancer
FILE Assets\CharFX\Lancer\Lancer.ZIT
}
SCENE {
NAME Slicer
FILE Assets\CharFX\Slicer\Slicer.ZIT
}
SCENE {
NAME LdyDeath
FILE Assets\CharFX\LdyDeath\LdyDeath.ZIT
}
SCENE {
NAME sldgrtwo
FILE Assets\CharFX\sldgrtwo\sldgrtwo.ZIT
}
SCENE {
NAME SldrGrnt
FILE Assets\CharFX\SldrGrnt\SldrGrnt.ZIT
}
SCENE {
NAME FlySent
FILE Assets\CharFX\FlySent\FlySent.ZIT
}
SCENE {
NAME HovSent
FILE Assets\CharFX\HovSent\HovSent.ZIT
}
SCENE {
NAME Wind
FILE Assets\CharFX\Wind\Wind.ZIT
}
SCENE {
NAME FireRptr
FILE Assets\CharFX\FireRptr\FireRptr.ZIT
}
SCENE {
NAME GiaSent
FILE Assets\CharFX\GiaSent\GiaSent.ZIT
}
SCENE {
NAME Colossus
FILE Assets\CharFX\Colossus\Colossus.ZIT
}
SCENE {
NAME MMan
FILE Assets\CharFX\MMan\MMan.ZIT
}
SCENE {
NAME Sbrtooth
FILE Assets\CharFX\Sbrtooth\Sbrtooth.ZIT
}
SCENE {
NAME SilvSam
FILE Assets\CharFX\SilvSam\SilvSam.ZIT
}
SCENE {
NAME JPC
FILE Assets\CharFX\JPC\JPC.ZIT
}
SCENE {
NAME SDSeeker
FILE Assets\CharFX\SDSeeker\SDSeeker.ZIT
}
SCENE {
NAME SDIce
FILE Assets\CharFX\SDIce\SDIce.ZIT
}
// this is a fake file so CharFX loading works, it
// just needs the directory
SCENE {
NAME SDSeekerMMNCA
FILE Assets\CharFX\SDSeekerMMNCA\NO-FILE.ZIT
}
SCENE {
NAME DemonNC
FILE Assets\CharFX\DemonNC\DemonNC.ZIT
}
SCENE {
NAME FSerpent
FILE Assets\CharFX\FSerpent\FSerpent.ZIT
}
SCENE {
NAME Storm
FILE Assets\CharFX\Storm\Storm.ZIT
}
SCENE {
NAME DemonWO
FILE Assets\CharFX\DemonWO\DemonWO.ZIT
}
SCENE {
NAME FlySentX
FILE Assets\CharFX\FlySent\FlySent.ZIT
}
SCENE {
NAME FlySentRabbit
FILE Assets\CharFX\FlySent\FlySent.ZIT
}
// [@generated_data_begin@]
// Section of file: ./scripts/com/Scene.txt generated
// by user: EPurins
// with script: batch\com\LevelGen.pl
// version num: 1.0.59LCLnO
// on date: Wed Jan 25 09:34:12 2006 (61P9YC7)
// Please do not disturb [@begin/end@] comments && assume any changes made
// within will be clobbered by the next auto-generation of levels!
SCENE {
NAME Andy
FILE Assets\Levels\Test\Andy\Andy.ZIT
}
SCENE {
NAME AnmProto
FILE Assets\Levels\Test\AnmProto\AnmProto.ZIT
}
SCENE {
NAME ArtProto
FILE Assets\Levels\Test\ArtProto\ArtProto.ZIT
}
SCENE {
NAME Beej
FILE Assets\Levels\Test\Beej\Beej.ZIT
}
SCENE {
NAME Brian
FILE Assets\Levels\Test\Brian\Brian.ZIT
}
SCENE {
NAME Carlos
FILE Assets\Levels\Test\Carlos\Carlos.ZIT
}
SCENE {
NAME Chris
FILE Assets\Levels\Test\Chris\Chris.ZIT
}
SCENE {
NAME Daven
FILE Assets\Levels\Test\Daven\Daven.ZIT
}
SCENE {
NAME Duncan
FILE Assets\Levels\Test\Duncan\Duncan.ZIT
}
SCENE {
NAME Edmund
FILE Assets\Levels\Test\Edmund\Edmund.ZIT
}
SCENE {
NAME Gavin
FILE Assets\Levels\Test\Gavin\Gavin.ZIT
}
SCENE {
NAME George
FILE Assets\Levels\Test\George\George.ZIT
}
SCENE {
NAME Greg
FILE Assets\Levels\Test\Greg\Greg.ZIT
}
SCENE {
NAME Greg2
FILE Assets\Levels\Test\Greg2\Greg2.ZIT
}
SCENE {
NAME Kevin
FILE Assets\Levels\Test\Kevin\Kevin.ZIT
}
SCENE {
NAME Lara
FILE Assets\Levels\Test\Lara\Lara.ZIT
}
SCENE {
NAME Matt
FILE Assets\Levels\Test\Matt\Matt.ZIT
}
SCENE {
NAME Mike
FILE Assets\Levels\Test\Mike\Mike.ZIT
}
SCENE {
NAME Nick
FILE Assets\Levels\Test\Nick\Nick.ZIT
}
SCENE {
NAME Rich
FILE Assets\Levels\Test\Rich\Rich.ZIT
}
SCENE {
NAME Rui
FILE Assets\Levels\Test\Rui\Rui.ZIT
}
SCENE {
NAME Scott
FILE Assets\Levels\Test\Scott\Scott.ZIT
}
SCENE {
NAME Shawn
FILE Assets\Levels\Test\Shawn\Shawn.ZIT
}
SCENE {
NAME SpecFX
FILE Assets\Levels\Test\SpecFX\SpecFX.ZIT
}
SCENE {
NAME SpecFX2
FILE Assets\Levels\Test\SpecFX2\SpecFX2.ZIT
}
SCENE {
NAME Anthony
FILE Assets\Levels\Test\Anthony\Anthony.ZIT
}
SCENE {
NAME DavidL
FILE Assets\Levels\Test\DavidL\DavidL.ZIT
}
SCENE {
NAME Hector
FILE Assets\Levels\Test\Hector\Hector.ZIT
}
SCENE {
NAME Ken
FILE Assets\Levels\Test\Ken\Ken.ZIT
}
SCENE {
NAME KevinC
FILE Assets\Levels\Test\KevinC\KevinC.ZIT
}
SCENE {
NAME Peter
FILE Assets\Levels\Test2\Peter\Peter.ZIT
}
SCENE {
NAME Shane
FILE Assets\Levels\Test2\Shane\Shane.ZIT
}
SCENE {
NAME Sherwin
FILE Assets\Levels\Test2\Sherwin\Sherwin.ZIT
}
SCENE {
NAME Epu
FILE Assets\Levels\Test2\Epu\Epu.ZIT
}
SCENE {
NAME Morgan
FILE Assets\Levels\Test2\Morgan\Morgan.ZIT
}
SCENE {
NAME Ira
FILE Assets\Levels\Test2\Ira\Ira.ZIT
}
SCENE {
NAME Victor
FILE Assets\Levels\Test2\Victor\Victor.ZIT
}
SCENE {
NAME Elijah
FILE Assets\Levels\Test2\Elijah\Elijah.ZIT
}
SCENE {
NAME Kim
FILE Assets\Levels\Test2\Kim\Kim.ZIT
}
SCENE {
NAME Jon
FILE Assets\Levels\Test2\Jon\Jon.ZIT
}
SCENE {
NAME Jimmy
FILE Assets\Levels\Test2\Jimmy\Jimmy.ZIT
}
SCENE {
NAME Audio1
FILE Assets\Levels\Audio\Audio1\Audio1.ZIT
}
SCENE {
NAME Audio2
FILE Assets\Levels\Audio\Audio2\Audio2.ZIT
}
SCENE {
NAME Audio3
FILE Assets\Levels\Audio\Audio3\Audio3.ZIT
}
SCENE {
NAME IMDrone
FILE Assets\Levels\AITest\IMDrone\IMDrone.ZIT
}
SCENE {
NAME IMFactry
FILE Assets\Levels\AITest\IMFactry\IMFactry.ZIT
}
SCENE {
NAME IMFireRa
FILE Assets\Levels\AITest\IMFireRa\IMFireRa.ZIT
}
SCENE {
NAME IMFSentl
FILE Assets\Levels\AITest\IMFSentl\IMFSentl.ZIT
}
SCENE {
NAME IMGiant
FILE Assets\Levels\AITest\IMGiant\IMGiant.ZIT
}
SCENE {
NAME IMJPack
FILE Assets\Levels\AITest\IMJPack\IMJPack.ZIT
}
SCENE {
NAME IMPyro
FILE Assets\Levels\AITest\IMPyro\IMPyro.ZIT
}
SCENE {
NAME IMRaptor
FILE Assets\Levels\AITest\IMRaptor\IMRaptor.ZIT
}
SCENE {
NAME IMTraps
FILE Assets\Levels\AITest\IMTraps\IMTraps.ZIT
}
SCENE {
NAME NCColoss
FILE Assets\Levels\AITest\NCColoss\NCColoss.ZIT
}
SCENE {
NAME NCDemon
FILE Assets\Levels\AITest\NCDemon\NCDemon.ZIT
}
SCENE {
NAME NCDrone
FILE Assets\Levels\AITest\NCDrone\NCDrone.ZIT
}
SCENE {
NAME NCGrunt
FILE Assets\Levels\AITest\NCGrunt\NCGrunt.ZIT
}
SCENE {
NAME NCHSentl
FILE Assets\Levels\AITest\NCHSentl\NCHSentl.ZIT
}
SCENE {
NAME NCLabTec
FILE Assets\Levels\AITest\NCLabTec\NCLabTec.ZIT
}
SCENE {
NAME NCLancer
FILE Assets\Levels\AITest\NCLancer\NCLancer.ZIT
}
SCENE {
NAME NCLieut
FILE Assets\Levels\AITest\NCLieut\NCLieut.ZIT
}
SCENE {
NAME NCMulti
FILE Assets\Levels\AITest\NCMulti\NCMulti.ZIT
}
SCENE {
NAME NCStorm
FILE Assets\Levels\AITest\NCStorm\NCStorm.ZIT
}
SCENE {
NAME NCSWAT
FILE Assets\Levels\AITest\NCSWAT\NCSWAT.ZIT
}
SCENE {
NAME WODeath
FILE Assets\Levels\AITest\WODeath\WODeath.ZIT
}
SCENE {
NAME WODemon
FILE Assets\Levels\AITest\WODemon\WODemon.ZIT
}
SCENE {
NAME WOGrunt
FILE Assets\Levels\AITest\WOGrunt\WOGrunt.ZIT
}
SCENE {
NAME WOLabTec
FILE Assets\Levels\AITest\WOLabTec\WOLabTec.ZIT
}
SCENE {
NAME WOLancer
FILE Assets\Levels\AITest\WOLancer\WOLancer.ZIT
}
SCENE {
NAME WOLieut
FILE Assets\Levels\AITest\WOLieut\WOLieut.ZIT
}
SCENE {
NAME WOSabre
FILE Assets\Levels\AITest\WOSabre\WOSabre.ZIT
}
SCENE {
NAME WOSilver
FILE Assets\Levels\AITest\WOSilver\WOSilver.ZIT
}
SCENE {
NAME WOSlicer
FILE Assets\Levels\AITest\WOSlicer\WOSlicer.ZIT
}
SCENE {
NAME WOStorm
FILE Assets\Levels\AITest\WOStorm\WOStorm.ZIT
}
SCENE {
NAME WOSWAT
FILE Assets\Levels\AITest2\WOSWAT\WOSWAT.ZIT
}
SCENE {
NAME WOWind
FILE Assets\Levels\AITest2\WOWind\WOWind.ZIT
}
SCENE {
NAME Trigger
FILE Assets\Levels\UnitTest\Trigger\Trigger.ZIT
}
SCENE {
NAME Turret
FILE Assets\Levels\UnitTest\Turret\Turret.ZIT
}
SCENE {
NAME Sensor
FILE Assets\Levels\UnitTest\Sensor\Sensor.ZIT
}
SCENE {
NAME Spawn
FILE Assets\Levels\UnitTest\Spawn\Spawn.ZIT
}
SCENE {
NAME Destruct
FILE Assets\Levels\UnitTest\Destruct\Destruct.ZIT
}
SCENE {
NAME AI1
FILE Assets\Levels\Design\AI1\AI1.ZIT
}
SCENE {
NAME AI2
FILE Assets\Levels\Design\AI2\AI2.ZIT
}
SCENE {
NAME AI3
FILE Assets\Levels\Design\AI3\AI3.ZIT
}
SCENE {
NAME Fly1
FILE Assets\Levels\Design\Fly1\Fly1.ZIT
}
SCENE {
NAME Fly2
FILE Assets\Levels\Design\Fly2\Fly2.ZIT
}
SCENE {
NAME Fly3
FILE Assets\Levels\Design\Fly3\Fly3.ZIT
}
SCENE {
NAME Jens1
FILE Assets\Levels\Design\Jens1\Jens1.ZIT
}
SCENE {
NAME Jens2
FILE Assets\Levels\Design\Jens2\Jens2.ZIT
}
SCENE {
NAME Jens3
FILE Assets\Levels\Design\Jens3\Jens3.ZIT
}
SCENE {
NAME Kaiser1
FILE Assets\Levels\Design\Kaiser1\Kaiser1.ZIT
}
SCENE {
NAME Kaiser2
FILE Assets\Levels\Design\Kaiser2\Kaiser2.ZIT
}
SCENE {
NAME Kaiser3
FILE Assets\Levels\Design\Kaiser3\Kaiser3.ZIT
}
SCENE {
NAME Melee1
FILE Assets\Levels\Design\Melee1\Melee1.ZIT
}
SCENE {
NAME Design.Melee1
FILE Assets\Levels\Design\Melee1\Design.ZIT
}
SCENE {
NAME Melee2
FILE Assets\Levels\Design\Melee2\Melee2.ZIT
}
SCENE {
NAME Design.Melee2
FILE Assets\Levels\Design\Melee2\Design.ZIT
}
SCENE {
NAME Melee3
FILE Assets\Levels\Design\Melee3\Melee3.ZIT
}
SCENE {
NAME Design.Melee3
FILE Assets\Levels\Design\Melee3\Design.ZIT
}
SCENE {
NAME Randy1
FILE Assets\Levels\Design\Randy1\Randy1.ZIT
}
SCENE {
NAME Randy2
FILE Assets\Levels\Design\Randy2\Randy2.ZIT
}
SCENE {
NAME Randy3
FILE Assets\Levels\Design\Randy3\Randy3.ZIT
}
SCENE {
NAME Rob1
FILE Assets\Levels\Design\Rob1\Rob1.ZIT
}
SCENE {
NAME Rob2
FILE Assets\Levels\Design\Rob2\Rob2.ZIT
}
SCENE {
NAME Rob3
FILE Assets\Levels\Design\Rob3\Rob3.ZIT
}
SCENE {
NAME Travis1
FILE Assets\Levels\Design\Travis1\Travis1.ZIT
}
SCENE {
NAME Travis2
FILE Assets\Levels\Design\Travis2\Travis2.ZIT
}
SCENE {
NAME Travis3
FILE Assets\Levels\Design\Travis3\Travis3.ZIT
}
SCENE {
NAME Vehicle1
FILE Assets\Levels\Design\Vehicle1\Vehicle1.ZIT
}
SCENE {
NAME Vehicle2
FILE Assets\Levels\Design\Vehicle2\Vehicle2.ZIT
}
SCENE {
NAME Vehicle3
FILE Assets\Levels\Design\Vehicle3\Vehicle3.ZIT
}
SCENE {
NAME Casey1
FILE Assets\Levels\Design\Casey1\Casey1.ZIT
}
SCENE {
NAME Casey2
FILE Assets\Levels\Design\Casey2\Casey2.ZIT
}
SCENE {
NAME Casey3
FILE Assets\Levels\Design\Casey3\Casey3.ZIT
}
SCENE {
NAME June1
FILE Assets\Levels\Design2\June1\June1.ZIT
}
SCENE {
NAME June2
FILE Assets\Levels\Design2\June2\June2.ZIT
}
SCENE {
NAME June3
FILE Assets\Levels\Design2\June3\June3.ZIT
}
SCENE {
NAME Mark1
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SCENE {
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SCENE {
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SCENE {
NAME Fes
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// [@generated_data_end@]
SCENE
{
NAME ls_LoadingScreenDefault
FILE Assets\Loading\LSDef.ZIT
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#include "assets\ExtraScn.txt"
END

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